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City of Jerry vs Mage: The Ascension

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

City of JerryMage: The Ascension
GenreModernFantasy, Modern, Horror
TagsComedy, Fiction-First, Gonzo, Improvisation, Low-Prep, Mystery, Noir, Playbook-Driven, Random Tables, Rules-LightFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicWhen an outcome is uncertain, roll a d12 plus Heal or Harm and read the result on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Good or Bad Luck adds d12s and keeps the highest or lowest result.Build a d10 pool from an Attribute plus an Ability and count each die that meets or exceeds the difficulty, usually 6. Each rolled 1 cancels a success, and a roll with no successes and at least one 1 botches. Magick uses Arete instead: the highest Sphere plus coincidence or vulgarity and witnesses establishes the base difficulty, with situational modifiers applied afterward. Successes determine the Effect, and vulgar casting risks Paradox.
Diced12d10 dice pool
ComplexityLowVery High
AccessibilityMediumHigh
RunnabilityHighVery High
LicenseMade for Mischief Third-Party LicenseAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Made for Mischief Third-Party LicenseCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherDrimbusOnyx Path Publishing
Year20262015
Best ForGroups who want low-prep noir mysteries with body-pun humor, player-created connections, and fast conflicts inside a human body.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsChallenges, combats, and conversations share a Conflict framework, so one procedure supports objectives, fights, and persuasion. Matching results on multiple Luck dice trigger the Twist table, turning stacked advantages or disadvantages into an unexpected complication or benefit. Five biological Roles provide curated Abilities and Traumas, giving each Agent a distinct way to help or harm Jerry.Nine Spheres combine to build open-ended Effects, allowing the same capability to emerge through different paradigms, practices, and instruments. Coincidental and vulgar classifications make subtlety a tactical choice because conspicuous magick raises difficulty and accumulates Paradox. Focus ties belief to procedure, so a mage's worldview determines the tools and rituals used to alter reality.
ConsiderationsAgents choose from five biological Roles, so concepts outside the Immunization Task Force require reskinning. Each Wound adds a penalty, and a third Wound triggers a Death Roll, making dangerous conflicts costly. Investigations use general Challenge Counters rather than a clue or deduction subsystem, leaving evidence details to the Jerry Master.Improvised Effects place frequent adjudication on the Storyteller, who must apply Sphere permissions, focus, required successes, and consequences consistently. Vulgar magick generates Paradox even on success, so overt power can punish a mage through injury or metaphysical breakdown. Faction choices can make a cabal internally hostile, so character concepts need shared motives before play.