20100505

Abilities

Cyberpunk has nine ability scores that are ranked on a scale of 2 (dismal) to 10 (world-class). An average ability score amounts to a "6."

The abilities are as follows:

Intelligence (INT): Intelligence is a relative measure of intellect and mental acuity.
Reflex (REF): Reflex is a combination of hand-eye coordination and physical agility.
Technical Ability (TECH): Technical Ability determines how mechanically and technically inclined your character is.
Cool (COOL): Cool is a measure of willpower and mental stability.
Attractiveness (ATTR): Attractiveness is how good-looking you are. It's not precisely the "dump stat" you might think it is.
Luck (LUCK): Luck will often mean the difference between life and death. It represents a pool of free bonus points you have to spend each game session.
Movement Allowance (MA): Directly relates to how far you can move, climb, jump, and swim.
Body (BODY): Body is a combination of physical strength and health.
Empathy (EMP): Empathy is your character's ability to relate with other human beings, as well as being a measure of charisma.

Characters are built using a pool of ability points. The pool varies depending on the method used to generate them. In The New Untouchables, all characters will be created using a pool of 60 ability points.

Abilities are purchased one a one-for-one basis, up to a score of 8. Raising an ability from 8 to 9 costs 2 points, and raising one from 9 to 10 costs 3 points. This means that a score of 10 in an ability will cost a total of 13 points. Scores of 9 and 10 are exceptional and rare. Luckily, you can raise ability scores during play by spending Improvement Points (IP).

As for skills, I'll cover them in another post.

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