The BlackHammer CyberPunk Project

Mental Benefits
Limited Paranoia (3 point benefit)
You exhibit abnormal paranoid tendencies, but you manage to keep them from running your life. Although others may find this to be an irritating personality quirk, you always keep a close watch on possible ambush locations and are always keeping an eye out for people packing weapons or reacting to your action. You keep this paranoia from ruining your life, and understand that it is unlikely that someone is poisoning your coffee and paying off all your friends to kill you, but you still get +5 on awareness rolls to notice ambushes and the like.

Piercing Gaze (3 point benefit)
You have the natural ability to seemingly look right through people. You can do this to put people on edge, make them nervous or even to get people to back down from you. You get +2 on Interview, Intimidate and Interrogate when the game master indicates that it would be appropriate.

Mundane (3 point benefit)
This is a combination of a physical and psychological benefit. To be "mundane" you must have an Attractiveness between 4 and 7. You know how to blend in in any environment or circumstance. As long as you are dressed to blend and are doing nothing out of the ordinary no one will notice you. Even when you draw a gun and open fire on the CorpSec goons or show up in the lobby of a major corp dressed in full punk regalia, people will only be able to describe you as "average looking, about normal height, no distinguishing features..."

Super Cool / DeathWalk (4 point benefit)
You make the Fonz look like geek-boy central. Not much can rattle you. You are fully aware of what you can cope with and what you cannot. You gain a +2 bonus when resisting horror checks, stress checks and when resisting intimidation. You may not have a cool of ten, but you know what you can handle.

Light Sleeper (2 point benefit)
You sleep very lightly, and are often disturbed in your sleep by your neighbours, local wildlife, etc. Luckily you've learned to live with it and can get by with less sleep than most. You awaken from sleep with an Easy notice roll, or get +0 difficulty on notice rolls against people making stealth rolls while you sleep, as opposed to the normal +10 difficulty.

Concentration (1 point benefit)
You easily shut out anything that might distract you from what you are doing. While this means you are a hard person to get the attention of (-5 awareness rolls when concentrating on stuff, including reading a book, etc), you also get to ignore penalties for other players "kibitzing", firefights, etc, and can halve penalties due to damage sustained when it affects what you are concentrating on.

Direction Sense (1 point benefit)
You instinctively know which way is north, or which way it is to get to the Gibson Memorial Freeway, etc. An easy awareness/notice roll is all it takes for you, landmarks and compasses be damned!

Time Sense (1 point benefit)
You instinctively know approximately what time it is. This requires and INT roll, dif 4 during the day, dif 6 at night, dif 8 indoors or underground. If you make the roll by 3 or more points you know the time within 10 minutes, otherwise it's within a half-hour. You probably didn't wear a watch for much of your life to develop this ability.

Common Sense (2 point benefit)
You have an unusually precise sense of practicality. Any time you are about to do something the Game Master considers foolish, he will most likely give you a warning such as "You may wish to think about that first". An extreme form of this benefit (4 points) has the Game Master actually explain why he thinks you are being stupid.

Eidetic Memory (2 point benefit)
You have an eidetic / photographic memory. If you need to remember something that the player has forgotten, roll INT dif 11 to remember it in perfect detail.