Each Cyberpunk character has nine Statistics -
values representing the level of native ability of the
character in specific areas of activity. These Stats are
rated from two to ten, with two worst possible, ten being
the best possible, and the average falling at about five
or six. Divide your total number of Character Points
between each of your nine Stats, adjusting the amounts in
each one as you thing best describes the character's
natural abilities. No Statistic may be less than two or
greater than ten.
Intelligence (INT):
This is a measure of your problem solving ability;
figuring out problems, noticing things, remembering
information. Almost every character type will need a high
intelligence, with Netrunnes and Corporates requiring the
highest of all.
Reflexes (REF):
This is a combined index, covering not only your basic
dexterity, but also how your level of physical
coordination will affect feats of driving, piloting,
fighting and athletics. Characters who intend to engage
in great deal of combat (such as Solos, Nomads,
Rockerboys) should always invest in the highest possible
Reflex.
Cool (CL):
This index measures how well the character stands up to
stress, pressure, physical pain and/or torture. In
determining your willingness to fight on despite wounds
or your fighting ability under fire, Cool (CL) is
essential. It is also the measure of how
"together" your character is and how tough he
appears to others. Rockerboys and Fixers should always
have a high Cool with Solos and Nomads having the highest
of all.
Technical Ability (TECH):
This is an index of how well you relate to hardware and
other technically oriented things. In Cyberpunk,
the ability to use and repair technology is of paramount
impotence - TECH will be the Stat used when fxing,
repairing and attempting to use unfamiliar tech. While
all character should have a descent Tech Stat, potential
Techies should always opt for the highest possible score
in this area.
Luck (LK):
This is the intangible "something" that throws
the balance of events into your favor. Your luck
represents how many points you may use each game to
influence the outcome of critical event. To use Luck, you
may add any or all the points of luck a character has to
a critical die roll (declaring your inetntion to use Luck
before the roll is made) until all of your Luck stat is
used up. Luck is always restored at the end of each game
session.
Attractiveness (ATT):
This is how good-looking you are. In Cyberpunk,
it's not enough to be good - you have to look good while
you're doing it (Attitude vs Everything). Attractiveness
is especially impotent to Medias and Rockerboys, as being
good-looking is part of their jobs.
Movement Allowance (MA):
This is index of how fast character can run (impotent in
combat situations). The higher your Movement Allowance
(MA), the more distance you can cover in turn.
RUN: To determine how far your
character can run in a single combat round (@3.2
seconds) in meters, multiply your MA by 3. The
character can run three times this distance in full
10 seconds turn. Write this in the RUN section of
your Hardcopy Form.
LEAP: To determine how far your
character can leap (from running start), divide your
RUN by 4. Write this in the LEAP section of your
Hardcopy Form.
Empathy:
This Stat represent how well you relate to other living
things - a measure of charisma and sympathetic emotions.
In a world of alienated, future-shocked survivors, the
ability to be "human" can no longer be taken
for granted. Empathy (EM) is critical when leading,
convincing, seducing or perceiving emotional
undercurrents. Empathy is also a measure of how close
he/she is to the line between feeling human being and
cold blooded cyber-monster.
Humanity:
This is a measure of the toll cybernetics takes on
your ability to relate to other living things.
Multiply your EMP by 10 to determine how many
humanity points you have. Write the result in the box
on your Hardcopy Form. Remember: for every 10 points
of Humanity lost, you will automatically lose 1 point
of EMP. This can have serious effect on any Empathy
related Skills, as well as forcing you to the edge of
cybernetic-induced psychosis.
Body Type (BT):
Strength, Endurance and Constitution are all based on the
character's Body Type. Body Type determines how much
damage you can take in wounds, how much you can lift or
carry. How far you can throw, how well you recover from
shock, and how much additional damage you cause with
physical attacks. Body Type is important to all character
types, but to Solos, Rockerboys and Nomads most of all.
Body Type & Points
2pts |
Very Weak |
3-4pts |
Weak |
5-7pts |
Average |
8-9pts |
Strong |
10pts |
Very Strong |
You may carry up to 10x Body Type in
kg. You may also dead lift 40 times your Body Type in kg.
Save Number
Your character's Save Number is a value equal to your
Body Type. To make saves, you must roll a value on 1D10
equal or lower than this number. There are two types of
saves in Cyberpunk:
Stun Saves: When you take damage
in Cyberpunk, or have been exposed to knockout drugs,
you will be required to make a Stunt Save. If you
fail a Stunt Save, you will automatically be knocked
out of combat and be unable to recover until you can
make successful Stunt Save in a following combat
turn. You may make one Save roll every turn until you
succeed.
Death Saves: When you have been
Mortally Wounded, or when you have encountered
certain types of poisons, you will need to make a
Save against Death. On a failed roll, you're Body
Bank fodder.
Take a moment to find the Save box on your
Hardcopy Form and fill it in.
Body Type Modifier (BTM)
Not all people take damage the same way. For example, it
takes a lot more damage to stop Arnold The Terminator
than it does Arnold The Nerd. This is reflected by the
Body Type Modifier, a special bonus used by your
character to reduce the effects of damage. The Body type
modifier is subtracted from any damage your character
takes in combat.
Body Type Modifier Table
Very
Weak |
-0 |
Weak |
-1 |
Average |
-2 |
Strong |
-3 |
Very
Strong |
-4 |
Superhuman* |
-5 |
·
Possible only with cybernetics |
For example, say you
took ten points of damage. If you were a Very Weak Body
Type, you would take the full ten. But with a Very Strong
Body Type, you'd only take (10-4=6) six points of damage.
Find the Body Type Modifier (BTM) box
on your Hardcopy Form and fill it in. Remember; no matter
how cybered up you get, make sure you're solid meat
underneath.
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