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Mage: The Ascension vs Mutants & Masterminds

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

Mage: The AscensionMutants & Masterminds
GenreFantasy, Modern, HorrorModern, Superhero
TagsFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban FantasySuperpowers, Heroic, Crunchy, Character Building, Tactical, Cinematic
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 d20 + modifier against a Difficulty Class. Heroes are built from a Power Points budget capped by a series Power Level (usually 10), which limits paired trait totals (attack bonus + effect rank, dodge + toughness) to twice the level. Damage is resisted with Toughness checks that escalate conditions (bruised, staggered, incapacitated) instead of tracking hit points. Hero Points let players reroll, edit scenes, or recover from conditions; complications coming into play earn them back.
Diced10 dice poold20
ComplexityVery HighHigh
AccessibilityHighVery High
RunnabilityVery HighVery High
LicenseAll Rights ReservedOGL
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherOnyx Path PublishingGreen Ronin Publishing
Year20152013
LanguagesEnglish, French, German, Italian, Russian, SpanishEnglish, Italian
Best ForGroups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.Groups who want unlimited freedom to design any superhero concept (from masked vigilante to cosmic powerhouse) with a flexible point-buy build system and tactical combat that emphasizes power-level balance.
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.Modular power-construction system builds any superpower from effects, modifiers, and flaws; Power Level caps enforce balance even when individual traits vary widely; Hero Points reward roleplaying complications with mechanical benefits; conditions track damage progression instead of using a hit point pool
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.Character creation requires significant rules mastery to navigate the point-buy power construction; resolving an attack involves multiple checks per action: attack roll, Toughness resistance, condition tracking; Power Level caps can frustrate players who want to push paired-trait limits like attack and effect rank