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Shadowrun Seattle Shutdown

This skills remake is not meant to fix every problem in 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 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 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.

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.

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.

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 can be taken as a Knowledge Skill, using the actions described in [[:Category:Error! rg is not a valid input for Template:src!|Error! rg is not a valid input for Template:src!]][[Category:Error! rg is not a valid input for Template:src!]] and Street Lethal use the Combat Tactics Active Skill.

Perception

Perception is now an INT + LOG attribute test for anything other than searching (see Query).

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).

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.

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 1 x Force, 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 1 x Level, and each net hit deals 1 unresisted Stun damage to the sprite.

Qualities

The Acrobatic Defender, Perceptive Defender, and any other quality that substitutes a skill into the Full Defense Pool no longer exists. See Deductive Defender for a replacement.

Skill Chart

Skill/Group Class style="white-space: nowrap" ! Skill Group Skill Example Specializations
Combat Firearms Handguns Light, Heavy, Pneumatic[1], Revolvers
Long Arms Assault Rifles[2], Pneumatic, Precision[3], Shotguns, Submachine Gun
Heavy Weapons Assault Cannons, Flamethrowers, Machine Guns
Combat Close Combat Edged Weapons Axe, Large Blade[4], Monofilament Flexible, Small Polearm, Powered, Blade[5]
Blunt Weapons Battering Ram, Flexible Bludgeon, Large Club[4], Small Clubs[5], Shield, Staff
Unarmed Disarm, Leverage[6], Strike, Subdue, [By Martial Arts Style]
Combat Projectile

Projectile Weapons (Combat Active)

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

Compiled sprites, registered sprites, free sprites

  1. includes Tasers
  2. includes Carbines
  3. Includes Sporting Rifles and Sniper Rifles
  4. 4.0 4.1 Reach ≥ 2
  5. 5.0 5.1 Reach ≤ 1
  6. Includes clinches and throws