Base Stats (Note:Because you're a robot, you have the ability to go to 11 instead of the limitation of 10, also all your stats start at 1) Intelligence: This represents how smart you reploid is, put simply. This stat will be used for most scientific skills. Intelligence has one sub stat, education. Education: This represents how well educated your reploid is, how much common sense s/he has and is used as a general knowledge skill. Reflexes: This represents a combination of agility and hand eye coordination. High reflexes are a must as just about any physical skill will require it. Empathy: This stat represents how well you relate to others. How like-able you are and for real sympathetic emotions. Sure you need cool to lead troops, but you need empathy for them to like you. Luck: Luck, that intangible thang, that crazy sumpin' that just makes things go in your favour, this is what makes John Mclane(Die-Hard) a hero. Your luck is a limited number of points you can use each session to influence the outcome of events. To use it you may add one or all of you luck points to an important roll. Remember luck replenishes at the end of each session, if you use up all your points, you're out of luck. Body Type: This determines how much damage your reploid's servo's can take before you are dead for more on servo damage use the chart on pg 24 of the mekton Zeta hand book. (Note the physical stats only apply in civilian form, otherwise they are modified by the purchased servo's) Corruption: This stat is a combination of your cool and your empathy multiplied by 5. See the next chapter for an in depth description of how corruption effects your reploid. Cool: This is a measure of how well your reploid deals with pressure, and how charismatic s/he, also because a reploid is does not have an organic brain s/he is susceptible to hackers. (See the Hacking option, below) ------------------------------------------------------- |[Hacking](This requires the CyberPunk 2020 main book) | | (Use net runner hacking rules)If you or someone | | else wishes to hack into a reploid's brain you | | will need a computer with a level 7 or higher | | CPU. Note, hacking of this nature falls as a | | personal assault crime. The punishment for a | | conviction of this is 10 years of community | | service, 8 years of imprisonment and a 20,000 | | dollar fine. | | Use Cool and intelligence for resisted rolls. | | (Better rules for hacking will be available | ------------------------------------------------------- Attractiveness: This is simply how pretty/handsome you are, this stat will be occasionally used for certain *special* interactions, use your imagination as to what the *special* means. Technical Ability: This measures your character's ability to repair, create or, modify technology. This stat will be used with all skills that involve repair and function of machinery. A must for technicians and engineers. Movement Allowance: This is how far in meters your feet can carry you and how far you can jump from a standing or running start. [Jump: How far in meters your character can jump per round. This is equal to your MA divided by four (Round Decimals up) [Running Jump: This is how far your reploid can jump from a running start. This is equal to your reploid's running distance divided by 4. Stability: This represents how difficult it is to sway, confuse, or otherwise befuddle your reploid. This is found by multiplying your reploid's cool by 2.5. This is used for interrogation, leadership, intimidation and, seduction. Determining Stats: Each stat has a value of between 2 and 10 Two being the lowest possible stat and 10 being the highest. Stats are purchased by using a pool of points there is a breakdown of methods on page 25 of the Mekton Zeta book.