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Electric Bastionland vs Mage: The Ascension

Compare Electric Bastionland and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.

Electric BastionlandMage: The Ascension
GenreFantasyFantasy, Modern, Horror
TagsRules-Light, Weird, Classless, Dungeon Crawl, Attacks Always Hit, One-Shot Friendly, Low-PrepFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicRoll d20 equal to or under attribute (STR, DEX, CHA) to avoid danger. Attacks always hit: roll weapon damage directly, reduced by armor. 100+ unique Failed Careers define your character through equipment and debt rather than stats.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.
Diced20d10 dice pool
ComplexityVery LowVery High
AccessibilityHighHigh
RunnabilityHighVery High
LicenseMark of the Odd SRDAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherBastionland PressOnyx Path Publishing
Year20202015
LanguagesEnglishEnglish, French, German, Italian, Russian, Spanish
Best ForShort treasure-hunting campaigns in a surreal, modern-tinged city. Ideal for groups who love strange worldbuilding, fast character creation via 100+ Failed Careers, and fiction-driven play.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsTwo pages of actual rules, 100+ varied Failed Careers, detailed GM guidance, free 42-page edition available, spawned an entire design movementNine 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.
ConsiderationsTightly coupled to its surreal Bastion setting, minimal character progression, requires a confident GM, narrow genre focusImprovised 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.