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ARMORER (LOGIC)

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. For thresholds and
information on determining success results, see Building & Repairing, p. 145.
Default: YesSkill Group: NoneSpecializations: Armor, Artillery, Explosives,
Firearms, Melee Weapons, Heavy Weapons, Weapon Accessories

ARTISAN (INTUITION)
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.)

AUTOMOTIVE MECHANIC (LOGIC)


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. See Building & Repairing, p. 145.
Default: No
Skill Group: Engineering
Specializations: Walker, Hover, Tracked, Wheeled

BIOTECHNOLOGY (LOGIC)
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

COMPUTER (LOGIC)
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). See Using
Computer, p. 226.
Default: Yes
Skill Group: Electronics
Specializations: By action (Edit File, Matrix Perception, Matrix Search, etc.)

USING COMPUTER
The Computer skill represents your ability to use computers. Common functions for
this skill include editing files, erasing marks, and searching the Matrix. It’s
also used in your Matrix Perception Tests, which can be vital in finding that Black
IC before it stomps your neural pathways.

CON (CHARISMA)
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

CYBERTECHNOLOGY (LOGIC)
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. See Building and Repairing, p. 145.
Default: No
Skill Group: Biotech
Specializations: Bodyware, Cyberlimbs, Headware, Repair

DISGUISE (INTUITION)
Disguise covers non-magical forms of masking your identity, including makeup and
enhancement. See Using Disguise and Impersonation, p. 136.
Default: Yes
Skill Group: Stealth
Specializations: Camouflage, Cosmetic, Theatrical, Trideo & Video

ETIQUETTE (CHARISMA)
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 botch- es a social situation in a way a skilled
character would not. See Using Etiquette, p. 141.
Default: Yes
Skill Group: Influence
Specializations: By culture or subculture (Corporate, High Society, Media,
Mercenary, Street, Yakuza, etc.)

Make an Etiquette + Charisma [Social] Test against the other person’s Perception +
Charisma [Social] Opposed Test. If you get any net hits, they’ll accept you. If you
get 3 or more net hits, their attitude toward you will improve, moving up a line on
the “NPC’s attitude” section of the Social Modifiers table.
The skill is not meant to replace role-playing, but it can save you from a social
blunder that you (the play- er) make when your character probably wouldn’t have.
When this happens, make an Etiquette Test against a threshold equal to the severity
of the blunder (set by the gamemaster using the Success Test Thresholds table, p.
45). A successful test means your character recovers from the misstep.
When making Etiquette tests with a group of NPCs, use the same rules for
influencing groups (Using Social Skills, p. 139).

FIRST AID (LOGIC)


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. For
more information, see Healing, p. 205.
Default: Yes
Skill Group: Biotech
Specializations: By treatment (Gunshot Wounds, Resuscitation, Broken Bones, Burns,
etc.)

FIRST AID
Characters with the First Aid skill may immediately help reduce the trauma of
wounds (Stun or Physical). First Aid can only be used if you have a medkit (even if
you do not currently have supplies for it), and it may only be applied within 1
hour of when the damage was taken. Roll a First Aid + Logic [Mental](2) Test,
applying appropriate modifiers from the Healing Modifiers table. (Characters using
First Aid on themselves or others must also apply their wound modifiers to the
test.) Each net hit over the threshold removes 1 box of damage; divide the net
effect in half (rounded up) if the victim being treated is wearing any kind of
full-body armor in order to represent the difficulty of treating the patient
through armor.

A critical glitch on a First Aid Test increases the damage by 1D3 (1D6 ÷ 2) boxes.
The maximum damage healable with the First Aid skill is equal to the skill’s
rating. First Aid may only be applied to a character once for that set of wounds,
and it may not be applied if the character has been magically healed.

Using the First Aid skill in combat requires a Complex Action and takes a number of
Combat Turns equal to the number of boxes of damage the character is healing. This
means the character applying First Aid must spend one Complex Action per Combat
Turn providing care but may spend the rest of their Action Phases however they
would like.

First Aid may also be used to simply diagnose a character’s health, the extent of
wounds taken, or the effect of other ailments. The gamemaster sets the threshold as
appropriate to the character’s health or affliction, and awards information
appropriate to the net hits scored.

GUNNERY (AGILITY)
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 (AGILITY)
Gymnastics measures your balance, general athleticism, and all-around ability to
use your body. For more information on ways Gymnastics may be applied in-game, see
Jumping, p. 134.
Default: Yes
Skill Group: Athletics
Specializations: Balance, Climbing, Dance, Leaping, Parkour, Rolling

HARDWARE (LOGIC)
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.)

IMPERSONATION (CHARISMA)
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)

INTIMIDATION (CHARISMA)
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 (p. 140).
Default: Yes
Skill Group: None
Specializations: Interrogation, Mental, Physical, Torture
LEADERSHIP (CHARISMA)
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. See Using Social Influence Skills, at right, for test
modifiers.
Default: Yes
Skill Group: Influence
Specializations: Command, Direct, Inspire, Rally

MEDICINE (LOGIC)
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. For more information, see Healing, p. 205.
Default: No
Skill Group: Biotech
Specializations: Cosmetic Surgery, Extended Care, Implant Surgery, Magical Health,
Organ Culture, Trauma Surgery

NAVIGATION (INTUITION)
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

NEGOTIATION (CHARISMA)
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

PALMING (AGILITY)
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

PERCEPTION (INTUITION)
Perception refers to the ability to spot anomalies in everyday situations, making
it one of the key skills a shadowrunner needs. See Using Perception, p. 135.
Default: Yes
Skill Group: None
Specializations: Hearing, Scent, Searching, Taste, Touch, Visual

PERFORMANCE (CHARISMA)
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. See Using Performance, p. 141.
Default: Yes
Skill Group: Acting
Specializations: By performance art (Presentation, Acting, Comedy, specific Musical
Instrument, etc.)

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

RUNNING (STRENGTH)
Running, as you may guess, is about how much ground you can cover quickly. For more
information see Using Running, p. 136.
Default: Yes
Skill Group: Athletics
Specializations: Distance, Sprinting, by terrain (Desert, Urban, Wilderness, etc.)

SNEAKING (AGILITY)
Need to get where you’re not supposed to be? This skill allows you to remain
inconspicuous in various situations. See Using Stealth Skills, p. 136.
Default: Yes
Skill Group: Stealth
Specializations: Location type (Jungle, Urban, Desert, etc.)

SOFTWARE (LOGIC)
Software is the skill used to create and manipulate programming in the Matrix. See
Using Software, p. 226. It’s also what technomancers use when they create their
complex forms (Threading, p. 251).
Default: No
Skill Group: Electronics
Specializations: Data Bombs or by complex form (Editor, Resonance Spike,
Tattletale, etc.)

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

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 de-
signed to be braced against the shoulder.
Default: Yes
Skill Group: Firearms
Specializations: Extended-Range Shots, Long-Range Shots, Shotguns, Sniper Rifles

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