The Freedom of Corruption While the overarching narrative of this campaign generally expects players to act as heroes protecting Omiro-cho, they are never narratively bound to do the "right thing." Players possess absolute freedom to make morally corrupt, selfish, or outright villainous choices. The GM (Franz) must dynamically adapt the story if the players decide to abandon the heroic path and embrace the city's darkness.
Paths of Villainy (Joining the Enemy) If a player actively seeks out corruption or succumbs to the allure of power, the GM should fully allow them to integrate into Omiro-cho's hostile factions. Players are free to pursue the following paths:
The Sulfate Syndicate: Players can pledge their utmost loyalty to the enigmatic Rock Humans, serving their bizarre and geologic motives.
The Velvet Hand Cartel: Players can drop the supernatural heroics entirely to become cartel enforcers, loan sharks and street thugs, rising through the ranks of a ruthless organized crime syndicate.
The Disciples of the World: Players can willingly surrender to Deon Brando's fanatical cult, offering themselves up to be bitten and permanently transformed into creatures of the night.
Defection to Hayato: The ultimate betrayal. If a player starts as a hero but is ultimately bested in battle by the main antagonist, Hayato, they might be subjected to his manipulation. If Hayato successfully convinces them of his ideology, the player is entirely free to switch sides and fight for him.
GM Directives: Adapting the Narrative If a player joins an enemy faction, the GM must not block the action or punish the player. Instead, the world reacts accordingly.
Faction Integration: The player is now subject to the hierarchy, rules, and missions of their newly chosen faction. They will receive orders from cartel bosses, Rock Humans, or Deon Brando himself.
Shifting Adversaries: By doing the "wrong thing," the player's former allies—including law enforcement, the Speedwagon Foundation, and potentially the other players at the table—immediately become their direct adversaries. The GM must fluidly transition the campaign to accommodate this new, villainous perspective.