Stats/Skills

Stats and group typing:

  Each character is allowed 62 points to spended on any grouped of Stats. To a min of 2 and to a max of 8   What a bare character looks like before add the rest of points  
 

Mental Group

  Intelligence (INT):   How generally bright you are. As a rule, this is more than sheer intelligence, but also includes cleverness, awareness, perception, and your ability to learn.   Willpower (WILL):   Your determination and ability to face danger and/or stress. This STAT also represents your courage and ability to survive long term privation. This STAT is important for determining how much damage you can take.   Cool (COOL):   Your ability to impress and influence people through your character and charisma; how well you get along with others; how you interact in social situations.   Empathy (EMP):   Your ability to relate to and care for others, and take others into consideration. Particularly important as it offsets the effects of cyberpsychosis, a dangerous mental illness common in the Dark Future.  

Combat Group

  Technique (TECH):   Your ability to manipulate tools or instruments. This is not the same as Reflexes, in as much as this covers the knack of using tools. One Character might have a high Technique but might not be able to fence or juggle. On the other hand, another might have high Reflexes, but might not be able to rewire a computer or hot-wire a car.   Reflexes (REF):   Your response time and coordination, as used in aiming, throwing, juggling, etc. A stage magician, for example, would have a high Reflex STAT. Most importantly, this is the STAT that affects your ability to hit things with ranged weapons. Fortune Group   Luck (LUCK):   How the gods of chance see you. With a high enough Luck, you can tip the scales in your favor. In a game mechanics sense, you can apply points from this STAT to offset die rolls in your favor. However, this pool of points only refills at the beginning of the next session.  

Physical Group

  Body (BODY):   Your size, toughness, and ability to stay alive and conscious due to physical mass, structure, or other qualities. This STAT is important for determining how much damage you can take.   Dexterity (DEX):   Your overall physical competence, as it pertains to balancing, leaping, jumping, combat, and other athletic activities. A gymnast would have a high Dexterity. Most importantly, this is the STAT that affects your ability to hit things with melee weapons and can help you dodge attacks.   Movement (MOVE):   Your speed of movement: running, leaping, swimming, etc.  

Derived Stats

  HP is equal to 10+(BODY AND WILL averaged, rounded up)   A Character enters the Seriously Wounded Threshold when they are at half of their total HP (Rounded Up)   Their Death Save is equal to their BODY Stat   HP Table below:  
  Humanity (HUM):   Humanity is a measure of how well you interact with the world and other people in it. People with very low Humanity STATs have a lot of problems in human interactions. They may become sociopathic, withdrawn, disassociated, or even homicidal. If your Character's HUM drops below zero, that represents the death of your Character's emotional life; they slide into a state called cyberpsychosis, For every point of Empathy the Character has, they gain 10 points of Humanity (HUM). For example, a Character who starts with 5 EMP would have 50 Humanity. Once again, here's a handy table:  
  As your Character undergoes Humanity Loss (mainly, but not always) through installing cybernetics, they lose points of Humanity. When you lose Humanity points you will sometimes have to lower your EMP Statistic. This happens every time the tens place of your Humanity value is lowered. For instance, a Character with 44 Humanity has an EMP of 4 until their Humanity is lowered to 39, at which point their EMP lowers to 3. For raising Humanity with therapy  

Skills:

  When making a character you are given a total of 86 skil points to raise skills as you see with the following restrictions:   1) No skill higher then 6   2)The following Skills must be at least Level 2: Athletics, Brawling, Concentration, Conversation, Education, Evasion, First Aid, Human Perception, Language (Streetslang), Local Expert (Your Home), Perception, Persuasion, and Stealth   3) any skill marked with (x2) cost 2 points per one level   4) you gain 4 levels in a language based on you cultural origin from your life path.   after all basic skill have been given points the remain 60 poins are to be spend how you see fix. (see below of example of starting skill page before other skills added.)   In a Cyberpunk RED campaign, there are nine Skill Categories:  

Awareness Skills:

  Your awareness of your environment, noticing clues, etc.   Concentration..................................... WILL   Skill of focus and mental control, encompassing feats of memory, recall, ignoring distractions, and physiological mastery.   Conceal/Reveal Object..........................INT   Skill for hiding objects and finding objects that have been hidden. This is the Skill used for concealing weapons under clothing and detecting concealed weapons.   Lip Reading ...........................................INT   Skill of reading someone's lips to tell what they are saying.   Perception.............................................INT   Skill of spotting hidden things like clues, traps, and people using the Stealth Skill, but not objects hidden with the Conceal/Reveal Object Skill.   Tracking ................................................INT   Skill of following a trail by observing tracks and other clues left behind.    

Body Skills

:   The use of Skills involving physical tasks, feats of strength, endurance, and other physical attributes.   Athletics ...............................................DEX   Skill of jumping, climbing, throwing, swimming, lifting weights, etc.   Contortionist ........................................DEX   Skill of manipulating your body to get out of handcuffs or other bindings and to fit yourself into otherwise inaccessible places or spaces.   Dance...................................................DEX   Skill of dancing at a professional level.   Endurance .......................................... WILL   Skill of withstanding harsh environmental conditions and hardship.   Resist Torture/Drugs .......................... WILL   Skill of resisting painful effects including interrogation, torture, and drugs.   Stealth .................................................DEX   Skill of moving quietly, hiding, doing an Action discreetly, or otherwise, evading detection. Other Characters can try to find you with their Perception Skill.  

Control Skills:

The use of Skills involving controlling vehicles or riding animals.   Drive Land Vehicle.................................REF   Skill of driving and maneuvering land vehicles.   Pilot Air Vehicle (x2)..............................REF   Skill of piloting and maneuvering air vehicles.   Pilot Sea Vehicle ....................................REF   Skill of piloting and maneuvering sea vehicles.   Riding....................................................REF   Skill of riding a living creature trained for the purpose.  

Education Skills:

  Knowledge and training based on formal education/schooling.   Accounting ............................................INT   Skill of balancing books, creating false books and identifying them, juggling numbers, creating budgets, and handling day to day business operations.   Animal Handling ...................................INT   Skill of handling, training, and caring for animals.   Bureaucracy..........................................INT   Skill for dealing with bureaucrats, knowing who to talk to in a bureaucracy, how to reach them, and how to extract information from bureaucracies.   Business ................................................INT   Skill regarding knowledge of basic business practices, laws of supply and demand, employee management, procurement, sales, marketing.   Composition ..........................................INT   Skill of professionally writing songs, articles, or stories.   Criminology ..........................................INT   Skill for looking for clues by dusting for fingerprints, doing ballistic tests, examining evidence, and searching through police records and files.   Cryptography .......................................INT   Skill of encrypting and decoding messages.   Deduction..............................................INT   Skill of taking several clues and leaping to a non-obvious conclusion or medical diagnosis.   Education ..............................................INT   Skill of general knowledge, equivalent to a basic school education, allowing you to know how to read, write, use basic math, and know enough history to get by.   Gamble .................................................INT   Skill of knowing how to figure odds and play games of chance successfully.   Language..............................................INT   Skill of speaking a particular language. You must choose a specific language whenever you increase this Skill.   Library Search.......................................INT   Skill of using databases, Data Pools, libraries, and other compiled information sources to find facts.   Local Expert ..........................................INT   Skill of knowing a specific area well and knowing the agendas of its various factions, both political and criminal. You must choose a specific location whenever you increase this Skill, which cannot be any larger than a single neighborhood or community.   Science ..................................................INT   Skill for knowing how to design experiments, write scientific papers, test hypotheses, and discuss with other academics in a particular field of science. An area of study must be specified whenever this Skill is increased. Possible options include: Geology, Mathematics, Physics, Zoology, Anthropology, Biology, Chemistry, History, etc.   Tactics....................................................INT   Skill of managing a large-scale battle effectively and efficiently. A Character with this Skill usually knows what must be done to direct a battle, and how an enemy force may react.   Wilderness Survival ..............................INT   Skill for knowing how to survive comfortably in the wilderness.  

Fighting Skills:

  The ability to fight in hand-to-hand combat, or with a melee weapon.   Brawling ..............................................DEX   Skill at fighting and grappling with brute strength.   Evasion.................................................DEX   Skill for getting out of the way of someone attacking you in melee. A Character with REF 8 or higher can also use this Skill to dodge Ranged Attacks.   Martial Arts (x2)...................................DEX   Skill for fighting with a Martial Arts Form. Each time you increase this Skill you must choose in which form you are training. You can learn multiple forms, but you must do so separately. Possible options (Karate, Taekwondo, Judo, Aikido) can be found on pg. 178.   Melee Weapon.....................................DEX   Skill for fighting with melee weapons.  

Performance Skills:

  Training in acting, musicianship, special effects, makeup, or other stage crafts.   Acting................................................ COOL   Skill of assuming a role, disguising yourself as someone else, whether real or fictitious, and faking emotions and moods.   Play Instrument.................................. TECH   Skill of professionally playing a musical instrument. You can choose which instrument when you increase this Skill. Possible options include: singing, guitar, drums, violin, piano, etc.  

Ranged Weapon Skills:

  Skills in using a ranged weapon, such as a gun or a bow.   Archery.................................................REF   Skill for accurately firing bolt- or arrow-launching projectile weapons.   Autofire (x2) .........................................REF   Skill for keeping a weapon's Autofire firing mode on target through recoil.   Handgun...............................................REF   Skill for accurately firing handheld projectile weapons such as pistols.   Heavy Weapons (x2) ............................REF   Skill for accurately firing extremely large projectile weapons, including grenade and rocket launchers.   Shoulder Arms.......................................REF   Skill for accurately firing shoulder-braced projectile weapons, including rifles and shotguns.  

Social Skills:

  Your abilities to blend in, avoid social blunders, and to show style and grace. Also, your ability to convince others through social adeptness.   Bribery.............................................. COOL   Skill of knowing when to bribe someone, how to approach them, and how much to offer.   Conversation....................................... EMP   Skill of extracting information from people without alerting them with careful conversation.   Human Perception............................... EMP   Skill of reading a person's facial expressions and body language to discern their emotional state and detect lies or deception.   Interrogation..................................... COOL   Skill of forcibly extracting information from people.   Persuasion ........................................ COOL   Skill of convincing, persuading, or influencing individuals.   Personal Grooming ........................... COOL   Skill of knowing proper grooming to maximize attractiveness.   Streetwise......................................... COOL   Skill of making and using contacts to get illegal goods and contraband, talking to the criminal element, and avoiding bad situations in bad neighborhoods.   Trading.............................................. COOL   Skill of striking a good bargain with a merchant or customer.   Wardrobe & Style ............................. COOL   Skill of knowing the clothes to wear and when to wear them.  

Technique Skills:

  Trained vocational Skills and craftsmanship abilities.   Air Vehicle Tech .................................. TECH   Skill of repairing and maintaining air vehicles.   Basic Tech ........................................... TECH   Skill of identifying, understanding, and repairing simple electronic and mechanical devices and all other items not covered by another Technique Skill.   Cybertech........................................... TECH   Skill of identifying, understanding, and repairing cybernetics.   Demolitions (x2)................................. TECH   Skill of setting and defusing explosives, and knowing how much explosive will accomplish a desired result.   Electronics/Security Tech (x2)............. TECH   Skill of identifying, understanding, repairing, countering, and installing complex electronic devices, including: computers, cyberdecks, personal electronics, electronic security systems, bugs and tracers, pressure plates, laser tripwires, etc.   First Aid.............................................. TECH   Skill of applying medical treatments to a wounded person to treat the most common Critical Injuries and keep them from dying.   Forgery .............................................. TECH   Skill of creating and detecting false documents and identification.   Land Vehicle Tech ............................... TECH   Skill of repairing and maintaining land vehicles.   Paint/Draw/Sculpt............................. TECH   Skill of producing professional paintings, drawings, or sculpture.   Paramedic (x2)................................... TECH   Skill of applying medical treatments to a wounded person to treat all Critical Injuries not requiring Surgery and keep them from dying (Surgery is only available to Medtechs through their Role Ability, Medicine).   Photography/Film.............................. TECH   Skill for producing photographs, videos, or braindances.   Pick Lock ............................................ TECH   Skill for bypassing non-electronic locks.   Pick Pocket....................................... TECH   Skill for stealthily retrieving items secured on another person and shoplifting small items without being noticed.   Sea Vehicle Tech ................................ TECH   Skill of repairing and maintaining sea vehicles.   Weaponstech ..................................... TECH   Skill for repairing and maintaining weapons of all types.

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