Home > Skills > Physical Skills
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.
Physical Skills |
Attribute |
Can Default |
Skill Group |
Disguise |
Intuition |
Yes |
Stealth |
Diving |
Body |
Yes |
None |
Escape Artist |
Agility |
Yes |
None |
Free-Fall |
Body |
Yes |
None |
Gymnastics |
Agility |
Yes |
Athletics |
Palming |
Agility |
No |
Stealth |
Perception |
Intuition |
Yes |
None |
Pistols |
Strength |
Yes |
Athletics |
Sneaking |
Agility |
Yes |
Stealth |
Survival |
Willpower |
Yes |
Outdoors |
Swimming |
Strength |
Yes |
Athletics |
Unarmed Combat |
Tracking |
Yes |
Outdoors |
Disguise
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
Using Disguise and Impersonation
Disguise and Impersonation are also handled using
Opposed Tests. When the makeup and costuming are
first applied, the character creating the disguise performs
a Disguise + Intuition [Mental] Test. The number of hits rolled is the threshold for
anyone trying to see through the disguise later on. Impersonation can be used to
improve a disguise, or it can stand alone. A character in disguise can
roll their Impersonation + Charisma [Social] and add the number of hits
to the threshold for breaking the disguise. If Impersonation is being
used without the benefit of a disguise (such as when vocally imitating someone), treat it
as standard Opposed Test. A Disguise Kit (see Tools, p. 443) can be used to build
a Disguise, using the Building & Repairing rules (p. 146).
Add half the threshold of the Extended Test used to make
the disguise as a dice pool bonus to your Disguise Test, to a
maximum bonus of 4.
Diving
Diving brings together a wide array of actions performed
underwater. This skill can be applied when
diving, swimming underwater, using complex diving
equipment, and holding your breath.
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
Escape Artist measures the character’s ability to escape
from bindings by using body contortion and manual
dexterity.
Default: Yes
Skill Group: None
Specializations: By restraint (Cuffs, Ropes, Zip Ties,
etc.), Contortionism
Using Escape Artist
In Shadowrun, you might just find yourself caught instead
of killed. Escape Artist provides a chance to escape
from most forms of confinement, including ropes,
handcuffs, and other bindings. To get out of restraints,
make an Escape Artist + Agility [Physical] Test against
a threshold based on what you’re trying to get out of.
If you succeed, you’re free after working on it for one
minute (20 Combat Turns), divided by the number of
net hits you get on the test. The dice pool is modified
by a variety of factors, such as whether or not you’re
being watched (and trying to be subtle) or if you’re
carrying a set of lockpicks. These situational modifiers
are on the Escape Artist Table. The gamemaster may
decide that some restraints are too difficult to escape
from without outside help.
Free-Fall
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
Gymnastics measures your balance, general athleticism,
and all-around ability to use your body.
Default: Yes
Skill Group: Athletics
Specializations: Balance, Climbing, Dance, Leaping,
Parkour, Rolling
Using Gymnastics
A few uses of the Gymnastics skill require special rules.
Climbing
The Gymnastics skill is applied to both assisted and unassisted
climbing tasks. Assisted climbing is accomplished
with specialized gear such as ropes and harnesses (see
p. 448). Assisted climbing is easier and safer, but requires
more preparation. Unassisted climbing may be
done on the fly, because you climb without any gear.
Climbing is a Complex Action, and the number of hits
you get on your Gymnastics + Strength [Physical] Test
determines how far you can move vertically or laterally
during your climb, as noted on the Climbing Table. The
more difficult the climb, the more dice pool modifiers
you get, which is also noted on the Climbing Table.
Rappelling
Rappelling is a gear-aided descent at near free-fall speed.
This technique requires a Free-Fall + Body [Physical] (2)
Success Test. So long as you have the proper gear and
training, you can brake at any point in the descent, slow
your speed, and land safely. Rappelling expends a Simple
Action, during which you fall at a rate of 20 meters
per Combat Turn. Rappelling characters can increase the
number of meters descended during that same Combat
Turn by 1 for each net hit beyond the threshold on the
Free-Fall Test. If you take another Simple Action in the
same phase, such as firing a weapon, you get a –2 dice
pool modifier to both that action and the Free-Fall Test.
Stopping requires another Free-Fall Test with the same
threshold. On an unsuccessful test, you don’t slow down
and may take damage if you hit the ground at speed
(Falling Damage, p. 172).
Climbing Failures and Glitches
A test while climbing or rappelling automatically halts
your progress, and you have to make a Reaction +
Strength Test to hold on. If you fail this second test, you
start to fall (about 20 meters per Combat Turn). During
your next Action Phase, you may attempt to stop by
making a Reaction + Strength Test with a –2 dice pool
modifier. Your gamemaster may allow other climbers to
make a Reaction + Strength Test to grab you.
Characters who are using climbing gear are allowed
an additional test if they fall. Have the character who prepared
the safety lines make a Free-Fall + Logic [Mental]
Test against a threshold equal to half the falling character’s
Body (round down). The falling character may apply
Edge to this test. If successful, the safety gear catches,
leaving the character dangling. If it fails, the character
falls (see Falling Damage, p. 172).
Jumping
Jumping is done from a running or standing position.
Running leaps get more distance than standing jumps
do, if you have enough room to get up to full speed.
Make a Gymnastics + Agility Test, applying any appropriate
modifiers. For every hit you get on this test, you
jump 1 meter on a standing jump or 2 meters for a running leap.
No matter how many hits you get, you can’t
jump farther than your Agility x 1.5 meters (net hits beyond
this mean you did it with style).
For a vertical jump, it’s the same test, but you get half
a meter of altitude per hit and the maximum you can
jump is 1.5 times your height.
Palming
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
Perception refers to the ability to spot anomalies in everyday
situations, making it one of the key skills a shadowrunner
needs.
Default: Yes
Skill Group: None
Specializations: Hearing, Scent, Searching, Taste,
Touch, Visual
Using Perception
Perception Tests are for any situation involving basic
senses (sight, hearing, smell, touch, or taste) where
you’re looking for something that isn’t obvious. Your
gamemaster might call for you to make one, or you can
call for a Perception Test by taking an Observe in Detail
Simple Action to get a handle on what’s going down
around you. Making the threshold on a Perception +
Intuition [Mental] Test indicates that you’ve noticed
something subtle or important (or both)—net hits determine
how much detail you get. If someone is deliberately
trying to hide from you, they’ll oppose your test
with their own skill (Using Stealth Skills, p. 136).
Perception Tests involving vision (which is most of
them) use the same Visibility and Light modifiers as attacks
do in combat (Environmental Modifiers, p. 173).
Other modifiers are listed on the Perception Test Modifiers
table. If a bunch of people are making a Perception
Test and looking for the same thing, use a Teamwork
Test (p. 49).
Running
Running, as you may guess, is about how much ground
you can cover quickly.
Default: Yes
Skill Group: Athletics
Specializations: Distance, Sprinting, by terrain (Desert,
Urban, Wilderness, etc.)
Using Running
The Running skill allows you to increase the distance
you can cover in a Combat Turn by taking a Sprint Action
(p. 162) in their Action Phase. You make a Running
+ Strength [Physical] Test. Each hit adds 1 or 2 meters to
your distance for that Combat Turn, based on your metatype
(see Movement, p. 161). The gamemaster may apply
modifiers for various types of terrain (rocky, slippery,
and so on) and other conditions. You can run non-stop
for a maximum number of minutes equal to your (Body
+ Running) x 10. Fatigue damage begins to take effect
after this point (see Fatigue Damage, p. 172).
Sneaking
Need to get where you’re not supposed to be? This
skill allows you to remain inconspicuous in various situations.
Default: Yes
Skill Group: Stealth
Specializations: Location type (Jungle, Urban,
Desert, etc.)
Using Stealth Skills
Skill tests in the Stealth skill group boil down to staying
hidden when someone is trying to find you. Treat
this as an Opposed Test using Perception + Intuition,
and apply any appropriate Perception modifiers (see p.
135). The gamemaster can decide to swap out Perception
for a suitable skill from the Stealth skill group at no
penalty. For example, if a Triad assassin is trying to spot
you in a crowd, she could rely on her own experience
at hiding and roll Sneaking + Intuition.
Survival
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.
Default: Yes
Skill Group: Outdoors
Specializations: Desert, Forest, Jungle, Mountain,
Polar, Urban, or other terrain
Using Survival
Surviving the elements is more dangerous in the Sixth
World. Environmental decay has reached unparalleled
heights. In Great Britain, for example, a perfect storm
of toxic disasters and severe flooding devastated the
countryside. Those forced to live on city streets fare no
better. The homeless are as likely to be attacked by a
swarm of devil rats as they are to be beaten by a ganger
looking for a bit of fun.
The Survival skill is used for braving all forms of extreme
outdoor conditions—this includes urban survival,
where the threats are as likely to come from other people
as they are from the elements. It covers the ability
to find food, water, and temporary shelter in any environment.
If you’re exposed to these conditions for 24
hours or more, you’ll need to start making daily Survival + Willpower [Mental] Tests. Modifiers and thresholds
for Survival Tests are provided on the Survival Test Table.
If you fail the test, you don’t find the food or shelter
you need and take Stun damage with a Damage Value
equal to twice the threshold. The Stun damage cannot
be healed until you get a good night’s sleep without
having to make a Survival Test. If your Stun Condition
Monitor overflows and you fall unconscious, you cannot
make your Survival Tests, so you just keep taking
the damage (now Physical from overflow) until you’re
either rescued or dead.
Swimming
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.
Default: Yes
Skill Group: Athletics
Specializations: Dash, Long Distance
Using Swimming
Swimming is a Complex Action. A swimming character
can move a number of meters in a Combat Turn equal to
the average of their Agility and Strength. You can take
a Simple Action to “sprint” with a Swimming + Strength
[Physical] Test, adding 1 meter per hit, or 2 meters per
hit if you’re an elf or a troll. Swimming on the surface
of water or under it does not affect this rate of speed.
As with the Running skill, swimmers suffer from fatigue
after an extended time (Fatigue Damage, p. 172).
Holding Your Breath
Sixty seconds (twenty Combat Turns) is the base time
a character can hold his breath before any tests are
needed. A character needing to hold his breath longer
can make a Swimming + Willpower Test (with the
Controlled Hyperventilation specialization coming into
play if you have it). Each net hit extends the clock by 15
seconds (5 Combat Turns).
Once the time expires the character must breathe or
take 1 box of Stun damage at the end of each Combat
Turn until they breathe (this damage cannot be resisted).
Once all the stun boxes are filled, the character loses
consciousness. At this point the character takes one box
of physical damage at the end of each Combat Turn until
rescued or dead.
Treading Water
If you’re just trying to keep afloat, you can tread water.
You can tread water for a number of minutes equal to
your Strength rating. At the end of this time, make a
Simple Swimming + Strength [Physical] (2) Test. Success
means you can keep treading water (or float, if you’re
skilled at Swimming) for the same amount of time before
another test; failure means you slip and take 1 box
of Stun damage that you can’t resist. If you have a flotation
device, double the time between tests. You can
keep treading water as long as you can stay conscious.
Tracking
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.
Default: Yes
Skill Group: Outdoors
Specializations: Desert, Forest, Jungle, Mountain,
Polar, Urban, another terrain type
Using Tracking
Tracking a person or critter requires a Tracking + Intuition
[Mental] Test with a threshold based on the terrain
(decided by the gamemaster using the Success Test
Thresholds table, p. 45). If the target is actively obscuring
their trail, tracking is handled as an Opposed Test.
The tracker rolls Tracking + Intuition [Mental] against
the target’s Sneak + Agility [Physical]. Any net successes
on a Tracking Test can be used to gain additional information
about the trail, such as the number of people
using the trail, type of critters recently using it, and how
old the tracks are. In urban tracking, additional hits can
be used to identify local crowd movement patterns,
relevant cameras, and AR clues that reveal where the
target was heading and how long ago it passed by.
The gamemaster may choose to apply modifiers
for conditions such as weather, age of the tracks, the
amount of people who’ve trampled the trail, and so on.
Individuals using a tracking dog or other tracking critter
may use Animal Handling as a Teamwork Test for their
animal’s Tracking Test.