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Mage: The Ascension vs Wicked Ones

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

Mage: The AscensionWicked Ones
GenreFantasy, Modern, HorrorFantasy
TagsFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban FantasyBase-Building, Domain Management, Faction Play, Sandbox, Playbook-Driven, Fiction-First, CC-Licensed Rules
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.Build a pool of d6s equal to your action rating and keep the single highest die: a 6 succeeds, a 4 or 5 succeeds with a consequence, and a 1 to 3 fails. Before the roll the GM sets position and effect, which fix how bad the consequence can be and how much the action accomplishes. Stress can be spent to push a roll or resist a consequence.
Diced10 dice poold6 dice pool
ComplexityVery HighHigh
AccessibilityHighVery High
RunnabilityVery HighVery High
LicenseAll Rights ReservedCC0 1.0
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherOnyx Path PublishingBandit Camp
Year20152020
LanguagesEnglish, French, German, Italian, Russian, SpanishEnglish, French
Best ForGroups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.Groups who like the fiction-first Forged in the Dark engine and want to flip the dungeon crawl: instead of raiding a dungeon they build, grow, and defend one as its monstrous residents across a long campaign. It rewards tables that enjoy a strategic hoard-and-tier economy layered on villain-POV roleplay, and that are willing to set tone and safety expectations up front given the evil-protagonist premise.
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.Players design their own dungeon during downtime and later roll its traps and defenses against invaders, which turns base-building into the game's central strategic layer. Giving in to a monster's Dark Impulse earns a Dark Heart to spend for a bonus die, so playing to your character's worst instincts is rewarded rather than left as flavor. The four-phase cycle feeds each raid's fallout back as calamity and blowback that summon heroes to your door, so the campaign escalates its own stakes without the GM inventing threats by hand.
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.The three magic disciplines have no fixed spell lists, so a spell's power is decided by the GM in the moment. During a dungeon invasion the player characters cannot leave the sanctum, so most of the defense is run through minions and traps until the heroes reach the final room. There is no published setting, so each group must build its own region and factions before raiding can begin.