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 provide 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.
 * 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 explode when tampered with, or any part of them malfunctions.
 * 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. As mentioned earlier, they explode when breached.
 * 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 are 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. These do not explode, and actually protect slightly against explosions.

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.

Playlist
https://open.spotify.com/playlist/6xWnoMNaNplSw1QkYCqdLl?si=bf191b4f6fd44240


 * /Characters
 * /System
 * /Skills and Specialties
 * /Powers

=Characters=

Attributes
Cost 5. All Attributes start at d8. You may lower any Attribute to raise another. Minimum Attribute is d6, maximum at start is d12 (before any class enhancements).
 * Body
 * Mind
 * Presence
 * Soul

Free points
20 points.

Skills and Specialties
Cost 1. All Skills start at d4. Specialties are only available when its Skill has reached ⑧. The first point in a Specialty raises it to ⑩. Distribute 20 points among skills and specialties. Maximum Specialty at start is ⑫④.④⑥⑧⑩⑫Ⓟ

Intimacies
Cost 1. Gain 10 Intimacies at ⑥. Add 10 points to these Intimacies, max ⑩ before extra points. Remember that you may lower any Intimacy at the end of a session to raise another. You may always roll any Intimacy at ④ to gain a Ⓟ. Opponents may use Ⓟ on any hitch with the relation in question involved to gain a Relation-sized Asset. Examples: I hate   must me protected.  will be the death of me.  must be upheld.  deserve respect.

Perks
Cost 1. Every resource, contact or organization starts at d6 and may be raised. You may triple a Perk to shut it down the rest of the session, with GM permission. Perks always require at least some preparation but you may pay a Ⓟ to flashback the preparation. The HAMMERHEAD always carries 7 Resources for the Rescue Specialties. A packing manager is chosen randomly each sortie as the one to manage these resources, deciding what to bring, etc. Possible payloads include: Supplies (Perks), Powersuits (3 slots), Rescue Mech (6 slots).
 * Resources (Examples: Old Money, Weapons Cache, Chemical Storage Facility)
 * Contacts (Examples: Big Joe (Nomad), Thunder Betty (Cyber Ganger), Pillow (Merc)
 * Organization (Examples: Arasaka Chicago Police, Niagara Power District, Chiapas Shaman Collective, Black Strike Team, 3rd Transport Company)

Flaws
Choose up to three Flaws.
 * All provide a Ⓟ when triggered.

Distinctions
Create three Distinctions.

General Talents

 * Choose a Skill or specific Power when this Talent is bought. Pay Ⓟ, increase the crisis pool or step up any stress to gain an extra kept rolled die when using the specified item.
 * Choose a Skill or specific Power when this Talent is bought. Pay Ⓟ, increase the crisis pool or step up any stress to gain an extra kept effect die on the specified item.
 * Choose a Skill or specific Power when this Talent is bought. Choose 2: Pay Ⓟ, increase the crisis pool or step up any stress to double the specified item.
 * Choose a Skill or specific Power when this Talent is bought. Pay Ⓟ

Cyber
Choose two tags from the tag list for the Cyber. All Cyber comes with the Limit: Exhaustion. Every time a hitch is rolled in a roll involving Cyber, you may be burdened with Mind or Physical Stress (Exhaustion) equal to the Power die.

Cyber Strength
Choose one of the below:
 * Spend a Ⓟ to perform a fantastic feat of strength.
 * Spend a Ⓟ to break through a wall—even a brick or stone wall—to grab a target or object on the other side.
 * Spend a Ⓟ to wield a large inanimate object, like an automobile, as a weapon (and as a Cyber Strength rating stunt).

Cyber Resilience
Choose one of the below:
 * Spend a Ⓟ to adapt your physiology to new conditions.
 * Spend a Ⓟ to extend your adaptation to other characters as long as you touch them.
 * Spend a Ⓟ to step down an opponent’s effect die.
 * Spend a Ⓟ to ignore the effects of exposure to extreme temperatures such as arctic cold or volcanic cores.
 * Spend a Ⓟ to ignore the need to breathe in an airless environment such as underwater.

Cyber Speed
Choose one of the below:
 * Spend a Ⓟ to perform an interrupting extra action.
 * Spend a Ⓟ to move into or far away from close combat.

Jump Legs
Choose one of the below:
 * Spend a Ⓟ to join a scene or switch to a new scene regardless of distance.
 * Spend a Ⓟ to jump...
 * d6: 1 story.
 * d8: 2 stories.
 * d10: 4 stories.
 * d12: 8 stories.
 * +1 step: x2 stories

Runner Legs
Choose one of the below:
 * Spend a Ⓟ to run so fast you run up a vertical surface.
 * Spend a Ⓟ to zip around an obstacle during a chase; you may use this obstacle as a Cyber Speed rating stunt against your pursuer.

Movement Enhancement (Parkour)
Choose on of the below:
 * Spend a Ⓟ to ignore all terrain in an area.
 * Spend a Ⓟ to move through a very small opening at full speed.

Cortex Enhancement
You may work as a data courier or secure data storage. Choose one of the below:
 * Spend a Ⓟ to gain a Training Package (and an extra effect die) at Cortex Enhancement rating for a scene.
 * Spend a Ⓟ to figure out advanced technology well enough to use it…once.
 * Spend a Ⓟ to deduce the language or code’s origin in general terms.
 * Spend a Ⓟ to read binary code to reconstitute data files or understand a program’s function.

Cyberlink
Choose one of the below:
 * Spend a Ⓟ to break through a computer system’s firewall.
 * Spend a Ⓟ to control any electronic device in the same scene as you; you may use this device as a Cyberlink rating stunt for the rest of the scene.
 * Spend a Ⓟ to turn on and control vehicles as if you’re physically driving them.
 * Spend a Ⓟ to see through the “eyes” of electronic devices in scenes other than your own.
 * Spend a Ⓟ to override security codes on door panels or electronic vaults.

Cyberdoc
Choose one of the below:
 * Spend a Ⓟ to recover stress or complications caused by injury or fatigue (Body).
 * Spend a Ⓟ to recover stress or complications caused by fear or anxiety (Presence).
 * Spend a Ⓟ to recover stress or complications caused by confusion or (Mind).
 * Spend a Ⓟ to cure yourself from any ailment or disease.
 * Spend a Ⓟ to ignore hunger or exhaustion due to lack of sleep.

Cyber Senses
Choose one of the below: you’re not in. object and track the scent to its source. what’s possible with an electron microscope. Limits: Overheat (May only use sense every other turn),
 * Spend a Ⓟ to see through objects.
 * Spend a Ⓟ to hear or see into a nearby scene
 * Spend a Ⓟ to get the scent of any person or
 * Spend a Ⓟ to see microscopic details beyond
 * Spend a Ⓟ to see in all directions at once.
 * Spend a Ⓟ to hear signals along the radio band
 * Spend a Ⓟ to see beyond the normal electromagnetic spectrum.

Cyber Limbs
great heights.
 * Spend a Ⓟ to stretch long distances to reach

Cyber Predictor
move in a fight. Remove the highest rolling die from their next roll.
 * Spend a Ⓟ to sense an opponent’s next

Cyber Swimmer
You can move through the water at great speeds, more like a dolphin or shark than a human. Usually this ability includes an adaptation for surviving underwater, making it possible for you to sustain those speeds deep underwater without coming up for air. If you don’t want this to come with underwater breathing, add that as a limit. Add this ability’s die into any roll that involves aquatic activity or movement.

EMP Hardening

 * Spend a Ⓟ to double any resistance dice versus EMP.

Enhanced Looks

 * Pay Ⓟ to step up Enhanced Looks and double it.

Enhanced Health

 * Pay Ⓟ to step up Enhanced Health and double it.

Enhanced Body

 * Pay Ⓟ to step up Enhanced Body and double it.

Enhanced Mind

 * Pay Ⓟ to step up Enhanced Mind or double it.

Enhanced Presence

 * Pay Ⓟ to step up Enhanced Presence or and double it.

Disruptor Blast
Generate a blast liquifying or atomizing matter. Choose one: big as a car.
 * Pay Ⓟ to step up Disruptor Blast and double it.
 * Spend a Ⓟ to create an area effect.
 * Spend a Ⓟ to destroy an inanimate object as

Enhanced Movement

 * Pay Ⓟ to step up Enhanced Movement and double it.

Psi
Psi comes with the Limit (Brainburn). It causes Mind or Presence stress on rolled 1s.

Peek
Disguise, Cancel Psi, Divination, Farsight, Invisibility, Mind Reading, Slumber, Speak Language
 * (Fear, Blind, Confusion, Stun, Puppet, Slow)(P) to generate a d8 asset affecting all enemies instantly. Or roll a test to generate an [Effect die] worth of the asset against all enemies present. Single target effect is does not cost (P).

Teek
Barrier, Blast, Damage Field, Deflection, Fly, Intangibility, Legerdemain, Smite, Telekinesis
 * Entangle: (P) to generate a d8 asset affecting all enemies instantly. Or roll a test to generate an [Effect die] worth of the asset against all enemies present. Single target effect is does not cost (P).

Zeek
Detect/Conceal Psi, Enhance/Diminish Psi, Regain Power, Drain Power, Power Cultivation

Psionic Resistance
Diminish Psi Effect, Enhance Psi Defense, Shield Area, Shield Other, Burn Power (Defender 1, Attacker Effect Die steps from d4?)

Aristo
The elite. Harder, Faster, Better, Stronger.
 * +1 to all Attributes.

Plex

 * Plex - The middle classes that make the world go round.
 * Bionetics d6
 * +1 Body, Mind or Presence
 * +1 [ Pursuit, Social, Bureaucracy, Medicine or Tech Proficiency ]
 * 5 d6 Perks

Norrland

 * Norrland - The hardnosed northlanders. It's cold now, much colder than before.
 * +1 Body
 * d8 Athletics
 * d6 Survival
 * 3 +1 Skills
 * 3 +1 Intimacies
 * 3 d6 Contacts or Organizations

Bioroids

 * Bioroids - The artifical persons. What do you want?

Corp

 * Corp - Between the gutter and the stars

Street

 * Street - Staying alive is a full-time occupation

Clone Family

 * Clone Family - The whole is greater than the sum of the parts

Hybrid

 * Hybrid - Created in a lab, used for wars

Zeek

 * Zeek - The psionic

Displaced

 * Displaced - Displaced by war, plague and famine.

Progression
=System=
 * Each Attribute step: 5p
 * Each Skill step: 1 p
 * Each Spec.step: 1 p
 * Each new d6 Perk: 1 p
 * Each Perk step: 1 p
 * Each new d6 Intimacy: 1 p
 * Each Intimacy step: 1 p
 * Each new d6 Power: 5p (Gain a talent).
 * Each Power step: 5p.
 * Each Ability: 1p
 * Each Distinction step: 5p
 * Each Talent: 1 p
 * Lowering a die and and raising another in the same pool: Free once per session.

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.

Making a dice pool
Choose any applicable dice, one from each set. =SKILLS AND SPECIALTIES=

Administration

 * Bureaucracy
 * Economics
 * Law
 * Management

Agriculture

 * Animal Husbandry
 * Aquaculture
 * Farming
 * Forestry
 * Hydroponics

Athletics

 * Aquatics
 * Archery
 * Freefall
 * Parachuting
 * Military Training
 *  (ex. Track & Field, Decathlon, Parkour, Baseball, American Football)
 * Throwing

Close Combat

 * Armed Combat
 * Unarmed Combat

Command

 * Leadership
 * Logistics
 * Strategy
 * Tactics

Communication

 * 
 * Negotiation
 * Oration
 * Persuasion
 * Writing 

Culture

 * Baltic
 * Corp
 * Hybrid
 * Military
 * Plex
 * Russian
 * Suburban
 * Scandinavian
 * UN
 * 
 * 
 * 

Fine Arts

 * Acting
 * Artisan
 * Dance
 * Music
 * Painting
 * Photography
 * Sculpture

Firearms

 * Handguns
 * Longarms

Human Sciences

 * Anthropology
 * Archeology
 * History
 * Politics
 * Theology

Life Sciences

 * Biochemistry
 * Botany
 * Ecology
 * Genetics
 * Zoology

Medicine

 * Cyber
 * Bionetics
 * First Aid
 * Forensic Medicine
 * General Medicine
 * Hybrid
 * Pharmacology
 * Psychology
 * Surgery
 * Veterinary Medicine

Military Weapons

 * Heavy Weapons
 * Gunnery

Physical Sciences

 * Astronomy
 * Chemistry
 * Geology
 * Meteorology
 * Physics

Psionics

 * Freek
 * Peek
 * Teek
 * Zeek
 * Psionic Resistance

Rescue

 * Crowd Control
 * Emergency Medical
 * Fire Fighting
 * Hammerhead Pilot
 * HAZMAT
 * High Altitude
 * Legal Specialist
 * Marine Recovery
 * Network Specialist
 * Tactical Response
 * Systems Analyst
 * Technomagic Specialist
 * Urban Recovery

Stealth

 * Hiding
 * Shadowing
 * Sneaking

Subterfuge

 * Bribery
 * Disguise
 * Fast-Talk
 * Forgery
 * Lockpicking
 * Sleight of Hand

Survival

 * Fishing
 * Foraging
 * Hunting
 * Mountaineering
 * Navigation
 * Orienteering
 * Tracking

Tech

 * Computers
 * Damage Control
 * Demolitions
 * Electronics
 * Mechanics
 * Remote Operation
 * Cyber
 * Bionetics
 * Technomagic

Vehicles, Flight

 * Fixed-Wing
 * Rotary-Wing
 * Transorbital
 * Space

Vehicles, Ground

 * Small
 * Medium
 * Heavy
 * Military

Vehicles, Marine

 * Sail
 * Ground Effect
 * Motorboat
 * Ship

/Old


 * Action! Hyperpunk
 * Hypercortexpunk