Hyperpunk!

=Campaign Description=
 * Players are special crisis agents of the Scandinavian Civil Contingency Agency (MSB) in the Scandinavian countries, sometimes travelling to neighbouring countries for special occasions.
 * Crisis
 * Developing post-human problems.
 * Military entanglements
 * Societal changes
 * /GM

History

 * The big magnetic storm of 2070 was the straw that broke the camel's back. About 0.1% of the nuclear stockpiles detonated spontaneously. All computer systems were down for a few months, and some crashed permanently.
 * The world economy crashed, slightly. And the Great Reboot happened.
 * UN has some power now, mostly because Japan, Australia and Scandinavia provides it with funding. The Security Council is gone. The Corporate Court has appeared in its place.
 * Weather spirals out of control. Animal mutation rates skyrocket. Many geneered species escape or are released into the wild. Cross breeding occurs.
 * Nations balkanize and split, as the nation concept loses coherency compared to netional citizenry.
 * Cyberpunk economy with corporate interests and hostile takeovers. Hostile.
 * Small brushfire wars are everyplace, but not in the Nordic countries or Japan. Other cool spots include Irland (except Northern Ireland), Australia (Which still battles the many warlords in China, together with other JAEF forces).
 * JAEF (Japanese-Australian Emergency Force), also includes many South East and West Asian countries.

Current commonplace problems

 * Pandemics.
 * Weather anomalies (Droughts, floods, deluges, whirlpools, tornadoes, typhoons, magnetic storms and other).
 * Natural catastrophes (Volcano eruptions, earthquakes, magnetic storms, Firerains (ozone white-outs), animal migrations, animal mutation, mud slides, tsunamis).
 * Technomagic incidents.
 * Accidents: Plane crashes, satellite crashes, mega drone car pile-ups, fires, electrical overloads.
 * Corporate Warfare: Sabotage, deliberate destruction of infrastructure, local warfare.
 * Psionic uprisings: Sabotage, deliberate destruction of infrastructure, guerilla warfare.
 * Brush wars: Total regional and national devastation.
 * Displaced populations.

Japan

 * Japan is ruled jointly by corporations and the government (There is an assembly with corporate representatives present).
 * The old Sengoku era has returned with samurai, noblemen, and corporate daimyo.
 * Japan is one of the most advanced nations in the world.

Scandinavia

 * Scandinavian countries have an elected government, and there is a military/government/industrial complex. It's all the same, but privately owned.
 * There are about 50 parties. Referendums are held every month, with the parliament rearranging accordingly. Many voters subscribe to a vote plan, voting as a specific person, party or group, often receiving a monthly compensation.
 * All farmers are employees of the state, and pay no taxes. Arla is now a wholly owned subsidiary of the KFAxIca corporation.
 * All infrastructure is owned and managed by the government. The government leases companies to service and run the infrastructure.
 * Bioroids have normal human rights in Scandinavia, and often come to Scandinavia from other parts of the world, fleeing slavery.
 * Human 2.0 are classified as normal humans in Scandinavia.
 * Hybrids and Clone Families have to pass a mandatory 6-month psychiatric evaluation if migrating into Scandinavia, with recurring half-yearly psychiatric checkups.

Technology

 * Low-grade restricted AI exist. They explode when their cooling system is breached.
 * Powersuits are commonplace in dangerous and demanding occupations. They explode when their mini-fusion battery is breached.
 * Mecha exist as support vehicles (crane/bulldozer/roller/scrape/etc) and as military support walkers. They do explode when their internal fusion battery is breached.
 * Fusion exists as huge installations for continents or large countries. They can explode.
 * Drone cars are commonplace and required to be autonomous. They explode when their flame-and-crash-inhibiting foam fails.
 * Mini-fusion-piles are near-fusion-hot systems that generate large amounts of heat. They require cooling systems and are also called fusion batteries.
 * Airplanes are not that common. They are all electric, and explode when their mini-fusion-piles explode or their liquid-nitrogen cooling system is breached.
 * Cybernetics replace the many military amputations. They explode for all kinds of reasons.
 * Bionetics are used by the masses for small enhancements, and for the ultra-rich for total conversions. Bionetics explode when they are put under extreme stress and then breached.
 * Military Technology still relies on firearms, now with murder swarms as the new WMDs. Remote drones are OK, swarms of self-governing drones is not. Von Neumann guerilla units are also very forbidden. And vectored plagues. All of these but plagues still explode, and some plagues make you explode.
 * Trains are commonplace and very fast. They explode when all of their safety systems are hacked.
 * Nanoweave (Nanoväv), Nanoflex, Mythramail(Mithril) are three very popular lines of armor materials. Nanoflex is essentially thin Nanoweave with added colour-tinting properties.

Technomagic
Technological experiments gone wrong, accidents and other disturbances where several, highly technical systems are involved are now called "Technomagic" as it is "indistinguishable from magic".

The Net

 * The net is fragmented, with "wild" places and sectors, where there is no oversight or law enforcement.
 * All media is launched via the net.
 * All commerce is done through the net.
 * All surveillance is done through the net.
 * Simulated Tactile Enhanced Interaction Nodes (STEIN-nodes) are used to improve the total interaction with the net. These can be implanted as bionetics or cybernetics or worn as bodysuits.

=System=

New Attributes
Presence is now a pool and the name of the former Spirit group.

New and Removed Skills
Occult is removed.

Animal Handling

 * Ride
 * Animal Care
 * Animal Empathy
 * Animal Use
 * Animal Coordination

Psionics
Action!/Schtick/Psionics
 * Teek
 * Peek
 * Freek
 * Zeek
 * Psionic Resistance

Pursuit

 * Ground
 * Pilot
 * Captain
 * Space
 * Sea

Defense Proficiencies

 * Replace Action/Thrown with Action/Willpower - Def vs Damage and Shock
 * Replace Interaction/Willpower with Interaction/Integrity - Def vs Interaction
 * Deceit/Guile - Def vs Deceit
 * Replace Tech/Juryrig with Tech/Stability - Def vs Cyber/Bio/Nano
 * Psionics/Resistance - Def vs Psionics

=Character construction checklist=

Detailed character building

Classes
First, choose two Classes.

Points to distribute
Attributes, Skills, Schticks, Free: 12.

Attributes
Add 12 Attribute points.

Skills
Add 12 points.

Careers
Apply bonuses and record Schticks from your Careers.

Schticks
You may buy Schticks from the Career Schtick lists. You may buy Perks.

Free points
Add to Attributes, Skills and Schticks.

=Careers=

Aristo

 * Attribute: +4 Society
 * Unique Schtick: All Knowledges count as one
 * Perk: Good Looks(2)
 * Skill: +1 to any Proficiency
 * Perk: Corporate Support (Contact Network)
 * Flaw: Overview (-2, From who?)

Advanced Training

 * Attribute: +1 Society (2)
 * Attribute: +1 Society (2)
 * Skill: +1 to any Proficiency (2)
 * Skill: +1 to any Skill (4)
 * Schtick: 4p Bionetics (2)
 * Schtick: 4p Bionetics (2)
 * Schtick: 4p Bionetics (2)
 * Schtick: 4p Bionetics (2)
 * Schtick: 4p Bionetics (2)
 * Schtick: Any Schtick 4p (2)
 * Schtick: Any Schtick 4p (2)

Elite Training

 * Attribute: +1 Society (2)
 * Attribute: +1 Society (2)
 * Skill: +1 to any Proficiency (2)
 * Skill: +1 to any Skill (4)
 * Schtick: 4p Bionetics (2)
 * Schtick: 4p Bionetics (2)
 * Schtick: 4p Bionetics (2)
 * Schtick: 4p Bionetics (2)
 * Schtick: 4p Bionetics (2)
 * Schtick: Any Schtick 4p (2)
 * Schtick: Any Schtick 4p (2)

Schtick List

 * Bionetics
 * Knowledge Skill
 * Society Attributes
 * Any 1 Schtick

Plex Corporate

 * Flaw: Obligation (-3)
 * Attribute: +2 Society
 * 8p Attributes
 * 8p Skills
 * Schtick: Bionetics 4p
 * Perk: On-call Assistant (Gang)

Advanced Training

 * Attribute: +1 Society (2)
 * Attribute: +1 Society (2)
 * Skill: +1 to Social (2)
 * Skill: +1 to Bureaucracy (2)
 * Skill: +1 to Bluff (2)
 * Skill: +1 to Guile (2)
 * Skill: +1 to Integrity (2)
 * Schtick: Bionetics 4p (2)
 * Schtick: Bionetics 4p (2)
 * Schtick: Social, Bureaucracy, Bluff, Guile, Integrity Proficiencies 4p (2)
 * Schtick: Social, Bureaucracy, Bluff, Guile, Integrity Proficiencies 6p (2)
 * Perk: Entourage (Clan) (1)
 * Perk: Favors (Contact Network) (2)
 * Flaw: Favors owed (-1)

Elite Training

 * Attribute: +1 Society (2)
 * Attribute: +1 Society (2)
 * Skill: +1 to Social (2)
 * Skill: +1 to Bureaucracy (2)
 * Skill: +1 to Bluff (2)
 * Skill: +1 to Guile (2)
 * Skill: +1 to Integrity (2)
 * Schtick: Bionetics 4p (2)
 * Schtick: Bionetics 4p (2)
 * Schtick: any Schtick 4p (2)
 * Perk: Corporate Mission (House) (2)
 * Perk: Corporation Support (Buddy Network) (2)
 * Perk: Corporation Assets 4p (any Vehicle, Base or NPCs) (2)
 * Flaw: Favors owed (-3)

Schtick List

 * Social, Bureaucracy, Bluff, Guile, Integrity Proficiencies
 * Intelligence, Perception Attributes
 * Charisma, Manipulation Attributes
 * Society Attributes at Elite

Suburban
The safest place to live is still Suburbia, now with geneered people.
 * Attribute: +1 Body
 * Attribute: +1 Mind
 * Attribute: +1 Presence
 * Skill: +1 to any Pursuit, Social, Bureaucracy, Medicine or Tech Proficiency
 * Schtick: Bionetic Processor or AR Rig
 * Perk: Good Looks 1, Bionetic Makeup or Bionetic Processor and AR Rig0
 * Flaw: Obligation or Debt (-1)

Advanced Training

 * Skill: +1 to any Pursuit, Social, Bureaucracy, Medicine or Tech Proficiency
 * Attribute: any above 8, 4p (2)
 * Attribute: any above 8, 4p (2)
 * Attribute: any above 8, 4p (2)
 * Skill: any above 10, 4p (2)
 * Skill: any above 10, 4p (2)
 * Skill: any above 10, 4p (2)
 * Schtick: Bionetics 4p (2)
 * Schtick: Any Skill above 12, 4p (2)
 * Schtick: Any Skill above 12, 4p (2)
 * Schtick: Any Skill above 12, 4p (2)
 * Perk: Corporate Sponsorship (Contact Network) (2)
 * Perk: Corporate Aide (6p NPC) (3)
 * Flaw: Favors owed (-1)

Elite Training

 * Attribute: Resources 6p (3)
 * Attribute: any above 12, +2 (2)
 * Attribute: any other above 12, +2 (2)
 * Attribute: yet another above 12, +2 (2)
 * Skill: any above 12, +1 (2)
 * Skill: any other above 12, +1 (2)
 * Skill: yet another above 12, +1 (2)
 * Schtick: Bionetics 4p (2)
 * Schtick: Any Skill above 12, 4p (2)
 * Schtick: Any Skill above 12, 4p (2)
 * Schtick: any Schtick 4p (2)
 * Perk: Corporate Figurehead (Mentor, 4p) (2)
 * Flaw: Code of Conduct (Corporate) (-3)
 * Perk: Entourage (House) (4)
 * Perk: Corporate Sponsees (Buddy Network) (4)

Schtick List

 * Any Skill above 12
 * Any Attribute above 8

Plex Street
Born on the street, will probably die on the street.
 * -2 Society
 * Attribute: 10p any Attributes
 * Skill: 10p any Skills and Proficiencies
 * Perk: Gang 2p
 * Perk: Any 6p.
 * (Optional)Flaw: Lost limb (-2), Cybernetics 4p
 * (Optional)Flaw: -1 to any Attribute. +1 to any Attribute
 * (Optional)Flaw: -1 to any Attribute. +1 to any Attribute
 * (Optional)Flaw: -1 to any Attribute. +1 to any Attribute
 * (Optional)Flaw: -1 to any Attribute. +1 to any Attribute

Advanced Training

 * Perk: Posse (Gang 2p)
 * Skill: +1 to any Action, Guns, Deceit, Social or Observation Proficiency (2)
 * Skill: +1 to any Survival, Tech
 * (Optional)Flaw: Lost limb (-2), Cybernetics 4p
 * (Optional)Flaw: -1 to any Attribute, +1 to any Attribute

Elite Training

 * (Optional)Flaw: -1 to any Attribute, +1 to any Attribute

Schtick List

 * Fu: Dirty Fighting
 * Fu: Boxing
 * Skill: Any from 1 Proficiency
 * Attribute: Any from 1 Attribute
 * Schticks: Gun

Human 2.0
You are the geneered Homo Sapiens Novus. Better in every way.
 * +1 to Body, Mind, Presence, Soul, Construction.
 * +1 to one of Body, Mind, Presence, Soul or Construction.
 * (Optional)Purestrain: -2 Construction and +1 to one of Body, Mind, Presence, Soul.

Bioroid
You are a biological construct, built to appear human in every way. All Bioroids have either Marked(-3) or Secret(-3). Marked means you are known by the authorities, and Secret means you are not Marked, and because of that illegal. Some also have Unusual looks(-1), always coupled with Good or Bad Looks (1), with definite artifical color combinations of skin, hair and eyes.
 * Flaw: Soul 0. May not raise the Attribute Group.
 * Attribute: +3 to Body
 * Attribute: +3 to Mind
 * Attribute: +3 to Presence
 * Attribute: +3 to Construction
 * Skill: +1 to any 1st Skill

Advanced Training

 * Attribute: 12p to any Body, Mind, Presence or Construction Attributes
 * Skill: +1 to a second Skill
 * Perk: Superiority and Supremacy to the chosen Skills

Elite Training

 * Schtick: Spontaneous Cyberware 12p
 * Unique Schtick: Creature Power: Inevitable Comeback (2 times)
 * Unique Schtick: Immortality
 * Skill: +1 to a third Skill
 * Perk: Superiority and Supremacy to the third Skill

Clone Family
You are a group of 2 (not genetically identical) individuals with identical bionetics, linked telepathically, sharing a single mind. It is possible to create new family members by splicing a foetus with the exact same bionetic setup and then either letting it birth normally, or force-grow it to adult age, with emotional support from its family.
 * Flaw: Difficulty relating to anyone but the family (-8 EV on all Empathy-related Actions and Defenses) (-2)
 * Attribute: +2 to Soul
 * Attribute: +2 to any Attribute except Soul
 * Schtick/Attribute: Good Looks 2 or +1 to Society
 * Skill: +1 to any Proficiency
 * Skill: +1 to Telepathy, Telekinetics or Psychokinetics
 * Perk: +2 family members
 * Perk: Instinctive party telepathy.

Advanced Training

 * Attribute: 4p to Soul (2)
 * Attribute: 4p to any Attribute except Soul (2)
 * Attribute: +1 to Society (2)
 * Skill: +1 to any Proficiency (2)
 * Schtick: Perfect Coordination(Power: All clone family members perform precisely the same Action) (2)
 * Perk: +2 family members (2)

Elite Training

 * Attribute: +2 Society
 * Schtick: Any 4p Teek or Peek Schticks (2)
 * Schtick: Any 4p Teek or Peek Schticks (2)
 * Perk: +2 family members (2)
 * Perk: +2 family members (2)

Hybrids
These are custom-made or limited-run geneered, bionetics-infused, human intelligence, new species or sub-species splicing humans with new gene material.

Aquatic Hybrids

 * Flaw: Unusual looks (-2, Hard to hide)
 * Flaw: Tragic and Flawed Attribute (-2 Empathy, may not raise)
 * (Optional) Unusual looks (total -3, Impossible to hide), +1 any Body Attribute
 * Schtick: Amphibiotic(Breathe Water)
 * Schtick: Amphibiotic(Dweller, +6 Move in Water)
 * Schtick: Natural Weapons, Str+5 Damage and Armor, +8 Armor
 * Schtick: Awareness(Sonar) and Mystical Sense(Sonar)
 * Schtick: Adaptation(Deep underwater)
 * Schtick: +2 AV, +5 EV in Water
 * Attribute: +2 Body 4

Fierce Hybrids

 * Flaw: Unusual looks (-2, Hard to hide)
 * Flaw: Tragic and Flawed Attribute (-2 Empathy, may not raise)
 * (Optional) Unusual looks (total -3, Impossible to hide), +1 any Body Attribute
 * Schtick: Natural Weapons, Str+8 Damage and Armor, +10 Armor 3
 * Attribute: +4 Body, +1 Strength
 * Skill: +1 Martial Arts
 * Secondary Attribute: +1 Move

Quick Hybrids

 * Flaw: Unusual looks (-2, Hard to hide)
 * Flaw: Tragic and Flawed Attribute (-2 Empathy, may not raise)
 * Schtick: Teeth and Claws, Str+5 Damage
 * Attribute: +4 Wits
 * Attribute: +5 Agility
 * Secondary Attribute: +2 Move
 * Secondary Attribute: +2 Initiative

Stealth Hybrids

 * Flaw: Unusual looks (-2, Hard to hide)
 * Flaw: Tragic and Flawed Attribute (-2 Empathy, may not raise)
 * Schtick: Natural Weapons, Str+5 Damage
 * Schtick: Blur (Camouflage, +4 AV to Sneak or use Freek)
 * Schtick: Awareness(Heatvision) and Mystical Sense(Heatvision)
 * Schtick: Sneaky Move (May make normal Move when Sneaking)
 * Attribute: +5 Agility
 * Skill: +2 AV Sneak, +5 EV Agility

Tough Hybrids

 * Flaw: Unusual looks (-2, Hard to hide)
 * Flaw: Tragic and Flawed Attribute (-2 Empathy, may not raise)
 * (Optional) Unusual looks (total -3, Impossible to hide), +1 any Body Attribute
 * Schtick: Natural Weapons, Str+5 Damage and Armor, +11 Armor
 * Attribute: +1 Body, +5 Toughness, +2 Focus
 * Secondary Attribute: +20 Health, +2 Wound Treshold

Perceptive Hybrids

 * Flaw: Unusual looks (-2, Hard to hide)
 * Flaw: Tragic and Flawed Attribute (-2 Empathy, may not raise)
 * (Optional) Unusual looks (total -3, Impossible to hide), +2 Perception
 * Schtick: Awareness(Smell), Mystical Sense(Smell)
 * Schtick: Natural Weapons, Str+5 Damage
 * Attribute: +1 Body, +1 Mind, +4 Perception
 * Skill: +2 AV Observation, +5 EV Perception

Advanced Training

 * Schtick: any 4p Observation Schtick (2)
 * Schtick: any 4p Sneak Schticks (2)
 * Schtick: any 4p Freek Schticks (2)
 * Perk: any 4p Contacts (2)
 * Attribute: +1 Body (2)
 * Attribute: +1 Mind (2)
 * Skill: +1 Freek (2)

Elite Training

 * Schtick: any 4p Observation Schtick (2)
 * Schtick: any 4p Sneak Schticks (2)
 * Perk: any 4p Contacts (2)
 * Attribute: +1 Body (2)
 * Attribute: +1 Mind (2)
 * Skill: +1 Freek (2)

Schtick List
=Companies=

Act of God Armaments
American powersuits and heavy weapons.

Albert Heijn Cybernetics
Cyberware from the Netherlands' floating factories.

Black Knight Industries
American personal weapons and medium armor.

Hostile Merger
Corporate armored clothing lines.

Executive Decision
Corporate armored clothing lines.

Urban Punk
American armored streetwarez.

Bombs on Broadway™
Elite-sponsored trendy armored clothing.

Misawa, Meyers, and Morgan Research and Development
Japanese, German and British hyper technology.

Sentinel Rock Corporation
American Weapons.

SynthSystems
American media.

SAAB-Mitsubishi
Cybernetics, electronics and vehicles.

Somatik
High-end scandinavian bionetics. Swedes use the words 'somatik' and 'bionetik' interchangeably.

Schtick ideas
All non-consumer Bionetics come with the 1-point inherent flaws: Debt, Hunted, Wanted, Indentured or Obligation.

=Old stuff=

The Supernatural
Magic also exists, but only with traditional means, and in few numbers of people (~1/200 000).
 * Sami nåjd have returned.
 * Viking runes now have power.
 * Hermetic mages of the five elemental powers.
 * Numerologists and other diviners.
 * Alchemists.
 * Summoners and shamans.
 * Sorcerers of otherwordly powers.
 * Legendary creatures are showing up.
 * Noone has seen dragons.


 * Occult
 * Alchemy - Create one-shots through combination of magic ingredients.
 * Rituals - Create any magic effect through long rituals.
 * Sorcery - All Sorcery schticks but Summoning and Artifact.
 * Summoning - Summoning schtick
 * All summoned creatures get +15 points and have to have 4 points of Flaws:
 * Spirits: Separation (3, cannot interact with the world unless Power is spent), Supernatural (1)
 * Undead: Vulnerability(3), Supernatural (1)
 * Demons: Vulnerability(3), Supernatural (1)
 * Ghost: Haunt (1), Supernatural (3)
 * Elemental: Alien (1), Supernatural (3)
 * Artifact - Artifact schtick (Runes etc)

Class Skill Packages

 * Military
 * Athletics
 * Guns
 * Leadership
 * Martial Arts
 * Notice
 * Sneak
 * Tactics
 * Willpower


 * Search & Rescue
 * Athletics
 * Dodge
 * Ground
 * Integrity
 * Leadership
 * Mecha
 * Notice
 * Physician
 * Tech/Use
 * Willpower


 * Criminal
 * Bluff
 * Crime/Investigation
 * Disguise
 * Intrusion
 * Forgery
 * Guns
 * Intimidation
 * Martial Arts
 * Pickpocket
 * Sneak

Careers

 * Nåjd
 * Allround - Connection with nature
 * Runesmith / Runsmed
 * Magic/Physical - Expert/Support
 * Mage / Magiker
 * Magic - Elemental manipulation
 * Alchemist /Alkemist
 * Mental/Magic - Support
 * Summoner / Åkallare
 * Magic - Manipulate Otherwordly Beings
 * Sorcerer / Trolldomsmästare
 * Power - Esoteric magic
 * Shaman
 * Allround - Connection with nature
 * Officer
 * Physical/Mental/Social - Support
 * Ronin/Samurai
 * Physical - Expert
 * Law Enforcement / Rättsväsendet
 * Allround - Support
 * Transporter / Transportör
 * Mental - Expert
 * Crisis Expert / Krisexpert
 * Social - Support
 * Search & Rescue Expert / Räddningsexpert
 * Physical - First Line
 * Medical professional / Medicinsk expert
 * Mental - Expert
 * Team Leader / Gruppledare
 * Mental/Social - Leader
 * Diplomat - Bureaucrat - Politician
 * Social - Perks
 * Criminal

Backgrounds

 * Plex Upper class / Plexöverklass
 * Schticklist:
 * 6p Social Standing. 4p Presence. 2p Capacity.
 * Plex Middle Class / Plexmedelklass
 * Schticklist:
 * 3p Social Standing. 3p Mind. 3p Presence. 3p Capacity.
 * Plex Lower Class - Plexunderklass
 * Schticklist:
 * 8p Body. 4p Capacity.
 * Small town Upper Class / Småstadsmedelklass
 * Schticklist:
 * 5p Social Standing. 3p Mind. 3p Presence. 1p Capacity.
 * Small town Middle Class / Småstadsmedelklass
 * Schticklist:
 * 2p Social Standing. 3p Body. 3p Mind. 3p Presence. 1p Capacity.
 * Small town Lower Class / Småstadsmedelklass
 * Schticklist:
 * 5p Body. 3p Mind. 3p Presence. 1p Capacity.
 * Norrland inland / Norrlands inland
 * Schticklist: Choose one of Sorcery, Artifact, Summoning, Cybernetics, Bionetics.
 * 3p Body. 3p Mind. 3p Soul. 3p Capacity.
 * Clone family
 * Allround - Just better.
 * Schticklist: Attribute.
 * 4p Body, Mind, Presence.
 * Bioroid
 * If you choose this, do not choose a Career.
 * Schticklist: Proficiency Schticks from your Career Skill Package.
 * 3-point Flaw.
 * Build your own 10-Skill Package.
 * Choose your own Attribute Package with Body/Mind/Presence/Capacity.
 * Displaced
 * -2p to all Social Standing, 3p to Body, 3p Mind, 3p Presence, 3p Soul, 6p Capacity.
 * 24p of Career Perk and Bionetic bonuses.