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To Change PDF

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100% found this document useful (2 votes)
6K views212 pages

To Change PDF

Uploaded by

John Arbacle
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

ACKNOWLEDGEMENTS
Ulysses – To the transformation community that brings
so many people together and made this book possible.
Ewen – To FlamboyantChatoyant, for being one of my
best friends. Your support (and your flawless editing
work) means the world to me. To all my readers, whose
interest in my work helps keep me going.
APPENDIX
Overview.............................................................................................................4
What is this Game?..........................................................................................6
What is the Change?.......................................................................................8
Safety Rules: General.................................................................................... 10
Safety Rules: Specific.................................................................................... 11
Player Attributes............................................................................................ 12
Mental Fortitude (MF)...............................................................................14
Mental Aptitude (MA)...............................................................................15
Physical Fortitude (PF)...............................................................................16
Physical Aptitude (PA)...............................................................................17
Resolution........................................................................................................ 19
Future Deck Pt. 1............................................................................................ 20
Future Deck Pt. 2............................................................................................ 21
When to Draw Cards..................................................................................... 22
Transgender Changes................................................................................... 24
Character Creation........................................................................................ 26
Solo Play........................................................................................................... 40
Tables................................................................................................................. 88
Story Moves..................................................................................................... 94
Stories
Big Top Energy..............................................................................................97
Dragon's Fire.................................................................................................107
Galactic North..............................................................................................117
Hair of the Dog............................................................................................126
I Woke Up in Another World with My Friends and
Now Everyone's Calling Us Her Royal Highness!?...................... 135
Maastrichtian Dynasty.......................................................................145
Our Lady..................................................................................................157
She Who Divided the Sexes...............................................................166
The Wanting Tide.................................................................................177
To the Swiftest........................................................................................187
Weed for the Aspiring Woof.............................................................197
Player & Storyteller Tips.............................................................................208
Alternate Rules & Options.........................................................................210
Credits...............................................................................................................211
OVERVIEW
Our actions shape our future, a fate which will shape us
in turn. Will this form be beautiful or beastly? Desired
or detested? Only the one reading the cards can decide
what they want to become.
What is does it mean to be a different person? What
could be more familiar than your skin, your body, your
senses, and your thoughts? Do those features not hold
special meaning for you?
But does familiarity preclude a thirst for change? Will
you resist the thrill of the unknown? Or is it exactly this
allure which frightens you?
Transformation is the second exploration of the self.
Between birth and death, we wish to see all there is, in
as many forms allowed to us. How can you be satisfied
with only one pair of eyes?
To Change is a game for exploring a person or group
of people undergoing a dramatic transformation
and all the consequences that come with becoming
something new.

4
5
WHAT IS THIS GAME ?
This is a tabletop roleplaying game designed for short
1-3 hour sessions led by a Storyteller (often called a
GM) and acted by one to four players. It can also be
played on your own without a storyteller as a solo
journalling game. There are no dice; players draw cards
from the Future Deck to ascribe success and failure to
their actions.
Players create characters with physical and mental
attributes that will transform through the story. The
Storyteller can use moves that establish their own rules
for how to guide the players. This relationship should
aim to foster an exciting or passionate story, keeping a
light touch to accommodate surprises and unexpected
choices.
The system is made for tales that focus on the
emotionally fraught loss of humanity, but also works
for stories of uplifting changes that exalt the thrill of
becoming a beautiful monster.
To Change is made for the inclusion of trans people
everywhere. Transitioning is the oldest and most
sacred magic, to be protected at all costs. This game is
not for transphobes, fascists, or bigots.

6
7
WHAT IS THE CHANGE ?
The Change is the heart of the story, calling from the
stories of transformation that can be found anywhere
from humanity’s earliest myths to the reality of our
modern world. Every story of growth is also a story
of change, but when we think of true transformation,
there are certain principles that make for an especially
captivating metamorphosis.

• The change must have both positives and


negatives. Even a bestial form may be indulged
in its terrible might to further a noble goal. Even
the most desired body still carries the pain of
leaving the past for an unknown future.

• At a certain point, there is no return. The


ultimate fear or desire for permanence looms
over every change. The climax of the narrative
should tetter on this border until the final
dramatic choice.

• The change must involve both the mental


and physical, both the internal and external,
progressing in steps along the four attributes.

None of these are strict guidelines, yet stories with


central changes that use all these principles will make
the best use of this game system.

8
9
SAFETY RULES: GENERAL
The adventures of To Change involve physical and
mental transformation, some of which may become
disturbing or dysphoric to certain players. To prevent
upsetting anyone at the table, even the Storyteller,
here are some generalized and specific safety tools to
discuss with as a group before play.

GENERALIZED
Establish each player’s Lines & Veils.
Lines are hard No’s, topics you don’t want to see at all
during play, no exceptions. Veils are soft No’s, topics
which could be upsetting in some situations, but it
depends. If you are planning to play an adventure
that includes a player’s Line, pick a different one. If the
adventure includes their Veils, be ready to approach
that subject with caution and warn the player about it
beforehand.

"Familial abuse is a Line for me, I don't ever want


that topic to come up during our game. Insects are
a Veil for me, I'm ok with some bugs, like butterflies,
and in certain situations, like if they're outside."

Remember that upholding Lines and Veils is a


continuous process and must be refreshed/restated
whenever the players or Storyteller feel necessary.

10
SAFETY RULES: SPECIFIC

SPECIFIC
Establish a player’s body and mental Tiers.
Regarding physical changes, ask players if there are
certain parts of their character’s body they never
want to have altered. Respect their character’s bodily
autonomy as you would the player’s own autonomy.
It is usually easy to adjust the physical details of a
change to accept a player’s wishes.
Regarding mental changes, there are five Tiers. Ask
players which Tier of mental changes they would be
uncomfortable with and avoid the adventures which
involve those types of changes or alter them.
Tier 1: Intrusive thoughts, fleeting suggestions on the
edge of your consciousness.
Tier 2: Triggered emotions, anxiety, euphoria,
depression, and other strong feelings entering your
brain unbidden.
Tier 3: Altered thoughts, including altered memories,
direct changes to your cognition and perception.
Tier 4: Mind domination, losing control of your
character and their actions.
Tier 5: Ego death, loss of self and human mentality.

11
PLAYER ATTRIBUTES
Each player’s character abilities are defined by four
attributes:

• Mental Fortitude (some say Willpower)


• Mental Aptitude (some say Intellect)
• Physical Fortitude (some say Endurance)
• Physical Aptitude (some say Strength).

These create the four branches of the player’s change


cross.
These attributes can be damaged through injury and
duress, making them unusable until they are restored.
Attributes are restored by healing, rest, therapy, and
medicine. Aptitude attributes are usually restored
faster than Fortitude attributes.
These attributes will also be changed, reflecting
an inescapable transformation that progresses
inwards through a character’s mind or body until it is
imbedded in the core of their being.
At the center of a character attributes is the
point of Permanence. If this point is changed, the
transformation can never be reversed through any
means. It is still possible to change further, but
there is no way to return to how they were. Points
further towards Permanence represent more drastic
transformations when changed and more debilitating
injuries when damaged.

12
physical

mental

mental

physical
MENTAL FORTITUDE (MF)
This is your ability to resist persuasion and mental
intrusions, to maintain your composure under
pressure, and keep your thoughts even when
overburdened from sensation.
When your MF is damaged, you become more
susceptible to suggestion until you lose free will and
are a slave to your immediate senses. If your MF is
entirely depleted, you behave like a thoughtless doll.
When your MF is changed, those changes are reflected
in your inner thought process, altering your deepest
values and needs. If your MF is fully changed, you no
longer think how you used to.

SITUATIONS WHEN YOUR MF IS CHALLENGED:


• Sustaining a lie when pressed for the truth.

• Ignoring the sea’s voice that tells you to


abandon your skin.

• Convincing a stranger that you are correct.

• Keeping your cool in front of your crush.

• Stopping a spell from twisting your desires.

• Making a choice that goes against your morals,


even if it’s right.

14
MENTAL APTITUDE (MA)
This is your ability to absorb the world with your
mind, fast thinking to solve sudden problems, and
quickly analyze a situation by taking in the pertinent
information.
When your MA is damaged, your mind becomes
clouded and hazy until it hurts to think anymore. If
your MA is entirely depleted, you lose consciousness
as your brain shuts down.
When your MA is changed, those changes reflect in
your outward senses, altering how you see, smell,
taste, hear, and touch. If your MA is fully changed, you
no longer perceive the world how you used to.

SITUATIONS WHEN YOUR MA IS CHALLENGED:


• Looking for moving shadows in a dark alley.

• Listening for your child’s cries in the howl of the


wolves.

• Comprehending a complex historical text.

• Writing a poem to make your partner blush.

• Feeling for a suspect crack in the old walls.

• Recognizing the eyes of your friend and the eyes


of what wears their face.

15
PHYSICAL FORTITUDE (PF)
This is your inner strength, the ability to withstand
outside elements, a measure of how internally tough
you are, and how much stress you can take before you
crumble.
When your PF is damaged, you become fragile and
weakened, easily harmed and sensitive to pain. If your
PF is entirely depleted, you lose consciousness as your
body shuts down.
When your PF is changed, those changes occur inside
your body, the shifting of organs and viscera that warp
your internal processes. If your PF is fully changed, you
don’t feel at all how you used to.

SITUATIONS WHEN YOUR PF IS CHALLENGED:


• Conserving your warmth against biting cold.

• Pretending to still be asleep under your covers


when you hear the footsteps.

• Taking a punch to the gut without wincing.

• Posing for a nude portrait.

• Staying standing after one-too-many drinks.

• Holding your breath long enough to share one


last kiss.

16
PHYSICAL APTITUDE (PA)
This is your outer strength, the ability to exert force on
the world, to move as fast as you can, and shape the
environment with your actions.
When your PA is damaged, you become tired and
sluggish, unable to move or respond. If your PA is
entirely depleted, you are paralyzed and drained of
energy.
When your PA is changed, those changes are the
most visible to others, altering your appearance in
immediate ways. If your PA is fully changed, you look
completely different from how you used to.

SITUATIONS WHEN YOUR PA IS CHALLENGED:


• Climbing up tree branches.

• Drawing the strange symbol you keep seeing in


your dreams.

• Carrying your companion on your back.

• Following your partner’s lead in the dance.

• Winning a bicycle race.

• Leaping at your captor to knock the last vial of


the cure from their hand.

17
18
RESOLUTION
Actions which carry consequences are tested and
resolved through drawing from the Future Deck, the 22
Major Arcana of the Tarot.
A player draws and reveals cards equaling the
number of undamaged points they have in the
attribute being tested, then chooses one of the
revealed cards as their fate.
The chosen card is discarded and the rest of the
revealed cards are shuffled back into the deck.
Players can always choose to Succumb, taking a
change in the attribute being tested in exchange for
success in their action. In this case, all cards drawn are
shuffled back into the deck. A player can’t Succumb if
they have no further changes to take.
If players are helping each other on an action, each
player helping adds one more card drawn. Players who
are helping also take on the consequences of failure
and any changes that result from the draw.
All attributes start at three, reduced by one for each
point of damage. Changed attribute points don’t alter
the number of cards drawn, except when specified. A
changed attribute point can still be damaged and vice
versa.

19
FUTURE DECK PT 1

THE FOOL
Success but always in the worst way (injury,
embarrassment, additional complications).
THE HANGED MAN, STRENGTH, WHEEL OF FORTUNE
Success in Physical Aptitude (PA).
THE MAGICIAN, THE EMPRESS, THE STAR
Success in Mental Aptitude (MA).
THE HIEROPHANT, THE LOVERS, THE CHARIOT
Success in Physical Fortitude (PF).
THE HIGH PRIESTESS, THE EMPEROR, THE HERMIT
Success in Mental Fortitude (MF).
JUSTICE
Success in the attribute with the most, or tied for the
most, Changes among all players.
DEATH
The inescapable. Cannot be used except if it is the
only card revealed. When used, it is a success and is
not discarded. If you succeed with any hand in which
Death is revealed, you undergo a Change.
TEMPERANCE
Failure but hope is not lost. All discarded cards are
shuffled back in the deck.
(Temperance and Death can never be discarded)

20
FUTURE DECK PT 2

THE DEVIL
Success and you undergo a Change. You may make a
wish to the Storyteller regarding the specifics of this
transformation, and they must grant that wish as best
they can. This includes diminishing, exaggerating, or
aesthetically modifying the Change.
THE TOWER
Catastrophic failure that creates a new crisis. On your
next draw, you reveal two additional cards.
THE MOON
Failure or choose to draw a new card from the bottom
of the deck and you must use that card instead.
Discard that card and The Moon.
THE SUN
Success and look at the next three cards on top of the
deck.
JUDGEMENT
Success or failure that is decided by the Storyteller
(decided by the drawing player in a two person/solo
game).
THE WORLD
The world intervenes and is reborn. Take one card from
the discard pile (other than The World) and return it
to the deck, then shuffle and redraw. If convenient,
take a small break from the game to refresh and drink
some water.

21
WHEN TO DRAW CARDS
Fortitude traits are usually passive attributes, where the
Storyteller asks the player to draw when their Fortitude
is challenged by an outside force.
Aptitude traits are usually active attributes, where the
players will attempt an action with the risk of failure
and the Storyteller asks the players to draw.
Make failures progress the story and prevent running
players into dead-ends.

You try to jump over the cliff but miss your step and
fall into the ravine.

(Stops the action)


VS

You try to jump over the cliff and nearly make it, but
you have to grab onto a stray branch to keep from
falling. Another player must draw if they want to
help you climb up.

(Necessitates more draws)


The more players draw, the more changes will naturally
accrue through Succumbing and the recurring Death
card. When possible, make players’ failures encourage
further draws and future complications.

22
23
TRANSGENDER CHANGES
Transgender changes are special in To Change.
Because transitioning is a real-world process that is
experienced differently by all transgender people, it
would be a disservice to narrow transitioning into a
linear path. To portray this dynamism, transgender
changes are better represented through a wheel,
rather than the normal change cross.
Changes are loosely divided by attribute, but they
are not sequential like on the change cross. When a
player takes a change in an attribute, the Storyteller is
encouraged to let the player pick which transgender
change they will fill for that attribute. Players reach
Permanence when they are ready, no matter how many
changes they have on the wheel.
The transgender change wheel can be used alone
for stories where there are purely gender change
elements, or as a supplemental/alternative change
in any existing story. Players who want transgender
changes in their adventure should discuss it with the
Storyteller before starting. The Storyteller should be
receptive to letting players use this opportunity to
explore their gender identity without judgments.

24
CHARACTER CREATION
To create a character, choose three cards from the
Future Deck.
These will be their Face card, Rising card, and Falling
card respectively.
Face cards represent a character’s core values, the
center of their personality, as well as give a special
ability associated with that card.
A character’s Rising card represents their success and
good fortune, as well as a positive character trait.
When a character reveals their Rising card, they move
closer to reaching their goals and reveal another card
into the current hand.
A character’s Falling card represents their failure and
poor fate, as well as a negative character trait. When a
character reveals their Falling card, they move closer to
the source of their fears and must shuffle the first card
revealed for the hand back into the deck.
In most games of To Change, permanent character
death is not as much of a concern as permanent
changes. When a character takes three points of
damage to one attribute and then a point of damage
to their point of Permanence, they die.

26
27
0 - THE FOOL
Face: You are joy, laughing your way along with life’s
current. With humor and mirth, smiles follow in your
wake. Though you may not excel in anything, you are
able to find happiness in everything. Whenever you fail
on a draw, if The Fool is in the discard pile, return it to
the deck and reshuffle.
Rising: Freedom is your keystone; no door is closed to
you. A multitude of opportunities are at your fingertips,
and nothing can stop you from taking them all.
Falling: Shame will be your downfall; embarrassment
clings to you. If you let ridicule pull all your strings,
you’ll be tangled in misery.

I - THE MAGICIAN
Face: You are creative, bubbling with possibilities and
potential. At times it feels as if there is nothing you
cannot do, no task too impossible. Be it bravado or
audacity, you have the gift of unerring confidence.
The Magician gives you success on all attributes, and
your success is fantastical, appearing as a miracle to the
untrained eye.
Rising: Inspiration is your keystone; the impulse to
create strikes you like lighting. When people see the
spark in your eyes, they see hope.
Falling: Hesitation will be your downfall; fear of failure
holds you back at every turn. To succeed, you must
accept that not all battles are winnable.

28
II - THE HIGH PRIESTESS
Face: You are reflective, the mirror’s surface of insight
and contemplation. Know thyself and you have all the
answers, though there is always more soul searching
to do. Your patience to find the truth within will see
you through all adversity. The High Priestess gives you
success on all attributes, and your success comes from
your past, sparking a lost memory.
Rising: Intuition is your keystone; you trust in all that
you have learned. With experience and practice at your
back, there is no chance of failure.
Falling: Doubt will be your downfall; question yourself
and everything spirals out of control. To succeed, you
must hold tight to what you believe.

III - THE EMPRESS


Face: You are caring, the smiling face of compassion
and kindness. Family is all around you, it does not
matter the blood they bear. Your unending empathy
will break through stone to warm any heart. The
Empress gives you success on all attributes, and your
success is for the benefit of others, shared with everyone
around you.
Rising: Companionship is your keystone; the friends
you keep close are your source of strength. Together,
you will support each other through all hardship.
Falling: Loneliness will be your downfall; you always
cling to others for help. If you cannot learn to sustain
yourself, you will crumble when left alone.

29
IV - THE EMPEROR
Face: You are commanding, the proud voice that calls
for service and loyalty. People naturally look to you in
times of crisis and your orders calm their fear. With a
steady hand, you will steer any vessel through troubled
waters. The Emperor gives you success on all attributes,
and your success imposes your will over others, marking
you as a leader.
Rising: Trust is your keystone; comrades you can rely
on are the greatest treasure. In the hands of allies, your
well-placed faith is forged into the unbreakable blade.
Falling: Betrayal will be your downfall; even your
closest friends feel suspect. Letting mistrust cloud your
judgment will turn your oaths to brittle glass.

V - THE HIEROPHANT
Face: You are educated, made wise by books and
study. Though your encyclopedic knowledge may
be vast, you do not shy from sharing what you
know. Making the unwise into scholars is your gift
as a teacher. The Hierophant gives you success on all
attributes, and your success is instructive, teaching an
unforgettable lesson.
Rising: Discipline is your keystone; you have a system
for every problem. If you follow your principles
and structure, success should be mathematically
guaranteed.
Falling: Disorder will be your downfall; distractions
strike you at the worst of all times. If you do not make
space to collect your thoughts, chaos will unravel you.

30
VI - THE LOVERS
Face: You are amorous, open-hearted to charm and
beauty. Warmth and life are your gifts of abundance,
naturally feeding other souls with light. Though you
may act carelessly at times, you care for your partners
more than the world. The Lovers gives you success
on all attributes, and your success draws infatuation
towards you, feeding the flame of love.
Rising: Passion is your keystone; love’s match strikes
you into a blaze of energy. When you are with your
beloved, no arrow can pierce your armor of ardor.
Falling: Longing will be your downfall; you loathe what
you cannot possess. Tame your appetite for affection
or you will consume all that you cherish.

VII - THE CHARIOT


Face: You are driven, spurred by struggles and
hardship. No stranger to adversity, you don’t flinch at
a challenge. The bitterness that mixes into your broken
knuckles reminds you that this road is unforgiving,
but it is your road. The Chariot gives you success on all
attributes, and your success is undeniable; nobody can
doubt it.
Rising: Competition is your keystone; there is no
victory without contest. You will topple any foe who
stands in your way simply to show that you are the
best.
Falling: Lethargy will be your downfall; motivation is
difficult to muster. Press your energy to its limits or
you will always be left behind.

31
VIII - STRENGTH
Face: You are force, resolute as an ancient oak. When
you plant your foot, nothing can hope to tear down
the flag of your ideals. Stubbornness slanders you, for
there is nothing shameful in refusing to back down.
Strength gives you success on all attributes, and your
success feels superhuman, pulsing with energy and raw
power.
Rising: Resolve is your keystone; unbreakable will
wraps your bones. Those who test your dedication will
learn what it means to be indomitable.
Falling: Cowardice will be your downfall; panic makes
your legs betray you. Stand tall against the fire or you
will be melted in the forge.

IX - THE HERMIT
Face: You are curious, finding clues and symbols in
every coincidence. The thrill of the search delights you,
always ready for a good riddle and challenge. Even if
one life is not enough to find every answer, you will
relish the journey. The Hermit gives you success on all
attributes, and your success is yours alone, no one else
can take credit for your actions.
Rising: Guidance is your keystone; to be a teacher is to
learn with purpose. When you share your wisdom with
others, your efforts are rewarded twofold.
Falling: Blame will be your downfall; accusations
haunt your nightmares. If you are unable to take
responsibility for your actions, your conscience will
never find peace.

32
X - WHEEL OF FORTUNE
Face: You are fortunate, enchanted with a winner’s
luck. Did fate deal you an easy hand or do you have
a keen eye for prosperity? Surely what others call
cheating the odds is just your talent at knowing what
is at stake. Wheel of Fortune gives you success on all
attributes, and your success signals a change in the tides
of fortune.
Rising: Flow is your keystone; you grasp the invisible
threads of chance. The time to act lasts for only for a
golden note and you know the sound by heart.
Falling: Omen will be your downfall; bad luck lurks in
every shadow. To submit to superstition is to lead your
life ruled by fear.

XI – JUSTICE
Face: You are responsible, bearing any weight on
your back. Following the law to the letter, you never
abandon a promise or revoke a contract. Upholding
your duty gives you purpose and is the only honorable
way to live. Whenever your change cross is horizontally
or vertically symmetrical with changed attributes, you
reveal one additional card on all your draws.
Rising: Control is your keystone; emotions run cool in
your veins. Your absolute restraint guides you through
hot tempers and frozen terror.
Falling: Hostility will be your downfall; anger and
wrath grip your hand. Hold back your rage or hatred
will burn you to cinders.

33
XII - THE HANGED MAN
Face: You are free, untethered to promises or
obligation. Letting yourself become tied down is only a
choice and you will never give away your flight. It looks
hard to live without home or haven, but that is only
how others see it when gazing up at you. The Hanged
Man gives you success on all attributes, and your
success works in ways that only you can understand.
Rising: Vision is your keystone; the proper perspective
can see beyond any trouble. Your ability to defy
common sense gives you a bridge to touch the
impossible.
Falling: Restriction will be your downfall; free
expression is your oxygen. If you cannot coexist with
order and rules, all your potential will rot in a cage of
steel.

XIII - DEATH
Face: What are you? By amnesia or uncertainty, it is
questions which dictate your life, not answers. Change
already embraced you and it nearly brought you to
your knees. When you rise again, what face will you
wear? Whenever a card is used and discarded, you can
make it become your face card, gaining its ability, and
replacing your current face card.
Death cannot be used as a Rising or Falling card.

34
XIV - TEMPERANCE
Face: You are serenity, water that holds still inside
any vessel. Wherever life’s turbulent current takes
you, there is peace in knowing that it is part of your
destiny. Without losing sight of the future or past, you
are happy enough to find satisfaction in the present.
Whenever you take a change, you can choose to make it
permanent.
Rising: Acceptance is your keystone; no part of you
is ever unfamiliar. Even without hope or home, you
refuse to lose who you are deep inside.
Falling: Regret will be your downfall; the past has
claws in your skin. Come to terms with your mistakes
or they will rend you to the bone.

XV - THE DEVIL
Face: You are wild, untamed animal nature under your
nails. Clothes and names are the skin other people
wear to hide their bared teeth. You’d easily toss it
all aside to follow the laws of the jungle and make
yourself a rightful king among beasts. When you use
The Devil, you decide how many attribute points are
changed and which ones, even ones that are out of
order.
Rising: Instinct is your keystone; senses never lead you
astray. “Fight or flight” is a signal you have learned to
hear well and trust with your life.
Falling: Impulse will be your downfall; want easily
overturns your willpower. Restrain your primal needs
from running rampant or you will be ruled by blood.

35
XVI - THE TOWER
Face: You are disaster, the capricious wind that leaves
an unfamiliar wake. Crisis follows you, so you will make
it your ally in chaos. This turmoil always invites change,
forcing people to face the hard truths they’ve hidden
away. After you use a card, you discard all the revealed
cards (except Death and Temperance) instead of just
discarding the one you used.
Rising: Recklessness is your keystone; consequences
only serve to hold you back. Ignoring the thorns in
your way is the shortest path to your goal.
Falling: Mortality will be your downfall; thoughts of
Death leave you paralyzed. Let yourself be humbled by
life’s brief gift or the end will crawl ever closer.

XVII - THE STAR


Face: You are gifted, a natural savant in your chosen
subject. Jack of some trades and master of few, but
what few you have are polished to perfection. You
are willing to ignore many potentials to let your focus
shine with the brilliance it deserves. The Star gives you
success on all attributes, and your success is a stroke of
sheer genius.
Rising: Performance is your keystone; pleasing a crowd
is your expertise. Pressure is the fuel to your fire and
every spectator is about to witness the extraordinary.
Falling: Vulnerability will be your downfall;
helplessness is your self-fulfilling prophecy. Own your
weakness or you will be chained to every inadequacy.

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XVIII - THE MOON
Face: You are mystery, blinding fog that entraps the
night. Occult and spectral elements are tools you use
to divine knowledge from the dark. The faint glow of
the unknown is your candlelight and midnight comfort.
Once per draw, you can treat any card (except Death or
Temperance) as if it were The Moon.
Rising: Secrecy is your keystone; versed in moving
though forgotten roads. Everything your adversaries
don’t know is a knife you hold against their back.
Falling: Scrutiny will be your downfall; the scars in your
heart want to stay hidden. If you remain afraid to show
your true face, you will wander the world as a ghost.

XIX - THE SUN


Face: You are hopeful, the eternal light of optimism
and vitality. All setbacks are temporary, you know that
a better world is still possible. Belief is more than just
a promise to yourself, it is the truth yet to be born.
Whenever any player succeeds on a draw, after the deck
is shuffled, you can ask the Storyteller to let you look at
the top card of the deck.
Rising: Dreams are your keystone; refusing to
abandon the future. The image you hold aloft was
never meant to die with you, it must be made real.
Falling: Delusion will be your downfall; you cannot see
things for what they are. If you do not free yourself
from fantasy, your vision will only be one of madness.

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XX – JUDGEMENT
Face: You are genuine, wearing your soul on your
sleeve for all to see. With a stoic and serious attitude,
you venture to speak your mind and rebuff any critic.
Never sway and never apologize for being yourself.
Whenever Judgement is used, you are the one who
decides success or failure, instead of the Storyteller.
Rising: Honesty is your keystone; lies are unnatural to
you. The truth spoken from your lips is sharp enough
to cut down any barrier.
Falling: Deception will be your downfall; falsehood
always catches you off guard. Hide your trustful
tendency or you will be easily captured in a maze of
deceit.

XXI - THE WORLD


Face: You are connected, interlinked with all life.
Nature echoes you in all things wood and stone,
trusting you with their names. It may be overwhelming
at times, but your place in the universe as calming as
it is clear. When you use The World, take any number of
cards from the discard pile (other than The World) and
return them to the deck, instead of just one.
Rising: Mutuality is your keystone; support is not a
street, it is a web. When the time is right, every soul
will lift you up and you won’t leave them behind.
Falling: Exile will be your downfall; you cannot live
without acceptance. Understand your independence or
you will thirst for the breath of others to survive.

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SOLO PLAY
To Change can be played as a single player journaling
game. You will write a log of your experiences as you
undergo a lengthy transformation, drawing cards to
determine the events of each day and your changes.
First, decide your transformation. You can randomly
generate a transformation idea using Tables 3 & 4, pick
your own, or work out the details as you go.
Choose a card to be your Starting card, which will
determine how your change begins and give you
a unique rule. Play is divided into days. Each day,
take one change (any attribute) and draw a card to
determine your Event for the day. Events may depend
on the number of total changes you have.
You can also use Table 5 for generating occurrences
throughout the days and Tables 1 & 2 for generating
supporting characters and their motivations.
Whenever you take a change in an attribute, write
down what happens to you in the corresponding
branch of the change cross, and make a journal entry
each day following the aftermath of the Event.

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42
SOLO PLAY CONTINUED
When drawing cards for the day’s Event, cards can be
either Upright or Reversed. Upright Events will lean
positive and happy, while Reversed Events may be
negative and painful. If an Event card doesn’t fit your
story, you can always redraw.
Just like in a multiplayer game, if you are imagining
a situation where you have a chance of failure, draw
cards from the deck to determine your success, or
choose to Succumb to a change. The deck is reshuffled
back to full at the end of each day.
Your transformation will inevitably reach Permanence,
it is only a question of when. After marking
Permanence, you don’t have to continue writing daily
journal entries, but you can keep playing as long as
you want to keep changing.
Some changes may leave you unable to write or open
your journal. Use whatever tools you can to record
your changes.
You must see this through to the end. Look in the
mirror. This will be the last record of that person.
If you want everyone to forget who you were, burn
your journal to kill your old self for good.

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0 - THE FOOL

STARTING
This is just some big mistake, a complete accident that
never should have happened. You made one careless
move and it’s going to change you forever. The fact that
it’s all your fault might be a comfort or a shame but with
everything moving so fast, it’ll be a miracle if you can
keep your head above water. Start with 1 – 2 changes,
distributed as you choose. Every time you take a change,
shuffle the deck and look at the bottom card. If it’s
Reversed, take two changes instead.
IF YOU HAVE 3 OR LESS CHANGES:
Event, Upright: You are oblivious to your changes. Write
a journal entry that ignores your most recent change
due to distraction, forgetfulness, or ignorance.
Event, Reversed: Your changes are all you can think
of. Write a journal entry that is focused on your most
recent changes and absolutely nothing else.
IF YOU HAVE MORE THAN 3 CHANGES:
Event, Upright: You discover a clumsy way to adapt to
your changes. Write about the silly behaviors you are
adopting as a way to manage your new life.
Event, Reversed: Your change creates a humiliating
mess, and it’ll only keep on happening. Write about
how you plan to hold on to your dignity (or not).

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I - THE MAGICIAN

STARTING
Mystical energy surges through you, arcane forces that
warp the substance of your being. Ageless alchemy
which transmutes the raw matter of humanity into
more impressionable forms. It is an overwhelming
power, but not an immutable one. The spell causing
your transformation can still be swayed, even slightly.
Start with 1 – 2 changes, distributed as you choose.
Every day you draw an Upright event you can remove a
change or add a change in any attribute.
IF YOU HAVE 5 OR LESS CHANGES:
Event, Upright: Your changes urge you to act irregularly.
Write about wanting to indulge in strange thoughts
which would normally be out of character for you.
Event, Reversed: Your changes require you to go
against your nature. Write about how you are forced
to behave in a way uncomfortably divergent from your
usual self.
IF YOU HAVE MORE THAN 5 CHANGES:
Event, Upright: Your change allows you to reach untold
heights. Write about a thrilling experience that was
only possible because of what you are becoming.
Event, Reversed: Your change pushes you into sudden
despair. Write about how low you are willing to sink
for a small scrap of your old self, if only for a moment.

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II - THE HIGH PRIESTESS

STARTING
Transformation is inherent to all life, but you found
the unique chance to reinvent yourself and you took
it. Whatever you become, it was inside you all along,
an invisible wish calling out for a name. Did you really
have a choice to deny that potential? Start with as
many changes as you choose, distributed as you choose.
When you take a change through Succumbing, you
choose the attribute.
IF YOU HAVE 3 OR LESS CHANGES:
Event, Upright: You have a dream about your changes.
Write a journal entry recounting the mysterious
imagery and interpret what your subconscious is
telling you.
Event, Reversed: You have a nightmare about your
changes. Write a journal entry recounting the
disturbing vision and interpret what darkness it
portends for you.
IF YOU HAVE MORE THAN 3 CHANGES:
Event, Upright: You can see the world differently now
(maybe literally). Write about how your change is
opening you up to new ideas and experiences.
Event, Reversed: You realize you’ll always be the same
sad person on the inside. Write about how your change
confirmed the worst fears you held about yourself.

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III - THE EMPRESS

STARTING
Something in this change is native to your blood,
charting the ancestral course of your pulse. This is not
the body you were born for, though it never showed
until this year, this season, this very day. Now that your
lineage is revealed in full, its time you joined the family.
Start with 0 – 1 change, distributed as you choose.
Whenever you Succumb, the current Event becomes
linked to a significant moment from your past.
IF YOU HAVE 3 OR LESS CHANGES:
Event, Upright: Introduce a familiar face. Write about
meeting an old friend, family, or acquaintance, and
how they appear to be related to your recent changes.
Event, Reversed: Introduce an odd stranger. Write
about encountering an unknown entity who might
have ties to your past or be behind your recent
changes.
IF YOU HAVE MORE THAN 3 CHANGES:
Event, Upright: Your ties are stronger than any change.
Write about how someone close to you accepts your
changes and gives you the affirmation you need.
Event, Reversed: Your change is too much for some
‘kin’ to accept. Write about how someone close to you
is disgusted by your changes and rejects the new you.

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IV - THE EMPEROR

STARTING
You were given this change, foisted on you as
contagious baggage. It is probing your insides for a
chance to break free and expand even further. It could
infect the whole world if you let it, or if you don’t stop
it. Will you contain the changes for as long as you’re
able, or eagerly spread your new gift? Start with 0 –
1 change, distributed as you choose. Whenever you
Succumb, the character closest to you starts to change.
IF YOU HAVE 3 OR LESS CHANGES:
Event, Upright: Someone tells you not to worry about
your changes. Write about how a person brushes off
your changes as nothing of concern or any importance.
Event, Reversed: Someone reacts erratically to seeing
your changes. Write about how a person unreasonably
panics or distresses over your changes.
IF YOU HAVE MORE THAN 3 CHANGES:
Event, Upright: You end up changing someone who
desired it. Write about how you intentionally (or not)
transformed this person and why they’re better off
now.
Event, Reversed: Your change infected someone else
and ruined them. Write about how you unintentionally
transformed another person and upended their life.

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V - THE HIEROPHANT

STARTING
Your tireless nights of careful planning all led to this
moment. How many hours spent in study to uncover
the secrets of transformation? Far too many to turn
back now. The ritual is at hand, and you will have long
awaited completion. Pray that nothing went amiss,
that you are prepared to be remade. Start with 0 – 1
change, distributed as you choose. Whenever you get
success without Succumbing, draw your next Event card
Upright.
IF YOU HAVE 4 OR LESS CHANGES:
Event, Upright: You find a clue to the end stage of
your changes. Write about how you have a solid
idea of what might happen to you upon reaching
permanence.
Event, Reversed: You have no idea what you are turning
into. Write about your worst guesses for what might
befall you upon reaching permanence.
IF YOU HAVE MORE THAN 4 CHANGES:
Event, Upright: This transformation meshes well with
your way of life. Write about how your change is
feeding into your goals for the future.
Event, Reversed: You can’t think clearly with so much
instability inside. Write about how your change is
throwing all your plans into disarray.

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VI - THE LOVERS

STARTING
Your transformation is linked to another individual
from across the stars or close at home. If you did
not already share love, what you will find together is
even greater. Hands entwined till the end; you are not
changing alone. Start with 0 – 1 change, distributed as
you choose. Draw a second Event card each day, write
how it applies to another character.
IF YOU HAVE 4 OR LESS CHANGES:
Event, Upright: The change feels good. Write about
how the changes fill you with rapture and warmth that
sinks in your breaths. Restore one damage in a physical
attribute.
Event, Reversed: The change feels miserable. Write
about how the changes fill you with agony and pain
that rips though your entrails. Take one damage in a
physical attribute.
IF YOU HAVE MORE THAN 4 CHANGES:
Event, Upright: Your changes pleasure someone dear to
you. Write about how you have an intimate encounter
that is joyously enhanced by your changes.
Event, Reversed: Your changes repulse someone
close to you. Write about how you have an intimate
encounter that goes horribly awry because of your
changes.

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VII - THE CHARIOT

STARTING
This is your grand reward after all that you
accomplished and fought for. Fitting or not, few
treasures have such a transformative effect as yours.
Your prize won’t let you forget it. Start with 1 – 2
changes, distributed as you choose. If you Succumb after
drawing a Reversed Event, switch the Event to Upright
and rewrite your journal entry.
IF YOU HAVE 3 OR LESS CHANGES:
Event, Upright: Your changes encourage you to
abandon familiar scenery. Write about how you must
move far away from where you lived because of your
changes.
Event, Reversed: Your changes force you to stay where
you are. Write about how you are unable to leave your
current living situation because of your changes.
IF YOU HAVE MORE THAN 3 CHANGES:
Event, Upright: Your changes speed up. Write about
how the progress of your transformation is hastening
to its endpoint. Take a change in your most changed
attribute.
Event, Reversed: Your changes slow down. Write about
how, at least for now, your transformation is lying
dormant. Ignore the next change you would take.

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VIII - STRENGTH

STARTING
Evil threatens to destroy our world. You aren’t strong
enough to stop it yet, but there was never a choice
in the matter of freedom or death. The fight against
injustice will ask for many sacrifices, greatest among
them being your humanity. A small price to pay for
the power to stand up to your oppressors. Start with
1 – 2 changes, distributed as you choose. Whenever you
Succumb, restore one damage from your most recently
damaged attribute.
IF YOU HAVE 4 OR LESS CHANGES:
Event, Upright: You have a surge of energy. The
changes boost your mood and put you in high spirits.
Draw one extra card in all attributes today.
Event, Reversed: You can’t muster enthusiasm for simple
tasks. The changes leave you feeling drained and tired
all around. Draw one less card in all attributes today.
IF YOU HAVE MORE THAN 4 CHANGES:
Event, Upright: You gain the power to aid a friend in
need. Write about how your change allows you to help
someone out of a tough situation.
Event, Reversed: You couldn’t control yourself and you
put people in danger. Write about how your change
ends up unintentionally harming someone you care
about.

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IX - THE HERMIT

STARTING
Curiosity got the better of you at last. You always
wondered what it would be like to live differently.
Turns out that ‘what if’ dream that you couldn’t shake
was a premonition. Now it’s your chance to find out
how it feels to change for real and you won’t want to
miss a second of it. Start with 1 – 2 changes, distributed
as you choose. If you have three changes in one
attribute, when you draw an Event card, draw three and
pick one.
IF YOU HAVE 5 OR LESS CHANGES:
Event, Upright: Someone becomes curious of your
changes. Write about how a person tries to get closer
to you because of their interest in what is happening
to you.
Event, Reversed: Someone becomes suspicious of your
changes. Write about how a person tries to keep you at
a distance because of their distrust of your differences.
IF YOU HAVE MORE THAN 5 CHANGES:
Event, Upright: You find a fascinating new aspect of your
changes. Revisit a previous journal entry and add an
addendum describing what you learned about yourself.
Event, Reversed: You uncover a distressing new
symptom of your changes. Revisit a previous journal
entry and identify a cautionary sign that you failed to
notice.

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X - WHEEL OF FORTUNE

STARTING
The world shifted to change your fate, altering
who you are destined to become. An infinite web
of branching futures invited you to pick the most
transformative potential timeline. Reality will adjust to
catch up to the truth. Soon you will accept this new
universe, and the new you that lives in it. Start with 1
– 2 changes, distributed as you choose. Once per game,
instead of drawing an Event card, search the deck for
the Event card of your choice and use it.
IF YOU HAVE 5 OR LESS CHANGES:
Event, Upright: You have a full and enjoyable day. Draw
two minor Events Upright (Table 5). Write about how
one of them relates to your changes.
Event, Reversed: You have a busy and dismal day. Draw
two minor Events Reversed (Table 5). Write about how
one of them relates to your changes.
IF YOU HAVE MORE THAN 5 CHANGES:
Event, Upright: Feelings will soften in time. Take a past
Reversed Event and make it Upright. Write about how
things have changed for the better since then.
Event, Reversed: Hearts will harden with time. Take a
past Upright Event and make it Reversed. Write about
how things have changed for the worse since then.

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XI – JUSTICE

STARTING
This is your fair punishment for a long account of
wickedness. Even your heart knows that you have
transgressed too deeply to continue with this life. You
need a fitting change, a body and mind that will reflect
your actions. Start with 1 change, distributed as you
choose. All Event cards you draw are Reversed until you
have one change in each attribute.
IF YOU HAVE 4 OR LESS CHANGES:
Event, Upright: One of your changes reverses, for now.
Write about how you use your temporary reprieve
from the transformation. Remove one change in any
attribute.
Event, Reversed: One of your changes reverses, but
comes back stronger. Remove one change in any
attribute. Take two changes in that attribute the next
day.
IF YOU HAVE MORE THAN 4 CHANGES:
Event, Upright: People help you when they see you
struggling. Write about how the change makes you
vulnerable but builds your relationship with others.
Event, Reversed: People take advantage of you in
a time of instability. Write about how your change
makes you feel strong but others are toying with your
trust.

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XII - THE HANGED MAN

STARTING
There is no rhyme or reason. Sometimes these things
just happen. Life is everchanging, not everything
will ever get an explanation. One day you wake up
different, that’s all there is to it. Start with 1 change,
distributed as you choose. When you draw an Event
card that you have seen before, you may draw again.
IF YOU HAVE 4 OR LESS CHANGES:
Event, Upright: You notice an implausible coincidence
connected to your changes. Write about how
something bizarre happens that can’t be explained by
mere chance.
Event, Reversed: You question if the changes are real
or not. Write about how you doubt your own senses,
paranoid of whatever illusion must be duping you.
IF YOU HAVE MORE THAN 4 CHANGES:
Event, Upright: Your changes make you limitless.
Write about how your transformation shows you new
possibilities and new joys hitherto unknown. Restore
one damage in an aptitude attribute.
Event, Reversed: Your changes make you helpless.
Write about how your transformation robs you of your
ability and keeps you from what you love. Take one
damage in an aptitude attribute.

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XIII - DEATH

STARTING
You can’t remember what happened. Everything is
hazy, only a dull recollection that you’re no longer the
same. Start with no changes. Each time you draw an
Event, look at the bottom card of the deck. If the bottom
card is Death, all your memories return at once. That
Event card becomes your new Starting card. Take one
change for each journal entry you’ve written so far.
IF YOU HAVE 5 OR LESS CHANGES:
Event, Upright: You reach acceptance of your changes.
Write about how you have come to terms with your
fate. You will irreversibly transform and that is okay.
Event, Reversed: You fear your future changes. Write
how you can’t shake your anxiety over the finality of
transformation. Is there really no going back ever?
IF YOU HAVE MORE THAN 5 CHANGES:
Event, Upright: Your only chance to reverse the
changes! Write about how you think you finally found
a way to end this. Of course, you want to do it and
return to ‘normal’… right? If you choose not to use this
Event, all your future Event cards are drawn Upright.
Event, Reversed: Your one chance to halt the changes!
Write about how you think you found a way to put a
stop to this. You’d reach permanence, but at least it
can’t get any ‘worse’… right? If you choose to use this
Event, all your future Event cards are drawn Reversed.

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XIV - TEMPERANCE

STARTING
Warm and comforting, this is the change you need.
You are stepping into your own skin again, fulfilling the
shape you see in your soul. This is your true self and
you know it. Start with 0 – 1 change, distributed as you
choose. Changes you gain through Succumbing cannot
make you reach Permanence unless you allow it.
IF YOU HAVE 3 OR LESS CHANGES:
Event, Upright: You willfully alter your changes.
Write about how you modify the course of your
transformation outside of how it was intended to
progress.
Event, Reversed: You misinterpreted the culmination of
your changes. Write about how you learn that you are
not turning into what you thought you were.
IF YOU HAVE MORE THAN 3 CHANGES:
Event, Upright: You have a vision of your future self.
Write out a description of your next change before
it occurs. In your next journal entry, the change goes
exactly as you predicted.
Event, Reversed: You lose control of your
transformation. In the middle of your next journal
entry, break your writing mid-sentence and
immediately take a change in a random attribute.

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XV - THE DEVIL

STARTING
Hot and rapturous, this is a change you want. Sweet
like melted sugar, even when you know it will ruin you.
But it’s feels so so good, you don’t want to stop, you
just want more more more! Start with 1 – 3 changes,
distributed as you choose. As long as you Succumb each
day, all Event cards you draw are Upright.
IF YOU HAVE 5 OR LESS CHANGES:
Event, Upright: The changes reinforce your good
behaviors. Write about how your transformation helps
you maintain your manners and self-control.
Event, Reversed: The changes encourage your bad
habits. Write about how your transformation easily
draws you toward vice and self-indulgence.
IF YOU HAVE MORE THAN 5 CHANGES:
Event, Upright: Your change makes you whole. Write
about how you find yourself satisfied with your new
appearance and at peace with your thoughts. Restore
one damage in a mental attribute.
Event, Reversed: Your change pulls you apart. Write
about how pangs of regret tear through you after
getting a sore reminder of the life you left behind. Take
one damage in a mental attribute.

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XVI - THE TOWER

STARTING
Torrents of pain spasm through your restructured
nerves. Foul and corrupting influences are distorting
you to their own ends. Every step promises only
agony, taunting you to survive and witness the grim
finale of your mutilation. One way or another, you will
leave behind a mangled corpse, though it may not be
your own. Each time you take a change; you also take
damage to the same attribute. Then start with 1 – 3
changes and damages, distributed as you choose.
IF YOU HAVE 3 OR LESS CHANGES:
Event, Upright: Your changes incapacitate you. Write
about how the changes give you a permanent
disability. Take one damage to any attribute and it can
never be restored.
Event, Reversed: Your changes make you numb. Write
about how the changes dull your senses. Pick an
attribute and ignore the next two instances of damage
to it.
IF YOU HAVE MORE THAN 3 CHANGES:
Event, Upright: Your adversaries suffer as they deserve.
Write about how the forces that oppose you are
toppled and brought low for trying to control you.
Event, Reversed: Tragedy befalls your friends and loved
ones. Write about a sudden disaster that afflicts the
people close to you and how you share their misery.

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XVII - THE STAR

STARTING
The cutting edge of science and technology offer
many avenues of change. Experimental procedures and
unstable injections, these fruits of futuristic research
churn within you. Each failure is a minor setback to
your development, merely laying the groundwork
for potential improvements. Start with 0 – 1 change,
distributed as you choose. Every day you draw a
Reversed event you can remove a change or add a
change in any attribute.
IF YOU HAVE 3 OR LESS CHANGES:
Event, Upright: Your changes accommodate you. Write
about how it feels like your transformation is adjusting
itself to suit your particular needs.
Event, Reversed: Your changes demand
accommodation. Write about how it feels like your
transformation is purposely trying to aggravate you.
If you have more than 3 changes:
Event, Upright: Your struggles are well rewarded. Write
about how your changes make you feel infallible
against the worst odds. Your next draw is a guaranteed
success.
Event, Reversed: Your best efforts are rendered futile.
Write about how you feel destined to fail no matter
how much you change. Your next draw is automatic
failure.

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XVIII - THE MOON

STARTING
Cosmic aberrations from beyond the void turn their
wretched gaze upon you, seeking to shift the value of
flesh. Your psyche bends against your bones, aching
in broken voices that are not your own. Skin and
space-time are barriers of comfort, but they will not
hold for long when even the fabric of reality changes
with you. Start with 1 – 2 changes, distributed as you
choose. Whenever you draw a Reversed Event, They
are watching and you must write your journal entry in
secret code.
IF YOU HAVE 3 OR LESS CHANGES:
Event, Upright: You are able to hide your
transformation. Write about how you can pass yourself
off as completely unchanged and normal.
Event, Reversed: You can’t conceal your differences.
Write about how people learn of your changes and
scrutinize your personal history.
IF YOU HAVE MORE THAN 3 CHANGES:
Event, Upright: You find peace in anonymity. Write
about how you have a moment of solitude that lets
you collect your thoughts and deeply ponder your
changes.
Event, Reversed: You are exposed to the world. Write
about how no matter where you go, people hound you
for answers you don’t have or favors you can’t give.

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XIX - THE SUN

STARTING
Your life begins anew. Death held you gently in the
ashes before letting go once more. A spirit reborn is
not without its difference. Whatever shape it takes, this
is your second chance to meet the world. The only way
to honor your past life is to cherish this one. Start with
1 – 2 changes, distributed as you choose. Wherever you
restore damaged attributes through rest or healing take
a change in those attributes.
IF YOU HAVE 5 OR LESS CHANGES:
Event, Upright: Your changes feel proper. Write about
how the changes give you a sense of euphoria, that
whatever is happening to you is as it should be.
Restore one damage in a fortitude attribute.
Event, Reversed: Your changes feel inappropriate. Write
about how the changes give you a sense of dysphoria,
that things weren’t meant to turn out this way. Take
one damage in a fortitude attribute.
IF YOU HAVE MORE THAN 5 CHANGES:
Event, Upright: Your change teaches you a universal
truth. Write about how your transformation sparks an
epiphany on the nature of metamorphosis.
Event, Reversed: Your changes lose their importance.
Write about how your transformation feels perfunctory,
replacing wonder with the mundane.

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XX – JUDGEMENT

STARTING
This is humanity’s great change, a shockwave that will
unravel society in one swoop. Will it unify all mankind
or sow the seeds of division even deeper? You must
record the reverberations of history captured with
unique voice and vision. Let this journal archive the last
gasp of the old world and welcome in the new. Start
with 1 – 2 changes, distributed as you choose. Whenever
you Succumb, close your eyes and draw a picture of
yourself.
IF YOU HAVE 3 OR LESS CHANGES:
Event, Upright: You think you see your changes
in someone else. Write about how you can better
relate to others through the commonalities in your
experiences.
Event, Reversed: Other people feel distant to you. Write
about how you can’t maintain a connection with those
who aren’t undergoing a change like you are.
IF YOU HAVE MORE THAN 3 CHANGES:
Event, Upright: Your transformation makes you the
target of envy. Write about how people covet your
change, desiring to join you and undergo the same
process.
Event, Reversed: Your transformation makes you the
subject of pity. Write about how people mourn over
your change, praying that they never end up like you.

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XXI - THE WORLD

STARTING
The land welcomes you as a lost child, ever generous
with its gifts. You were never separate from nature,
only momentarily severed from the planet’s voice.
This mending is nourished with soil and sunlight,
flourishing with the patience of the Earth. It is time
to take root, to rebuild the garden that grows in your
heart. Start with 0 – 1 change, distributed as you choose.
You can only Succumb once per day, but Succumbing
does not make you change.
IF YOU HAVE 4 OR LESS CHANGES:
Event, Upright: Your changes spread out. Write about
how no aspect of yourself escapes this transformation.
Take your next two changes in two different attributes.
Event, Reversed: Your changes focus in. Write about
how only one facet of yourself is fluctuating so
intensely. Take your next two changes in the same
attribute.
IF YOU HAVE MORE THAN 4 CHANGES:
Event, Upright: You find others who are like you.
Write about how you meet people who share your
experiences, commiserating and learning from them.
Event, Reversed: You are alone in your journey. Write
about how you are struck by the loneliness of being the
only person who knows how it feels to truly change.

87
RANDOM CHARACTER TABLE 1

SUBJECT: WHO AM I? HOW DO I KNOW YOU?


0 A Stranger I met you at a crossroads by chance.
1 An Apprentice I sensed magic in you and sought you out.
2 A Follower My search for answers led me to you.
3 A Parent You have always been a family friend.
4 An Employee I know you through my work.
5 A Student You taught me my greatest lesson.
6 An Admirer I know you romantically, possibly intimately.
7 An Athlete Our paths keep crossing over and over.
8 A Fighter We are on opposite sides of a conflict.
9 A Seeker You are my close friend and confidant.
10 A Gambler You are my good luck charm.
11 A Criminal I have secrets which only you know of.
12 A Captive You reached out to me in a time of need.
13 A Free Spirit I've known you through many names.
14 A Lost Soul You counseled me on an important choice.
15 A Pleasure-Seeker I see myself in you and can't look away.
16 A Broken Person I caused you a great harm.
17 An Explorer You are my muse and source of inspiration.
18 An Actor I see you always in my dreams.
19 A Hero I look up to you and your achievements.
20 A Model You made me what I am.
21 At Peace Know you? It feels like you surround me.

88
RANDOM CHARACTER TABLE 2
GUIDE: WHO AM I? WHAT DO I WANT?
0 A Trader To find out who you really are.
1 A Magician To show you that magic is real.
2 A Wish-Granter To grant your deepest wish.
3 An Elder To ensure you live up to your legacy.
4 A Boss To make you fit a role.
5 A Teacher To open your eyes to the world
6 An Ex To captivate you with love.
7 A Rival To push your limits.
8 A Wild Creature To help you overcome adversity.
9 A Seer To lead you where you need to be.
10 A Game Master To cheat you out of what you want.
11 A Judge To weigh your soul and pass judgment.
12 A Healer To unburden you of hardship
13 A Shapeshifter To warp you beyond recognition.
14 A Counselor To set you on the right path.
15 A Temptation To feed your desires till you burn.
16 A Monster To devour you and make you mine.
17 A Scientist To improve and develop you.
18 A Witch To lead you into the darkness.
19 A Divinity To test your resolve.
20 An Artist To learn from changing you.
21 Nature To shift your life to its next cycle.

89
RANDOM CHANGE TABLE 3
COMBINE ANY TWO MENTAL CHANGE ASPECTS.
0 Clownish Loss of Distinguishing Traits
1 Hypnosis/Trance Style/Fashion Sense
2 Amnesia/Memory Change Subconscious
3 Perceived Gender Role Reversal
4 Aggression/Placidity Dominant/Submissive
5 Brainwashing Corruption/Purification
6 Altered Attraction Fixation/Attachment
7 Willing/Unwilling Impressionable
8 Perspective Shift Hormonal
9 Knowledge Gain Personality Copying
10 Hive Mind/Collective Plurality/Shared Body
11 Domestication Worship/Devotion
12 Mind Blank/Brain Fog Out-of-Body
13 Addiction Feverish/Toxification
14 Dysphoria/Euphoria Enlightenment/Awakening
15 Wild/Feral Instincts
16 Fear Altering Identity Death
17 Alien Thoughts Language Change
18 Synesthesia Dreaming/Surreal
19 Social Acceptance Delirium/Hallucination
20 Caricatured Possession
21 Self-Actualization Imagined/Delusion

90
RANDOM CHANGES TABLE 4
COMBINE ANY TWO PHYSICAL CHANGE ASPECTS
0 Tool/Device Toy
1 Material/Textured Fictional
2 Anthropomorphic Different Person
3 Reptilian Size/Growth
4 Undead Food
5 Eldritch/Abomination Body Warping
6 Aquatic Pregnancy
7 Structure/Vehicle Mutant
8 Mammalian Superpower
9 Digitized Technological/Robotic
10 Multi-dimensional Combined/Fusion
11 Non-Anthropomorphic Mythical
12 Clothing/Costume Avian
13 Supernatural Elemental/Spirit
14 Abstract/Stylized Transgender
15 Angelic/Demonic Monster
16 Immobile Inanimate Quasi-Inanimate
17 Symbiote/Parasite Alien
Therianthropy/Were-
18 Invertebrates
Creature
19 Hybrid/Chimera Extinct Animal
20 Arthropods Amphibian
21 Plant/Fungi Landscape/Place

91
MINOR EVENTS TABLE 5
MINOR EVENT UPRIGHT MINOR EVENT REVERSED
0 Think of a clever joke Make a huge mess
1 Recall a curious dream Bad night’s sleep
2 Reflect on your actions Forget a crucial date
3 Meet with friend Meet with family
4 Join a social gathering Overwork yourself
5 Research a subject Attend a performance
6 Asked on a date Plans are canceled
7 Settle a debate Get in a fight
8 Spot an animal/creature Endure accidental injury
9 Receive a visitor Make an enemy
10 Find a valuable item Lose an important item
11 Play a game of skill Play a game of chance
12 Go on a journey Appreciate the scenery
13 Notice an anomaly Startled by abrupt change
14 Create piece of art Critique someone else
15 Self-pleasuring activity Sudden specific craving
16 Change your outfit Waylaid by weather
17 Learn of breaking news Learn of offhand gossip
18 Hear an odd story Feeling of deja vu
19 Repair an object Break something
20 Clean your surroundings Procrastinate your free time
21 Spend time resting Suffer minor illness

92
93
STORY MOVES
Depending on the nature of the change at the center
of the story, the Storyteller can incorporate Moves to
alter the system’s rules and better fit the game. Moves
are entirely optional; some stories don’t need them at
all. Below is a list of general moves that can suit many
types of changes.
WEAKENING
Every time an attribute point is changed, that attribute
point is also damaged.
STRENGTHENING
Players draw additional cards depending on how many
of their attribute points are changed.
CONDITIONAL
An attribute point may be changed, but changes will
only manifest/appear during certain situations (at
night, touching water, when angry).
INFECTIOUS
Changed attribute points can be passed from player to
player via certain conditions.
SHARED
If one player takes a change by Succumbing, all players
take a change in that attribute.
REVERSIBLE
Players can remove a change by choosing to fail when
they revealed a card that would have let them succeed.

94
INITIAL
Players start the story with a certain number of
changed or damaged attributes.
ENVIRONMENTAL
Depending on the player’s surroundings, they draw
less or more cards in certain attributes (a penalty to
Mental Aptitude tests when in an area that impairs
vision and hearing).
PROGRESSIVE
Players take a change at the end of each major scene.
LIVING
The change offers itself to the players and gives
additional rewards to players when they Succumb or
cooperate with it.
RULES
When players take a certain action, they take a change
as a consequence.
LEVELS
When players reach a certain number of changes or
Succumb a certain number of times, new aspects of
the story are revealed.
HEALING
When a player recovers damage to an attribute, they
also take a change in that attribute.
MIRRORED
When a player takes a change to one attribute, they
take a change or reverse a change in an opposite
attribute.

95
96
BIG TOP ENERGY

MENTAL TIER 1

The change is brought on by the blessing of the


Magician’s hat, bringing with it the gift of glam and
mysticism. When the magic within turns unexpectedly
volatile, the audience of Your-Final-Act’s show are hit
with its power. This change brings on mystery and
confusion as much as a sense of belonging, a trade off
of wondering what you’re becoming as much as finally
feeling yourself. Take on your magician's persona and
experience the world of magic as it was meant to be.

MOVES
Fabulous Change. Changes manifest only when a
player is in their persona. Whenever a player takes a
change, they switch into their persona for the next hour
or until they fail an attribute test. A player may not take
on a persona until they’ve taken on their first change.
Performance Magic. When a player is in their
persona, each changed point in an attribute adds one
additional card drawn for tests in that attribute.

97
CAST
YOUR-FINAL-ACT (THEY/THEM)
The lead performer of the Mystical Circus’ magicians,
Your-Final-Act is a mysterious figure even within the
circus. Perhaps the first of the magicians to run with
performers, perhaps a being not of this world that
creates more like them, or perhaps something more.
It doesn’t matter; they are more than happy to eat up
the praise of every show and help those with talent
find their place. The circus is where anyone can be
themselves, and with a little glam and magic, who can’t
fit in among a group of standouts?

"Ladies and gentlemen, boys and girls, binaries


and non-binaries, and all those who fall within and
without, I now present Your-Final-Act!"

IVAN “STRONGARM” ARMSTRONG (HE/HIM)


The Mystical Circus’ strongman and a jealous rival of
Your-Final-Act. Ivan hates Your-Final-Act more and
more as they become an audience favorite and take
attention away from more traditional acts. Ivan learned
about the power Your-Final-Act draws from their
magician’s hat and attempted to sabotage their act.
While he couldn’t destroy the hat, he managed a small
tear and a small tear was enough. Now that his plan to
ruin them has failed, and more magicians have popped
up, he is driven to desperate action.

"Being a magician with magic is cheating, people


like them are taking away from us people with
actual talent."

98
ANNABELLA (SHE/HER)
The Ringmaster of the Mystical Circus and Your-Final-
Act’s girlfriend of several years. Annabella runs the
circus in an open manner, always looking for people
in need of help and those who want to join the show.
Everyone deserves a place in the world, and Annabella
figures there’s no better place for that than the
circus. She knows everything about the circus and its
members that there is to know.

"Welcome to the Mystical Circus, everything you


can imagine and more lay ahead, if you can risk
the sight."

INTRO
The players are attending a local carnival performance
by the Mystical Circus, and are here to see the local
rides, games, and shows of all occasions. Give them time
to play games, interact with attractions, and perhaps
even see the show.
As the day goes on and turns into night, they see a
strange glow coming from inside one of the tents. A
purple explosion of glittering light envelopes them, and
they wake up hours later. Your-Final-Act and Annabella
have been keeping watch over them, long after
everybody has already left the circus.

99
THE CHANGE
The players have it explained to them that Your-Final-
Act’s hat was ripped, unleashing the magical energy
within. The players, having gotten the brunt of its
forces, are now granted the abilities of a magician and
may find a home, being themselves in the glam of the
circus. Players will be asked to help out around the
circus, assisting with tasks and errands, which they’ll
need to make attribute tests for.
During this, they are instructed to come up with a
persona, a costume and stage personality that fits
them perfectly and reflects their true self. While
doing this, the group may notice that Ivan is treating
them strangely and seems particularly angry about
nothing. Eventually, the group is pressured to stay in
the carnival at least a few days while they learn their
abilities. Until the players safely learn to keep their
powers in a persona, there’s no telling when they
might manifest.

100
THE BUILDUP
Give the players time to meet the various members
of the carnival. Ivan has an obvious dislike of magic
and Your-Final-Act, though he mostly keeps to himself
and doesn’t say anything directly to the players. Ivan
will act friendly to players who aren’t in their persona.
If things begin to slow down too much, feel free to
create interpersonal drama or add in extra events
(page 92) to continue the action.
One night at the carnival, the players are awoken
by the sounds of screaming and complaining in the
distance. All the normal carnival workers seem used
to this, as regular as it has become, and many don’t
even wake up from the intrusion. Players might wish to
investigate, using PA or MA abilities to sneak into the
area. Ivan seems to be arguing with Annabella about
the corruption of traditional carnival acts, and showing
distaste for how magic is replacing mundane talents.
The next day, another act is being held at the carnival
in which players are expected to help out with the
show. Annabella is planning to open the show with a
simple escape act, with players assisting while Your-
Final-Act prepares for the show in their trailer. A
straightforward Water Torture Cell escape—it should
be easy if not for the fact Ivan has replaced the trick
locks and restraints with real ones.

101
CLIMAX
When the show starts it becomes quickly obvious
that something is wrong with the act. Annabella can
safely hold her breath for three minutes, and after one
minute players can make an MA test to realize the act
isn’t going according to plan. After two minutes, it
becomes obvious that something has gone drastically
wrong. If a player makes a test and fails, they are
uncertain if the increased struggling is part of the
show or not.
It is likely at least one player will have transformations
beneficial to helping Annabella out of the tank.
Otherwise, they will need to find some other way to
get her out, such as by undoing the locks and pulling
her out and breaking the glass. The Storyteller can
time this to put pressure on the players, such as by
having every action take fifteen in-game seconds, or
by genuinely timing the players on their problem-
solving ability.
When the players manage to save Annabella, then
Your-Final-Act will continue the night’s show as
Ringmaster on Annabella’s insistence. The players
help Annabella back to her tent to rest, where they are
attacked by Ivan and a few of his goons.
The attackers use heavy metal bars and large mallets,
attempting to attack the players and Annabella. With
everyone else distracted by the show and keeping it
running, the players will either need to fight or evade
until help arrives.

102
The Climax assumes Annabella survives the attempted
murder, though if she doesn’t, it can still continue as
normal. In this case, the audience will be gathered and
sent home, while Your-Final-Act and the crew will stay
behind to investigate the botched preparation. The
players will be sent to their sleeping spaces until the
magician can talk to them, where they will be attacked.

ENDINGS
Depending on how the cards play out, Annabella
might live or die, and Ivan might kill or be killed by one
of the players or Your-Final-Act. The players are now
considered to be in full control of their powers, and
allowed to make their own choices. If Ivan is killed and
Annabella lives, she will vouch for the players, though
if Annabella dies they may be forced to defend their
actions. If Ivan survives the climax he is revealed by the
players, and Your-Final-Act erases his memory of the
carnival before he is kicked out.
Those who reach Permanence may never live a normal
life, but might either be given a job at the carnival or
allowed to make their own way in the world. Those
who have not reached Permanence are considered to
have enough control of their powers that they can be
trusted in the world again, and after a few weeks of
not using their persona, they revert to human.
Use the following tips to help speed things along if
action dies down and the players need drama:

103
• Your-Final-Act has been unable to properly perform
a new trick they wish to do for the upcoming
show. After one failure too many, they sink into a
depressive burnout. Your-Final-Act’s magic goes
awry in this state, causing stacks of playing cards
and ever-growing multi-colored scarfs to flood their
room. The players are tasked by a busy Annabella
with helping Your-Final-Act cheer up and get out of
their burnout.
• Ivan and a puppeteer get into a heated argument
about the players, and in the process a brief fist fight
breaks out among the acts. The players might try
to break it up, or be dragged into the chaos until
someone else does.
• A kid sneaks into the carnival after dark and ends
up letting several of the animals out. The kid gets
trapped in a game booth surrounded by dangerous
animals. It is up to the players to help calm the
animals and get them back to their pens, while also
getting the kid out safely.

104
106
DRAGON’S FIRE

MENTAL TIER: 3

The change is driven by a spell gone wrong. Due to


an inept attempt at sabotage by a third party, instead
of summoning elemental familiars—kobolds—as the
dragon Grimhildr had intended, the spell is slowly
converting all others in range into those familiars.
The transformation can only be halted by destroying
Grimhildr’s crystal ball before reaching permanence,
though simply killing Grimhildr will remove most of the
mental changes.

MOVES
Her Will, Uncontested. Whenever a player obeys
a command or suggestion given by Grimhildr, they
take one change point in any attribute, or two if they
obeyed without question or hesitance.
A Servant’s Place. Whenever players address
Grimhildr by a title of respect, they take one change
point in any attribute.

107
CAST
GRIMHILDR (SHE/HER)
Grimhildr (not her real name, but it’s a human name
that sounds similar to the closest approximation of her
name that humans can pronounce, and she’s given
up on correcting them) is a dragon who has taken up
residence in the mountains north of Aurikos. She is
quite friendly, but has been known to snatch livestock
from Aurikos’ pastures. She has an interest in magic
and has lately been trying to enhance her powers.
THE KOBOLDS
Unbeknownst to Grimhildr, the ancient draconic ruins
where she made her home were already inhabited by
squatters, a group of kobolds. Due to their natural
invisibility and shapeshifting powers, the kobolds
have remained unnoticed by the others; often, when
approached, they will take the form of candles.
When the kobolds discovered Grimhildr’s plans, they
objected to the thought of fellow elementals being
bound, and attempted to sabotage the ritual, but
something went very wrong. The kobolds are not
opposed to the players joining their number, but will
not stand for being bound to a dragon. However,
they are currently disorganized due to some of their
number being affected by the spell and attempting to
join Grimhildr.
BERNICE (SHE/HER)
A villager rumored to have been kidnapped and
possibly eaten by Grimhildr, Bernice was in fact quite
willingly hired as an assistant to the dragon. She is very

108
much loyal to her boss, and is entirely uninterested
in being “rescued”. She has something of a crush on
Grimhildr, though she can’t bring herself to admit it.
DARCY (DARCY’S GENDER SHOULD BE WHATEVER
BEST SUITS THE STORY, BUT THEY ARE ALWAYS
TRANS)
A close friend of Bernice, Darcy was persuaded to
join her in working for Grimhildr with the revelation
that the dragon’s magic was effective for purposes of
gender transition. Like Bernice, Darcy is loyal to their
boss, and doesn’t appreciate rescue attempts.
GUNTHER (HE/HIM)
A dragon-slayer previously sent by the temple to
kill Grimhildr. When he refused to discuss things
reasonably, Grimhildr was forced to kill him in self-
defense, but she gave him a proper burial out of
respect.
SMARNOLD (HE/HIM)/SMERNADETTE (SHE/HER;
THEIR GENDER SHOULD BE WHATEVER IS MOST
COMEDICALLY APPROPRIATE)
Gunther’s partner, who survived their initial encounter
with Grimhildr, and now lives in the walls of her lair,
eating hallucinogenic cave mushrooms and ineptly
plotting their revenge.
OPHELIA (SHE/HER) AND ALEX (HE/HIM)
A pair of dragon-slayers, sister and brother, who were
sent to assist the players, but got delayed in transit.
They will show up just in time to either help rescue the
players or to try to slay Grimhildr in their stead.

109
INTRO
The village of Aurikos has a problem. The dragon
Grimhildr has been engaging in weekly raids, making
off with livestock and terrifying the villagers. Rumor
has it that the creature has even taken to snatching
damsels. The local temple has dispatched dragon-
slayers to deal with the matter. The first never reported
back, and the temple fears the worst, so the players
have been sent as backup. They have successfully
tracked the vile beast to its nesting site in the
mountainous wastes to the north of the village.
Player characters can be humans or elves (for the
purposes of this scenario, the difference is purely
cosmetic). If the Storyteller desires, they can provide
other options, but they should use discretion to ensure
that they work with the provided change crosses (don’t
let them play as kobolds). Each player may select one
weapon, be it blade, polearm, or bow.
The scenario begins at the players’ camp near
the entrance to the dragon’s lair. The temple was
supposed to have sent more backup, but it’s been
days since they were meant to arrive, and the time of
the next raid is drawing ever closer. It seems likely that
they won’t arrive in time. The players will have to do
this on their own.
The dragon has made its nest in the cavernous ancient
ruins inside the mountain. The players have located
a relatively small cave shaft leading inside, and this
seems to be their best bet for entering.

110
THE CHANGE
The entry shaft leads down into a vast chamber
supported by ancient crumbling pillars. Once the
players enter, a burst of magic washes through the
halls. It initiates the change, and the force of it causes
some of the pillars to collapse, as well as the ceiling of
the cave shaft that the players entered through. At this
point, each player takes one change in any attribute.
Further exploration brings the players to an enormous
vault. Treasure is heaped up around the walls, but in
the center of the room, an area has been cleared for
a huge pedestal. Atop the pedestal is a crystal sphere
that crackles with arcane energies, a huge dragon
sitting before it.
Grimhildr notices the players almost immediately. The
dragon is initially intrigued to see humans in her lair,
but her mood sours quickly as she realizes that they’re
more dragon-slayers. Before anything can come of the
encounter, however, another burst of magic radiates
from the orb, knocking the players unconscious.
The players wake up in a well-furnished room with a
number of beds. They retain most of their equipment,
but their weapons are missing. Curiously, the door is
unlocked. The halls outside lead off in many different
directions, and there’s no clear indication of where
they are. A location table on page 114 is provided to
aid in exploration.
Occasionally, in the process of exploration, players
will find hints of the presence of the kobolds, who are
either invisible or shapeshifted.

111
Their forms include small animals, fire, and candles.
For instance, the players might enter a room they had
been in previously, only to find a lit candelabra that
wasn’t there before and that cannot be extinguished.
If the players haven’t rejoined her yet, there are several
possible opportunities for encounters with Grimhildr,
either directly or indirectly, throughout the castle. In
the study, the library, and the bedroom, she may either
appear in person in her humanoid form, or the players
might find evidence that she has only recently left. In
the library and the castle exterior, the players might
sight her from a distance in dragon form.
Eventually, the players find their way back to the
vault. Grimhildr is waiting for them and explains that
she had them brought to the infirmary when they fell
unconscious, apologizing for not being there to greet
them upon their awakening. She further explains that
she was doing a ritual to enhance her magical prowess,
and it’s clear at this point that something has gone
horribly wrong. She offers to help the players undo the
changes before it’s too late, and warns that killing her
may not help matters.
Grimhildr provides Darcy to guide the players around
the castle and assist them with anything they need
while she works on researching a way to fix this. The
way out is still blocked, but her servants are working
on clearing it. In the meantime, she doesn’t think they
should leave until this is fixed.

112
CLIMAX
If the players examine the texts in the study carefully
enough, they will discover that the best chance of
breaking the spell lies in destroying the amulet that
was used to cast it—Grimhildr’s crystal ball. This
requires the use of silver; the dead slayer’s silver
arrows are ideal. Grimhildr is reluctant to allow it,
but can be persuaded. If the players haven’t reached
permanence, the effects will revert.
If the players attempt to slay Grimhildr, it will be
extremely difficult, but it is possible and will only revert
mental changes. Grimhildr’s servants become hostile
if they haven’t already been dealt with. If the players
discover the other kobolds in the castle, they can team
up with them to slay Grimhildr. If the players are fully
transformed, they might choose to remain in the castle
with the others of their new species.
If the players insist on trying to find a way to escape,
Darcy might be persuaded to show them, but it won’t
stop the transformation. Furthermore, the extent of the
spell will continue to expand until it affects the nearby
town as well.

ENDINGS
The players can also choose to embrace the change
and remain by Grimhildr’s side as her kobold servants.
If so, the other kobolds attempt to slay Grimhildr in
order to liberate themselves.
For extra drama, the backup slayers will arrive late
through a separate entrance. They are unlikely to
respond well to the idea of sparing Grimhildr, which
sparks further conflict.

113
NOTES
• Grimhildr has the ability to assume human (or at least
humanoid) form using a magical amulet, though she
may or may not display this ability, depending on
how trusting of the players she’s feeling.
• Darcy could be persuaded to join one of the kobold
factions independently of the players.

The players come across the base of a spiral stairwell. Following


it up leads them to a balcony near the top of the tower of a
0-2
vast castle, located entirely underground. A lake of molten
magma glows dimly in the distance.

A spacious parlor with furniture that is far too large for humans.
If the players hang around, Bernice shows up, intending to dust
3-5
and sweep. She is affected by Grimhildr’s spell as well, but isn’t
yet aware of it, having a single change point in MF.

A crumbling hallway that appears to be disused. Attempting


to traverse it causes a collapse into the next floor down, where
6-8
Smarnold/Smernadette is hiding. They have been living in the
castle in secret since their partner died, plotting their revenge.

A large room resembling a study, full of arcane paraphernalia.


10- Laying open on the distinctly oversized desk is a book on
12 elemental magic, open to a page on summoning familiars. It is
written in Draconic.

13- A vast library full of enormous books. There are human-sized


15 ladders between the shelves.

A dank, gloomy room containing a stone sarcophagus inscribed


16-
with traditional elven prayers. Inside is the corpse of a dragon-
18
slayer, along with a bow and silver arrows.
19- The main storage room, containing a variety of food, supplies,
20 and their weapons.
The master bedroom. It is very elaborate, and somewhat
21 oversized, but not as much as you might expect given Grimhildr’s
size.

114
116
GALACTIC NORTH

MENTAL TIER 3

The change is a misapplied bioformation process


carried out by a whole host of nanotechnological
agents, both biological and mechanical. It is
transmitted by the medium of the fluid life support
membrane known as anseant.
The original purpose of this process was to alter seya
colonists to better suit an alien environment, but used
by other species, wittingly or not, it treats seya biology
as a standard to be normalized to. These changes are
directed by the colony’s AI overseer and will not stop
until it is either destroyed or deems them suitable
inhabitants for its colony.

MOVES
Seya Nanomedicine. Immersion in the anseant will
gradually replace damaged attributes of any kind, but
the attribute takes changes to any points replenished.
Frog Tools. When attempting to use seya technology
without at least one change point in MA, the players
must succeed in a test to MF. If it fails, they take one
damage point in a Mental attribute.

117
CAST
DR. IMONI AMNESS (SHE/HER)
One of the expedition’s linguists, a shy nyalli woman.
Nyalli are similar to humans, but have purple skin and
tentacles in place of limbs and cranial hair. Imoni is
enthusiastic about alien cultures and biology, both
familiar and exotic, as well as galactic history. She is
a bit of a bookworm and tends to be introverted, but
can be quite friendly if she opens up to you.
DR. KIFISS DROUSCA (HE/HIM)
One of the expedition’s geologists, a gruff older squess
man. Squess are reptilian humanoids with crests on
their heads. Kifiss has been doing his job for a long
time— longer, in fact, than humans have been a part
of the galactic community. He has lots of stories he’ll
tell you if you get on his good side, but he doesn’t
have much patience for nonsense.
JET ADAMS (THEY/THEM)
Part of the expedition’s security detachment, a perky
and energetic nonbinary human. Jet is also a munitions
expert who is fond of collecting and modifying
weapons, especially big ones. They are generally
friendly, but tend to panic under stressful conditions.
THE ECOFORMING ENGINE/THE GEEONT (IT/THEY)
The AI that oversees the automated colonization
process on Melusine. It is wary of the newcomers,
but willing to treat those who have been changed by
the breathing membrane as potential new colonists,
provided they don’t interfere in its mission to maintain
the colony.

118
INTRO
The players are members of an exploration and survey
team dispatched to the surface of the planet Melusine,
from a newly-established scientific research colony in
orbit. The planet is Earth-like and dotted with ruins
left abandoned by an unknown alien species, formally
designated as C-6519161, but colloquially referred to
as Melusineans. Cursory explorations of these ruins
have been made, but this will be the first to explore
the subsurface in any meaningful capacity.
The scenario begins with the team topside at the
entrance to one of the numerous labyrinthine structures
left behind by the Melusineans. The team’s mission is to
make a preliminary investigation of the ruins.
Once the team reaches a certain depth, a door seals
behind them, cutting them off from radio contact
with the colony and any team members remaining
topside. The only apparent escape from the chamber is
a passage leading deeper into the ruins— from which
water is flowing and rapidly flooding the chamber.

THE CHANGE
There is no way to escape the chamber before it
floods, but it quickly becomes clear that this isn’t
normal water. Swimming through the water are
countless tiny alien organisms (akyuva), resembling
pale, eyeless squid with spindly tentacles. As they
move through the water, its texture changes,
becoming a breathable membrane (anseant) that can
be moved through as easily as if it was air.

119
The aliens were colonizing the planet using a
combination of ecoforming and bioforming, and by
activating the habitation membrane, the players have
inadvertently exposed themselves to alien bioforming
technology that will make them more suited for this
world—starting by normalizing their biology to that
of its creators. Each player takes a change in any
attribute point of their choice. This is repeated every
four hours of in-universe time. While immersed in the
habitation membrane, the player’s change interval is
proportionately reduced to two hours.

BUILDUP
Exploring the ruins more deeply, the players see that
the membrane entirely fills the lower level. However,
the players can eventually find a second exit from the
structure at a lower elevation.
At this point, radio contact with orbital command
is reestablished. They react badly if informed of the
player’s changes, demanding that the away team
return for surgical intervention.
Should the players be tempted, they will have the
instinctive sense that the procedure will prove fatal. If
there were no members of the away team left behind
at the start, another team may be dispatched from
orbit to apprehend the players.

120
The players come across a library. They will need at
least one change point in MA to use the data storage
0–3 discs, and two to understand anything on them. The
disks have maps of both of the city and star charts,
though the star charts are long obsolete.

The players come across an armory. The weapons


require a change point in both MA and PA to use. There
4–7 are also larger munitions, which aren't usable, but which
appear to be for planetary defense. With some looking,
players can locate usable explosives.

The players find a building with the second floor


partially collapsed. A doorway to a side chamber is
blocked by the rubble. Digging through it requires
8–11 drawing against PA. If successful, a medical lab is found
on the other side, which can be used to recover physical
attribute damage, though it is only operational by
players with at least one change point in PA.

The players find empty living quarters. If they dig


around here, they find emergency rations in stasis
12–16 canisters. Should the players attempt to eat any, at least
one point in PF is required to stomach them. They taste
kind of stale.
The players find the city's manual control center. From
here, the safety locks on the AI's control of the city's
function can be accessed. The communications terminal
17–19
here is shut down by default, even when the membrane
is activated, though disengaging the safety locks will
cause the terminal to power up.

The players find the building housing the ecoforming


engine's central mainframe. The main room is a large
20–21
chamber with a deep open pit in the center. Emerging
from the pit is the AI's direct interface.

121
The exit from the ruins emerges out into a canyon
area with many steep cliffs. Players who have least
one change in PA will need to take care, as they are
more easily injured in this state.
From the canyon, it is possible to return to the
wider city. At this point, exploration becomes more
open-ended as the players look for clues about
what’s happening and try to avoid the others. Fully
exploring any given Melusinean building requires
activating the habitation membrane; prior to this,
much of the technology, including the omnipresent
communications terminals, is in a dormant state and
the building is dark.
After at least one encounter, the players are contacted
on the nearest communications terminal by the AI
(the geeont) in charge of the Melusinean colonization
process. The players learn at this point that this
is an abandoned colonization effort and not the
Melusineans’ original homeworld. It’s not clear what
happened to the colonists, though the AI is holding
out hope that they will yet one day arrive. It isn’t sure
why the bioforming technology is affecting the players
in this way, and says that in order to understand, it
will need to perform a number of tests. To access its
testing functions, the AI’s security lock needs to be
disengaged from the manual control center.

122
CLIMAX
Upon activation, it is revealed that the AI has judged
the orbital research colony as a threat to its mission
of maintaining its own colony, citing the orbital
command’s fear of the player’s changes.
As such, it is using its newfound access to charge up
the planetary defense grid in preparation to destroy
the orbital colony. Should the players choose to stop
this, they will have to locate a map terminal, pinpoint
the location of the AI’s mainframe, acquire explosives,
and bring them to the AI to destroy it.
The AI is located in a tower on the northern edge of
the city. This contains both its computer banks and
its direct interface, the latter of which resembles a
large, cyclopean, biomechanical eel. This form could
move throughout the city earlier, though access to the
mainframe room is still needed to destroy it for good.

123
ENDINGS
If the players fail, or side with the AI, the weapons
network will activate and destroy the orbital colony.
If they chose earlier to turn themselves in to orbital
command, they may be able to survive the procedure
if their changes are minimal enough, but the AI will
eventually succeed in overriding the lock by itself and
destroying the colony.
If the players are successful in destroying the AI, the
bioforming technology will shut down, and the changes
will revert, assuming the players haven’t reached
Permanence. For those who have, the mental link will
cease to function. Regardless, the player characters will
be left with a profound sense of loss, and other people
will never truly understand what they went through,
leaving a lingering sense of tension and distrust.

GLOSSARY OF MELUSINEAN TERMS


seya (say-uh; /ˈseɪə/) - Proper name of the species
colloquially called Melusineans
anseant (an-see-unt; /ˈænsiənt/) - Breathing membrane
akyuva (ak-you-vuh; /ækˈjuːvə/) – The organisms that
maintain the anseant
Okiyan (oh-kee-yan; /oʊkiˈjaːn/) - The Melusinean name for
Melusine
Anamon (an-uh-mon; /ˈænəmɑːn/) - The Melusinean
homeworld
geeont (gee-ont [hard g]; /ˈgiːɑnt/) – Ecoforming AI
Tahnguay (tawn-gway; /ˈtɑːngweɪː/) - The Melusinean
language
Melusine (Mel-oo-seen-uh; /mɛluˈsiːnə/) - The planet
where the scenario takes place.

124
HAIR OF THE DOG

MENTAL TIER 3

The change is part of the Pooka’s twisted game forced


upon the players. After tasting their tainted brew, the
Pooka won’t let the players go until they refill his cup
with his favorite drink.
Collect the three ingredients and follow the rules to
stay human: Don’t pass out and don’t let the Pooka
catch you wandering off the Old Journeyman’s Road.
Dally too long and the players will join all the other
woodland animals who were once human.

MOVES
Hard Ale. Each drink of the fae liquor damages
a player’s MA by one point. If their MA is entirely
depleted, they collapse in an alcoholic stupor.
One Chance Last. The first time a player breaks one of
the night’s rules, the Pooka gives them one change in
each attribute and a warning. The next time they break
a rule, their attributes are all fully changed, all except
Permanence.

126
CAST
THE POOKA (HE/THEY/IT)
Head of a donkey and the personality of an ass. The
Pooka is a shapeshifting fae who takes terrible glee in
suckering lost travelers into his awful drinking games.
If they impress him, the Pooka will reward them with
his magic golden goblet. If not, they’ll join the forest as
a fae servant forever.
Being a tricky shapeshifter, the Pooka prefers to appear
in the form of a man with a donkey’s head, but they
have endless disguises to stalk and torment the players.
The only way to tell its him is to check the footprints he
leaves behind, which are always a donkey’s hoof. He can
also be controlled if a human tricks him into turning into
a donkey and rides his back.
THE ANIMALS (THEY/THEM)
All the former humans turned into magical woodland
critters by the Pooka. They always want to see
him tricked and defeated, but they’re perpetually
suspicious of each other and the players, worried
that anyone might be the Pooka in disguise. If the
players take the risk of stepping off the road and can
prove themselves, the animals can give many hints on
overcoming the fae.
RIFFLE HOUSE BROWNIES (THEY/THEM)
A group of a house sprites with a fascination for
humans and love for pranks. They look like little
balls of walking beard hair with tattered clothing
underneath. Though they are always running
around doing chores, if someone takes over their
house-cleaning duties then they’ll all give in to their
exhaustion and fall asleep.

127
MYRAL AND MORRAL (SHE/HER)
A pair of sister merrow who live in the river, fae women
with the lower halves of trout. Myral is beautiful
beyond compare and always dour, while Morral has a
piggish face and is always in high spirits. Myral wishes
her sister could get a bride and Morral wishes her
sister could get a joke. Though they live in the river,
they each wear a magic hat that they need to breath
underwater.
THE NUCKELAVEE (IT/ITS)
The shadowed one, the foulest of fae that resides at
the waters on the edge of the world. No other fae will
even speak its name, even the Pooka. It takes the form
of a one-eyed skinless horse fused with the shape of a
man. Though it rises from the sea, its weakness is fresh
water which burns it like fire.

INTRO
The players are travelers in the Irish hinterlands who
have lost their way, running low on supplies, and must
prepare to spend the night in the forest. Just when
they decide to take shelter, they see campfire light and
a group of people drinking around a blackberry bush.
If the players don’t approach right away, the strangers
find them and urge them to join with their campsite.
They are all agreeable, if slightly intoxicated, telling a
convincing story of how they became lost as well, so
decided to make a drink by crushing berry juice into a
cup. When offered the innocuous cup, the players are
enchanted to drink the whole supply without realizing it.

128
THE CHANGE
The strangers reveal they are all the same person, the
Pooka wearing many faces. The Pooka flirts with the
players, poking fun at their foolishness for drinking
from a fae’s cup.

By the Traveler's Law of these parts, pour me a new


drink and this golden goblet be yours. Turn back on
your promise and the forest owns you, as well I.

The Pooka explains the rest of the rules for his little
game: Travel the Old Journeyman’s Road once round
before sunrise to find the three ingredients for the
Pooka’s favorite ale: sweet honey from the Riffle House,
pure spring water from the Cumcrick River, and bitter
berries from the Juniper Tree at the edge of the world.

BUILDUP
The Old Journeyman’s Road is the dirt path that all
fae must travel, coursing through abandoned houses,
rivers, and winding along the sea before coming back
again. Animals can’t reach the path, since they are
neither human nor fae, but the players can hear them
chittering just beyond the edges of the road. Leaving
the road is dangerous, not just for breaking the
Pooka’s rules, but there is a risk of never finding your
way back quite right.
The Pooka follows the players from a distance,
with sloppy disguises until the players reach a fae
marketplace where then can test their PA to shake him.

129
After that, the road goes through the abandoned Riffle
House, overtaken by fae and Brownies. The Brownies
will challenge the players to a drinking contest for
some of their sweet honey, but they can also be
tricked asleep to let the players take it easily.
Next the Pooka tries to hone in on the players again
but there is another chance to lose him when the
road dips into a dark canyon. After the canyon is the
Cumcrick River, wide and deep where the road crosses
it. Getting the water is easy, but the merrow sisters
Myral and Morral won’t let the players pass without
having a drink with each of them. Myral wants to
drink away her sorrows and Morral wants the players
drunk enough for her to snatch away. The players can
indulge them in drinks or trick them into taking off
their magic hats and drowning.
CLIMAX
The Pooka finds the players again but quickly departs
in fear when they near the sea cliff home of the
Nuckelavee. The dreaded Nuckelavee terrorizes the
players until they are sufficiently scared, and then
offers them a drinking contest as well— not to trade its
juniper berries, just as a formality before it plans to kill
them. The player can try to defeat the Nuckelavee with
all their might or trick it into letting them fill their cups
with fresh water and then splashing it blind to steal the
berries.
With all their ingredients, players return to the Pooka
where they found him. He thanks the players for their
hard work, and in fair trade, gives them the golden
goblet they had drunk from, but won’t reverse their
changes unless they partake in one last drinking
contest with him.

130
ENDINGS
The players can try to inebriate the Pooka or use
their own fae powers to trick him into turning into
a donkey. If they can ride him, the Pooka is forced
to do what they want. He’ll reverse the changes and
transport them all home. If one of the players has
reached Permanence, then they are trapped in the fae
realm forever.

TIPS & EXTRAS

• Fairy circles provide an obstacle; passing through


them draws the attention of mischievous fae.
Potentially, attempting to sell their soul to one of
these fae could serve as a way of distracting the
Pooka, who would then be forced to dispute the
claim on the grounds that he made his claim first.

• Passing over patches of cursed Thirsty Grass


temporarily increases the players’ thirst, making
it more difficult for them to turn down drinks.

• In the fae markets, Joint-Eaters, invisible newt-


like creatures, offer their services as a weight loss
treatment; they can help the players by secretly
drinking half of all their drinks.

131
134
I WOKE UP IN ANOTHER
WORLD WITH MY FRIENDS
AND NOW EVERYONE'S
CALLING US HER ROYAL
HIGHNESS!?!?

MENTAL TIER 4
The players are transported into a fantasy realm where
Agents of Darkness oppose the rule of a mighty Queen.
Run or fight, the players find themselves changing to
fill their new roles as The Princesses of Elements. The
Agents of Darkness offer ways to return them to normal,
but are they better as defenders of the land? These new
princesses are pulled between factions to decide their
fate, and the future of this world.
MOVES
The Queen of All Elements. When Queen Elementa
Heart speaks, the players must obey her commands.
When resisting her commands or challenging her
words, players draw one less card than normal.
However, if all the players are resisting her together,
they each draw two additional cards instead.
It’s Like This Anime I Watched! Players can draw
one additional card in any attribute test where they
call upon their nerdy media knowledge of the outside
world.

135
CAST
QUEEN ELEMENTA HEART (SHE/HER)
Queen Elementa is the mediator between the
princesses. She appears as kindhearted and sweet,
never wanting to break that face. However, she is
ruthless against her enemies, the Agents of Darkness,
and dislikes those who deviate outside of her own
perfect vision for the realms. Queen Elementa is willing
to use underhanded methods to force the players to
accept their roles as princesses, but never wants to be
seen in a negative light either.

MADINA MARVEL (SHE/THEY)


The queen’s stern personal maid who also serves as
a spy for her when needed. Madina is devoted to
Elementa, more than willing to betray the players’ trust
for her queen. However, her devotion also means she
is prone to share unflattering information, thinking
it should be fine due to how amazing Elementa is. In
truth, she is under the queen’s spell and can be broken
free if the princesses unite.

AVI SORA (SHE/HER)


A knight in the royal army, she doesn’t get much direct
contact with the queen, but she is the finest of the
kingdom’s warriors. She will remain loyal unless clearly
shown that her actions are misguided. She is hot-
headed and showboaty, needing everyone to know she
is the best.

136
DEMIA DARK (SHE/FAE)
Demia Dark is said to be the leader of the Agents of
Darkness, coordinating the forces of evil from her dark
throne. However, Demia is not the only ruler, instead
just acting as a tactical chief. She is open to people
voicing their opinions and acting on their whims.
Demia was a builder, and people followed her because
she managed to make homes in what was thought
to be less livable lands as they were chased away by
the kingdoms. Still, Demi does give serious evil queen
vibes; she just can’t help it.
FANGTASTA FABOLOUS (ANY/ALL)
A vampire who is all about the flare and fun, she likes
causing problems on purpose and everyone knows he
is trouble when he walks in. They are a schemer and
a trickster but aims to help zir community whatever
the cost. Gay are constantly cooking up different ideas
for how the Agents of Darkness might gain the upper
hand, and will always put their friends first.
AYASA SIN (SHE/HER)
A former princess, most think she was mind controlled
by Demia Dark, but in truth she left the kingdom when
her now ex-girlfriend Elementa began to plunder
monsters’ lands. Ayasa pushed back against her
but was branded a traitor and corrupted, leading to
Ayasa’s fellow cat women all being labeled as monsters
and no longer welcome within the kingdom. She now
works as an assassin with the Agents of Darkness,
doing everything she can to protect monsterkind and
fight back against her former love. She is secretive and
supportive in equal stride.

137
INTRO
The players find or acquire a DVD of an animated
series that none of them have seen before, Foreva
Princesses. When they go to watch it, all the players are
sucked into the TV screen and spit out in the middle of
a forest clearing in the world of Foreva.
Once they get their bearings, they run into the knight,
Avi Sora, who just so happens to be on her way back
to Queen Elementa’s castle. Avi has been on the
lookout for just such a band of strangers, foretold to
be the saviors of the kingdom in an ancient prophecy.
If asked about the prophecy, Avi recites something
that sounds eerily similar to the text from the back
of the DVD box. Her version seems to neglect an
additional sentence that also implies these strangers
could just as easily destroy the kingdom as save it.

THE CHANGE
Passing through the forest with Avi, the players reach
a magical crossroad that leads to many potential
kingdoms, each one associated with a different
element. Each player will take three changes to any
combination of attributes, and choose one of the
elements that they see before them. Players can pick
between the elements of Candy, Cakes, Soda, or Jelly.
Witnessing the player’s changes, Avi is certain the
players must be the long-lost princesses of their
respective kingdoms, and implores them to continue
with her to meet the Queen. If anyone has the answers
the players seek, it is her.

138
BUILDUP
When the players and Avi near the kingdom’s borders,
she rides ahead to fetch them a more suitable carriage
(princesses mustn’t be seen walking on foot like
peasants, after all). While waiting for the carriage, the
players see Fangtasta Fabolous being arrested by some
royal guards, simply on account of zir being a vampire.
He is struggling against the guards and the player can
choose to help her out or ignore what is happening
and keep going on their trip.
If the players choose to help, they can use the
environment around them (a Soda river, Cake trees,
Candy flowers, and Jelly rocks) by tapping into their
elemental powers, requiring some draws in MA or PF.
Fangtasta will thank them for helping and return to eir
base in the Realm of Darkness.
The players then arrive with Avi at Queen Elementa’s
castle. Everything is gloriously crystalline and shining
in sterile light. Outfits are homogenized and everyone
is human. The land is thriving with trees and rivers,
but everything is fenced off and manicured like a
fantasy golf course. The princesses’ elements form the
foundation of the castle.
Queen Elementa Heart greets the players with a grand
entrance from her filigree glass balcony, announcing
that their destiny is to push back the Agents of
Darkness with the power of the Crystal Heart. Though
she makes many wonderous proclamations, she says
very little to the players directly and has Madina
Marvel answer all their questions.

139
Madina guides the players to fabulous private rooms
themed after their chosen element. If any of the
players refuse the title of princess, both Madina and
the Queen disregard this and continue to refer to them
as princesses.
At night, the players are kidnapped by Ayasa Sin while
sleeping and brought to The Realm of Darkness. Demia
Dark meets the players at a round table and speaks to
them about Queen Elementa Heart’s brutal regime and
her attempt at assimilating all life into her own image
of perfection. Demia offers the players a way back
home through a portal at a mountain point, where the
Crystal Heart resides. Demia would be happy for the
players’ assistance if they choose to stay, but she is
prepared to help them leave if that is their wish.
After the meeting with Demia, Ayasa apologizes for the
kidnapping and takes the players out on a tour of the
Realm of Darkness, a diverse land of vibrant monster
people. The populace are detached from the elements
and clearly low on resources, yet everyone here seems
to be working together and friendly despite their
destitution. Ayasa will ask the players to consider
joining the Agents of Darkness, but still lets them go
free should they refuse.

140
CLIMAX
The Players make it to the peak where both the Crystal
Heart and their portal out of this world awaits. Queen
Elementa Heart is already in battle with Demia Dark at
the mountaintop. Madina intends to trap the players
with rainbow magic, whether or not they are on the
Queen’s side, to ensure they are never kidnapped again.
A brainwashed Fangtasta appears to capture the
players if they did not help him earlier. If they did, then
she will aid them by providing a distraction to ensure
the players reach the portal.
When the players reach the Crystal Heart to make their
decision, Queen Elementa Heart will try to control
them and force their bodies to perform violence
against the Agents of Darkness. Demia fights on the
defensive and encourages the players to escape and
not get caught in the battle. The players can end the
fight by destroying the Crystal Heart or defeating one
of the two forces in battle.
Depending on who the players side with, Avi or Ayasa
will aid or combat them in the final confrontation. Both
are fearsome opponents; Ayasa will fight to the death,
but Avi can be swayed to the players’ side.

141
ENDINGS
The players defeating Queen Elementa Heart or
destroying The Crystal Heart leads to the elements
growing back in The Realm of Darkness. The
revolution flourishes, letting monsters fairly recover
their land stolen by the kingdom. The players can
relinquish their titles of royalty or remain princesses
but either way they are celebrated warriors.
If Demia Dark is defeated, the Agents of Darkness are
cast back into further desolation. The princesses lead
the kingdom to glory, with no say in the matter as
Queen Elementa assumes control of them. She forces
their transformations to completion until they are
perfect model princesses, as well as scouring the land
of any other portals that could let them escape again.
If the players escape, they return to the human realm
and their changes slowly revert. If they look at the
DVD again, it now contains no mention of the Agents
of Darkness.

142
144
MAASTRICHTIAN DYNASTY

MENTAL TIER 2

The change is driven by a de-extinction retrovirus


intended to synthesize genetic material of long-
extinct organisms with that of extant ones. In a
living organism, however, it instead rapidly converts
the infected subject to a hybrid form, with changes
occurring at regular intervals. An antidote was quickly
produced, but it is only effective up until a certain
stage in the infection.

MOVES
A Brush with Death. As a result of the plane crash,
each player takes one point of damage in each attribute.
A Healthy Diet. Whenever a player eats food
appropriate to their dinosaur genus, they can restore
damaged attribute points, taking an equal number of
change points.

145
CAST
VICTORIA DYNESS (SHE/HER)
The eldest daughter and presumed heiress of Taylor
Dyness, owner and CEO of Dynesty Biotechnologies.
She is stuck up, full of herself, impulsive, and a bit of
a ditz. She is currently overseeing the construction
of Maastrichtian Island, which she insists on
mispronouncing as Mastodon Island.
DR. RAVEN ATTENBOROUGH (SHE/HER)
A nerdy, trans, self-proclaimed “mad scientist” working
for Victoria. She is obsessed with dinosaurs, is thrilled
by the prospect of resurrecting them, and is even more
thrilled at the prospect of becoming one. That said,
she has no malicious intentions, nor any desire to see
her work used for evil.
TAYLOR DYNESS (HE/HIM)
The owner and CEO of Dynesty Biotechnologies,
and Victoria’s father. While ruthless and conniving
at heart, Taylor has carefully fostered an image as a
philanthropist and innovator working to make the
world a better place, and he is willing to go to great
lengths to protect that reputation.

INTRO
Dynesty Biotechnologies is a very polarizing
corporation. The brainchild of the notorious billionaire
Taylor Dyness, the company is lauded by some as the
next great step in human achievement, revolutionizing
the world of bioengineering. Others, though, regard it
as a menace, citing massive environmental damage and

146
human rights violations. The players are in the latter
camp, a group of outspoken activists campaigning
against the company and its founder. However, in the
wake of recent public backlash, Taylor has gone to great
lengths to try to rehabilitate his company’s image. He
has invited the players on an all-expenses-paid trip to
company headquarters to meet with him personally,
where he hopes to show them firsthand how the
company is rectifying its past mistakes.
In actuality, Taylor has nothing to do with this meeting;
it was arranged by his eldest daughter, Victoria Dyness,
who is currently in charge of Dynesty’s secret project:
Maastrichtian Island. This project is an attempt to
recreate a Late Cretaceous ecosystem on a private
island, with the hopes of making it into a theme park.
Victoria intends to feed the players to a tyrannosaur,
having misunderstood the fact that the cloning
process is still in its early stages.
However, unbeknownst to those aboard the plane,
the Dynesty research labs have had an outbreak of
the retrovirus being used in the cloning process. One
of the security personnel on the flight is a carrier
for multiple strains, unknowingly infecting everyone
else aboard. As the plane nears the island, the pilot
develops mutations that cause them to lose control of
the plane, leading to a crash in the jungle. The players
don’t know exactly what happened to the pilot, only
that there was some kind of disruption in the cockpit.
The players wake up in the jungle, injured but alive,
near the burning wreckage of the plane. There is no
sign of Victoria or any of the Dynesty personnel.

147
THE CHANGE
At this point, the Change begins, each player randomly
assigned one of the three change crosses. Ideally there
should be a mixture of carnivore and non-carnivore
genera. The players each take two starting change
points in any attribute(s) of their choice. Every three
hours of in-game time, they take two additional
change points.
The change also affects the other significant
characters. Not all characters need become dinosaur
hybrids, however. A special Mesozoic mammal change
cross (genus Cimolomys) has been provided for
comedic effect. It’s recommended for use by Victoria,
but other characters, or players, may use it as well, if
the Storyteller choses.
If the players opt to explore the wreckage, they may
find water, rations, and/or an intact electronic tablet.
The tablet isn’t connected to the internet, but it is
connected to the company intranet. Using it can
provide more information, but runs the risk of drawing
the attention of other users on the network.

148
BUILDUP
As the players explore and night approaches, a
building thunderstorm forces them to find shelter.

The players come across a beach. There isn’t much to do, but the view is
1-2 spectacular. If they choose, they can follow the coastline, but they run the
risk of encountering hostile mosasaur merfolk.
The players come across a crashed jeep. Leading away from it are shoeprints,
3-4 but they stop abruptly at a tattered and torn pair of boots, and are replaced
by prints resembling those of a giant bird.
The players pass through a hidden quicksand area. A test in PF is required to
5-6
avoid getting stuck.
The players come to the edge of a canyon spanned by a rickety rope bridge.
Crossing it successfully requires testing PA. On the other side is a clearing
7-8 with a few buildings and a walled area. Going inside the buildings, it’s clear
that they’re still under construction, but the walled off area is suspiciously
reminiscent of a zoo exhibit.
The players find a campsite containing a grievously-injured Borealosuchus
9- hybrid. They were one of the scientists working on the project, but they were
attacked by one of their colleagues, a territorial ankylosaur hybrid. If any of
10 the players are becoming ankylosaur hybrids, the scientist will panic, and
may attempt to attack the players.
The players come to the bottom of a steep escarpment, continuing off in
11- either direction as far as the eye can see. There is a jeep parked at the top
12 of the cliff. Climbing up to it requires testing PA. The jeep is unlocked, but
there’s no key in the ignition. There may be useful supplies in the trunk.

13- The players encounter a scientist who has become an Ankylosaurus hybrid.
14 Terrified and irrational, they will attack anyone who comes near.

The players encounter one of the survivors from the crash, wandering
15-
lost in the forest and well on their way to becoming a troodontid hybrid.
16
Depending on the players, the survivor could be either helpful or hostile.

The players come across Dr. Raven Attenborough, the lead scientist on the
17- project, and one of the survivors from the plane crash. She is handling the
18 change better than most, and is taking a breather to enjoy the scenery of the
jungle. She isn’t hostile to the players.
The players pass through an area of particularly dense foliage. If they don’t
19-
have a machete, they will be required a test in PF to avoid getting tangled.
20
On the other side is a small grotto, which might provide shelter if needed.

21- The players encounter an uninfected scientist wandering the woods. They’re
22 armed and trigger-happy, desperate to avoid infection.

149
CLIMAX
Eventually, the players will come across Victoria’s
group, containing her, two security guards, and Dr.
Raven Attenborough (if she hasn’t encountered
the players already). If the players choose to make
themselves known, a confrontation will occur. If the
players attempt to kill Victoria, she will tell them that
there’s no chance of them getting to a cure in time
without her security clearance.
If the players choose to remain hidden, they may be
able to follow the group unnoticed. Either way, they
discover that the group is headed for the genetics
lab on the far side of the island, where a cure is
being developed. From here, the previous encounter
table can be used to generate a handful of further
encounters if needed.

150
ENDINGS
When the players reach the genetics lab, they will need
to break in if not accompanied by Victoria or Raven.
They can get a cure at this point if they haven’t yet
reached Permanence. If the players have not yet dealt
with Victoria, another confrontation may occur. The
scientists might attempt to withhold the cure until the
players agree to sign a non-disclosure agreement and
a liability waiver. Regardless, there is also a helipad
and a working radio here, so the players will be able
to escape the island. For extra drama, Taylor himself
might arrive, angry at Victoria for her overreach and
desperate to sweep this whole incident under the rug.

151
156
OUR LADY

MENTAL TIER 4

The change is intrinsically tied to the influence of


The Crimson Queen, an otherworldly entity who calls
and corrupts, promising untold pleasure in return
for eternal service as one of Her coterie. Imprisoned
in another reality and desperate to break free,
The Crimson Queen binds the bodies and souls of
interlopers to Her will, changing their forms and
thoughts to better please Her.

MOVES
Scarred Reality. Each time a player succumbs to a
Mental attribute change, Briar House shifts (page 163),
revealing more of its true nature.
Submission. Players with four or more changed
attribute points across any attributes secretly serve The
Crimson Queen, attempting to isolate others and bring
them to The Red Room. Their words are enticing, and
isolated targets require successful MF tests to resist.

157
CAST
ALICE JACKSON (SHE/HER)
University graduate and co-host of the Ghost Gals
Podcast. Alice has always had what others describe as
an overactive imagination. A horror junkie, she delights
in spinning sordid tales of tragedy and betrayal to
anyone who will listen. She’s leveraged this skill to turn
Ghost Gals from a passion project between friends to
one of the premier paranormal investigations podcasts
on the web. Of course, it helps that she believes the
stories herself. She is cis, and other Alice won’t let her
forget it.

"Look, I just think we shouldn't be *so* quick to


dismiss the idea of ghost seagulls."

ALICE BARKER (SHE/THEY)


University drop-out and co-host of the Ghost Gals
Podcast. Reserved and analytical, Alice maintains a
“healthy” level of skepticism towards the paranormal,
and has settled comfortably into the role of foil to
her more open-minded co-host. This persona is
a construction; a defense mechanism hiding the
fact that, as a child, Alice had an encounter with a
malevolent entity of unknown origins, an event that
left her deeply afraid of the unexplained. Alice is a
trans woman, and doesn’t shut up about it.

"Welcome to Ghost Gals! I'm Alice with a B, and I


think the moon landings were real, actually!"

158
REGINALD BRIAR II (HE/SHE/THEY)
An archaeologist of small renown and the last
remaining heir to the Briar Estate. Reginald Briar
II oversaw the fall of a once great house, frittering
away his wealth before vanishing under mysterious
circumstances approximately 150 years ago. Traces of
his growing occultism can be found throughout the
house, and those touched by The Crimson Queen may
even be able to converse with what they have become.

"I draw close to a breakthrough. I can feel Her. The


door shall be opened." - Excerpt from the Journal of
Reginald Briar II

INTRO
The players are the crew / guest cast of Ghost Gals,
a paranormal investigation podcast. Together with
the Alices, they are investigating Briar House, an
abandoned stately home infamous for the many
disappearances that have occurred there. They arrive
at the house as a storm approaches. After finding a
way past the padlocked gates and chain link fence
surrounding the property, they enter to set up
equipment and perform an initial exploration of the
building, in anticipation of the long night of recording
that lies ahead.

159
THE CHANGE
It quickly becomes clear that exploring Briar House
is no easy task. The years have not been kind to the
building, and players will need successful attribute
tests to traverse unstable ground and navigate blocked
passages. The Alices suggest the party split into two
groups to cover more ground, and one Alice goes with
each group. Each carries a single walkie talkie.
As players penetrate deeper into the heart of the
house, they find clues of Briar’s seeming descent into
madness. These take the form of occult texts and
evidence of some kind of ritual. Test MF in response to
these disturbing revelations.
The party may also find distinct traces of past
investigators, conspicuously modern in contrast to the
otherwise Victorian decor. With successful MA tests,
they are able to identify the items as belonging to
recently missing persons.
On the third floor of the house, a long hallway leads
to a door painted a deep crimson. The door calls
to any player with changes. Anyone who touches it
immediately takes two Mental changes, as well as
gaining knowledge of The Crimson Queen and her
imprisonment. The door remains locked to anyone not
in service to The Crimson Queen.

160
BUILDUP
The weirdness escalates as Briar House begins to
show its true colors, sealing the exits and trapping the
players inside. The players must find clues (page 164)
to help them understand the strange events unfolding
around them if they hope to escape. Successful PA and
MA tests in rooms of interest (page 164) uncover such
clues.
Meanwhile, those under the thrall of The Crimson
Queen increase their efforts to corrupt other players
and the Alices. Grasping flesh-vines, disappearing
doorways, and malformed but inviting figures all
attempt to separate individual players from their
group, requiring successful PF or MF tests to resist.
Space, time, and causality also serve to complicate
matters, as the unstable nature of reality within Briar
House makes navigation increasingly nonsensical.
Isolated players may find themselves trapped
in seemingly endless looping corridors, or may
experience the flow of time differently. Escaping these
abnormalities requires successful PA or MF tests.
The Alices offer players aid, using their knowledge
of the paranormal to provide helpful suggestions. If
players aren’t being challenged enough, one of the
Alices succumbs to The Crimson Queen, working to
advance Her agenda.

161
CLIMAX
The final confrontation takes place in The Red Room,
the door to which now opens to all. Inside, the walls
writhe and pulsate, red and wet, illuminated by a
single, impossible point of light - a rift between
dimensions.
Players under the service of The Crimson Queen reveal
their allegiance, fusing with the floor and walls of
the room and begging the others to join them. On
contact, their flesh spreads, constricting and pulling
in anyone who touches them. Escaping requires a
successful PA test.
Beyond the rift lies The Queens Garden; seat of her
influence, and home to those that have become one
with Her. The rift can be closed, but first it must be de-
stabilised by removing the keystone with a successful
PA test, before bringing it back through to the physical
realm. The reality of The Garden is corrupting, and
players must succeed on PF and MF tests periodically
or they are dragged astray. In addition, the Queen
Herself attempts to seduce interlopers directly,
manifesting as the entity that was once Reginald Briar
II, twisted into a form She deems desirable to the
players.

ENDINGS
Once the rift is destabilized, it can be shut
permanently, provided The Crimson Queen no longer
has purchase in our reality. To this end, corrupted
players must either be freed from Her grasp, forced

162
back through the rift, or killed. A successful MA test
can be used to appeal to their remaining humanity
(if any), but ultimately any decisions are theirs alone.
Players who have reached permanence can no longer
be considered meaningfully separate from The Queen.
Destabilizing the rift limits The Queen’s power over
our realm, and offers players an opportunity to escape
Briar House, providing they can make it back to the
entrance.
If the rift is shut, players who escape Briar House
no longer feel the influence of The Queen on their
mind, though minor Physical attribute changes persist
indefinitely.
If the rift remains open, players who escape Briar
House still hear Her call. It is only a matter of time
before they succumb. If all players give themselves
to The Crimson Queen, Her influence grows ever
stronger. They belong to Her now, body and soul.

Silence lies steady beneath the creaking timber of Briar Hall.


0 A century of dust and grime obscure any remaining traces of
finery.

The house unfolds. Sealed rooms and blocked corridors open


1
themselves to the investigators, inviting them deeper within.

The years fall away, restoring an uncanny sense of life to the


2
long-abandoned passages.

Something is deeply wrong. You hear laughter behind closed


3
doors, and ebony vines strangle the halls.

The air thrums with a pulsing energy that stands the hair on end.
4
The walls grow wet, illuminated by sickly crimson light.

163
Readings from instruments indicate some kind of spatial
0-3
anomaly on the third floor of the house.
A camcorder tape. The heavily corrupted recording shows the
4-6 last remaining member of a previous team of investigators,
who describes how their friends turned on them.
Scratched designs for a monolithic structure, annotated in an
7-10
unknown script.
Excerpts from the Journal of Reginald Briar II, describing
11-
acquisition of a keystone of sorts from a peddler of curios on
14
the European subcontinent.
Musings from the Journal of Reginald Briar II, describing their
15-
obsession with an entity referred to by a variety of names: The
17
Crimson Queen, Our Lady of the Flesh, the Barbed Mistress.
18- Graffiti scrawled on the walls. The words “She calls, and who
21 are we not to answer?” written in neon green.

0-3 Parlor: A mass of eyeless figures locked in embrace occupies


the center of the room. It is hard to tell where one ends and
another begins.
4-6 Study: Yellowed papers plaster the walls and ceiling. Most
crumble to dust on touch, but a few hold together long
enough to read the words “Welcome Home,” followed by the
name of one of the player characters.
7-10 Master Bedroom: Smashed mirrors cover one wall of this
room. A portrait of a beautiful woman, her eyes scratched out,
hangs opposite.
11- Dining Room: Tables and chairs lie in a heap at one end of the
14 room. The mahogany floor is etched with intricate lines, filled
in with solidified red wax.
15- Solarium: A skeletal iron frame provides home to a bristling
17 wall of dark black vines. What grounds are visible through the
thicket look sickly and deformed.
18- Dumbwaiter: A recess in the wall is almost entirely obscured
21 by pulsating red tendrils. They reach out to caress passers by.

164
SHE WHO DIVIDED THE SEXES

MENTAL TIER 3
The change comes from the residual effects of
unleashing the great goddess Mue, the lost Atlantean
divinity of gender and sexuality. Instead of returning
to the eternal pantheon, Mue is accidently bound to
the players and begins changing their gender through
this special connection. The players are otherwise
unaffected by her tremendous powers and must find
a way to sever this bond before Mue’s influence is too
much for the mortal world.
Use the Transgender Change Wheel on page 25.

RULES
Divine punishment. If a player tries to hide or deny
any physical attribute change, Mue is offended and
immediately gives them a change in the opposite
mental attribute (PF <-> MA and PA <-> MF).
Appeasement. Each time a player Succumbs, Mue is
pleased and increases her level of Favor by one (page
175). The greater her Favor level, the more of her
power she can use at the players’ request.

166
CAST
MUE (SHE WHO DIVIDED THE MALE FROM FEMALE/
HER WHO IS HOLIEST OF DIVINITIES)
The magnificent Atlantean goddess of gender and
sexuality. After having the “brilliant” idea of dividing
primordial humans into male and female, she sealed
herself in a magic prism so that she could retain her
“timeless wisdom” if it would be needed in the future.
Of course, society developed further and her wisdom
has aged rather poorly.
She believes in very anachronistic and obscure gender
roles, but especially that gender is purely binary. Any
inequality between genders is blasphemy which goes
against Mue’s divine vision, and must be met with
great retribution.
Mue can only be seen and spoken to by those whom
she is bound to, as well as trans people, who all
possess the ability to act as her medium. Since Mue
comes from the age of the gods, her existence in
the mortal realm is highly disruptive. The longer she
remains bound, the more chaos follows her wake.
Within 24 hours, she will start to go power mad and
contemplate creating a third gender of egg-laying
giants.

167
JIM RICHARDS (HE/HIM)
The CEO of Hembrick Imports and the players’ boss. A
no-nonsense type of manager who is only easygoing
if nobody rocks the boat or stands out. After a recent
rough divorce, he doesn’t want to think too hard about
his own gender presentation or sexuality.

LOU GREEN (WHATEVER GENDER AND PRONOUNS


DIFFER FROM MOST OF THE PLAYERS)
The players’ friendly rival and co-worker. Lou is
closeted trans and has an intense gender envy for the
players and/or jealousy that they are comfortable with
how they present themselves. For this reason, they
enjoy hanging close to the players while also showing
off their superiority to the boss. Lou doesn’t want the
players to get fired but they don’t want the players
getting promoted either.

HELENA PLEANTE (SHE/THEY)


Another co-worker and longtime friend of the players.
Helena has a great fascination with the occult, collects
healing crystals, and watches every episode of Ye Olde
Spacemen. A frequent daydreamer, they regularly fall
behind on their workload and need help from the
players. Her extensive knowledge of Atlantean ritual
arts might come in handy just this once.

168
INTRO
The players are managers at Hembrick Imports, a large
warehousing business that does distribution and sales
to other retailers. Most of their job is deciding how to
move the maximum amount of the stock that comes
in. A big meeting with the company’s shareholders is
happening later, promising a juicy promotion for the
manager with “the most potential for innovation.”
When the players arrive at work, Helena asks them for
some help looking through a new shipment of collected
antiques. The players can choose whether or not to
help her; if they don’t, they will have more time to
make progress on writing one or more presentations
for the meeting. If they do help Helena with choosing
destinations for the antiques, Lou might report to the
boss that the players are slacking on their presentations.
Regardless, when Helena is done, she will have a single
leftover antique that wasn’t shipped out. When the
players meet back up, they will find that Helena left
the object—a strange prism artifact—on one of their
desks, either as a thank you for their help, or just to
get rid of it.

169
THE CHANGE
Touching the prism releases Mue, the Atlantean
goddess of gender and sexuality, in a flash of light.
The illuminated goddess makes her grand entrance
to divine fanfare, loading the players with saccharine
praise before bidding farewell to depart to the divine
realms. Unfortunately, she quickly finds that she has
been bound to the players and is stuck on Earth.
What’s more, her divine energies are causing the
players to change gender. Each player should take one
physical change and one mental change to start. While
this is unintentional on Mue’s part, once she notices it,
she will pretend it’s deliberate for the sake of her pride.

BUILDUP
To sever the connection between Mue and the
players, they will need to gather [# of players + 2]
sacred artifacts, part of the antiques shipment Helena
put out this morning. If the players helped her with
that task, they know the vague location of each
artifact. Otherwise, they will have to wait till Helena
returns from her lunch at the neighboring Pemura
Bread restaurant.
All the sacred artifacts were regular antiques with
suspiciously suggestive phallic and yonic shapes. They
ended up:

170
• Locked in a storage room. Players need to locate
the janitor for a key.

• On top of a stack of boxes in the shipping


department. Players must make physical
attribute checks to climb the boxes or
commandeer a forklift from the shipping room
floor.

• In one of the gendered bathrooms, of course.


Have another character around when the players
try to retrieve it.

• In Jim Richard’s office, buried within boxes


which the players must dig through without Jim
noticing them.

• Either on the way to be shipped out or about to


be purchased by a customer from the sales floor.
The ritual must be performed on the roof of the
building, right above the meeting room. Completing
the ritual requires all the artifacts, with one trans
man, one trans woman, and one nonbinary person
all following Mue in uninterrupted chanting for three
minutes.
Jim will not believe the players about Mue and will
reprimand the players if he catches them searching for
the artifacts when they should be working to set up
the big meeting. He will order them to complete tasks
like:

171
• Fix the meeting room projector. The IT worker
trying to figure out what’s wrong is missing the
cables they need.

• Print out copies of the meeting schedule for all


the executives. Another coworker is already at
the printer, in the middle of a long print job.

• Have their own “innovative” presentations


uploaded to the office’s cloud sharing service.
The wi-fi goes down when the players try to
send their files.

Failure to complete any of these tasks results in Jim


loudly threatening to fire the players. Even if he
doesn’t, his yelling will force the players to make
checks in MF or take damage from the stress. Of
course, Lou is the one behind all the disruptions and
delays for the players. They will offer to help, but only
when the players are sufficiently desperate.
Lou can see Mue and immediately gets suspicious
of the players leading an ethereal naked woman
around the workplace. If Lou and Mue are allowed to
talk, they quickly hit it off. Mue assumes that Lou is a
reincarnation of her favorite loyal transgender priest/
priestess (Luosusha). Lou realizes that Mue has magic
powers which can help them transition, but more
importantly, get the players in trouble right before
the big meeting. Lou will conspire to draw Mue away
from the players and cause chaos in the office that the
players will be blamed for.

172
Helena cannot see Mue, but if the players explain
the situation to her, Helena will consult her arcane
sources (her yoga groupchat) to find a solution. She’ll
offer an alternative ritual that will separate Mue from
the players, but still allow Mue to retain her earthly
presence. Mue is initially suspicious of Helena for being
vaguely non-binary and the players must convince her
to abandon her fixation on binary genders. For her
part, Helena is just excited to meet a real Atlantean.
If Helena is not stopped, she will recruit co-workers
into a small cult loyal to Mue. They stand in front of
the office elevators, proselytizing the coming grand
miracles, like an increased minimum wage and a four-
day work week.

CLIMAX
When the players have gathered most of the artifacts,
the shareholder executives arrive for the big meeting
at the top floor. They are disrespectful to the office
workers and the players.
Mue is disgusted upon seeing the executives are all
men and demands that the players dismantle the
patriarchal power structure. The big meeting will
inevitably devolve into chaos as Mue unleashes her
gender-warping powers on the shareholders, Lou
tries to give the perfect presentation to impress them,
and Helena barges into the meeting room to use it
for the ritual.

173
ENDINGS
If the players complete the ritual, Mue returns to the
divine aether and all her changes are undone for
anyone who did not reach Permanence. If the players
follow Helena’s ritual, the changes stop (but not
reverse) and Mue materializes as a regular human.
If the players present a successful and innovative
presentation at the big meeting, nothing happens. The
executives never intended to give anyone a promotion,
though they will gladly steal the player’s ideas to profit
off them.
If the players have Mue change the executive’s
genders, they are so deeply entrenched in transphobia
and misogyny that they will fire themselves in
confusion. The players can become CEO(s) in the
immediate power vacuum or use this opportunity to
unionize their workplace.
If the ritual is not completed by the end of the
meeting, Mue’s powers grow too erratic for the players
to control. The lost continent of Atlantis reemerges in
Loch Ness, and the players must go there to serve as
Mue’s attendants.

174
FAVOR LEVEL
If asked politely, Mue can slightly alter a person’s
gender or sway their sexual inclinations. Mue
1
also will reveal the ritual needed to sever her
connection to the players by the sacred artifacts.

If asked graciously, Mue can completely change


the gender of one person, remove all their gender
2-3
identifying features, or hyper-accentuate their
gender presentation.

If petitioned with great ceremony, Mue can change


4-5 the societal perception of gender norms or sexual
practices throughout the entire world.

If presented with a suitably magnificent offering,


6+ Mue can change a biological feature of all human
beings related to gender presentation.

175
176
THE WANTING TIDE

MENTAL TIER 2
The change is bound to the spirit of a dying fish
creature that lingers in the world, transforming humans
into its likeness. Each change causes it tremendous
pain but it refuses to pass on until it has consoled
its lover by providing them with another one of their
kind. In life, it was always curious of land walkers, this
obsession now reflected in the powerful tide that strips
away the beaches and scours the shores in search of
humans to bond with the sea.

MOVES
Water-Bound. Each changed point in an attribute
adds an additional card drawn for that attribute
while the player is submerged in water, but count as
damaged points while the player is on land.
Separate Worlds. If a player has one or more changed
points than another player in the same attribute, they
can’t help each other in draws on that attribute.

177
CAST
EDWARD PLEASANT (HE/HIM)
A former WW2 servicemember from America who
served on the Pacific Front around Melanesia. After
the war, while camped on a beach, he saw a strange
fish crawl ashore. Recalling a myth he overheard from
Japanese POWs, he ambushed it and ate its flesh to
become immortal. Years later, he started a cargo cult
among natives on islands, giving them supplies before
ruthlessly clearing the land to develop houses. Some
of the people he brought to work for him eventually
began to resemble the fish creature he’d killed before.
Their meat tasted the same too.

Blond hair twisted into curls from the salt water. He


stares at you intently but doesn't see you as more
than a meal.

MERFOLK/NINGYO/FISH HUMAN (THEY/THEM)


A creature as old as the sea who lived in solitude with
its lover. One day they found their partner decayed
and half-eaten on the beach, but unable to fully die.
They took the near-corpse into a hidden underwater
cove, where their state continued to worsen,
deepening the merfolk’s despair and loneliness.

They are twice as large as a human, darker than the


abyssal trenches with eyes like pearls. When they
emerge from the depths, your mind gives them the
form of your desires, and the body of your fears.

178
ATONI (HE/HIM) AND PETI (SHE/HER)
Father and teenage daughter. When the indigenous
people were pushed off the land because of the war,
Atoni was born in Papua New Guinea, later returning
as a carpenter hired to build Edward’s dream house.
Once full of hope to find a lost homeland, he became
disillusioned and convinced that the waters here are
cursed beyond saving. The fish are always torn and
sour-tasting, the foundations never holds, and the
other workers keep disappearing. He continues to toil
away at Edward’s project in hopes that the money
means a better life for Peti.
Peti is still in love with the islands, always humming
made-up songs and jumping in the waves. Normally
carefree and happy, lately she’s worried that her
sudden webbed toes and spreading scales will
frighten her father. The pull of the sea is becoming
uncomfortable, and she doesn’t know how to hold on.

179
INTRO
The players are shipwrecked on the island off the coast
of Papua New Guinea, either by a sudden storm or
poor sailing. When they wake, they find the wreckage
of their vessel across the rocky south side of a small
crescent shaped atoll. Exploring the island, they
encounter a series of partially constructed buildings
pushed up against the tree line, reminiscent of
dilapidated condominiums.

THE CHANGE
The players will need successful attribute tests to find
food or avoiding crumbling structures. Eventually
Peti spots them from where she is playing nearby,
running back to her small house on the northern side
of the island to tell her father about the strangers.
Chasing after her tests the player’s Physical attributes;
otherwise they have to search for the house through
the grassy jungle. Atoni and Peti are willing to talk,
though Atoni is too distressed with work and refuses
to let the players stay in his house, asking them to
stay in one of the finished apartments on the beach.
If shown the changes, Atoni reacts poorly, believing
the players are cursed, causing Peti to panic and cry.
Regardless, Atoni uses a radio to signal Edward to
come pick up the players in the morning when the
weather clears.

180
BUILDUP
Give the players time to explore the island before
nightfall if they haven’t already. The biggest danger
is the deceptive riptide which can drag players
underwater if they are careless on the beach. There
is also a large and aggressive tiger shark that guards
the coves where the merfolk’s corpse is kept, but it
will immediately behave placidly, or even friendly, to
players with any PA or MA changes. If things stall out,
use the table of random encounters (page 184) and
reorient the story from there.
During the night, the merfolk crawls ashore to call
for any player with changes to join them, testing MF
with their entrancing song or physically trying to
pull them into the water. They are desperate for aid
and companionship, but will give up if hurt or if they
unintentionally injure the players.
In the morning, Edward arrives on a yacht with two
hired thugs pretending to be local fishermen, along
with an elderly tight-lipped American businessman
(here to pay Edward handsomely for fabled ‘mermaid
meat’). Edward was going to use Peti, but now plans
to follow the players until they change enough so
that their flesh has the same immortality-bestowing
properties.

181
CLIMAX
Aboard his yacht, he takes the players to the rocky
south side of the island, refusing to return to
mainland until they find him some valuable shells or
pearls as compensation ("I'm not just going to give
you a ride for free").
When the players enter the water, the merfolk soon
appears and tries to help them hide in a nearby cove,
where their partially eaten partner has been laying for
decades. Players who touch the decaying merfolk take
two changes to any one attribute but are also given a
glimpse into its memories and understand why it is in
this state and why it is causing the transformation.
Edward and his goons will use harpoon guns to
fire on anything that looks like their real target, the
merfolk, or any of the players who have two or more
Physical changes. If the players escape, Edward is
careful enough to not bring his yacht too close to
the dangerous rocks while giving chase. He’ll throw
dynamite sticks at a distance to destroy the coves and
drive the players to the surface, or go back to get Peti
to use as a hostage.

182
ENDINGS
Depending on the outcome of the fishing hunt, one
of the players might be killed by Edward, Edward
could be killed by a player, or the change is ended by
killing the dying merfolk. If one of the players reaches
Permanence, the merfolk takes them as their lover
and their partner expires. If the players feed Edward
to the dying merfolk, this restores the flesh it lost and
reunites the happy pair of sea creatures. No matter
the outcome of the hunt, players who make it to the
mainland by yacht or lengthy swim soon revert to
human, if they didn’t reach Permanence.
Use these clues to help the players uncover the truth
about Edward and the island:
• Documents in the captain’s quarters of the yacht
detail Edward’s plans with the businessman
and his previous success at hunting the people
changed into merfolk.

• Photographs around the yacht and in Atoni’s


house reveal that Edward has not aged in over
50 years.

• Peti can tell an old myth she heard about the


twin creator fish who formed these islands
before they were driven away by the colonizers.

183
Storm clouds move across the island, throwing
drenching rain and lightning onto the beach.
0-3
Test player’s Physical attributes for them to avoid
being flung around by the wind or waves.

Players hear a forlorn song across the island,


filling them with longing for the ocean and
4-7 testing their MF. On a failure, they unwillingly
wander far into the sea before regaining their
senses. On a success, the sound fades away.

The low tide dries up part of the beach, revealing


the skeletal human remains of Edward’s past
8-11 victims with misshapen fin-tail legs and broken
bones. On closer inspection, they still twitch with
life; unable to expire till Edward is killed.

A local fisherwoman passes by at a distance


with some knowledge of the island's history and
12-15 rumors, but her boat can only fit one. If asked
about Edward, she warns the players of his
exploitative legacy with the natives.

A huge whale shark swims near the shore,


16-19 leading the players to the coves on the south
end of the island if they follow it.

Peti comes to the beach to sit in the waves and


fret about what is happening to her body. She’ll
20-21 show the players her changes if they promise not
to tell her father, as well as sharing the myths he
used to tell her as a child.

184
186
TO THE SWIFTEST

MENTAL TIER 1

The change is a spell cast from a wizard’s stolen tome,


intending to bless the players with the superhuman
strength and stamina of a champion stallion. This
magic assures victory and fame at a price; stealing
humanity from whomever casts it. To reverse the
blessing will require an offering of pure gold, fairly won
through honorable competition by foot or by hoof.

MOVES
Horsepower. Each changed point in a Physical
attribute adds one additional card drawn for tests to
that attribute.
Fan Favorites. Each time a player Succumbs to a
Physical attribute change in front of a crowd, raise the
crowd’s Hype level by one (page 193).

187
CAST
COACH GEARHARD (SHE/HER)
The bubbly track-and-field coach who pushes her
students to shine bright and smile wide. She hides
a deep fear of failure, resorting to extraordinary
measures if it will ensure her team takes home first
place. Everything she does is out of love for her
athletes, even when misguided or excessive. Still, she
would never resort to underhanded methods.

A round woman who smells of granola bars and


sweat, she wears her years as prideful markers of
expertise in forging happy memories.

PROFESSOR BARTHOLOMEW (HE/THEY)


A shadowy wizard of mathimagics, secluded in an
antiquated tower of the math building. His manner
is always grandiose and frightful, not a man to be
reckoned with lightly lest you want to be cursed into
a frog. He has no patience for ill-mannered or dim-
witted students, but will do his best to aid Coach
Gearhard, who he is platonically attracted to. It's an
open secret that he’s a callous wizard, but he has
tenure so the school can’t remove him.

His voice speaks in the volume of thunder, wild


electricity leaping from his wiry limbs into the pages
of the open grimoire floating in his palm.

188
ALEX ASTENBURY (WHATEVER GENDER
AND PRONOUNS ARE MOST COMEDICALLY
APPROPRIATE)
The youngest son/daughter of millionaire sports mogul
Peter Astenbury, the college’s wealthiest benefactor.
Alex leads the Windmares, an exclusive club of rich
students who play equestrian golf. As a result of their
privileged upbringing, Alex has difficulty expressing
emotions in a healthy way. This causes Alex to bully the
players due to their unspoken crush on them. The other
Windmares follow Alex’s lead and have built up a one-
sided rivalry with the track-and-field team.
Alex’s father Peter (he/him) is a cruel man, indifferent
to his children’s concerns unless there is financial
benefit to him. The current track-and-field team is
too small to be profitable, so Peter has bought out
a competitor team, the Kirksville Cheetahs, to sweep
the upcoming North Coast Championship. Once they
win convincingly, he plans to replace coach Gearhard
with someone more receptive to his moneymaking
schemes.

189
INTRO
The players are college track-and-field stars, preparing
for the North Coast Championship meet (let the
players name their college and team). Coach Gearhard
is driving the players out for a day of training and
relaxation before the big competition early in the
morning tomorrow. The college’s vice-dean is away
on sabbatical, giving the team permission to use their
spacious summer home estate on the wealthy east side
of town, bordered by the Astenbury golf course and
resort hotel.
Alex and the Windmares ride by on horses to taunt the
players while they are exercising, making any number of
outrageous promises if the players give up on track-and-
field for good. Coach Gearhard eventually drives them
away and encourages the players to get to bed early.

THE CHANGE
Coach Gearhard heard that the judges were bought off
by Peter and that the Kirksville Cheetahs plan to cheat
their way to first place in all the events. She doesn’t
have the heart to tell the players, so she ‘borrows’ a
spell book from her friend Professor Bartholomew,
preparing to cast a magical enchantment over the
players while they sleep.
After successfully casting the spell, it exacts its price by
turning the coach into a horse and begins the change
in the players. All the players are awoken in the middle
of the night by the distressed neighing of the coach as
she crashes around the estate in confusion, breaking
both her car keys and cellphone in the process.

190
The players can find the spellbook left open to the
page of the blessing ritual, testing MA to gain clues to
Coach Gearhard’s intentions and learn more about the
magic.
Professor Bartholomew’s name is displayed
prominently on the cover and the players should
recognize he has an office in the math building on
campus. Players can also test MF to try to use other
transformative spells inside the book but will take a
Mental attribute change every time they do so.

BUILDUP
With only a few hours before dawn, the players must
find a way back to campus in time for registration at
the competition and to reach the math building in
time for Bartholomew’s office hours.
Alex and the Windmares appear to interfere with the
players in multiple ways, such as:

• Calling animal control on the horse/coach.


• Delaying the players from reaching the math
building or stalling the line to sign in for the
competition.

• Spreading baseless rumors about the players


through social media.

• Locking the players in their locker rooms while


they are changing or stealing their clothes when
they get to the school.

191
The more the players change, the more Alex and
the Windmares are attracted to the players’ equine
features and behaviors, so the more they want to tease
and embarrass the players.
If the players reach the math building to ask Professor
Bartholomew for help, he’s initially furious at their
reckless use of magic, until they reveal Coach Gearhard
was the one who took the book.
Bartholomew offers to make a potion to reverse their
change, but for each dose of cure he needs solid gold
from a first-place medal. plus one extra medal to
restore Coach’s humanity.

CLIMAX
Everything culminates in the championship
competition. The athletes on the Kirksville Cheetahs
team are blatantly cheating (using hollow javelins,
starting races a second early, and putting springs in
their shoes) while the referees have all been paid off by
Peter Atterbury to look the other way.
The players must test their PF and PA many times to win
their events and secure enough medals. They can also
try to make a ploy to steal the medals from the referees,
convincing Alex to help sabotage the other athletes, or
having Coach Gearhard create a distraction.

192
HYPE LEVEL

Students in the crowd become engaged and


excited. The energy of the whole track-and-field
1
meet turns electric, everyone in the stands leaning
forward to see what happens next.

The crowd starts chanting the players’ names, there


is wild cheering whenever they’re on the track,
2
someone unfurls a banner with the players’ names
on it, and fans are asking for autographs.

The excitement reaches a fever pitch, even the


Windmares switch to the players’ side, wanting
to join the track-and-field team. Alex boasts that
3
they’ll be forced to buy the players dinner if they
win (secretly hoping the players do win so they can
take the players on a date).

If the players point out the cheating going on,


the angry spectators will swarm the field and
4+
overwhelm the judges, forcing them to give the
players first place in all their events.

193
ENDINGS
If the players secure the needed gold metal without
reaching Permanence, Bartholomew can create a
reversal potion for the players and Coach Gearhard.
The potion undoes the blessing, as well as dissipating
any excitement built up by the crowd. If the players
refuse the potion, then they are carried away by their
adoring fans to become local heroes or unofficial
sports mascots for the college.
If the players don’t have Bartholomew’s assistance,
they can attempt to use the spellbook themselves to
remove the blessing, but it results in their changes
being transferred to someone else or other unintended
magical consequences.
Tips: If things begin to stall or the players feel stuck,
introduce another member of the players' track-and-
field team to give them assistance. For more sources
of conflict, the vice-dean can appear to berate the
players for causing a mess in their estate, Peter can
accuse the players of doping to get them tossed out of
the competition, or Coach Gearhard loses her human
thoughts and starts behaving like a wild horse.
The atmosphere should be comedic overall but can
also incorporate tropes from athletic dramas.

194
196
(Lighter clicks.) I guess it's different for
everyone. That's what I should say to start.
Don't wanna give you the wrong idea.
(Longgggg drag. Deep exhale.) And it's okay if it
doesn't work for you. There's other ways.
But yeah.
Go lookin' in the right places, you'll find weed
that turns you into a werewolf.
(Cough.) You wanna hit this?

WEED FOR THE ASPIRING WOOF


I won’t be the first to say that weed is a bit
like magic. It is a phenomenal counter to
chronic pain, depression, anxiety; it can help
your body stabilize and your brain feel at
peace. Like any substance, effects vary between
people, but the effects of weed are remarkably
consistent between doses. It’s a reliable drug.
Anyway. Weed also kind of is magic.
I don’t know. I’m not a wizard nor a scientist.
But for what it’s woof, I am a stoner, and a
werewolf myself. And I’ll impart what knowledge
and advice I have to offer. But remember, you
have to make your own path. No one can tell you
what kind of wolf you’re gonna be except you,
okay? Okay.

197
MOVES
The Moon Has Many Faces. When the text asks you
to draw a card, consult the Character Creation Face
card descriptions rather than the usual resolution
table. You are peering into a potential future.

Wolfblood Keepsakes. After each trip, when you


journal about your experiences, ask yourself, is this the
kind of wolf I want to become? If the answer is yes, or
maybe yes, or even just maybe, keep any number of
cards you drew instead of discarding them. On future
draws, in addition to picking from freshly drawn cards,
you may also pick from any kept cards to explore them
deeper.

Pass the Joint! If you play this adventure with a


group, instead of each player drawing their own cards
and picking from those drawn, draft your cards as
follows. First, decide on a first player; the first player
will rotate to the person who picked last after each
draw. The first player draws a number of cards equal to
one plus the number of players. Reveal these cards and
take a moment to observe them as a group. Then take
turns choosing and taking cards from those revealed,
starting with the first player. Discard the one card that
remains. Stop playing when the deck runs out, or if you
feel like you need more time, reshuffle those cards that
were not kept by players, and start again.

198
On the next page is a non-exhaustive list of
weed strains that my pack and I sometimes use
to wolf out.
Consume them however you’d like — smoking
a joint, packing a bowl, taking edibles, by
yourself or with friends. This adventure
was written to play solo, but you can easily
zone out with a friend and have a little trip
together, exploring how you react similarly or
differently to the drugs, and how that affects
your relationship with each other. You might
even find yourself forming your very own wolf
pack!
Listed effects are based on extensive
qualitative research done by myself and my
pack.
Please consume weed responsibly.

199
MOSH PUPPY
Category: Sativa hybrid
Lineage: Wolfblood x Vamp Cookies
Mosh Puppy is an energetic strain perfect for the wolf
who loves to leap through the woods. You can expect
a head high (draw one card for the initial high — what
train of thought catches your attention?) as well as a
deep adrenaline rush within a half hour (draw a second
card to ask your body how it reacts).
Next, combining the results from your two draws, as
well as your own intuition, decide whether you turn.
If you don’t turn, decide what you spend your time
high doing — journaling, doing chores, hiking with
friends are great options. Do you feel your wolf form
creeping in during these activities? If so, how? Take up
to one change from this strain’s list below.
If you do turn, your transformation is explosive and
frenetic! You’re eager to leap, to run, to go somewhere
everyone will hear you and howl! Take up to two
changes from this strain’s list below.
After you come down, it’s a good idea to take stock.
What parts of you did you feel changing? What do you
want to try the next time you smoke this strain?

200
MOSH PUPPY — POTENTIAL CHANGES

• Long fluffy wolf tail (PA)

• Sharp teeth (PA)

• Decreased attention span (MF)

• Zoomies with increased frequency and/or


duration (PF)

• Superhuman upper body strength (PA)

• Heightened vision (MA)

• Heightened hearing (MA)

• Increased stamina, especially for running (PA)

• Impulse to howl, scream, or otherwise project


your voice (MF)

201
BONE FRITTER
Category: Indica hybrid
Lineage: Wolfblood x Blueberry Fritter
Bone Fritter is an excellent strain for the tired pup who
needs to unwind after a long day’s work. This strain
will have you glued to your couch and in great need of
munchies suitable for a woof like yourself — make sure
to stock up before you get started!
Draw once to see what you fixate on during your high.
If you draw an Air-associated card (Fool, Magician,
Lovers, Justice, Star), Judgement, or The World, you are
unable to fixate on anything, instead drifting between
thoughts. Regardless of your draw, you will likely be
primarily occupied with sensation — how does it feel
to stretch your paws and limbs out? How does it feel
to sink your teeth into raw meat? How does it feel to
cuddle with your best friend? Do you feel vulnerable in
this high state, or does it make you feel stronger?
Overall, this strain is good for comfort, and a reminder
to be patient with yourself and your shifting body,
allowing you and your new body to explore each other
at your own pace.
You might feel a bit dizzy when you stand up; this is
normal.
Take up to two changes from this list and journal about
your experiences.

202
BONE FRITTER — POTENTIAL CHANGES

• Covered in fur (PA)

• Wolflike paws (PA)

• Greatly increased appetite (MF)

• Increased tolerance for foods humans don’t


usually eat (bones, raw meat, etc.) (PF)

• Impulse for skin-to-skin contact with a loved one


(MA)

• Impulse to protect and care for loved ones (MF)

• Need for rest due to increased energy intake and


output (PF)

• Desire to lick and/or bite things / people (MF)

203
KNOTTY DOG
Category: Hybrid
Lineage: Wolfblood x Pirate Juice x Moonlace
Knotty Dog is one of many heat- and rut-inducing
strains, and is my pack’s strain of choice for when we’re
down to get down. Take a few hits of this, relax, and
(though it might take a little teasing for your first time)
let your horny wolf brain take over. This strain kicks in
pretty soon after you smoke it, and the first sensation
you’ll likely feel is a tingle around your crotch area.
Before too long, you’ll become pretty single-minded
— so my advice is to clear the area of anything that
you won’t want your wolf self to make a huge mess of.
This strain is good to take with a friend or partner —
or if you’re feeling adventurous, stalk out to the forest
and have a good horny howl, and see what kind of
wolf prowls your way.
Draw one card to see what the experience of wrestling
with your newfound feral sexual needs will do to your
cute little human body. Then draw a second card to
feel out how your mind expands on this werewolf sex
drug. If you drew a Fire- or Water-associated card
(High Priestess, Chariot, Strength, Wheel, Death, Moon,
etc.), congrats — you’re in heat, meaning you’ll likely
feel pretty submissive. And if you drew an Air- or
Earth-associated card (Fool, Magician, Lovers, Hermit,
Devil, World, etc.), you’re looking at a weed-induced
rut, meaning you’re looking for something to hump,
ASAP.

204
One last thing I want to note for the Knotty Dog strain
is that any cisgender users will want to prepare for
the possibility that this strain will do some fun things
with your genitals. I’ve known cis men who’ve had
their dicks turn into pussies on Knotty Dog, and the
other way around. Far as I know, though, it only really
gives you what you wanted, or at least were curious
about, before taking it; so I’d simply advise to keep
your mind open and enjoy whatever the Dog brings
you. And remember, there’s no shame in tapping out.
Practice safe sex, and make sure to have a conversation
with your partner about consent and what you’re
both interested in trying (however hard it might be to
restrain yourself).
After you come down, meditate on your experience,
and take up to two changes from this strain’s list
below. And clean up after yourself, will you?

KNOTTY DOG — POTENTIAL CHANGES


• Panting tongue (PF)

• Stretched snout (PA)

• Canine genitalia (PF)

• Increased stamina for vigorous activity (PF)

• Lower body strength (PA)

• Impulse to dominate or submit (MA)

• Increased satisfaction with physical activity (MF)

205
WOOF QUEEN
Category: Indica hybrid
Lineage: Wolfblood x Frog Princess
You know how Baphomet is always pictured sitting
on its gay little throne, spread out, fully naked, gazing
endlessly into the void? That’s how you’re gonna feel
on Woof Queen. The most cerebral of these strains,
Woof Queen is a good choice if you wanna sprawl out
on your couch deep in wolfish thought.

Draw once to ask where your mind wanders while


you’re deep in your Woof Queen high. As you’re lost
in thought, your body will most likely be stretching
itself out too — unconvinced by the limits of your
human flesh. Draw a second time to ask in what way
your body starts to change. From experience, Woof
Queen is a lot less limited in terms of the ways she
can change your body. Whereas the other Wolfblood
strains mostly turn you into variations on the garden
variety werewolf — you know, fur everywhere, fangs,
claws, powerful legs, cute little tail, toe beans — Woof
Queen has the tendency to take hold of your deeper
parts and make something truly magnificent of your
body, at least for the duration of your high. Depending
on your personality, this might mean exposed bones,
fluffy wings, additional eyes or limbs, a telescoping
torso... you’re in for more of a body-horror ride when
you play with the Queen.

After you come down, take up to two changes from


the list below. If you turn into a werewolf for good

206
using Woof Queen, you’ll most likely take on a much
tamer wolf form. If you really want to keep the body
that the Queen gave you, though, I’ve heard it is
possible with meditation and continued dosage. I’ve
never tried, though — you’ll have to tell me how it goes!

WOOF QUEEN — POTENTIAL CHANGES

• Dragon-like fluffy telescoping torso (temporary)


(PA/MA)

• Shifting or amorphous skin and fur, exposing


your rib cage or other bone structure
(temporary) (MF/PF)

• Oozing or orbiting blood (temporary) (PF)

• Covered in eyes (temporary) (MF/PF)

• Additional limbs (2-8) (temporary) (PF/PA)

• any of the above, but permanent (MF/PF)

• any of the above, but shifting at will (MA/PA)

All right, werewolves and wannabes, this has


been my crash course on the many wonderful
adventures of werewolf weed. Be sure to
document your experiences if you do try one or
more of these strains out, and let me know how
it goes.
Awooooooooooo!
-Sasha

207
PLAYER TIPS

• Card counting the Future Deck can be a way to


calculate your probability of success with a given
draw. It’s not metagaming to look through the
discard pile and assess your chances, but don’t let it
slow down the story.

• Don’t be scared to Succumb. It’s not a failure, it’s


a mechanic you’re intended to use. You can still
Succumb even if there is a card that would give you
success. Sometimes it’s fun to keep transforming just
to see what happens.

• When the Storyteller is describing part of the


transformation happening to your character, it’s okay
to interject and ask for more focus on an aspect you
enjoy or to gloss over an aspect that weirds you
out. Collaborative depictions where you fill in details
with the Storyteller can be especially fun. This is also
encouraged by using The Devil card.

208
STORYTELLER TIPS

• Players can almost always Succumb to succeed on a


draw, so don’t make the players draw for an attribute
where success would totally ruin the story.

• Make sure you consider the consequences of failure


before you make players draw for an attribute.
Always uses failures to introduce a new obstacle that
will require more draws in the future.

• Remind players when they are about to make a draw


where doing so could push them to permanence.
Raise the tension or excitement by reminding the
players what it will mean for them to never be the
same again.

• Try not to ever say “Nothing happens yet” or “You


don’t notice anything yet” when describing a change.
Even mental changes have immediately noticeable
effects on how a character would behave.

• In a multiplayer game, it’s best to describe changes


through a character’s own perception and senses.
Rather than saying: “Joe, you watch as fur grows
over Bill’s face”, phrase it from the changing player’s
perspective: “Bill, your cheeks tingle with pinprick
dots as wolf-like hairs swell over your ears and chin.”

209
ALTERNATE RULES & OPTIONS

EXTENDED GAMES AND CAMPAIGNS


To adapt To Change for longer games, you can:

• Extend the change cross past three points for


each attribute in stories with more detailed or
drawn-out changes.

• Stack change crosses on top of each other. Once


a player reaches permanence on the first change
cross, they begin filling points on a second
change cross.

• Use a Change Story Move to let the players


revert changes with rest, by giving up successes,
or through other conditions.

PLAYING WITHOUT A STORYTELLER (GM-LESS)


When playing collaboratively, all players draw from
the Future Deck to determine success or failure for a
given character. When making a decision that affects
the wider narrative, all players draw one card and
the player with the highest number card leads the
decision, but the player with the lowest number card
can then add one last detail at the end.
Tables: Tables in this book have values from 0 to 21. To
use these tables, shuffle the Future Deck and look at
the bottom card’s tarot number for a result.

210
CREDITS

CORE RULES STORIES


Ulysses Duckler GALACTIC NORTH /
& Ewen Albright MAASTRICHTIAN DYNASTY /
DRAGONS FIRE
TAROT CARD ART AND Designed by Ewen Albright
BACKER ART
THE WANTING TIDE / TO THE
Mel Echavarria
SWIFTEST
COVER ART AND Designed by Ulysses Duckler
ILLUSTRATIONS SHE WHO DIVIDED THE SEXES
Winter Skye (Pg 176) Designed by Blair Little
ADDITIONAL HAIR OF THE DOG
ILLUSTRATIONS Designed by Malaya Harris
Bilexth/MOGA (Pg 41-42, 116, 156) OUR LADY
Designed by Jo Winter
LAYOUT & FORMATTING
Amber Seger & Byleth WEED FOR THE ASPIRING WOOF
Designed by Sasha "stargazersasha"
GUEST ARTISTS Winter
StrawberryTF (Pg 7)
BIG TOP ENERGY
Arania (Pg 9)
Designed by Lilith Bloodmoon
Zoe/TF4ME (Pg 23 & 93)
I WOKE UP IN ANOTHER WORLD
BlackShirtBoy (Pg 39) WITH MY FRIENDS AND NOW
Pythos Cheetah (Pg 96 & 144) EVERYONE'S CALLING US HER
Models: Null-Entity/Kyle Ross ROYAL HIGHNESS!?
Ida Mary Walker Larsen Designed by Alexis Sara
Pobblebonked (Pg 106) & Ewen Albright
Darling Demon Eclipse (Pg 134) BACKER ART
Zilepo (Pg 186) The Great Mr. Nibs (Pg 5)
Valentina de la Rosa (Pg 196) Dezblade (Pg 18)
Angrboda (Back Cover) Brendan (Pg 27)

A huge thanks to all the Gamefound backers


who made this project possible.

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