Hyperpunk!/Cortex

=Traits=

Dice splitting and progression
You may always split any die into 2 dice 1 step lower for a roll (Sweep/Safe/Routine), except for d4s. Progression continues past d12 with d12+d4, which does not provide an extra keep die.

Attributes
Distribute d4, d6, d8, d10, d10, or d6, d6, d8, d8, d10, or d6, 4 d8.
 * Body (Str/Tou/Agi)
 * Mind (Int/Wit/Per)
 * Presence (Social)
 * Soul (Psi/Luck/Will)
 * Capacity (Cyber/Bionetics/Tech)

Administration

 * Bureaucracy
 * Economics
 * Law
 * Management

Agriculture

 * Animal Husbandry
 * Aquaculture
 * Farming
 * Forestry
 * Hydroponics

Athletics

 * Aquatics
 * Archery
 * Freefall
 * Parachuting
 * Military Training
 *  (ex. Track & Field, Decathlon, Parkour, Baseball, American Football)
 * Throwing

Close Combat

 * Armed Combat
 * Unarmed Combat

Command

 * Leadership
 * Logistics
 * Strategy
 * Tactics

Communication

 * 
 * Negotiation
 * Oration
 * Persuasion
 * Writing 

Culture

 * Baltic
 * Corp
 * Hybrid
 * Military
 * Plex
 * Russian
 * Suburban
 * Scandinavian
 * UN
 * 
 * 
 * 

Fine Arts

 * Acting
 * Artisan
 * Dance
 * Music
 * Painting
 * Photography
 * Sculpture

Firearms

 * Handguns
 * Longarms

Human Sciences

 * Anthropology
 * Archeology
 * History
 * Politics
 * Theology

Life Sciences

 * Biochemistry
 * Botany
 * Ecology
 * Genetics
 * Zoology

Medicine

 * Cyber
 * Bionetics
 * First Aid
 * Forensic Medicine
 * General Medicine
 * Hybrid
 * Pharmacology
 * Psychology
 * Surgery
 * Veterinary Medicine

Military Weapons

 * Heavy Weapons
 * Gunnery

Physical Sciences

 * Astronomy
 * Chemistry
 * Geology
 * Meteorology
 * Physics

Psionics

 * Freek
 * Peek
 * Teek
 * Zeek
 * Psionic Resistance

Stealth

 * Hiding
 * Shadowing
 * Sneaking

Subterfuge

 * Bribery
 * Disguise
 * Fast-Talk
 * Forgery
 * Lockpicking
 * Sleight of Hand

Survival

 * Fishing
 * Foraging
 * Hunting
 * Mountaineering
 * Navigation
 * Orienteering
 * Tracking

Tech

 * Computers
 * Damage Control
 * Demolitions
 * Electronics
 * Mechanics
 * Remote Operation
 * Cyber
 * Bionetics
 * Technomagic

Vehicles, Flight

 * Fixed-Wing
 * Rotary-Wing
 * Transorbital
 * Space

Vehicles, Ground

 * Small
 * Medium
 * Heavy
 * Military

Vehicles, Marine

 * Sail
 * Ground Effect
 * Motorboat
 * Ship

Free points
10 points

Specialties
Bonus dice on all Training. Examples: Freek Psionics, Small Arms, Water Purification, Local Law. You get 4 x d6 Specialties at start. /Old

Intimacies
Gain 10 die steps of intimacies, max d10. You may pay 3p per step to convert an Intimacy to a Signature Intimacy.

Perks
Every resource, contact or organization starts at d6 and may be raised. Perks are spent when used, and regained after a downtime. Gain a Flaw for each Perk or Perk step increase. You may pay 3 points per step to transform any Perk into a signature Perk (which may be used continously).
 * Resources (Examples: Old Money, Weapons Cache, Chemical Storage Facility)
 * Contacts (Examples: Big Joe (Nomad), Thunder Betty (Cyber Ganger), Pillow (Merc)
 * Organization (Examples: Arasaka Chicago Police, Niagara Power District, Chiapas Shaman Collective, Black Strike Team, 3rd Transport Company)

Flaws

 * All provide a PP when triggered.

General Talents

 * Choose a group when this Talent is bought. Pay (P) or step up any stress to gain an extra kept die on the specified group.
 * Choose a group when this Talent is bought. Pay (P) or step

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

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 Body
Keep an extra die when you use Body rolls.
 * Pay Ⓟ to step up Body and double it.

Enhanced Mind
Keep an extra die when you use Mind rolls.
 * Pay Ⓟ to step up Mind and double it.

Enhanced Presence
Keep an extra die when you use Presence rolls.
 * Pay Ⓟ to step up Presence and double it.

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

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?)

Progression

 * Each Attribute step: 8p
 * Each Training Package step: 2 p
 * Each Spec. d4: 2p, step: 2p
 * Each Perk d6: 1p, step: 1p
 * Each Intimacy d6: 1p, step: 1p
 * Each Signature step: 4p (or 3p to upgrade an existing Perk or Intimacy)
 * Each Power starts at d6: 8p/+8 per step. Gain a Power ability when buying the Power to d6.
 * Each extra Power ability: 1p
 * Each Distinction step: 5p
 * Lowering a die and and raising another in the same pool: Free once you gain enough XP to raise the die.

Classes
You may choose 2. They provide a package and power sets.

Agent
(48)
 * Example d8 Distinctions: Center Stage Persona, Scheming Bastard, Power behind the throne
 * Presence +1
 * Liaison +2
 * Crowd Control +1
 * Tactical Response +1
 * Bionetics d6 (8)
 * 6 d6 of Skill Spec:s
 * 4 d6, 4 d8 points of Resources or Contacts

Aristo
(48)
 * Example Distinction: Celebrity looks d8
 * +1 to all attributes (40)
 * Bionetics: d6 (8)

Bioroid

 * Example Distinction: Inhuman d8
 * Flaw: Soul is always set to d4 and may not be raised. Remove d8 from Attributes. Immune to Psi. Gain (P) when Soul is rolled.
 * +1 Body, Mind, Presence, Capacity (32)
 * +1 to any 4 different Training Packages (8)
 * Bionetics d6 (8)

Bodyguard

 * Example Distinction: Close protection d8
 * +1 to any Attribute
 * Tactical Response +1
 * Liaison +1
 * Emergency Medical +1
 * Transport +1
 * 8 d4/+1/max d10 Emergency Medical, Liaison, Tactical Response, Transport Specs
 * Perks d6, d6, d6, d6
 * Cyber d6
 * Bionetics d6

Bounty Hunter

 * Example Distinction: Bloodhound d8
 * Body +1
 * Mind +1
 * Investigation +2
 * Tactical +1
 * Liaison +1
 * Any 4 d4/+1/max d10 specs
 * Bionetics or Cyber d6 8
 * Contacts d6, d6
 * Resource d6, d6

Bureucrat

 * Example Distinction: Red tape Cutter, Flexibility Implementation Expert, Grass-root Problemsolver
 * Mind: +1
 * Presence: +1
 * Investigation +1
 * Liaison +1
 * Legal Spec. +2
 * Logistics +2
 * 4 d4/+1/max d10 Spec. to any of the above.

Con Artist

 * Example Distinction: d8
 * Presence: +1

Corp Samurai

 * Example Distinction: Corp Samurai Giri, Sword and Corp Wielder, General of the Art of War
 * Body: +1
 * Soul: +1
 * Tactical Response: +2
 * Liaison: +2
 * 6 d4/+1/max d10 Spec. to any of the above.
 * Cyber or Bionetics d6, d6
 * Corp support d6, d6

Crisis Expert

 * Example Distinction: Team-oriented d8
 * +1 to 2 different Attributes
 * 6 different +2 to any Training package.
 * Perks: d6, d6, d6, d6, d6, d6, d6, d6, d6

Courier

 * Example Distinction: Extensive Courier Network, Pathfinder General, The Delivery Woman
 * +1 to Presence
 * +1 to Body or Mind
 * 8 different +1 to any Training package.
 * Perks: d8, d8, d8, d8
 * Cyber or Bionetics: d6

Diplomat

 * Example Distinctions: (Messianic Peacemaker, Silvertongued and Silverspooned, Grizzled Frontline Negotiator)
 * Presence: +1
 * Liaison: +2
 * Legal Spec.: +1
 * Resources d8, d6, d6, d6
 * Contacts d8, d6, d6, d6

Clone Family

 * Example Distinctions: Family is everything, Family Spiritual Councellor, Warfare Clan Scout d8
 * Soul: +1
 * One other Attribute: +1
 * 8 Spec. d4/+1/Max d10
 * Bionetics d6
 * Resources (Family members): d8, d8, d8
 * Perk d8

Family Coordination
Pay PP. You may keep an extra die die when you use a Family member resource.

Family Ties
Pay PP. Step up your Family members die 2 steps for the current Action.

Family Feud
You may pay a PP and a Family member resource to remove any Complication or Stress, or create a Family Body Double d8 Asset.

Cleaner

 * Example Distinction: Code of Honor d8
 * Body: +1
 * Tactical Response: +2
 * Investigation: +1
 * Urban Recovery: +1
 * HAZMAT: +1
 * Mechanic: +1
 * 2 Spec. d6/+2/Max d10
 * Resources d6, d6
 * Contacts d6, d6
 * Cyber, Bionetics or Zeek d6

Honourable Deeds
Pay a PP. You gain 2 steps to any Action meant to affirm any Intimacy.

Invisible Touch
While hiding evidence, gain a reroll.

Righteous Actions
When you go against orders for a higher cause, gain a PP.

Exec

 * +1 Mind
 * +1 Presence
 * +2 Liaison
 * +2 Logistics
 * +1 to 4 other Training packages
 * Bionetics d6
 * Perks 4 x d8

Fixer

 * Presence +1
 * Perks 8 x d6, 8 x d8
 * Liaison +2
 * 6 Training Packages at +1
 * Cyber or Bionetics d6

Full Conversion Borg
Example Distinctions: Corp Black Team Heavy, Escaped Prototype Solo, Euro-Circuit Celebrity Athlete
 * Cyber: d6. d6. d6. d6. d6, d6

Zeek

 * Soul +1
 * Capacity +1
 * Zeek +2
 * Backgrounds 3 x d6
 * Bionetics d6
 * Cyber d6