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Fear of the Unknown vs Mage: The Ascension

Compare Fear of the Unknown and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.

Fear of the UnknownMage: The Ascension
GenreHorrorFantasy, Modern, Horror
TagsTag-Based, Fiction-First, Collaborative, Investigation, Mystery, Fear & Stress Mechanics, One-Shot Friendly, Rules-LightFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicRoll 2d6 and add tags: invoke up to three of your character's tags for +1 each, while the Oracle invokes up to two against you for -1 each. On 10+ you fully succeed, on 7-9 you succeed at a cost, and on 6 or less the Oracle chooses a consequence. The Encounter True Horror move instead adds your accumulated Horror to the roll, where a higher total is worse, so encounters grow more dangerous as dread builds.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.
Dice2d6d10 dice pool
ComplexityLowVery High
AccessibilityHighHigh
RunnabilityVery HighVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherSixpence GamesOnyx Path Publishing
Year20232015
Best ForGroups who want a rules-light collaborative horror mystery that plays to completion in a single session, especially fans of horror films who want to investigate a mystery and face escalating dread without any GM prep. Works well for convention one-shots and players new to narrative RPGs.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsEvery successful Investigate roll hands the player a clue tied to the question they asked, so the mystery advances from what characters do at the table rather than from clues the Oracle hid in advance. The tags a player invokes on a roll become the fictional elements of the resulting scene, so each character's specific traits, not just the dice result, shape what happens in play. Each supernatural encounter permanently raises a character's Horror, which is added to future horror rolls, building escalating dread without a separate countdown.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.
ConsiderationsA single Face Peril roll resolves every dangerous situation, from a fistfight to a fall, with no initiative or enemy stats, so groups wanting tactical combat must build it themselves. The Oracle prepares no clues and improvises every answer to investigation questions live, which demands real on-the-spot creativity rather than prepared structure. The three-act structure and epilogue are built for self-contained one-shots, with no advancement loop for ongoing characters beyond gaining and losing tags.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.