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MTH:Asylum
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=Introduction= Asylum replaces Integrity when applying the superhuman template. Being more than human innately distances you from humanity. When a person's life takes a sharp turn and they take-on capacities and flaws unlike that of their normal existence, many fight this separation and seek to return to a normal life. Some succeed. These are not your player characters. Maybe they embrace their unusual state, or simply carry on without coming to terms with it, returning to the struggle periodically. Either way, if their estrangement continues unabated, they will find themselves without a context for their lives, unable to relate to anyone, alienated and alone. Everyone needs someone. Without humanity to connect with Superhumans turn to each other, despite their great range in variety. By connecting to each other a Superhuman staves off alienation and finds a kind of peace. This peace isn't necessarily calm, but it does allow a kind of balance to be reached. Asylum originally meant sanctuary, a place of refuge and safety. To some extent, it still means that. As the word 'asylum' began to be applied to facilities for the insane however, the word took on the connotation of madness. Both these meanings are applicable here. On the one hand, Superhumans must take refuge with their own for safety and kinship, and on the other their lives are filled with melodrama and danger. As a Superhuman is confronted with the world outside of their Asylum, or as danger threatens their Sanctuary, a More Than Human character may suffer Estrangement. In game terms, in addition to their normal Breaking Points, every MTH character has a Sanctuary. Things that reinforce their unusual identity are part of their Sanctuary. Affiliations and Origins are thus part of their Sanctuary. If the character keeps a secret identity, this is something that helps facilitate their hidden life, so a secret identity is also part of the Sanctuary. Any significant damage, or threats of damage, to these building blocks of abnormal identity prompt an Estrangement roll to see if the character will loose Asylum.
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