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The nuclear wars scourged the planet clean of everything. In their wake, the land had been blasted flat - the rocks, dirt, and sand melted to glass.
Welcome to the Glasslands
What humanity survived, did so beneath the glass, underground. Now four hundred years later, it is safe to leave the depths, but the returning humanity is not the same as what you and I might recognize.
Physically, most of humanity is still, well, humanoid. But without sunlight and residule effects of radiation have caused humans to lose hair and body mass. Shorter and thinner, only the size and shape of the head has remained the same. The darkest skin gets is a listless grey, most skin tones remain a slightly off white. Eyes have enlarged, and are luminious. And those are the clones, called Dollies. A few minority of humanity, Breeders, give birth to offspring we would not give a second glance at.
But the greatest change to humanity, Dollies and Breeders alike, is internal. It varies from individual to individual, some have nothing, yet many have some type of mental power. Those that do are called Actors. They fall into four rough divisions named Teams:
Glass
Emotions and thoughts - The invisibles of the mind, seen in the soul. These savants are intellectuals and emo-paths who can store memories and ideas in glass, or heal the wounds of the spirit. The most powerful, when above ground, raise legions of ghost-memories from the wounded land to strike out at the psyches of their enemies.
Steel
Electro-magnetic - The intricacies of metal, dance of the electron. Technomancers who are the only reason humanity have any technology to speak of, building computers to vehicles to warstriders. The most powerful build cyborg parts to heal humans, and give birth to machinces with sentience.
Meat
Bio-kinetic - The fire of life, the machinery of flesh. Doctors, entertainers and physical perfections alter the body to fit the need, in others and themselves. The most powerful can make the air poisonious from the bacteria usually harmless floating by, or blind by altering the lice that live in your eye lashes.
Light
Tele-kinetic - The forces of the univerce, the bonds that bind. Workers and brutes, the manual laborers lifting tons as a time, as well as the ones who pack the most punch, or freeze with a field of force. The most powerful become architects of invisible castles and artists giving gentle caressing massages.
To live under the glass for 400 years, strict and dire changes had to be made to society. Everyone now lives under the Law, dictated by the Commitee of Ancients, enforced by the Teams of Actors. One of the harshest laws, due to dwindling supplies and meager resources, even with fungi farms, no one over thirty is allowed to live - unless an applicant can plead his or her case to the Commitee of Ancients. This is the final test of many lives, only a few will, and can be allowed, to pass this.
Why does humanity needs a population of Dollies and Breeders, if they are to die by thirty? One is to fight against the Muties. Muties are what remains of life above the glass - a deadly organic mixture of plants and animals. If they aren't off killing and eating each other, then more than likely they are trying to kill and eat you. Some have only the reactions of a plant, some the intelligence of a dog, others are even Actors - but they are all predators.
The other reason is the splittering of the Commitee of Ancients. Now differing Commitees rule diverse bunkers, where the Law varies depending on admendments and decries. The bunkers wage wars for resources and revenge against each other, and some worry that ancient destruction will once more reign down.
The natural time limit of the game is the life span ending at thirty years old. I am thinking four players, one from each Team. I am thinking 4 sessions of two hours each: 1st session - chargen and background, introduction of the Commitee of Ancients, mission against muties; 2nd session - mission deployment against another bunker; 3rd session - mission deployment against one's fellow bunker members escaping at 30; 4th session - character's thirtieth birthday and Pleas made to the Commitee of Ancients to live. Essentially, the end of the game is to occur with the death of the character, or the winning of the character's plea, based on how they acted and lived through the three levels of missions giving deeper and more conflicting issues for the characters to grapple with.
Anyone catcht that I actually used all 8 ingredients?

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Okay, bed now. But I am still not certain which to do:
the Glasslands
or
The 13 Glass Skulls of the Ancients!