π Stats & Derived Statistics
This page covers everything about STATs β how to get them, what they mean, and what you calculate from them.
What are STATs?
Your 10 core statistics define what your character is capable of. Every skill check, combat roll, and derived value flows from these numbers.
| STAT | Full Name | What It Governs |
|---|---|---|
| INT | Intelligence | Knowledge, learning, analysis, Netrunning |
| REF | Reflexes | Ranged combat, reaction time |
| DEX | Dexterity | Melee combat, agility, athletics |
| TECH | Technical Ability | Repair, crafting, cyberware |
| COOL | Cool Under Pressure | Social skills, keeping calm |
| WILL | Willpower | Mental resilience, HP calculation |
| LUCK | Luck | Spendable points to boost rolls |
| MOVE | Movement | How far you can travel per turn |
| BODY | Body | Physical toughness, HP, Death Save |
| EMP | Empathy | Social connection, Humanity base |
Rolling Your STATs
How you get your STATs depends on your creation method:
Streetrat Method
Roll 1d10 once β that single roll gives you your complete STAT block.
- Find your Roleβs Template Table below
- Roll 1d10
- Copy the entire row that matches your roll
- Write the values in order: INT, REF, DEX, TECH, COOL, WILL, LUCK, MOVE, BODY, EMP
Why templates?
These are computer-optimized stat blocks. Every row is balanced for your Role β high stats where you need them, lower elsewhere. No bad rolls, just different flavors of your archetype.
Edgerunner Method
Roll 1d10 for each STAT column β 10 rolls total, one per stat.
- Find your Roleβs Template Table below
- Roll 1d10 for INT β look at the INT column, find that row, take the value
- Roll 1d10 for REF β same process
- Repeat for DEX, TECH, COOL, WILL, LUCK, MOVE, BODY, EMP
Why This Creates "Spikey" Characters
Because each stat is rolled independently, you might get a high INT but low REF, or vice versa. This creates characters with distinct strengths and weaknesses β more interesting than well-rounded templates!
Complete Package Method
No templates needed. You get 62 STAT points to distribute freely.
Rules:
- Minimum STAT: 2 (no stat can be below 2)
- Maximum STAT: 8 (during character creation)
- Total must equal 62
Allocation Tips
- Decide your playstyle first: combat? social? tech?
- Your Roleβs key STAT should be 7-8 (e.g., REF for Solos, INT for Netrunners)
- BODY + WILL determine HP β donβt dump both
- EMP Γ 10 = starting Humanity β high EMP means more room for chrome
- LUCK is always valuable β it saves your life
Example: Solo Build (62 pts)
STAT Value Reasoning INT 4 Not a thinker REF 8 Maximum shooting DEX 7 Good in melee TECH 4 Basic competence COOL 6 Steady under fire WILL 6 Good staying power LUCK 6 Safety net MOVE 6 Average speed BODY 7 Tough EMP 8 Room for lots of chrome Total 62 β
Example: Netrunner Build (62 pts)
STAT Value Reasoning INT 8 Maximum hacking REF 4 Not a shooter DEX 4 Not a fighter TECH 7 Tech skills COOL 5 Some composure WILL 8 Mental fortress LUCK 5 Some luck MOVE 4 Not athletic BODY 4 Squishy EMP 7 Good chrome tolerance Total 62 β
STAT Templates by Role
These are the official, computer-optimized STAT templates. Used by Streetrat (one roll, copy entire row) and Edgerunner (roll per column) methods.
πΈ Rockerboy β High COOL, WILL, EMP. Low BODY.
Roll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP 1 7 6 6 5 6 8 7 7 3 8 2 3 7 7 7 7 6 7 7 5 8 3 4 5 7 7 6 6 7 7 5 8 4 4 5 7 7 6 8 7 6 3 8 5 3 7 7 7 6 8 6 5 4 7 6 5 6 7 5 7 8 5 7 3 7 7 5 6 6 7 7 8 7 6 3 6 8 5 7 7 5 5 6 6 6 4 8 9 3 5 5 6 7 8 7 5 5 7 10 4 5 6 5 8 8 7 6 4 7
βοΈ Solo β High REF, COOL, BODY. Low TECH.
Roll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP 1 6 7 7 3 8 6 5 5 6 5 2 7 8 6 3 6 7 5 6 6 6 3 5 8 6 4 7 6 7 7 8 5 4 5 8 6 4 6 7 6 5 7 6 5 6 6 7 5 7 6 7 6 8 4 6 7 7 6 5 7 6 6 7 7 5 7 7 7 6 5 6 7 7 6 6 6 8 7 8 7 5 6 6 5 6 8 4 9 7 7 6 4 6 6 6 5 6 5 10 6 6 8 5 6 6 5 6 6 5
π Netrunner β High INT, TECH, WILL.
Roll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP 1 5 8 7 7 7 4 8 7 7 4 2 5 6 7 5 8 3 8 7 5 5 3 5 6 8 6 6 4 7 6 7 4 4 5 7 7 7 7 5 8 6 5 5 5 5 8 8 5 7 3 7 5 5 6 6 6 6 6 7 8 4 7 7 6 6 7 6 6 6 7 6 5 7 7 7 6 8 5 7 8 6 8 4 8 5 7 4 9 7 6 7 7 6 3 6 5 6 5 10 7 8 6 6 6 4 7 7 5 6
π§ Tech β Max TECH. Low COOL.
Roll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP 1 6 7 7 8 4 4 5 5 7 6 2 7 6 6 7 5 3 7 7 5 5 3 8 6 5 7 5 4 7 7 5 7 4 7 8 7 8 4 4 6 5 6 7 5 6 6 7 6 4 3 7 7 6 6 6 8 7 5 6 3 3 7 6 7 6 7 8 6 7 8 4 4 7 6 7 6 8 8 8 7 8 5 4 6 5 6 6 9 6 6 7 8 3 3 5 7 7 7 10 8 8 5 6 4 4 6 5 6 6
π₯ Medtech β High TECH, LUCK, EMP.
Roll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP 1 7 5 6 7 5 3 8 5 5 7 2 6 7 7 7 4 4 6 7 7 7 3 6 5 5 8 5 3 8 5 7 8 4 8 7 6 8 3 5 6 6 5 7 5 6 7 5 7 5 5 8 7 6 8 6 8 5 5 8 5 5 6 6 5 6 7 8 6 5 8 5 4 8 5 7 7 8 6 5 7 7 3 5 8 5 5 8 9 6 6 7 7 5 4 6 6 5 6 10 8 7 6 6 3 4 8 7 6 7
πΊ Media β High COOL, EMP.
Roll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP 1 6 6 5 5 8 7 5 7 5 7 2 8 7 7 3 6 6 5 5 6 8 3 6 7 7 5 6 8 5 5 5 7 4 6 5 7 5 6 7 5 5 6 6 5 6 6 7 4 8 7 6 7 5 8 6 7 5 5 4 8 7 6 7 5 8 7 8 5 6 3 7 6 6 5 6 7 8 6 5 6 5 6 8 6 6 7 8 9 7 7 5 4 6 7 6 5 6 7 10 7 6 6 3 7 6 7 6 7 6
πΌ Exec β High INT, COOL, EMP. Low TECH.
Roll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP 1 8 5 5 3 8 6 6 5 5 7 2 8 6 6 4 7 6 7 7 5 7 3 8 7 6 3 8 6 7 6 4 5 4 8 5 7 5 6 5 6 5 5 7 5 7 7 6 5 8 5 7 7 5 6 6 5 7 7 3 6 7 6 5 5 7 7 6 6 7 5 8 7 6 7 4 6 8 6 7 7 3 7 5 5 5 5 7 9 7 6 7 5 7 5 7 6 5 5 10 7 7 5 5 8 6 6 7 4 7
π Lawman β High WILL, balanced combat.
Roll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP 1 5 6 7 5 7 8 5 6 5 6 2 6 6 6 5 6 8 5 7 5 5 3 5 7 7 7 6 7 5 5 7 6 4 6 6 7 6 6 8 5 7 7 6 5 6 6 7 6 7 7 6 5 5 6 6 7 6 5 5 7 8 5 7 7 4 7 7 8 7 5 6 8 7 6 5 4 8 5 6 6 5 6 8 5 7 6 4 9 7 7 5 5 7 7 6 5 5 6 10 6 6 5 6 8 7 5 7 6 6
π€ Fixer β High LUCK, EMP, INT.
Roll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP 1 8 5 7 4 6 5 8 5 5 8 2 8 5 5 5 6 7 8 7 5 7 3 6 6 6 4 5 6 8 6 3 8 4 7 7 5 5 7 6 7 7 5 8 5 8 6 6 3 6 5 8 7 5 6 6 8 7 5 5 6 7 7 5 3 6 7 8 6 6 5 5 5 6 7 5 8 8 6 6 7 4 7 6 7 7 4 7 9 8 7 7 5 5 5 7 6 5 7 10 6 5 6 5 5 6 8 6 4 7
π£οΈ Nomad β High DEX, REF, BODY. Low TECH/EMP.
Roll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP 1 6 6 8 3 6 7 6 6 6 4 2 5 7 6 5 8 8 8 7 5 4 3 5 8 6 3 8 7 6 5 6 5 4 5 8 7 4 8 6 7 7 7 5 5 6 6 6 3 6 7 6 7 7 4 6 7 6 8 4 6 7 6 5 6 5 7 6 7 8 4 6 7 5 5 7 5 8 5 7 8 3 8 6 7 5 5 5 9 6 7 6 4 8 6 6 6 6 6 10 5 6 7 4 7 8 7 7 7 4
Derived Statistics
Once you have your STATs, calculate these values. They determine your survivability and humanity.
β€οΈ Hit Points (HP)
Your total health. When HP reaches 0, youβre in serious trouble.
Formula:
HP = 10 + 5 Γ β(BODY + WILL) Γ· 2β
Plain English
Add BODY + WILL, divide by 2, round UP, multiply by 5, add 10.
HP Lookup Table β find your BODY on the left, WILL on top:
| BODY\WILL | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|
| 2 | 20 | 25 | 25 | 30 | 30 | 35 | 35 |
| 3 | 25 | 25 | 30 | 30 | 35 | 35 | 40 |
| 4 | 25 | 30 | 30 | 35 | 35 | 40 | 40 |
| 5 | 30 | 30 | 35 | 35 | 40 | 40 | 45 |
| 6 | 30 | 35 | 35 | 40 | 40 | 45 | 45 |
| 7 | 35 | 35 | 40 | 40 | 45 | 45 | 50 |
| 8 | 35 | 40 | 40 | 45 | 45 | 50 | 50 |
π©Ή Seriously Wounded Threshold
When your HP drops to or below this number, you take -2 to all Actions.
Seriously Wounded = HP Γ· 2 (round up)
π Death Save
When you hit 0 HP, you roll 1d10 each turn. Need to roll β₯ BODY to survive.
Death Save = BODY
Mortally Wounded
At 0 HP, youβre not dead yet β but youβre dying. Each turn: roll 1d10.
- Roll β₯ BODY β Survive another turn
- Roll < BODY β Flatlined
π§ Humanity
Your connection to your own emotions and identity. Cyberware costs Humanity.
Starting Humanity = EMP Γ 10
When your Humanity drops a tens digit, your EMP decreases:
| Humanity | EMP |
|---|---|
| 70-79 | 7 |
| 60-69 | 6 |
| 50-59 | 5 |
| 40-49 | 4 |
| 30-39 | 3 |
| 20-29 | 2 |
| 10-19 | 1 |
| 0-9 | Cyberpsychosis |
Cyberpsychosis
At 0 Humanity, your character becomes an NPC controlled by the GM.
π Movement
| Value | Formula | Use |
|---|---|---|
| Walk | MOVE Γ 2 m/turn | Standard movement |
| Run | MOVE Γ 4 m/turn | Running (costs full Action) |
π Quick Reference
| Stat | Formula | Write On Sheet |
|---|---|---|
| HP | 10 + 5 Γ β(BODY+WILL)/2β | HP box |
| Seriously Wounded | HP Γ· 2 (round up) | SW threshold |
| Death Save | = BODY | Death Save box |
| Humanity | EMP Γ 10 | Humanity box |
β Pick a Role Β· Step 2 of 7 Β· Lifepath β