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Thriller · d100 rulebook

The East Wing

  • 2–3 players
  • Difficulty 3 of 3
  • Not recommended under 16
  • Available in: Français, English, Español, Deutsch, Italiano

Saint Helena Asylum, 1912. You are not insane. That is precisely the problem: someone is paying dearly for you to be. Tonight, the East Wing is left unlocked.

The rulebook at a glance

  • d100 roll-under
  • 4 attributes
  • The rounds
Read the rules

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  • One-shot

    The Night of the Doors

    1 session · escape, evidence, tension

    Cost: 1 Die for the whole table

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By the Icotale team

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What the problem is, in a few words.

The world

The rulebook

Resolving actions

  1. Roll 1d100 under the attribute multiplied by five: you succeed if the die is lower or equal.
  2. Under the attribute alone, it is a remarkable success, silent and clean.
  3. Above 95, something creaks, falls or lights up: the wardens have sharp ears.

Initiative : Observation

Attributes

Nerve NRV
Keeping calm under the neon lights, lying to a doctor, holding on when doors slam.
Stealth STL
Walking without a sound, picking locks, vanishing into a corner.
Observation OBS
Memorising the rounds, spotting the key, reading a file upside down.
Persuasion PER
Convincing an orderly, winning over a patient, buying ten minutes.

Special rules

The rounds
At night, the wardens pass at fixed times. Every noisy failure brings the next round one notch closer. Three notches, and the round arrives early: you need a hiding place, right now.
Trust
Every patient or staff member has a trust gauge that words and deeds raise or lower. With high trust, they help without being asked; with zero trust, they call for help. You never force an ally: you earn them.
Evidence
Escaping is not enough: outside, the word of an inmate is worth nothing. Every stolen document — register, letter, prescription — is a piece of evidence. Leaving with three pieces of evidence means leaving free; leaving with nothing means being caught again tomorrow.

Character creation

Roll 3 dice with 6 faces per attribute, multiply the total by 5 · 1 reroll allowed3d6x5

Origins

Inconvenient heir
Committed by the family on the eve of signing a will; +1 to Persuasion.
Overly curious journalist
Was investigating Sainte-Hélène and came in through the wrong door; +1 to Observation.
Awkward witness
Saw what should not have been seen, one foggy evening; +1 to Stealth.

Vocations

Nimble fingers
Locks and pockets have never been an obstacle.
Perfect memory
Maps, timetables, faces: nothing fades.
Actor
Can play the madman, the meek one or the dying one, as needed.
Former nurse
Knows hospitals from the inside: the drugs, the codes, the blind spots.

Derived values

Hit points
Nerve ÷ 2
Defense
Stealth ÷ 2
Initiative
Observation

Starting equipment

  • A spoon secretly sharpened
  • A cufflink from before
  • Match ×3

Veils

Topics kept off screen: the Narrator never shows or describes them.

  • sexual violence
  • self-harm
  • suicide
  • medical treatments
  • physical restraint