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.