"Reality is what the majority believes. Mages know how to rewrite it."
Mage: The Ascension is the World of Darkness classic about enlightened mages (Willworkers) waging a secret war over what reality will be. Magic here isn't spells from a book but willpower and paradigm: you change the world because you know it could be otherwise. The Technocracy against the mystic Traditions, science against faith. Philosophical, ambitious occult horror.
A modern world where reality rests on 'consensus' — the shared belief of the masses. Mages have Awakened and see that the rules can be rewritten. The Technocracy forges a world of order, science, and control; the nine Traditions guard mysticism and wonder. Between them, the Ascension War for the soul of humanity. Occultism, paranoia, and big ideas.
Storyteller System (d10)
An action is a d10 pool from an Attribute and an Ability. Each die over the difficulty is a success. The classic World of Darkness mechanic: fast, dramatic, with room for narrative.
The nine Spheres of magic
Magic is split into nine Spheres (Forces, Life, Mind, Time, Spirit…). Your dots in each set how far you can reshape reality. Not a spell list but the free creativity of will.
Paradox
Work 'vulgar' magic in front of the uninitiated and reality strikes back with Paradox: from botches to catastrophes and 'Paradox spirits.' A miracle always has a price.
Technocracy vs Traditions
The setting is a secret Ascension War over what humanity will believe. Science and control against mysticism and wonder. Belief literally shapes the world — an ideological conflict built into the rules.
Open in Session Zero to let every player vote and see the results.
