The Sleeper
Your past is obscured by flawed memories, and you try not to think about the future. You focus on the here and now, living through your TV’s infinite offerings, Internet forums, and the apps on your phone. Your life and job are fine, but you make sure to only share the best snippets, where everything seems amazing. Everyone else has nice homes and great jobs, and you wouldn’t want people to think you’re worse off than them. After work, you usually watch TV until it’s time to go to bed. You work out in the morning, during lunch, or on the way home. Everyone else seems so perfect, so you’ll motivate yourself to push through your routine on the treadmill while listening to the latest podcast, drinking low-fat shakes, and eating pre-packaged foods. People feel best when they don’t focus on negative thoughts. One of the blogs you read told you that. Above your bed hangs a pretty piece of calligraphy, which reads, “I am in charge of how I feel, and today I am choosing happiness.” That’s nice to think about. You live your life in a bubble, filtering out all shadows and shades of grey in the world. You are one of the Sleepers.
Playing Sleepers
Sleeping PCs are weaker than Aware PCs. They lack Advantages and have repressed their Dark Secrets. When Sleepers use experience to advance, they start to recall their Dark Secrets. Upon their sixth advance, they wake up and switch Archetypes.
If the GM wishes to include sleeping PCs, the game works best if all the player characters begin as Sleepers and develop into Aware Archetypes together.
Occupation
Choose your Sleeper’s occupation. It could be anything you wish.
Dark Secrets
Choose any 1 Dark Secret. You get to pick the Dark Secret, but for as long as they’re asleep the PC will not rememher anything about it.
Disadvantages
Choose 2 Disadvantages from any Archetype.
Interests (Suggestions):
- Dating services.
- Discussion forums.
- Exercise and fitness.
- Fashion.
- Interior decorating.
- Online games.
- Pornography.
Advantages
The Sleeper does not start with any Advantages.
Attributes
Assign the modifiers +2, +1, and +0 to the three passive attributes: Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, -1, and -2 to the seven active attributes: Charisma, Coolness, Intuition, Perception, Reason, Soul, and Violence.
Looks
Select or come up with your own distinguishing features for your character.
Clothes: Latest fashion, casual, discrete, trendy, proper, sporty, or neat clothes.
Face: Common, inconspicuous, handsome, pleasant, pretty, or innocent face.
Eyes: Cheerful, flickering, curious, friendly, or indifferent eyes.
Body: In shape, average, athletic, thin, slender, or well-groomed body.
Name
Choose a name for your character, suitable to the locale in which the campaign is set.
Relations
Everyone introduces their character by name, looks, and personality. Take your turn. Write down the other player characters’ names. Go around the table again to establish your Relations.
If you know any of the other player characters from before, choose one of these options to establish the relationship between the two of you.
- One of the characters is your friend. Take +1 Relation with them.
- One of the characters is your coworker. Take +1 Relation with them.
- One of the characters is your family member. Take +1 Relation with them.
- One of the characters is your partner. Take +2 Relation with them.
Decide the nature of three additional Relations: One neutral (0), one meaningful (+1), and one vital (+2).