Difference between revisions of "SR5:Active Skills"
Gavlupaul2 (talk | contribs) (→Assensing) |
Gavlupaul2 (talk | contribs) (→Enchanting) |
||
(49 intermediate revisions by the same user not shown) | |||
Line 35: | Line 35: | ||
==Clubs== | ==Clubs== | ||
+ | |||
+ | Clubs governs the use of all hand-held bludgeoning instruments. With this skill you can turn any blunt item, be it a baseball bat, crutch, or mace, into a weapon. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' Close Combat | ||
+ | |||
+ | '''Specializations:''' Batons, Hammers, Saps, Staves, Parrying | ||
+ | |||
==Escape Artist== | ==Escape Artist== | ||
Line 45: | Line 54: | ||
'''Specializations:''' By restraint (Cuffs, Ropes, Zip Ties, etc.), Contortionism | '''Specializations:''' By restraint (Cuffs, Ropes, Zip Ties, etc.), Contortionism | ||
− | ==Exotic Melee | + | ==Exotic Ranged/Melee Weapon (Specific)== |
− | |||
Sometimes a regular gun or blade won’t do the job and you need something fancier. Or weirder. This skill must be taken once for each unusual ranged weapon you want to use. Some examples include blowguns, gyrojet pistols, flamethrowers, and lasers. | Sometimes a regular gun or blade won’t do the job and you need something fancier. Or weirder. This skill must be taken once for each unusual ranged weapon you want to use. Some examples include blowguns, gyrojet pistols, flamethrowers, and lasers. | ||
Line 56: | Line 64: | ||
==Gunnery== | ==Gunnery== | ||
+ | |||
+ | Gunnery is used when firing any vehicle-mounted weapon, regardless of how or where the weapon is mounted. This skill extends to manual and sensor-enhanced gunnery. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' Artillery, Ballistic, Energy, Guided Missile, Rocket | ||
+ | |||
==Gymnastics== | ==Gymnastics== | ||
Line 76: | Line 93: | ||
==Locksmith== | ==Locksmith== | ||
+ | |||
+ | This skill covers building, repairing, and opening mechanical and electronic locks. While largely banished to antiquity, traditional mechanical locking mechanisms are still in use around the globe, often as throwbacks or backups. Electronic locks are far more common and quite susceptible to your ministrations. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' By type (Combination, Keypad, Maglock, Tumbler, Voice Recognition, etc.) | ||
==Longarms== | ==Longarms== | ||
Line 108: | Line 133: | ||
==Throwing Weapon== | ==Throwing Weapon== | ||
+ | |||
+ | Throwing Weapons is a broad-based attack skill that can be used for any handheld item that is thrown by the user as a weapon. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' Aerodynamic, Blades, NonAerodynamic | ||
+ | |||
==Unarmed Combat== | ==Unarmed Combat== | ||
Unarmed Combat covers the various self-defense and attack moves that employ the body as a primary weapon. This includes a wide array of martial arts along with the use of cybernetic implant weaponry and the fighting styles that sprung up around those implants. | Unarmed Combat covers the various self-defense and attack moves that employ the body as a primary weapon. This includes a wide array of martial arts along with the use of cybernetic implant weaponry and the fighting styles that sprung up around those implants. | ||
Line 140: | Line 174: | ||
=CHARISMA= | =CHARISMA= | ||
==Animal Handling== | ==Animal Handling== | ||
+ | |||
+ | This skill governs the training, care, riding (if they’re big enough), and control of non-sentient animals. Competent trainers have the ability to handle multiple animals. It is even possible to approach an untrained animal and get it to trust you, or at least not eat you. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' By animal (Cat, Bird, Hell Hound, Horse, Dolphin, etc.), Herding, Riding, Training | ||
+ | |||
==Con== | ==Con== | ||
Line 222: | Line 265: | ||
=INTUITION= | =INTUITION= | ||
==Artisan== | ==Artisan== | ||
+ | |||
+ | This skill includes several different forms of artistic impression as well as the handcrafting of fine objects that would otherwise be produced on an assembly line. The world’s top artists and crafters are considered artisans. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' By discipline (Cooking, Sculpting, Drawing, Carpentry, etc.) | ||
+ | |||
==Assensing== | ==Assensing== | ||
Line 242: | Line 294: | ||
==Interests Knowledge== | ==Interests Knowledge== | ||
+ | |||
+ | Strange as it might sound, you might have some hobbies outside of slinging mana and bullets. Interests are the kind of Knowledge skill that describes what you know because of what you do for fun. There are no guidelines (and no limit) to the sort of interest skills you can have. Interest Knowledge skills are linked to Intuition | ||
+ | |||
==Language== | ==Language== | ||
+ | |||
+ | Language is the ability to converse in a specific language through written and verbal means. Characters who speak multiple languages must purchase a separate language skill for each language. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' Read/Write, Speak, by dialect, by ling | ||
+ | |||
==Navigation== | ==Navigation== | ||
+ | |||
+ | Navigation governs the use of technology and natural instinct to navigate through territory. This skill enables characters to read maps, use GPS devices, follow AR nav points, or follow a course by landmarks or general direction sense. Navigation applies to both AR and non-AR-enhanced environments. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' Outdoors | ||
+ | |||
+ | '''Specializations:''' Augmented Reality Markers, Celestial, Compass, Maps, GPS | ||
+ | |||
==Perception== | ==Perception== | ||
Line 255: | Line 328: | ||
==Street Knowledge== | ==Street Knowledge== | ||
+ | |||
+ | Street Knowledge is linked to Intuition. This type of Knowledge skill is about knowing the movers and shakers in an urban area, along with how things get done on the street. You know about the people who live in different neighborhoods, who to ask to get what, and where things are. The information that these skills cover tends to change rapidly, but your instincts help you keep up. | ||
+ | |||
==Tracking== | ==Tracking== | ||
Line 267: | Line 343: | ||
=LOGIC= | =LOGIC= | ||
==Academic Knowledge== | ==Academic Knowledge== | ||
+ | |||
+ | Academic knowledge is linked to Logic. This type of knowledge includes university subjects such as history, science, design, technology, magical theory, and the people and organizations with fingers in those pies. The humanities (cultures, art, philosophy, and so on) are also included in this category. | ||
+ | |||
==Aeronautics Mechanics== | ==Aeronautics Mechanics== | ||
+ | |||
+ | AERONAUTICS MECHANIC (LOGIC) Aeronautics mechanics have the ability to repair a variety of aerospace vehicles, provided the proper tools and parts are available. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Engineering | ||
+ | |||
+ | '''Specializations:''' Aerospace, Fixed Wing, LTA (blimp), Rotary Wing, Tilt Wing, Vector Thrust | ||
+ | |||
==Arcana== | ==Arcana== | ||
Line 279: | Line 367: | ||
==Armorer== | ==Armorer== | ||
+ | |||
+ | Armorer encompasses the broad array of skills required to build and maintain weapons and armor. As with all mechanics-based skills, the proper tools and equipment are required to perform any repair or build operation. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' Armor, Artillery, Explosives, Firearms, Melee Weapons, Heavy Weapons, Weapon Accessories | ||
+ | |||
==Automotive Mechanic== | ==Automotive Mechanic== | ||
+ | |||
+ | Automotive mechanics are tasked with fixing all types of ground-based vehicles ranging from commercial automobiles to wheeled drones to tanks. Repairs require the proper tools and time. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Engineering | ||
+ | |||
+ | '''Specializations:''' Walker, Hover, Tracked, Wheeled | ||
+ | |||
==Biotechnology== | ==Biotechnology== | ||
+ | |||
+ | Biotechnology is a wide-ranging skill primarily used by doctors and scientists to grow organic body parts. This skill is the basis for cloning as well as all forms of bioware. Provided the right equipment is available, biotechnology can be used to repair damaged bioware, clone new tissue, or detect any bioware in a subject’s body. This skill does not allow characters to install or remove bioware. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' Bioinformatics, Bioware, Cloning, Gene Therapy, Vat Maintenance | ||
+ | |||
==Chemistry== | ==Chemistry== | ||
+ | |||
+ | Chemistry permits the character to create chemical reactions and develop chemical compounds ranging from drugs, to perfumes, to biopolymers like NuSkin. Chemistry can also be used to analyze chemical compounds to determine what they are. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' Analytical, Biochemistry, Inorganic, Organic, Physical | ||
+ | |||
==Computer== | ==Computer== | ||
+ | |||
+ | Computer is the base skill for interacting with the Matrix. It represents the ability to use computers and other Matrix-connected devices. The Computer skill focuses on understanding multiple operating systems. It does not allow the character to exploit code (Hacking) or strip down mainframes (Hardware). | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' Electronics | ||
+ | |||
+ | '''Specializations:''' By action (Edit File, Matrix Perception, Matrix Search, etc.) | ||
+ | |||
==Cybercombat== | ==Cybercombat== | ||
+ | |||
+ | Cybercombat is the skill used by hackers to engage in combat on the Matrix. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' Cracking | ||
+ | |||
+ | '''Specializations:''' By target type (Devices, Grids, IC, Personas, Sprites, etc.) | ||
+ | |||
==Cybertechnology== | ==Cybertechnology== | ||
+ | |||
+ | Cybertechnology is the ability to create, maintain, and repair cybernetic parts. A character with the proper tools and parts may repair or even build new cybernetics. Cybertechnology is not a surgical skill. Characters cannot attach or re-attach cybernetics to organic material with this skill. This skill may be used to modify or upgrade cybernetics within cyberlimbs. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Biotech | ||
+ | |||
+ | '''Specializations:''' Bodyware, Cyberlimbs, Headware, Repair | ||
+ | |||
==Demolitions== | ==Demolitions== | ||
+ | |||
+ | Demolitions is used to prepare, plant, detonate, and often defuse chemical-based explosives. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' Commercial Explosives, Defusing, Improvised Explosives, Plastic Explosives | ||
+ | |||
==Electronic Warfare== | ==Electronic Warfare== | ||
+ | |||
+ | Electronic Warfare is the basis of military signals intelligence. It governs the encoding, disruption, spoofing, and decoding of communication systems. Providing the user has the proper equipment, the skill can be used to manipulate or even take over the signal of any item’s communication system. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Cracking | ||
+ | |||
+ | '''Specializations:''' Communications, Encryption, Jamming, Sensor Operations | ||
+ | |||
==First Aid== | ==First Aid== | ||
+ | |||
+ | First Aid is the ability to provide emergency medical assistance similar to that of a paramedic. This skill may be used to stabilize wounds and prevent characters from dying. First Aid cannot be used to perform surgery or repair damaged implants. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' Biotech | ||
+ | |||
+ | '''Specializations:''' By treatment (Gunshot Wounds, Resuscitation, Broken Bones, Burns, etc.) | ||
+ | |||
==Forgery== | ==Forgery== | ||
+ | |||
+ | Forgery is used to produce counterfeit items or alter existing items to a specific purpose. Depending on the type of forgery, the forger may need specific tools or schematics to complete the task. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' Counterfeiting, Credstick Forgery, False ID, Image Doctoring, Paper Forgery | ||
+ | |||
==Hacking== | ==Hacking== | ||
+ | |||
+ | Hacking is used to discover and exploit security flaws in computers and other electronics. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' Cracking | ||
+ | |||
+ | '''Specializations:''' Devices, Files, Hosts, Personas | ||
+ | |||
==Hardware== | ==Hardware== | ||
+ | |||
+ | Hardware reflects a characters ability to build and repair electronic devices. A workspace, proper materials, and sufficient build time are required to enact a repair or to build a new device. See Building & Repairing, at right. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Electronics | ||
+ | |||
+ | '''Specializations:''' By hardware type (Commlinks, Cyberdecks, Smartguns, etc.) | ||
+ | |||
==Industrial Mechanics== | ==Industrial Mechanics== | ||
+ | |||
+ | An industrial mechanic is tasked with repairing or modifying large-scale machines, such as assembly line equipment, power generators, HVAC units, industrial robots, etc. See Building and Repairing, at right. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Engineering | ||
+ | |||
+ | '''Specializations:''' Electrical Power Systems, Hydraulics, HVAC, Industrial Robotics, Structural, Welding | ||
+ | |||
==Medicine== | ==Medicine== | ||
+ | |||
+ | Medicine is used to perform advanced medical procedures such as surgeries. It includes long-term medical support for disease and illness, and the skill can be used to diagnose a character’s medical condition. This skill is used to implant or remove cybernetics and bioware but cannot be used to repair or maintain implanted devices. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Biotech | ||
+ | |||
+ | '''Specializations:''' Cosmetic Surgery, Extended Care, Implant Surgery, Magical Health, Organ Culture, Trauma Surgery | ||
+ | |||
==Nautical Mechanics== | ==Nautical Mechanics== | ||
+ | |||
+ | Nautical Mechanic is concerned with the maintenance and repair of watercraft. This skill is only effective if the necessary equipment and time are available. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Engineering | ||
+ | |||
+ | '''Specializations:''' Motorboat, Sailboat, Ship, Submarine | ||
+ | |||
==Professional Knowledge== | ==Professional Knowledge== | ||
+ | |||
+ | Professional Knowledge skills deal with subjects related to normal trades, professions, and occupations, things like journalism, engineering, business, and so on. You might find them helpful when doing legwork for a run, especially those in the corporate world. All Professional Knowledge skills are linked to Logic. | ||
+ | |||
==Software== | ==Software== | ||
+ | |||
+ | Software is the skill used to create and manipulate programming in the Matrix. It’s also what technomancers use when they create their complex forms. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Electronics | ||
+ | |||
+ | '''Specializations:''' Data Bombs or by complex form (Editor, Resonance Spike, Tattletale, etc.) | ||
=REACTION= | =REACTION= | ||
==Pilot Aerospace== | ==Pilot Aerospace== | ||
+ | |||
+ | Aerospace vehicles include all reduced- and zero-gravity aircraft capable of suborbital or extra-orbital flight. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' Deep Space, Launch Craft, Remote Operation, Semiballistic, Suborbital | ||
+ | |||
==Pilot Aircraft== | ==Pilot Aircraft== | ||
+ | |||
+ | This skill is used to pilot any manned or unmanned aircraft operating solely within planetary atmosphere. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' Fixed-Wing, Lighter-Than-Air, Remote Operation, Rotary Wing, Tilt Wing, Vectored Thrust | ||
+ | |||
==Pilot Exotic Vehicle (Specific)== | ==Pilot Exotic Vehicle (Specific)== | ||
+ | |||
+ | Characters must take this skill one time for each specific exotic vehicle. Characters may control the vehicle remotely with this skill where possible. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' N/A | ||
+ | |||
==Pilot Ground Craft== | ==Pilot Ground Craft== | ||
+ | |||
+ | This skill is used to pilot any ground-based vehicle, excluding legged vehicles. This skill applies whether the pilot is in the vehicle or controlling the vehicle via remote access. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' Bike, Hovercraft, Remote Operation, Tracked, Wheeled | ||
+ | |||
==Pilot Walker== | ==Pilot Walker== | ||
+ | |||
+ | Any vehicle that walks on two or more legs is piloted through this skill. Characters may control the walker physically or remotely. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' Biped, Multiped, Quadruped, Remote | ||
+ | |||
==Pilot Watercraft== | ==Pilot Watercraft== | ||
+ | |||
+ | This skill is used to pilot any waterborne vehicle, whether from inside it or by remote control. | ||
+ | |||
+ | '''Default:''' Yes | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' Hydrofoil, Motorboat, Remote Operation, Sail, Ship, Submarine | ||
=STRENGTH= | =STRENGTH= | ||
Line 328: | Line 624: | ||
=WILLPOWER= | =WILLPOWER= | ||
==Astral Combat== | ==Astral Combat== | ||
+ | |||
+ | Fighting in Astral Space requires the Astral Combat skill. Combat in the Astral World relies on a very different set of abilities and attributes than physical combatants. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' None | ||
+ | |||
+ | '''Specializations:''' By specific weapon focus type, by opponents (Magicians, Spirits, Mana Barriers, etc.) | ||
+ | |||
==Survival== | ==Survival== | ||
Line 360: | Line 665: | ||
==Banishing== | ==Banishing== | ||
+ | |||
+ | Banishing is used to disrupt the link between spirits and the physical world. Banished spirits are forced to return to their native plane and are no longer required to complete unfulfilled services. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Conjuring | ||
+ | |||
+ | '''Specializations:''' By spirit type (Spirits of Air, Spirits of Man, etc.) | ||
+ | |||
==Binding== | ==Binding== | ||
+ | |||
+ | Binding is used to compel a summoned spirit to perform a number of additional services. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Conjuring | ||
+ | |||
+ | '''Specializations:''' By spirit type (Spirits of Fire, Spirits of Earth, etc.) | ||
+ | |||
==Counterspelling== | ==Counterspelling== | ||
+ | |||
+ | Counterspelling is a defensive skill used to defend against magical attacks and dispel sustained magical spells. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Sorcery | ||
+ | |||
+ | '''Specializations:''' By spell type (Combat Spells, Detection Spells, etc.) | ||
+ | |||
==Disenchanting== | ==Disenchanting== | ||
− | + | ||
+ | This skill governs a character’s ability to remove the enchantment from an item. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Enchanting | ||
+ | |||
+ | '''Specializations:''' By type (Alchemical Preparations, Power Foci, etc.) | ||
+ | |||
==Ritual Spellcasting== | ==Ritual Spellcasting== | ||
+ | |||
+ | Ritual spellcasting is a spellcasting skill used to cast ritual spells. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Sorcery | ||
+ | |||
+ | '''Specializations:''' By keyword (Anchored, Spell, etc.) | ||
+ | |||
==Spellcasting== | ==Spellcasting== | ||
+ | |||
+ | The Spellcasting skill permits the character to channel mana into effects known as spells. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Sorcery | ||
+ | |||
+ | '''Specializations:''' By spell type (Combat Spells, Detection Spells, etc.) | ||
+ | |||
==Summoning== | ==Summoning== | ||
+ | |||
+ | This skill is used to summon spirits. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Conjuring | ||
+ | |||
+ | '''Specializations:''' By spirit type (Spirits of Earth, Spirits of Man, etc.) | ||
=RESONANCE= | =RESONANCE= | ||
==Compiling== | ==Compiling== | ||
+ | |||
+ | Compiling involves the ability to translate the complex 0s and 1s of machine source language and the rhythms of the resonance into sprites. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Tasking | ||
+ | |||
+ | '''Specializations:''' By sprite type (Data Sprites, Machine Sprites, etc.) | ||
+ | |||
==Decompiling== | ==Decompiling== | ||
+ | |||
+ | Decompiling is a character’s ability to effectively delete previously compiled sprites. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Tasking | ||
+ | |||
+ | '''Specializations:''' By sprite type (Courier Sprites, Fault Sprites, etc.) | ||
+ | |||
==Registering== | ==Registering== | ||
+ | |||
+ | This skill allows a technomancer to register sprites on the Matrix, thereby convincing the grids that they are legitimate. | ||
+ | |||
+ | '''Default:''' No | ||
+ | |||
+ | '''Skill Group:''' Tasking | ||
+ | |||
+ | '''Specializations:''' By sprite type (Crack Sprites, Data Sprites, etc.) |
Latest revision as of 22:28, 7 October 2016
Contents
- 1 Defaulting
- 2 AGILITY
- 3 BODY
- 4 CHARISMA
- 5 INTUITION
- 6 LOGIC
- 6.1 Academic Knowledge
- 6.2 Aeronautics Mechanics
- 6.3 Arcana
- 6.4 Armorer
- 6.5 Automotive Mechanic
- 6.6 Biotechnology
- 6.7 Chemistry
- 6.8 Computer
- 6.9 Cybercombat
- 6.10 Cybertechnology
- 6.11 Demolitions
- 6.12 Electronic Warfare
- 6.13 First Aid
- 6.14 Forgery
- 6.15 Hacking
- 6.16 Hardware
- 6.17 Industrial Mechanics
- 6.18 Medicine
- 6.19 Nautical Mechanics
- 6.20 Professional Knowledge
- 6.21 Software
- 7 REACTION
- 8 STRENGTH
- 9 WILLPOWER
- 10 MAGIC
- 11 RESONANCE
Defaulting
It is impossible to prepare for every scenario and only slightly harder to have every skill. When you perform an action without actually having the skill for the test, there’s still hope. You can default the skill, making the test using only the attribute to form the dice pool. You don’t have any tremendous talent when you default— quite the opposite in fact. Defaulting imposes a –1 dice pool modifier in addition to any other modifiers the situation demands. Unless the gamemaster feels that you’re at a complete loss when defaulting, you can use Edge to Push the Limit and better your chances.
Some skills are too technically demanding for you to default. In these cases, you don’t get to even try the test; you just fail. Pilot Ground Craft or Unarmed Combat, for example, are relatively simple skills that can be attempted without formal training, so you can default if you need to. Aeronautics Mechanic, on the other hand, is too complicated to try without some training (you could say it’s rocket science). Skills that cannot be defaulted mentioned in the skill description.
AGILITY
Archery
Archery is used to fire string-loaded projectile weapons. An archer is familiar with many different styles of bow and the multitude of arrows that can be used to maximum effect.
Default: Yes
Skill Group: No
Specializations: Bow, Crossbow, Non-Standard Ammunition, Slingshot
Automatics
The Automatics skill covers a specific subset of firearms larger than handheld pistols but smaller than rifles. This category includes submachine guns and other fully automatic carbines.
Default: Yes
Skill Group: Firearms
Specializations: Assault Rifles, Cyber-Implant, Machine Pistols, Submachine Guns
Blades
Slice and dice! The Blades skill includes the use of all handheld slashing and stabbing weapons. You can use a range of edged weapons including daggers, swords, and axes.
Default: Yes
Skill Group: Close Combat
Specializations: Axes, Knives, Swords, Parrying
Clubs
Clubs governs the use of all hand-held bludgeoning instruments. With this skill you can turn any blunt item, be it a baseball bat, crutch, or mace, into a weapon.
Default: Yes
Skill Group: Close Combat
Specializations: Batons, Hammers, Saps, Staves, Parrying
Escape Artist
Escape Artist measures the character’s ability to escape from bindings by using body contortion and manual dexterity.
Default: Yes
Skill Group: None
Specializations: By restraint (Cuffs, Ropes, Zip Ties, etc.), Contortionism
Exotic Ranged/Melee Weapon (Specific)
Sometimes a regular gun or blade won’t do the job and you need something fancier. Or weirder. This skill must be taken once for each unusual ranged weapon you want to use. Some examples include blowguns, gyrojet pistols, flamethrowers, and lasers.
Default: No
Skill Group: None
Specializations: None
Gunnery
Gunnery is used when firing any vehicle-mounted weapon, regardless of how or where the weapon is mounted. This skill extends to manual and sensor-enhanced gunnery.
Default: Yes
Skill Group: None
Specializations: Artillery, Ballistic, Energy, Guided Missile, Rocket
Gymnastics
Gymnastics measures your balance, general athleticism, and all-around ability to use your body.
Default: Yes
Skill Group: Athletics
Specializations: Balance, Climbing, Dance, Leaping, Parkour, Rolling
Heavy Weapons
The term heavy weapon is designated for all projectile weaponry larger than an assault rifle, such as grenade launchers, machine guns, and assault cannons. This skill is exclusive to handheld and non-vehicle-mounted weaponry—if you’ve got a gun mounted on or in a vehicle, use Gunnery.
Default: Yes
Skill Group: None
Specializations: Assault Cannons, Grenade Launchers, Guided Missiles, Machine Guns, Rocket Launchers
Locksmith
This skill covers building, repairing, and opening mechanical and electronic locks. While largely banished to antiquity, traditional mechanical locking mechanisms are still in use around the globe, often as throwbacks or backups. Electronic locks are far more common and quite susceptible to your ministrations.
Default: No
Skill Group: None
Specializations: By type (Combination, Keypad, Maglock, Tumbler, Voice Recognition, etc.)
Longarms
The Longarms skill is for firing extended-barrel weapons such as sporting rifles and sniper rifles. This grouping also includes weapons like shotguns that are designed to be braced against the shoulder.
Default: Yes
Skill Group: Firearms
Specializations: Extended-Range Shots, Long-Range Shots, Shotguns, Sniper Rifles
Palming
Palming is sleight-of-hand skill that gives a character the ability to snag, hide, and pass off small objects.
Default: No
Skill Group: Stealth
Specializations: Legerdemain, Pickpocket, Pilfering
Pistols
Sneaking
Need to get where you’re not supposed to be? This skill allows you to remain inconspicuous in various situations.
Default: Yes
Skill Group: Stealth
Specializations: Location type (Jungle, Urban, Desert, etc.)
Throwing Weapon
Throwing Weapons is a broad-based attack skill that can be used for any handheld item that is thrown by the user as a weapon.
Default: Yes
Skill Group: None
Specializations: Aerodynamic, Blades, NonAerodynamic
Unarmed Combat
Unarmed Combat covers the various self-defense and attack moves that employ the body as a primary weapon. This includes a wide array of martial arts along with the use of cybernetic implant weaponry and the fighting styles that sprung up around those implants.
Default: Yes
Skill Group: Close Combat
Specializations: Blocking, Cyber Implants, Subduing Combat, or by specific Martial Art
BODY
Diving
Diving brings together a wide array of actions performed underwater. This skill can be applied when diving, swimming underwater, using complex diving equipment, and holding your breath.
Default: Yes
Skill Group: None
Specializations: By breathing apparatus (Liquid Breathing Apparatus, Mixed Gas, Oxygen Extraction, SCUBA), by condition (Arctic, Cave, Commercial, Military, etc.), Controlled Hyperventilation
Free-Fall
This skill covers any jump from height, including leaps from a third-floor window to jumps from a plane at high altitude. If it involves any kind of attempt to slow or control your fall, this covers it, so it includes skydiving with a parachute, flying a wingsuit, or descending on a line, bungee cord, or zipline.
Default: Yes
Skill Group: None
Specializations: BASE Jumping, Break-Fall, Bungee, HALO, Low Altitude, Parachute, Static Line, Wingsuit, Zipline
CHARISMA
Animal Handling
This skill governs the training, care, riding (if they’re big enough), and control of non-sentient animals. Competent trainers have the ability to handle multiple animals. It is even possible to approach an untrained animal and get it to trust you, or at least not eat you.
Default: Yes
Skill Group: None
Specializations: By animal (Cat, Bird, Hell Hound, Horse, Dolphin, etc.), Herding, Riding, Training
Con
Con governs the ability to manipulate or fool an NPC during a social encounter. This skill covers a range of confidence games as well as the principles behind those cons.
Default: Yes
Skill Group: Acting
Specializations: Fast Talking, Seduction
Etiquette
Etiquette represents the level of understanding and awareness of proper social rituals. The skill works as a sort of social version of Sneak, allowing you to move unimpeded through various social situations. Etiquette also serves as a social safety net in case a player botches a social situation in a way a skilled character would not.
Default: Yes
Skill Group: Influence
Specializations: By culture or subculture (Corporate, High Society, Media, Mercenary, Street, Yakuza, etc.)
Impersonation
Impersonation is the ability to assume the identity of another person, including voice and physical mannerisms. The skill is limited by the physical abilities of the character. A dwarf might be able to impersonate a troll over a commlink, but the illusion shatters when he is face to face with his target.
Default: Yes
Skill Group: Acting
Specializations: By metahuman type (Dwarf, Elf, Human, Ork, Troll)
Instruction
Instruction governs the ability to teach people. The skill level helps determine how comfortable the instructor is delivering new material as well as how complex of a skill may be taught.
Default: Yes
Skill Group: None
Specializations: By Active or Knowledge skill category (Combat, Language, Magical, Academic Knowledge, Street Knowledge, etc.)
Intimidation
Intimidation is about creating the impression that you are more menacing than another person in order to get them to do what you want. The skill may be applied multiple ways, from negotiation to interrogation. Intimidation is an Opposed Intimidation + Charisma [Social] Test against the target’s Charisma + Willpower, modified by the appropriate entries on the Social Modifiers Table.
Default: Yes
Skill Group: None
Specializations: Interrogation, Mental, Physical, Torture
Leadership
Leadership is the ability to direct and motivate others. It’s like Con, except rather than using deception you’re using a position of authority. This skill is especially helpful in situations where the will of a teammate is shaken or someone is being asked to do something uncomfortable. The Leadership skill is not meant to replace or make up for poor teamwork. When using Leadership make an opposed test Charisma + Leadership.
Default: Yes
Skill Group: Influence
Specializations: Command, Direct, Inspire, Rally
Negotiation
Negotiation governs a character’s ability to apply their charisma, tactics, and knowledge of situational psychology in order to create a better position when making deals.
Default: Yes
Skill Group: Influence
Specializations: Bargaining, Contracts, Diplomacy
Performance
This skill governs the ability to execute a performing art. Performance is to the arts what Artisan is to craft. The performer uses her skill to entertain or even captivate an audience.
Default: Yes
Skill Group: Acting
Specializations: By performance art (Presentation, Acting, Comedy, specific Musical Instrument, etc.)
INTUITION
Artisan
This skill includes several different forms of artistic impression as well as the handcrafting of fine objects that would otherwise be produced on an assembly line. The world’s top artists and crafters are considered artisans.
Default: No
Skill Group: None
Specializations: By discipline (Cooking, Sculpting, Drawing, Carpentry, etc.)
Assensing
Assensing is a magic user’s ability to read and interpret fluctuations in the astral world. This skill allows practitioners to learn information by reading astral auras. Only characters capable of astral perception may take this skill.
Default: No
Skill Group: None
Specializations: Aura Reading, Astral Signatures, by aura type (Metahumans, Spirits, Foci, Wards, etc.)
Disguise
Disguise covers non-magical forms of masking your identity, including makeup and enhancement.
Default: Yes
Skill Group: Stealth
Specializations: Camouflage, Cosmetic, Theatrical, Trideo & Video
Interests Knowledge
Strange as it might sound, you might have some hobbies outside of slinging mana and bullets. Interests are the kind of Knowledge skill that describes what you know because of what you do for fun. There are no guidelines (and no limit) to the sort of interest skills you can have. Interest Knowledge skills are linked to Intuition
Language
Language is the ability to converse in a specific language through written and verbal means. Characters who speak multiple languages must purchase a separate language skill for each language.
Default: Yes
Skill Group: None
Specializations: Read/Write, Speak, by dialect, by ling
Navigation governs the use of technology and natural instinct to navigate through territory. This skill enables characters to read maps, use GPS devices, follow AR nav points, or follow a course by landmarks or general direction sense. Navigation applies to both AR and non-AR-enhanced environments.
Default: Yes
Skill Group: Outdoors
Specializations: Augmented Reality Markers, Celestial, Compass, Maps, GPS
Perception
Perception refers to the ability to spot anomalies in everyday situations, making it one of the key skills a shadowrunner needs.
Default: Yes
Skill Group: None
Specializations: Hearing, Scent, Searching, Taste, Touch, Visual
Street Knowledge
Street Knowledge is linked to Intuition. This type of Knowledge skill is about knowing the movers and shakers in an urban area, along with how things get done on the street. You know about the people who live in different neighborhoods, who to ask to get what, and where things are. The information that these skills cover tends to change rapidly, but your instincts help you keep up.
Tracking
This skill confers the ability to detect the passage of metahumans and other game through terrain and use those clues to follow that individual. This skill also allows you to identify unmarked trails and common game paths is various environments.
Default: Yes
Skill Group: Outdoors
Specializations: Desert, Forest, Jungle, Mountain, Polar, Urban, another terrain type
LOGIC
Academic Knowledge
Academic knowledge is linked to Logic. This type of knowledge includes university subjects such as history, science, design, technology, magical theory, and the people and organizations with fingers in those pies. The humanities (cultures, art, philosophy, and so on) are also included in this category.
Aeronautics Mechanics
AERONAUTICS MECHANIC (LOGIC) Aeronautics mechanics have the ability to repair a variety of aerospace vehicles, provided the proper tools and parts are available.
Default: No
Skill Group: Engineering
Specializations: Aerospace, Fixed Wing, LTA (blimp), Rotary Wing, Tilt Wing, Vector Thrust
Arcana
Arcana governs the creation of magical formulae used to create spells, foci, and all other manner of magical manipulations. Arcana is required to understand formulae that may be purchased over the counter or discovered by other means.
Default: No
Skill Group: None
Specializations: Spell Design, Focus Design, Spirit Formula
Armorer
Armorer encompasses the broad array of skills required to build and maintain weapons and armor. As with all mechanics-based skills, the proper tools and equipment are required to perform any repair or build operation.
Default: Yes
Skill Group: None
Specializations: Armor, Artillery, Explosives, Firearms, Melee Weapons, Heavy Weapons, Weapon Accessories
Automotive Mechanic
Automotive mechanics are tasked with fixing all types of ground-based vehicles ranging from commercial automobiles to wheeled drones to tanks. Repairs require the proper tools and time.
Default: No
Skill Group: Engineering
Specializations: Walker, Hover, Tracked, Wheeled
Biotechnology
Biotechnology is a wide-ranging skill primarily used by doctors and scientists to grow organic body parts. This skill is the basis for cloning as well as all forms of bioware. Provided the right equipment is available, biotechnology can be used to repair damaged bioware, clone new tissue, or detect any bioware in a subject’s body. This skill does not allow characters to install or remove bioware.
Default: No
Skill Group: None
Specializations: Bioinformatics, Bioware, Cloning, Gene Therapy, Vat Maintenance
Chemistry
Chemistry permits the character to create chemical reactions and develop chemical compounds ranging from drugs, to perfumes, to biopolymers like NuSkin. Chemistry can also be used to analyze chemical compounds to determine what they are.
Default: No
Skill Group: None
Specializations: Analytical, Biochemistry, Inorganic, Organic, Physical
Computer
Computer is the base skill for interacting with the Matrix. It represents the ability to use computers and other Matrix-connected devices. The Computer skill focuses on understanding multiple operating systems. It does not allow the character to exploit code (Hacking) or strip down mainframes (Hardware).
Default: Yes
Skill Group: Electronics
Specializations: By action (Edit File, Matrix Perception, Matrix Search, etc.)
Cybercombat
Cybercombat is the skill used by hackers to engage in combat on the Matrix.
Default: Yes
Skill Group: Cracking
Specializations: By target type (Devices, Grids, IC, Personas, Sprites, etc.)
Cybertechnology
Cybertechnology is the ability to create, maintain, and repair cybernetic parts. A character with the proper tools and parts may repair or even build new cybernetics. Cybertechnology is not a surgical skill. Characters cannot attach or re-attach cybernetics to organic material with this skill. This skill may be used to modify or upgrade cybernetics within cyberlimbs.
Default: No
Skill Group: Biotech
Specializations: Bodyware, Cyberlimbs, Headware, Repair
Demolitions
Demolitions is used to prepare, plant, detonate, and often defuse chemical-based explosives.
Default: Yes
Skill Group: None
Specializations: Commercial Explosives, Defusing, Improvised Explosives, Plastic Explosives
Electronic Warfare
Electronic Warfare is the basis of military signals intelligence. It governs the encoding, disruption, spoofing, and decoding of communication systems. Providing the user has the proper equipment, the skill can be used to manipulate or even take over the signal of any item’s communication system.
Default: No
Skill Group: Cracking
Specializations: Communications, Encryption, Jamming, Sensor Operations
First Aid
First Aid is the ability to provide emergency medical assistance similar to that of a paramedic. This skill may be used to stabilize wounds and prevent characters from dying. First Aid cannot be used to perform surgery or repair damaged implants.
Default: Yes
Skill Group: Biotech
Specializations: By treatment (Gunshot Wounds, Resuscitation, Broken Bones, Burns, etc.)
Forgery
Forgery is used to produce counterfeit items or alter existing items to a specific purpose. Depending on the type of forgery, the forger may need specific tools or schematics to complete the task.
Default: Yes
Skill Group: None
Specializations: Counterfeiting, Credstick Forgery, False ID, Image Doctoring, Paper Forgery
Hacking
Hacking is used to discover and exploit security flaws in computers and other electronics.
Default: Yes
Skill Group: Cracking
Specializations: Devices, Files, Hosts, Personas
Hardware
Hardware reflects a characters ability to build and repair electronic devices. A workspace, proper materials, and sufficient build time are required to enact a repair or to build a new device. See Building & Repairing, at right.
Default: No
Skill Group: Electronics
Specializations: By hardware type (Commlinks, Cyberdecks, Smartguns, etc.)
Industrial Mechanics
An industrial mechanic is tasked with repairing or modifying large-scale machines, such as assembly line equipment, power generators, HVAC units, industrial robots, etc. See Building and Repairing, at right.
Default: No
Skill Group: Engineering
Specializations: Electrical Power Systems, Hydraulics, HVAC, Industrial Robotics, Structural, Welding
Medicine
Medicine is used to perform advanced medical procedures such as surgeries. It includes long-term medical support for disease and illness, and the skill can be used to diagnose a character’s medical condition. This skill is used to implant or remove cybernetics and bioware but cannot be used to repair or maintain implanted devices.
Default: No
Skill Group: Biotech
Specializations: Cosmetic Surgery, Extended Care, Implant Surgery, Magical Health, Organ Culture, Trauma Surgery
Nautical Mechanics
Nautical Mechanic is concerned with the maintenance and repair of watercraft. This skill is only effective if the necessary equipment and time are available.
Default: No
Skill Group: Engineering
Specializations: Motorboat, Sailboat, Ship, Submarine
Professional Knowledge
Professional Knowledge skills deal with subjects related to normal trades, professions, and occupations, things like journalism, engineering, business, and so on. You might find them helpful when doing legwork for a run, especially those in the corporate world. All Professional Knowledge skills are linked to Logic.
Software
Software is the skill used to create and manipulate programming in the Matrix. It’s also what technomancers use when they create their complex forms.
Default: No
Skill Group: Electronics
Specializations: Data Bombs or by complex form (Editor, Resonance Spike, Tattletale, etc.)
REACTION
Pilot Aerospace
Aerospace vehicles include all reduced- and zero-gravity aircraft capable of suborbital or extra-orbital flight.
Default: No
Skill Group: None
Specializations: Deep Space, Launch Craft, Remote Operation, Semiballistic, Suborbital
Pilot Aircraft
This skill is used to pilot any manned or unmanned aircraft operating solely within planetary atmosphere.
Default: No
Skill Group: None
Specializations: Fixed-Wing, Lighter-Than-Air, Remote Operation, Rotary Wing, Tilt Wing, Vectored Thrust
Pilot Exotic Vehicle (Specific)
Characters must take this skill one time for each specific exotic vehicle. Characters may control the vehicle remotely with this skill where possible.
Default: No
Skill Group: None
Specializations: N/A
Pilot Ground Craft
This skill is used to pilot any ground-based vehicle, excluding legged vehicles. This skill applies whether the pilot is in the vehicle or controlling the vehicle via remote access.
Default: Yes
Skill Group: None
Specializations: Bike, Hovercraft, Remote Operation, Tracked, Wheeled
Pilot Walker
Any vehicle that walks on two or more legs is piloted through this skill. Characters may control the walker physically or remotely.
Default: No
Skill Group: None
Specializations: Biped, Multiped, Quadruped, Remote
Pilot Watercraft
This skill is used to pilot any waterborne vehicle, whether from inside it or by remote control.
Default: Yes
Skill Group: None
Specializations: Hydrofoil, Motorboat, Remote Operation, Sail, Ship, Submarine
STRENGTH
Running
Running, as you may guess, is about how much ground you can cover quickly.
Default: Yes
Skill Group: Athletics
Specializations: Distance, Sprinting, by terrain (Desert, Urban, Wilderness, etc.)
Swimming
This skill determines the character’s ability to swim in various bodies of water. The skill level affects the distance and speed at which a character can swim.
Default: Yes
Skill Group: Athletics
Specializations: Dash, Long Distance
WILLPOWER
Astral Combat
Fighting in Astral Space requires the Astral Combat skill. Combat in the Astral World relies on a very different set of abilities and attributes than physical combatants.
Default: No
Skill Group: None
Specializations: By specific weapon focus type, by opponents (Magicians, Spirits, Mana Barriers, etc.)
Survival
In the desert with nothing more than a tin cup, a poncho, and an iron rod? You’ll need this skill to help you get out alive. Survival is the ability to stay alive in extreme environmental conditions for extended periods of time. The skill governs a character’s ability to perform vital outdoor tasks such as start a fire, build a shelter, scrounge for food, etc. in hostile environments.
Default: Yes
Skill Group: Outdoors
Specializations: Desert, Forest, Jungle, Mountain, Polar, Urban, or other terrain
MAGIC
Alchemy
Alchemy is used to create substances that store spells. Alchemy is most commonly used to brew potions, distill magical reagents, and even create orichalcum.
Default: No
Skill Group: Enchanting
Specializations: By trigger (Command, Contact, Time), by spell type (Combat Spells, Detection Spells, etc.)
Artificing
Artificing is the process of crafting magical foci. The skill may also be used forensically, in order to assense qualities about an existing focus’ creation and purpose.
Default: No
Skill Group: Enchanting
Specializations: Focus Analysis, Crafting (by focus type)
Banishing
Banishing is used to disrupt the link between spirits and the physical world. Banished spirits are forced to return to their native plane and are no longer required to complete unfulfilled services.
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Air, Spirits of Man, etc.)
Binding
Binding is used to compel a summoned spirit to perform a number of additional services.
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Fire, Spirits of Earth, etc.)
Counterspelling
Counterspelling is a defensive skill used to defend against magical attacks and dispel sustained magical spells.
Default: No
Skill Group: Sorcery
Specializations: By spell type (Combat Spells, Detection Spells, etc.)
Disenchanting
This skill governs a character’s ability to remove the enchantment from an item.
Default: No
Skill Group: Enchanting
Specializations: By type (Alchemical Preparations, Power Foci, etc.)
Ritual Spellcasting
Ritual spellcasting is a spellcasting skill used to cast ritual spells.
Default: No
Skill Group: Sorcery
Specializations: By keyword (Anchored, Spell, etc.)
Spellcasting
The Spellcasting skill permits the character to channel mana into effects known as spells.
Default: No
Skill Group: Sorcery
Specializations: By spell type (Combat Spells, Detection Spells, etc.)
Summoning
This skill is used to summon spirits.
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Earth, Spirits of Man, etc.)
RESONANCE
Compiling
Compiling involves the ability to translate the complex 0s and 1s of machine source language and the rhythms of the resonance into sprites.
Default: No
Skill Group: Tasking
Specializations: By sprite type (Data Sprites, Machine Sprites, etc.)
Decompiling
Decompiling is a character’s ability to effectively delete previously compiled sprites.
Default: No
Skill Group: Tasking
Specializations: By sprite type (Courier Sprites, Fault Sprites, etc.)
Registering
This skill allows a technomancer to register sprites on the Matrix, thereby convincing the grids that they are legitimate.
Default: No
Skill Group: Tasking
Specializations: By sprite type (Crack Sprites, Data Sprites, etc.)