I wrote these for a game, but I think y'all can appreciate the concept without knowing exactly how to play.
Back in Maine you knew who you were and how the world worked. You had a name, Will, and everyone there knew who you were and how you worked, too. You’ve come to Samwell though, and things are different here. You don’t fit the way you did before, and there are surprises both welcome and unsettling. You’ve got a new name, Dex, and the chance to become someone that knows all the steps of this strange dance you’ve joined; you're just not sure if you want to yet.
Create a sign and write Will on one side and Dex on the other. When you cling to your small town roots, flip the card so that "Will" is face up. When you open yourself to new experiences despite your misgivings, flip the card so that "Dex" is face up.
You can flip the card at any time to show you are moving between these identities, and once per scene you earn 1 bonus XP when you do so.
It’s a fact of life that things fall apart. Whether by mischance or malice, stuff breaks. Luckily for the world, you fix things. Pick it up. Dust it off. Put it back together.
Major Goals: One time, earn 3XP towards this quest when you…
Are asked to try and fix something near and dear to someone's heart.
Miss out on something you’ve been looking forward to in order to help someone else.
Quest Flavor: Once per chapter, earn 1XP towards this quest when you…
Wipe the sweat from your brow.
Try to deny praise or recompense for your efforts.
Find a new problem while in the middle of addressing one you knew about.
Pick up something/someone that has fallen, been dropped, or knocked over.