Asilo vs Hunter: The Reckoning
Compare Asilo and Hunter: The Reckoning side by side. See differences in complexity, dice, genre, cost, and more.
| Asilo | Hunter: The Reckoning | |
|---|---|---|
| Genre | Horror | Horror, Modern |
| Tags | Atmospheric, Character-Driven, Deadly, Fear & Stress Mechanics, Improvisation, One-Shot Friendly, Random Tables, Roleplay-Heavy, Rules-Light, Strong GM Support | Investigation, Mystery, Character-Driven, Gritty, Deadly, Atmospheric, Social Combat, Strong GM Support, Lore-Heavy, Urban Fantasy |
| Core Mechanic | When an action warrants it, a Patient rolls a d6 and succeeds by equaling or exceeding the difficulty the Caretaker sets. Traumatic events add a d6 result to the Sanity Clock, and completed stress sectors reveal new Behaviors. | Roll a pool of d10s, usually an Attribute plus a Skill. Each 6 or higher is a success. Meeting the Storyteller's Difficulty wins. Each pair of 10s counts as four successes. On tests within their creed's Field, Hunters may choose to add Desperation Dice equal to the cell's shared Desperation rating. A 1 on any Desperation Die turns a win into a choice: keep it and raise the cell's Danger, or fail and enter Despair. A failed test with a Desperation 1 always causes Despair. |
| Dice | d6 | d10 dice pool |
| Complexity | Low | Medium |
| Accessibility | Medium | Medium |
| Runnability | Medium | Very High |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | No verified route found | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | Newborn Games | Renegade Game Studios |
| Year | 2025 | 2022 |
| Languages | English, Portuguese | English, French, German, Italian, Spanish |
| Best For | Groups prepared to establish firm safety boundaries before a one-shot clinical-horror descent driven by character-specific stress. It suits Caretakers who want prewritten scenarios and prompts for tailoring Asilo to a table's chosen limits. | Groups who want investigation-heavy modern horror in which a cell of ordinary people researches, plans, and confronts a monster at real personal risk. |
| Highlights | Stress Rolls fill each Sanity Clock until new Behaviors alter how that Patient is played. Goals and discovered Secrets can remove or add Stress Dots, making personal history affect whether a Patient deteriorates. Destroying a signed Liability Waiver sacrifices one Patient to clear another's Behavior, turning a physical table ritual into a final rescue. | Desperation rises after the cell's setbacks, so mounting trouble adds both dice and risk to later Field tests. Overreach lets a player keep a win by raising the cell's Danger, which escalates the quarry's response against the whole cell. Monsters have weaknesses Hunters can discover, so research pays off as concrete advantages in the final confrontation. |
| Considerations | The game centers clinical abuse, trauma, and other extreme material, requiring explicit group boundaries and active comfort tools. Each Patient's stress mitigations become Manias after three uses, making the downward pressure difficult to reverse. Asilo is designed for individual sessions, so it does not provide campaign advancement for recurring Patients. | Desperation Dice apply only to tests within a Hunter's creed Field, so a character's signature boost sits idle outside that specialty. The book recommends ending most conflicts after about three turns, which leaves little room for extended tactical combat. The content warning covers themes such as sexual violence and torture, so groups should calibrate boundaries before play. |