Shadowrunner Skills

Skills are what enables an individual with experience to triumph over one without. Skills are how you manipulate things around you at a learned, and not instinctive manner. Skills at character creation range from rating 1 to a max rating of 6 or their linked Attribute, whichever is lower.

This table replaces the old SR2 skill web and indicates which skills can default to which similar skills & parent attributes. Items listed inside the same box can default to another related skill. Items indented under parent skills are specializations. Use the parent skill for any specializatio defaults.

Physical Attributes Mental Attributes Special Attributes
Body
Athletics
Gymnastics
Acrobatics
Climbing
Jumping
Swimming
Running
Parkour (Free-Running)
Diving
Strength
Athletics
Gymnastics
Acrobatics
Climbing
Jumping
Swimming
Running
Parkour (Free-Running)
Choppers
Axes
Hammers
Picks
Chain Weapons
Kusarifundo (Weighted Chain)
Rope Dart/Meteor Hammer
Whips
Nunchaku/Flails
Clubs
Mace
Tonfa
Pole Arms/Staffs
Glaives
Bo/Staff
Telescoping Staffs
Spears
Stun Pikes
Throwing Weapons
Spears
Throwing Knives
Shuriken
Projectile Weapons
Atlatl Spears
Bows
Slings
Slingshot
Heavy Weapons
specific weapon type
Underwater Combat
Unarmed (Grappling)
Armed
Quickness
Athletics
Gymnastics
Acrobatics
Climbing
Jumping
Swimming
Running
Parkour (Free-Running)

Edged Weapons
Knives
Swords
Axes
Chain Weapons
Kusarifundo (Weighted Chain)
Rope Dart/Meteor Hammer
Whips
Nunchaku/Flails
Clubs
Ratan Sticks
Tonfa
Stun Batons
Pole Arms/Staffs
Glaives
Bo/Staff
Telescoping Staffs
Spears
Stun Pikes
Unarmed Combat
Cyber-Implant
Shock Gloves
Punching Knives
Body Blades
Pistols
Semi-Auto Pistols
Revolvers
Automatic Weapons
SMGs
Assault Rifles
Auto-Shotguns
Longarms
Sporting Rifles
Sniper Rifles
Shotguns
Airguns
Paintball Markers
Pellet Guns
Spearguns
Laser Weapons
Spray Weapons
Flamethrowers
Chemical Sprayers
Stealth
Zero-G Combat
Intelligence
Aura Reading
Demolitions
Gunnery
Manual Vehicle Mounts
Remote Vehicle Mounts
Launch Weapons
Grenade Launchers
Rocket Launchers
Missile Launchers
Mortars
Small Unit Tactics
Jungle
Matrix
Street
Vehicle
Computer
Cybernetics
Decking
Hardware
Programming
Electronics
Communications
Control Systems
Electronic Warfare
Maglocks
Diagnostics
Cybernetics
Forgery
File Editing
Image Manipulation
Audio Manipulation
Physical Forgery
Biotech
Build/Repair
Knowledge Skills
Language Skills
Charisma
Etiquette
Corporate
Magical Groups
Matrix
Street
Tribal
Instruction
Interrogation
Intimidation
Negotiation
Leadership
Willpower
Sorcery*
Astral Combat
Dispelling
Ritual Magic
Spell Casting
Spell Defense
Conjuring*
Banishing
Controlling
Summoning
Enchanting*
Reaction
Bike (Single Track)
Racing
Choppers
Trikes
Monowheels
Snowmobiles
Car (Dual Track)
Manual Gearshift
Sports Car
SUVs/Jeeps
Tractors
Heavy Transport
Hovercraft
Motorboat
Cruiser
Speedboat
Hydrofoil
Ship
Trawler
Merchantman
Torpedo Boat
Sailboat
Yacht
Catameran
Tall Ships
Winged Aircraft
Transport Aircraft
Fighters
Variable Geometry
Flying Wings
WIG-LAVs
Rotor Aircraft
Autogyros
Attack Helos
Coaxial Rotor Helos
Tandem Rotor Helos
Vector Thrust Aircraft
Vectored Thrust Fighter
LAVs (T-Birds)
Vectored Thrust Drones
Lighter-Than-Air Aircraft
Blimps
Dirigibles
Submarine
Minisubs
Cargo Subs
Attack Subs
Super-Cavitating-Subs
*No default. Either you have the skill or you don't.

Active Skills

Combat Skills

Automatic Weapons
Automatic weapons covers all firearms that fire multiple bullets for each trigger pull and includes Submachineguns and Assault Rifles as well as Auto-Shotguns.

Clubs
Clubs are hand-held melee weapons less than one meter long that have no edge or blade. This skill allows a character to use any short, weighted item as a weapon, from baseball bats to Tonfa to a chair leg.

Edged Weapons
Edged weapons include knives and swords of all kinds from the popular Japanese katana of Street Samurai fame to the massive Claymores that Trolls like to wield one-handed to remind everyone of just how big they are. Small axes can also be learned under this skill.

Choppers
Choppers covers weapons under a meter in length that have a weighted blade or penetrating head at the end of a handle. They rely more on strength than agility and include axes, picks, hammers and certain heavy bladed swords such as the falchion or majewski chopper.

Gunnery
Vehicle mounted weaponry that is either manually or remotely controlled.

Heavy Weapons
This skill covers any firearm larger than an assault rifle, including tripod, pintel, gyromount or fixed-emplacement (but not in vehicles) weapons.

Laser Weapons
This skill covers any weapon that fires a beam instead of a projectile

Launch Weapons
This skill covers the use and targeting of any weapon that fires a missile, rocket, grenade or mortar including manual and sensor-enhanced fire. This skill covers both specific grenade-launchers and underbarrel ones. Note that underbarrel grenade launchers can be defaulted to the weapon they are attached to as if defaulting to a base skill in the same grouping (+2 modifiery to Target Number)

Longarms
Longarms covers the use of semi-auto and bolt action rifles & shotguns. This includes civilian sport rifles, sniper rifles, and pump-action & semi-auto shotguns.

Pistols
Pistols covers the use of all types of hand-held firearms including hold-out, light and heavy semi-automatic pistols & revolvers, and tasers.

Polearms/Staffs
This skill covers the use of hand-held melee weapons longer than one-meter.

Projectile Weapons
This skill covers muscle-powered projectile weapons that utilize a tensile material to store and/or transfer energy to the projectile. This skill includes Bows, Crossbows, Slings & slingshots as well as the Atlatl.

Throwing Weapons
This skill covers any weapon thrown by hand, such as throwing knives, shuriken and spears.

Unarmed Combat
Unarmed combat covers melee combat skills based on solely the users body. In addition to boxing, this skill also covers martial arts from around the world and the use of cyber weapons like spurs & shock hands. In addition, this skill also allows the use of body weaponry such as forearm snap blades and shock gloves which are worn rather than wielded.

Underwater Combat
This skill covers specialized techniques to effectively maneuver and strike opponents in underwater melee situations.

Whips/Chains
This skill covers both whips and chain-based weapons such as kusarigama, nunchaku, and monofilament whips.

Zero G Combat
Covers combat techniques effective in Zero-G.

Physical Skills

Athletics
Athletics is the training and honing of the body in the performance of physical activities. May be used to increase running distance

Diving
This skill covers underwater diving, including swimming techniques and the use of scuba and other underwater gear.

Stealth
This skill covers sneaking around, sleight of hand, camoflage and disguising onself. It also includes both eluding a tail and tailing someone. Using the Stealth Skill usually requires an Open Test.

Magical Skills

Aura Reading
The skill of psychometry, learning information from a person's aura, astral forms and signatures. Aura Reading functions as a Complementary skill for Assensing Tests

Sorcery
This skill is available only to Awakened characters with a Magic Attribute of 1 or greater and covers the control of magical energy usually in the form of spells.

Conjuring
Conjuring covers the calling, controlling and banishing of spirits and is available only to Awakened characters with a Magic Attribute of 1 or greater.

Enchanting
Enchanting covers the collection and processing of materials for use in magical work and the crafting of magical items.

Social Skills

Etiquette
Etiquette allows an individual to function within a specific subculture without appearing out of place. It allows the individual to recognize prominent figures and cliques within the subculture and to have a general idea of their strengths, weaknesses, likes and dislikes. This skill is absolutely necessary to obtain goods and services within a society.

Instruction
Gives the individual the ability to teach something to another character effectively.

Interrogation
This skill covers the extraction of information from unwilling subjects. The user makes an Opposed Test against a base Target Number of 4 and the target makes a Willpower Test against a base Target Number of 4. The number of net successes the interrogator makes determines the quality of information they recieve. The Target Numbers are modified as per the following table:
Victim is Restrained+1 to the Victims Will TN
Lack of equipment or facilities+1 to the Users TN
For each ally in vicinity+1 to the users TN
Victim is injuredInjury modifiers
Info more valuable than own life-2 to the Victims Will TN

Intimidation
This skill falls between a weaker version of the Interrogation skill and the Negotiation skill. Intimidation allows a character to influence the attitude of other people to the character out of fear inspired by the character's in-your-face appearance or behavior. This skill uses an Open Test to generate a Target Number the victim must meet or exceed with a Willpower check to withstand the intimidation. A character with the Intimidation Skill can use it as a Complementary Skill for the Willpower Test when being intimidated or interrogated.

Technical Skills

Computer
Iconography and the idiot-proof nature of computers in Shadowrun allow anyone to use computers at a basic level in much the same way as many people drive cars without actually having the skill to drive them. However, the manipulation of programs and systems and taking full advantage of the power of the Matrix requires the Computer skill.

Cybernetics: The cybernetics specialization is useful in creating ICCM biofeedback filters, as well as any surgical operation involving cyberware.
Decking: The Decking specialization is used to circumvent the Matrix in any non-authorized system operation or improvised attack. Many novice Deckers sacrifice their programming ability for the raw seat-of-the-pants skill to maniuplate the Matrix, to their ultimate detriment.
Hardware: The Hardware specialization covers regular computers, mainframes and other computer devices in a role similar to a Sys-Admin. Actually building or modifying such systems requires the Computer B/R skill.
Programming:Programming allows deckers to craft programs and utilities with a max rating equal to their Computer (Programming) skill. The ratings of character-designed MPCPs and frame cores may not exceed the character's Computer (Programming) Skill multiplied by 1.5
Search Operations:This is the mastery of search engines and databases, and an invaluable skill for detectives and information brokers. This specialization is used whenever conducting Matrix information searches.

Forgery
More and more a digital skill, Forgery allows the manipulation of data in a number of ways to create authentic-appearing data that has been falsified in some way. The File Editing specialization is used in forging computer files and their associate data - adjusting file headers, date stamps, backups,a dn so forth. The Image Manipulation and Audio Manipulatio specializations are useful for digintally massagin images and footage - removing, adding, or altering images, sound or video. Physical Forgery is fast dissappearing, but will always be around to some small extent. This allows countereiting of hard currency, old printed bearer bonds, certificates of authenticity, artworks and the like.


Knowledge Skills

Knowledge skills are much more open ended than Active Skills, and therefore can be somewhat confusing to beginning players. Every character starts out with a number of Knowledge skills equal to his Intelligence Rating x 5. These skills represent everything your character knows about that isn't an Active Skill. These are broadly divided up into the following categories.

Street Knowledge

These are the skills learned on the mean streets of the sprawl, the kind of street saavy that can only be learned by living, observing & surviving at the lowest levels of society.
Examples: Mafia-Controlled Establishments, Safehouse Locations, Gang Identification, Yakuza Territory, Lone Star Tactics, Criminal Organizations, Smuggling Routes, Prostitution Rackets, Fringe Cults, BTL Production, Police/Security Proceedures.

Academic Knowledge

These are skills learned in schools and through books and are used by professionals and educators.

Sixth World Knowledge

The world of Shadowrun is a unique place where magic has returned, and technology advanced to the point that it blurs the distinction between man & machine. These skills cover the base of knowledge found within the various Shadowrun sourcebooks.
Examples: Cybertechnology, Paranormal ANimals, Elven Society, Megacorporate Policies, Metahumanity, Magic, Dragons, Atlantis Research, Data Havens, Legendary Deckers, Humanis Policlub, Shadowland

Background Knowledge

Background Knowledges are the theory and technical details behind every Active Skill. One can know all the specifications of a particular car engine without knowing how to actually take one apart or put it back together. These basic principles, laws, & facts corresponding to any particular Active Skill. In particular, Background Knowledges are useful for individuals who don't wish to (or cannot) learn how to perform an Active Skill, but might wish to know about the skills that others they meet might employ.

Every individual is assumed to have Background Knowledge in all the Active Skills they know at half the rating of their Active Skill, representing the theoretical background knowledge they learn about the skills they use.

In addition there are a few specific Background Skills that round out the knowledge base of a particular Active Skill. Computer, Biotech, & Electronics in particular have diverse specializations, and Background Skills that represent those specializations.

Examples:
Computer Complementary Knowledge Skills
System Familiarity Skills - Automated Factory Familiarity, Cellular Network Familiarity, Chat Room Familiarity, Chokepoint Familiarity, Communication Satellite Familiarity, Data Archive Familiarity, Game Host Familiarity, LTG Familiarity, Matrix Bank Familiarity, RTG Familiarity, Security Network Familiarity;
Program Design Knowledge Skills - Defensive Utility Design, OFfensive Utility Design, Operational Utility Design, Special Utility Design, Cyberterminal Code Design, White IC Design, Gray IC Design, Black IC Design, Trace IC Design, Frame Core Design, IC Construct Design, Worm Design, Application Design, Programming Suite Design;
Cyberterminal Deisgn; Info Sortilage; Iconography Design

Interests

Isle Of Shadows