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Mage: The Ascension vs Unknown Armies

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

Mage: The AscensionUnknown Armies
GenreFantasy, Modern, HorrorHorror, Modern
TagsFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban FantasyUrban Fantasy, Weird, Noir, Fear & Stress Mechanics, Character-Driven, Sandbox, Worldbuilding, Freeform Magic, Strong GM Support, Lore-Heavy
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 percentile dice against an identity or ability rating and succeed on a result equal to or under it. Doubles make a matched success or matched failure, 01 is a critical success, and 00 is a fumble. Rolls with an identity tied to a character's obsession can be flip-flopped, swapping the two dice so that 54 reads as 45. Each relevant passion normally allows one more flip-flop per session.
Diced10 dice poold100
ComplexityVery HighHigh
AccessibilityHighHigh
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNoncommercial only — Atlas Games Fair Use policy
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherOnyx Path PublishingAtlas Games
Year20152017
LanguagesEnglish, French, German, Italian, Russian, SpanishEnglish, Spanish
Best ForGroups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.Groups who want occult horror in the present day, where each character's obsessions and trauma and the cabal's shared goal drive the campaign instead of a prepared plot. It suits tables comfortable with violence, madness, and transgressive magick, and with building their own local setting together in the first session.
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.In ordinary play, each hardened notch on the shock gauge moves five points from an upbeat ability such as Connect to its paired downbeat ability such as Struggle. Adepts charge their school of magick through its own obsessive behavior and lose all the charges they are holding when they break its taboo. The cabal pursues a player-chosen objective tracked in percentiles, and intense milestones earn bigger rolls toward it than petty ones.
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.Violence, madness, abuse, and transgressive magick are core subject matter, so the group needs to agree on limits before play. Many firearms can kill a character with the default wound threshold of 50 in one hit. Twenty-five or more hardened notches normally burn a character out, which shuts off passion flip-flops and avatar identities until the character gets treatment.