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, d12, or d6, 3 d8, d10 or 5 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 (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 5 intimacies at d6.

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.

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

Agent

 * Distinction: I know a guy d8
 * Presence +2
 * Liaison +2
 * Crowd Control +2
 * Bionetics d6
 * Resources or Contacts d8, d8

Aristo

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

Bioroid

 * 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

 * 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

 * 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

 * 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

 * Distinction: The Con 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.