Home > Skills > Technical Skills

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.

Technical Skills Attribute Can Default Skill Group
Aeronautics Mechanic Logic No Engineering
Animal Handling Charisma Yes None
Armorer Logic Yes None
Artisan Intuition No None
Automotive Mechanic Logic No Engineering
Biotechnology Logic No None
Chemistry Logic No None
Computer Logic Yes Electronics
Cybercombat Logic Yes Cracking
Cybertechnology Logic No Biotech
Demolitions Logic Yes None
Electronic Warfare Logic No Cracking
First Aid Logic Yes Biotech
Forgery Logic Yes None
Hacking Logic Yes Cracking
Hardware Logic No Electronics
Industrial Mechanic Logic No Engineering
Locksmith Agility No None
Medicine Logic No Biotech
Nautical Mechanic Logic No Engineering
Navigation Intuition Yes Outdoors
Software Logic No Electronics


Aeronautics Mechanic

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

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

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

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

Automotive mechanics are tasked with fixing all types of ground-based vehicles ranging from commercial automobiles 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

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

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

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

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

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

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

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

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

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

Talented forgers can simulate anything from a signature to a credstick to the Mona Lisa. The skill is most often used for doctoring hardcopy IDs, signatures, and official paperwork, but it can be used to fabricate anything you can imagine and your skill level can handle. Creating a forgery is a Forgery + Logic Test. The limit for this test is either Physical (for forged art, signatures, and other physical objects) or Mental (for credsticks, documents, and other items that are more data than substance). Your dice pool is adjusted by appropriate modifiers (see the Build/Repair Table for suggestions), and given a time requirement by the gamemaster (an interval from the Extended Test Difficulties table is fine). The quality of the forgery is based on the number of hits scored on the test. This number acts as the threshold for attempts to spot the fake. Anyone examining a forgery makes an Opposed Test using a Perception + Intuition [Mental] Test or Forgery + Intuition [Mental] Test. If they score as many or more hits than the quality of the forgery, the item is exposed as a fake. Data-based forgeries, like credsticks, documents, and SINs, don’t really hold up well to scrutiny, what with information being so readily available. They can appear almost identical to the original, but any attempt to get it to act like the original (transfer nuyen, pass a SIN check, etc.) reveals the forgery.

Hacking

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

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

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

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

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

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

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

Since the advent of AR mapping, a walk through the sprawl never requires a test, but getting from A to B can be a lot tougher when the Matrix isn’t pointing the way. Navigation tests are required when you’re traversing unmarked or highly unfamiliar terrain, such as someone new to Seattle attempting to navigate the Ork Underground. It’s a Simple Navigation + Intuition [Mental] Test, with a threshold based on the terrain, taking into account modifiers for environmental factors such as poor visibility, landmarks, existing trails, advice from locals, and so on—your gamemaster will give you a threshold based on the Success Test Thresholds table on p. 45.

Software

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.)

Building and Repairing

Building or repairing an object is an Extended Test that the gamemaster may decide requires certain tools or facilities. Modifiers from the Build/Repair Table (p. 146) should be applied to the test. Characters electing to design new items must have the appropriate Knowledge skills to conceptualize and create schematics. The gamemaster assigns a threshold and interval for the Extended Test using the Task Difficulty Threshold table and Extended Test Thresholds table on p. 48.