Skills

Combat Active Skills
When the punching and the kicking and the shooting starts, these are the skills you use. All Combat skills are linked to Agility unless otherwise noted. For more on how skills are used in combat, refer to the Combat chapter, p. 158.

Skill
{Ability}
Limit D Skill Group Specializations
Archery
{Agility}
Weapon Accuracy Y No Bow, Crossbow, Non-Standard Ammunition, Slingshot
Automatics
{Agility}
Weapon Accuracy Y Firearms Assault Rifles, Cyber-Implant, Machine Pistols, Submachine Guns
Blades
{Agility}
Weapon Accuracy Y Close Combat Axes, Knives, Swords, Parrying
Clubs
{Agility}
Weapon Accuracy Y Close Combat Batons, Hammers, Saps, Staves, Parrying
Exotic Melee Weapon
(Specific) {Agility}
Weapon Accuracy Y None None
Exotic Ranged Weapon
(Specific) {Agility}
Weapon Accuracy N None None
Heavy Weapons
{Agility}
Weapon Accuracy Y None Assault Cannons, Grenade Launchers, Guided Missiles, Machine Guns, Rocket Launchers
Longarms
{Agility}
Weapon Accuracy Y Firearms Extended-Range Shots, Long-Range Shots, Shotguns, Sniper Rifles
Pistols
{Agility}
Weapon Accuracy Y Firearms Holdouts, Revolvers, Semi-Automatics, Tasers
Throwing Weapons
{Agility}
Weapon Accuracy Y None Aerodynamic, Blades, Non-Aerodynamic
Unarmed Combat
{Agility}
Weapon Accuracy Y Close Combat Blocking, Cyber Implants, Subduing Combat, or by specific Martial Art

Physical Active Skills
These skills are all about actions you take with your body (besides things covered in Combat skills). You’ll find the specific rules for using each skill (or a reference for where you can find the rules) in the skill description.

Disguise {Intuition}
Default: Yes
Skill Group: Stealth
Specializations: Camouflage, Cosmetic, Theatrical, Trideo & Video

Diving {Body}
Default: Yes
Skill Group: None
Specializations: By breathing apparatus (Liquid
Breathing Apparatus, Mixed Gas, Oxygen Extraction,
SCUBA), by condition (Arctic, Cave, Commercial,
Military, etc.), Controlled Hyperventilation
Escape Artist (Agility)
Escape Artist measures the character’s ability to escape
from bindings by using body contortion and manual
dexterity. See Using Escape Artist, p. 135.
Default: Yes
Skill Group: None
Specializations: By restraint (Cuffs, Ropes, Zip Ties,
etc.), Contortionism
Free-Fall (Body)
This skill covers any jump from height, including leaps
from a third-floor window to jumps from a plane at high
altitude. If it involves any kind of attempt to slow or control
your fall, this covers it, so it includes skydiving with
a parachute, flying a wingsuit, or descending on a line,
bungee cord, or zipline.
Default: Yes
Skill Group: None
Specializations: BASE Jumping, Break-Fall, Bungee,
HALO, Low Altitude, Parachute, Static Line, Wingsuit,
Zipline
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 ingame,
see Jumping, p. 134.
Default: Yes
Skill Group: Athletics
Specializations: Balance, Climbing, Dance, Leaping,
Parkour, Rolling
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
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.)
Survival (Willpower)
In the desert with nothing more than a tin cup, a poncho,
and an iron rod? You’ll need this skill to help you
get out alive. Survival is the ability to stay alive in extreme
environmental conditions for extended periods
of time. The skill governs a character’s ability to perform
vital outdoor tasks such as start a fire, build a shelter,
scrounge for food, etc. in hostile environments. See
Using Survival, p. 136.
Default: Yes
Skill Group: Outdoors
Specializations: Desert, Forest, Jungle, Mountain,
Polar, Urban, or other terrain
Swimming (Strength)
This skill determines the character’s ability to swim in
various bodies of water. The skill level affects the distance
and speed at which a character can swim. See
Using Swimming, p. 137
Default: Yes
Skill Group: Athletics
Specializations: Dash, Long Distance
Tracking (Intuition)
This skill confers the ability to detect the passage of
metahumans and other game through terrain and use
those clues to follow that individual. This skill also allows
you to identify unmarked trails and common game paths
is various environments. See Using Tracking, p. 137.
Default: Yes
Skill Group: Outdoors
Specializations: Desert, Forest, Jungle, Mountain,
Polar, Urban, another terrain type

Social Skills
Dice rarely need to get involved when characters need
to solve problems between one another. Dealing with
NPCs isn’t always so easy. Social skills give characters
the ability to problem-solve without expending bullets
or mana. These skills tend to be linked to the Charisma
attribute.
Social skills are intended to be used to complement
good role-playing, not replace it. The Social Test should
come either at the end of a well-role-played scene to
wrap it up, or in place of a social situation that would be
less interesting to actually play through to get through it
quickly. The gamemaster can provide modifiers on this
test based on how well you make your point, or how
much bulldrek you’re able to pile up without flinching.
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
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 botches
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.)
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)
Instruction (Charisma)
Instruction governs the ability to teach people. The skill
level helps determine how comfortable the instructor
is delivering new material as well as how complex of a
skill may be taught. See Using Instruction, p. 141.
Default: Yes
Skill Group: None
Specializations: By Active or Knowledge skill
category (Combat, Language, Magical, Academic
Knowledge, Street Knowledge, etc.)
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
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
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.)

Resonance Skills
Resonance skills are a unique subset of Matrix skills
that can only be used by technomancers. Resonance
skills, like magic skills, require the character to have a
special attribute. The Resonance attribute also serves
as the linked attribute for all of the skills.
Compiling (Resonance)
Compiling involves the ability to translate the complex
0s and 1s of machine source language and the rhythms
of the resonance into sprites. See Sprites, p. 254.
Default: No
Skill Group: Tasking
Specializations: By sprite type (Data Sprites,
Machine Sprites, etc.)
Decompiling (Resonance)
Decompiling is a character’s ability to effectively delete
previously compiled sprites. See Sprites, p. 254.
Default: No
Skill Group: Tasking
Specializations: By sprite type (Courier Sprites, Fault
Sprites, etc.)
Registering (Resonance)
This skill allows a technomancer to register sprites on
the Matrix, thereby convincing the grids that they are
legitimate. See Sprites, p. 254.
Default: No
Skill Group: Tasking
Specializations: By sprite type (Crack Sprites, Data
Sprites, etc.)

Technical Skills
Technical skills are called upon when you operate or fix
something. Technical skills link to a variety of attributes,
listed with the skill.
Aeronautics Mechanic
(Logic)
Aeronautics mechanics have the ability to repair a variety
of aerospace vehicles, provided the proper tools and
parts are available. See Building & Repairing, p. 145.
Default: No
Skill Group: Engineering
Specializations: Aerospace, Fixed Wing, LTA (blimp),
Rotary Wing, Tilt Wing, Vector Thrust
Animal Handling (Charisma)
This skill governs the training, care, riding (if they’re big
enough), and control of non-sentient animals. Competent
trainers have the ability to handle multiple animals.
It is even possible to approach an untrained animal and
get it to trust you, or at least not eat you.
Default: Yes
Skill Group: None
Specializations: By animal (Cat, Bird, Hell Hound,
Horse, Dolphin, etc.), Herding, Riding, Training
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: Yes
Skill Group: None
Specializations: 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 au-
tomobiles 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
Chemistry (Logic)
Chemistry permits the character to create chemical
reactions and develop chemical compounds ranging
from drugs, to perfumes, to biopolymers like NuSkin.
Chemistry can also be used to analyze chemical compounds
to determine what they are.
Default: No
Skill Group: None
Specializations: Analytical, Biochemistry, Inorganic,
Organic, Physical
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.)
Cybercombat (Logic)
Cybercombat is the skill used by hackers to engage in
combat on the Matrix. See Using Cybercombat, p. 226
Default: Yes
Skill Group: Cracking
Specializations: By target type (Devices, Grids, IC,
Personas, Sprites, etc.)
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
Demolitions (Logic)
Demolitions is used to prepare, plant, detonate, and often
defuse chemical-based explosives. See Explosives,
p. 436.
Default: Yes
Skill Group: None
Specializations: Commercial Explosives, Defusing,
Improvised Explosives, Plastic Explosives
Electronic Warfare
(Logic)
Electronic Warfare is the basis of military signals intelligence.
It governs the encoding, disruption, spoofing, and
decoding of communication systems. Providing the user
has the proper equipment, the skill can be used to manipulate
or even take over the signal of any item’s communication
system. See Using Electronic Warfare, p. 226.
Default: No
Skill Group: Cracking
Specializations: Communications, Encryption,
Jamming, Sensor Operations
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.)
Forgery (Logic)
Forgery is used to produce counterfeit items or alter existing
items to a specific purpose. Depending on the type
of forgery, the forger may need specific tools or schematics
to complete the task. See Using Forgery, p. 145.
Default: Yes
Skill Group: None
Specializations: Counterfeiting, Credstick Forgery,
False ID, Image Doctoring, Paper Forgery
Hacking (Logic)
Hacking is used to discover and exploit security flaws
in computers and other electronics. For more on how
Hacking is used, see Using Hacking, p. 226.
Default: Yes
Skill Group: Cracking
Specializations: Devices, Files, Hosts, Personas
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.)
Industrial Mechanic (Logic)
An industrial mechanic is tasked with repairing or
modifying large-scale machines, such as assembly line
equipment, power generators, HVAC units, industrial
robots, etc. See Building and Repairing, at right.
Default: No
Skill Group: Engineering
Specializations: Electrical Power Systems, Hydraulics,
HVAC, Industrial Robotics, Structural, Welding
Locksmith (Agility)
This skill covers building, repairing, and opening mechanical
and electronic locks. While largely banished to
antiquity, traditional mechanical locking mechanisms
are still in use around the globe, often as throwbacks
or backups. Electronic locks are far more common and
quite susceptible to your ministrations. See Doors,
Windows, & Locks, p. 363.
Default: No
Skill Group: None
Specializations: By type (Combination, Keypad,
Maglock, Tumbler, Voice Recognition, etc.)
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
Nautical Mechanic (Logic)
Nautical Mechanic is concerned with the maintenance
and repair of watercraft. This skill is only effective if
the necessary equipment and time are available. See
Building & Repairing below.
Default: No
Skill Group: Engineering
Specializations: Motorboat, Sailboat, Ship,
Submarine
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
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.)

Vehicle Skills
Vehicle skills are used for driving and performing combat
maneuvers with vehicles (see Vehicles, p. 198). Unless
otherwise noted, Vehicle skills are linked to Reaction.
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
Pilot Aerospace
Aerospace vehicles include all reduced- and zero-gravity
aircraft capable of suborbital or extra-orbital flight.
Default: No
Skill Group: None
Specializations: Deep Space, Launch Craft, Remote
Operation, Semiballistic, Suborbital
Pilot Aircraft
This skill is used to pilot any manned or unmanned aircraft
operating solely within planetary atmosphere.
Default: No
Skill Group: None
Specializations: Fixed-Wing, Lighter-Than-Air,
Remote Operation, Rotary Wing, Tilt Wing, Vectored
Thrust
Pilot Walker
Any vehicle that walks on two or more legs is piloted
through this skill. Characters may control the walker
physically or remotely.
Default: No
Skill Group: None
Specializations: Biped, Multiped, Quadruped, Remote
Pilot Exotic Vehicle
(Specific)
Characters must take this skill one time for each specific
exotic vehicle. Characters may control the vehicle
remotely with this skill where possible.
Default: No
Skill Group: None
Specializations: N/A
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
Pilot Watercraft
This skill is used to pilot any waterborne vehicle, whether
from inside it or by remote control.
Default: Yes
Skill Group: None
Specializations: Hydrofoil, Motorboat, Remote
Operation, Sail, Ship, Submarine

Skills

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