Voices
	Each player takes on the role of a voice in the head of an extremely disturbed individual. These voices believe that they have a special mission and they need to make sure the individual fulfills that mission. The group should discuss before-hand what they are trying to accomplish. They could be voices sent by God to convince their prophet to bring a message of truth and love. They could be advanced A.I.s placed there by an alien race plotting the downfall of mankind and using the host as their tool. Or they could just be trying to protect this poor slob from all of the people that are clearly out to get them. If you wish, you can decide what level of reality the voices possess or leave it in question. Are they really secret government broadcasts or just the product of insomnia and unbalanced brain chemistry? 
As this game deals with mental illness and manipulation, make sure everyone is on board and establish some boundaries for what things people are comfortable with. The group probably shouldn’t play the voices in the head of a crazed serial killer if this makes people uncomfortable. Remember the voices could be benevolent. 
Characteristics
Each voice is characterized by a number of characteristics: personality, awareness, reasoning, and lucidity. Each characteristic is linked to two aspects and determines the value for those aspects simultaneously. The rating determines the number of dice that the voice rolls to perform actions linked with the aspects. Players are always trying to roll at least 2 dice that show a 5 or 6 in order to succeed. If they roll 4 dice that show 5 or 6, then they succeed extra well. The number of dice the voice rolls may be affected by outside factors that increase or decrease the difficulty of what they’re trying to get the individual to do. Ex. The voice of Sergeant McFee is trying to get Tim to punch out the bouncer. Tim’s an accountant and doesn’t know how to throw a punch, so McFee gets -2 dice to make Tim do this. 
Scale: The numbers paired together determine the number of dice you roll for the first and second respectively.
[2,8]	[3,7]	[4,6]	[5,5]	[6,4]	[7,3]	[8,2]
Personality: The personality determines which approach the voice uses to influence the individual. The aspects of this are pleasant and mean. A pleasant approach is used for getting the individual to do something that’s not out of character and is less likely to make the individual react poorly. A mean approach is better for bullying the individual into doing something they really don’t want to do. 
Awareness: The voice’s awareness determines what information they have access to. The aspects are external and internal. External gives the voice better perception of what’s going on around the individual, they may even learn things the individual doesn’t know. Internal gives the voice better understanding of what’s going on deep inside the individual. Hidden memories or sub-conscious thoughts. 
Reasoning: This determines the voices ability to plan things and approach problems. The aspects are, logical and intuitive. Logical reasoning is used to developed plans for the individual to follow and pass the individual information to assist them. Intuitive reasoning is used to keep the individual in the dark and to keep them from realizing all the implications of their actions.
Lucidity: Determines whether the voice is more a meaningless howl or conversational, i.e. how much of what you say to the individual makes sense. The aspects are sanity and raving. Ravings are used to restore coherence with trauma and sanity is used to defend against treatment. 
Coherence and Influence:
In addition, each voice has a coherence value that rates how clearly the individual can hear you and how well they can distinguish you from their own thoughts. This is rated on a scale from 1-10. When the character receives treatment, you roll your sanity value to resist losing coherence. If your coherence is reduced to zero your voice merges with the individuals consciousness and you disappear entirely. 
As your coherence level decreases you gain more influence on the individual. Influence is equal to 10 – coherence. If the voices disagree about what the individual should do, they via for attention, but the individual has a harder time realizing that a less coherent voice is not their own thoughts. The player’s vote on what they should do using their influence (dividing their influence how they like between options) and the option receiving the most influence wins and the voice that spent the most influence on it rolls to get the individual to perform that action. 
Treatment and Trauma:
At various points when the individual manages to act of their own accord or when others note their odd behavior they may receive treatment. Treatment could be talking to a friend, anti-psychotics, or quiet meditation. Treatment is bad for you. Every time the individual receives treatment, you must roll your sanity to resist losing coherence. Trauma is the opposite of treatment and gives you a chance to restore coherence. Trauma can be seeing something horrible, a blow to the head, or using drugs (the non-medical kind). 
The individual:
They’re more than just your ride. Their skills and abilities determine what’s feasible in your world. If you get them killed before completing your mission you lose. In addition to their gross physical and mental faculties, the individual also has a resistance value. This rates how much they resist the plans of the voices in their head. Their resistance goes up when they are forced to do things that go against their nature or that end badly for them. It goes down when things work out for them. The voices need to work together to keep resistance from getting out of hand. Resistance acts a modifier to rolls.