Shadowrun Skills

Combat Active Skills

FIREARMS

Automatics (Agility)
The Automatics skill governs the use of personal firearms larger than a pistol, capable of autofire, but typically with a shorter barrel than a longarm.
Default: Yes
Specializations: Assault Rifles, Carbines, Machine Pistols, Submachine Guns

Longarms (Agility)
This skill governs the use of all personal firearms with extended barrels, especially those designed to be used braced against the shoulder.
Default: Yes
Specializations: Shotguns, Sniper Rifles, Sporting Rifles

Pistols (Agility)
The Pistols skill governs the use of all types of hand-held firearms, including hold-outs, light and heavy pistols, and tasers.
Default: Yes
Specializations: Hold-Outs, Revolvers, Semi-Automatics, Tasers




CLOSE COMBAT

Blades (Agility)
The Blades skill governs the use of hand-held melee weapons that have a sharpened edge or point. This skill allows a character to use various knives, swords, and axes effectively. This skill is used for cyber-blades implanted in the hands or forearms, but not other areas of the body. See Exotic Melee Weapons, below.
Default: Yes
Specializations: Axes, Cyber-Implant Blades, Knives, Swords, Parrying

Clubs (Agility)
Clubs governs the use of hand-held melee weapons that have no edge or blade. This skill allows a character to use any blunt, weighted item as a weapon, from a baseball bat to a tire iron to a chair leg.
Default: Yes
Specializations: Batons, Hammers, Saps, Staves (two-handed clubs), Parrying

Unarmed Combat (Agility)
Unarmed Combat skill (also known as hand-to-hand combat) governsthe use of combat techniques based solely on the use of the individual’s own body parts. In addition to Boxing, this skill covers such combat styles as Oriental martial arts and Brazilian Capoeira. It also covers the use of certain cyber-implants, such as shock hands.
Default: Yes
Specializations: Cyber-Implants, Martial Arts, Subdual Combat, Parrying


Archery (Agility)
Archery governs the use of muscle-powered projectile weapons.
Default: Yes
Specializations: Bows, Crossbows, Slingshots

Dodge (Reaction)
Dodge governs your ability to move out of the way of a perceived attack or other incoming threat.
Default: Yes
Specializations: Melee Combat, Ranged Combat

Exotic Melee Weapon (Agility)
The Exotic Melee Weapon skill must be taken separately for each different weapon you wish to be able to use. Some examples: sais, pole arms, chainsaws, cyber-implant weapons in unusual locations (i.e., elbow spurs, foot blades).
Default: Yes
Specializations: N/A

Exotic Ranged Weapon (Agility)
Like Exotic Melee Weapon, Exotic Ranged Weapon skill must be taken separately for each different weapon you wish to be able to use. Some examples: lasers, gyrojet pistols, flamethrowers, cyber-implant guns.
Default: Yes
Specializations: N/A

Heavy Weapons (Agility)
The Heavy Weapons skill allows the user to handle ranged projectile and launch weapons larger than an assault rifle, including large weapons when they are mounted on tripods, pintles, gyromounts, or in fixed emplacements (but not in or on vehicles).
Default: Yes
Specializations: Assault Cannon, Grenade Launchers, Guided Missiles, Machine Guns, Rocket Launchers

Throwing Weapons (Agility)
The Throwing Weapons skill governs the use of any item thrown by the user.
Default: Yes
Specializations: Lobbed (grenade-style), Overhand (baseball-style), Shuriken, Throwing Knives

Physical Active Skills

ATHLETICS

Climbing (Strength)
Climbing is used to ascend vertical obstacles or walls, whether using tools or unassisted. See Using Climbing, p. 132.
Default: Yes
Specializations: Assisted, Freehand, Rappelling, by condition (rock
climbing, ice climbing, building scaling, etc.)

Gymnastics (Agility)
Gymnastics involves acrobatics feats and balance as well as jumping, vaulting, and tumbling. See Using Jumping, p. 134.
Default: Yes
Specializations: Balance, Breakfall, Dance, Jumping, Parkour, Tumbling

Running (Strength)
The Running skill is used to increase the distance a character can run, as well as determine how well she can pace herself and conserve energy while running. See Using Running, p. 136.
Default: Yes
Specializations: Long Distance, Sprinting, Urban, Wilderness

Swimming (Strength)
The Swimming skill is used to increase the distance a character can swim, and also helps determine how much experience she has had with water. See Using Swimming, p. 137.
Default: Yes
Specializations: Long Distance, Sprinting




OUTDOORS

Navigation (Intuition)
This skill governs a character’s ability to determine directions, read maps, plot a course, and stick to it without getting lost. See Using Navigation, p. 135.
Default: Yes
Specializations: Desert, Forest, Jungle, Mountain, Polar, Urban, other appropriate terrain

Survival (Willpower)
This skill governs a character’s proficiency in surviving outdoors for an extended period of time. It determines her ability with various camping and survival gear, as well as how well she can scrounge for food and water, create makeshift shelters, and adapt to harsh natural conditions. See Using Survival, p. 137.
Default: Yes
Specializations: Desert, Forest, Jungle, Mountain, Polar, Urban, other appropriate terrain

Tracking (Intuition)
This skill is a character’s ability to track metahumans or critters in the wild. It includes her ability to detect signs of passage, follow a trail, and locate game paths. See Using Tracking, p. 138.
Default: Yes
Specializations: Desert, Forest, Jungle, Mountain, Polar, Urban, other appropriate terrain




STEALTH

Disguise (Intuition)
When a character wants to take on a false appearance of some kind, she uses the Disguise skill. This is true whether she wants to look like someone else or blend into the background. See Using Disguise, p. 133.
Default: Yes
Specializations: Camouflage, Cosmetic, Theatrical, Trideo

Infiltration (Agility)
Infiltration is the skill used when a character wants to sneak around undetected by either other characters or security sensors.
Default: Yes
Specializations: Urban, Vehicle, Wilderness, by detection method (Motion Sensors, Pressure Pads,

Thermal Imagers, etc.)
Palming (Agility)
Those who have hands quicker than the eye can see use the Palming skill, which is as much about misdirection as it is dexterous motion. This skill is used to conceal small objects about the character or remove them from others without being noticed.
Default: Yes
Specializations: Legerdemain, Pickpocket, Shoplifting

Shadowing (Intuition)
Shadowing involves following someone else discreetly without being noticed or ensuring that you are not being followed the same way. See Using Stealth Skills, p. 136.
Default: Yes
Specializations: Stakeouts, Tail Evasion, Tailing


Diving (Body)
This skill covers all forms of underwater diving, including underwater swimming techniques and the use of SCUBA and other underwater gear.
Default: Yes
Specializations: Liquid Breathing Apparatus, Mixed Gas, Oxygen Extraction, SCUBA, by condition (Arctic, Cave, Commercial, Military, etc.)

Escape Artist (Agility)
Escape Artist comes into play whenever a character tries to slip out of bonds or shackles without using brute force. See Using Escape Artist, p. 133.
Default: Yes
Specializations: By restraint (Ropes, Cuffs, Zip Ties, etc.)

Parachuting (Body)
The Parachuting skill is used when a character exits an aircraft or other high area with a parachute and wishes to stop her quick descent.
Default: Yes
Specializations: BASE Jumping, HALO, Low Altitude, Recreational (standard skydiving), Static Line

Perception (Intuition)
Perception is used to determine what a character notices about her surroundings that is abnormal or strange. See Using Perception, p. 135.
Default: Yes
Specializations: Hearing, Scent, Taste, Touch, Visual

Social Active Skills

INFLUENCE

Con (Charisma)
Characters using the Con skill are misrepresenting the truth in some way and trying to get someone else to believe them. This may be flat out lying, evasion, or double talk, but the intended result is to have the target believe something that is false. Con Tests are opposed by the target’s Con (or Negotiation) + Intuition. See Using Charisma-Linked Skills, p. 130.
Default: Yes
Specializations: Fast Talk, Impersonation, Seduction

Etiquette (Charisma)
The Etiquette Skill allows a character to function within a specific subculture without appearing out of place. It allows the character to fit in, put suspicious or agitated people at ease, and defuse tense social situations. It also allows the player to negate a social gaffe she made that the character wouldn’t have. See Using Etiquette, p. 133.
Default: Yes
Specializations: By culture or subculture (High Society, Street Gang, Mafia, Catholic Church, Corporate, Media, Goblin Rock, etc.)

Leadership (Charisma)
The Leadership Skill governs a character’s ability to get others to do her bidding through the exercise of example and authority. It includes an aspect of problem-solving, but is not intended to substitute for clear thinking and good planning on the part of the players. Leadership Tests are opposed by the target’s Leadership + Charisma. See Using Charisma-Linked Skills, p. 130 for Test modifiers.
Default: Yes
Specializations: Gut Check, Morale, Persuasion, Strategy, Tactics

Negotiation (Charisma)
The Negotiation Skill governs the psychology and bargaining tactics used when the character deals with another and seeks to come out ahead, either through careful and deliberate bartering or through fast talk. It is opposed by the target’s Negotiation + Charisma. Negotiation can also be used to determine if a character has noticed if someone is lying to them. See Using Charisma-Linked Skills (p. 130) for Test modifiers.
Default: Yes
Specializations: Bargaining, Diplomacy, Sense Motive


Instruction (Charisma)
The Instruction Skill allows a character to teach something efficiently to another character. See Using Instruction, p. 134.
Default: Yes
Specializations: By Active or Knowledge skill category (Combat, Language, Magical, Academic Knowledge, Street Knowledge, etc.)

Intimidation (Charisma)
This skill allows a character to make people do what they normally might not, simply out of fear inspired by the character’s in-your-face appearance or behavior. Intimidation Tests are opposed by the target’s Intimidation + Willpower. See Using Charisma-Linked Skills (p. 130) for Intimidation Test modifiers.
Default: Yes
Specializations: Interrogation, Mental, Physical, Torture

Technical Active Skills

BIOTECH

Cybertechnology (Logic)
Cybertechnology is the ability to create and care for cybernetics and bioware, possessed primarily by inventors, medical professionals, and cyberdocs. This skill also includes knowledge about the current state of the field of cybertechnology and the ability to repair damaged cyberware. A proper facility and the right materials are needed to manufacture cyberware—see Using Technical Skills to Build or Repair, p. 138.

Default: No
Specializations: Bioware, Bodyware, Cyberlimbs, Headware, Nanoware

First Aid (Logic)
The First Aid skill governs basic medicine in a hands-on sense, as a paramedic rather than a physician. This skill provides little knowledge of cybernetics and how they function, and cannot be used to repair them.
Default: Yes
Specializations: By type of treatment (Chemical Burns, Combat Wounds, Sports Injuries, Electric Shock, etc.)

Medicine (Logic)
Medicine is the skill used for more detailed attempts at helping a character medically, beyond what mere First Aid can do. It includes the proper treatment of disease and illness as well as wounds. Medicine interacts with cybernetics only when they are being implanted into a body or removed from one. For more information, see Healing, p. 252.
Default: No
Specializations: Cosmetic Surgery, Extended Care, Implant Surgery, Magical Health, Organ Culture, Trauma Surgery




CRACKING

Cybercombat (Logic)
Cybercombat skill is used to attack other icons in the Matrix, utilizing attack programs and system tricks. See Cybercombat, p. 236.
Default: Yes
Specializations: By specific opponents (Persona icons, Agents, IC, Living Persona icons, Sprites, etc.)

Electronic Warfare (Logic)
Electronic Warfare is used to disrupt communications in a variety of ways, such as jamming, signal degradation, or complete overtaking of control of a target’s communication systems. It is also used for encoding and decoding communications. Appropriate equipment is necessary to make use of this skill.
Default: No
Specializations: Communications, Encryption, Jamming, Sensor Operations

Hacking (Logic)
Hacking skill is used to exploit and subvert the programming of computers and electronics, specifically Matrix systems and interactions. For specific uses of the Hacking skill, see Hacking, p. 227.
Default: Yes
Specializations: By program (Exploit, Sniffer, etc.), by device type (commlink, surveillance, media, etc.)




ELECTRONICS

Computer (Logic)
The Computer skill governs the use and understanding of computers and electronic devices, which in the 2070s is just about everything powered by electricity. It does not include knowledge of exploiting or subverting such systems, which is covered by the Hacking (software) or Hardware skills.
Default: Yes
Specializations: By program (Analyze, Edit, etc.), by device type (commlink, surveillance, media, etc.)

Data Search (Logic)
This is the character’s research ability, her ability to use search engines, databases and other tools to track down information online or in computer storage. Data Search includes the character’s ability to refine search parameters as well as her knowledge of lesser known archives and resources. See Using Data Search, p. 227.
Default: Yes
Specializations: By source (Data Havens, Public Archives, News Indexes, Financial Records, etc.), by data type (Corporate, Celebrity Gossip, Street Rumors, Trid Footage, etc.)

Hardware (Logic)
This skill governs the creation, repair, and technical manipulation of computers and electronic devices. To create something, a plan, the proper materials, and time are still needed. See Using Technical Skills to Build or Repair, p. 138.
Default: No
Specializations: By specific device (Commlinks, Maglocks, Sensors, etc.)

Software (Logic)
The Software skill comes into play when a character is writing utilities for use in the Matrix. See Using Software, p. 228.
Default: No
Specializations: Defensive Utilities, Offensive Utilities, Masking Utilities, Operational Utilities, Special Utilities (specify)




MECHANIC

Aeronautics Mechanic (Logic)
Characters with this skill can repair and maintain aircraft. The proper tools and time are still necessary. See Using Technical Skills to Build or Repair, p. 138.
Default: No
Specializations: Aerospace, Fixed Wing, LTA (blimp), Rotary Wing, Tilt Wing, Vector Thrust

Automotive Mechanic (Logic)
The Automotive Mechanic skill is used to repair and maintain ground craft of all kinds. The proper tools and time are still necessary. See Using Technical Skills to Build or Repair, p. 138.
Default: No
Specializations: Anthroform, Hover, Tracked, Wheeled

Industrial Mechanic (Logic)
The Industrial Mechanic skill is used to repair and maintain mechanical devices used in various industries and teaches a baseline of mechanics ability. The proper tools and time are still necessary. See Using Technical Skills to Build or Repair, p. 138.
Default: No
Specializations: Electrical Power Systems, Hydraulics, Robotics, Structural, Welding

Nautical Mechanic (Logic)
The Nautical Mechanic skill is used to repair and maintain watercraft of all kinds. The proper tools and time are still necessary. See Using Technical Skills to Build or Repair, p. 138.
Default: No
Specializations: Motorboat, Sailboat, Ship, Submarine


Armorer (Logic)
This skill is used to create or repair any weapon or piece of armor for which the character has designs. Armorer also assumes that the character has access to the tools and/or equipment commonly used in that area of expertise. The character still needs time, tools, and materials to build something from scratch. Even a character with a superb level of skill can do little without the proper equipment. If the character is trying to build something new, she also needs theoretical knowledge to design the item, unless someone else provides a detailed blueprint for its construction. For Threshold determination and success results, see Using Technical Skills to Build or Repair, p. 138.
Default: Yes
Specializations: Armor, Artillery, Explosives, Firearms, Heavy Weapons, Weapon Accessories

Artisan (Intuition)
The Artisan skill represents a number of different creative skills, including singing, painting, and the like. Characters who are well-developed artistically use this skill.
Default: Yes
Specializations: Carpentry, Guitars, Painting, Sculpture, other crafts

Chemistry (Logic)
The Chemistry Technical Active Skill governs the use of and understanding of the properties of matter. It includes proper laboratory procedure and the ability to read chemical formulae.
Default: No
Specializations: Compounds, Drugs, Toxins

Demolitions (Logic)
The Demolitions Skill governs the preparation, measuring, and setting of chemical explosives. See Explosives, p. 325.
Default: Yes
Specializations: Commercial Explosives, Defusing, Improvised Explosives, Plastic Explosives

Forgery (Agility)
Those who wish to make a copy of a document or other item use Forgery. Most duplicated items are in the form of art or official paper documents. See Using Forgery, p. 134.
Default: Yes
Specializations: Counterfeiting, Credstick Forgery, False ID, Image Doctoring, Paper Forgery

Locksmith (Agility)
Locksmith is the art of manipulating, opening, and repairing mechanical locks. See Using Locksmith, p. 135.
Default: Yes
Specializations: By lock type (Combination, Cylinder, Pin Tumbler, Safe, etc.)

Vehicle Active Skills

Gunnery (Agility)
The Gunnery skill governs the use of all vehicle-mounted weapons, whether in mounts, pintles or turrets. This skill includes manual and sensor-enhanced gunnery.
Default: Yes
Specializations: Artillery, Ballistic, Energy, Guided Missile, Rocket

Pilot Aerospace (Reaction)
This skill is used to control rocket-boosted parabolic aircraft, suborbital aircraft, and anything that is piloted outside the atmosphere. This includes remote control.
Default: No
Specializations: Deep Space, Launch Craft, Remote Operation, Semiballistic, Suborbital

Pilot Aircraft (Reaction)
Pilot Aircraft governs the use of all aircraft piloted within the atmosphere, including those remotely controlled.
Default: No
Specializations: Fixed-Wing, Lighter-Than-Air, Remote Operation, Rotary Wing, Tilt Wing, Vectored
Thrust

Pilot Anthroform (Reaction)
This skill is used to operate any vehicle that walks on legs. It is also used if such operation is remotely controlled.
Default: No
Specializations: Remote Operation, Biped, Quadruped

Pilot Exotic Vehicle (Reaction)
This skill is used for exotic vehicles such as undersea sleds, personal lifters, jet packs, hot-air balloons, etc. Each time this skill is taken, a specific exotic vehicle must be chosen to which it applies. This skill is then used whenever piloting that vehicle, whether remotely or in person.
Default: No
Specializations: N/A

Pilot Ground Craft (Reaction)
Characters use Pilot Ground Craft to control ground vehicles without legs, whether remotely or in person.
Default: Yes
Specializations: Bike, Hovercraft, Remote Operation, Tracked, Wheeled

Pilot Watercraft (Reaction)
Pilot Watercraft is used to control water vehicles both remotely and personally.
Default: Yes
Specializations: Motorboat, Remote Operation, Sail, Ship, Submarine

Shadowrun Skills

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