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)

Training
Distribute 1d10, 5 x 1d8, 5 x 1d6, 8 x 1d4 among the Training Packages.
 * Liaison: How to interact with the locals, politics, and red tape.
 * Zeek: Psionic talent interactions, handling and medicine.
 * Biotech: Hybrid knowledge, biotech procedures and law.
 * Technomagic: Occurrences, handling, TM rescue.
 * Crowd Control: Dealing with masses of people in stressful situations, riots, or panic.
 * Emergency Medical: First response medical assistance, triage, and paramedic treatment.
 * Firefighting: Dealing with fires and arson.
 * Hammerhead Pilot: Piloting any of the Hammerhead vehicles.
 * HAZMAT: Dealing with chemical-based hazards, toxic spills, gas, radiation, and pollutants.
 * High-Altitude Recovery: Rescues in the air, such as on mountains or aircraft, using cables or parachutes.
 * Investigation: Finding out the why, how and where.
 * Legal Specialist: Understanding local, state, federal, and other laws and the application of laws in crisis situations.
 * Logistics: Understanding the flow of resources to and from crisis areas and rescue operations.
 * Marine Recovery: Rescues at sea and on lakes, on boats or ships, and underwater.
 * Network Specialist: Resolving issues connected to or involving information or computer networks and systems.
 * Mechanic: Using, repairing, modifying, and understanding machines, engines, vehicles, generators, and appliances.
 * Tactical Response: Dealing with armed, military, or security problems using counter-terrorism or law enforcement.
 * Technical Analyst: Understanding electrical systems, including power networks, cables, broadcast devices.
 * Urban Recovery: Rescues in cities, inside buildings, underground tunnels, cramped spaces, and traffic.

Specialties
Bonus dice on any Training Package. Examples: You get 4 x d6 Specialties at start. Trained: ⑥ Expert: ⑧ or ⑥⑥ Master: ⑩ or ⑧⑧ or ⑥⑥⑥ Grandmaster: ⑫ or ⑩⑩ or ⑧⑧⑧ or ⑥⑥⑥⑥
 * Liaison (Interaction, Politics, Red Tape, Bureaucracy, Contacts)
 * Zeek (Zeek, Freek, Peek, Teek, Medicine, Law)
 * Hybrid affairs (Knowledge, Aquatic, Fierce, Quick, Use)
 * Technomagic (Occurrences, Rescue, Manipulation)
 * Crowd Control (Stressful situations, Riots, Panic)
 * Emergency Medical (First response medical assistance, triage, paramedic treatment)
 * Firefighting (Chemical, Electrical, Natural fires)
 * Hammerhead Pilot (Hammerhead vehicles, Heavy vehicles, Commercial pilot)
 * HAZMAT (Chemical-based hazards, Toxic spills, Gas, Radiation, Pollutants)
 * High-Altitude Recovery (Mountains, Aircraft, Using cables, Parachutes)
 * Investigation (Forensic, Street,
 * Legal Specialist (Local, State, Federal, Crisis Law, Emergency Mandates)
 * Logistics (Military supply, Emergency supply, Commercial supply chain, Infrastructure)
 * Marine Recovery (Deep sea, Coastal, Lakes and rivers, Boats or Ships, Underwater)
 * Network Specialist (Networks, Running, Breakers, Ice, Wilds)
 * Mechanic (Using, Repairing, Modifying, Understanding machines, Engines, Vehicles, Generators, Appliances)
 * Tactical Response (Counter-terrorism, Law enforcement, Black ops, Military engagement, Counter-insurgency)
 * Technical Analyst (Communications infrastructure, Power networks, Mega installations)
 * Urban Recovery (Cities, Buildings, Underground, Traffic, Military)

Intimacies
Gain 10 die steps of intimacies.

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.
 * Resources
 * Contacts
 * Organization

Flaws

 * All provide a PP when triggered.

Cyber Strength
Keep Strength die when rolled. Pay PP to...
 * Superhuman feat of strength
 * Use a car-sized object as a melee weapon (

XP / Campaign Progression

 * Each Attribute step: 16p
 * Each Training Package step: 4 p
 * Each Spec. step: 2p
 * Each Perk step: 1p
 * Each Signature step: 8p
 * Each Power starts at d6: 16p/+16 per step
 * Each Distinction step: 10p
 * Lowering a die and and raising another in the same pool: Free once you gain enough XP to raise the die.

Classes
Classes start at d6 (They all have the Hinder SFX) You may choose 2. They provide a package and power sets. Exchange the Distinction if you wish.

Agent

 * Example d8 Distinctions: Center Stage Persona, Scheming Bastard,
 * Presence +1
 * Liaison +2
 * Crowd Control +1
 * Tactical Response +1
 * Bionetics d6
 * Resources or Contacts d8, d8, d6, d6

Aristo

 * Example Distinction: Celebrity looks d8
 * +1 to all attributes
 * Bionetics: d6

Bioroid

 * Example Distinction: Inhuman d8
 * Flaw: May not roll Soul. Immune to Psi.
 * +1 Body, Mind, Presence, Construction
 * +1 to any 4 different Training Packages
 * d6/+2/max d10 to 4 Specs to any of the same Training Packages.
 * Bionetics d6

Bodyguard

 * Example Distinction: Close protection d8
 * +1 to any Attribute
 * Tactical Response +1
 * Liaison +1
 * Emergency Medical +1
 * Transport +1
 * 4 d6/+2/max d10 Emergency Medical, Liaison, Tactical Response, Transport Specs
 * Perks d6, d6
 * Cyber d6
 * Bionetics d6

Bounty Hunter

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

Bureucrat

 * Example Distinction: Red tape d8
 * Mind: +1
 * Presence: +1
 * Investigation +2
 * Liaison +2
 * Legal Spec. +2
 * Logistics +2
 * 4 4 d6/+2/max d10 Spec. to any of the above.

Con Artist

 * Example Distinction: The con d8
 * Mind: +1
 * Presence: +1
 * Investigation +2
 * Liaison +2
 * Legal Spec. +2
 * Logistics +2
 * 4 d6/+2/max d10 Spec. to any of the above.

Corp Samurai

 * Example Distinction: Giri d8
 * Body: +1
 * Tactical Response: +2
 * Liaison: +2
 * 2 d6/+2/max d10 Spec. to any of the above.
 * Cyber or Bionetics d6, d6
 * Corp support d6, d6

Crisis Expert

 * Example Distinction: Team-oriented d8
 * 12 different +1 to any package.
 * Resources d6, d6, d6, d6, d6, d6

Diplomat

 * Example Distinction: Protection Detail d8
 * Presence: +1
 * Liaison: +2
 * Legal Spec.: +1
 * Resources d8, d6, d6, d6
 * Contacts d8, d6, d6, d6

Clone Family

 * Example Distinction: Family is everything d8
 * Soul: +1
 * Zeek: +1
 * 3 Spec. d6/+2/Max d10
 * Bionetics d6
 * Resources (Family members): d8, d8, 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 or Bionetics d6, or Zeek d4

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.