About the increasing fragmentation that a Being undergoes by playing conflicting roles throughout
its many incarnations, and how these parts can be re-integrated by DEEP Character Clearing.



DEEP Character Clearing
and the GPM Case
by Clearbird

(DEEP= decisions, energies, emotions, polarities)


We as spiritual Beings have played an almost infinity of different games and roles in this universe. The reason to join in games in the first place was basically to experience engagement and excitement. To play a role in a game seemed better than just "sitting on a cloud" in a serene and ideal state and listen to harp music and the whisper of eternity. The motto we follow now seems to be "There must be a game!" and "Any game is better than no game!" We experience engagement, fun and the full range of emotions from playing games. Unfortunately, "All games are aberrative." Since a certain type of game (say, "to teach," "to have a family," "to fight for justice") tends to deteriorate over the eons, Beings become more and more aberrated by keeping on playing them. Yet, they hold onto all the experiences they gather but in a reactive way. They keep it so they know what to do next time that game comes around. But they also accumulate reactive experiences and behavioral patterns that may take control in very irrational ways. In this manner the Being accumulates what is known as the GPM case.

The GPM case exists as potential
ridges and energies in
and around the body.

Stuck Identities

The GPM Case is basically conflicting identities the Being is stuck in and the efforts, emotions and impulses of these identities. The mental masses and energies that is the record of these conflicts make up complex unresolved problems of very long duration on the case. The Being, from ideally being a free spirit capable of being anything at will, has become a fragmented and complex Being, a congregation of stuck viewpoints out of alignment and somewhat short-circuited. The efforts exerted by these conflicting and colliding identities (or stuck roles in games of the past) build up mental masses and tensions that can result in all kinds of unwanted sensations, pains, etc. This can result in physical illness in some cases. The ideas and patterns engraved in these masses can result in aberrated ideas and behavior, even insanity.

We define "Identity" this way: It is a way to organize skills and experience, so they are instantly available to the Being when needed. Before the identity was formed there was a goal expressing the "want to succeed" (or sometimes ”want to have” or end product) in a certain area. A doctor would have a goal like "to heal people," (by end product: to make healthy people); an architect a goal like "to build houses". (By end product: to make nicely built houses). So there is a basic goal and an identity that go together and they define the game and the role to play. An identity is obviously also a substitute for the Being. From a free Being's viewpoint, an identity is a piece in a game (as for instance a piece in a chess game) he controls and identifies with.

Hats and Characters

A fully analytical identity is called a Hat. Wearing one's hat means one knows one's business and is competent in that area. The Being is a competent player in that particular game. "The wearing of one's hat" is wearing all the skills needed to perform a certain job or function competently. There is no need to consult books, etc. When one knows the hat fully, one can "instinctively" and instantly execute the job competently. One is a competent player in that game.
A more reactive identity is called a Character. It contains impulses, emotions and ideas on how to handle a certain type of situation or opponent. It is mainly that kind of identities we are interested in in DEEP Character Clearing. Characters are viewpoints split off from the main Being at some point. They are substitutes for the Being. They contain much reactivity in the form of efforts, impulses, emotions, feelings and strange ideas.
DEEP Character Clearing clears up the reactivity and all the irrational automatic impulses one acts on in handling situations, other people and life. Once again these cut off viewpoints become integrated into the Being as free life-force under the Being's control.


A basic unit of the GPM is the goal and the identity that excecutes it. In DEEP Character Clearing we use the terms “Main Effort” for goal and “Character” for the ID. Identities with the goal “to catch fish” can be very different based on culture, technology and experiences; the word Character reflects that. In DEEP we are mainly interested in the characters as they contain all the mass while the goals derive from a non physical decision or postulate. Still, getting the goal /main effort of a Character is of vital importance. The goal is actually the life force that accumulates the mass.

Fragmentation and Integrity

When the person first comes in for processing the case state he or she is in could best be characterized with this word: Fragmented. We are not talking about "multiple personality" except in very rare cases. We are talking about ordinary people and we find that their life-force is locked up in the identities the person has been in past games, lives and scenarios. The free life force is also locked up in identities the person has fought. These identities have since been reduced to small packages and the Being has put a lid on it all. From being a life size drama it has been reduced to an ambivalent attitude towards certain subjects or persons; to an occasional headache and odd and inexplicable impulses. Through DEEP Character Clearing, the locked up life-force becomes once again freed up and at the Being's disposal in present time. The person can as a result be exactly what is needed in a certain situation using "fresh" life-force and without being caught up in all the odd and old identities and characters who offer complicated solutions in various life situations – solutions and circuits that most frequently are completely out of date and inapplicable.

GPMs a Bureaucracy of the Mind

The GPM case is basically built on goals. A goal is a long term strategy or solution to a life situation. It is a statement of something desirable or wanted one is striving to obtain. All goals are thus decisions of creating a future and thus time. These GPM goals, as they now exist, contain a lot of effort. They express themselves in somewhat obsessive and automatic actions and behaviors. We are often dealing with a system of pulling and pushing in opposing or conflicting directions. It has become a system of "bureaucratic solutions" to life situations that existed. By bureaucratic solution is meant: Each element (consisting of a goal and its identity) was established as a routine practice at some point. It was left in place even after the life situation shifted completely. Now it keeps nagging the person as irrational actions and impulses that don't apply to his/her current situation. As you see in groups that have decayed and fragmented, the different members of the group fight each other, each holding a stuck viewpoint and incapable of seeing the viewpoints of the other members. Sometimes these conflicts are overruled and swept aside by a "strong man" or dictator, but the underlying conflicts still exist in suppressed form and steal maybe 90% of the power or life-force available.


A bureaucracy operates on a fixated set of goals. It does not on its own adapt to new situations. The typical bureaucrat takes no-nonsense from anyone as he knows he does what he is supposed to. This is very comparable to the characters and their main efforts we find in the GPMs. Each character operates in a mechanical mode. The bureaucracy as such, without any outside help, becomes a non viable system of circuits and machinery.

Each of these once long term goals started out as a bright strategy or solution to a life situation. A better future was postulated. Over time the goal deteriorated to less and less ambitious expectations and eventually got abandoned – or they became irrelevant as life situations changed. The life energy that got fed into them was reduced, yet it works as a secret leak or nullifying of power or life-force. (In a malfunctioning bureaucracy you often get a clear illustration of how this infighting results in nullification of power.) The goal decayed and became a total automatic routine; it sort of petrified. From being an alive decision and strategy for a better future it became a potential heavy effort out of control.

A main goal (as found in a profession, career, lifestyle, personal or social ambition) was the basic force and power behind the forming and building of the identity. As mentioned, an identity is a handy way to organize relevant skills and experiences in order to survive and thrive along a certain goal line. As time went on, incidents and experiences added mass to it. It accumulated negative and traumatic experiences, adding more mass and aberration. Over the long career of the Being in this universe, many identities were formed this way, typically one at the time. That was what the Being was living. He spent a life as a baker and formed an identity as a baker with all the skills, experience and knowledge that takes; then another one, etc.

GPMs and Roles

A Being can be anything and it seems most Beings have tried just about anything. A Being could have been a police man for many lives, then a robber for several lifetimes, then a career as a judge over several lives, then a jail keeper or hang man career, then a role as victim of crime, then returning to being a police man once more, etc., etc. These identities or roles all exist in rudimentary form around the Being as fragments in conflict or fragments nullifying each other in what is perceived as mental ridges. These identities could also be considered a resource and data base for handling just about any situation and that is probably why the Being holds onto all this.
As all these identities and experiences added up and never really got sorted out, the Being got absorbed in complexities. One identity (such as robber) got hung up against other identities (such as police man, judge or victim) and formed what is called a GPM – or as we prefer to call it – a goals identity super-problem (GISP).


A Being has tried just about anything in terms of identities. Therefore when playing a game, such as being a robber, the opposing side will often get triggered, such as being a jail keeper. With a few associated but conflicting goals and their identities in play, we soon have a Goals Identies Super Problem (or GISP), the DEEP term for GPMs.

The Running of DEEP Character Clearing

The way DEEP Character Clearing works is to isolate one character (ID) and its main effort (goal) and run it; then find the main character or effort in conflict with the original one and in turn run that one out. The processor asks for certain types of polarities involved in such a character as well as emotions, supporting efforts, decisions and thoughts that all are part of the identity package. Sometimes the one side can be handled completely and the other side seems to have faded away in the process and lost its influence on the case. The End Point of any such action is that the split off fragment or identity once again has become free life-force at the Being's disposal. The Being can now at will be that character and hat when life situations call for it. When one keeps up handling all available identities and polarities a whole layer of conflicting efforts and conflicting characters can be run out on the case and by then one has gotten rid of the accessible part of the GPM case (the GISP case).

What the Being will experience after such processing is a much greater ability to grant beingness to others. The life force locked up in these old games, these old goals and identities has, once again, been reunited with the Being who created them. This means more life force available and a tremendous move up the tone scale. The Being will see in himself a much greater ability to adapt his own beingness to difficult or new situations. Instead of his mind and spirit being a split up conglomerate or a fragmentation into a big malfunctioning bureaucracy of old solutions, the mind and spirit will consist of free life-force and constructive imagination, images and thinking made in present time and resulting in new abilities. The Being can routinely experience this: at will to be anything the situation requires and with great compassion be able to permeate opponents and enemies and get the opponent to brighten up and self-determinedly change his stubborn and uncooperative ways.

There are a number of ways to get started in finding one side of a goals-identity super problem (GISP). Once that is found and run, the other side will usually be easily available. One can then find other layers (polarities) related to the same goals and identities or find something else that now is available. We have found with this technique the risks are very minimal. You run what you find and flatten it and something else will offer itself to be run.
Some of these goals and identities will be central pieces of the case, others may be marginal and only in play as synthetic identities. That is fine. That is also how it works in life. Not all polarities found are basic conflicts of archetypical dimensions. That is fine too. It all serves to unburden the basic goals and conflicts that have had defining importance to the Being's career in this and earlier universes.

“What the Being will experience after such processing is a much greater ability to grant beingness to others. The life force locked up in these old games, these old goals and identities has, once again, been reunited with the Being who created them.”

What is run out directly in DEEP Character Clearing are the characters (IDs) that are built around one particular goal or strategy and its contributing efforts. There is a main effort (the goal) and a long series of contributing efforts (the organization behind effectively executing the main goal or effort.) All these efforts are considered "character traits" as they add up to what we call a character. They add up to the hat that is being worn in order to succeed at a particular goal. The contributing efforts we are looking for make up an organization board of sorts.

In order to catch fish (main effort, goal) and be a good fisherman (character, ID) there are many functions that need to work. The fisherman is dealing with all kinds of forces, tools and practical problems; cultural factors and prevailing fixed ideas and must have a set of responses in place in order to be successful as a fisherman. Since these hats routinely are way out of time and place there is a lot of aberration contained in them.
The problems involved can also be compared to an old sleepy (or angry and infighting) bureaucracy where the one officer is unaware of the others. The bureaucracy has fragmented. Each single bureaucrat knows that he is right and he knows that he must carry out his duties regardless of any opposition. It is this fragmentation that nullifies old bureaucracies' power and it is a similar simmering of old forgotten conflicts that nullifies a Being's power.

There are different entrances into DEEP Character Clearing. Each way of entering can be organized into a rundown. At this time, one uses the approach that is most appropriate to what the person offers as the  main issue. The most obvious starting point is to take a list of individuals that are perceived as troublesome or hostile to the person. These are in some way in opposition to the person (or perceived to be) and thus make good processing material as counter-poles. When doing that, the "other side" of the polarity is often perceived as self in a special capacity or situation.

In addressing this, we address two main stumbling blocks to case progress:

1) We handle any ongoing conflicts with the upsets, problems and guarded secrets involved (out rudiments.)

2) We handle any ongoing suppression on the case, also known as PTSness, at its root cause.

The main difference between running this action and other actions of DEEP Character Clearing is in how you go about getting into the technique. Therefore there will be some unique steps, mainly at the beginning of an action, for the different rundowns.

What is taken up as the first action is individuals in the person's present time the person has difficulties with, meaning lots of problems, conflicts, upsets, personality clashes, etc.

This can be expanded to troublesome individuals the person has encountered earlier in life.
Also, scanning the person's history for old conflicts and major upsets will reveal much material.


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This page last changed on: 2015-07-19 08:32