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Mage: The Ascension vs Rapscallion

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

Mage: The AscensionRapscallion
GenreFantasy, Modern, HorrorFantasy
TagsFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress MechanicsNarrative, Pirates
Core MechanicBuild 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.Roll 2d6 + trait (Blood, Vinegar, Polish, or Spitfire). On 10+ you succeed cleanly, 7–9 with a cost, 6– and things go wrong. Players choose from 6 character playbooks and 2 ship playbooks. Luck can be spent to Twist Fate (reroll), and the Ante system tracks escalating combat advantage. The Fates (GM) use worldbuilding moves to create a living fantasy pirate setting with magic rooted in Death, Demons, the Sea, and Books.
Diced10 dice pool2d6
ComplexityVery HighLow
AccessibilityHighHigh
RunnabilityVery HighLow
LicenseAll Rights ReservedProprietary
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherOnyx Path PublishingMagpie Games
Year20152024
LanguagesEnglish, French, German, Italian, Russian, SpanishEnglish
Best ForGroups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.Groups who want a narrative pirate RPG with dramatic character relationships: where your ship has its own playbook, magic comes from dark pacts, and the dice swing between daring success and messy complication.
HighlightsNine 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.Ship-as-character with its own playbook adds group dynamics, Ante system makes combat escalation feel cinematic, worldbuilding tools (World With Laws vs World Without Laws), Magpie Games pedigree, free quickstart to try before buying
ConsiderationsImprovised 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.Only a quickstart: full game not yet released, limited to 6 playbooks, pirate fantasy genre is narrow, requires buy-in from the whole table for PbtA-style play, light on crunch