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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, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban Fantasy
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.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.
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
LanguagesEnglishEnglish, French, German, Italian, Russian, Spanish
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 modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.
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 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.
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 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.