Editing MTH:Asylum

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=Benefits of Asylum=
 
=Benefits of Asylum=
 
Asylum has a strange way of making the character 'in the world but not of it'. Mechanically this grants several benefits.
 
Asylum has a strange way of making the character 'in the world but not of it'. Mechanically this grants several benefits.
 
 
First, Asylum grants the character a measure of immunity to permanent harm. When the character would logically suffer permanent harm, the player may roll their unmodified Asylum. On a success, the player may rationalize away or alter the permanent effects of the injury by any means that feel appropriate to the genre. The effect takes place in between sessions. They must still heal any damage in the normal mechanical way, but any Persistent Conditions are dismissed or modified before the next game. For example, if the character had their arm cut off, on a successful roll they could claim that they met up with a super-scientist NPC again after encountering the NPC in an earlier session, and that the super-scientist was able to regrow/reattach/replace the severed limb.
 
First, Asylum grants the character a measure of immunity to permanent harm. When the character would logically suffer permanent harm, the player may roll their unmodified Asylum. On a success, the player may rationalize away or alter the permanent effects of the injury by any means that feel appropriate to the genre. The effect takes place in between sessions. They must still heal any damage in the normal mechanical way, but any Persistent Conditions are dismissed or modified before the next game. For example, if the character had their arm cut off, on a successful roll they could claim that they met up with a super-scientist NPC again after encountering the NPC in an earlier session, and that the super-scientist was able to regrow/reattach/replace the severed limb.
 
 
Second, as Superhero and Supervillians tend to be able to dismiss the incidental fallout of a lot of their activities, so too can characters in MTH. By rolling Asylum at the end of a scene and getting a success, the player may immunize their character from discovery by NPCs not bearing the Superhuman Template (thus the character's nemesis or other important NPC might still piece it together, but not the average person). Essentially no one called the cops, or they missed critical evidence, people rationalized things away, just decided not to follow up on what they saw, etc. The ST may penalize this roll if particularly obvious evidence exists to link the character to their activities, such as videotape with them on it.
 
Second, as Superhero and Supervillians tend to be able to dismiss the incidental fallout of a lot of their activities, so too can characters in MTH. By rolling Asylum at the end of a scene and getting a success, the player may immunize their character from discovery by NPCs not bearing the Superhuman Template (thus the character's nemesis or other important NPC might still piece it together, but not the average person). Essentially no one called the cops, or they missed critical evidence, people rationalized things away, just decided not to follow up on what they saw, etc. The ST may penalize this roll if particularly obvious evidence exists to link the character to their activities, such as videotape with them on it.
 
 
Third, and most powerful of all, is the power to dismiss being Unmade. Being Unmade is a catch all term for anything that would make the character unplayable. Most typically, this is death, but the term Unmade is intentionally broad, covering even things like annihilation of the soul or erasure from the timeline. Using this ability costs a dot of Asylum and prompts an Estrangement roll. In addition, the player and ST must come to an agreement on how the character either circumvented death, or literally came back to (un)life. In doing so the character can be changed, gaining or loosing merits, skills attributes, virtues, vices and/or powers, as well as gaining or loosing permanent conditions and Breaking Points. It is not unusual for this sort of event change the arch of a story, or prompt one.
 
Third, and most powerful of all, is the power to dismiss being Unmade. Being Unmade is a catch all term for anything that would make the character unplayable. Most typically, this is death, but the term Unmade is intentionally broad, covering even things like annihilation of the soul or erasure from the timeline. Using this ability costs a dot of Asylum and prompts an Estrangement roll. In addition, the player and ST must come to an agreement on how the character either circumvented death, or literally came back to (un)life. In doing so the character can be changed, gaining or loosing merits, skills attributes, virtues, vices and/or powers, as well as gaining or loosing permanent conditions and Breaking Points. It is not unusual for this sort of event change the arch of a story, or prompt one.
 
 
Assume that the Sanctity of Merits rule, in this case, extends to other aspects of the character. Thus many traits may be converted to exp or traded for something equivalent...eventually. The ST is required to make thing easy for the character, they're just supposed to make things fair for the player.
 
Assume that the Sanctity of Merits rule, in this case, extends to other aspects of the character. Thus many traits may be converted to exp or traded for something equivalent...eventually. The ST is required to make thing easy for the character, they're just supposed to make things fair for the player.
  

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