TTRPG Wiki

Compare tabletop RPG systems to find your next game

Mage: The Ascension vs The Whispering Vault

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

Mage: The AscensionThe Whispering Vault
GenreFantasy, Modern, HorrorHorror
TagsFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress MechanicsMission-Based, Mystery, Investigation, Superpowers, High-Power, Character-Driven, Atmospheric, Weird, One-Shot Friendly, Strong GM Support
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 a number of d6s equal to the relevant Attribute. Take the highest single die or the largest sum of matching dice, then add the applicable Skill Bonus. Meet or exceed the GM's Difficulty to succeed. Spend one Karma to reroll any chosen dice while keeping the others.
Diced10 dice poold6 dice pool
ComplexityVery HighHigh
AccessibilityHighMedium
RunnabilityVery HighLow
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherOnyx Path PublishingPhilip Reed Games
Year20152003
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 supernatural horror investigations with powerful, inhuman protagonists. It suits episodic hunts across different eras or campaigns protecting one recurring location.
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.Each Hunt gives the group a concrete objective of investigating and repairing a breach in reality. Mastered powers allow improvised effects paid for with Karma. Consistent portrayal of the Keys that preserve a Stalker's human identity earns one part of the Experience award.
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.The Forbiddance punishes interference with unrelated mortals or major historical events. Supernatural abilities can consume the same Vitality used to withstand injury. Power interpretations and unusual combat situations depend on GM judgment rather than detailed rules for every case.