Difference between revisions of "SR5:Skill Lists:Other Attribute Uses"
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Some situations are tough to deal with, even for hardened professionals like shadowrunners. When a character is faced with an emotionally overwhelming situation there are only two choices. Stay and fight or turn into a quivering lump of goo. To find out which one happens, make a Willpower + Charisma Test, with a threshold based on the severity of the situation.Take note that repeating similar situations over and again eventually eliminates the need to perform this test. Staring down a group of well-armed gangers will be scary at first, but after a character does it a few times the fear gives way to instinct. | Some situations are tough to deal with, even for hardened professionals like shadowrunners. When a character is faced with an emotionally overwhelming situation there are only two choices. Stay and fight or turn into a quivering lump of goo. To find out which one happens, make a Willpower + Charisma Test, with a threshold based on the severity of the situation.Take note that repeating similar situations over and again eventually eliminates the need to perform this test. Staring down a group of well-armed gangers will be scary at first, but after a character does it a few times the fear gives way to instinct. | ||
− | == | + | ==Judge Intentions (CHA + INT)== |
Reading another person is also a matter of instinct. A character can use their instincts to guess at the intentions of another person or to gauge how much they can trust someone. Make an Opposed Intuition + Charisma Test against the target’s Willpower + Charisma. This is not an exact science. A successful test doesn’t mean the target will never betray you (intentions have been known to change), and deceptive characters can gain another’s confidence easily. This primarily serves as a benchmark or gut instinct about how much you can trust the person you are dealing with. | Reading another person is also a matter of instinct. A character can use their instincts to guess at the intentions of another person or to gauge how much they can trust someone. Make an Opposed Intuition + Charisma Test against the target’s Willpower + Charisma. This is not an exact science. A successful test doesn’t mean the target will never betray you (intentions have been known to change), and deceptive characters can gain another’s confidence easily. This primarily serves as a benchmark or gut instinct about how much you can trust the person you are dealing with. | ||
− | == | + | ==Lifting/Carrying (BOD + STR)== |
The baseline for lifting weight is 15 kilograms per point of Strength. Anything more than that requires a Strength + Body Test. Each hit increases the max weight lifted by 15 kilograms. Lifting weight above your head, as with a clean & jerk, is more difficult. The baseline for lifting weight above the head is 5 kilograms per point Strength. Each hit on the Lifting Test increases the maximum weight you can lift by 5 kilograms. Carrying weight is significantly different than lifting weight. Characters can carry Strength x 10 kilograms in gear without effort. Additional weight requires a Lifting Test. Each hit increases the maximum by 10 kilograms. | The baseline for lifting weight is 15 kilograms per point of Strength. Anything more than that requires a Strength + Body Test. Each hit increases the max weight lifted by 15 kilograms. Lifting weight above your head, as with a clean & jerk, is more difficult. The baseline for lifting weight above the head is 5 kilograms per point Strength. Each hit on the Lifting Test increases the maximum weight you can lift by 5 kilograms. Carrying weight is significantly different than lifting weight. Characters can carry Strength x 10 kilograms in gear without effort. Additional weight requires a Lifting Test. Each hit increases the maximum by 10 kilograms. |
Revision as of 23:07, 7 October 2016
5th Edition Lists |
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Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
Active Skills | Knowledge Skills | Language Skills | Common Skill and Attribute Uses |
This page is for common rolls that don't fall under the "skill" category.
Contents
Composure (CHA + WIL)
Some situations are tough to deal with, even for hardened professionals like shadowrunners. When a character is faced with an emotionally overwhelming situation there are only two choices. Stay and fight or turn into a quivering lump of goo. To find out which one happens, make a Willpower + Charisma Test, with a threshold based on the severity of the situation.Take note that repeating similar situations over and again eventually eliminates the need to perform this test. Staring down a group of well-armed gangers will be scary at first, but after a character does it a few times the fear gives way to instinct.
Judge Intentions (CHA + INT)
Reading another person is also a matter of instinct. A character can use their instincts to guess at the intentions of another person or to gauge how much they can trust someone. Make an Opposed Intuition + Charisma Test against the target’s Willpower + Charisma. This is not an exact science. A successful test doesn’t mean the target will never betray you (intentions have been known to change), and deceptive characters can gain another’s confidence easily. This primarily serves as a benchmark or gut instinct about how much you can trust the person you are dealing with.
Lifting/Carrying (BOD + STR)
The baseline for lifting weight is 15 kilograms per point of Strength. Anything more than that requires a Strength + Body Test. Each hit increases the max weight lifted by 15 kilograms. Lifting weight above your head, as with a clean & jerk, is more difficult. The baseline for lifting weight above the head is 5 kilograms per point Strength. Each hit on the Lifting Test increases the maximum weight you can lift by 5 kilograms. Carrying weight is significantly different than lifting weight. Characters can carry Strength x 10 kilograms in gear without effort. Additional weight requires a Lifting Test. Each hit increases the maximum by 10 kilograms.
MEMORY (LOG + WIL)
While there are numerous mnemonic devices, and even a few select pieces of bioware, designed for remembering information, memory is not a skill. If a character needs to recall information make a Logic + Willpower Test. Use the Knowledge Skill Table to determine the threshold. If a character actively tries to memorize information, make a Logic + Willpower Test at the time of memorization. Each hit adds a dice to the Recall Test later on. Glitches can have a devastating effect on memory. A glitch means the character misremembers some portion of the information, such as order of numbers in a passcode. A critical glitch means the character has completely fooled himself into believing and thus remembering something that never actually happened.