Shadowrun Skills

   For today, it’s the probable skills list for the current Shadowrun game. It’s a good deal larger than the one in the book; some skills have been split into subskills, others combined, and quite a few added or reorganized. Of course, a fair number of skills listed here – such as “heavy siege weapons” and “homesteading” – can probably be skipped for most characters. Suggestions are, as usual, quite welcome.

Build/Repair Skills (Intelligence):

   Air Vehicles, Art, Biotech, Blunt Weapons, Computer, Cyberforms, Cyberware, Demolitions, Dimensional Vehicles, Edged Weapons, Electronics, Flexible Weapons, Ground Vehicles, Heavy/Gunnery Weapons, Mechanics, Power Suits, Projectile Weapons, Siege Weapons, Small Arms, Space Vehicles, Thrown Weapons, Tunneling Vehicles, Water Vehicles.

   Quite a number of practical skills are effectively their own build/repair skills.

Combat Skills

Combat Skills

       

Weapon Category

Light

Medium

Heavy

Mounted

Point-and-Shoot (Qui)

Pistols

Rifles

Heavy Weapons

Gunnery

Edged Melee (Str)

Knives

Blades

Pole Arms

Scythes

Blunt Melee (Str)

Clubs

Maces

Staves

Rams

Unarmed (Str)

Unarmed

Implants

Ranged Implant

Cyberforms

Flexible (Qui)

Whips

Chains

Flails

Shields*

Projectile (Str)

Throwing

Projectile

Light Siege

Heavy Siege

   Specializations are normally with specific weapons or under specific circumstances.

   *No, this doesn’t really belong in that position on the chart. On the other hand, no realistic mounted flexible weapon occurred to me, so there was a spot open. If you want to try fancy tricks with a shield, or hit people with it effectively, buy this skill.

Physical Skills:

  • Agility (Qui) (Acrobatics, Contortionist, Escape Artist, Zero Gravity)
  • Animal Handling (Qui) (Coordinating, Riding, Soothing, Training)
  • Endurance (Bod) (Concentration, Resist Intoxicants, Running, Sustained Efforts)
  • Homesteading (Str) (Agriculture, Cooking, Handyman, Food Preservation, Handicrafts)
  • Slight of Hand (Qui) (Concealing Items, Fast Draw, Magic Tricks, Pick Pocketing)
  • Stealth (Qui) (Selected Environment, Shadowing, Tracelessness)
  • Strength (Str) (Breaking, Climbing, Jumping, Power Lifting, Swimming)

Technical Skills (Intelligence):

  • Art (Dance, Forgery, Literary, Musical, Visual)
  • Biotech (Cyberware, First Aid, Holistic Medicine, Pharmacology, Surgery)
  • Computer (Programming, Hardware, Operations, Process Control)
  • Demolitions (Breaching, Controlled Drops, Disarming)
  • Electronics (Control Systems, Diagnostics, Interfaces, Power Systems)
  • Finance (Accounting, Business, Economics, Investment, Tax Evasion)
  • Investigation (Criminology, Forensics, Research)
  • Mechanics (Clockwork, Engines, Locks. Sabotage)
  • Systems Operation (Communications, ECM/ECCM, Sensors, Power Systems, Stabilization, Sabotage)
  • Survival (Environmental, Navigation, Shelter Construction, Streetwise, Tracking)

Magical Skills:

  • Astral Perception (Int) (Conjuring, Emotions, Psychometry, Signatures)
  • Conjuring (Wil) (Banish, Control, Spirit Type, Summon)
  • Crafting* (Int) (by Skill Category or Attribute aided)
  • Dreamquesting* (Wil) (by purpose of quest)
  • Elementalism* (Wil)
  • Enchantment (Int) (Alchemy, Foci, Rituals, Talismans)
  • Sorcery (Wil) (Astral, Dispelling, Psionics, Religious, Ritual, Spell Casting, Spell Category, Spell Defense),
  • Superheroics (Wil) (Attack Powers, Defense Powers, Power Boost, Power Manipulation, Utility Powers)

   Magical skills may be taken as knowledge skills by mundanes, but only the theoritical aspects are usuable. If they gain magical abilities, they’ll have to upgrade their skill.

   *Primitive Magic skills are only available under special circumstances.

Social Skills (Charisma):

  • Administration (Bureaucracy, Business, Governmental, Land, Wildlife)
  • Etiquette (By subculture or situation)
  • Fast Talk (Advertising, Bluff, Cons)
  • Instruction (Child Care*, Teaching)
  • Interrogation (Brainwashing, Conversation, Drugs, Torture)
  • Intimidation (Blackmail, Extortion, Fear, Rackets)
  • Leadership (Command, Emergency, Military, Politics, Reporting, Strategy, Tactics)
  • Negotiation (Bargain, Bribe, Contract, Criminal)
  • Performance (Acting, Disguise, Entertainer, Public Speaking, Unobtrusiveness)
  • Psychology (Detect Lie, Profiling, Sense Motive)
  • Seduction (Approach, Befriending, Fashion, Performance)
  • Scrounging (Fencing, Money, Programs, Supplies)

   *OK, I was tempted to put this under “Magical Skills”.

Vehicle Skills (Reaction):

   Antigrav*, Bike, Car, Construction, Dimensional*. Fixed-Wing Air, Flapping Wing, Hover, Legged, Lighter Than Air, Mole, Motorboat, Power Suits*, Rotor, Sail, Ship, Space, Submersible, Temporal*, Vectored Thrust.

   Specializations go by specific vehicle type, by conditions such as remote operation or wet surface driving, or by activity, such as wild stunts or racing.

   *No such vehicles are currently known, but there are plenty of sims.

General Knowledge Skills (Intelligence)

   All right, the number of possible knowledge skills is essentially infinite. Here, however, are a selection of the top-end ones. Most things should fit into one or another of these categories, although more specific knowledge skills will provide more details. In addition, some skills – such as “literature” or “gnostic magic” simply do not have a broad theoretical basis.

Topic:

Micro

Small

Large

Very Large

Behavioral

Animal

Psychology

Sociology

Anthropology

Communications

Cryptography

Linguistics

Communications

Information Theory

Computer

Hardware

Languages

Software

Interface

Earth Sciences

Ecology

Hydrology

Meteorology

Geology

Engineering

Materials

Structural

Mechanical

Technical

History

Current Events

History

Archeology

Paleontology

Life Sciences

Biochemistry

Genetics

Biology

Evolution

Magic

Spellcraft

Magic Theory

Spirit Lore

Metaphysics

Mathematics

Number Theory

Probability and Statistics

Analysis

Multidimensional

Orientation

(City) Lore

(Region) Lore

(Country) Lore

Geography

Philosophy

Logic

Theology

Philosophy

Civics and Law

Physical Science

Quantum Mechanics

Chemistry

Physics

Cosmology

Languages

   These skills are unchanged.

5 Responses

  1. What skill/s is used for mixing poisons or other uses for actually preforming chemistry?

  2. About the only thing that requires an active skill in chemistry is making unstable explosives, for which you use Demolitions. Everything else usually just goes to the knowledge skill. Chemistry is usually pretty boring actually.

  3. […] into a character creation database and have spotted some missing info on the skills page (the Revised Skill List for the current campaign).  I will post the database after I finish it and a comment on that page […]

  4. I have discovered a few bits of missing info on this page. They are not vital and can be looked up rather quickly, but they might be relevant or different in this campaign:
    1. any mention of specializations for build repair skills.
    2. related attribute for build / repair skills is missing (or a comment about how/why they are not tied to one).
    3. same for physical skills
    4. and technical skills
    5. and magical skills

    1 I know can be done by specific models, but what about environments or situations.
    2 I believe is int all the way through .
    3 I think these vary by the skill, but look mostly obvious.
    4. are these all int?
    5. these can not be defaulted to normally, I think.

  5. 1) Build-Repair skills are generally background items anyway, so there’s no standard list of suggested specializations. Subtypes are common, environments and situations generally don’t work; if you can do it while it’s raining or something, you can do it normally.

    2) It is indeed intelligence. I didn’t list it since it wasn’t changed from the book, but I’ll add the note to avoid any confusion.

    3-5) Again, they mostly weren’t changed. I’ll add the listing though, especially since – on magical skills – I’ve added some.

    And you cannot normally default to magical skills – but there are some magical things you can do unskilled.

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