You are a group of teens who have grown up in the McClairite sect. The McClairites are a spiritualist religion founded in the mid-1800s by siblings Jane and Samuel McClair. The underlying principle of McClairite belief is a division between the Light and the World. By exercising certain virtues, people can come to reflect – and eventually merge eternally with – the Light. But the World is always trying to tempt you away from the Light, trapping you in a realm of change and ultimately death. There aren't many McClairites still around, and those who remain (members of the Stamfield McClairite Assembly, like your parents) tend to isolate themselves from the surrounding world as much as possible. 

In particular, good McClairites forbid their children from partaking of any popular culture – no TV, no movies, no music, no books, except what has been authorized by the church. But you have been called together by Pastor Daniel Burton, the current leader of the church, for a special mission. He disagrees with the insularity of the church, and believes that there is the potential in all human creations to reflect the Light. So he wants you to infiltrate the world of popular youth culture and report back on how it could be used to spread the McClairite message.

To start the game, you will first need to pick the time and place of your game, to establish what the worldly pop culture surrounding you is. You could be in 1950s London, 1990s Seattle, 2010s Tokyo, or anything else, as long as all players have a decent familiarity with the pop culture of the time. You should also pick out one bit of pop culture from your time period that you will focus on infiltrating – perhaps a particular music scene, or a media fandom, or a convention.

Next, come up with the specific doctrines of the McClairites. These should be chosen to be in direct opposition to the prevailing culture of your setting. So in a 1950s game the McClairites might preach free love, whereas in a 2010s game you might have them advocate abstinence. Based on these doctrines, pick out five major Virtues that define the path to the Light, and their corresponding Worldly vices. (These are virtues and vices according to the McClairites – they may or may not correspond with any given player's own personal moral compass!) Write each virtue/vice pair at opposite ends of one of the stat tracks on your character sheet, and place a token on one of the boxes along the track, like so:

Vice: Violence [ ] [ ] [O] [ ] [ ] [ ] Virtue: Pacifism

The token represents the dividing line between virtue and vice, with the size of the track on either side showing your amount of virtue or vice.

Growing up in a small insular community, all of the characters know each other well. To flesh out your characters, have each player tell a story about a time when their character and another player's character did something together or were involved in some event in which they both exhibited one of the virtues, and a story involving a different other character in which they both exhibited one of the vices.

During the game, you will be faced with tough choices. When you choose to exercise a McClairite virtue, move the token one space further away from the virtue end, to indicate building up favor with the Light. When you indulge a vice, move the token one space farther away from the vice end, to indicate that you are fitting in better with the World. So, if the character in the example above made an important pacifist choice (perhaps they refused to fight back when harassed by an NPC), they would adjust their character sheet to look like this:

Vice: Violence [ ] [O] [ ] [ ] [ ] [ ] Virtue: Pacifism

To attempt an action that reasonably may or may not succeed, decide which virtue or vice would help you with that. Then roll 2d6 and add the number of open spaces between the virtue/vice and the token on the track (e.g. in the above example, if you were using Pacifism, you would add 4 to your roll). Generally speaking, you will need to use virtues to complete your mission's objectives, but you will need to use vices to help you fit in with the world around you and avoid blowing your cover.

If you roll above 14 on a virtue, a miracle occurs. The player briefly takes over the GM role and can modify the world or cause an otherwise impossible event to happen.

If you roll above 14 on a vice, the World sucks you into its clutches. The GM takes over your character briefly and describes something that happens to further distance you from the McClairite church – perhaps Pastor Burton finds out that you drank that beer, or you are overcome with lust and make a bad decision.