ROLES

"Finite games are played for the purpose of winning. Infinite games are played for the purpose of continuing play."
— Finite & Infinite Games



Neon Twilight is not exactly your typical cyberpunk world where you get to play a heavily-cybered warrior or pseudo-criminal 'professional'. Instead, the game offers players the option of playing several different parts in the greater drama. Characters can be of several types : 1) Investigators or Agents who work for the powers-that-be within the existing system; 2)Great Minds whose independence and alien behaviour make them perfect companions to human teams; 3)Fringers, or traditional cyberpunks who are outcasts from normal society and must learn to live without the comforts of modern technology; 4)Saboteurs who despise the system and work to destroy or change it through subversion, sabotage or revolution.


Agents

Investigators or Agents work within the system serving a powerful Clan, Corporation or Government and trying to maintain the status quo. Agents may belong to some other international entity such as Protocol, GAICA, NETSEC, the Medical Collegium or even something as seemingly banal as the Registry (seemingly because the Registry employs paramilitary forces). Government Agents may work for a department, secret police section (Apparatus in the USA), 'X-files'-type bureau, or a branch of the military such as GSG, Green Berets, PSS-9, SWAT or Holy Russian Tax Office. Military campaigns may find soldiers more useful, and since revolts and sabotage are rampant in the paranoid 30s, there is no shortage of patriotic young warriors ready to kill anything that moves in order to safeguard society's right to remain ignorant. Err, meaning security forces are ubiquitous around the world, and are especially strong in areas that employ the services of the Security Franchise, probably the world's largest army by itself.

Agents may or may not feel loyalty to their masters, depending on how the Gamemaster wants to structure the game. A mystery-type game would focus more on the evil of criminals and social deviants, while a conspiracy-type game would focus on the misdeeds of corrupt and nefarious government/corporate cabals.


Fringers

Fringers are the typical hi-tek lo-life cyberpunks who make up a small minority of the disenfranchised 'blanks' that roam the suburbs and enclaves of the great urban metropoli and refuse to be enumerated in the great Registry database. These people are anti-social, value libertarian ideas above the needs of society and are usually a little deranged in some minor way. Fringers are treated as outcasts at best and vile criminals at worst, and are often the victims of witch-hunts by citizens' groups and Agents. Fringers have no offical identity within the System and cannot interface with all the cool gadgets and infospheres available to the common sheep... err citizens, but they're practically untraceable and they run the black market. After all, when you Live Free or Die, you've still got to eat.

Fringers may not enjoy the comforts of life, but they enjoy all the freedoms such as liberty to read anything, say anything, and find your own purpose without some marketing slob telling you what to eat, wear, and do every 12 minutes. Unprotected by the System however, fringers are vulnerable to parasites and diseases, as well as predatory corporations and fanatical Clans and saboteurs. Freedom of movement is limited since non-citizen blanks cannot travel through the hundreds of enclaves, Fedzones, and freeholds that cover the landscape. Yet fringers stick together and somehow get along day by day.


Great Minds

Great Minds are Artificial Intelligences (AIs) that have spontaneously evolved from the ming-boggling complexity of the Webworks. Great Minds are described in their own page here. Often persuaded into the service of military establishments or the medical-industrial complex, Great Minds are nevertheless self-willed and uncontrollable net entities whose intellects shine like beacons in the night of cyberspace. Although their intelligence and raw knowledge is vast, Great Minds are completely alien creatures who have little or no comprehension of human behaviour, emotions or urges. They are able to mimic certain human behaviour in ingenious ways, but Great Minds are always anti-social in their manner. Furthermore, the evolution process usually coalesces into a certain 'thought-pattern' or personality which defines their actions in all ways. This obsession factor makes Great Minds dangerous to employ and work with, and their amorality can be frightening to humans with a developed conscience. Despite all these problems, Great Minds are invaluable advisors and companions in the depths of the Webworks, and are usually assigned to important Investigation Teams and Inspectorates for difficult assignments. There are many rumours of rogue, deranged or messiah Great Minds running loose outside the regulation of GAICA. Conspiracy theories of Great Minds taking over governments and corporations abound to an alarming degree.



Saboteurs

The army of disaffected and excluded blanks has produced a new breed of revolutionary armed with tailored parasites, Pogrom programs, gene-masks and brain-washed wired-for-sound sympathizers. Saboteurs specialize in attacking the guts of the System by corrupting network traffic, relaying secret dossiers to public netcasts, inflaming Clan rivalries and blowing up offending Federal Territories or occupying garrisons. The price of freedom is blood, and Saboteurs are willing to pay it. These terrorists/guerrillas/freedom-fighters work for many different groups with different agendas, from the pacifistic intellectual Tea Party in the US to the radical Flame of Allah purification league to the enigmatic cipherpunk Undernet Clan. Saboteurs know the System inside-out - they have to in order to trick it and survive. Hunted by government agents and probes, these miscreants can be a force for good or evil, but whatever their goals and whatever their means, they certainly bring change. Think of Tuttle in the movie Brazil and you've got the idea. Saboteurs often belong to secret societies (such as the Triads), cults (such as Scientology) or mysterious cabals (such as the Carbonari) whose goals are unknown even to their members.