They can’t think. They merely execute programs. However, some Anima have neuron network programming build into their code. If we forlorn the pointless investigation of the chapter of computer science that deals with neuron networks, we can point a few effects quickly. First, it gives out a limited ability of learning. Not learning in the sense of “raising skills”, but of mastering the skill there already are, including something that is called “professional intuition”. When a neuron network-equipped Anima tries to do some mental task, you may roll twice – one Skill+1D10 roll and one pseudo-Intellect+1D10 roll, and choose the better result. However, pseudo-Intellect score can’t be greater than the Skill value.
Reflexes : this is governed by the body. However, the more complicated program, the better coordination it can control. Effective REF can’t be higher than Anima’s program Strength (which would limit Anima to the REF 10 max, unless a GM calls for higher maximum score of program Strength). Reflexes-based skills will be added to it for skill rolls.
Tech Aptitude : Anima have no Tech. None at all. Some parts of equipment will still add to the appropriate rolls, but there’s no something like Tech for Anima.
While Anima are not humans, we are used to human stats, and Anima – dealing with humans – have to be treated in a similar way
Cool : It’s a complicated business. Robots do not have Cool as such. Any skill based on Cool works on flat skill value. However, robots do have Stability rating (aka “chicken factor” in the programmer slang), which represents difficulty to convince the robot that situation has exceeded normal parameters, and it should, for example, back off to protect it’s integrity. The Stability is totally up to the programmer – low Stability gives cowardly Animas (Stability of 5-10 being common in commercial applications), while high Stability gives Animas that are bold and careless (many military robots have complete disregard for their own safety).
Empathy : robots, by definition, have no empathy. However, they might use pretty advanced programming based on extensive databases, making their behavior appropriate to the situation and human expectations (and since they use sensors that equal our eyes, ears, skin etc – or even sometimes superior ones – they can get pretty a lot of information about our mental state).
Luck : can a robot be lucky ? Since we can’t determine what exactly the Luck is, not to mention reproducing it in an artificial way, it’s up to GM. You can declare all robots bad-luck losers by definition (Luck 0), https://maxloan.org/payday-loans-de/ or you can roll a 1D10 to determine Luck of every single robot in your game, or. you might have yet another idea.
Movement Ability, Body (i.e. physical strength) and Attractiveness are purely physical things, and they depend on the robot’s body type.
Like other computers, Anima can have skills. And these are not mere skill-chips, but skills of much higher valueputer skills cost 50 eb per level, up to level 4. Above level 4, they cost 100 eb per level (i.e. +6 would cost 400 eb). Maximum value for computer skills is +10 (which makes the most advanced Anima equal to average human professionals when it comes to mental tasks). Skills take 1 MU per level. Both costs and MU use need to be multiplied by Difficulty modifier.
An Anima can have as many skills as double value of its program Strength. The skill levels are limited only by MU available (yes, Strength 10 anima can have 20 Skills, each of value of 10. which is calling for a MU 200 databank, minimum). However, you have to remember that, if anima has no given skill, it can’t do that thing. Not at all : it doesn’t know how.