Hyperpunk!/System

=System=

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. This requires an Action. Progression continues past d12 with d12+d4, which does not provide an extra keep die.

Making a dice pool
Choose any applicable dice, one from each set. =Cheat Sheet=
 * Dice pool: Prime sets and any other applicable sets.Choose two and sum them for the result, then pick an effect die type, or gain a d4 effect die if none are available.
 * Opposition pool: Two or more dice. Works as the Dice pool.
 * Botch: All 1s. Total failure.
 * The Rule of 1: No 1s may be added to any pool.
 * Hitches: Every 1 rolled in dice pool allows for a GM intervention.
 * Opportunities: Every 1 rolled in opposition pool allows for a player intervention.
 * Intervention: The creation of an Asset or a Complication for a Ⓟ given to the opposition, rating equal to the highest hitch die +1 step per extra hitch die. This does not apply to Mobs, Crisis Pools or Doom Pool rolls.
 * Tests and Contests: Rolling Dice pool vs Opposition pool.
 * Contest: Rolling pool against one another until someone either wins against the others pool or gives in for a (P).
 * High stakes: A scene where any failure takes you out.
 * Stress: Complication linked to an Attribute.
 * Trauma: Semi-permanent complication linked to an Attribute.
 * Heroic Success: Win by 5. Produces a result beyond the norm. Effect die is stepped up one step per 5 outcome.
 * Pushing Stress: Pay Ⓟ Use Stress as bonus, step up Stress after roll.
 * Stressed out: Whenever your Stress raises above as many ⑫ as you have dice in your Attribute. (Example: Body ⑥: Above ⑫, Body ⑫, ⑧: Above ⑫⑫).
 * Broken: Whenever your Trauma raises above as many ⑫ as you have dice in your Attribute. (Example: Body ⑥: Above ⑫, Body ⑫, ⑧: Above ⑫⑫). Character is out of action a long period of time, possibly near death.
 * Recovering Stress: One step per scene spent resting.
 * Recovering Trauma: Roll Attribute+Supremacy versus ⑧⑧ and the Trauma dice, regain a step on a success, one extra per heroic success.
 * Complications: Adds to the opponents dice pool, except for ④ which you must use.
 * A Ⓟ may be used to...
 * ...use an extra applicable die from a set.
 * ...choose an extra effect die.
 * ...create a ⑥ Asset for without an Action. Duration current scene.
 * ...set Duration of Asset to Session..
 * ...make an Asset part of the scenery, so that anyone can use it.

Distinctions
Example Distinctions