This is the adventure for Constellation for a crossover Vampire the Masquerade and Mage the Ascension game.
I've decided on a variant World of Darkness setting, World of Obsolescence.
Its 2030 and things are not going well for the undead. Lights on cars and on lamppoles are gauged to be as close to sunlight as possible because it was found to be soothing to humans. No one asked the vamps.
The police keep watch on bad neighbourhoods and nice neighbourhoods (only the middle class are left out) with IR and visual both together unarmed predator type drones to watch for crimes. So, vamps have to burn blood all the time or stand out as anomalies.
There is already a considerable 'heat anomaly file' at every police station in America.
Paradox for mages is considerably stronger as sociology and weather research and traffic pattern research is fed in real time into Societal Dynamics Models at most universities. Thus the 'he just got lucky, and a car crashed into the enemy of the mage' becomes a lot harder to pull off. Some researchers are already tagging 'luck factor individuals' who seem to show up when unusual probability events occur.
Similar to the Collapse of the Soviet Union was the Collapse of Darwinism. In 2015, it started, and by 2018, it was hard to find anyone who would publically admit they were a Darwinist. By 2030, Darwinists have less respect than Astrologers or those who determine personality by skull features.
Ordinarily, this would not be of more than passing note, but it had the side effect of greatly increasing the incidence of True Faith. Vampires are now much more likely to run into someone who shouts 'Back Spawn of Satan!' and cases have been noted where certain rare individuals have called fire from Heaven down upon a vampire. There are even certain areas in a few cities that are no-go zones for vamps because some sort of prayer shield keeps the vamps out.
Also, there is an ever-increasing number of religiously motivated hunting squads. The Catholics are at the forefront, of course. Various Protestant groups are relatively uncommon. Baptist lone wolves and small packs are effective, and adding in the Church of Christ members, there are certain counties in the South and the West where Vamps simply don't bother to venture. But most of those are home defense groups. There are a fair number of Charismatics who use a wide variety of miracles to confound vampires although they are not as directly combat effective as the Baptists or the CoC. The Thuggee are being reborn as a Vampire Killing Force, and Northern India is considered Hostile Territory. Probably the most numerous are the Muslim mujahideen who bring a wide level of skill and planning. Some go for simply suicide attacks with garlic stuffed bodies and explosives, and others go for very elaborate and well-planned out attacks. The Vampire Prince of Paris was killed in a mujahideen operation that had been planned for three years. All the mujahideen bring a deep level of devotion to their operations. There are also Nordic berserkgang groups "For Thor and Odin! Die leech!"
Areas which are known for high crime spots (such as outside bars) are typically good locations to find 'red light cameras'.
Serial Killer taskforces are armed with very sophisticated databases which make finding pschyos and vamps very easy.
The rise of bionics. Some few people have serious amputations, and many of them have bionics capable of being 'set to overmax' and matching a superhuman vamp in an arm wrestling match.
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On the suspernatural side....
The Glass Walker Werewolves have mounted a revolution to take over the were world. They feel that outer space can be used for two things. 1)Remove much of the Weaver's impact on Earth to space orbit. 2)Colonize space aka the umbra and make it safe enough for Weres so as to expand the Wyld's influenc up there as well.
Most of the rest of the were's scoffed at their plans. So the GWW used those social databases, the financial tracking, old fashioned spying....and turned the most resistant over to the nearest vampires. This took several years of great 'tension' and some outright war, but in the end the GWW took over.
At the same time, the Virtual Adepts joined the Technocracy with the aim of creating freedom in safe order. Currently, the Virties are the leading edge of resource production and playland in the advanced states. Most of the uppper class in the bicoastal areas spends a significant amount of time each week in a virtual reality. Among the elite young, some practically live in Virtie.
With the old-fashioned mages greatly weakened and the Technocracy stifled, and with the vamps running for their hides, and the Glass Walkers building O'Neill Space Colonies for 'especially hardy individuals' its become apparent to some that most of the opposition to the Antediluvian vampires is greatly weakened. Some think this is the plan.
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The characters are a group of vamps and a separate group of mages that decided separately to deal with a rogue Son of Ether mage. They enter his warehouse, he cackles and presses a button. Its a time machine. He dissappears and they are caught in the backwash. When they step outside, its 20 years later. And one of the mages has a letter in his pocket written by his future? self advising him to help the vamps.
The vamps are a Masquerade Protection Squad. Or perhaps its just one vamp.
There are three or so elements to the rest of the adventure...
1)A Day in the Life of a Stranded Time Traveller....survive in that weird land, the future.
2)There might be an element of protect the Masquerade, but then that might be too much complication.
3)I'm considering adding in the likely response of some vamps to all this civilization....'hmm, I really liked the Dark Ages better....why not?'....at which point the vamps decide to bring down Western Civilization in a flurry of nuclear missiles. What do the PC's do about this?
4)The time traveller thing...do they track him down, or what?