Winners and Finalists
Judges Prizes
Search Entries
Downloads
2017
2016
2015

Asylum • 2017rpg

Lucas Hald • no link

You are a patient in Helgrim’s Home for the Criminally Insane. Your goal is to escape before Dr. Helgrim and his eight-legged orderlies can feed on you.
Your Sanity starts at 10. To interact with the Supernatural, such as casting a spell or banishing the demon Nurse Lilith back to her nest on the sixth floor, Overcome your Sanity by rolling above it on a 20 sided die. If you succeed, reduce your Sanity by 1.
To interact with the Mundane, such as picking the lock to your cell or convincing a fellow patient to give you his map, Test your Sanity by rolling below it. If you succeed, increase your Sanity by 1.
If you fail a roll, something happens to complicate your escape. Dr. Helgrim and his orderlies are after you!
The game ends if you escape the asylum or:
If your Sanity reaches 20: You’re “cured.” You can no longer interact with the Supernatural, but you'll never forget the things you saw.
If your Sanity reaches 1: You become enlightened. You can no longer interact with the Mundane, but you'll never forget where you came from.


Author Comments

Author did not add any comments.

Discuss this Entry

Read another Entry