Gestalt: A Roleplaying game of the loss of self. - Foolz!
Gestalt: A Roleplaying game of the loss of self. - Foolz!
Gestalt: A Roleplaying game of the loss of self. - Foolz!
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It is used for one <strong>of</strong> <strong>the</strong> five following effects:- To rise up <strong>the</strong> Dice track, one die per expenditure- To donate or take a test without Limitation- To remove a point from any <strong>of</strong> <strong>the</strong> Vicissitude tracks- To change a single die to a d20 for a single check.- To force <strong>the</strong> DM to lower <strong>the</strong>ir magnitude (one per point) for a single check.Discord is <strong>the</strong> DM’s fate point pool, and he begins each session with just one. Whenever <strong>the</strong> DMspends a point <strong>of</strong> discord, all players gain a point <strong>of</strong> Unity, however <strong>the</strong>y cannot spend thispoint <strong>the</strong> turn its generated to try and counter <strong>the</strong> DM, or visa versa (though <strong>the</strong>y can spendpreviously earned points).Whenever a point <strong>of</strong> Unity is spent, <strong>the</strong> DM gets one Discord point.Unity can be spent retroactively, Discord can’t.Vicissitudes:This represents <strong>the</strong> gestalt double edged sword, you’re capable <strong>of</strong> awesome things, but it canreally suck.All vicissitude tracks can be substituted at a rate <strong>of</strong> 2:1 (e.g. a character takes 3 Soma damagebut can’t afford to, he can instead cop 6 damage in <strong>the</strong> soul) and can be substituted in part orin full.Soma:Soma is <strong>the</strong> representation <strong>of</strong> <strong>the</strong> body as separate from mind and spirit, but due to <strong>the</strong> nature<strong>of</strong> <strong>the</strong> gestalt, that doesn’t mean much. Considering that it’s existential metaphysics keepingyour fucked-up-ed-ness in one contiguous pile, things that fuck with your head can leavephysical scars. Remember, Soma represents how you view <strong>the</strong> physical <strong>self</strong> just as much as it isyour little fleshy cage keeping you alive.In short: any failure deals damage. Regardless <strong>of</strong> <strong>the</strong> source (In some ways this makes youreally s<strong>of</strong>t as sharp words can leave sledgehammer wounds, while in o<strong>the</strong>rs it means you canshrug <strong>of</strong>f bullet wounds like <strong>the</strong>y’re noting. DMs however should be reasonable, using a pool <strong>of</strong>eighteen d12s for a your mom joke deserves <strong>the</strong> following table flip). Damage is inflicted indifferences, that is for every three points <strong>the</strong> DM trumps your failing roll by, add a single markto <strong>the</strong> Soma track. Failure always results in at least one Soma mark however.Maxing <strong>the</strong> Soma track basically leaves you a physical trainwreck. You can’t dominate <strong>the</strong> body,participate in actions and in essence, your turn is passed over as you can’t do anything o<strong>the</strong>rthan be a little cheerleader on <strong>the</strong> sidelines. O<strong>the</strong>r characters can dominate without having tocompete with you for dominance.What can’t you do with max Soma: ActWhat you can do with max Soma: Donate, accrue and spend Unity.
Soul:Soul is <strong>the</strong> sense <strong>of</strong> <strong>self</strong>. You. Seeing as how you’re sharing room with a bunch <strong>of</strong> o<strong>the</strong>r poorsaps however, and this wreaks some pretty horrendous damage to your ability to keep youridentity coherent.Soul is expended as per <strong>the</strong> guidelines in <strong>the</strong> ‘Donation and Sacrifice’ section.Maxing <strong>the</strong> soul track leaves you listless and catatonic, we’re talking full depersonalisationand derealisation in one nasty package.What can’t you do with max Soul: DonateWhat can you do with max Soul: Act, accrue and spend unity.Psyche:The mind. Thoughts, memories, etc. The Soul might be ‘you’, but <strong>the</strong> mind is how you define‘you’, how you experience <strong>the</strong> world, how you comprehend all <strong>the</strong> sense data bombarding youevery day. Gogito Ergo Sum - I think <strong>the</strong>refore I am. The mind suffers whenever things don’twork with your fellows. Failing a bid for forced dominance or donating to a failed check all addPsyche damage (same way as Soma: one mark per three degrees <strong>of</strong> failure)Maxing Psyche turns you into a gibbering wreck and a creature <strong>of</strong> impulse and instinct. Higherfunctions shut down, all that’s left is a scared monkey running for cover.What can’t you do with max Psyche: Accrue and Spend UnityWhat can you do with max Psyche: Act, DonateIf a track goes over for any reason (e.g. Soma: a maxed character taking more damage, Soul:donating to a failure more dice than you had boxes left, Psyche: a maxed character failing adomination bid), <strong>the</strong> damage exceeding <strong>the</strong> track is split evenly among all players (rounded up)with a minimum <strong>of</strong> one damage.Donation and Sacrifice:The core <strong>of</strong> <strong>the</strong> <strong>game</strong> is your relationship with <strong>the</strong> o<strong>the</strong>r players, for better or worse.Donation is when you hand your dice to ano<strong>the</strong>r player to help with a check. They add <strong>the</strong> diceyou’re willing to commit to <strong>the</strong> pool and roll, hoping for a high number. But <strong>the</strong>re’s a catch…well, three catches.First: Failure duplicates all ill effects on <strong>the</strong> main actor on all donating players (though <strong>the</strong>donating characters suffer damage in <strong>the</strong> mind track ra<strong>the</strong>r than <strong>the</strong> soma track)Second: each player can only donate up to three dice to a pool without sacrifice.Third: if <strong>the</strong> pile being donated results in <strong>the</strong> main actor’s pool being three or more dice largerthan <strong>the</strong> DM’s, sacrifice is also called for.To donate, you simply put your dice in <strong>the</strong> main actor’s pool.How does Sacrifice work? In <strong>game</strong> terms, characters are lending little fragments <strong>of</strong> <strong>the</strong>mselves
in order for <strong>the</strong> o<strong>the</strong>r players to succeed, so <strong>the</strong>y’re gambling <strong>the</strong>ir own sense <strong>of</strong> <strong>self</strong> for <strong>the</strong>benefit <strong>of</strong> ano<strong>the</strong>r.When a player adds more dice than <strong>the</strong> GM, or more than three dice (this doesn’t stack, so morethan three dice and more than <strong>the</strong> GM don’t cause double badness) and <strong>the</strong> check passes, <strong>the</strong>ytake a single point <strong>of</strong> soul damage. On a failure, <strong>the</strong>y take soul damage for every diecontributed to <strong>the</strong> test, even <strong>the</strong> ones in <strong>the</strong> ‘three dice safety threshold’.When a character is under one <strong>of</strong> <strong>the</strong>ir inspirations, <strong>the</strong>y suffer none <strong>of</strong> <strong>the</strong> ill effects <strong>of</strong>donating, though a GM could reasonably end <strong>the</strong> inspired state quickly after a couple <strong>of</strong>failures or when <strong>the</strong> moment’s passed.When a character is under one <strong>of</strong> <strong>the</strong>ir adversities, <strong>the</strong>y suffer all ill effects. A success inflicts<strong>the</strong> same soul damage as a regular failure, regardless <strong>of</strong> how many dice are used, while afailure immediately results in <strong>the</strong> donating character suffering <strong>the</strong> total number <strong>of</strong> dice, notjust <strong>the</strong> ones he added to <strong>the</strong> pool, in soul damage.Actors and Domination:With all <strong>the</strong>se rules, a point <strong>of</strong> clarification and an apology is owed…Main Actor: this is <strong>the</strong> character currently dominating. All characters can ‘act’ and urge <strong>the</strong> mainbody to do things at any time, which usually works out well because <strong>the</strong> gestalt has <strong>the</strong>capacity for super-human speed, but <strong>the</strong> main actor is in control.- The main actor’s body is <strong>the</strong> one currently being inhabited and calls <strong>the</strong> shots, though asubordinate actor can try and ‘veto’ <strong>the</strong>m by successfully dominating <strong>the</strong> body.- The main actor rolls six dice on every check without penaltySubordinate Actors: All characters not dominating fall in this category. They might as well bevoices in <strong>the</strong> main actor’s head, but <strong>the</strong>y’re not useless… just impaired because <strong>the</strong> main actoris drowning <strong>the</strong>m out.- Subordinate Actors can only roll three dice on a check without penalty, though a main actorcan veto <strong>the</strong>m.- Subordinate actors must expend Soma to add up to three more dice to <strong>the</strong>ir pool (one Somaper die).- Subordinate actors have no physical presence, <strong>the</strong> main actor is <strong>the</strong> one with <strong>the</strong> body andthus <strong>the</strong> current looks, however a subordinate actor can speak through <strong>the</strong> gestalt and <strong>the</strong>voice is <strong>the</strong>irs, regardless <strong>of</strong> what <strong>the</strong> main actor’s voice is like.Domination:A gestalt working toge<strong>the</strong>r with singular purpose won’t ever see this happen as <strong>the</strong>y’ll simplyrelinquish control to one ano<strong>the</strong>r, but a divided gestalt will. Whenever a character wants totake over <strong>the</strong> main actor role, or a main actor wants to suppress a subordinate actor, <strong>the</strong>y rolldomination.Simply: They roll <strong>of</strong>f against each o<strong>the</strong>r with <strong>the</strong>ir full dice pools. Both sides can acceptdonations without penalty from sympa<strong>the</strong>tic parties but nei<strong>the</strong>r side can use Unity points
against each o<strong>the</strong>r. The loser in a domination bid suffers Psyche damage, (and <strong>of</strong> course, soulfor <strong>the</strong> donations).Recovery:All damage recovers at a rate <strong>of</strong> one mark per ten minute’s rest <strong>game</strong> time. <strong>Gestalt</strong>s havebenefits, as a full Soma track is roughly <strong>the</strong> equivalent <strong>of</strong> having 3rd degree burns on 90% <strong>of</strong><strong>the</strong> body.Initiative:1d20 roll <strong>of</strong>f. Highest number goes first. 20s raise <strong>the</strong> die magnitude one track, 1s lower it.Weaving:Weaving is <strong>the</strong> act <strong>of</strong> constantly shifting between characters to utilise related skillsets. Twocoders with different language backgrounds (lets assume python and emacs) could<strong>the</strong>oretically work toge<strong>the</strong>r and constantly shift between each o<strong>the</strong>r for what would o<strong>the</strong>rwisebe a horrendous task. Both parties and DM (using up to 12 dice) make a Domination roll, nei<strong>the</strong>rparty can donate or accept donations. If <strong>the</strong> players win, <strong>the</strong> weaving allows both players toact as <strong>the</strong> main actor for <strong>the</strong> task <strong>the</strong>y weaved for, but if <strong>the</strong> task finishes or is interrupted,<strong>the</strong>y ei<strong>the</strong>r have to roll dominance or at least one has to relinquish control. Combat is one <strong>of</strong><strong>the</strong> tasks this can be used for. As <strong>the</strong>y both act as <strong>the</strong> main actors, if one character suffersdamage, <strong>the</strong>y both do equally.Note that as more than two characters can weave and <strong>the</strong> DM increases <strong>the</strong>ir dice pool by 6 peractor looking to join <strong>the</strong> process.When to hand in <strong>the</strong> character sheet:If you max all three tracks ‘you’ are functionally dead, but <strong>the</strong> damage is done and <strong>the</strong>fragments spawn a ‘Fictional’. The remaining characters, and <strong>the</strong> fictional that will be your newcharacter, colour in a proportion <strong>of</strong> <strong>the</strong> vicissitude tracks equal to your ‘fraction’ <strong>of</strong> <strong>the</strong> gestalt,rounded down. (say <strong>the</strong>re’s three in <strong>the</strong> gestalt, you represented 1/3rd, you all colour in fiveboxes. Say you represented one sixth, 3 boxes are coloured). Nothing can remove thosecoloured in boxes, <strong>the</strong>y stay as permanent damage to <strong>the</strong> gestalt. The fictional is a newcharacter, an abstract ‘dream’ <strong>of</strong> a person that <strong>the</strong> gestalt instinctively creates in place <strong>of</strong> <strong>the</strong>ego that used to exist before. But with a whole host <strong>of</strong> uncanny valley thrown in <strong>the</strong> mix, and alife that never really happened, it creates a lot <strong>of</strong> discord with <strong>the</strong> o<strong>the</strong>r minds. Whenever aplayer dies and becomes a(no<strong>the</strong>r) fictional, <strong>the</strong>y remove one die from <strong>the</strong>ir dice pool (I.e. aplayer who does twice has a dice pool <strong>of</strong> 4 and so on. They cannot fall below one this way). Aone die fictional has <strong>the</strong> depth <strong>of</strong> a plate as a person, and can cause untold damage to <strong>the</strong>gestalt.
Note on test difficulty:1-3 is a simple task4-6 is a moderate task6-9 is a hard task (If no one's willing to donate, you'd best hope for decent dice)10-12 is an excruciating task (this is <strong>the</strong> point where people are taking Soul damage indonations)12-15 is an heroic task (danger zone <strong>of</strong> some serious shit, tiny but possible chance <strong>of</strong> healthycharacters dying outright)15-18 is an impossible task (danger zone <strong>of</strong> handing out new character sheets)18+ DM's a dick.