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Mage: The Ascension vs Murder Mansion

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

Mage: The AscensionMurder Mansion
GenreFantasy, Modern, HorrorHorror, Modern
TagsFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban FantasySurvival, Dungeon Crawl, Resource Management, Inventory Management, Gritty, Deadly, Rules-Light, One-Shot Friendly, Atmospheric, Random Tables
Core MechanicRoll 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.Roll a d20 and add Guts, Brains, or Nerve, meeting or beating a target number that is usually set by the GM, from 5 (almost trivial) to 20 (nearly impossible). There is no separate to-hit roll. A survivor's attack is the weapon's damage die plus Guts, minus the target's Protection. A turn allows up to two actions, normally only one of them an attack.
Diced10 dice poold20
ComplexityVery HighLow
AccessibilityHighMedium
RunnabilityVery HighLow
LicenseAll Rights ReservedProprietary
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherOnyx Path PublishingWall of Text Games
Year20152024
LanguagesEnglish, French, German, Italian, Russian, SpanishEnglish
Best ForGroups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.Groups who want a survival-horror escape for a one-shot or short run, where rationing ammo and solving lock-and-key puzzles matter more than winning fights.
HighlightsNine 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.Gear with a durability die, such as flashlights and lockpicks, is spent when that die rolls a 1, which keeps survivors scavenging for replacements. Hunter-class bosses cannot be killed by ordinary attacks and return to ambush the party, so finding a scenario-specific weakness becomes its own objective. Three ready-to-run sample adventures with keyed maps come in the core book, so a group can play before designing its own mansion.
ConsiderationsImprovised 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.There are no levels, experience points, or other advancement rules, so winning fights never makes survivors stronger. Healing items cannot be used during combat except through the Medic's Combat Medicine skill, so damage taken in a fight stays until it ends. The rules cover escaping a single location, with no procedures for social conflict, travel, or downtime between scenarios.