Hyperpunk!/Characters

=Characters=

Attributes
Cost 5. All Attributes start at d8. You may lower any Attribute to raise another. Minimum Attribute is d6, maximum at start is d12 (before any class enhancements).
 * Body
 * Mind
 * Presence
 * Soul

Free points
20 points.

Skills and Specialties
Cost 1. All Skills start at d4. Specialties are only available when its Skill has reached d8. The first point in a Specialty raises it to d10. Distribute 20 points among skills and specialties. Maximum Specialty at start is [d12,d4].

Intimacies
Gain 10 Intimacies at d6. Add 10 points to theses Intimacies, max d10. Remember that you may lower any Intimacy at the end of a session to raise another. You may always roll any Intimacy at d4 to gain a (P). Opponents may use (P) on any hitch with the relation in question involved to gain a Relation-sized Asset. Examples: I hate   must me protected.  will be the death of me.  must be upheld.  deserve respect.

Perks
Every resource, contact or organization starts at d6 and may be raised. You may triple a Perk to shut it down the rest of the session, with GM permission. Perks always require at least some preparation but you may pay a (P) to flashback the preparation. The HAMMERHEAD always carries 7 Resources for the Rescue Specialties. A packing manager is chosen randomly each sortie as the one to manage these resources, deciding what to bring, etc.
 * 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
Choose up to three Flaws.
 * All provide a PP when triggered.

Distinctions
Create three Distinctions.

Progression

 * Each Attribute step: 5p
 * Each Skill step: 1 p
 * Each Spec.step: 1 p
 * Each new d6 Perk: 1 p
 * Each Perk step: 1 p
 * Each new d6 Intimacy: 1 p
 * Each Intimacy step: 1 p
 * Each new d6 Power: 3p.
 * Each Power step: 3p.
 * Each Ability: 1p
 * Each Distinction step: 5p
 * Lowering a die and and raising another in the same pool: Free once per session.