Every story has themes and the stories this book allows players to tell and experience are no different. Those responsible for crafting the majority of the world and the stories the other players get to run around within may work in all kinds of thematic elements into their works; this system is open ended to allow for the greatest possible amount of creativity. That said, there are a number of themes that are inherent to the system, overlaying every concept presented in this book.

Hope – You are given the chance of playing an ordinary person in a world that is dissolving into an unrecognizable horror lacking depth or meaning. Day by day, the soul of humanity dies and wallows in the filth erected by a parasite culture for the sake of control. Your characters are exceptional people, yes, but people nonetheless – individuals that are capable of influencing and changing the world around them, of fighting this parasite culture and saving the world (should they desire that), or perhaps pushing it closer to the brink of destruction. The simple fact, however, is that your characters’ actions are going to influence the lives of those around them, inspiring others in their world to become more than they otherwise would.
Redemption – Defined as the saving of oneself, this game is rife with the possibilities of redemption. Your character awakens to see a wider world around them, a world in which the physical world co-exists with two others and the hearts and minds of their species were enslaved six thousand years ago. This character has to keep what they have while fighting to free themselves from those systems of control – freeing themselves from a strangle hold that is older than the culture that they live within, and, if they can do that, perhaps they can start trying to free that culture. Perhaps they can take the fight directly to those who think they conquered the world so long ago. The possibility is there, though it’s up to you to decide exactly what your characters do on the way and how they get there.
Salvation – The act of being saved or of saving another. Coming to realize what the world has become and why it has become that way might lead a character to trying to save others from the hold of it – and what, exactly, allows the character to become aware of what the world has become in the first place? What does it mean to save another person, to change their live in such an intimate and fundamental way? Religions and various forms of mysticism are based on the idea of it, on the power that being saved from something can have on the psyche of another character. If your character is saved by an outside source, what affect does that have on them? How does it change their view of the world and how they see themselves within it? Salvation also implies a sense of helplessness on the part of the one being saved, a sense of not having to take responsibility for oneself provided that the other person is there to rescue the character on a consistent basis. How does your character come to terms with this and, more importantly, what would they decide to do about it?
Damnation – On the other hand, becoming aware of a problem doesn’t necessarily mean that the character is going to want to fix it. You are free to have you character become a part of the problem, or even become worse that the problem that they’re trying to overcome. The parasite culture has dealt with people that have become aware of it before, sometimes going so far as to bring them into the fold. The possibility is there – and intentions, no matter how noble, can have dire consequences. Characters can fall apart, go mad, lose themselves in addiction, lose everything they possess, become nothing more than a reflection of what they’re fighting. Nietzsche once said that those who fight monsters should take care, lest they become monsters. And if you stare too long into the abyss, the abyss stares also into you.