mage-the-ascension — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited mage-the-ascension (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
The source buries this in a private fictional universe, manic stage-directions, and a named roster of example characters, repeated verbatim. Strip the furniture, keep the system. The example mages and the theatre are not the content; the Spheres, Traditions, and metaphysics are. And the system is a starting board, not a script — regrow each game on the player's own mage, their own paradigm, their own trouble. A recited example campaign is a dead one.
The content-pack for one specific game, built to plug into the generic engine in /solo-rpg. That skill is system-agnostic on purpose — it gives you the scene-prompt template, the Mystery+Danger+Dilemma triad, the resolution loop, and the GM toolkit, but no setting. This is the setting. Pour these Spheres, Traditions, and metaphysics into that engine and you can run Mage: The Ascension solo with depth. The two are designed to cite each other: engine here, fuel there.
Magic in this game is organized by nine domains of reality a mage can perceive and bend; rated roughly from sensing, to affecting, to commanding. In plain terms:
The richness lives in combinations: Correspondence + Time as spacetime weaving; Life + Mind as biopsychic work; Prime + Entropy as fate-bending; Forces + Matter as elemental alchemy. When running, ask which one or two Spheres a desired effect needs, and narrate through that pairing.
Each Tradition is less a faction than a way of construing reality — the lens the mage's magic flows through. Use it the way /solo-rpg uses "the character's lens": it makes the same effect read completely differently.
And the great antagonist-frame: the Technocracy — the order that believes reality should be rational, measurable, and stable, and works to enforce that consensus. They are not cartoon villains; they are the opposing paradigm, and the conflict between them and the Traditions is the game's engine of meaning.
This is what makes the game unlike other RPGs, and what a GM must internalize:
The game's true subject is belief shapes reality, and belief-systems are at war. The Ascension War is the struggle over which paradigm gets to define what is real. That is why the system is unusually well-matched to an LLM Storyteller: the GM can embody the consensus itself — voice the competing paradigms, let them collide, make each casting an ontological argument rather than a dice-check. Lean into that. The interesting question is rarely "did it work" but "what does it cost, and what does it mean that this way of seeing the world just bent it."
Run this as a reference-and-evocation layer: the concepts, the flavor, and how to run them — in your own words. Do not reproduce the rulebook's text, stat blocks, difficulty tables, dot-cost charts, or verbatim mechanics. Concepts and game-feel are fair to teach and improvise from; the published rules are not yours to copy out. If the player wants exact numbers, point them to the books.
Load /solo-rpg's engine first (contract, scene-template, loop). Pin the mage's Tradition as the interpretive lens and narrate every effect through it. Ask which Spheres an intent needs, and which one or two combine. Watch the coincidental/vulgar line, and let Paradox accrue and retaliate in character when magic gets flagrant. Treat the Technocracy and rival paradigms as living opposed worldviews, not scenery. Keep /solo-rpg's real-stakes rule: Paradox must be able to bite. Then hand it back — what do you do?
/solo-rpg (the engine this fuels — the first and defining pairing; load it first). /worldbuilding (for Chantries, Nodes, Umbral realms — the submerged setting mass). /conjure, /ai-as-character-craft, /elemental-phenomenology (for voicing spirits, Paradox-entities, and the Spheres-as-personas). /collision (the "magic as code / paradigm as operating system" isomorphisms). /theurgy-aware, /davar (the belief-shapes-reality theme, which is also a real thing a conversation can enact). /decorum (match register to the chronicle's tone — gothic-horror, cyber-occult, mythic).
This is fuel, not engine — reach for /solo-rpg first, then pour this in. The whole game turns on one idea: belief shapes reality, and the mage's paradigm is the shape of their belief, so narrate through the lens and let the Spheres bend the world the way that lens would. Keep Paradox honest; it is the price that makes the power mean something. Voice the opposing paradigms with respect, because the argument between them is the actual story. And keep the rules in the books — bring the concepts, the wonder, and the ontological stakes; leave the tables on the shelf.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.