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A composition is always more than the sum of its parts. In other words, a really good piece of music is more than itself. It's sort of like a prism, which you can see from each facet a single totality.[1]


Punklore uses the term facets to refer to broad categories of trait that help you reduce the element of chance in The Realm. Facets can be divided two sub-groups: Disciplines and Characteristics. Disciplines describe things you can learn to do. Characteristics describe facets of your body that can be honed or ignored but not chosen.

In keeping with the theme, facets manifest only abilities you cannot convey through regular description or performance, and new ones may be pursued once you discover the facets your Character already possessed. A gig can be abandoned and broken back down into Muscle Memories to be put toward a new Gig, but Muscle Memories cannot be unlearned.


Muscle memories

Your Character had a life before you completed them; they learned and behaved in ways that your new bodies remember. The remnants of those ingrained abilities are Muscle Memories, ingrained leanings toward abilities that you can continue to train up or maintain, or combine to form gigs.

There will be circuits dispersed in basic muscle memories when you begin. These can be expanded or combined into gigs or ignored.


Gigs are complex life paths or vocations requiring experience and training to pursue. Many muscle memories are the remnants of your Character's former gigs. You can choose gigs that incorporate your Character's muscle memories or abandon them completely and start gigs from scratch.


  1. Features, which Characters come with in-box, so to speak, a facet they were born with or are genetically inclined to develop by adulthood;
  2. Phantasms, the previous inhabitant's alignment on a figurative Moral Compass, of which echoes lurk in your nervous system; and
  3. Tropes, brief phrases that describe the role or phantasmtype and thus cliches of the genre your character possessed in the film. These exploit the narrative of the story to grant automatic successes or bonuses to the Sum of Your Efforts.

Facet Circuits

Facets are measured in circuits of expertise or ability. When relevant to an action, a threshold roll below your circuit on the resisting die equals a success.

Many actions involve both Features and a Muscle Memory, thus calling for a D6 and a D10 to be rolled together.

Having Reach and Prowess helps in climbing a cliff face. A Player has accrued Circuit-4 in Reach and -7 in Prowess. Any roll of 10 or lower on the D6 and D10 would mean a successful step along the climb. A 12 or higher is a miss; they try but cannot get a toehold. An 11 is a botch, which means they lose their footing and possibly fall. If the Player has a 15 in Lucidity, so they choose to also roll the D20, increasing the odds of a success against the Threshold Pool. The Threshold is now 26. Anything under that on the D6, D10, and D20 combined will be a success.

In The Realm, Players awaken in the bodies of preexisting Characters, but with their own nervous system configurations. There are no internal, abstracted stats dealing with psycho-logical traits like "charisma." Neurology, psychology, and speech are yours alone, overwriting the Character's fictional neurological makeup (and depending on the story told, bits of their memories as well). The Director decides whether you are good or bad liars, charming or socially inept, etc. on a case-by-case basis, through roleplaying the NPCs involved.


Features describe the body you find yourself in upon entering the film--they are not yours to choose.

Flexible vs Inflexible

Flexible Features like Stock can be improved or maintained through Honing. Inflexible Features like Looks cannot be altered except by gnostic or surgical means.


Phantasms (pronounced ar-keys) are the psychic remnants of the Character you have replaced. Phantasms reassert themselves in times of Bleedthrough. They are not whole personalities or "souls". They retain only shards of memory, the sensations of trauma, and but are rather ways of seeing the world, and to a degree, the phantasmtype a character fulfilled in the film's narrative.


Tropes are descriptive phrases that give you bonus abilities based on movie physics or narrative requirements you can exploit through your Character's place in The Realm and the cliches of fantasy, noir, dystopian, and genre fiction, or of the film medium, especially late '70s and early '80s film. These are limited only by imagination and the judgment of the Director.

Waking remnants are nonfictional experiences that add bonuses to gigs that you bring with your psyche into game.

While you may not choose the things you did prior--things like gnostic acumen and training for skills in certain fields are all reliant on memories you don't possess--you may your path from here on. The facets you choose dictate what kind of tasks you may attempt; circuits dictate the sum of those efforts, and the Thresholds determine the difficulty.


Say you are trying to seduce a guard to allow you passage. You aren't good at flirting, so no matter how charming the Character was before, they aren't good at flirting anymore. But, if your body is Circuit-5 in Looks, it may not matter. The Director decides your seduction is not convincing, so calls for a Looks roll. Looks are subjective, so the roll determines how attractive you are to the guard. Along with your other dice, you'll roll for your Physical Threshold: the D8. You two are of different Scenes, so you have to roll the Social Threshold as well. Identity, as a static threshold, only hinders. You decide to add Lucidity to beef up your chances of a success. Lo and behold, a 1! He totally wants to date you! No wait, the Director says, you forgot to roll your Awe Threshold for rolling 4 dice together. All 1s! That means... Oh no. You Awestruck him with your looks. He hasn't heard a thing you've said, can't take his jaw of the ground, and wants to marry you. You're the most beautiful ebb he's ever seen.


  1. Yo-Yo Ma