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Inevitable vs Mage: The Ascension

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

InevitableMage: The Ascension
GenreFantasyFantasy, Modern, Horror
TagsAtmospheric, Character-Driven, Deadly, Fiction-First, Grimdark, Lore-Heavy, Mission-Based, Narrative, Rules-LightFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicBuild a dice pool of d6s from Reputations, equipment, and risk-taking. Roll and take the highest: 1–3 fails with a Consequence, 4–5 succeeds but with a Consequence and earns a Showdown Token, 6 succeeds cleanly. In climactic Showdowns, one character faces the Threat alone: roll d6 plus bonuses from negotiated Costs against a target equal to Threat minus accumulated Showdown Tokens.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.
Diced6 dice poold10 dice pool
ComplexityLowVery High
AccessibilityHighHigh
RunnabilityLowVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherSoulMuppet PublishingOnyx Path Publishing
Year20242015
Best ForGroups who want a narrative, play-to-lose fantasy RPG where doomed cowboy knights sacrifice everything to defy prophecy in a richly detailed kingdom on the brink of destruction.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsPlay-to-lose structure makes failure and sacrifice mechanically meaningful rather than punishing. Six classes (Errant, Mystic, Godsman, Taleweaver, Roamer, Shadowjack) each with unique abilities and Reputation suggestions. Nested quest structure (World Quests, Stepwise Quests, Doom Quests, and the Fall Quest) creates escalating campaign arcs. Showdown mechanic focuses climactic confrontations on a single character negotiating personal Costs against the Threat.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.
ConsiderationsTightly bound to the Kingdom of Myth setting with no toolkit for other campaigns. Play-to-lose premise requires buy-in from all players. GM must manage interconnected Doom timelines and escalating Threat levels across multiple quest types. No tactical combat system: conflicts resolve through the same Challenge and Showdown mechanics as everything else.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.