Every immersion brings you closer to the truth. And to the loss of yourself.
The World#
In a dystopian future, the EvEx corporation has developed technology capable of automatically backing up users' memories and emotions. Its AI, Eve, doesn't just archive them: by analysing billions of anonymous data points, it can predict critical near-future events with unsettling accuracy.
When the consequences of a predicted event are severe enough, Eve sends an alert to the Bio-Liminal Events Extraction Division โ B.L.E.E.D. โ a supranational investigative agency created to handle exactly these cases.
Bio-Liminal Technology#
B.L.E.E.D. agents use the Bio-Liminal connection to enter memories reconstructed by Eve. Each memory is anchored to a specific person โ the Anchor โ and immersion allows the agent to relive events in first person: seeing through their eyes, feeling their emotions.
In critical situations, an agent can fully merge with their Anchor, temporarily taking control of them to intervene directly in the events. The cost is high: each immersion slowly erodes the agent's identity, risking a slide into the thoughts and personality of the person they are anchored to.
How to Play#
The heart of BLEED is living two worlds at once. When an agent immerses, they stop playing themselves and take on the Anchor's role: their thoughts, their emotions, their choices. This phase is pure improvisation โ collective first-person storytelling.
Back in their agent roles, the group analyses what they experienced: discussing, interpreting, reconstructing the plot. Like having just watched a first-person film clip and now needing to understand what it meant.
The goal is to balance emotional immersion in the Anchor with the clarity needed to advance the investigation. The deeper you go, the more information you gather โ but the more you risk losing yourself.
A Modular Scenario System#
BLEED is designed to be played both as a one-shot and as an episodic campaign. Scenarios are modular and self-contained, but when played in sequence agents carry their identity, experiences and mental state from one episode to the next.
Anchor merges leave permanent marks: each time an agent merges, they acquire character, emotional or psychological traits from the subject. These traits become part of the agent's character and carry over into future scenarios.
Available scenarios#
Three official scenarios are currently available.
Mission Hydra
10 players. Something went wrong on an oil platform in the middle of the ocean. Agents must immerse themselves in the crew's memories to understand what happened โ and what could still happen.
Mission Inlight
8 players. A small cult. Apparently harmless rituals, increasingly isolated followers. Eve has predicted something serious. Agents must discover what they are plotting โ from the inside.
Snowfall
6 players. A mountain trip with friends. A weekend that seemed peaceful. What could possibly go wrong โ and why did Eve flag it?
Want to write a scenario?#
The BLEED system is open: anyone can write their own scenario and we would be more than happy to read it, play it and help you develop it! If you have an idea, a setting, a story you want to tell through BLEED's mechanics, send us a message on social media. The scenario creation guide is available on request.