This is a measure of your problem solving ability; figuring out problems, noticing things, remembering information. Almost every character type will need a high Intelligence, with Netrunners and Corporates requiring the highest of all.
This is a combined index, covering not only your basic dexterity, but also how your level of physical coordination will affect feats of driving, piloting, fighting and athletics. Characters who intend to engage in a great deal of combat (such as Solos, Nomads or Rockerboys) should always invest in the highest possible Reflex.
This index measures how well the character stands up to stress, fear, pressure, physical pain and/or torture. In determining your willingness to fight on despite wounds or your fighting ability underfire, Cool(CL) is essential. It is also the measure of how "together" your character is and how tough he appears to others. Rockerboys and Fixers should always have a high Cool, with Solos and Nomads having the highest of all.
TECHNICAL ABILITY (TECH)
This is an index of how well you relate to hardware and other technically oriented things. In Cyberpunk, the ability to use and repair technology is of paramount importance - TECH will be the Stat used when fixing, repairing and attempting to use unfamiliar tech. While all characters should have a decent Tech Stat, potential Techies should always opt for the highest possible score in this area.
This is the intangible "something" that throws the balance of events into your favor. Your luck represents how many points you may use each game to influence the outcome of a critical event. To use Luck, you may add any or all of the points of luck a character has to a critical die roll until all of your Luck stat is used up. Luck is always restored at the end of each game session.
This is how good-looking you are. In Cyberpunk, it's not enough to be good - you have to look good while you're doing it (Attitude is Everything). Attractiveness is especially important to Medias and Rockerboys, as being good-looking is part of their jobs.
MOVEMENT ALLOWANCE (MA)
This is an index of how fast your character can run (important in combat situations). The higher your Movement Allowance (MA), the more distance you can cover in a turn. You can run MOVx3 in a round and jump (MOVx3)/4.
This Stat represents how well you relate to other living things- a measure of charisma and sympathetic emotions. In a world of alienated, future-shocked survivors, the ability to be "human" can no longer be taken for granted. Empathy (EM) is critical when leading, convincing, seducing or perceiving emotional undercurrents.
BODY TYPE (BT)
Strength, Endurance and Constitution are all based on the character's Body Type. Body Type determines how much damage you can take in wounds, how much you can lift or carry, howfaryou can throw, how well you recover from shock, and how much additional damage you cause with physical attacks. Body Type is important to all character types, but to Solos, Rockerboys and Nomads most of all.
You can transport a weight equal to your BT by 10 in KG. You can also raise your BT by 40 times in Kg.
Your Save Number (SN) against shock and death is equal to the BT. Each time you receive damage you will have to perform a save test (get equal or less in 1d10 than your SN) or be stunned. If you reach a state of Mortal, in addition to the shock test, you will perform a Death Save to avoid dying.
Additionally, your BT defines the threshold of injuries that you can receive for each state. The states are: Light, Serious, Critical, Mortal 0, Mortal 1, Mortal 2, etc. Each of these states has as many points as your BT and when you receive damage you will cross those points. For example, with a BT of 6, if you receive 14 points of damage, you go directly to critical (with two points crossed out).