Values
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Attributes
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All characters have nine Attributes, three physical ones, three mental ones, and three special ones. Attributes can be improved throughout the game, so they do not simply represent genetics.
Physical Attributes:
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Body represents the immune system, the cardiovascular system, the speed of recovery from injuries and sicknesses, as well as the resistance to the latter. It also represents how well a character can handle Bioware, drugs, alcohol and other toxins.
Quickness represents motorical reflexes, the sense of balance, metabolism, running speed and coordination.
Strength is bodily power.
Mental Attributes:
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Charisma is a personal aura, self-image, the ego, as well as a sense and a will to realize and influence what moves people.
Intelligence describes analytical and perceptive abilites, memnonic ability and raw brain power.
Willpower keeps a character going on when they want to give up, and empowers them to control their own habits and emotions.
Special Attributes:
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Reaction denotes how quick, and how much a character can act under pressure.
Essence is a measure of equilibrium and the cohesion of life force of a body as a whole. Essence is lowered by repeated or prolonged disturbances of this balance, through cyberware, drug-abuse accidents or sickness. When Essence is lowered to zero, the character dies. Essenz sinkt durch langfristiges Störungen dieser Balance. Low Essence can influence social situations, because the character might seem cold or strange to others.
Magic is a measure of the bodies attunement to the flow of Mana, which flows through our plane. Magic is lowered in the same way that Essence is, through great bodily harm, Cyberware, etc.
This Attribute is at zero for most people.
Dice Pools
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In a Combat Round, a Dice Pool is a fixed amount of Dice a character can add to the ones they use for a Test. Every one of the dice can be rolles only once. The maximum amount of dice a character can add to a Test is equal to the respective Attribute or Skill value, except for Dodge Tests or Damage Resistance Rolls.
Combat Pool
A player can assign dice from their combat pool to any offensive or defensice Action. Combat Pool dice can be added to Tasks that involve Magic only if it has to do with Elemental Manipulation spells. Surprised characters, and wnyone who does not see the attack coming, can not use their Pool Dice against it. Characters in heavy armor reduce their Combat Pool by one, for every two points that the armor exceeds their Quickness. The Astral Combat Pool is a variant of the Combat Pool, that Mages use when fighting in the Astral Realm.
Rigging Pool
When rigged into a vehicle, a character can use dice from this Pool in Tests with the rigged verhicle. Only characters with a Vehicle Control Rig can use this pool.
Decking Pool
Only a decking character can use this Pool. Dice from this Pool may be used for all Tests in the Matrix, except for Tests involving Etiquette, and Damage Resistance against Grey or Black IC.
Spell Pool
Dice from this Pool are used to augment Spell Success Tests, Spell Drain Resistance Tests and Dispel Dice. They can not be used to augment Conjuring.
Karma Pool
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This is a special Dice Pool, for which there are additional rules. Every twentieth (tenth for Humans) point of Karma is added to this Pool. Karma can be used to differentt ends. When the points are not permanently burned, they recover in a variable amount of time. The standard for this is 24 hours.
Re-rolling Failures:
Re-roll all dice that did not reach the Target Number. This costs 1 Karma for the first re-roll during a Test, 2 for the second re-roll, and so on.
Avoiding Catastrophe:
For 1 Karma, the player may ignore the Rule of One. The tests still fails.
Open Tests:
You may re-roll the dice in an Open Test. This costs 1 Karma for doing it the first time, 2 when doing it the second time, and so on.
Buying additional dice: 1 Karma for the first die, 2 Karma for the second one, and so on, until the maximum is reached, which es equal to the Skill or Attribute that is being tested.
Buying Successes:
Permanently burn 1 Karma per bought success. This is only possible if at least one success has been rolled already.
Extended Test: ?????
Reduce Target Number:
Per burnt Karma, the Target Number is rediced by one, to a minimum of 1.
The Hand of God:
The character burns all of his Karma, Pool Karma as well as Good Karma, but a minimum of 1, to escape certain death.