Asilo vs Werewolf: The Apocalypse
Compare Asilo and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Asilo | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Horror | Horror, Modern, Fantasy |
| Tags | Atmospheric, Character-Driven, Deadly, Fear & Stress Mechanics, Improvisation, One-Shot Friendly, Random Tables, Roleplay-Heavy, Rules-Light, Strong GM Support | Atmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, 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. | Build a d10 dice pool, usually from an Attribute plus a Skill. Each 6 or higher is a success, and meeting the Storyteller-set Difficulty wins. Pairs of 10s add successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes. |
| Dice | d6 | d10 dice pool |
| Complexity | Low | High |
| 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 | 2023 |
| 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 long-form modern horror about shapeshifter packs defending communities from ecological and spiritual threats, with violent power constrained by moral and social consequences. |
| 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. | Rage dice make supernatural power volatile because Brutal results can redirect failed actions into destruction or magnify successful violence. Choosing a Garou form changes a character's capabilities, creating tactical and narrative options. Caerns give the pack an improvable spiritual home whose traits connect campaign advancement to territory and community. |
| 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. | After a turn without a kill, Crinos requires Willpower each turn or frenzy follows, making the war form difficult to sustain outside violent scenes. Harano and Hauglosk can remove a Garou from play when despair or absolutism fills either track, making moral decline a campaign-level consequence. The game centers mature environmental and spiritual horror, including graphic violence and themes of exploitation and extremism that require deliberate table boundaries. |