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==Estrangement Rolls== A character rolls an Estrangement roll, equal to their current Asylum, anytime one of the following occurs; *The character's secret identity is threatened with exposure (assuming they have one). *A Superhuman the character is intimately involved with is threatened by someone other than the PC (βNobody kills The Bat but me.β- The Joker). A non-Superhuman may prompt a Breaking Point, but not an Estrangement roll. *The character is threatened with the loss of their Affiliation. *The character looses or their Affiliation, even by choice, unless they are replacing it with another. *The character's sense of their Origin is threatened, such as by learning significant negative facts about their Origin, or that significant facts where untrue. Alternatively, loosing a power related to their Origin might prompt a roll, if the power in question was particularly vital to their sense of identity. *Any other emotional situation which starkly demonstrates that the character's life is vastly different from most peoples' lives, which takes up the greater portion of the scene. That is takes some time is important, because the character may well be able to avoid the role by changing the situation or making it less emotional. For example, if a character can breath underwater and finds themselves trapped in a sinking school bus full of children, they can avoid the Estrangement roll by either working to save the children or swimming away so as not to watch them drown. Such choices mark the difference between heroes and villains. On a success the character regains a point of Willpower or Verve (player's choice). On a failure, the character should gain an appropriate Condition and loose a dot of Asylum. A Dramatic Failure should levee a Persistent Condition in addition to the lost dot. ===Roll Modifiers=== It is assumed that players can't detail or bring into play all of the vast number or details that go into the character's sense of identity, but those that are substantiated in play grant bonuses to Estrangement rolls. Assume each of the examples that follow would modify the Estrangement roll by +1, and that the modifiers stack. The Character β¦ *...lives or works with 2+ individuals involved in the heroic or villainous lifestyle. *...lives or works with 1+ individuals of the same or a similar Affiliation. *...lives or works with 1+ individuals of the same or a similar Origin. *...is intimately involved with someone involved in the heroic or villainous lifestyle. 'Lives or works with' means any prolonged regular contact. The exact relationship can vary. Similarly, 'intimately involved' does not have to mean a romantic or sexual relationship. An archenemy is assumed to be intimately involved with their enemy. As a rule of thumb, an Affiliation is considered similar if their methods, hierarchy, purpose or scope is fairly similar. The same goes for Origin, with species counting as an Origin even if there is no mechanical benefit to the species. Note that the stacking modifiers can involve the same person more than once with particular situations. Green Lantern Hal Jordan was both the lover of and nemesis of Star Sapphire Carol Ferris, they were both human and effectively members of their respective Lantern Corps. That's two intimate connections, equivalent Affiliations and identical Origins, for a total modifier of +4, for that complicated relationship. If Sinistro and Atracitus moved in with them, it would be a +5 (and one hell of a sitcom).
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