The Man I Used to Be
The Man I Used to Be is about one person’s secret past resurfacing and how it affects their life and the lives of the people close to them. The game requires a minimum of three players: one GM, one player that possesses the secret identity (known as the Protagonist) and one Associate. With more players, all players who are not the GM or the Protagonist take on the roles of Associates.

Getting Started
The game centers on the Secret Identity of the Protagonist. All other characters are known as Associates and their lives and skills are directly influenced both by the Identity the Protagonist chooses and the Archetype they choose for themselves. Each Protagonist Identity and Associate Archetype produces their own unique combination of Traits for the Associates.
It should be noted that while the Protagonist’s background dictates a great deal about the game, they are no more important than Associate characters. While the Protagonist will start out early with potentially more useful Traits, the Associates are allowed to have more flexibility and receives a wider variety of Traits to explore.

Starting the Game
The Protagonist player chooses a Secret Identity which describes who they used to be and what they are capable of. It should, obviously, remain secret to Associate players until the Reveal. A Secret Identity can be chosen from the sample list below or made from scratch based on the samples. The GM knows what the Secret Identity is and should drive the story toward conflict based on the Secret Identity. The Associates choose an Archetype for their character. It is advisable that the Archetype is chosen from the sample list.
Based on the choice of Secret Identity, the Protagonist chooses two Traits (which are not labeled Secret) that they may benefit from before the Reveal. After the Reveal, however, the Protagonist can choose two more Secret Traits. Some of the Secret Traits are Tagged – they give a new Trait to Associates who possess the Tag Trait. On the other hand, the Associates may benefit from all Traits that belong to the Archetype. Whether or not a Trait kicks in is up to the player choice. Same applies to how as well. Trait effects are intentionally vague and open to allow wiggle room.
Before the game begins in earnest, decide the relationships between the characters or at least the relationship between the Protagonist and each of the Associates. Taking the Protagonist’s Secret Identity and the relationships between characters, the GM will drive the story toward conflict. The game is divided into three phases – Before the Reveal, the Reveal and After the Reveal. The Reveal is when the Protagonist’s Secret Identity comes to the forefront and the narrative explodes. Before the Reveal builds up toward the Reveal (it is also the phase where the players get used to their Traits) and After the Reveal should move to resolve what happens due to the revelation of the Secret Identity. 

Creating New Secret Identities
While a list of sample Secret Identities is provided below, it is suggested for the Protagonist to create their own Secret Identity to get the most out of The Man I Used to Be. This is not a difficult process.
First, determine the nature of the Secret Identity. It should be something exotic, unusual or even downright weird. It should be something that makes things interesting just by being like that. When the Reveal happens and everyone around the table realizes who the Protagonist used to be, it should recast everything that has happened so far in a radically different light.
Once that is determined, think of what Traits that the Secret Identity might possess. A Trait is like a character ability, but the catch is that benefiting from a Trait should never stop the story flow. A Trait kicking in should either create a new problem that is different to the problem it is solving and/or cause more problems at the cost of abating it for now. The Man I Used to Be is not a game where numbers are compared to each other. The goal is to keep the story moving and to keep it moving more forcefully.
Because you are making a Secret Identity for a unique game, there is no need to create more than four Traits. However, remember that After the Reveal Traits are chosen at the moment of the Reveal. Writing down more Secret Traits than two may allow you to be more flexible. Also, do not forget to have at least one Trait be a Tag Trait, so that Associates are more dynamically influenced by the Protagonist’s identity.
Once these steps are taken, take no more steps. Start the game feeling unfinished. Allow the GM and the Associates to complete your Protagonist for you.

Sample Secret Identities:
Alien
Camouflage
The Protagonist conceals themselves by blending into the surroundings. NPCs in pursuit of the Protagonist fail to discover the Protagonist, but an Associate is targeted as a possible lead.
Extreme Agility
The Protagonist uses their inhuman quickness to escape a situation. Any attempt to catch the Protagonist is foiled, but an acquaintance of an Associate witnesses the event unwittingly.
Extreme Strength
Whatever stops the Protagonist from their escape is simply destroyed with unexpected force. The Protagonist may push through any obstacle with sheer power, but the pursuers learn to expect it. This can only resolve a situation once.
Biological Senses
Due to their alien biology, the Protagonist secretly possesses senses that allow detection of living organisms. Using this, the Protagonist becomes aware of where pursuers are. They also realize a quick escape path – but there is at least one person in that path, whose identity the Protagonist cannot ascertain.
Psychic Attack (Secret)
The Protagonist may render someone completely comatose with psychic force. This removes an NPC from the story – but an Associate who witnesses this event or discovers it becomes hostile to the Protagonist, though the Associate’s player decides by how much.
Flight (Secret)
Either with alien technology or psychic power, the Protagonist can bypass most physical obstacles with levitation. However this is extremely obvious – no matter the precautions, many people witness this and the Protagonist’s alien nature becomes public knowledge.
Biological Weaponry (Secret)
The Protagonist uses their alien biology to cause uncontrollable and extreme harm. By spilling bodily fluids, the Protagonist releases a devastating pathogen that spreads beyond control. The Associates can choose to distance themselves from the Protagonist physically and emotionally; or to remain close to the Protagonist and eventually die before the Protagonist’s eyes.
Inheritance: Artifact (Secret, Associate Tag)
Something in previous possession of the Protagonist lands in the hands of an Associate. If multiple Associates receive this alien inheritance, this can affect the story only once. Using this extraterrestrial technology resolves any problem that affects only the Associates and not the Protagonist – but it is spent after single use and the Associate who used it is also considered alien by the pursuers.
Special Power: Telekinesis (Secret, Associate Tag)
Constant exposure to the Protagonist’s alien psyche bled a measure of telekinetic power to their Associates. Using this, the Associate can cause any physical phenomenon that resolves a situation, but as long as doing so creates an alternative problem suggested by the Associate’s player.
Insight: Xenobiology (Secret, Associate Tag)
Either by circumstance or by subtle influence, the Associate is a hobby xenobiologist. They can heal the Protagonist whenever they receive an injury. However, once this is enforced, they will eventually die before the Protagonist’s eyes as per Biological Weaponry.
Passion: The Beyond (Secret, Associate Tag)
The Associate realizes that all the strangeness that stalked their life was because their connection with the Protagonist. Everything clicks and the Associate now learns to exploit this. Should the Protagonist end up being killed or captured for good, an Associate with this Passion has the choice to send a distress signal to the Protagonist’s homeworld.

Spy – skills before the reveal: disguise, stealth, spy gadgets, money, languages, dance, driving.  After the reveal: Gains: marksmanship, martial arts, spy vehicles, connections, passport.   Gives: inheritance – one spy gadget of your devising (within reason), special power-body guard from the spy agency, insight: detect lies, passion: espionage 
Mutant – skills before the reveal: invisibility, telepathy, fast healing, super speed, super strength.  After the reveal Gains: flight, eye beams, ice breath, teleportation, weather control, magnetism.  Gives: inheritance – unstable, insight – mutant killing, special power – radiation control (such as producing light, heat, the power to cause cancer), insight: genetics, passion: mutant rights. 
Cult leader – skills before the reveal: persuasion, sexiness, knowledge of religion, history, ancient artifacts, politics.     After the reveal: Gains: hypnosis, fear, deadly words, instill blind faith.  Gives: inheritance – robes of power, special power – hypnosis, insight – power of religion, passion: conversion. 
Practitioner of magic – skills before the reveal: familiar, sleep, project noise, minor illusions.  After the reveal Gains: elemental magic, summon creature, invisibility, killing sound.  Gives: inheritance: magic, special power:  null magic field, insight: the beyond; passion – power or balance. 
Robot – skills before the reveal: mental calculator, feel no pain, feel no fear, know it all, super strong.  After the reveal – nearly unkillable, laser eyes, malleable body, computer interface.  Gives: inheritance: cyborg, special power: nanobots, insight: computer hacking, passion: robotics.
Werewolf - before the reveal: heightened senses, intimidating presence, night strength, pheromones.  Gains: change at will, damage reduction, hunter’s lust,   Gives: Inheritance – lycanthropy; special power – communicate with canines; insight- knowledge of the paranormal; passion – finding the cure. 

After the reveal, the associates and protagonist should work out way to role play out the new skill developed through the tags. 
Secondary Roles: 
Spouse
Vow
The Associate possesses a special, almost spiritual link with the Protagonist. They are instinctively aware when the Protagonist is in a trouble they cannot deal with on their own. Should such a situation occur, the Associate’s attempt to contact the Protagonist succeeds against all odds. A line of communication must happen, somehow.
Soothing Words
The Associate has been so close with the Protagonist for so long that they know exactly the words that can calm them down. This Trait allows the Protagonist to overcome a mental or emotional problem. However, this prohibits the Protagonist from pursuing to resolve the source of that issue until it strikes back.
Insightfulness
The Associate possesses an uncommon insight into the problems harrowing the Protagonist. The player suggests a plan for the Protagonist and the GM must accept it as the solution to one of the Protagonist’s problems. On the other hand, the Protagonist must accept it also.
Luck
The Associate is plain lucky. With this Trait in force, the Associate avoids threats by sheer chance. But that luck has to come from somewhere – unless the Associate player suggests a new threat of similar magnitude for their own character, the GM is able to inflict such a threat on the Protagonist that cannot be avoided by any Trait.
Special Power (Tag)
The Associate has gained a strange edge due to their association with the Protagonist.
Insight (Tag)
The Associate has gained a deep insight due to their association with the Protagonist.
Child
Innocence
The Associate really does not know – or does not know at least that. Should someone try to get a lead on the Protagonist via the Associate with this Trait, they eventually give up. However, the Associate must provide an alternative lead that may or may not lead to something useful at the player’s choice.
Youthful Vigor
The Associate is not particularly strong or quick, but they do possess surprising vigor. No attempt to physically withhold the Associate succeeds – either they slip out of a hold or they dash through obstacles too small for adult pursuers. During escape, however, the Associate remembers an object or information that could have helped the Protagonist, which they retroactively forgot to get.
The Internet
The Associate is adept with the Internet. They can discover any non-secret information somewhere. However, their queries rouse the attention of conspiracy theorists who may or may not be substantially inconvenient.
Stealth
The Associate either is too small to be easily detected or too young to cause suspicion. Due to this Trait, the Associate can sneak into places where others may not. Doing so they can retrieve three pieces of information. However, one of them is outdated or simply wrong at the GM’s secret decision.
Hope
The Associate’s willpower does not give in easily, because everything has happened their way so far. Should the Associate get stuck in a helpless situation, the player can demand another to help them. The Associate player suggests what the cost of helping them is – if the target player accepts it, their character saves the Associate. If they do not, the Associate cannot benefit from this Trait again.
Inheritance (Tag)
The Associate has gained an odd possession due to their association with the Protagonist.
Passion (Tag)
The Associate has gained a dangerous obsession due to their association with the Protagonist.

Coworker – starting skills: gather information, likeable, athletics, computer use. Tags: special power, passion 
Police officer – starting skills: gun use, hand to hand combat, backup, police gear.  Tags: passion, insight. 
Rival – starting skills: investigation, stealth, camera use, persuasion.  Tags:  insight, inheritance.