In Shadowrun, each character has nine basic attributes: three physical, three mental, & three special. A normal human character's physical and mental attributes range from 1 to 6. Humans with cyberware and metahumans can have higher scores (see the Racial Maximum table at the bottom). This listing also includes 12 additional attributes that a character may possess.

Dice Pools are an extra number of dice that players can add when making related skills tests. Dice pools eventually refresh to their starting levels for reuse. (Using Shadowrun 3 stats)

Base Attributes

Body This physical attribute represents general health and resistance to injury and pain.
Quickness This physical attribute represents overall dexterity and agility. It also determines movement, walking, and running speeds.
Strength This physical attribute is the ability to lift, carry, throw, and cause physical damage.
Intelligence This mental attribute represents overall quickness of mind, aptitude, and the ability to perceive surroundings. Knowledge is represented by skills, so a stupid character would have low skill ratings, and not necessarily a low Intelligence.
Willpower This mental attribute represents determination, mental stability, and the will to resist certain kinds of mental and fatigue damage.
Charisma This is a mental attribute, which represents attractiveness (but not necessarily physical beauty), persuasiveness, personal aura, and general likability.
Essence This special attribute is a measure of the soundness of the central nervous system and spirit. Invasive things, such as cyberware, reduce Essence. As Essence declines, Magic declines by the same amount.
Magic This is a measure of a character's ability to wield and focus magical energy. Serious damage to the body and invasive additions, such as cyberware, a reduction in this special attribute.
Reaction This special attribute determines how quickly and how often a character can act under pressure. The Reaction rating is the average of Quickness and Intelligence, rounded down.

Additional Attributes

Initiative This value plus the Reaction attribute determines the order in which characters take action within a single combat turn. All characters begin with a base Initiative rating of one six-sided die (1D6). Initiative is modified by bonuses from cyberware, bioware, & beneficial magic and by penalties from injuries, fatigue, & malevolent magic.
Reputation Reputation is a measurement of how well a character is known, both in the public eye and the private sector. To determine if a character is known or not, subtract the character's [relevant] Reputation rating from 1000, then divide the result by 50. This will yield a target number for any Etiquette or similar test to see if the character is recognized or remembered.
  • Private Reputation
    This rating is equal to the total experience points (called Karma) gained. No matter how cool the character may be or how slick the run was, the word on the streets will get out.
  • Public Reputation
    This rating is equal to a (Gamemaster-determined) fraction of a character's total Karmic gain. It represents how well a character is known outside the elite shadow-community, among the megacorps, petty fixers, and in the media's spotlight.
Initiate Grade This is a measurement of a character's metamagical initiation. The first initiation level is grade zero, the second level is grade one, and so on. Once a magician or shaman reaches a certain level, he or she gains new abilities. The most obvious of these being, that the Initiate Grade rating is added directly to a character's Magic attribute rating. A positive, non-zero Initiate Grade also affords the use of an Astral (Dice) Pool.
Body Index This attribute represents the total amount of bioware that a character's metabolism can safely accept. Each character begins with this attribute's rating equal to zero. All bio-enhancements have Body Cost Points, which are added together to yield a character's total Body Index. The maximum value for this attribute is equal to a character's natural and unaugmented Body attribute, modified only by race and Karma.

Dice Pools

Combat Pool This represents the attention a character is giving to his or her offensive and defensive posture. Dice from this Pool may be allocated to any offensive or defensive combat-related tests such as Firearms, Projectile Weapons, Melee Combat, and Damage Resistance Tests. The Combat Pool is equal to the sum of a character's Quickness, Willpower and Intelligence attributes, divided by 2, rounded down. Any charatcer may use a Combat Pool.
Astral Combat Pool This represents the attention a magically-active character is giving to his or her offensive and defensive posture, while projecting "astrally." Dice from this Pool may be use in astral combat situations and related skills tests. The Astral Combat Pool is equal to the sum of a character's Willpower, Intelligence, and Charisma attributes, divided by 2, rounded down, plus the rating of any applicable weapons & power foci the character may have. Only characters able to engage in astral combat (or project astrally) may use an Astral Combat Pool.
Hacking Pool Deckers use dice from this Pool to augment decking-related tests, such as Matrix combat. It cannot be used to augment defensive utility programs. The Hacking Pool is equal to the sum of a character's Intelligence and MPCP Rating, divided by 3. Only characters with a cyberdeck may use a Hacking Pool.
Spell Pool Dice from this Pool are used by a magician or shaman to augment certain magic- related tests, such as the Spell Success Test, the Drain Resistance Test, when performing Ritual Sorcery, and for Spell Defense. The Magic Pool is equal to the sum of a character's Intelligence, Willpower, and Magic Attributes, divided by 3, rounded down, plus the rating of any applicable power foci the character may have. Only characters with non-zero Magic ratings may use dice from this Pool.
Astral Pool An initiated magician or shaman may use dice from this Pool to augment any astral-related skill tests, in addition to any dice from the normal Magic Pool. The Astral Pool (not to be confused with the Astral Combat Pool, above) is equal to a character's Initiation Grade level. Only magic-wielding characters with a non-zero Initiation Grade possess an Astral Pool (no foolin'!).
Control Pool A rigger uses dice from this Pool to augment tests relating to vehicle control, such as Driving, Piloting, and Position Tests. The Control Pool is equal to a character's Reaction attribute, plus (2 x the Vehicle Control Rating). Only characters with a vehicle control rig (i.e. Riggers) may use this Pool.
Task Pool (special) This is a special Pool made possible through implanted enhancements; either a cybernetic encephalon or a bioware cerebral booster. Although not a true Dice Pool, the Task Pool adds its dice to Intelligence-based, Technical, Knowledge, and Build/Repair skills tests. At this time, only characters with an encephalon or the cerebral booster modification possess a Task Pool. The level of a Task Pool depends on the particular modification(s) installed.
Athletics Pool (optional) This is an optional dice pool from the Shadowrun Companion, which may be used on any Athletics Tests, such as Climbing or Lifting. The Athletics Pool is equal to a character's Quickness plus Strength, divided by 2, rounded down.The number of Athletics Pool dice used may not exceed the character's base Athletics Skill Rating.
Dodge Pool (optional) This is an optional dice pool from the Shadowrun Companion, which may be used on any Damage Resistance Tests, such as from Firearms, Projectile or Thrown Weapons. To create a Dodge Pool, transfer half of the Combat Pool dice into the Dodge Pool. Use the remaining Combat Pool Dice for offensive actions, and the Dodge Pool dice for defensive actions.
Social Pool (optional) This is an optional dice pool from the Shadowrun Companion, which may be used on any Social Skill Tests, such as Etiquette or Negotiation. The Social Pool is equal to a character's Charisma plus Intelligence, divided by 2, rounded down. The number of Social Pool dice used may not exceed the base skill used for the test.