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Shadows over Baltimore

Skills
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Skill Description/Specializations

Combat Active Skills

These Active skills encompass a range of martial proficiencies.

 

Archery (Agility)

Archery governs the use of muscle-powered projectile weapons.

Default: Yes

Skill Group: None

Specializations: Bows, Crossbows, Slingshots

 

Automatics (Agility)

The Automatics skill governs the use of personal firearms larger than a pistol, capable of autofire, but typically with a shorter barrel than a longarm.

Default: Yes

Skill Group: Firearms

Specializations: Assault Rifles, Carbines, Machine Pistols, Submachine Guns

 

Blades (Agility)

The Blades skill governs the use of hand-held melee weapons that have a sharpened edge or point. This skill allows a character to use various knives, swords and axes effectively. This skill is used for cyber-blades implanted in the hands or forearms, but not other areas of the body.

Default: Yes

Skill Group: Close Combat

Specializations: Axes, Cyber-Implant Blades, Knives, Swords, Parrying

 

Clubs (Agility)

Clubs governs the use of hand-held melee weapons that have no edge or blade. This skill allows a character to use any blunt, weighted item as a weapon, from a baseball bat to a tire iron to a chair leg.

Default: Yes

Skill Group: Close Combat

Specializations: Batons, Hammers, Saps, Staves (two handed clubs), Parrying

 

Dodge (Reaction)

Dodge governs your ability to move out of the way of a perceived attack or other incoming threat.

Default: Yes

Skill Group: None

Specializations: Melee Combat, Ranged Combat

 

Exotic Melee Weapon (Agility)

The Exotic Melee Weapon skill must be taken separately for each different weapon you wish to be able to use. Some examples: sais, pole arms, chainsaws, cyber-implant weapons in unusual locations (ie, elbow spurs, foot blades).

Default: Yes

Skill Group: None

Specializations: N/A

 

Exotic Ranged Weapon (Agility)

Like Exotic Melee Weapon, Exotic Ranged Weapon skill must be taken separately for each different weapon you wish to be able to use. Some examples: lasers, gyrojet pistols, flamethrowers, cyber-implant guns.

Default: Yes

Skill Group: None

Specializations: N/A

 

Heavy Weapons (Agility)

The Heavy Weapon skill allows the user to handle ranged projectile and launch weapons larger than an assault rifle, including large weapons when they are mounted on tripods, pintles, gyromounts or in fixed emplacements (but not in or on vehicles).

Default: Yes

Skill Group: None

Specializations: Assault Cannon, Grenade Launchers, Guided Missiles, Machine Guns, Rocket Launchers

 

Longarms (Agility)

This skill governs the use of all personal firearms with extended barrels, especially those designed to be used braced against the shoulder.

Default: Yes

Skill Group: Firearms

Specializations: Shotguns, Sniper Rifles, Sporting Rifles

 

Pistols (Agility)

The Pistols skill governs the use of all types of hand-held firearms, including hold-outs, light and heavy pistols, and tasers.

Default: Yes

Skill Group: Firearms

Specializations: Hold-Outs, Revolvers, Semi-Automatics, Tasers

 

Throwing Weapons (Agility)

The Throwing Weapons skill governs the use of any item thrown by the user.

Default: Yes

Skill Group: None

Specializations: Lobbed (grenade-style), Overhand (baseball-style), Shuriken, Throwing Knives

 

Unarmed Combat (Agility)

Unarmed Combat skill (also known as hand-to-hand combat) governs the use of combat techniques based solely on the use of the individual’s own body parts. In addition to boxing, this skill covers such combat styles as Oriental martial arts and Brazilian capoeira. It also covers the use of certain cyberimplants, such as shock hands.

Default: Yes

Skill Group: Close Combat

Specializations: Cyber-Implants, Martial Arts, Subdual Combat, Parrying

 

Physical Active Skills

Specific rules for using these skills can be found following the skill descriptions.

 

Climbing (Strength)

Climbing is used to ascend vertical obstacles or walls, whether using tools or unassisted. Default: Yes

Skill Group: Athletics

Specializations: Assisted, Freehand, Rappelling, By condition (rock climbing, ice climbing, building scaling, etc.)

 

Disguise (Intuition)

When a character wants to take on a false appearance of some kind, she uses the Disguise skill. This is true whether she wants to look like someone else or blend into the background.

Default: Yes

Skill Group: Stealth

Specializations: Camouflage, Cosmetic, Theatrical, Trideo

 

Diving (Body)

This skill covers all forms of underwater diving, including underwater swimming techniques and the use of SCUBA and other underwater gear.

Default: Yes

Skill Group: None

Specializations: Liquid Breathing Apparatus, Mixed Gas,

Oxygen Extraction, SCUBA, By condition (Arctic, Cave, Commercial, Military, etc.)

 

Escape Artist (Agility)

Escape Artist comes into play whenever a character tries to slip out of bonds or shackles without using brute force.

Default: Yes

Skill Group: None

Specializations: By restraint (Ropes, Cuffs, Zip Ties, etc.)

 

Gymnastics (Agility)

Gymnastics involves acrobatics feats and balance as well as jumping, vaulting, and tumbling.

Default: Yes

Skill Group: Athletics

Specializations: Balance, Break fall, Dance, Jumping, Tumbling

 

Infiltration (Agility)

Infiltration is the skill used when a character wants to sneak around undetected by either other characters or security sensors.

Default: Yes

Skill Group: Stealth

Specializations: Urban, Vehicle, Wilderness, by detection method (Motion Sensors, Pressure Pads, Thermal Imagers, etc.)

 

Navigation (Intuition)

This skill governs a character’s ability to determine directions, read maps, plot a course, and stick to it without getting lost.

Default: Yes

Skill Group: Outdoors

Specializations: Desert, Forest, Jungle, Mountain, Polar, Urban, Other appropriate terrain

 

Palming (Agility)

Those who have hands quicker than the eye can see use the Palming skill, which is as much about misdirection as it is dexterous motion. This skill is used to conceal small objects about the character or remove them from others without being noticed.

Default: Yes

Skill Group: Stealth

Specializations: Legerdemain, Pickpocket, Shoplifting

 

Parachuting (Body)

The Parachuting skill is used when a character exits an aircraft or other high area with a parachute and wishes to stop her quick descent.

Default: Yes

Skill Group: None

Specializations: HALO, Low Altitude, Recreational (standard skydiving), Static Line

 

Perception (Intuition)

Perception is used to determine what a character notices about her surroundings that is abnormal or strange.

Default: Yes

Skill Group: None

Specializations: Hearing, Scent, Taste, Touch, Visual

 

Running (Strength)

The Running skill is used to increase the distance a character can run, as well as determine how well she can pace himself and conserve energy while running.

Default: Yes

Skill Group: Athletics

Specializations: Long Distance, Sprinting, Urban, Wilderness

 

Shadowing (Intuition)

Shadowing involves following someone else discreetly without being noticed or ensuring that you are not being followed the same way.

Default: Yes

Skill Group: Stealth

Specializations: Stakeouts, Tail Evasion, Tailing

 

Survival (Willpower)

This skill governs a character’s proficiency in surviving outdoors for an extended period of time. It determines her ability with various camping and survival gear, as well as how well she can scrounge for food and water, create makeshift shelters and adapt to harsh natural conditions.

Default: Yes

Skill Group: Outdoors

Specializations: Desert, Forest, Jungle, Mountain, Polar, Urban, Other appropriate terrain

 

Swimming (Strength)

The Swimming skill is used to increase the distance a character can swim, and also helps determine how much experience she has had with water

Default: Yes

Skill Group: Athletics

Specializations: Long Distance, Sprinting

 

Tracking (Intuition)

This skill is a character’s ability to track metahumans or critters in the wild. It includes her ability to detect signs of passage, follow a trail, and locate game paths.

Default: Yes

Skill Group: Outdoors

Specializations: Desert, Forest, Jungle, Mountain, Polar, Urban, Other appropriate terrain

 

Social Active Skills

Rules for using these skills follow the skill descriptions.

 

Con (Charisma)

Characters using the Con skill are misrepresenting the truth in some way and trying to get someone else to believe

them. This may be flat out lying, evasion, or double talk, but the intended result is to have the target believe something that is false. Con Tests are opposed by the target’s Intuition + Con (or Negotiation).

Default: Yes

Skill Group: Influence

Specializations: Fast Talk, Impersonation, Seduction

 

Etiquette (Charisma)

The Etiquette Skill allows a character to function within a specific subculture without appearing out of place. It allows the character to fit in, put suspicious or agitated people at ease and defuse tense social situations. It also allows the player to negate a social gaff she made that the character wouldn’t have.

Default: Yes

Skill Group: Influence

Specializations: By culture or subculture (High Society, Street Gang, Mafia, Catholic Church, Corporate, Media, Goblin Rock, etc.)

 

Instruction (Charisma)

The Instruction Skill allows a character to teach something efficiently to another characterDefault: Yes

Skill Group: None

Specializations: By Active or Knowledge skill category (Combat, Language, Magical, Academic Knowledge, Street Knowledge, etc.)

 

Intimidation (Charisma)

This skill allows a character to make people do what they normally might not, simply out of fear inspired by the character’s in-your-face appearance or behavior. Intimidation Tests are opposed by the target’s Willpower + Intimidation.

Default: Yes

Skill Group: None

Specializations: Interrogation, Mental, Physical, Torture

 

Leadership (Charisma)

The Leadership Skill governs a character’s ability to get others to do her bidding through the exercise of example and authority. It includes an aspect of problem-solving, but is not intended to substitute for clear thinking and good planning on the part of the players. Leadership Tests are opposed by the target’s Charisma +Leadership.

Default: Yes

Skill Group: Influence

Specializations: Gut Check, Morale, Persuasion, Strategy, Tactics

 

Negotiation (Charisma)

The Negotiation Skill governs the psychology and bargaining tactics used when the character deals with another and seeks to come out ahead, either through careful and deliberate bartering or through fast talk. It is opposed by the target’s Charisma + Negotiation. Negotiation can also be used to determine if a character has noticed if someone is lying to them.

Default: Yes

Skill Group: Influence

Specializations: Bargaining, Diplomacy, Sense Motive

 

Technical Active Skills

Details on using technical skills follow the skill descriptions.

 

Aeronautics Mechanic (Logic)

Characters with this skill can repair and maintain aircraft. The proper tools and time are still necessary.

Default: No

Skill Group: Mechanic

Specializations: Aerospace, Fixed Wing, LTA (blimp), Rotary Wing, Tilt Wing, Vector Thrust

 

Armorer (Logic)

This skill is used to create or repair any weapon or piece of armor for which the character has designs. Armorer also assumes that the character has access to the tools and/or equipment commonly used in that area of expertise. The character still needs time, tools and materials to build something from scratch. Even a character with a superb level of skill can do little without the proper equipment. If the character is trying to build something new, she also needs theoretical knowledge to design the item, unless someone else provides a detailed blueprint for its construction.

Default: Yes

Skill Group: None

Specializations: Armor, Artillery, Explosives, Firearms, Heavy Weapons, Weapon Accessories

 

Artisan (Intuition)

The Artisan skill represents a number of different creative skills, including singing, painting, and the like. Characters who are well-developed artistically use this skill.

Default: Yes

Skill Group: None

Specializations: Carpentry, Guitars, Painting, Sculpture, Other crafts

 

Automotive Mechanic (Logic)

The Automotive Mechanic skill is used to repair and maintain ground craft of all kinds The proper tools and time are still necessary.

Default: No

Skill Group: Mechanic

Specializations: Anthroform, Hover, Tracked, Wheeled

 

Computer (Logic)

The Computer skill governs the use and understanding of computers and electronic devices, which in the 2050s is just about everything powered by electricity. It does not include knowledge of exploiting or subverting such systems, which is covered by the Hacking (software) or Hardware skills.

Default: Yes

Skill Group: Electronics

Specializations: By program (Analyze, Edit, etc.), by device type (commlink, surveillance, media, etc.)

 

Cybercombat (Logic)

Cybercombat skill is used to attack other icons in the Matrix, utilizing attack programs and system tricks.

Default: Yes

Skill Group: Cracking

Specializations: By specific opponents (Persona icons, Agents, IC, Living Persona icons, Sprites, etc.)

 

Cybertechnology (Logic)

Cybertechnology is the ability to create and care for cybernetics and bioware, possessed primarily by inventors, medical professionals and cyberdocs. This skill also includes knowledge about the current state of the field of cybertechnology and the ability to repair damaged cyberware. A proper facility and the right materials are needed to manufacture cyberware.

Default: No

Skill Group: Biotech

Specializations: Bioware, Bodyware, Cyberlimbs, Headware, Nanoware

 

Data Search (Logic)

This is the character’s research ability, their ability to use search engines, databases and other tools to track down information online or in computer storage. Data Search includes the character’s ability to refine search parameters as well as her knowledge of lesser known archives and resources.

Default: Yes

Skill Group: Electronics

Specializations: By source (Data Havens, Public Archives, News Indexes, Financial Records, etc), by data

type (Corporate, Celebrity Gossip, Street Rumors, Trid Footage, etc.)

 

Demolitions (Logic)

The Demolitions Skill governs the preparation, measuring, and setting of chemical explosives.

Default: Yes

Skill Group: None

Specializations: Commercial Explosives, Defusing, Improvised Explosives, Plastic Explosives

 

Electronic Warfare (Logic)

Electronic Warfare is used to disrupt communications in a variety of ways, such as jamming, signal degradation or complete overtaking of control of a target’s communication systems. It is also used for encoding and decoding communications. Appropriate equipment is necessary to make use of this skill.

Default: No

Skill Group: Cracking

Specializations: Communications, Encryption, Jamming, Sensor Operations

 

First Aid (Logic)

The First Aid skill governs basic medicine in a hands-on sense, as a paramedic rather than a physician. This skill provides little knowledge of cybernetics and how they function, and cannot be used to repair them.

Default: Yes

Skill Group: Biotech

Specializations: By type of treatment (Chemical Burns, Combat Wounds, Sports Injuries, Electric Shock, etc.)

 

Forgery (Agility)

Those who wish to make a copy of a document or other item use Forgery. Most duplicated items are in the form of art or official paper documents.

Default: Yes

Skill Group: None

Specializations: Counterfeiting, Credstick Forgery, False ID, Image Doctoring, Paper Forgery

 

Hacking (Logic)

Hacking skill is used to exploit and subvert the programming of computers and electronics, specifically Matrix systems and interactions.

Default: Yes

Skill Group: Cracking

Specializations: By program (Exploit, Sniffer, etc.), by device type (commlink, surveillance, media, etc.)

 

Hardware (Logic)

This skill governs the creation, repair, and technical manipulation of computers and electronic devices. To create something a plan, the proper materials, and time are still needed.

Default: No

Skill Group: Electronics

Specializations: By specific device (Commlinks, Maglocks, Sensors, etc.)

 

Industrial Mechanic (Logic)

The Industrial Mechanic skill is used to repair and maintain mechanical devices used in various industries, and

teaches a baseline of mechanics ability. The proper tools and time are still necessary.

Default: No

Skill Group: Mechanic

Specializations: Electrical Power Systems, Hydraulics, Robotics, Structural, Welding

 

Locksmith (Agility)

Locksmith is the art of manipulating, opening, and repairing mechanical locks.

Default: Yes

Skill Group: None

Specializations: By lock type (Combination, Cylinder, Pin Tumbler, Safe, etc.)

 

Medicine (Logic)

Medicine is the skill used for more detailed attempts at helping a character medically, beyond what mere First Aid can do. It includes the proper treatment of disease and illnesses as well as wounds. Medicine interacts with cybernetics only when they are being implanted into a body or removed from one.

Default: No

Skill Group: Biotech

Specializations: Cosmetic Surgery, Extended Care, Implant Surgery, Magical Health, Organ Culture, Trauma Surgery

 

Nautical Mechanic (Logic)

The Nautical Mechanic skill is used to repair and maintain watercraft of all kinds. The proper tools and time are still necessary.

Default: No

Skill Group: Mechanic

Specializations: Motorboat, Sailboat, Ship, Submarine

 

Software (Logic)

The Software skill comes into play when a character is writing utilities for use in the Matrix.

Default: No

Skill Group: Electronics

Specializations: Defensive Utilities, Offensive Utilities, Masking Utilities, Operational Utilities, Special Utilities (specify)

 

Vehicle Acti ve Skils

Vehicle skills are used for driving and vehicle.

 

Gunnery (Agility)

The Gunnery skill governs the use of all vehicle-mounted weapons, whether in mounts, pintles or turrets. This skill includes manual and sensor-enhanced gunnery.

Default: Yes

Skill Group: None

Specializations: Artillery, Ballistic, Energy, Guided Missile, Rocket

 

Pilot Aerospace (Reaction)

This skill is used to control rocket-boosted parabolic aircraft, suborbital aircraft, and anything that is piloted outside the atmosphere. This includes remote control.

Default: No

Skill Group: None

Specializations: Deep Space, Launch Craft, Remote Operation, Semiballistic, Suborbital

 

Pilot Aircraft (Reaction)

Pilot Aircraft governs the use of all aircraft piloted within the atmosphere, including those remotely controlled.

Default: No

Skill Group: None

Specializations: Fixed-Wing, Lighter-Than-Air, Remote Operation, Rotary Wing, Tilt Wing, Vectored Thrust

 

Pilot Anthroform (Reaction)

This skill is used to operate any vehicle that walks on legs. It is also used if such operation is remotely controlled.

Default: No

Skill Group: None

Specializations: Remote Operation, Biped, Quadruped

 

Pilot Exotic Vehicle (Reaction)

This skill is used for exotic vehicles such as undersea sleds, personal lifters, jet packs, hot-air balloons, etc. Each time this skill is taken, a specific exotic vehicle must be chosen to which it applies. This skill is then used whenever piloting that vehicle, whether remotely or in person.

Default: No

Skill Group: None

Specializations: N/A

 

Pilot Ground Craft (Reaction)

Characters use Pilot Ground Craft to control ground vehicles without legs, whether remotely or in person.

Default: Yes

Skill Group: None

Specializations: Bike, Hovercraft, Remote Operation, Tracked, Wheeled

 

Pilot Watercraft (Reaction)

Pilot Watercraft is used to control water vehicles both remotely and personally.

Default: Yes

Skill Group: None

Specializations: Motorboat, Remote Operation, Sail, Ship, Submarine

Magical Active Skills

Unless otherwise noted in the description, only characters with the Magician or Mystic Adept quality and a Magic attribute of 1 or greater may take or use Magic skills.

 

Assensing (Intuition)

Assensing is the skill of learning information from auras, astral forms and astral signatures. Only characters capable of astral perception (they either have the Magician quality or the Adept or Mystic Adept quality and the Astral Perception adept power) may take or use this skill.

Default: No

Skill Group: None

Specializations: Aura Reading, Astral Signatures, Psychometry, by aura type (Metahumans, Spirits, Foci, Wards, etc.)

 

Astral Combat (Willpower)

The Astral Combat skill is used to fight while in astral space, where normal combat methods are next to useless. Only characters capable of astral perception (they either have the Magician quality or the Adept or Mystic Adept quality and the Astral Perception adept power) may take or use this skill.

Default: No

Skill Group: None

Specializations: By specific foci types or opponents (Blade Foci, Magicians, Spirits, Wards, etc.)

 

Banishing (Magic)

Magicians use the Banishing skill to disrupt spirits, removing them from the physical and astral planes.

Default: No

Skill Group: Conjuring

Specializations: By spirit type (Spirits of Air, Spirits of Fire, etc.)

 

Binding (Magic)

The Binding skill is used to ask/demand long-term services from a spirit the magician has already summoned.

Default: No

Skill Group: Conjuring

Specializations: By spirit type (Spirits of Air, Spirits of Earth, etc.)

 

Counterspelling (Magic)

Magicians use the Counterspelling skill to remove existing sustained spells from people or objects, or defend against spells cast at them or others.

Default: No

Skill Group: Sorcery

Specializations: By spell type (Combat Spells, Detection Spells, etc.)

 

Ritual Spellcasting (Magic)

The Ritual Spellcasting skill is used to cast spells in a ritual fashion. In those cases, Ritual Spellcasting is used instead of Spellcasting to determine the results.

Default: No

Skill Group: Sorcery

Specializations: By spell type (Combat Spells, Detection Spells, etc.)

 

Spellcasting (Magic)

The Spellcasting skill governs the control of magical energy in the form of spells.

Default: No

Skill Group: Sorcery

Specializations: By spell type (Combat Spells, Detection Spells, etc.)

 

Summoning (Magic)

This skill is used to summon spirits and determines how many services they owe you.

Default: No

Skill Group: Conjuring

Specializations: By spirit type (Spirits of Fire, Spirits of Water, etc.)

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