You have a new friend named Edward. He’s pretty typical, except nobody else can see him. Sometimes he’ll stop by your house to hang out for a while, or visit you at work and see how you’re doing. He’s got some interesting hobbies he’s trying to get you involved in too. Treating Edward as anything but a real friend is taking a risk.
It’s amazing, now that the animals talk. It’s like always being in a crowded room. They don’t always make sense, of course—they’re animals, still. They talk of the meal they just ate, the local predators and prey, the scents and sights. The GM will tell you what the animals say. It may be annoying, distracting, or just plain loud, depending on the circumstances. Of course the animals can’t understand you. That would be crazy.
Sometimes your words don’t come out right. You think you know what you’re saying and then drydock sync fetch by education buddy knick. When you speak, the GM may speak for you instead. Generally it’ll just be gibberish, though sometimes it’ll reveal something about you or the situation at hand. Good luck telling which is which.
It was lonely in your mind before there were two of you. Take another career sheet. Copy over your stats as-is from your current sheet. Choose a starting move. You have the requirements of the job (or at least think you do) but get none of the benefits, unless you somehow actually find employment. The GM may tell you to switch between careers at any time. Physical conditions carry over between them, but moves and insanities do not. What knowledge the two yous have of each other is up to you.
Where your dreams where once mere imaginings brought on by sleep, now they’re clear visions into what has been, what is, and what may be. That makes them totally, utterly horrifying. When you fall asleep the GM will describe your dreams. Feel free to ask questions for more detail, these are after all your dreams. Your dreams deny you rest, which may lead to penalties or having to take a risk for everyday actions. Abusing drugs and alcohol has its own price.
You feel no pain. This can be a blessing, when you need to carry on in the face of injury, but it also means you get no warning before your hand touches a grill. The GM, or another player of your choosing, will roll the suffer harm move for you. If it results in one of your moves taking a wound, they get to choose which one, and they won’t tell you until the next time you roll it.