The Inheritance Engine
A short story written by B. Earl with PlotWeaver: Cards of Creation, a storytelling game made by Mod Hob Cooperative.
This story uses a Parallel Plot Pattern, written in 10-minute timed acts with all story cards drawn at random. For more information, visit www.plotweavergame.com
Act 1: Introduction of Distinct Plotlines
Story Element Cards: The Explorer, The Young, The Creator, Bistro, Subway Station, Space Station, and Crime/Noir
We open with a young girl running. Police are chasing her. It’s a futuristic environment. She bursts into a bistro and bumps into this guy (very Indiana Jones, Dick Tracy type) who’s just trying to get some food. She collides with him. He can tell she’s running from something. She begs him to help her out.
He decides, you know what, I’m in a good mood today. He pretends she’s his daughter. In the process, he notices she has a tattoo or marking on her. Now, he’s an explorer who has been searching for this lost tribe, which is supposedly wiped out. A mystical, magical people who vanished. He realizes this girl might actually belong to them.
He convinces her to tell him more, buys her a hot meal, and she takes him to a subway station. They go in. The tunnels wind deeper and deeper, far below the city. It turns out these people are living beneath everyone else, beneath the subway system itself.
They meet a tribal elder, a mystic techno-wizard type, who says, “This is timely. The prophecy is at hand. The sacrifice must be made.”
The Explorer says, “Wait, what?”
They strap both him and the girl to tables and perform a ritual, transferring her soul into his body. Now he becomes her. She becomes him. The plan: use his body to infiltrate a space station where one of their ancient totems, a mystical creator-generator device used to terraform the planet, is being held.
We end Act One with him, though really her, boarding a ship headed off-world to the space station. It feels like a Foundation-type departure moment. But the twist is clear: the little girl is now inside the explorer’s body, infiltrating the space station.
Act 2: Individual Developments
Story Element Cards: Creative Journey, Revenge Quest, and Redemption Arc
They arrive at the space station.
It turns out our explorer is also a jazz musician at one of the hottest clubs on the station. He has a gig that night. When he shows up, gangsters are waiting. He owes them money. They’ve given him chance after chance.
They tell him: one last shot. Assassinate a senator who’s been interfering with their operations, and the debt disappears. Refuse, and he’s dead.
Meanwhile, the young girl is still driving the body. There’s this voice-in-the-head dynamic. Not quite multiple personalities, but close. She realizes she needs this body alive to get off the station and complete her mission. So maybe they can play along.
Instead of killing the senator, they decide to warn her.
The senator turns out to be young, idealistic, and actively working against the gangsters. There’s even a flicker of chemistry between her and the explorer’s body. She’s drawn to him (to the Indiana Jones charm) even though that body is being partially driven by a young girl.
They convince the senator to work with them. Together, they plan to turn the tables on the gangsters. At the same time, they learn the senator knows the creator device (the stone, the generator), the very thing the underground tribe needs.
So now redemption begins to take shape. The gangsters seek revenge. The explorer, who has done shady things in the past (possibly even assassinations), now chooses differently. In another life, he might have killed this senator. But the girl inside him pushes him toward another path.
By the end of Act Two, they’re on the run, allied with the senator, moving against the mafia forces that run the station.
Act 3: Intersection or Convergence
(Story Element Cards: Doppelgänger’s Impact)
We already have a doppelganger situation, a soul inside another body.
But now they encounter something stranger. They see a girl at the station who looks exactly like the original young girl. Identical.
As they dig deeper, the truth emerges: the original colonists who came to this planet stole genetic data from the tribe. The tribe’s biology allowed them to survive on the planet and deep space travel. The colonists harvested their gene pool and built a cloning program from it.
Many of the people on the space station and in the city are clones derived from that stolen data.
What they’ve been sent to retrieve isn’t just a mystical artifact. It’s a gene pool database. The original genetic blueprint of the tribe.
The terrifying realization: if the tribe reclaims it and wipes the databank, they could effectively destroy the clone population.
The mission shifts. It’s no longer just retrieval. It’s existential.
Act 4: Climax & Resolution
Story Element Cards: Free Will vs. Destiny, Recurring Nightmare, and Puzzling Events
The young girl inside the explorer begins to like the people on the station. If she completes her mission, she may doom them all.
Destiny says, Destroy the clones.
Free will says maybe there’s another way.
Meanwhile, the explorer has been haunted by a recurring nightmare: he sees his own dead face staring back at him.
With the senator’s help, they infiltrate the data center. A final showdown with the gangsters erupts. They steal the gene datasets.
But the senator is killed in the process.
She becomes their Princess Leia, brave, committed, and sacrificed in the fight. The explorer is heartbroken. Still, they escape with the data.
As they flee, a chain reaction destroys the space station. It explodes behind them.
They return to the underground tribe, the Morlocks, beneath the city. The shaman, masked and resolute, insists the clones must be eliminated. The explorer refuses. There must be another way.
A battle erupts between them.
The explorer kills the shaman. The mask falls away.
It’s his own face.
He realizes the truth: he is a clone. The shaman was the original. The nightmare was a premonition of killing himself.
Now he, or they, must choose.
Destroy the clones and fulfill destiny?
Or break the cycle?
Act 5: Final Connection or Separation
(Story Element Cards: Old Book)
Among the shaman’s belongings is an ancient book with genetic knowledge encoded in symbolic language. It contains the key to rewriting the genome.
Not annihilation. Reprogramming.
Perhaps the violence and the gangster brutality were engineered. Perhaps it can be corrected.
The girl and the explorer separate. She returns to her own body. He returns fully to his.
The tribe chooses the young girl as their new leader.
They emerge into the light, no longer hiding below the subway tunnels. With the space station destroyed (where most of the population once lived), they now hold the power to reseed the planet.
There was another idea threaded beneath it all: this planet was like Australia (a penal colony). The original settlers were criminals. The gangsters were simply the inheritors of that system.
With the old book, they can eliminate the “evil gene,” or at least rewrite what violence once shaped.
Instead of revenge, they choose reconstruction.
A new species.
A new society.
A rewritten inheritance.
There we go.







