Modifiers: -1 for every point below 5, +1 for every point above, 5 = 0
Strength
Blunt Modifier: When using a Blunt Melee or Brawling weapon this is added to hit chance.
Burst Modifier: When using a weapon with Burst this modifier is added to the hit chance subtraction on your consecutive shots (Max of +0).
Your ability to pick up and throw objects is determined by whether you meet the Strength requirement (req.).
Throwing Range starts at 15ft and you get +2 for every point of Strength above 5.
Negative Strength gives: -2 Max Health per point -5ft of throwing range per point.
Mnvr:
Agility Modifier: This is added to all agility skill rolls, and hit chance when using blade melee weapons.
Dodge and Initiative roll is Mnvr + (D20)
1-5 Mnvr can move 15ft per turn, +5ft every point 6 and above
Negative Maneuverability gives -1 to Dodge Roll per point, -5ft of movement per point
Intellect: Science/Tech Modifier: Added to all Science or Tech skill checks. This also applies to skill req. for items.
Example: Say a piece of Basic Tech requires 5 Basic Tech Skill to use. If Alfonso has 3 Intellect and 5 Basic Tech skill. He cannot use that piece of Tech because his Intellect gives him a -2 modifier to all Tech and Science skills. If his Intellect was 5 he'd be able to use it. If his Intellect was 8 and he had a Basic Tech skill of 5 he'd be able to use items requiring 7 Basic Tech skill because he gets +2 from his Intellect Modifier.
Investigation is (Perception + Intellect) ÷ 2
If you have <=2 Intellect you can only use 1-3 syllable words., If you have <=3 Intellect you can only use 1-4 syllable words
Perception: Ranged Hit chance Modifier: Added to all ranged attack rolls and Navigation checks.
Investigation is (Perception + Intellect) ÷ 2
Presence: Speech Modifier: Added to all speech skill checks.
Leadership Action: 5, 8, 10, 15, 18, and 20 points of Presence each give you one leadership action you can use. Uses return after resting. This allows you to add 1D10 to any ally's roll for any check, contest, attack, or dodge (must be declared before the ally rolls).
Adapt: Adaptability is rolled against affect rates of elemental damage, drugs, and hazards.
Every body modification you get adds to your Augment Points; every Augment Point above your ADPT gives disadvantage to the installation roll. So if you have 10 Augment Points and ADPT of 8 your installation roll (for whoever is installing it) has disadvantage+2.
Investigation: Is used when trying to detect lies or search an area for clues. Investigation will help find things you couldn't otherwise.