Hyperpunk!/Powers

Cyber
Choose two tags from the tag list for the Cyber. All Cyber comes with the Limit: Exhaustion. Every time a hitch is rolled in a roll involving Cyber, you may be burdened with Mind or Physical Stress (Exhaustion) equal to the Power die.

Cyber Strength
Choose one of the below:
 * Spend a Ⓟ to perform a fantastic feat of strength.
 * Spend a Ⓟ to break through a wall—even a brick or stone wall—to grab a target or object on the other side.
 * Spend a Ⓟ to wield a large inanimate object, like an automobile, as a weapon (and as a Cyber Strength rating stunt).

Cyber Resilience
Choose one of the below:
 * Spend a Ⓟ to adapt your physiology to new conditions.
 * Spend a Ⓟ to extend your adaptation to other characters as long as you touch them.
 * Spend a Ⓟ to step down an opponent’s effect die.
 * Spend a Ⓟ to ignore the effects of exposure to extreme temperatures such as arctic cold or volcanic cores.
 * Spend a Ⓟ to ignore the need to breathe in an airless environment such as underwater.

Cyber Speed
Choose one of the below:
 * Spend a Ⓟ to perform an interrupting extra action.
 * Spend a Ⓟ to move into or far away from close combat.

Jump Legs
Choose one of the below:
 * Spend a Ⓟ to join a scene or switch to a new scene regardless of distance.
 * Spend a Ⓟ to jump...
 * d6: 1 story.
 * d8: 2 stories.
 * d10: 4 stories.
 * d12: 8 stories.
 * +1 step: x2 stories

Runner Legs
Choose one of the below:
 * Spend a Ⓟ to run so fast you run up a vertical surface.
 * Spend a Ⓟ to zip around an obstacle during a chase; you may use this obstacle as a Cyber Speed rating stunt against your pursuer.

Movement Enhancement (Parkour)
Choose on of the below:
 * Spend a Ⓟ to ignore all terrain in an area.
 * Spend a Ⓟ to move through a very small opening at full speed.

Cortex Enhancement
You may work as a data courier or secure data storage. Choose one of the below:
 * Spend a Ⓟ to gain a Training Package (and an extra effect die) at Cortex Enhancement rating for a scene.
 * Spend a Ⓟ to figure out advanced technology well enough to use it…once.
 * Spend a Ⓟ to deduce the language or code’s origin in general terms.
 * Spend a Ⓟ to read binary code to reconstitute data files or understand a program’s function.

Cyberlink
Choose one of the below:
 * Spend a Ⓟ to break through a computer system’s firewall.
 * Spend a Ⓟ to control any electronic device in the same scene as you; you may use this device as a Cyberlink rating stunt for the rest of the scene.
 * Spend a Ⓟ to turn on and control vehicles as if you’re physically driving them.
 * Spend a Ⓟ to see through the “eyes” of electronic devices in scenes other than your own.
 * Spend a Ⓟ to override security codes on door panels or electronic vaults.

Cyberdoc
Choose one of the below:
 * Spend a Ⓟ to recover stress or complications caused by injury or fatigue (Body).
 * Spend a Ⓟ to recover stress or complications caused by fear or anxiety (Presence).
 * Spend a Ⓟ to recover stress or complications caused by confusion or (Mind).
 * Spend a Ⓟ to cure yourself from any ailment or disease.
 * Spend a Ⓟ to ignore hunger or exhaustion due to lack of sleep.

Cyber Senses
Choose one of the below: you’re not in. object and track the scent to its source. what’s possible with an electron microscope. Limits: Overheat (May only use sense every other turn),
 * Spend a Ⓟ to see through objects.
 * Spend a Ⓟ to hear or see into a nearby scene
 * Spend a Ⓟ to get the scent of any person or
 * Spend a Ⓟ to see microscopic details beyond
 * Spend a Ⓟ to see in all directions at once.
 * Spend a Ⓟ to hear signals along the radio band
 * Spend a Ⓟ to see beyond the normal electromagnetic spectrum.

Cyber Limbs
great heights.
 * Spend a Ⓟ to stretch long distances to reach

Cyber Predictor
move in a fight. Remove the highest rolling die from their next roll.
 * Spend a Ⓟ to sense an opponent’s next

Cyber Swimmer
You can move through the water at great speeds, more like a dolphin or shark than a human. Usually this ability includes an adaptation for surviving underwater, making it possible for you to sustain those speeds deep underwater without coming up for air. If you don’t want this to come with underwater breathing, add that as a limit. Add this ability’s die into any roll that involves aquatic activity or movement.

EMP Hardening

 * Spend a Ⓟ to double any resistance dice versus EMP.

Enhanced Looks

 * Pay Ⓟ to step up Enhanced Looks and double it.

Enhanced Health

 * Pay Ⓟ to step up Enhanced Health and double it.

Enhanced Body

 * Pay Ⓟ to step up Enhanced Body and double it.

Enhanced Mind

 * Pay Ⓟ to step up Enhanced Mind or double it.

Enhanced Presence

 * Pay Ⓟ to step up Enhanced Presence or and double it.

Disruptor Blast
Generate a blast liquifying or atomizing matter. Choose one: big as a car.
 * Pay Ⓟ to step up Disruptor Blast and double it.
 * Spend a Ⓟ to create an area effect.
 * Spend a Ⓟ to destroy an inanimate object as

Enhanced Movement

 * Pay Ⓟ to step up Enhanced Movement and double it.

Psi
Psi comes with the Limit (Brainburn). It causes Mind or Presence stress on rolled 1s.

Peek
Disguise, Cancel Psi, Divination, Farsight, Invisibility, Mind Reading, Slumber, Speak Language
 * (Fear, Blind, Confusion, Stun, Puppet, Slow)(P) to generate a d8 asset affecting all enemies instantly. Or roll a test to generate an [Effect die] worth of the asset against all enemies present. Single target effect is does not cost (P).

Teek
Barrier, Blast, Damage Field, Deflection, Fly, Intangibility, Legerdemain, Smite, Telekinesis
 * Entangle: (P) to generate a d8 asset affecting all enemies instantly. Or roll a test to generate an [Effect die] worth of the asset against all enemies present. Single target effect is does not cost (P).

Zeek
Detect/Conceal Psi, Enhance/Diminish Psi, Regain Power, Drain Power, Power Cultivation

Psionic Resistance
Diminish Psi Effect, Enhance Psi Defense, Shield Area, Shield Other, Burn Power (Defender 1, Attacker Effect Die steps from d4?)