Cyberpunk is a 1980s genre about the fear of the future. That future is now.
The Future We Saw is set in 2020, a game of politics conducted through other means while Capitalism is in its death throes. Blackmail. Kompromat. Murder. Hacking. Infiltration. Corruption. The kind of fiction that you wish fake news sites authors would write about, if they could write. Players are agents for one of many organizations, and work behind the scenes, as fixers and thugs. The Future We Saw is about current politics, seen through cyberpunk concerns and fear.
Centered about faction play, the characters are fixers, assassins and hackers working for a political group or a corporation, helped in their missions by Seers, normal people that due to work-related trauma have internalized AI immense prediction capabilities, and can use them for their own sake.
The game features:
Four classes for 5e: the Veteran, the PsyOp, the Specialist, the Seer.
New ways of hurting: Stress, Burnout, mental breakdown, Grisly Wounds.
Future Sights: how to use the Seers' predictive power in play, and in which ways they impact the plot.
Faction and Mission rules, procedures to structure play through missions, provisioning of equipment (there is no shopping list)
Schemes, high level machinations of Factions, how to grow them and evolve them