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Mage: The Ascension vs Ultraviolet Grasslands and the Black City

Compare Mage: The Ascension and Ultraviolet Grasslands and the Black City side by side. See differences in complexity, dice, genre, cost, and more.

Mage: The AscensionUltraviolet Grasslands and the Black City
GenreFantasy, Modern, HorrorFantasy, Scifi, Post-Apocalyptic
TagsFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress MechanicsJourney, Exploration, Sandbox, Resource Management, Inventory Management, Random Tables, Improvisation, Strong GM Support, Gonzo, Weird
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 d20 + the relevant stat + a trained skill bonus to exceed a target number. A natural 1 fails and a natural 20 succeeds. Advantage adds a die and keeps the better result; disadvantage keeps the worse result, and the two cancel. Some tests instead read the total on an outcome table.
Diced10 dice poold20
ComplexityVery HighHigh
AccessibilityHighHigh
RunnabilityVery HighVery High
LicenseAll Rights ReservedProprietary
Third-Party PublishingCommercial publishing allowed — Storytellers VaultCommercial publishing allowed — When Time Fades compatibility license
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherOnyx Path PublishingExalted Funeral Press
Year20152019
LanguagesEnglish, French, German, Italian, Russian, SpanishEnglish, Portuguese
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 long science-fantasy caravan campaign centered on exploration, trade, and survival across an open-ended world.
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.Weekly travel procedures connect supplies and setbacks to the time available for exploration. Discoveries award experience for reaching and investigating unfamiliar places. Market research and trade-route investments let a caravan turn geographical knowledge into income.
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 included SEACAT rules are an excerpt rather than the complete engine, and most spells are omitted. A week of rest normally restores only one damaged attribute or condition. The setting includes slavery, drug addiction, and body horror.