Well, it seems to be your run-of-the-mill cyberpunk setting, but then again, that's what you were going for, right?
Pretty much. I want to have enough flavor in the final product to reinforce the genre, but I want the group to build the actual setting. The most memorable AW games I've seen are memorable for the interesting takes on playbooks or the evocative setting the group builds together. I want to capture some of that.
I actually intend to provide additional playbooks and such to supplement this and show how it could be used to add some setting/campaign specific flavor. Playbooks currently being considered for that project include:
1.
The War Machine: You are a hunter-killer robot with a synthetic human appearance. You might have been the ultimate weapon in a ground war between humans, or you might have been a foot soldier of the AI's when mankind's greatest creation turned on them. Your group should discuss how humans regard artificial intelligences.
2.
The Uplifted Beast - You are a beast (e.g. an ape or a canine) that has been engineered to be sapient. You have the equivalence of human intelligence, but your kind has their own culture and social conduct. You and your group should discuss what place uplifted beasts occupy in society, and what their history with humanity is. Why were they created? How did they gain freedom?
3.
The Alien Sherif - You are a refugee from another planet. You're stuck here with us now, and neither side is all that happy about it. Tensions run high between humans and the aliens, and your people look to you to protect them and provide for them when human law fails them. Sometimes that may mean you, yourself, have to break human law to see to their needs.
4.
The Damned - You look human, but you are a actually monster that feeds upon them in some way. You struggle with your dual nature, your complicated relationships with humans, and the dark machinations or your kind. Was your kind responsible for the trouble that befell the world, or were they also victims; having had to face leaner times after so many humans were killed?
5.
The Spellslinger - You have access to Forbidden Knowledge which allows you to call upon magical forces and empower all manner of spell, ritual, and enchantment. You meddle with temperamental and addictive power that could destroy you if you become careless.
6.
The Sidhe Rebel - You are an elf, or possibly a human stolen as a child and raised among elves, who has been exposed to the faerie world of Sidhe. When the elves came to conquer humanity; you were among those that opposed the Seelie Court. You carry a powerful relic and are practiced in fairy glamour magics. You are an Unseelie traitor to the people of Sidhe, and a constant reminder of loss to the people of Earth.
7.
The Master - You have spent a lifetime training in the martial arts and focusing your mind, body, and spirit to the purity of your purpose. Your dedication to this balance is so great that you are capable of seemingly mystical feats of strength, endurance, and athleticism.
8.
The Tormented - You are a powerful psychic antenna capable of interacting with the unseen world to glean deeper insight. You are a psychic, seer, and medium. Your affliction marks you as different and isolates you even if others aren't aware of what you are.