Hyperpunk!/Cortex

=Traits=

Traits follow this progression and may always be bought split or coalesced. d4 -> d6 -> 2d6/1d8 -> 3d6 / 2d8 / 1d10 -> 4d6 / 3d8 / 2d10 / 1d12 -> 4d8 / 3d10 /2d12 -> 4d10 / 3d12 -> 4d12

Attributes
Distribute d4, d6, d8, d10, d12, or d6, 3 d8, d10 or 5 d8. Attributes may be raised up to 2d12.
 * Body
 * Mind
 * Presence
 * Soul
 * Capacity

Training
Distribute 1d10, 5 x 1d8, 5 x 1d6, 7 x 1d4 among the Training Packages. Training Packages may be raised to 2d12.
 * Liaison: How to interact with the locals, politics, and red tape.
 * Zeek: Psionic talent interactions, handling and medicine.
 * Hybrid affairs: Hybrid knowledge, training 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.
 * 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, up to 4d12. Must be at least 1/3 of total of Training Package. Examples:
 * 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)
 * 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)

Relations
Choose 5 relations, 3 positive and 2 negative, all at d6. Relations may be raised to 2d12.

Perks
Every resource, contact or organization starts at d6 and may be raised d6/2d6/3d6/4d6/4d8/4d10/4d12. Resources are spent when used, and regained after a downtime.
 * Resources
 * Contacts
 * Organization

Distinctions
Spend 3 x d6 or d4, d6 and d8 on the Distinctions. May be raised to 2d12.
 * Your life before
 * Your approach or attitude
 * Your quirk or quality

SFX
All Distinctions have the SFX Hinder: If your Distinction is greater than d4, replace it with a d4. If the Distinction is d4, fail your roll. Gain a PP. You may choose two other SFX from the list below When buying a SFX, choose one of the following:
 * Spend a PP (very common)
 * Step down a beneficial die (usually an attribute, skill, or asset)
 * Step up a non-beneficial die (usually a complication)
 * Choose to do or introduce something risky/ill-advised/complicated (“When you walk right into a volatile situation and start causing trouble…”)
 * Create a d6 complication or raise a complication one step.
 * Shut down the SFX.

SFX List

 * Stepping up a Distinction or Relation for a roll.
 * Stepping down a complication or Crisis pool die.
 * Rerolling a roll, choosing between the previous result and the new result.
 * Doubling a die, adding another die of the same size to the dice pool before the dice are rolled.
 * Create a d8 Asset.