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Shadowrun Seattle Shutdown

Active Skills: Difference between revisions

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[[Category:House Rule]]
[[Category:House Rule]]
This skills remake is not meant to fix every problem in {{src|sr5}}. It is specifically meant to focus on issues related to the skill system, and changes to rules seemingly unrelated to skills are only made when they are absolutely necessary for the framework.
This skills remake is not meant to fix every problem in the {{src|sr5}}. It is specifically meant to focus on issues related to the skill system, and changes to rules seemingly unrelated to skills are only made when they are absolutely necessary for the framework.
==Rules Changes==
==Rules Changes==
===Linked Attributes===
===Linked Attributes===
Active Skills do not have linked attributes. Instead, always use the attribute that is most appropriate to the context of the test. The removal of linked attributes applies to skills used for combat purposes just as it does to any other skill. For example, if you’re using Unarmed Combat to perform a quick strike before the opposition can react, you would be rolling REA because that is the attribute most appropriate for this task. If you’re wailing away at a wall with a large club, you would be rolling STR or BOD because one of those attributes would be most appropriate for the task (note that damage codes would still be calculated with STR even if you also end up using STR for the skill test).  
Active Skills do not have linked attributes. Instead, always use the attribute that is most appropriate to the context of the Test. The removal of linked attributes applies to skills used for combat purposes just as it does to any other skill. For example, if you’re using Unarmed Combat to perform a quick strike before the opposition can react, you would be rolling REA because that is the attribute most appropriate for this task. If you’re wailing away at a wall with a large club, you would be rolling STR or BOD because one of those attributes would be most appropriate for the task (note that damage codes would still be calculated with STR even if you also end up using STR for the skill Test).  


* When in doubt between INT and LOG, use INT for Social Active and Physical Active Skills and LOG for anything else. Note that LOG could still be used for Social Active tests when you are trying to convince someone using reason and/or appealing to the rational mind.
* When in doubt between INT and LOG, use INT for Social Active and Physical Active Skills and LOG for anything else. Note that LOG could still be used for Social Active Tests when you are trying to convince someone using reason and/or appealing to the rational mind.
* When in doubt between STR and BOD, use STR for bursts of power, and use BOD for power over a long duration.
* When in doubt between STR and BOD, use STR for bursts of power, and use BOD for power over a long duration.
* When in doubt between AGI and REA, use AGI when flexibility and precision are more important, and use REA when speed and anticipating movement are more important.
* When in doubt between AGI and REA, use AGI when flexibility and precision are more important, and use REA when speed and anticipating movement are more important.
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===Active Skill Overlap===
===Active Skill Overlap===
If it is ever unclear which Active Skill should be used for a threshold test, follow the same rules as for Knowledge Skill tests: any eligible skill could be used, but the GM can alter the threshold of a test depending on how appropriate they think the skill being used is to the task.  
If it is ever unclear which Active Skill should be used for a Threshold Test, follow the same rules as for Knowledge Skill Tests: any eligible skill could be used, but the GM can alter the Threshold based on how appropriate the skill is to the task.  


If it is ever unclear which Active Skill should be used for an opposed test, any eligible skill could be used, but the GM is allowed to impose additional dice pool modifiers to the user and/or the opponent depending on how appropriate they think the skill being used is to the task.  
If it is ever unclear which Active Skill should be used for an Opposed Test, any eligible skill could be used, but the GM is allowed to impose additional dice pool modifiers to the user and/or the opponent depending on how appropriate the skill is to the task.  


===Artisan, Forgery, and Other Crafting Skills===
===Artisan, Forgery, and Other Crafting Skills===
Unless a particular skill explicitly lists a specialization/subskill for creating a particular item or item type (e.g. Software for writing code, Demolitions for improvising explosives), making physical objects is handled by Knowledge Skills. Keep in mind that Active Skills can always be used as Knowledge Skills. If you believe a particular Active Skill you have would be appropriate for making a particular item (e.g. Mechanics for making a bicycle), your GM may still allow you to use it and set the test’s threshold based on how appropriate they think the skill actually is.  
Unless a particular skill explicitly lists a specialization/subskill for creating a particular item or item type (e.g. Software for writing code, Demolitions for improvising explosives), making physical objects is handled by Knowledge Skills. Keep in mind that Active Skills can always be used as Knowledge Skills. If you believe a particular Active Skill you have would be appropriate for making a particular item (e.g. Mechanics for making a bicycle), your GM may still allow you to use it and set the Test’s Threshold based on how appropriate the skill actually is.  


In cases where it is unclear whether something requires an Active Skill or not (e.g. cooking food could be deemed as Chemistry because it’s a chemical compound), it does not require an Active Skill, though the Active Skill in question could still be used as a Knowledge Skill.  
In cases where it is unclear whether something requires an Active Skill or not, it does not require an Active Skill, though the Active Skill in question could still be used as a Knowledge Skill.  


Creating magic-infused items requires a MAG rating greater than 0 regardless of the skill being used.  
Creating magic-infused items requires a MAG rating greater than 0 regardless of the skill being used.  
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===Small Unit Tactics & Mixed Unit Tactics===
===Small Unit Tactics & Mixed Unit Tactics===
While both skills can be taken as a Knowledge Skill, using the actions described in {{src|rg}} and {{src|sl}} use the Combat Tactics Active Skill.
While both skills could be taken as a Knowledge Skill, using the actions described in {{src|r&g}} and {{src|sl}} use the Combat Tactics Active Skill.


===Perception===
===Perception===
Perception is now an INT + LOG attribute test for anything other than searching (see Query).
Perception is now an {{Test|INT + LOG}} for anything other than searching (see Query). As an Attribute Test, it is no longer subject to a Limit. Any improvement that provides a bonus to the relevant Limit should add directly to the die pool instead. Many of these items include a wireless bonus that adds dice — it becomes the base benefit, instead of a wireless-only one.


Perception Tests and Spell Resistance Tests against physical illusion spells are now one and the same. Bonuses granted to Perception now also affect tests to resist physical illusion spells, and bonuses granted to resisting specifically physical illusion spells now also grant bonuses to Perception (e.g. the Piercing Senses adept power also gives a bonus to Perception tests, but the Magic Resistance and Arcane Arrester qualities do not).
{{Test|Perception|s}} and {{Test|Spell Resistance|s}} against physical illusion spells are now one and the same. Bonuses granted to Perception now also affect Tests to resist physical illusion spells, and bonuses granted to resisting specifically physical illusion spells now also grant bonuses to Perception (e.g. the Piercing Senses adept power also gives a bonus to Perception Tests, but the Magic Resistance and Arcane Arrester qualities do not).
 
Drones operating autonomously use a {{Test|Pilot + Pilot [Sensor]}}, while riggers operating remotely make the same {{Test|INT + LOG}}, limited by the drone's Sensor Rating. They also make a {{Test|Cyberwarfare + INT [Sensors]}} in place of the {{Test|Query + INT [Mental]}} people make for an active Search Test.


===Defaulting===
===Defaulting===
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* Characters who are otherwise barred from learning a skill cannot default on that skill.
* Characters who are otherwise barred from learning a skill cannot default on that skill.


===Drones & Jumped-In Riggers===
Drones and jumped-in riggers use the same skills for weapons as a normal person would use. The Gunnery skill is only involved with missiles and when using Sensor Targeting{{src|sr5|ref=184}}.
===Exotic Skills===
===Exotic Skills===
Exotic Ranged Weapon, Exotic Melee Weapon, and Pilot Exotic Vehicle no longer require separate skills. They can be used with existing skills.
Exotic Ranged Weapon, Exotic Melee Weapon, and Pilot Exotic Vehicle no longer require separate skills. They can be used with existing skills.
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* Magicians and Mystic Adepts have full access to the Aetherology, Conjuring, and Sorcery Skill Groups.
* Magicians and Mystic Adepts have full access to the Aetherology, Conjuring, and Sorcery Skill Groups.
* Aspected Magicians have access to the Aetherology Skill Group, and must choose either Conjuring or Sorcery . Enchanters no longer exist.
* Aspected Magicians have access to the Aetherology Skill Group, and must choose either Conjuring or Sorcery. Enchanters no longer exist.
* Adepts, Aware, and Explorers have access to the Aetherology Skill Group, but do not get access to Sorcery or Conjuring.  
* Adepts, Aware, and Explorers have access to the Aetherology Skill Group, but do not get access to Sorcery or Conjuring.  


Disjoining is now a part of Counterspelling. All other uses for disenchanting are now part of Artificing, which itself is now a part of Arcana.  
Disjoining is now a part of Counterspelling. All other uses for disenchanting are now part of Artificing, which itself is now a part of Arcana.  


Banishing can be used against free spirits. They resist with 1 x Force, and each net hit deals 1 unresisted Stun damage to the spirit.  
Banishing can be used against free spirits. They resist with Force×1, and each net hit deals 1 unresisted Stun damage to the spirit.  


Power Foci only give a bonus when MAG is used in combination with an Active Skill. Since there are no linked attributes anymore, it’s possible for pools unrelated to Magical Active Skills to be affected. They do not provide any benefit when MAG is not paired with an Active Skill.  
Power Foci only give a bonus when MAG is used in combination with an Active Skill. Since there are no linked attributes anymore, it’s possible for pools unrelated to Magical Active Skills to be affected. They do not provide any benefit when MAG is not paired with an Active Skill.


===Resonance Skills===
===Resonance Skills===
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In addition to the Kill Complex Form action, technomancers get a Counterthreading pool that functions similar to how Counterspelling works for magic users.  
In addition to the Kill Complex Form action, technomancers get a Counterthreading pool that functions similar to how Counterspelling works for magic users.  


Deregistering can be used against free sprites. They resist with 1 x Level, and each net hit deals 1 unresisted Stun damage to the sprite.  
Deregistering can be used against free sprites. They resist with Level + Edge, and each net hit deals 1 unresisted Stun damage to the sprite.


===Qualities===
===Qualities===
The Acrobatic Defender, Perceptive Defender, and any other quality that substitutes a skill into the Full Defense Pool no longer exists. See [[Qualities#Deductive Defender|Deductive Defender]] for a replacement.
Acrobatic Defender any other quality that substitutes a skill into the Full Defense pool no longer exists.
==Skill Chart==
{{TableTop|Class|Group|Skill|Example Specializations}}
</table>


{| class="wikitable sortable"
As Perception is no longer a skill, Perceptive Defender no longer exists; see [[Qualities#Deductive Defender|Deductive Defender]] for a replacement.
! Skill/Group Class !! style="white-space: nowrap;" | Skill Group !! Skill !! Example Specializations
|-
| rowspan="3" | || rowspan="3" | ||  ||
|-
|  ||
|-
| ||
|-
| rowspan="3" | Combat || rowspan="3" | Firearms || Handguns || Light, Heavy, Pneumatic<ref>includes Tasers</ref>, Revolvers
|-
| Long Arms || Assault Rifles<ref>includes Carbines</ref>, Pneumatic, Precision<ref>Includes Sporting Rifles and Sniper Rifles</ref>, Shotguns, Submachine Gun
|-
| Heavy Weapons || Assault Cannons, Flamethrowers, Machine Guns
|-
| rowspan="3" | Combat || rowspan="3" | Close Combat || Edged Weapons || Axe, Large Blade<ref name="reach 2">Reach &ge; 2</ref>, Monofilament Flexible, Small Polearm, Powered, Blade<ref name="reach 1">Reach &le; 1</ref>
|-
| Blunt Weapons  || Battering Ram, Flexible Bludgeon, Large Club<ref name="reach 2" />, Small Clubs<ref name="reach 1" />, Shield, Staff
|-
| Unarmed || Disarm, Leverage<ref>Includes clinches and throws</ref>, Strike, Subdue, [By Martial Arts Style]
|-
| rowspan="3" | Combat || rowspan="3" | Projectile || ||
|-
|  ||
|-
| ||
|}


Projectile Weapons (Combat Active)
==Skill Chart==
 
{{Table:Active Skills}}
Projectile Launchers
 
Grenade launchers, grapple guns, net guns, harpoon guns
 
Throwing Weapons
 
Grenades, small blades, small clubs/maces, polearms, flexible weapons
 
Archery
 
Bows, pistol crossbows, rifle crossbows, slingshots, blowguns
 
Stealth (Physical Active)
 
Locksmith
 
Physical key, electronic, biometric, combination
 
Sleight of Hand
 
Palming, pickpocketing, trapping
 
Sneaking
 
Physical, social, vehicular
 
Prowess (Physical Active)
 
Acrobatics
 
Climbing, contortion, falling, jumping
 
Athletics
 
Running, cycling, skating, skiing, flying (for those who can fly naturally)
 
Aquatics
 
Swimming, diving, paddling
 
Driving (Physical Active)
 
Pilot Groundcraft
 
Open wheeled (bikes and RVs), enclosed wheeled, tracked, bionic/walker
 
Pilot Watercraft
 
Sailing, modern boats, modern ships, submarines, bionic
 
Pilot Aerospace
 
Gliders, fixed-wing, rotorcraft, VTOL/VSTOL, spacecraft, lighter-than-air, bionic
 
Outdoors (Physical Active)
 
Query
 
Navigation, searching, tailing/tracking
 
Survival
 
Urban, wasteland, open sea, forest, desert, jungle
 
Animal Handling
 
Herding/driving, riding, taming/teaching
 
Stagecraft (Social Active)
 
Con
 
Advance fee scam, insurance fraud, three-card monte, the badger
 
Performance
 
Singing, dancing, keyboard, plucked strings, bowed strings, woodwind
 
Acting
 
Make-up, voice, emotional (SimSense), physical
 
Influence (Social Active)
 
Command
 
Intimidate/interrogate, instruction, leadership
 
Socialize
 
Street, squatter, low, middle, high, luxury, commercial, traveler
 
Persuade
 
Seduction, diplomacy/debate, bargaining/bartering
 
Military Science (Technical Active)
 
Combat Tactics
 
Guerilla, siege, ambush, patrol, reconnaissance
 
Demolitions
 
Explosives defusal, explosives placement, explosives improvisation
 
Gunnery
 
Small arms, artillery, Rocket/missile launchers, energy
 
Engineering (Technical Active)
 
Mechanics
 
Groundcraft, watercraft, aerospace
 
Armorer
 
Firearms, close combat weapons, projectile weapons, ammunition, armor
 
Electronics
 
Commlinks, cyberdecks, cyberware, hard nanoware
 
Computers (Technical Active)
 
Cyberwarfare
 
[By Attack, Sleaze, or Firewall action other than Control Device]
 
Software
 
Programming, Matrix Sculpting, SimSense Design
 
Matrix
 
Sensor Operations, Control Device, [By Data Processing action]
 
Biotechnology (Technical Active)
 
Chemistry
 
Analysis, [By drug or compound]
 
Medicine
 
Surgery, extended care, bioware, geneware, soft nanoware, magical health
 
First Aid
 
External damage, internal damage, stun damage
 
Aetherology (Magical Active)
 
Arcana
 
Arcane lore, artificing, disenchanting
 
Ceremony
 
[By ritual], disrupt ritual
 
Astral
 
Assensing, astral navigation, astral combat
 
Sorcery (Magical Active)
 
Spellcasting
 
[By spell]
 
Alchemy
 
[By preparation]
 
Counterspelling
 
Instant spells, sustained/permanent spells, disjoining
 
Conjuring (Magical Active)
 
Summoning
 
[By spirit]
 
Binding
 
[By spirit]
 
Banishing
 
Summoned spirits, bound spirits, free spirits, exorcism
 
Processing (Resonance Active)
 
Threading
 
[By complex form]
 
Nesting
 
[By nested form]
 
Counterthreading
 
Instant complex forms, sustained/permanent complex forms, nested forms
 
Tasking (Resonance Active)
 
Compiling
 
[By sprite]
 
Registering
 
[By sprite]


Deregistering
==Skill Remappings==
{{Table:Skill Remappings}}


Compiled sprites, registered sprites, free sprites
==References==
<div style="column-count:2"><references /></div>
{{Bar|See Also|[[Drones#Autosofts|Drones & Autosofts]]}}

Latest revision as of 10:02, 13 March 2024

This skills remake is not meant to fix every problem in the Shadowrun Fifth Edition Core Rulebook. It is specifically meant to focus on issues related to the skill system, and changes to rules seemingly unrelated to skills are only made when they are absolutely necessary for the framework.

Rules Changes

Linked Attributes

Active Skills do not have linked attributes. Instead, always use the attribute that is most appropriate to the context of the Test. The removal of linked attributes applies to skills used for combat purposes just as it does to any other skill. For example, if you’re using Unarmed Combat to perform a quick strike before the opposition can react, you would be rolling REA because that is the attribute most appropriate for this task. If you’re wailing away at a wall with a large club, you would be rolling STR or BOD because one of those attributes would be most appropriate for the task (note that damage codes would still be calculated with STR even if you also end up using STR for the skill Test).

  • When in doubt between INT and LOG, use INT for Social Active and Physical Active Skills and LOG for anything else. Note that LOG could still be used for Social Active Tests when you are trying to convince someone using reason and/or appealing to the rational mind.
  • When in doubt between STR and BOD, use STR for bursts of power, and use BOD for power over a long duration.
  • When in doubt between AGI and REA, use AGI when flexibility and precision are more important, and use REA when speed and anticipating movement are more important.

With the exception of Power Foci, items that affect skill dice based on linked attributes now just increase the attribute’s augmented value. Power Foci instead give a bonus whenever MAG is used in combination with an Active Skill.

Items that change a skill’s linked attributes no longer exist.

Items that require you to select a skill-based on a linked attribute work as follows: Outdoors counts as linked to INT, Physical and Combat Active Skills count as linked to physical attributes, Social Active Skills count as linked to CHA, and Technical Active Skills count as linked to LOG.

Active Skill Overlap

If it is ever unclear which Active Skill should be used for a Threshold Test, follow the same rules as for Knowledge Skill Tests: any eligible skill could be used, but the GM can alter the Threshold based on how appropriate the skill is to the task.

If it is ever unclear which Active Skill should be used for an Opposed Test, any eligible skill could be used, but the GM is allowed to impose additional dice pool modifiers to the user and/or the opponent depending on how appropriate the skill is to the task.

Artisan, Forgery, and Other Crafting Skills

Unless a particular skill explicitly lists a specialization/subskill for creating a particular item or item type (e.g. Software for writing code, Demolitions for improvising explosives), making physical objects is handled by Knowledge Skills. Keep in mind that Active Skills can always be used as Knowledge Skills. If you believe a particular Active Skill you have would be appropriate for making a particular item (e.g. Mechanics for making a bicycle), your GM may still allow you to use it and set the Test’s Threshold based on how appropriate the skill actually is.

In cases where it is unclear whether something requires an Active Skill or not, it does not require an Active Skill, though the Active Skill in question could still be used as a Knowledge Skill.

Creating magic-infused items requires a MAG rating greater than 0 regardless of the skill being used.

Creating Resonance-infused items requires a RES rating greater than 0 regardless of the skill being used.

Small Unit Tactics & Mixed Unit Tactics

While both skills could be taken as a Knowledge Skill, using the actions described in Run & Gun and Street Lethal use the Combat Tactics Active Skill.

Perception

Perception is now an INT + LOG Test for anything other than searching (see Query). As an Attribute Test, it is no longer subject to a Limit. Any improvement that provides a bonus to the relevant Limit should add directly to the die pool instead. Many of these items include a wireless bonus that adds dice — it becomes the base benefit, instead of a wireless-only one.

Perception Tests and Spell Resistance Tests against physical illusion spells are now one and the same. Bonuses granted to Perception now also affect Tests to resist physical illusion spells, and bonuses granted to resisting specifically physical illusion spells now also grant bonuses to Perception (e.g. the Piercing Senses adept power also gives a bonus to Perception Tests, but the Magic Resistance and Arcane Arrester qualities do not).

Drones operating autonomously use a Pilot + Pilot [Sensor] Test, while riggers operating remotely make the same INT + LOG Test, limited by the drone's Sensor Rating. They also make a Cyberwarfare + INT [Sensors] Test in place of the Query + INT [Mental] Test people make for an active Search Test.

Defaulting

With a few category- and quality-based exceptions, a character may always default on an Active Skill:

  • Characters without a MAG rating cannot default on Magical Active Skills
  • Characters without a RES rating cannot default on Resonance Active Skills
  • Characters with Unaware in a skill group cannot default on any skill in that group.
  • Characters who are otherwise barred from learning a skill cannot default on that skill.

Drones & Jumped-In Riggers

Drones and jumped-in riggers use the same skills for weapons as a normal person would use. The Gunnery skill is only involved with missiles and when using Sensor Targeting[1].

Exotic Skills

Exotic Ranged Weapon, Exotic Melee Weapon, and Pilot Exotic Vehicle no longer require separate skills. They can be used with existing skills.

Eliminated Skills

When RAW would call for the use of a skill that has been removed by the system, look for the skill or subskill containing a specialization that seems to be most appropriate. For example, using Etiquette to hide in a crowd would now end up needing Sneaking instead, while using Etiquette to butter up a character would now end up needing Socialize instead.

Magical Skills

Magical Active Skills can only be used as Active Skills by characters with a MAG greater than 0. Non-awakened cannot increase ratings of Magical Active Skills, though they can learn equivalent skills as Knowledge Skills instead.

  • Magicians and Mystic Adepts have full access to the Aetherology, Conjuring, and Sorcery Skill Groups.
  • Aspected Magicians have access to the Aetherology Skill Group, and must choose either Conjuring or Sorcery. Enchanters no longer exist.
  • Adepts, Aware, and Explorers have access to the Aetherology Skill Group, but do not get access to Sorcery or Conjuring.

Disjoining is now a part of Counterspelling. All other uses for disenchanting are now part of Artificing, which itself is now a part of Arcana.

Banishing can be used against free spirits. They resist with Force×1, and each net hit deals 1 unresisted Stun damage to the spirit.

Power Foci only give a bonus when MAG is used in combination with an Active Skill. Since there are no linked attributes anymore, it’s possible for pools unrelated to Magical Active Skills to be affected. They do not provide any benefit when MAG is not paired with an Active Skill.

Resonance Skills

Resonance Active Skills can only be used as Active Skills by characters with a RES greater than 0. Non-emerged cannot increase ratings of Resonance Active Skills, though they can learn equivalent Knowledge Skills instead.

Technomancers now use a separate skill called “Threading” to thread complex forms instead of Software.

Technomancers can use “nested forms”. Nested Forms mostly follow the same rules as Alchemy, but using RES instead of MAG and using Complex Forms for their base instead of spells. They exist as file icons instead of physical preparations. The contact trigger is unavailable but is replaced by an interaction trigger, which activates when a persona performs a Matrix action on the icon.

In addition to the Kill Complex Form action, technomancers get a Counterthreading pool that functions similar to how Counterspelling works for magic users.

Deregistering can be used against free sprites. They resist with Level + Edge, and each net hit deals 1 unresisted Stun damage to the sprite.

Qualities

Acrobatic Defender any other quality that substitutes a skill into the Full Defense pool no longer exists.

As Perception is no longer a skill, Perceptive Defender no longer exists; see Deductive Defender for a replacement.

Skill Chart

Active Skills
ClassGroupSkillExample Specializations
Combat Firearms Handguns Light, Machine, Heavy, Pneumatic[2], Revolvers
Heavy Weapons Assault Cannons, Flamethrowers, Machine Guns
Long Arms Assault Rifles[3], Pneumatic, Precision[4], Shotguns, Submachine Gun
Combat Close Combat Edged Weapons Axe, Large Blade[5], Monofilament Flexible, Small Polearm, Powered, Small Blade[6]
Blunt Weapons Battering Ram, Flexible Bludgeon, Large Club[5], Small Clubs[6], Shield, Staff
Unarmed Disarm, Implanted, Leverage[7], Strike, Subdue, [By Martial Arts Style]
Combat Projectile Weapons Projectile Launchers Grenade Launchers, Grapple Guns, Net guns, Harpoon Guns
Throwing Weapons Grenades, Small Blades, Small Clubs, Polearms, Flexible Weapons[8]
Archery Bows, Pistol Crossbows, Rifle Crossbows, Slingshots, Blowguns
Physical Stealth Locksmith Physical Key, Electronic, Biometric, Combination
Sleight Of Hand Palming, Pickpocketing, Trapping
Sneaking Astral, Physical, Social, Vehicular
Physical Prowess Acrobatics Climbing, Contortion, Falling, Jumping
Athletics Running, Cycling, Skating, Skiing, Flying[9]
Aquatics Diving, Endurance, Speed
Physical Driving Pilot Groundcraft Open Wheeled[10], Enclosed Wheeled, Tracked, Bionic/Walker
Pilot Watercraft Sailing, Modern Boats, Modern Ships, Submarines, Bionic
Pilot Aerospace Gliders, Fixed-Wing, Rotorcraft, VTOL/VSTOL, Spacecraft, Lighter-Than-Air, Bionic
Physical Outdoors Query Navigation, Searching, Tailing/Tracking
Survival Urban, Wasteland, Open Sea, Forest, Desert, Jungle
Animal Handling Herding/Driving, Riding, Taming/Teaching
Social Stagecraft Con Advance Fee Scam, Insurance Fraud, Three-Card Monte, The Badger
Performance Singing, Dancing, Keyboard, Plucked Strings, Bowed Strings, Woodwind
Acting Make-Up, Voice, Emotional[11], Physical
Social Influence Command Intimidate/Interrogate, Instruction, Leadership
Socialize  Street, Squatter, Low, Middle, High, Luxury, Commercial, Traveler
Persuade Seduction, Diplomacy/Debate, Bargaining/Bartering
Technical Military Science Combat Tactics Guerilla, Siege, Ambush, Patrol, Reconnaissance
Demolitions Defusal, Improvisation, Placement
Gunnery Small Arms, Artillery, Rocket/Missile Launchers, Energy
Technical Engineering Mechanics Groundcraft, Watercraft, Aerospace
Armorer Firearms, Close Combat Weapons, Projectile Weapons, Ammunition, Armor
Electronics Commlinks, Cyberdecks, Cyberware, Hard Nanoware
Technical Computers Cyberwarfare [By Attack, Sleaze, or Firewall Action, other than "Control Device"]
Software Programming, Matrix Sculpting, Simsense Design
Matrix Sensor Operations, Control Device, [By Data Processing Action]
Technical Biotechnology Chemistry Analysis, [By Drug or Compound]
Medicine Surgery, Extended Care, Bioware, Geneware, Soft Nanoware, Magical Health
First Aid External Damage, Internal Damage, Stun Damage
Magical Aetherology Arcana Arcane Lore, Artificing, Disenchanting, Initiation
Ceremony [By Ritual], Disrupt Ritual
Astral Assensing, Astral Navigation, Astral Combat
Magical Sorcery Spellcasting [By Spell]
Alchemy [By Preparation]
Counterspelling Instant Spells, Sustained/Permanent Spells, Disjoining
Magical Conjuring Summoning [By Spirit]
Binding [By Spirit]
Banishing Summoned Spirits, Bound Spirits, Free Spirits, Exorcism
Resonance Processing Threading [By Complex Form]
Nesting [By Nested Form]
Counterthreading Instant Complex Forms, Sustained/Permanent Complex Forms, Nested Forms
Resonance Tasking Compiling [By Sprite]
Registering [By Sprite]
Deregistering Compiled Sprites, Registered Sprites, Free Sprites

Skill Remappings

Skill Remappings
Old SkillReplacement Skill(s)
AutomaticsHandguns, Longarms
Heavy WeaponsHeavy Weapons, Launcher Weapons, Gunnery
ClubsBlunt Weapons
Free-FallAcrobatics
FlyingAthletics
DivingAquatics
NavigationQuery, Astral
ImpersonationActing
Pilot AircraftPilot Aerospace
LeadershipCommand
InstructionCommand
NegotiationPersuade
Automotive MechanicMechanics
Nautical MechanicMechanics
CybertechnologyElectronics
CybercombatCyberwarfare
Electronic WarfareCyberwarfare, Matrix
ComputerMatrix
CounterspellingCounterspelling, Ceremony
ArtificingArcana
AssensingAstral
PistolsHandguns
BladesEdged Weapons
DisguiseSneaking, Acting
GymnasticsAcrobatics
Escape ArtistAcrobatics
RunningAthletics
SwimmingAquatics
TrackingQuery
Pilot WalkerPilot Groundcraft
IntimidationCommand
EtiquetteSocialize, Sneaking
ConCon, Socialize, Persuade
Industrial MechanicMechanics
Aeronautics MechanicMechanics
HardwareElectronics, Cyberwarfare
HackingCyberwarfare
SoftwareSoftware, Threading, Counterthreading
BiotechnologyMedicine
DisenchantingArcana, Counterspelling
Astral CombatAstral
Ritual SpellcastingCeremony

References

  1. Shadowrun Fifth Edition Core Rulebook (p. 184)
  2. includes Tasers
  3. includes Carbines
  4. Includes Sporting Rifles and Sniper Rifles
  5. 5.0 5.1 Reach ≥ 2
  6. 6.0 6.1 Reach ≤ 1
  7. Includes clinches and throws
  8. Such as bolas.
  9. For those who can fly naturally.
  10. Motorcyles and ATVS
  11. i.e. Simsense