Extraction: An Amber game
This game is set (initially) on Earth, in the world of the film Inception. In this world, a device called PASIV was designed by the American military to allow people to share dreams. Initially conceived as a training tool, PASIV has now been subverted as a corporate espionage tool. The Americans have long since lost control of who has the PASIV technology, and in an attempt to regain some honour over the debacle, they have fought to make the units illegal outside of the military. While such laws have been passed in America, other countries have been lax to follow, primarily because the units are not widely available, and because they require specialist training and access to a drug called Somnacin. The EU has listed Somnacin as a class 1 controlled substance, but this is merely a stop-gap measure. Already, there are newer versions of the drug on the market.
The people who work in this underground PASIV industry are a varied lot, and very few of them operate inside the law. They fall into roughly two camps — those using the PASIV as an interrogation tool, and those using it recreationally. In the first camp are the espionage agents, offering their services to anyone who can pay them to extract secrets from their targets; opposing them are the trainers, teaching potential targets how to resist extraction. In the second camp are drug dealers, dream dens, and the majority of the illegal trade in Somnacin and PASIV units. There are even legitimate users for the units, such as NASA’s space research and various rehabilitation charities.
You live in this world of drug dealers, addicts, and corporate espionage. In fact, you’re one of those illegal users of the device, hunted by the authorities and tolerated by those who want your services.