Imposter syndrome (IS) is a mental state that can severely inhibit a person's productivity and well-being. Although IS is extremely common (especially in high achievers, e.g., academics), few studies offer effective modes of support and recovery. In response, we introduce the application of relatable narrative as a way to help people overcome IS. We present a randomized group comparison study exploring the impact of various design factors -- specifically, choice-based interactivity and character relatability -- on our story's capacity to engage and impact 107 STEM undergraduates. Almost all participants enthusiastically endorsed the story as a valuable learning experience, and a majority reported positive impacts to mood and feelings of relatedness to peers. We discuss 1) how our specific digital story design can support positive changes in mental health at both individual and institutional levels and 2) how our findings can inform efficient design of interactive narrative content for educational applications.