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Honey Heist vs Mage: The Ascension

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

Honey HeistMage: The Ascension
GenreModernFantasy, Modern, Horror
TagsRules-Light, One-Shot Friendly, Comedy, Heist, Random Character Creation, Random Tables, Low-Prep, Gonzo, Fast-Paced, Theater of the MindFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban Fantasy
Core MechanicWhen a bear acts and the outcome is in doubt, the player rolls 1d6 against the relevant stat, Bear or Criminal: a roll equal to or under the stat succeeds, and a roll over it fails. Using the bear type's skill or doing something covered by the character's role rolls 2d6 and keeps the lowest. When the lowest die rolled is a 6, the GM introduces a twist or unseen complication.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.
Diced6d10 dice pool
ComplexityVery LowVery High
AccessibilityVery HighHigh
RunnabilityMediumVery High
LicenseRR&D Community Licence v1.14All Rights Reserved
Third-Party PublishingCommercial publishing allowed — RR&D Community Licence (Grant Howitt's One Page RPGs)Commercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherRowan, Rook and Decard (Grant Howitt)Onyx Path Publishing
Year20172015
LanguagesEnglishEnglish, French, German, Italian, Russian, Spanish
Best ForGroups who want a silly, low-prep one-shot as a crew of bears pulling a heist at a honey convention.Groups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.
HighlightsGreed moves a point from Bear to Criminal when the plan goes off without a hitch, and Frustration moves one back when the plan fails and the bear runs into difficulty. A player can shift a point toward Criminal by playing a flashback scene of the bears planning the heist, or toward Bear by eating a load of honey. The GM sets up each heist from random tables, including two security features and a complication kept secret from the players.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.
ConsiderationsThere are no experience, advancement or campaign rules. Bear covers shrugging off damage, but the rules track no damage or injury. The sheet gives no rule for what a player does after their bear betrays the party or flips out at 6.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.