A word on themes:
Themes were initially envisioned to be character archtypes for the players to choose form. As I spent time thinking about the structure of the lifepathsystem, I felt this became sort of tacked on. I couldn't quite make it fit.
And then in a stroke of insomnic frustration I had the idea that themes should have two purposes.
The first is to provide the color of the flow-chart that guides you through the generation of that memory.
e.g.
Warewolf - being a more war, direct action and heavy combat influnenced memory.
Negotiator - being more a black ops, stealth, assasination influenced memory.
The second is to organise and color the character built with these memories through the type of moves offered.
Warewolf – shell based moves. The core of this theme is the dissociation of human flesh and old skool cyberpsychosis, the forsaking of human frailty for machined perfection.
Negotiator – sleeve based moves. The core of this theme is rapid change, flesh is disposable, and an addiction to the sensations and frailty of the flesh.
Hard Case – moves from the street. The core of this theme is social adaptability, with a raw edge and desperation as heavy fuel.
Player – moves that play with your mind. The core of this theme is the social camouflage, using sex, credits and base instincts to prey on the unwary.
Transporter – moves that are all about motion. The core of this theme is movement through and manipulation of the environment and hardware.
Ghostwalker – moves that manipulate the floating world. The core of this theme is about the crossing of realities, making the A.R. bend to your will or shape the Interface through thought.
Wraith – moves that attack your ghost. The core here is the violation of the mind, the digital soul and those that prey on it.
I see this pushing play in my wanted direction.