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Asilo vs Vampire: The Masquerade

Compare Asilo and Vampire: The Masquerade side by side. See differences in complexity, dice, genre, and more.

AsiloVampire: The Masquerade
GenreHorrorHorror, Modern
TagsAtmospheric, Character-Driven, Deadly, Fear & Stress Mechanics, Improvisation, One-Shot Friendly, Random Tables, Roleplay-Heavy, Rules-Light, Strong GM SupportSocial Intrigue, Faction Play, Urban Fantasy, Corruption, Drama, Character-Driven, Resource Management, Superpowers, Social Combat, Lore-Heavy
Core MechanicWhen 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 attribute plus skill in d10s, counting 6+ as successes against a difficulty. Paired 10s add extra successes. Hunger replaces ordinary dice in most pools: a winning critical containing a Hunger 10 becomes messy, while a failed test containing a Hunger 1 becomes a bestial failure.
Diced6d10 dice pool
ComplexityLowHigh
AvailabilityPaidFree quickstart
Runnability4 of 5 book tools5 of 5 book tools
LicenseProprietaryCommunity Content Agreement for the Storytellers Vault
Third-Party PublishingNo verified route foundCommercial publishing allowed — Community content program
Summary only, not legal advice. Check current terms before publishing.
PublisherNewborn GamesRenegade Game Studios
Year20252018
LanguagesEnglish, PortugueseEnglish, French, German, Italian, Spanish, Polish, Russian, Portuguese, Japanese
Best ForGroups 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 campaigns about vampire coteries balancing political ambition, predatory hunger, and relationships with the humans they still care about.
HighlightsStress 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.Using supernatural powers can increase Hunger, making the next hunt harder to postpone. Convictions and human Touchstones make moral compromise carry consequences beyond winning the immediate conflict. Coteries share hunting territories and social assets, giving political ambitions a foothold in the city.
ConsiderationsThe 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.Messy criticals and bestial failures can put predation or compulsions into scenes where players hoped to stay in control. Character creation requires choices across clans, powers, feeding habits, advantages, and human ties. Establishing the chronicle’s relationships and boundaries for mature themes takes group preparation even when using a published city.