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Call of Cthulhu vs Mage: The Ascension

Compare Call of Cthulhu and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.

Call of CthulhuMage: The Ascension
GenreHorror, ModernFantasy, Modern, Horror
TagsInvestigation, Fear & Stress Mechanics, Mystery, Deadly, Corruption, Skill-Based, Atmospheric, One-Shot Friendly, Character-Driven, NarrativeFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban Fantasy
Core MechanicRoll d100 equal to or below a skill or characteristic. Hard and Extreme tests use half and one-fifth of that rating. Bonus and penalty dice select a better or worse tens digit. Eligible failed skill rolls can be pushed by taking further action, risking a harsher consequence.Roll an Attribute-plus-Ability pool of d10s and count dice meeting the difficulty, usually 6. Each rolled 1 cancels a success. A roll botches only when no die meets the difficulty and at least one die shows 1. Magick instead rolls Arete, the mage's enlightenment rating, against a difficulty based on the highest Sphere used and whether the effect violates ordinary reality. Successes determine the effect's extent.
Diced100d10 dice pool
ComplexityMediumVery High
AccessibilityHighHigh
RunnabilityVery HighVery High
LicenseChaosium Fan Material PolicyAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Community content programCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherChaosiumOnyx Path Publishing
Year20142015
LanguagesEnglish, French, German, Italian, Japanese, Korean, Spanish, Polish, Portuguese, Russian, Swedish, ChineseEnglish, French, German, Italian, Russian, Spanish
Best ForGroups who want clue-driven horror with ordinary investigators and lasting consequences. Suits focused mysteries and campaigns where survival matters more than defeating every threat.Groups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.
HighlightsPushing a failed roll offers another chance at the goal with a more serious consequence if it fails. Learning Mythos lore reduces maximum Sanity, tying useful knowledge to lasting vulnerability. An Idea roll gets a stalled investigation moving again, with failure putting investigators into danger.Nine Spheres combine into improvised magical effects beyond a fixed spell list. A mage's beliefs determine the practices and instruments that make those effects possible. Concealing magick within plausible events reduces the risk of reality's backlash.
ConsiderationsA major wound can leave an investigator dying, making direct confrontation dangerous. Bouts of madness temporarily place investigator actions under Keeper control. Foot and vehicle chases track relative speed and movement actions, adding a separate procedure to pursuit scenes.Improvised magick requires the group to agree on what an effect can accomplish before rolling. Accumulated Paradox can injure a mage or trap them in a distorted reality. Cabals need shared motives to keep incompatible faction loyalties from pulling the campaign apart.