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
Rules