stats detail (Stats)



You have ten stats, rated 2 to 8 when your character is made. After that they
are fixed: experience cannot buy stats. Only cyberware, drugs, heavy armor and
injuries change them, and losing Humanity lowers EMP.

- INT (Intelligence): noticing, searching, research, local knowledge.
- REF (Reflexes): all gunfire, initiative, driving. At REF 8 or more
  you can dodge bullets.
- DEX (Dexterity): melee and unarmed attacks, dodging, sneaking,
  climbing and throwing.
- TECH (Technique): repair, crafting, first aid, locks and security.
- COOL: persuasion, bribes, haggling, threats, facedowns.
- WILL (Willpower): hit points, resisting drugs, poison, torture and
  suppressive fire.
- LUCK: the size of your daily Luck pool.
- MOVE (Movement): running, fleeing, chasing.
- BODY: hit points, death saves, unarmed damage, carrying, healing.
- EMP (Empathy): reading people, performing, and your Humanity.

Hit points = 10 + 5 x half of (BODY + WILL), rounded up. Below half your
hit points you are Seriously Wounded. At 0 you are Mortally Wounded.

This system is still being wired in. These are the rules it will use; the
commands go live in a later update.

See also: rolls, skills