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.
Showing posts with label Abilities. Show all posts
Showing posts with label Abilities. Show all posts
20100505
Subscribe to:
Posts (Atom)