Owning Yourself

An Otherworldly, Knight or Storyteller Arc

Preamble

These quests form an Arc about being someone with a troublesome destiny or obligation. You may try to escape it, but it will always find you.

This quest set includes a Destiny - a mystical or societal obligation that you have. It also includes a Shadow - a flaw within the destiny or yourself that you reject.

As an Otherworldly Arc, you begin with Shadows of the Past, in which you are reminded of your destiny, then follow to Recovering a Treasure, in which you find something good connected to that destiny, and continue to The Darkness Inside, in which you confront the problems bound up in your destiny. You may then continue to Taking Up A Mantle, in which you accept your destiny, and finally Walking The Line, in which you find a tenuous balance between your destiny and your life.

As a Knight Arc, the order is slightly different. You begin by Recovering A Treasure, which sets off the reminders in Shadows of the Past, which in turn lead to your confrontation in The Darkness Inside. Then, you find a tenuous balance in Walking The Line, and finally you start Taking Up The Mantle.

As a Storyteller Arc, you begin with excitement, Taking Up The Mantle. You then establish your balance by Walking The Line, but are confronted with Shadows Of The Past that disrupt your balance. Finally, you may find yourself Recovering A Treasure and regaining your balance, ending with The Darkness Inside in which you confront the instincts undermining you.

SHADOWS OF THE PAST [25 XP or 35 XP]

1: Otherworld
2: Knight, Emptiness
3: Storyteller, Shepherd

You've left behind a situation, and you'd hoped that you'd left it behind once and for all. Unfortunately for you, the memory of what you left behind is haunting you. Wherever you go, you are reminded of things that happened to you in the past, and the way that it is echoing in the present day. Over the course of this quest, you will gradually explain, extrapolate, and reveal bits and pieces about the past event, until you have revealed the entire scope of the event and are ready to move on.

Once per scene, you can declare that an event currently taking place reminds you of something in the past event that you have defined. You can't directly contradict an earlier revelation, but you can (and should) build on them. Spend a moment lost in the memory, or share it with the other PCs, and take one XP.

RECOVERING A TREASURE [25 XP or 35 XP]

1: Knight
2: Otherworld
4: Storyteller

Something has appeared; a fragment from your past has appeared in your new home, and it is under threat. Perhaps it is a physical artifact, which a rare collector wants to claim. Or maybe it's a person! Someone who you cared for once has returned, and they are in trouble. Despite yourself, you step in to help, and in the process find yourself bound up in your old destiny in a small way.

[color="Orange"][i]Recovering A Treasure (35 XP)[/i][/color]
[b]Major Goals[/b] - The HG can award you 5 XP towards this quest when:

  • You define your relationship to the [b]Treasure[/b] in a dramatic scene.
  • You spend a full chapter diligently avoiding your responsibilities.
  • The [b]Treasure[/b] is either saved or destroyed.

You can earn each bonus once, for a total of 15 XP.

[b]Quest Flavor[/b]
Once per chapter, you can earn 1 XP towards this quest by:

  • Dreaming of the Treasure.
  • Discussing your past with it with someone else.
  • Spending a scene in a bar or cafe.
  • Deliberately avoiding a minor but important chore.
  • Spending time on a roof or other high place at night, watching the stars.
  • Loudly claiming that something is not your problem, while doing something about it.

[color="Gold][i]Recovering A Treasure [Simplified] (25 XP)[/i][/color]
[b]Major Goals[/b] - The HG can award you 5 XP towards this quest when:

  • You sacrifice something of your current life in exchange for the [B]Treasure[/b]
  • The [b]Treasure[/b] is either saved or destroyed.

You can earn each bonus once, for a total of 10 XP.

[b]Quest Flavor[/b]
Once per chapter, you can earn 1 XP towards this quest by:

  • Show or introduce your Treasure to another PC.
  • Get into a fight related to your Treasure.
  • You are hurt trying to help someone.
  • You get hopelessly lost or turned around.
  • Loudly claim that something is not your problem, while doing something about it.

THE DARKNESS INSIDE [20 XP or 45 XP]

1: Emptiness
3: Knight, Otherworldly, Mystic
5: Storyteller

Otherworldly 3: Something is trying to make you into something else.
Knight 3: Something infects or tries to change you.
Storyteller 5: You're facing hard truths about yourself and your world.

TAKING UP A MANTLE [25 XP or 35 XP]

1: Storyteller
4: Otherworldly, Aspect
5: Knight, Mystic
Otherworldly 4: You've lost a key part of yourself, and try to get it back.
Knight 5: You know how to become better, and you are working towards that.
Storyteller 1: You're involved in something new and exciting!

WALKING THE LINE [20 XP or 35 XP]

1: Bindings
2: Storyteller
4: Knight
5: Otherworldly
Otherworldly 5: You reconcile with someone or something that you've been fighting.
Knight 4: You have stumbled; now you have to make amends.
Storyteller 2: You're taking charge of a situation!

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