It is the future, technology has moved forward, faster than even the brightest could have figured. Innovation is the last bastion of true merit in the world. Most people go through their days at a dead end job to make enough money so that they can buy the newest gadget and zone out for a while. Novelty has become the primary source of amusement among the populous. The earth is clean, the air, the water, all of it. It is cleaner than it has ever been. even the forest have been replanted, but no one goes their. Most folk live in vast cities that climb ever higher every year. If one were to look at it, the world has become a utopia. However this perfection has bred a distance from consequences, joy, or anything real. All that matters is the new stuff, the new ideas, the new feelings. The ruling class like it that way. The executives of the mega corporations and the lifelong politicians all work hard to ensure the people stay in place and enjoy the simple things. Wars are no longer fought over ideals, or land, or even money(if their ever was such a war). Wars are fought over new ideas, new technologies, and the control of public perception. Nothing is sacred anymore, not even the dead.
You are one of the dead bodies, reanimated with nanite pseudo-blood and various other concoctions. Repurposed to fight the petty wars of the spoiled tyrants at the top. You spend your nights fighting these shadow wars and your days dead. Pseudo-blood does not work when the sun is up. If anyone knows why, they aren't telling you.
To create your character you must choose a concept for a repurposed vampire corpse. Once you have a name and basic idea pick ten key words from the key words list(or come up with your own, if you have a cool idea), at least one key word must represent your role in the operations, generally speaking their are four types of roles: Heavies deal in direct conflict, Intel deals with information and surveillance, Mountebanks deal with pesky human relationships, and Phantoms deal with physical security. You may then choose any other set of keywords.
Roles: a bunch of cool names for the various nefarious jobs go here, still working on the list.
Background: Accountant, Architect, Cook, Odd Jobs, Dry Cleaner, Stay At Home Mom/Dad, Management, that sort of thing. Represents the things your body remembers how to do from when you were alive.
Vampiric Key Words: Enhance Sense, Super Strength, Bullet Time, Weird Blood Tricks, Addictive Saliva, Poison Sweat, Involuntary Muscle Control, the sort of thing nanite enhanced dead bodies might have.
Then you need to choose your vice. You vice is a stress track that lets you know how in control you are. Being brought back from the dead has an odd effect on the human brain chemistry, it can lead to extremes of passion or lethargy, and all sorts of other things. Vampires have learned to channel this vice into "spooky action" that allows for impossible things to occur. The Vices are Greed, Lust, Wrath, Sloth, Gluttony, Pride, and envy. When you pick that that is your stress relief, the thing that gets you passed all the thing you do in the night. You have a stress track that goes to six. For every two stress you take your flaw increases in strength. What this means is that when it would hinder you or complicate your unlife, the GM can give you a coin in order to have you behave irrationally and selfishly for the scene. If you have already taken stress then you may spend a coin to overcome an obstacle related to the vice without having to flip for it. For each vice I plan to have a specific sort of super power that goes with it. Right now I don't have that.
You get to pick one of the Role Powers that I have not yet built, but will be a thing. Generally what they allow is for you to get more for your coin spends, so I still got some work there. You get eight coins that go in your personal pool, these are used up when you succeed at tasks. You also have three wounds, which are the physical damage you can take before your body's supply of pseudo-blood is used up.
When you encounter an obstacle you can pick a number of coins and flip them. If you get a heads that is a basic success. Sometimes you will need to get more than one heads showing to succeed(mostly this will be when the Alarm Level has increased). If you Flip heads and are also showing tails you get a complication. If you have half or less of the coins showing tails you get a minor complication. If you have over half of the coins showing tails it is a major complication. If you have no heads showing and all tails, run. Run fast. Because the roof just caved in and you are holding the cake, my good lad. On its most basic level, for each coin that comes up tails you need to either mark off an Alarm Level, an hour of the Sunrise Clock, Your Personal Stress, or a Wound.
There are two Tracks that the GM keep track of: The Sunrise Clock, and the Alarm Level. The Sunrise Clock is the amount of time remaining before the rise of the sun and you stop functioning. The Sunrise clock always has eight segments. You got eight hours until dawn. The Alarm Level is how aware of you security is. The number of alarm levels can vary depending on the mission. You want to keep both of those from topping out as if either tops out your characters are hosed. Either dead on the ground due to sunrise, or dead because ED-209 and a hundred of his buddies are coming at you.
The adventures are usually broken down like so:
- Choose/Get assignment: You get the goal of the assignment, what you are meant to do in the rival corporation's headquarters or warehouse. Generally this will be a thing that needs stealing or sabotage that needs doing.
- Surveillance: In this you can take turns placing a coins in the group pool. For each coin in the group pool you get to dictate one obstacle or weakness in the system. Each round of this you do reduces the Sunrise clock by an hour.
- Gear Up: You will choose two pieces of gear. What gear allow you to do is spend a coin to circumvent an obstacle without having to flip for it.
- Get in: You need to overcome a certain number of obstacles in order to get in and do that which you were reanimated to do.
- Get out: You need to get out without running out of time or raising the alarm too high.
- Get Paid/Get Betrayed: After the op is done you report back in and must pass a few obstacles not to get betrayed by the higher ups. Why do you think they use corpses, you are literally disposable people.
- Fallout: You will then spend a bit laying out the fallout for your actions that night. Perhaps a cure was stolen/destroyed, perhaps you killed the wrong person, perhaps you got seen, maybe you kept a dangerous weapon out of the wrong hands. I need to work on a set of fallout mechanics, as I think that is a very interesting idea. Basically building the world based on what will happen or what might have happened.
That is what I have for right now, I would love to hear any thoughts on the matter. Some of this I have a better grasp of now that I have seen it in writing, but other parts are still a bit up in the air.