A Malevolent Apparatus
A Gestalt character has two distinct identities, their Chosen Identity and their Alter-Ego. To use their powers, a Gestalt must enter the Alter-Ego state. The altered state can be psychological, physical or supernatural. A Gestalt might need to hide their Alter-Ego from the people in their normal lives for personal reasons. The separation might need a physical trigger requiring the Gestalt to don a mask. A Gestalt might undergo an actual physical or meta-physical transformation to use their powers. Any method by which you describe the split in personality is valid, so long as the character has two distinct states, only one of which, the Alter-Ego, can they use their Gestalt affinity powers.
Examples of Gestalts are Superman, Spider-Man, Zorro, Card Captor Sakura and lycanthropes, which all have clear lines of distinction between when they use their powers and when they don’t, even if some are objectively capable of using them anytime. They have reasons why they don’t, sometimes putting themselves in danger to prevent their Alter-Ego from entering the domain of their Chosen Identity.
The Two Identity States
A Gestalt has two identities, their Chosen Identity which is the normal identity of the character and their Alter-Ego, the identity the character temporarily becomes to enter the empowered state. By default, the Alter-Ego has the same skills as the Chosen Identity. However, you may purchase advantages to enhance the Alter-Ego’s skills or to have a different set of skills than your Chosen Identity.
One of the Gestalt character’s Aspects must reflect his or her dual nature. Why the split identities? The split identities often create complications, though sometimes those complications help get a hero out of trouble. “Aunt May Can’t Know I’m Spiderman” makes Peter Parker’s everyday life a bit hairy, but it also means that he can invoke it anytime that it would help keep his identity a secret from her. The interesting part of the Gestalt resides in the why of the double life. The Gestalt Aspect should provide some form of tension as to why the Alter-Ego is not the Chosen Identity of the character.
When a GM compels your Gestalt Aspect, it will always be a cutthroat compel. You must pay a Fate Point to refuse a compel on a Gestalt Aspect.
Power Aspect: Required (often the source or the trigger for the Alter-Ego)
Activation: Supplemental Action
Effect: Your Alter-Ego becomes the active identity for the duration of the scene.
Your Alter-Ego may use powers with the Gestalt affinity (see below about purchasing powers for your Alter-Ego). This supplemental action does not apply a -1 penalty to your primary action. If you perform any additional supplemental or free action, the GM may apply a -2 penalty to your primary action.
At the end of the scene or when your Alter-Ego becomes dormant, roll your Gestalt vs. a Difficulty 2. If you fail the check, you gain the “Drained” temporary Aspect for a number of hours equal to the negative shifts.
The cost of all powers with a Gestalt affinity is reduced by -1AP. Gestalts can build their powers using Power Advantages as building blocks. The Gestalt -1AP cost reduction benefit does not apply to figuring emulation costs with meta-powers like Control, Craft Power Item and Ritual Power.
All powers with the Gestalt affinity must have the “strenuous” modifier or require an activation roll. In addition, during character creation, decide whether the stress from activation is physical or composure stress.
Option: Transformation Sequence
Your character visibly changes when the Alter-Ego takes over. Activating the Alter-Ego takes a full round. During this transformation your character has a +2 bonus on all defense rolls. Reduce the AP Cost of Gestalt affinity powers by -2AP.
When resisting the “Drained” temporary Aspect at the end of the scene, roll Gestalt vs. a Difficulty 4.
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