The basic stats for Shadowrun are all still here: Body, Agility, Reaction, Strength, Willpower, Logic, Intuition, Charisma, Magic, Resonance, Edge, and Essence.
Body – Your physical constitution and how hardy your body is. Works into your Physical/Stun damage tracks (SR’s equivalent to HP) as well as resistances to poisons and the like.
Agility – Hand/eye coordination, flexibility, nimbleness, etc. Affects athletic skills and some combat skills.
Reaction – How quickly you react to things. Affects some defensive rolls, vehicle control skills, and some drone-related skills.
Strength – Raw muscle. Affects your ability to lift/drag/carry as well as some physical skills and unarmed combat.
Willpower – Used in a lot of magical skill tests, pain/damage resistance, and certain types of defense against magic.
Logic – Important for tech-focused characters, represents internal ability to rationalize and deduce. Used for some knowledge or deduction skills and for a lot of tech skills.
Intuition – Gut feelings, flashes of insight, etc. Is involved in Initiative checks, perception tests, and some magic resistance.
Charisma – Your winning smile, your imposing figure, or just being fabulous. Used for many social skills.
Magic – Represents the amount of power a magic-user has to draw on. Used in magic-based tests like casting spells and summoning spirits.
Resonance – Basically Magic but for technomancers who use it to hack with their brains with no special hardware.
Edge – This is basically a Luck stat. You can spend Edge points to affect die rolls, outright buy successes on a die test, or permanently burn points off the skill to do things like cheat death if the GM allows it.
Essence – Your “humanity” score. Having cyberware implanted removes points from your Essence, and losing Essence lowers your ability to have Magic. If you hit 0, you essentially have no soul left and are dead.
To note: They’ve squished the stat ranges a little. In 5e, for example, Trolls started with a 5 in Body with a maximum score of 10, and the same for Strength. In 6e, they start with 1 and have a maximum of 9. However, their maximum Charisma went from a 4 in 5e to a 5 in 6e.
Gonna derail a bit and talk about the changes to Edge here. It seems one of the major brainwaves of this edition was to make Edge a much more used thing, so they’ve expanded the uses of Edge and how you can gain/lose it.
What Edge Is:
Edge is basically a luck stat. In 5e, Edge was mostly just used to add additional dice to tests, reroll misses on tests, adjust your Initiative, or cheat death, so Edge was really only gained by GM fiat for things like good roleplaying, achieving character goals, or even “impressing the group with good humor or drama”. Basically, you got Edge back when the GM said so.
6e changes this in large ways. You start any given session with a number of Edge points equal to your Edge stat. You can gain or lose them as you play, up to a maximum of 7. After a “confrontation” (i.e. a combat, a hacking session, a major social scene, etc.), you lose any Edge points you have over your Edge stat. If you end the confrontation with less than your stat, you stay at the lower amount until you gain it back in another one.
You can now gain Edge points in many, many more ways than before. Gear, spells, character qualities, social situations, all these things will give Edge points. You can still gain them through GM Fiat like 5e for good roleplaying or being a good party member, but there are actual game mechanics that will give you the majority of the Edge you earn.
For example: If you are making an attack, you compare your Attack Rating (I’ll get into this later) to the target’s Defense Rating. If your Attack Rating is 4 or more points above the target’s, you gain an Edge point. If it’s 4 or more BELOW their Defense Rating, the target gains an Edge point. (Yes, this means that NPCs/mooks/etc. will be gaining and spending Edge just like players. I’ll reserve opinions on whether that makes things more complicated in combat until I’m able to possibly play a game or two, but I suspect it will.)
Edge boosts are now split among 5 groups, based on the amount of Edge they cost:
Reroll one die on a test. You can spend multiple edge to reroll multiple dice in this way.
Add 3 to your Initiative score before a combat starts.
Add +1 to a die roll. Make a 4 into a 5 for that one extra success.
Give an ally one Edge point.
Negate one Edge point of an enemy.
Buy one automatic success for a test on top of your dice roll.
Heal one box of Stun damage.
Add your Edge stat as additional dice to your dice pool for a test, and cause all dice in this roll to become “exploding dice” where any natural 6s allow you to roll an additional die. Notably, the extra dice are exploding as well, so if you keep rolling 6s you keep rolling dice.
Heal 1 box of Physical damage.
Reroll all failed dice on a test.
Count 2s for a glitch for a target’s test in addition to 1s.
Create a “special effect”. This might be something like causing steam pipes behind you in the corridor you’re being chased down to burst to blind/delay your pursuers, cause sirens to be heard approaching the area to scare off some attackers, or anything you and your GM can come up with that would be a potential game-changer and put some stress on your enemies in a situation.
Additionally, there are some Edge Actions that are listed that combine with an action you may be performing that cost varying amounts of Edge to invoke but can do things like enhance speeches, fire from cover without the normal cover penalty, do the “movie shot” where you shoot the gun out of someone’s hands, etc.
You can still permanently burn a point off your Edge score to either buy an automatic pass of a single test with 4 net successes, or to cheat death. Cheating death still works the same way it used to, where it may mean you don’t die but it doesn’t remove you from the situation you’re in. The book’s example is “It may be that if you’re wearing concrete shoes at the bottom of the Puget Sound, you can burn an Edge point to not drown and allow you to find an old, discarded (but still usable) scuba tank, but you’re still underwater with cement shoes”