TEXT: The 
  The 
  Cyberpunk 
  Cyberpunk 
  2020 
  2020 
  Master 
  Master 
  Skill Guide
  Skill Guide 
   
  Collated by Dana Jorgensen 
  
            Well, here it is, another one of my "great projects". It's no Neo-City Sourcebook, this. As every referee 
  does, I've made many personal references over the years to make things more efficient. We got a bit of help 
  in the form of the weapons guide that RTG produced, but a lot of work was saved when I discovered Andrew 
  James'  Cyberpunk 2020 Reference Book at Node 16 (http://ajames.force9.co.uk/). It was a bright little 
  project resulting in a huge index that consolidated quite a bit of material from a wide array of books and 
  magazines. Now, if he would just start integrating web-based material into his assorted PDF lists…  
            Unfortunately, there was one hole remaining with the skills. Everything else in the CP2020 Reference 
  Book provides enough data to run with, but for skills, you still had to flip through dozens of books and pray 
  you could remember where each skill was written. This particular document seeks to alleviate that small 
  problem, by collecting all the skills and descriptions into a single convenient reference.  I'll eventually convert 
  it into a more complete skill reference by including skills from other Interlock products like Mekton, as well as 
  skills gathered from a multitude of Fuzion game books, as well as material from an assortment of websites. 
  This file will just be full of all sorts of tasty goodness… ☺ 
  Let's start of with the stats, since even those are widespread through the various books. To start 
  things off, Cyberpunk 2020 has 9 stats, to which we will add the various extras that appeared in other 
  Cyberpunk books, various Fuzion games, and Mekton. This stuff will be pretty much verbatim, and you'll see 
  why Cyberpunk 2020 became a min-maxing powermonger's paradise. Just look at all the advice on what 
  roles should have the highest scores of each stat… 
   
   
  Statistics 
  Intelligence (INT): This is a measure of  your 
  problem solving ability; figuring out problems, 
  noticing things, remembering information. Almost 
  every character type needs a high intelligence, 
  with netrunners and corporates requiring the 
  highest of all. 
   
  Reflexes (REF): This is a combined index, 
  covering not only your basic dextrerity, but also 
  how your level of physical coordination will affect 
  feats of driving, piloting, fighting, and athletics. 
  Characters who intend to engage in a great deal 
  of combat (such as solos, nomads, and 
  rockerboys) should always invest in the highest 
  possible reflexes. 
   
  Cool (COOL or CL):  This index measures how 
  well a character steands up under stress, fear, 
  pressure, pain and torture. In determining your 
  willingness to fight on despite wounds or your 
  fighting ability under fire, Cool is essential. It is 
  also a measure of how "together" your character 
  is and how tough he appears to others. 
  Rockerboys and fixers should always have high 
  cool, with solos and nomads having the highest 
  cool of all. 
   
  Technical Ability (TECH): This is an index of 
  how well you relate to hardware and other 
  tehcnically oriented things. In Cyberpunk, the 
  ability to use and repair technology is of 
  paramount importance - Tech will be the stat 
  used when fixing repairing, or attempting to use 
  unfamiliar tech. While all characters should have 
  a decent tech stat, potential techies should 
  always opt for the highest possible score in this 
  area. 
   
  Luck (LUCK or LK): This is the intangible 
  "something" that throws the balance of events 
  into your favor. Your luck represents how many 
  points you may use each game to influence the 
  outcome of a critical event. To use luck, you may 
  add any or all of the points of Luck a character 
  has to a critical die roll (declaring your intention to 
  use Luck before the roll is made) until all your 
  luck stat is used up. Luck is always restored at 
  the end of each game session. 
   
  Attractiveness (ATTR): This is how good 
  looking you are. In Cyberpunk, it's not enough to 
  be good - you have to look good while you're 
  doing it (attitude is everything). Attractiveness is 
  especially important to Medias and Rockerboys, 
  as being good-looking is also part of the job. 
   
  Movement Allowance (MA): This is an index of 
  how fast your character can run (important in 
  combat situations). The higher your Movement 
  Allowance, the more distance you can cover in a 
  turn. 
   
  Run: To determine how far your 
  character can run in a single combat 
  round (@3.2 seconds), multiply your MA 
  by 3. The character can run three times 
  this distance (a total of 9 times your MA) 
  in a full 10 second turn.  
   
  Leap: To determine how far your 
  character can leap (from a running 
  start), divide your run by 4. Why didn't 
  they just say Leap is 3/4 of your MA? 
   
  Empathy: This stat represents how well you 
  relate to other living things - a measure of 
  charisma and sympathetic emotions. In a world of 
  alienated, future-shocked survivors, the ability to 
  be "human" can no longer be taken for granted. 
  Empathy is critical when leading, convincing, 
  
  seducing, or perceiving emotional undercurrents. 
  Empathy is also a measure of how close he/she 
  is to the line between feeling human being and 
  cold blooded psychotic monster. 
   
  Humanity:  This is a measure of the toll 
  that cybernetics take on your ability to 
  relate to other living things. Multiply your 
  EMP by 10 to determine how many 
  humanity points you have. Remember, 
  for every 10 humanity points you lose, 
  you will automatically lose 1 point of 
  EMP. This can have a serious effect on 
  any empathy based skills, as well as 
  forcing you to the edge of cybernetic-
  induced psychosis. 
   
  Body Type (BOD or BT): Strenght endurance 
  and constitution are all based upon the 
  character's body type. Body type determines how 
  much damage you can soak up in wounds, how 
  much you can lift or carry, how well you recover 
  from shock, and how much extra damage you 
  cause with physical attacks. Body type is 
  important to all character types, but to solos, 
  nomads, and rockerboys most of all. 
   
  Lift & Carry: You may carry 10 time 
  your body type in kilograms. You may 
  also dead lift 40 times your body type in 
  kilograms. 
   
  Stun Save: When you take damage in 
  Cyberpunk, or have been exposed to 
  knockout drugs, you need to make a 
  stun 
  save. 
  If 
  you 
  fail, 
  you 
  will 
  automatically be knocked out of combat 
  and be unable to recover until you make 
  a successful stun save in a following 
  combat turn. You may make one save 
  each turn until you succeed. 
   
  Death Save: When you have been 
  mortally wounded, or when you have 
  encountered certain poisons, you will 
  need to make a death save. On a failed 
  roll, you're Body Bank fodder. 
   
  Body Type Modifier: Not all people 
  take damage the same way. For 
  example, it takes a lot more damage to 
  stop Arnold the Terminator than it does 
  to stop Arnold the Nerd. This is reflected 
  by the Body Type Modifier, a special 
  bonus used by your character to reduce 
  the effects of the damage. The body 
  type modifier is subtracted from any 
  damage your character takes in combat. 
   
  Damage Modifier: As with taking 
  damage, each character will differ in the 
  amount of damage dealt out. This 
  damage is added to whatever is rolled 
  for hand-to-hand or melee attacks. 
   
  Psyche (PSY): This stat reflects the character's 
  spiritual strength. Roll an extra 1d10 during 
  character generation for this stat. As with other 
  stats, the minimum is 2 and the maximum is 10 
  (16 for creatures such as vampires).  
  Psyche points are used to power 
  psychic powers. PSY recovers naturally at a rate 
  of 1 point every 2 hours of rest or 1 point every 
  six hours of activity up to the character's base 
  PSY.  
  When a character's PSY reaches 2, he 
  will feel weak. When PSY reaches 1, the 
  character will feel ill, making all checks at -2. At 
  PSY 0, the character will fall unconscious until 
  back to PSY 1, either through natural or psychic 
  healing. 
  Psyche directly translates into 
  Mekton 
  Empire's 
  Psionic 
  Potential. 
  Also, like Psi Potential, the character's 
  Psyche limits the number of psychic 
  power categories. Characters may not 
  have psychic powers if their PSY score 
  is less than 5. Only one category is 
  open for PSY 5-7, two categories as 
  PST 8, three at PSY 9, and all four at 
  PSY 10 or higher. The categories are 
  Telepathy, ESP, Psychokinesis, and 
  Body Control. 
  If a GM does not wish to bring 
  an extra stat into the game to handle psychic 
  powers, simply use Luck in its place. The 
  reasoning behind this is that Luck is the only 
  "unexplained" aspect of Cyberpunk. It could be 
  argued that Luck is simply an unconscious use of 
  psychic pwera to help you out at crucial times.  
  In this case, Luck points can still be 
  used, but points spent will weaken psychic 
  powers and vice versa. For simplicity's sake, a 
  character is allowed their total Luck to burn on 
  rolls or for use of their powers. 
   
  Dedication (DED): This is a new stat measuring 
  a character's dedication to a particular ideology, 
  philosophy or belief system. It is rated just like a 
  normal stat, except it can range from 1 to 10, and 
  Body Type 
  Body Type Modifier 
  Damage Modifier 
  2 
  -0 
  -2 
  3-4 
  -1 
  -1 
  5-7 
  -2 
  0 
  8-9 
  -3 
  +1 
  10 
  -4 
  +2 
  11-12 
  -5 
  +4 
  13-14 
  -6 
  +6 
  15-16 
  -7 
  +8 
  17-18 
  -8 
  +10 
  19-20 
  -9 
  +12 
  Optional Non-RTG Ranges in shaded cells. 
  
  the player selects the level rather than rolling 
  dice. The player also selects the belief system his 
  character is dedicated to. Optionally, the player 
  can be forced to roll dice and develop a 
  dedication or several for the character. This can 
  add to the personality of the character. 
  There can also be more than one 
  dedication in the character's life, of varying 
  degrees, with all of them recorded on the 
  character sheet. However, each dedication must 
  be of a different level from one another (i.e. no 
  ties) and from the particular belief system a 
  dedication score is related to. When making a 
  dedication check, the specified dedication must 
  be used, not necessarily the highest. 
  Dedications can be to religions, cults, 
  philosophies, organizations, countries, and even 
  corporations or individuals. Note that a character 
  can only have one dedication at 9 or higher. Also, 
  a character could be dedicated to an ideal, such 
  as peace, which would result in a true pacifist. 
   
   
   
   
   
   
   
   
  Cyberpunk 2020 Special Abilities 
  ACPA Combat Sense (Power Armor Trooper)(3): 
  This skill is a variety of Vehicle Zen. While in ACPA, 
  a PA trooper uses ACPA Sense as a modifier for 
  Awareness/Notice and Initiative rolls, as well as 
  using it like a normal REF skill for maneuvering and 
  moving in the armor. It also counts as Dodge & 
  Escape for PA troopers in their armor! Its practically 
  useless outside of ACPA; a PA trooper only gets 1/2 
  (round down) this skill to use as Combat Sense 
  when not in ACPA. Don't go thinking you're a solo.  
   
  Administrator 
  Resources 
  ([Government] 
  Administrator): Like Corps, the Administrator 
  special ability is Resources, only in this case, the 
  skill represents the resources made available to you 
  by the government for which you work. Even a small 
  country has access to materials and funds far 
  beyond most private groups. Admin resources is 
  also your ability to call in government help as long 
  as national interests are at stake. Abuse it and lose 
  it. 
   
  Aircraft Sense (Aerojock)(3): This is a variety of 
  Vehicle Zen. A pilot may use up to half his Aircraft 
  Sense (rounded down) as a skill modifier for aerial 
  maneuvers. The full skill level is added to 
  Awareness/Notice and Initiative rolls while in the 
  aircraft. It only counts as half (round down) when 
  making Awareness/Notice and Initiative rolls out of 
  aircraft. 
   
  Authority (Cops): The ability to intimidate or control 
  others through your position as a lawman. This 
  attribute represents the Cop's ability to call on the 
  forces of the Law and Government to get what he 
  wants. Cops can use Authority to question suspects, 
  arrest wrongdoers, and defend innocents. Backed 
  by the power of Authority, a cop can arrest, detain, 
  confiscate and enter nearly anywhere, as long as he 
  has the proper arrestor search warrants to back his 
  play. However, authority is only as good as the guy 
  holding the badge-if the cop appears uncertain of 
  his Authority, there's a good chance he'll get nailed 
  by the people he's trying to confront. The higher 
  your Authority, the more able you are to face down 
  criminals, particularly high level mobsters and 
  officials. Authority is applied to your Cool stat. 
   
  Barter (Ridgerunner): The Ridgerunner is an 
  enterprising individual, and as such, he can usually 
  turn up some Euro with whatever junk he stole, 
  stripped or found beneath the waves. The Barter 
  skill enables the Ridgerunner to know who to go to 
  for the best prices or trades, what's a hot commodity 
  and how to turn the trash he may be holding into 
  enough Euro to finance his next outing. 
  At Level +3, the Ridgerunner can haggle 
  well and knows some big players, though he has yet 
  to properly establish his own network. At Level +6 
  the Ridgerunner is good enough to know what's 
  worth taking or leaving behind just by looking at it; 
  he is well recognized and sought after to run 
  missions and has a list of contacts and sources to 
  use. At Level +9, the Ridgerunner can strip the 
  plastic insulation off a few wires and make enough 
  euro off of it to rebuild his ship's engines. At this 
  level he has at least one contact that he knows or 
  has heard of in every port around the world, and is 
  good enough to get into trade deals with them, 
  usually on the better side of the bargain. 
   
  Brotherhood (Space Pilot): The fraternity of space 
  pilots 
  is 
  a 
  tightly 
  knit 
  fraternity 
  of 
  tough, 
  exceptionally skilled people. Space pilots can 
  always call upon another pilot buddy to help them 
  out, much as nomads can call upon members and 
  resources of the Family. 
   
  Chameleon (Spy): Chameleon is the special ability 
  of the spy. Chameleon gives the spy  the ability to 
  assume two possible cover roles to an extent that 
  will confound almost all inspection. Chameleon is 
  more than the disguise skill in that it allows the spy 
  to emulate the special abilities of his cover roles at a 
  
  reduced level. The spy may pick two cover abilities 
  best suited to his theater of operations and mission 
  requirements. The level of the cover identity special 
  abilities is equal to the spy's Chameleon skill divided 
  by two for the primary cover and divided by three for 
  the secondary cover. Round up in both instances.   
  Example: A spy must assume the identity 
  of a netrunner, backup role of techie, and he has 
  Chameleon 7. The spy then has Interface 4 (7/2 = 
  3.5, rounded up to 4) and Jury Rig 3 (7/3 = 2.3, 
  rounded up to 3). This system limits the spy's 
  abilities in his cover role special abilities, but allows 
  him enough latitude to operate without detection for 
  long periods of time. 
   
  When a spy achieves Chameleon 10, he or 
  she may pick a third cover identity and role. Like the 
  second cover special ability, the third is at 
  Chameleon divided by three. When a third cover 
  role is gained, the spy should construct a history for 
  the cover. 
   
  While Chameleon is primarily used to 
  represent training in specific roles, it also means an 
  ability to blend into any situation or culture easily. 
  This is more than just a Disguise skill, use it with 
  Persuasion while trying to seem inconspicuous or 
  with Fast Talk to convince someone you belong in 
  that zone, on that vehicle, in that office, etc. It also 
  represents ability at assuming another persona 
  when acting as a mole with artificial behavior, 
  mannerisms and so on. Thus it acts like a Social or 
  Performance skill as well. Chipware can certainly 
  make this job easier, but can be exposed rather 
  easily. This special ability may be all that stands 
  between you and a firing squad. 
   
  Charismatic Leadership (Rockers): This skill 
  allows the Rocker to sway crowds equal to his level 
  squared times 200. This ability (added to your Cool 
  stat) allows the Rockerboy to control, incite and 
  charm large number of people through his or her 
  performance skills. When under the Rocker's 
  control, this group can easily be persuaded to act on 
  his suggestions; for example, a Rocker could 
  convince a concert crowd to riot in the streets or 
  attack a heavily fortified police line. Charismatic 
  Leadership will only work with groups of ten or more 
  people as it is primarily a mob leadership ability. 
  The higher your Charismatic Leadership, the larger 
  a crowd you can control and the more direct and 
  complex the instructions you can get them to follow. 
  For example, a Level +3 Leadership could incite a 
  nightclub crowd to get rowdy. A Level +5 or+6 could 
  provoke a concert crowd of thousands to trash a 
  neighborhood, if the area wasn't too far from the 
  hall. At Level +9, and higher, you have the same 
  sort of mesmeric ability as an Adolph Hitler-you can 
  raise armies, start movements, and destroy nations. 
   
  Charismatic Leadership (Shaman): The Shaman 
  is 
  a 
  Rocker 
  variant. 
  They 
  use 
  charismatic 
  leadership, but only at half power normally. In 
  religious situations (festival, ceremony, oracle, 
  channeling, etc) they display their full ability. In 
  these situations, their skills are boosted by the level 
  of their charismatic leadership. 
   
  Combat Sense (Solos): This ability is based on the 
  Solo's 
  constant 
  training 
  and 
  professionalism. 
  Combat Sense allows the Solo to perceive danger, 
  notice traps, and have an almost unearthly ability to 
  avoid harm. Your Combat Sense gives you a bonus 
  on both your Awareness skill and your Initiative 
  equal to your level in the Combat Sense skill. 
   
  Combat 
  Sense 
  Specialization 
  (Military 
  Specialists): All combat senses are equal; some 
  are just more equal than others. A combat pilot has 
  a wonderful grasp of 3-D maneuvering and tactics; a 
  power armor pilot has lightning reflexes and the 
  ability to read his suit's sensor data, interpret and 
  integrate it in a combat situation without effort; a 
  tank crewman can maneuver, identify and select 
  valid targets, lay the gun, and fire on the move 
  without thinking about it; an astronaut EVAT is more 
  like a pilot than a grunt. Take any grunt and drop 
  him in one of those positions - while he might have 
  the training to handle routine operations, he's 
  nowhere near the equal of a specialist. Likewise, 
  take a specialist and slap him into a different 
  speciality, or the firefights grunts excel at, and he 
  lags. After all, how many "Top Guns" are good pilots 
  and ground soldiers? This variant on the normal 
  combat sense makes the special ability much more 
  deadly than normal, but also puts restrictions on 
  specializations. 
  This specialization is illustrated by the 
  Special Abilities of Vehicle Zen and Aircraft Sense. 
  Any further combat sense specializations will work 
  in the same fashion as those two examples. 
   
  Con (Con Men):  The ability to separate a fool from 
  his money, convince a mark to buy the drinks for 
  hours, or goad someone into buying worthless 
  trinkets. Con can be countered by Streetwise, since 
  the more familiarity one has with the Streets, the 
  more likely one is to recognize a scam when he 
  sees one. For this reason, grifters prefer to choose 
  out-of-towners (bennies) as their marks because a 
  smooth operator (a gato) has a good chance of 
  smelling a sting and turning on the hustler. Con 
  Men, more than any other type of street operator, 
  use a lot of slang. Another aspect of Con is that it is 
  more than just a Persuasion/Lie skill. It is used to 
  create a real-time illusion that draws the mark in, 
  and if successful, should end with the mark thanking 
  the con man for taking his money. This special 
  ability is used only for the actual execution of the 
  sting, the planning of profitable scams that will 
  actually work is up to the character's player. COOL 
  based. 
   
  Counsel (Nomad Shamans): Counsel is the ability 
  to argue, speak, and influence that is similar to a 
  rocker's ability. Counsel may be viewed as a cross 
  
  between Credibility and Charismatic Leadership, 
  especially because a shaman's Counsel is only as 
  good as his reputation. A shaman who fails the 
  greater goals of the pack, tribe or nation they serve 
  loses the ability to lead. Outside the nomad culture, 
  this ability applies at half level, reflecting society's 
  general 
  distrust 
  of 
  nomads. 
  Counsel 
  also 
  incorporates the abilities of Kith. 
   
  Credibility (Medias): This is the ability to be 
  believed: by your viewers, by the police, by 
  important and powerful people. This is critical to 
  getting your story heard and acted upon, as well as 
  convincing people to tell you things, give you 
  information, or get you into where the story is really 
  happening. The higher your Credibility, the more 
  people you can convince, and the easier it is to 
  convince high level authorities of the truth of your 
  information. With a level +3 Credibility, you can 
  convince most people of minor scandals. With a 
  level +5 or +6, you can convince local officials of 
  military atrocities, undercover dealings and other 
  front page stuff. At level +9, you can successfully 
  expose a scandal of Watergate proportions, or 
  convince the President of the EuroMarket Finance 
  Board that aliens are secretly influencing world 
  leaders. Credibility applies to your INT stat. 
   
  Family (Nomad, Workganger): This is the ability to 
  call upon the resources and help of any of the 
  members of the Nomad's large, extended tribal 
  family. This can be in the form of weapons, cash, 
  information, or a small army of relatives. The threat 
  of a Nomad family's vengeance may in itself stop 
  harm to the Nomad. The higher your Family ability, 
  the more important you are to the Family and the 
  more help you can call upon. With a Family status of 
  +2, you might be able to get several of the Pack to 
  help you wreck a town, for example. With a status of 
  +7 or +8, you are able to make major Pack 
  decisions and lead troops. At +10, you may be the 
  Leader of your Pack. Family is applied to your 
  Intelligence stat. The nomad can call upon up to  his 
  Family x 2 in pack members for assistance at any 
  one time. 
   
  Fix Rate (Cabbie): This skill has to do with fixing 
  the rate, done by taking the longest possible 
  unobviously long route in order to raise the distance 
  traveled, resulting in a higher final trip fee. The 
  referee needs to decide how difficult the task will be, 
  depending upon both the cabbie's skill, as well as 
  the passenger's intelligence and familiarity with the 
  area. Applies to INT. 
   
  Gang Rank (Streetpunk): This ability is like Family 
  for Nomads, indicating the punk's level of authority, 
  resources, respect, and experience with the gang. It 
  can also be used as a sort of Expert skill in regards 
  to gang politics, trivia, colors, culture, and areas of 
  operations. It can also be used to call up help rather 
  like a Nomad, access gang resources kind of like a 
  Corporate, works deals like a low level Fixer, and 
  Intimidate in the streets, rather like a Cop. 
   
  Interface (Netrunner): This skill reflects the 
  Netrunner's ability to manipulate Interface programs, 
  and is the Skill used when operating Menu functions 
  such as Locate Remote, Run Software, Control 
  Remote, Downlink, Load, Create and Delete. Other 
  players can enter the Net, but cannot use the Menu. 
  Interface is based on the I NT Stat. Note for 
  Cyberpunk I players- you may elect to swap your 
  original INT and REF stats for characters generated 
  with the old rule. 
   
  Jury Rig (Techle): This general repair skill allows 
  the Techie to temporarily repair or alter anything for 
  1 D6 turns per level of skill. This is not a permanent 
  repair; after the elapsed time, the jury rig will break 
  down. 
   
  Kith (Nomads): This is to Family what Streetwise is 
  to Streetdeal. Many members of a Nomad Pack 
  have special abilities other than Family, though they 
  are Nomad subroles. For them, Kith is available. 
  Kith substitutes to help one do the same things that 
  Family can, though it is one level of difficulty more 
  difficult to accomplish with Kith.COOL based. Kith is 
  not a stand-alone Special Ability for nomads, but is 
  wrapped up as part of the function of alternative 
  Nomad special abilities like Warpath, Counsel, or 
  Reconnaissance. Non-Nomads can pick it up as a 
  pickup skill. 
   
  Lucky Sense (Gambler):  Like Combat Sense, the 
  special ability of Solos, Lucky Sense is used as a 
  modifier to increase some skills in certain situations. 
  Lucky Sense is always added to Gamble OR 
  Sleight-of-hand. (This depends on the way the 
  Character 'plays'. If he plays by the rules, its added 
  to the gamble skill. If he wins by cheating, the Lucky 
  Sense is added to Sleight-of-hand). In gambling (of 
  both kinds) situations it is added to Awareness and 
  Human Perception, too. Clever players would define 
  'gambling situations' not only as classic poker 
  games but also every situation in which the 
  character tries to bluff somebody else to do 
  something or to make somebody to raise his stake 
  in a 'game'. 
   
  Medical Tech (Medtech): This is the skill used to 
  perform major surgery and medical repairs. For 
  more descriptions of this skill in action, see Trauma 
  Team, pg. 106. 
   
  RapidTrans (Courier): This is the ((INT+COOL)/2) 
  based courier special ability to get anywhere in no 
  time at all. With RapidTrans a courier can find 
  shortcuts to his destination (dif 10), amazing 
  shortcuts (dif 20), back doors in or out of a building 
  (dif 15) as well as secret access routes (dif 25). All 
  rolls are at +5 dif in another city except for back 
  
  doors as courier is familiar with general building 
  design.  
   
  Reasoning (Lawyers): This is the application of 
  legal knowledge before the bench. With reasoning, 
  the lawyer attempts to prove his theory by logic. 
  This theory may have no bearing on the guilt or 
  innocence of the defendant. The skill can be used 
  as an opposing skill check between two lawyers 
  with the judge acting as referee. It can also be used 
  in conjunction with Persuade and Notice in order to 
  influence judges and spot flaws in the opponent's 
  case. 
   
  Recognition (Bounty Hunter): This specialty skill 
  is almost equivalent to Authority used by Cops. This 
  skill indicates how well known the character is and 
  the level of cooperation afforded when he/she 
  comes to visit a complex. Because Bounty Hunters 
  are regarded as a necessity in hunting down perps 
  and because the installations may have need to hire 
  them, Bounty Hunters are sometimes given a wide 
  berth when they come to visit. Recognition is almost 
  a mark of their 'fame'. 
   
  At Level +3, the Bounty Hunter is 
  beginning to make a name for himself. Contracts at 
  this level are few and usually dealt with one at a 
  time. At +6, the character has multiple contracts to 
  fufill and is usually welcomed in several facilities 
  due to work and reputation. He has become one of 
  the established hunters. At Level +9, the character 
  is listed as one of the top 10 Bounty Hunters on all 
  the Corp lists - the player better have a damn good 
  reason for having his skill at this level. 
  This skill can also work as a curse. With 
  Recognition, people may challenge the hunter to 
  build up their own rep, members of private Security 
  forces may not like his presence in their territory, or 
  the perp he's hunting happens to work for the facility 
  that has eagerly welcomed him for a "special 
  dinner". 
   
  Reconnaissance (Nomad Outriders and Nomad 
  Pathfinders):  Along with providing the Kith 
  function, it also represents the ability to notice 
  danger and the ability to avoid it once it is found. 
  Reconnaissance adds its level to Awareness and 
  Hide/Evade in situations when the nomad is 
  sneaking around and reconnoitering. Standing in a 
  bar doesn't apply, but watching an enemy 
  encampment from a wooded hilltop does. Engaging 
  an enemy in combat doesn't apply, but fleeing from 
  them will. 
   
  Research (Private Investigator): This is the 
  amount of information resources the private 
  investigator has access to, and his or her ability to 
  use it. Be it snitches, friends, or computer files, the 
  higher the level, the more the PI has at his 
  fingertips. Add research to streetwise or library 
  search skill checks in investigative situations. 
   
  Resources 
  (Corporate): 
  This 
  represents 
  the 
  Corporate's 
  ability 
  to 
  command 
  corporation 
  resources. It is used as a persuasion skill, based on 
  the scale of resources requested. This could include 
  bodyguards, weapons, vehicles, buildings, money, 
  etc. Obviously, the more powerful the Corporate, the 
  more he can call upon at anyone time. Your level of 
  Resources determines exactly how much you can 
  request from the Corporation without overreaching 
  yourself. A Resource ability of +2 might get you 
  access to a Company car. An ability of +6 might 
  allow you to use a Company jet or hire a Solo team 
  from the Corporate Security Division. A Resource of 
  +9 would allow you access to almost all levels of the 
  Corporation, as well as the ability to requisition 
  almost any Company resource. Your Resource 
  ability is applied to your INT stat. 
   
  Salvage (Salver): This encompasses the ability to 
  spot a piece of valuable space-junk in the first place 
  and to know how to harness it without crippling your 
  own craft. It also functions as the Techie's ability of 
  Jury Rig at half level.  
   
  Scrounge (Scavengers): This skill represents the 
  knowledge of where to find salvageable materials. 
  The higher the scrounge, the easier it is to locate 
  unusual and valuable parts. At +2, you can locate 
  such common junk as hubcaps, sheet metal, shell 
  casings, and recyclable garbage. At +5, you can 
  turn up old computer parts, scrapped appliances, 
  and other handy stuff. At +9, you can find cyberware 
  components, half full containers of chemicals, and 
  used military equipment. The trick with this skill is 
  that it only gives you knowledge of where to find 
  these things; it doesn't tell you how you can get your 
  grubby mitts on them. INT-based. 
   
  Sneak (Prowler): This acts as a counter-balance to 
  the solo's Combat Sense. Since solos have their 
  combat sense added to their awareness skills, it 
  seems nearly impossible to escape a solo's notice. 
  Prowlers live to confound the observant, including 
  solos, since their special ability adds to their Stealth 
  and Hide/Evade. This reflects the Prowler's talent 
  for moving silently, blending into the shadows, and 
  generally avoiding the notice of security personnel. 
   
  Space Combat (Space Marine): This skill is added 
  to both Zero Gee Combat and Zero Gee Maneuver 
  when involved in space-based combats and reflects 
  the highly specialized training these individuals have 
  undergone to become adept at combat in space. 
   
  Spy Craft (Spook): This special ability represents 
  the spook's skill at trashing (gaining information on a 
  person by going through their garbage), bugging 
  (planting bugs, tracers, phone taps, cameras, etc), 
  surveillance work (observing a person without their 
  knowledge), and technical knowledge of spy gear, 
  including 
  micro-cameras, 
  bugs, 
  and 
  such 
  equipment. 
  
   
  Street Tactics (IPC): This skill covers the 
  knowledge and use of ambushes, SWAT tactics, 
  gang warfare, urban combat, etc. Use like Combat 
  Sense, but only in an urban environment. 
   
  Streetdeal (Fixer): This is the ability to deal with the 
  underground information network. With Streetdeal, a 
  Fixer can uncover rumors and information, locate 
  missing persons or things, put gossip out on the 
  street, pickup clues and score big deals. The higher 
  your Streetdeal ability, the more information you can 
  gather about things happening around you, the 
  more informants you have, and the more secretive 
  the information you can dig up. A level +3 Streetdeal 
  can get you contacts for weapons, tools, or minor 
  illegal operations. At level +5, you can penetrate the 
  secrets of all but the most powerful crime families. 
  At level +9, you are the equivalent of a Mafia 
  crimelord yourself, privy to every secret that's on the 
  Street. Apply Streetdeal to your Cool stat. 
   
  Tactics (Military Grunt, Military Officer) (2): This 
  skill is the special ability of most military career 
  characters, and is the ability to coordinate and take 
  part in group actions to form functional cover fire, 
  spotting, evasion and coordinating fire zones, 
  entrapment maneuvers, etc. In game terms, a group 
  that has some means of communication can pool all 
  their (Tactics-2) levels together, and characters can 
  take points out of this pool as bonuses on their rolls 
  for this turn (a maximum of their tactics level +2 can 
  be used from the pool each turn, and the character 
  must have tactics at +2 or better to access the pool 
  at all) until the pool is empty. The pool refills at the 
  beginning of each combat round. Once this skill 
  reaches level 6 or higher, it also functions as a 
  reduced version of Authority, usually at half level 
  (when the character is in uniform), but at full level in 
  appropriate emergency situations (military-aided 
  relief efforts, war zones, etc). INT based. 
   
  Thief (Convict): The ability to plan crimes, steal, 
  and filch things from plain sight from other inmates, 
  guards, 
  and 
  workstations. 
  Also 
  covers 
  the 
  manufacture of jailhouse weapons like shivs, 
  shanks, and zip guns. After all, you don't go to 
  prison to become rehabilitated. You go to prison to 
  become a better criminal. 
   
  Theft (Robber): This special ability is a sort of "jack 
  of 
  all 
  trades" 
  for 
  criminal 
  activity, 
  covering 
  everything from breaking & entering to mugging, to 
  hotwiring a car, to fencing stolen goods. Most of the 
  time, there is a specific skill that covers some 
  aspect of criminal activity. In those instances, this 
  special ability at half level can substitute in place of 
  the appropriate skill if the robber doesn't have the 
  right skill. If the robber does have the skill, this 
  special ability acts as a bonus at its full level. For 
  some things, like muggings, car thefts, car jackings, 
  etc, then this skill operates as a default skill 
  covering those activities. 
   
  Titillate (Tabloid Journalist): This is the skill of 
  finding the unusual in the normally mundane stories 
  of human existence. The ability to dress up the 
  mundane and ordinary. This skill is also used in 
  getting attention for your stories. People like your 
  stories not because they are news or credible, but 
  because they are sensational, fantastic or basically 
  unbelievable. This is a kind of "incredibility". Think 
  Geraldo. Or better yet, Jerry Springer. 
   
  Trashing (Cipherpunk Trasher): This is the ability 
  to gain information on someone by going through 
  their garbage. Subtle things can be found, such as 
  favourite brand names, or friend's names and 
  numbers, or even just old post-it's with your actual 
  password on it. It also involves surveillance 
  techniques and general spy-craft. 
   
  Trace (Reaper): The reaper's ability to find people 
  or the merchandise they are after. Unlike streetdeal 
  or streetwise, it deals with finding a specific person 
  or item as quietly and quickly as possible, using 
  both human and computer information. 
  Generally, 
  the 
  difficulty 
  of 
  finding 
  "merchandise" is of only average difficulty, but when 
  dealing with particularly crafty opponents, the 
  difficulty can reach near impossible. Checks are 
  made daily. 
   
  Vamp (Dancer/Prostitute): Much like Con, this 
  special ability represents the skill at extracting as 
  much money from a customer as possible. With 
  prostitutes, it is the ability to entice a customer to 
  pay for a room, then pay for sex.For strippers and 
  dancers, it is the ability to get club patrons to buy 
  drinks, food and gifts in return for a little friendly 
  company. 
   
  Vehicle Zen (Runner/Panzerboy): The runner 
  special ability is Vehicle Zen, that certain intangible 
  synergy that allows some individuals to manipulate 
  a vehicle in ways that defy belief. Add vehicle zen to 
  any vehicular skill when tough maneuvering is 
  necessary. 
   
  Vehicle Zen (Panzerjock) (3): Professional vehicle 
  drivers can achieve a state of altered consciousness 
  while driving; it's long been known that racers 
  experience a significant rise in visual response and 
  a spooky drop in reaction times. Driving the vehicle 
  becomes instinctual. 
   
  Vehicle Zen is a special skill that allows 
  bonuses to vehicular activity. There are variants 
  (see below), but the basic advantages are 
  enhanced control of ground vehicles and hovercraft 
  (or aircraft or powered armors, as per variant) - the 
  driver may add half his Vehicle Zen skill, rounded 
  down, to rolls for maneuvers and handling-and the 
  addition of full Vehicle Zen skill to Awareness/Notice 
  
  and 
  Initiative 
  rolls 
  while 
  in 
  ground 
  vehicles/hovercraft. When not driving said craft, a 
  panzerboy is out of his element; Vehicle Zen only 
  adds half skill level to Awareness/Notice and 
  initiative rolls in this circumstance. 
   
  Warpath (Nomad Warriors): This is a sort of 
  combat sense based on the Nomad philosophy of 
  combat, which focuses typically on either long range 
  weapons or up front, in your face knuckle-dusting 
  brawls. If you ever see a Nomad spraying the camp 
  with an SMG during a battle, you're just as likely to 
  see members of his own pack shoot him down dead 
  right where he stands. Nomads dislike automatic 
  weapons due to the insecurity of their camps. When 
  an enemy eventually sneaks in amongst their tents, 
  a hand gun or bolt action rifle or carbine provides far 
  more safety for the children running around in terror. 
  Warpath adds to Initiative and Awareness, 
  just like Combat Sense for Solos. However, it's full 
  level is added only against other Nomads. When 
  facing others, Only half its level is added in, kind of 
  like an ACPA Trooper's Power Armor Sense or 
  ACPA Sense. 
   
  Workgang (Workganger): Much like pilots and 
  nomads, workgangers can call upon the aid of their 
  particular workgang. When you consider the fact 
  that this could be as many as two hundred plus 
  people, this skill carries a lot of weight 
   
  Attractiveness Skills
  Personal Grooming: This is the skill of knowing 
  proper grooming, hair styling, etc., to maximize your 
  physical attractiveness. Use of this skill allows 
  players to increase their Attractiveness, and thus 
  their chances of successful Relationships or 
  Persuasions. A basically good looking person would 
  be at +2. A fashion model might have a Personal 
  Grooming of +5 or +6. At +8 or better, you could be 
  a major fashion model, film star, or trendsetter. You 
  are always "together". And you know it. 
   
  Entrance: This is  the ability to captivate an 
  audience with ones appearance, through dance, 
  seduction, or simple allure; this is the characters 
  sensual quality, a sort of specialized ability to 
  combine Personal Grooming, Wardrobe & Style, 
  Perfom, and Charismatic Leadership into a single 
  mesmerizing skill.  
   
  Wardrobe & Style: The skill of knowing the right 
  clothes to wear, when to wear them, and how to 
  look cool even in a spacesuit. With a Wardrobe of 
  +2 or better, you are good at choosing clothes off 
  the rack. At +6, your friends ask you for wardrobe 
  tips, and you never buy anything off the rack. At +8 
  or better, you are one of those rare people whose 
  personal style influences major fashion trends. 
   
   
  Luck Skills 
  Fortune: The fortune skill is used whenever 
  LUCK is spent on a skill roll; roll the Fortune skill 
  using the characters current LUCK vs. target 
  number (20 + 5 per point of LUCK spent above 
  the first); if the skill roll succeeds, a bonus point 
  of LUCK is thrown into the roll. eg. if a character 
  with a LUCK of 6 spends 3 points on a LUCK roll, 
  he can roll his Fortune skill plus his current LUCK 
  of 3 vs. a target number of 30, and if he succeeds 
  he will make his roll with the benefit of 4 points of 
  LUCK, not 3. 
   
  Body Type Skills
  Climbing:  There are generally two types of 
  climbing; trees and walls and stuff use the Athletics 
  skill, while mountains, buildings and bridges use this 
  skill... a good thing to remember. This skill includes 
  climbing walls, rope climbing, rappelling, and using 
  climbing gear. Modifiers are cumulative: -3 for slick 
  or wet surfaces, -3 for very sheer surfaces, -3 trying 
  to climb in a place that would need climbing gear 
  without it, +3 for lots of handholds or knots in the 
  rope, and +3 for being helped up by somebody. You 
  don't have to have this skill to try climbing a wall; it 
  just makes it easier. 
   
  Controlled Hyperventilation: If the GM wishes, 
  this could be used as an expansion on the 
  Endurance skill. With this skill, the diver can 
  maximize the air he can maintain in his lungs and 
  increase the amount of time he stays under without 
  outside help by making the most out of  'Controlled 
  Hyperventilation'.  Members of the Navy SEALs and 
  pearl divers would be examples of people who 
  would have this skill. At +2, the diver can remain I 
  minute extra. At +5 it increases to 2  minutes, at +8 
  it increases by 3 minutes while at +10 it  increases 
  by four minutes. These extra minutes are added to 
  the 'No Activity' category of breathing based on 
  Body  Types, and will suffer the same penalties of 
  greater air  consumption during activity. 
  In order to use this skill, it requires a minimum of 1 
  minute of controlled breathing before attempting the 
  dive. Every attempt made after that will require an 
  additional minute per previous dive using this skill 
  
  (i.e. Mike has already used this skill twice, and 
  wishes to use it a third consecutive time; means that 
  he will need the base 1 minute preparation as as an 
  additional 2 minutes for the previous dives). 
   
  Endurance: This is the ability to withstand pain or 
  hardship, particularly over long periods of time, by 
  knowing the best ways to conserve strength and 
  energy. Endurance Skill checks would be made 
  whenever a character must continue to be active 
  after a long period without food, sleep or water. 
   
  Labour:  Select a type of labour, from road works to 
  mining to dockyard lifting or whatever; this is a 
  profession skill used to carry out one's job. 
   
  Pilot: Rowing: How to pull the oars, steer, and 
  basically push a craft through water using paddles 
  of some kind (including hands). 
   
  Strength Feat: The user of this skill has practiced 
  the art of bending bars, crushing objects, Hoping 
  phone books apart and other useful parlor tricks. At 
  +2 you can crush cans, rip thin books in half, and 
  bend thin rods. At +8, no phonebook is safe, you 
  can bend thin rebar, and snap handcuffs. At +10, 
  you can bend prison bars, rip up the Gutenberg 
  Bible, and dent car fenders with one blow. 
   
  Swimming: This skill is required to know how to 
  swim (see Athletics for details). 
   
   
  Cool/Willpower Skills
  Berserker (2): This is a special ability that is taken 
  by some rare members of various booster gangs 
  and some nomad warriors. It is the raw ability to go 
  unhinged in combat, ignoring damage and fear and 
  rushing in for the kill. To go berserk requires a roll 
  HIGHER than (COOL +2 - Berserk) which can be 
  made every round in combat, or even when insulted 
  or highly irritated. Characters who are berserk gain 
  half their berserker level on all stun saves, and one 
  third on all death saves. They also gain +2 to hit and 
  damage in hand-to-hand combat. Berserkers must 
  make an average (15+) awareness check to notice 
  when the fight is over or they may well turn on their 
  friends or nearby innocents (something which is 
  encouraged by many gangs).  
   
  Cadre Tactics (2):  This is small group tactics and 
  maneuvering. This skill is taken by small groups 
  who have practiced working together; Special 
  Forces units, military units, team sports players, 
  gang members, IPC units, and solo extraction 
  teams are examples of such groups. 
   
  The basic skill of +2 offers rudimentary 
  group tactic skills but for any group you join you 
  must acquire specific training with that group. This 
  means that you start at +2 when you begin working 
  with a new group. It is possible to have this skill 
  more than once, indicating different techniques 
  between different groups. It can be used for groups 
  as small as two or as large as ten. The cadre skill is 
  added to any attack or maneuver that is part of a 
  group effort. Having two football players hitting the 
  same opponent high and low simultaneously is an 
  example of cadre tactics. 
   
  Example: A boostergang known as the 
  Rats works a section of the city called the Warrens. 
  In the Warrens, they have mapped out the secret 
  passages and underground connections that allow 
  them to take advantage of this in a combat situation. 
  Whenever an opponent faces them on these home 
  grounds, the Rats will get their cadre bonus added 
  to their attacks because they know the area and the 
  best places to attack and defend from. This makes it 
  possible for a group of lesser skilled opponents to 
  defeat 
  their 
  superiors 
  under 
  the 
  proper 
  circumstances. 
   
  It is unlikely that any group but the longest 
  lived or most heavily trained will have cadre at 
  levels higher than +6. 
   
  Carousing: The ability to have a good time at a 
  party or other social occasion, and to make sure 
  others around you also have a good time. This 
  normally involves a mixture of eating, drinking and 
  good cheer. It can also be used to determine how 
  entertaining and popular the character is at a party 
  or event. 
   
  Interrogation: The skill of drawing information from 
  a subject and forcing his secrets into the open. An 
  Interrogation of +2 or better will allow you to infallibly 
  find out if your boyfriend is lying to you. At +5, you 
  area professional level interrogator equivalent to a 
  skilled detective grilling a suspect. Mike Wallace of 
  60 Minutes has an Interrogation of +9, allowing him 
  to make even the most powerful people squirm. 
   
  Intimidate: The skill of getting people to do what 
  you want by force of personality or physical 
  coercion. At +3, you can frighten almost any typical 
  citizen, politician or low-level thug. At +6, you can 
  intimidate Sylvester Stallone or any moderate 
  "tough guy". At +9, you could intimidate Arnold 
  Schwartzenegger. 
   
  Meditation: The skill of relaxation and clearing the 
  mind. This skill is essential in keeping one's mind 
  free from distractions, and successful use gives its 
  level as a bonus to defending against telepathic 
  powers and half its level as a bonus against psychic 
  power use. 
   
  Oratory: The skill of public speaking. At +2, you can 
  wing high school speech contests. At +6, you can 
  be paid to speak in public. At +10, you are capable 
  of delivering a speech to rival Kennedy's "Ich Bin 
  
  Ein Berliner" or Lincoln's Gettysburg Address. 
  Rockers with an Oratory Skill of +6 or better can add 
  +1 when using their Charismatic Leadership ability. 
   
  Resist Torture/Drugs: Characters with this skill are 
  especially toughened against interrogation, torture 
  and mind control drugs. A successful use of this skill 
  will automatically increase the difficulty of any 
  interrogation attempt made by another party by one 
  level. 
   
  Rhetoric:  Speaking in circles without revealing 
  anything, at the same time keeping listeners 
  convinced of hearing what they want; good for 
  distractions, good for conmen, good for resisting 
  interviews and interrogation; quite a skill to master. 
  This is how to take one sentence and expand it to 
  five minutes of monologue with no increase of 
  meaning. It is the essence of bueacracy. The 
  Chinese are considered true master of it. At +2, you 
  can confuse a worried student. At +6, you can baffle 
  an angry mob. At +10, you can run for President on 
  "the issues" and win. 
   
  Streetwise: The knowledge of the "seamy" side of 
  life - where to get illegal and contraband things, how 
  to talk to the criminal element, and avoid bad 
  situations in bad neighborhoods. With a Streetwise 
  of +2 or better, you can get "hot" items, score drugs, 
  etc. A Streetwise of +5 would allow you to arrange a 
  murder contract, know a few mobsters who might 
  owe you favors, and be able to call on muscle when 
  you need it. At +8 or better, you could become a 
  major crimelord yourself and skip the middleman. 
   
   
  Empathy Skills
  Animal Care: Animal empathy and care, usually 
  only on the domestic front (horses, dogs etc.); the 
  skill of calming them and understanding their needs. 
   
  Animal Handling: The individual with this skill is 
  experienced in dealing with and controlling animals. 
  He or she can direct and train animals in guard or 
  hunting duties and can control and ride beasts of 
  burden and riding animals. All skill difficulties are 
  reduced by the animal's intelligence.  
  • 
  to make a trained animal follow a simple 
  command (10)  
  • 
  to ride a trained animal at a gallop (15)  
  • 
  to shepherd a flock of sheep (12)  
  • 
  to train a hunting/guard animal (20)  
  • 
  to break a wild horse (25)  
   
  Human Perception: The skill of detecting lies, 
  evasions, moods and other emotional clues from 
  others. At +2, you can usually tell when you're not 
  getting the whole truth. At +6, you can detect subtle 
  evasions and mood swings. At +8, you can not only 
  detect subtle emotional clues, but can usually tell 
  what the subject is hiding in a general way. 
   
  Interview: 
  The 
  skill 
  of 
  eliciting 
  interesting 
  annecdotes 
  from 
  an 
  interview 
  subject. 
  This 
  information will be of a more nonspecific and 
  personal nature rather than specific knowledge 
  (distinguishing 
  this 
  skill 
  from 
  the 
  skill 
  of 
  Interrogation, where the user is trying to extract 
  exact 
  information. 
  Example: 
  Barbara 
  Walters 
  interviews, Mike Wallace interrogates). At +3 or 
  better, the subject will usually tell you only 
  information relating to what he/she is well known for. 
  At+6 or better, the subject will tell you anecdotes 
  about the past, pontificate about favorite interests 
  and philosophies, etc. At +9 or better, he/she tells 
  you 
  everything-4ncluding 
  personal 
  information 
  about their illegitimate son, the time they stole a 
  cookie at age4, and the fact that no one ever loved 
  them. 
   
  Jester/Comedian:  being funny, witty and most of 
  all spontaneous and appropriate to the audience.  
   
  Leadership: The skill of leading and convincing 
  people to follow you. A leader with a skill of +2 can 
  manage a small office successfully and be 
  respected for it. A leader with a skill of +4 or better 
  can lead a small band of troops into battle and not 
  get backshot. A leader with a skill of +7 or better can 
  lead the entire Gamelon Empire into battle and look 
  good doing it. James Kirk of Star Trek has a 
  Leadership of +11, but you never will. 
   
  Meditation: Chilling out and calming the nerves in 
  the face of stress and inner turmoil; a surprisingly 
  common new age skill in the techno future. 
   
  Persuasion & Fast Talk: The ability to talk others 
  into doing what you want. This may be used 
  individually or on large groups. At +3, you can win 
  most debates or convince your girlfriend that the 
  blonde you were with was your sister. At +5, you are 
  a smooth talker of professional caliber. Ronald 
  Reagan has a Persuasion of +7. Hitler had a 
  Persuasion of +9. 
   
  Perform: The skill of trained acting, singing, etc. A 
  trained performer of +4 or greater can successfully 
  sing for payment at weddings or small clubs. 
  Performers +6 or greater will be considered to be of 
  professional caliber, and may have lucrative 
  contracts and fans. Performers of +9 or greater are 
  of "star" caliber, have a large number of fans, and 
  may be recognized on the street. Like Expert or 
  other similar skills, one field should be selected. 
  After all, you may be able to sing, but you might not 
  be able to dance or act. 
   
  
  Seduction: The skill of forming and maintaining 
  romantic relationships (this includes your abilities as 
  a ]over). This skill may be used to determine 
  whether or not players can form relationships with 
  other n6n-player characters and the intensity of 
  these relationships. In certain cases, Referees may 
  want 
  to 
  average 
  this 
  skill 
  with 
  a 
  player's 
  Attractiveness to get a more realistic outcome. 
   
  Simper: Fuad can stop you dead in your tracks and 
  make you listen to the most inane stories for 
  minutes at a time. Then you feel sorry for him. Why? 
  Because he can Simper. This allows a character to 
  elicit sympathy with stories, postures or just plain 
  pathos. In game play it may be used to woo others 
  to your point of view, similar to Oratory, but with a 
  focus on pity and manipulation. Also good for NPCs. 
  Good examples of this skill are Alan Rickman's  
  main villain from the original Die Hard when he 
  posed as a Texan, or the redneck mercenary in 
  Drive. 
   
  Social: The ability to deal with social situations, like 
  knowing the right fork to use or when not to tell the 
  joke about the farmer's daughter and the travelling 
  cyberware salesman. A Social Skill of +2 or better 
  will allow you to get by at any fine restaurant or 
  social function. At +S, you can lunch With the 
  President with aplomb. No social situation will faze 
  you, no matter what At +8 or above, you can lecture 
  Emily Post on what's proper. 
   
  Tale Telling:  Making up and/or retelling a story 
  while keeping an audience interested; people with 
  this skill are known for their ability to 'tell a story' at 
  parties and so forth, and often tell a good choke or 
  anecdote. 
   
  Trance (3): This is a meditation skill. By extreme 
  concentration, the Shaman can come up with a 
  convincing answer for a question. Usually it is the 
  answer that the questioner (including the Shaman 
  himself) wants to hear. This skill can be thought of 
  as a sort of specialized version of Human 
  Perception. 
  This skill is not meant to represent magic 
  or supernatural intervention. Instead, it is based on 
  the 
  theory 
  of 
  reaching 
  a 
  state 
  of 
  higher 
  consciousness, based on psychology, ritualism, and 
  altered states of awareness induced by various rites 
  or drug use. 
   
  Vamp/Con: This is the user's ability to separate a 
  fool from his money. The girls in the bars in the 
  Budayeen use their charms to wile marks into 
  buying them drinks for hours. Street hustlers make 
  tourists spend kiam on items they wouldn't want as 
  gifts. That's what this skill is all about. Can be 
  countered by Streetwise. 
   
   
  Movement Allowance Skills 
  Running: This allows better running endurance 
  over a long period of time, like foot chases 
  through the streets and sprinting. The skill grants 
  the ability to run at maximum pace without tiring 
  for 2 minutes times the skill level without tiring. It 
  also provides a bonus to MA for a number of 
  combat rounds equal to the skill level (sprinting). 
  The bonus would be based on 1/4 skill, so 1-
  4=+1, 5-8=+2, 9-10+=3. This is a good skill for 
  gangers, both for running from the cops and for 
  running down prey. 
   
   
  Psyche Skills 
  Psychic: The skill of psychic power use. Applies 
  toward the learning of any psychic power 
  available to the character. 
   
   
   
  Intelligence Skills
  Accounting: The ability to balance books (or create 
  false books), juggle numbers, create budgets and 
  handle day to day business operations. 
   
  Ambush: The Ambush skill is utilized for both 
  detecting 
  as 
  well 
  as 
  performing 
  ambushes. 
  Effectively a specialized form of Tactics, Ambush 
  allows the player to evaluate the area as a potential 
  ambush site. In selecting an ambush location, the 
  Ambush skill is rolled. The result, plus/minus any 
  applicable cover modifiers or other GM modifiers 
  (good idea/role playing, bad idea/role playing, etc) is 
  the threshold for any Notice checks to detect the 
  ambush. Additionally, this knowledge can be 
  reversed, allowing the PC to determine if an 
  ambush is likely to occur. If a character succeeds in 
  an Ambush check (threshold is GMs discretion, 20 
  is typical), they would be allowed a chance to avoid 
  
  the ambush by running for cover, negating the 
  attacker's ambush bonuses. 
   
  Anthropology: The knowledge of human cultures, 
  habits and customs. Unlike Streetwise (which 
  covers only the cultures and customs of the Street), 
  or Social(which covers only what you should do in a 
  given situation), Anthropology covers general 
  customs and background of a culture. For example, 
  with Streetwise, you know what alleys to avoid and 
  what gangs are dangerous. With Social, you know 
  the proper forms of address for a high ranking 
  zaibatsu head. With Anthropology, you know that 
  the customs of a N'Tanga tribesman require that a 
  young man kill a lion in order to be accepted as an 
  adult male. 
   
  Appraise: This skill allows one to judge the value 
  and authenticity of gems, jewels, art, sculpture, 
  furniture, even architecture, by looking closely and 
  inspecting it. A successful roll will also tell the 
  appraisera general history of the object being 
  studied, like where it was made and by whom, and 
  the rarity of the object.  The difficulty of the roll 
  depends upon the relative obscurity of the object 
  and how well the appraiser gets to inspect it. 
   
  Area Knowledge: In a world this messed up, 
  knowing what's going on anywhere is a valuable 
  skill. With this skill you have the low-down on a 
  given area no bigger than a small nation or large 
  city or citystate. You'll know the politics and recent 
  history well enough to recognize things that the 
  average person is blind to. At +2, you have a basic 
  background on the area. At +4, you have a fairly 
  deep knowledge of the people and the history. At 
  +7, you have studied or lived in the area and know it 
  intimately. Patterns or disturbances in the area 
  become apparent quickly. At +9, you are so tuned 
  into the pulse of the place that any change is 
  immediately noticeable. That's the kind of thing that 
  can keep you alive, effendi. 
   
  Artillery Operation:  Replaces any previous entry 
  in Cyberpunk material that suggests one uses the 
  Heavy Weapons skill; Artillery Operation covers all 
  indirect fire 'big guns' and support weapons, and 
  covers both the radio procedures, tactics and 
  mathematics involved in firing the suckers. 
   
  Astrogation (2): Navigation through space in three 
  dimensions, covers the art of mapping courses, 
  calculating distance, fuel needs and time when 
  plotting courses for space flights. 
   
  Astrology: The knowledge of astrology and how to 
  generate an astrological chart. 
   
  Awareness/Notice: This is the equivalent of a 
  "trained observer" skill, allowing characters to notice 
  or be aware of clues, shadowers and other events. 
  With an Awareness of +2 you will usually spot small 
  pieces of paper with notes on them, doors left ajar, 
  and obvious expressions lying or dislike. An 
  Awareness of +5 or better you to spot fairly well 
  hidden clues, notice small changes in expression, 
  and sophisticated attempts to "shadow" you. With 
  an Awareness of +8 or greater, you routinely 
  perform the sorts of deductive reasoning seen in the 
  average TV cop show("The murderer was left 
  handed because this knife has a specialized 
  handle"). Sherlock Holmes has a +10 Awareness. 
  Players  without this skill may only use their 
  Intelligence Stat. 
   
  Biogenetics (2): The science of gene manipulation, 
  therapy and engineering; a biological science that 
  deals with identifying and working with DNA. 
   
  Biology: General knowledge of animals, plants, and 
  other biological systems. At level +3,you know most 
  types of common animals and plants. At +6, you 
  have a general understanding of genetics, cellular 
  biology, etc. At +10, you can perform bio-lab 
  procedures, including gene mapping and splicing. 
   
  Botany: The general knowledge of plants and plant 
  identification. At level +3, you know most common 
  plants and can identify which ones are dangerous 
  and why. At +6, you can identify most important 
  plants found worldwide and have a working 
  knowledge of their uses. At +8, you have  the 
  equivalent of a doctorate in Botany and know all 
  about rare poisons, exotic orchids and other useful 
  plants. 
   
  Bureaucracy: 
  Modern 
  government 
  makes 
  a 
  tradition out of red tape. This skill lets you maneuver 
  through it as painlessly as possible. At +3, you know 
  how to jink minor clerks. At +5, you can sweet talk 
  councilmen and some judges. At +7, you can slice 
  through the worst red tape and bureaucracy and 
  even senators may give you an ear. A necessary 
  skill in an age of petty governments and petty 
  people. 
   
  Business Sense: A general eye for competitors, 
  markets and movements within the business world, 
  and how to survive in the cut-throat corporate 
  environment; those without this skill will find 
  themselves outmoded, outmaneuvered and second 
  guessed by those who have it. 
   
  Chemistry: The required skill for mixing chemicals 
  and creating various compounds. A level +2 
  Chemistry is equal to high school chemistry. A level 
  +4 is equal to a trained pharmacist or college level 
  chemist. A +8 is a trained laboratory chemist. 
   
  Combat Engineering: The individual with this skill 
  has had a degree of practical training in combat 
  engineering. This involves the rapid construction of 
  field fortifications, fortification camouflage, and the 
  assessment of a fortification's ability to withstand 
  
  enemy fire or explosives. Combat engineering also 
  involves mine placement and clearance and 
  placement of untended ground sensors and 
  defensive arrays. Combat Engineering does NOT 
  include the use and placement of explosives (as 
  covered by Demolitions) but can be used instead of 
  demolitions to determine the optimal placement of 
  explosive devices to collapse a structure at one 
  difficulty level easier. 
   
  Composition: The required skill for writing songs, 
  articles, or stories. A Composing Skill of +4 or 
  greater gives your character the ability to produce 
  salable work. A Skill of +8 or more produces work of 
  such a high caliber that the creator may have a 
  strong literary following and not a little critical 
  acclaim. 
   
  Corporate 
  Policy: 
  Knowledge 
  of 
  how 
  the 
  corporations operate and their various codes of 
  conduct, as well as who is in bed with who or which 
  company seeks the destruction of another; when 
  corporations divide the world with their own cultures, 
  this is a very important skill for the businessman 
  who does not wish to offend anyone or make any 
  marketing blunders. 
   
  Culture: By Nationality/People; select an area for 
  this skill, eg. American Tribal, American Street, 
  African Tribal, Japanese Street, Traditional Chinese 
  etc., any area where there is a cultural level to be 
  accepted on; this skill enables a character to blend, 
  socially, with those of an otherwise foreign or 
  perhaps hostile alternate culture. 
   
  Cryptography: The skill of code making and 
  breaking, the higher the skill the more codes the 
  character is familiar with (this does not include 
  breaking key-codes on doors or passwords on 
  computer systems, rather it deals with hidden 
  messages and coded transmissions). 
   
  Diagnose Illness: The skill of clinically diagnosing 
  symptoms and medical problems. A +3 is the 
  equivalent of a high school nurse-you can recognize 
  most common injuries and complaints. At +6, you 
  would be equivalent to a trained intern; you can 
  recognize many uncommon illnesses and know how 
  to treat most common ones. A +9 is the equivalent 
  of a skilled Diagnostician; other physicians com to 
  you to get a diagnosis. 
   
  ECM: Electronic Countermeasure is the ability to 
  recognize vehicles, machines and devices by their 
  electromagnetic 
  signature. 
  Recognizing 
  the 
  signature is done by using a magnetic field detector 
  or a portable HF jammer. More elaborate devices 
  are found in the hands of the military. 
   
  This is also the skill of interrupting, 
  disrupting, 
  or 
  foiling 
  the 
  gathering 
  of 
  electromagnetic information. In English, the skill is 
  used to break radar lock-ons from missiles or other 
  types of targeting weapons. ECM techs know the 
  best 
  ways 
  to 
  defeat 
  electronic 
  spying 
  and 
  information gathering. This skill was primarily used 
  by the military but since radar and other sensing 
  equipment has grown more compact, it is now 
  easier to use it on a more personal basis. This 
  entails 
  the 
  use 
  of 
  smoke, 
  chaff, 
  counter 
  electromagnetic fields,  and other anti-bugging 
  devices. This skill will add to the difficulty to lock on 
  targeting weapons, like missiles, and add to the 
  difficulty to hit when using personal weapons, like 
  smartguns. 
   
  Example: The Whisper is an INT 9 Techie 
  with ECM +6 out with the crew in their AV-4. 
  Whisper hears with the AV-4's ECM gear that a lock 
  on has been acquired. He attempts to break the lock 
  on. His opponent's gunner has to roll against a 
  difficulty of 10 (easy, unmoving target) with the 
  gunner's INT of 6 and Heavy Weapons +6. He rolls 
  a 7 and gets a total of 19, easily acquiring the lock 
  on and launching his mini missile. Whisper attempts 
  to break the lock on and rolls vs. a difficulty of 19 
  (what the lock on roll resulted with, basically making 
  it a skill vs. skill challenge). He needs to roll a 5 or 
  better to succeed. Rolling a 6, he makes it. The lock 
  on is broken and since the missile has been fired, it 
  will now miss its target. 
   
  Against smaller weapons, an HF jammer is 
  used. The HF jammer is configured against a 
  particular targeting system on a successful difficulty 
  of 25. If successful, the person using the HF 
  Jammer will subtract his skill rating from the 
  targeting of his opponent. Example: Whisper later 
  gets caught in a firefight with Redeye. Redeye 
  always uses his targeting weapons and smartgun in 
  a fight. Whisper attempts to set his HF Jammer to 
  interrupt the targeting info Redeye is getting. With 
  his stats, Whisper will only need to roll a 10 to find a 
  signal that will interfere with the personal electronics 
  of Redeye. Whisper figures he should have paid 
  more attention in class, and uses up 4 points of luck 
  as he rolls a 9. Luck was with him and Redeye's 
  targeting system and smartgun will be confused for 
  1D6 turns of combat. Redeye will suffer a -6 chance 
  to hit during this period of time. 
   
  Education & General Knowledge: This skill is the 
  equivalent of a basic public school education, 
  allowing you to know how to read, write, .use basic 
  math, and know enough history to get by. In effect, it 
  is a "lore" or trivia skill. A level of +1 is a basic grade 
  school education. A skill of +2 is equal to a high 
  school equivalency. A knowledge Skill of +3 is equal 
  to a college education, +4 or higher is equal to a 
  Masters or Doctorate. At +7, you are an extremely 
  well educated person, and are asked to play Trivial 
  Pursuit a lot. At +9 and above, you are one of those 
  people who knows a lot about everything (and 
  hopefully has the good sense to keep his mouth 
  shut). 
   
  
  Expert: You may use this skill to be an expert on 
  one specific subject, such as rare postage stamps, 
  obscure weapons, a foreign language, etc. At +3, 
  you are the local expert. At +6, you know enough to 
  publish a few books on the subject. At +8 or better, 
  your books are recognized as major texts on the 
  subject, and you could do the talk show circuit if you 
  wanted to. IP multipliers may be applied at the 
  Referee's discretion for more advanced, technical, 
  or difficult levels of expertise, as the list below 
  suggests.  
  Examples of Expert Skills: 
  Expert: Law 
  Expert: Cars 
  Expert: Shipping Lanes (2) 
  Expert: Sports Teams 
  Expert: Roleplaying Games 
  Expert: Music Industry 
  Expert: Terrorism (2) 
  Expert: Pre-Gunpowder Weapons 
  Expert: Modern Firearms (2) 
  Expert: Global Telecommunications Networks (3) 
  Expert: UFO Sightings 
   
  Expert: Alien Worlds: This is a mix of geology, 
  atmosphere studies and astronomy. A person with 
  this skill can predict the atmosphere, composition 
  and possible life forms of a planet from data such as 
  star type, position of the planet in relation to the 
  star, planet size and an orbital view. It can also aid 
  in predicting types of terrain, temperatures and 
  other factors that would be relevant to an operating 
  Marine section, similar to a geography skill. Expert: 
  Alien Worlds also provides knowledge on de-
  contamination and quarantine procedures used 
  when leaving a hostile environment. 
   
  Expert: Law: Knowledge of procuderal and written 
  law. To learn the ability to analyze and apply legal 
  situations, a student must pass a number of exams, 
  be assessed by a judge, and join a Bar Association. 
  He can then begin charging a fee for his services 
  and try cases in the courtroom. After years of 
  applied courtroom experience, he may even move 
  on to become a judge. 
   
  Expert: Military Identification: This represents 
  knowledge of the armed forces of the galaxy, be 
  they government, corporate or paramilitary, their 
  uniforms and insignia, weapons, vehicles etc. For 
  example; a trained observer would be able to study 
  a section of troops and be able to tell their affiliation, 
  their unit type (ie. line infantry, special forces, etc.), 
  the types of their firearms and vehicles, and thus be 
  able to create a tactical overview of the section's 
  capabilities. 
   
  Expert: Navigation(2): This skill allows the user to 
  navigate from one point to another, using maps or 
  knowledge of the land. Helpful tools include maps, 
  compass, and global positioning systems for those 
  who want to do it the easy way. 
   
  Expert: Open Sea Navigation (2): The skill of 
  being able to navigate the landmark-free expanses 
  of 
  the 
  ocean. 
  Along 
  with 
  basic 
  navigation 
  techniques, one will also learn to calculate position 
  using sextants, start charts, and dead reckoning. 
   
  Expert: Harbor Navigation: The ability to navigate 
  a ship in coastal waters safely to the dock. This is a 
  localized specialty, a sort of "area knowledge" which 
  includes specific knowledge of local water hazards 
  like reefs, shoals, and sand bars. 
   
  Forensics (2): The individual is skilled at gathering 
  and interpreting evidence at the scene of a crime or 
  accident. Special forensics equipment is sometimes 
  needed. The character learns to look for fresh blood 
  splatters 
  and 
  footprints 
  (+2), 
  fingerprinting 
  techniques (+4), fibre and hair sampling (+5) and 
  DNA sampling techniques (+7). 
   
  Gamble: The skill of knowing how to make bets, 
  figure odds, and play games of chance successfully. 
  As any professional gambler knows, this is not a 
  luck skill. At +2, you are the local card shark in the 
  Saturday night poker game. At +6, you :an make a 
  living at the tables in Vegas and Monte Carlo. At +9 
  or better, you can take on James Bond at roulette 
  and stand a good chance of breaking the bank. 
   
  Gaming: Also known as "dice-chuckin'" or "card-
  floppin'", this is the skill of playing or running an 
  effective role-playing game, card game, war game, 
  etc. This skill is purely for entertainment value, and 
  rarely becomes useful in game play. 
   
  Geology: A functional knowledge of rocks, minerals 
  and geologic structures. At +3, you can identify most 
  common rocks and minerals. At -6, you have the 
  equivalent of a college degree in Geology and can 
  identify minerals and geological structures with 
  ease. At +8, you can teach geology in high school. 
   
  Graphology: The skill of handwriting analysis. 
  Information can be gained about people through 
  their writing. 
   
  Herbalism: The skill of manufacturing drugs and 
  concoctions 
  from 
  herbs 
  and 
  other 
  natural 
  ingredients. 
   
  Hide/Evade: The skill of losing pursuers, covering 
  tracks and otherwise evading people on your trail. 
  At +3, you can lose most boostergangers on the 
  rampage. At +6, you can ditch cops and private 
  eyes. At +8, you can ditch most Solos. 
   
  History: The knowledge of facts and figures of past 
  events in game play, this might be used to 
  determine if a character is familiar with a particular 
  clue related to a past event. At +2, you have the 
  equivalent of a grade school history education. At 
  +6, you would have the equivalent of a college 
  
  grasp on the subject. At +8, you could teach history 
  in high school. At +9, you may have written a few of 
  the most oft used texts on a particular historical 
  personage or epoch. 
   
  Know Language: The knowledge of a foreign 
  tongue. At +2, you can "get by" with speaking the 
  language. At +3, you can actually read a written 
  form of it. At +6 and above, you are fairly fluent, 
  although no native will be fooled by your ability. At 
  +8 and above, you speak and read the language 
  like a native. 
   
  Each language known requires a separate 
  Know Language Skill, however, one may use the 
  knowledge of a particular Language with up to 1/2 
  (round down) proficiency with any language in the 
  same linguistic family (example: knowing Cantonese 
  at +4 will give you the ability to understand and 
  speak Mandarin at +2). 
  Language Groups: 
   
  Albanian (2) 
  Armenian (3) 
  Australian Aboriginal (3) 
  Baltic (2): Estonian, Latvian (Lettish), Lithuanian 
  Basque (2) 
  Celtic (2): Breton, Irish Gaelic, Manx, Scottish Gaelic, 
  Welsh 
  Creole & Patois (1): French Creole, Rasta-Patois 
  Dravidian (2): Gondi, Kannada, Kurukh, Malayalam, 
  Tamil, Telugu, Tulu 
  Esperanto (1) 
  Finnic (2): Cheremis, Finnish, Karelian, Lapp (sami), 
  Livonian, Mordvin, Veps, Votyak, Zyrian 
  Germanic 
  (1): 
  Afrikaans, 
  Danish, 
  Dutch, 
  English 
  (Australia, Canada, USA, UK), Flemish, Frisian, German 
  (Germany, 
  Austria, Switzerland), Icelandic, Norwegian (Bokmal & 
  Nynorsk), Swedish, Yiddish 
  Greek (2) 
  Hamitic (2): Beja, Berber, Galla, Hausa, Somali, Tuareg 
  Indic (2): Assamese, Bengali, Bhili, Gujarati, Hindi, 
  Konkani, Marathi, Oriya, Punjabi, Rajasthani, Sindhi, 
  Sinhalese, Urdu 
  Indo-Iranian (2): Baluchi, Kurdish, Farsi (Persian), Pushtu 
  Japanese (2) 
  Khoisan 
  (2): 
  Bushman, 
  Hadza, 
  Hottentot, 
  Nama, 
  Sandawe 
  Korean (2) 
  Loglan/Logical Language (2) 
  Malayo-Polynesian/Pacific Island Group (2): Bahasa, 
  Cebuano, 
  Ilocano, 
  Javanese, 
  Kiriwina, 
  Madurese, 
  Malayan, Maori, Melanesian, Micronesian, Misima, Panay- 
  Hiligaynon, 
  Polynesian, 
  Samar-Leyte, 
  Samoan, 
  Sundanese, Tagalog (Filipino), Taluga 
  Mon-Khmer/Annamite (3): Cambodian (Khmer), Mon, 
  Vietnamese (Annamese) 
  Mongolic (2): Khalkha (Mongolian) 
  Niger-Kordofanian/African (2): Anyi, Ashanti, Azande, 
  Bantu, Bassa, Baule, Bemba, Birom, Bulu, Efik, Ewe, 
  Fang, Fante, Fula, Ganda, Ibo, Igbo, Kikuyu, Kituba, 
  Kongo, Kpele, Kru, Luba, Lunda, Makua, Mande, Mbundu, 
  Mende, More, Mossi, Ngala, Ngbaudi, Nyamwezi-Sukuma, 
  Nyanja, Rundi, Rwanda, Shona, Sotho, Sukuma, Swahili, 
  Temme, Tiv, Tswana, Twi, Wolof, Xhosa, Yao, Yoruba, 
  Zande, Zulu 
  Nilotic (2): Bagirmi, Dinka, Fur, Kanembu, Kanuri, Koman, 
  Luo, Maban, Masai, Nuer, Sango, Shilluk, Songhai, Wadai 
  Papuan (2): Dayak, Negrito, Papu 
  PC-Speak (1): Based on corp's native language 
  Romantic (1): Catalan, French (French, Canada), 
  Galician, Italian, Latin, Portuguese (Portugal, Brazil), 
  Provencal, Romanian, Sardinian, Spanish 
  Semitic (1): Amharic, Arabic, Harari, Hebrew, Neo-
  Aramaic, Tigré, Tigrinya 
  Sign Language (1): Hand Jive, American SL, English SL, 
  Japanese SL, Russian SL, Danish SL, French SL, German 
  SL, Norwegian SL, Swedish SL 
  Sino-Tibetan (3): Burmese, Cantonese, Hakka, Hmong, 
  Kashmiri, Lao, Mandarin, Min, Nepali, Shan, Siamese, 
  Thai, Tibetan, Wu, Yueh 
  Slavic (3): Bulgarian, Balarusian, Czech, Georgian, 
  Macedonian, Polish, Russian, Serbo-Croatian, Slovak, 
  Slovene, Ukrainian 
  Streetslang (1): 1/2 level when used in a foreign country 
  Turkic (2): Azerbaijani, Chuvash, Kazakh, Kirghiz, Tatar, 
  Turki, Turkish, Uzbek, Yakut 
  Ugrian (2): Hungarian (Magyar), Ostyak, Vogul 
  Native American Languages 
  Algonquian (3): Algonkin, Arapaho, Blackfoot, Cheyenne, 
  Cree, Micmac, Mohican, Obibwa, Shawnee, Wiyot, Yurok 
  [Subarctic Canada, East, South West, Great Plains] 
  Athabascan (3): Apache, Chipewyan, Navaho [Subarctic 
  Canada, SW] 
  Caddoan (3): Caddo, Pawnee, Wichita [Great Plains] 
  Haida (4) [NW Coast] 
  Inuit (Eskimo-Aleut) (3) [Arctic coast & Greenland] 
  Iroquoian (3): Cayuga, Cherokee, Erie, Huron, Iroquois, 
  Mohawk, Onandago, Oneida, Seneca, Tuscarora [East] 
  Macro-Chibchan (3): Guaymi, Paez, Warao [Central] 
  Mayan (3): Guatemala, Kekchi, Mam, Quiché-Tzutujil-
  Cakchique, Yucatan [South and Central America] 
  Muskhogean (4): Chickasaw, Choctaw, Creek, Seminole 
  Otomanguean (3): Mixtec, Otomi, Zapotec [Central 
  America, Mexico] 
  Salishan (3): Chehalis, Okanagon, Salish [NW Coast] 
  Siouan (3): Catawba, Crow, Dakota, Hidatsa, Lakota, 
  Omaha, Osage [Great Plains] 
  South American Indian (3): Arowakan, Aymara, Cariban, 
  Guarani, Mapuche, Quechua, Tupi-Guarani 
  Tlingit (3) [NW Coast] 
  Uto-Aztecan/Shoshonean (3): Aztec, Comanche, Hopi, 
  Nahuatl, Paiute, Papago [SW], Pima [SW], Shoshoni, Ute 
  [Great Basin, Mexico, Central America] 
   
  Language- Cityspeak: This is a simply pseudo-
  language that developed in the cultural and racial 
  almagams of megacities and arcologies. Experience 
  in this skill is either picked up from the region that it 
  is spoken, and indeed it has regional variations (-1 
  to -3 penalties for dialects of other regions, 
  determined by the Referee), or taught by the lower 
  classes that speak it. Skill in this 'language' is found 
  primarily among poorer city dwellers and people 
  who have to interact with them (i.e. cops, social 
  workers). Place it as an option for the streetkid and 
  nomad lifepaths. It may also be placed in the pickup 
  skills list at +2. 
   
  Library Search: The skill of using databases, Data 
  Term libraries and other compiled information 
  sources to find facts. With a skill of +2 you can use 
  most simple databases. With a skill of +6, you can 
  
  easily access the Library of Congress. At +9, you 
  can comprehend almost any public database and 
  find very obscure facts. 
   
  Linguistics 
  (2): 
  This 
  skill 
  denotes 
  the 
  understanding of languages and language families, 
  not the actual comprehension of other languages. 
  Characters with Linguistics can:  
  • 
  Understand something spoken in a dialect of a 
  language they know (average)  
  • 
  Understand something explained slowly in a 
  language in the same family as one they know 
  (difficult)  
  • 
  Identify the family of a language being spoken 
  (routine)  
  • 
  Identify the exact language being spoken 
  (average)  
  • 
  Manufacture a new language (very difficult)  
  • 
  Make themselves understood using simple 
  communication skills (average)  
  • 
  Communicate detailed information as above 
  (difficult)  
   
  Lip Reading: This is the ability to understand 
  speech without hearing it, just by watching mouth 
  movements. Though you will not pick up on every 
  word, you can usually figure out the gist of a 
  sentence without too much trouble. You can lip 
  read:  
  • 
  Person talking slowly and clearly or in a very 
  loud environment (dif 7)  
  • 
  Person 
  talking 
  fairly 
  slowly, 
  or 
  in 
  ideal 
  circumstances (routine)  
  • 
  Most circumstances with full concentration 
  (average)  
  • 
  Bad conditions (bad light, long distance, 
  pretending not to be watching) (difficult)  
   
  Magic: The skill of illusion or prestidigitation. The 
  character is able to perform magic tricks, such as 
  sawing people in half, making them disappear, etc. 
   
  Mathematics: 
  The 
  skill 
  of 
  understanding 
  calculations and mathematical formulas. At +3 you 
  have the ability to add, subtract, divide an multiply. 
  At +4, you can do algebra and geometry.  At +6, you 
  can perform calculus. At +9 you can deduce your 
  own mathematical formulas. 
   
  NuSCUBA: The use of NuSCUBA gear and its 
  operation in aquatic environs, as well as basic 
  maintenance. 
   
  Physics: The ability to calculate physical principles, 
  such as gas pressures, mechanical energies, etc. 
  This skill requires a basic Mathematics Skill of +4. 
   
  Programming: The required skill to write programs 
  and to reprogram computer systems. This skill does 
  not allow players to actually do repairs on a 
  computer 
  (this 
  requires 
  Electronics). 
  With 
  a 
  Programming Skill of +1, you can do simple EBASIC 
  programs. A Programming Skill of +3 or better 
  allows you to know some higher level languages 
  and be able to write reasonably complex programs 
  (including 
  Video 
  games). 
  Players 
  with 
  a 
  Programming Skill +6 or better are considered to be 
  professionals, who can build operating software, 
  design mainframe systems, and hold down a steady 
  job at your average Silicon Valley firm. With a 
  Programming 
  Skill 
  of 
  +9 
  or 
  better, 
  other 
  programmers speak your name with reverence 
  ("You invented Q? Wow!"), young hackers set out to 
  crack your systems, and any computer software you 
  design instantly gets used by every business 
  application in the world. 
   
  Psychology: The knowledge of the human mind 
  and its workings. A character with psychology can 
  attempt to perform therapy. 
   
  Rune Lore: Knowledge of runes and the rites and 
  rituals surrounding runic magic. It should specify 
  whether they are Celtic, Egyptian, Norse, or any 
  other specific form of runes. 
   
  Security: This skill gives the character a basic 
  understanding of security practices and protocols. 
  Additionally this skill grants some understanding of 
  security devices and their capabilities. However, it is 
  important to note that this skill does NOT convey 
  any knowledge of how to bypass such devices 
  (Computers, Electronic Warfare, Electronics and/or 
  Stealth is required). Additionally the Security skill 
  also encompasses some very basic legal training, 
  specialized towards security procedures and related 
  offenses. 
   
  Shadow/Track: 
  The 
  skill 
  of 
  shadowing 
  and 
  following people. This skill is primarily used in urban 
  or inhabited areas rather than in wilderness (where 
  the skill of Survival incorporates tracking game in 
  the wilds). 
   
  Space Survival: When an emergency occurs in 
  space you have little time to respond and you can't 
  afford to get it wrong, otherwise you might find 
  yourself breathing vac or glowing in the dark. This 
  skill allows you to know the proper procedures 
  during emergencies. It includes how to use a goop 
  ball; how to cycle an airlock; how to read a personal 
  rad meter, what to do and where to go in a solar 
  flare. Referees may use this skill to determine 
  whether a character knows a given piece of 
  important information about day-to-day survival in 
  space. 
   
  Specialist Tactics: The Tactics skill represents 
  specific training or experience that the character has 
  related to all knowledge tactical. Specializations 
  may include: antiterrorist, small group, squad, 
  battalion, or large scale. It could also include tactics 
  for operating in specific environments, such as a 
  chemical warfare environment (eg. A battlefield 
  contaminated with chemical weapons). At the 
  beginning of any combat situation, a Specialist 
  
  Tactics roll can be made vs 25. If successful, the 
  character and each member of his "team" at any 
  point in the operation can reroll a single die roll, 
  symbolizing a mistake that using such tactics would 
  eliminate. This skill is much like the Craft, Expert, 
  Language, and Area Knowledge skills in that you 
  select a single limited area of expertise to which it 
  applies; Specialist Tactic: Chemical Warfare doesn't 
  provide any benefit in an anti-terrorism operation 
  when 
  you 
  really 
  need 
  Specialist 
  Tactics: 
  Counterterrorism. 
   
  Stock Market: The ability to play the stock market, 
  engage in routine stock transactions and manipulate 
  stocks profitably. At +2, you know enough to invest 
  in junk bonds and lose your shirt. At +6, your 
  investments payoff 75% of the time. At +9, you are a 
  major heavy on the Market, routinely dabble in 
  international stocks, and can write learned articles 
  on the subject of investment. 
   
  System Knowledge: Basic knowledge of the 
  geography of the Net, it's lore and history, as well as 
  knowledge of the important computer systems, their 
  strengths and their weaknesses. At +2, you can 
  generally navigate around the Net and know where 
  all the local places are. At +6, you know the 
  locations of most places in the Net, and have a 
  working understanding of its largest and most well 
  known systems. At +9, you know the entire Net like 
  the back of your hand, know the general layouts of 
  the important systems cold, and are aware of the 
  layouts for the rest of them. 
   
  Tactics: This skill gives you the edge in small unit 
  actions, allowing you to anticipate the enemy's 
  moves and respond quickly. At +4, you are a trained 
  squad leader. At +6, you are a seasoned veteran 
  who knows how to adapt to changing battlefield 
  conditions. At +9, you are a master tactician. 
   
  Teaching: The skill of imparting knowledge to 
  someone else (if you don't think this is a skill, you 
  ought to try it sometime). Players may not teach any 
  skill unless they have a higher skill level than the 
  student. The referee is the final arbiter of how long it 
  takes to teach a skill. At a Teaching Skill of +3 or 
  better, you can professionally teach students up to 
  High School. At +6, you know enough to be a 
  college professor (if you wanted ). At+9 or greater, 
  you are recognized by others in the field as good 
  enough to guest lecture at MIT or Cal Tech; your 
  texts on the subject are quoted as the major 
  references, and you might have a TV show on the 
  equivalent of the PBS channel. 
   
  Theology: The knowledge of religions around the 
  world and their beliefs. The character would 
  generally specialize in their own particular religion. 
   
  Underwater Survival: A vital skill for divers, 
  farmers, miners and workers on undersea platforms, 
  involving knowledge of emergency proceedures and 
  first aid relating to drowning and the bends; includes 
  knowledge on oxygen mixes, air tank operation, 
  diving techniques and how to organise a safe trip to 
  great depths. 
   
  Urban Survival: The ability to survive on the city 
  streets. It involves knowing where to find free food, 
  how to make a cargo container into sleeping 
  quarters, and what gutters are safe to drink from. 
  Knowing which vermin are okay to eat can be 
  important when your apartment is the sidewalk and 
  you don't have the kiam to buy dirt. A good safety-
  net skill. A lot of people see this skill as being able 
  to scrounge food out of dumpsters and live in the 
  gutter; however it covers so much more, including 
  where to go to get a free meal, where to hide in a 
  fight, where all the best sleepy holes and food stops 
  are, what holes to disapear down when required, 
  what bridge to sleep under... even who is 
  sympathetic to a street urchin. This skill is not 
  trained, it is learned the hard way. 
   
  Vampire Lore: The knowledge of vampires. At +1, 
  the character knows the basics, such as vampires 
  drink blood. At +3, the character knows about the 
  major vampire repellants, like garlic, holy items, etc. 
  At +5, the character knows the best ways to kill a 
  vampire. At +7, the character can spot a vampire in 
  a crowd, and knows the best way to approach them. 
  At +9, the character knows how vampires think and 
  can accurately track a vampire's activities. 
   
  Vehicular Weapons: Use of computer controlled 
  weapons, such as rockets mounted on a chopper or 
  the nose gun or a fighter. Any time a trigger pull has 
  an indirect link to the weapon itself, which is in turn 
  bracket mounted elsewhere. This would also include 
  the operation of a tank's main gun, or operating a 
  ship's weapons from central fire control stations. 
  This is a new skill which is used by tank drivers, air 
  force pilots and so forth to fire the weapons 
  mounted on their vehicles. This skill applies to chain 
  guns and nose guns and missile pods and rocket 
  pods and other heavy weapons which are, of 
  course, fired from the cockpit or operations center of 
  a vehicle. This can be anything from a fighter pilot 
  using his guns to a navy officer firing the missile silo 
  on his frigate. For pintle mounted machineguns, 
  Heavy Weapons is used. Likewise for powered 
  armor weapons Heavy Weapons are used, because 
  in both cases the weapons in question are still used 
  in a conventional manner. 
   
  Wilderness Survival: The required skill for knowing 
  how to survive in the wilds. Knowledge includes how 
  to set traps, forage for wood, track game, build 
  shelters, make fires. The average Boy Scout has a 
  Survival of +3. A Special Forces Green Beret has a 
  Survival of +6 or above. Grizzly Adams, Mountain 
  Man of the Wilderness, would have a +9 or +10 
  Survival Skill. 
  
   
  Xenobiology: This is similar to biology in that it 
  includes knowledge of organisms and their 'inner 
  workings', but it is similar to Alien Worlds in that, 
  from observation, it allows a xenobiologist to 
  examine and understand extraterrestrial life forms 
  (the skill Bishop used when examining the dead 
  facehugger and the effects of the acid blood). Also, 
  similar to Alien Worlds, a xenobiologist is aware of 
  standard quarrantine procedures when procuring a 
  xenomorph specimen. See Biology for limitations 
  and modifiers. 
   
  Zoology: Knowledge of life forms, biological 
  processes and their relation to the environment. 
  At+2, you know most common animals. At +5, you 
  know not only well known animals, but also about 
  many exotics and endangered species. At +8, you 
  are knowledgable on almost all animals, know their 
  habits well, and have a +1 advantage to any 
  Wilderness Survival Skills (you know where to find 
  the game). 
   
   
  Reflex Skills
  Acrobatics: Tumbling, leaping, rolling, jumping, 
  swinging from catwalks, etc. Can be used to avoid 
  taking damage from falldowns and knockdowns. 
  Subtract 1d6+skill level from such damage. Can be 
  used at 1/2 value (GM's discretion) as Dodge & 
  Escape skill. Useful for leaping from rooftop to 
  rooftop. Jackie Chan has this skill at +10.  
   
  Action Games: The art of the old joystick arcade 
  games. Also usable with manually controlled VR 
  and 3-D games.  At +2, you can master some basic 
  special attacks with ease on a new game. At +5, 
  you can beat anyone in the arcade after a day or 
  two of practice.  At +8, you can use moves the 
  game designers hadn't even really considered. At 
  +10, you're the top dog of the game, and you got 
  there the first time you played it. 
   
  Archery: The skill required to use bows, crossbows 
  and other arrow based ranged weapons. See 
  Handgun for details. 
   
  Athletics: This skill is required for accurate 
  throwing, climbing, and balancing. It combines the 
  basic elements of any high school level sports 
  program. At +3 and above, you are the equivalent of 
  a real high school "jock". At +5 and above, you can 
  perform in college level competitions. At +8 and 
  above, you are of Olympic or Professional caliber. 
   
  Autoweapons: Autoweapons as a skill was only 
  presented in Hardwired. With modern weapons, the 
  difference between operating a submachine gun or 
  operating an assault rifle has become increasingly 
  slim, so this skill is included for continuity. At the 
  GM's discretion, this skill can be taken in place of 
  both the SMG and Rifle Skills and apply to only 
  SMGs and automatic assault rifles (and perhaps 
  even fully automatic machine pistols). Also at the 
  GM's discretion, Rifle can still be offered in 
  companion to autoweapons, with its use being 
  applied to bolt action and hunting rifles Le final 
  option for the GM is for autoweapons to replace 
  SMG, covering both SMGs and assault rifle, and 
  allow Sniper to also include use of small caliber 
  hunting and bolt action rifles. 
   
  Beam Weapon: This is a common weapon skill in 
  the 23rd century. It includes hand lasers, seizure 
  guns, static guns and other induction weapons. It 
  does not include semi-portable or heavy beam 
  weapons (see Tech). 
   
  Brawling: The skill of fighting man to man with fist, 
  feet and other parts of the body. Brawling is not a 
  trained skill- it is learned on the Street by getting 
  into a lot of fights. Unlike Martial Arts, there are no 
  specialized attacks and no damage bonuses based 
  on level of mastery. 
   
  Dance: The specific skill needed to become a 
  professional dancer. A trained dancer +4 or greater 
  can successfully dance for payment in small clubs 
  or dance troupes. Dancers +6 or greater will be 
  considered to be of professional caliber, and 
  regularly give performances and have fans. Dancers 
  +9 or greater are of "star" caliber, have a large 
  number of fans, and may be recognized on the 
  street. 
   
  Dodge & Escape: This skill is required to dodge 
  attacks and escape grapples and holds. If an attack 
  is made without your knowledge, you may not apply 
  this skill to your Defense roll. 
   
  Driving: This skill allows you to pilot all ground 
  vehicles like cars, trucks, tanks and hovercraft. This 
  skill is not useable for piloting aircraft. A skill of +3 is 
  equal to that of a very good non-professional driver. 
  A skill of +6 allows you to drive with the skill of a 
  moderately skilled race driver. An driver with a skill 
  of +8 or greater will be nationally known as a racer, 
  regularly win championship races, and possibly 
  have access to the most advanced ground vehicles 
  available (as long as he makes an endorsement). 
   
  EVA: This is the skill required to know how to use 
  EVA packs, hand-held thruster units, etc. In use, the 
  Referee 
  will 
  determine 
  the 
  difficulty 
  of 
  the 
  maneuver, and have the player roll against this 
  rating. This is a REF based skill 
   
  Fencing: The mastery of swords, rapiers and 
  monoblades. A Fencing Skill of +3 allows you to be 
  
  competent with a blade. A Skill of +5 makes you 
  fairly skilled. A Fencing Skill of +6 might win you the 
  National Fencing Competitions. A Skill of +8 will get 
  you a reputation for being a true swordsman of 
  duelist caliber. People like D'Artagnan or Miyamoto 
  Musashi have Skills of +10. They are legendary 
  masters of the blade; the mention of whom will 
  cause all but the stupidest young bravo to run for 
  cover. 
   
  Handgun: You must have this skill to effectively use 
  handguns of any type, including cyberwear types. At 
  +2, you can use a handgun effectively on a target 
  range, though combat will still rattle you. At +5, you 
  are as skilled as most military officers or policemen. 
  At +7, you can do the sort of fancy shooting you see 
  on TV, and have begun to get a reputation of being 
  "good with a gun". At +8, you are a recognized 
  gunslinger with a "rep". The very sound of your 
  name makes some people back down in fear. At 
  +10, you are a legendary gunslinger, feared by all 
  except the stupid young punks who keep trying to 
  "take" you in innumerable gunfight challenges. 
   
  Heavy Beam Weapons: Similar to standard Heavy 
  Weapons Skill, but for the more sophisticated, 
  modern systems. Can be applied to vehicular 
  energy weapons. 
   
  Heavy Weapons: The required skill for using 
  grenade launchers, autocannon, mortars,  heavy 
  machine guns, missiles and rocket launchers. A 
  Level +5 skill would be equivalent to a general 
  military "Heavy Weapons" training course, giving the 
  user the ability to use any or all of these weapon 
  types. 
   
  Horsemanship:  How to ride a horse, as well as 
  how to look after the related gear and relate to the 
  animal. 
   
  Martial Arts: This skill covers any type of trained 
  fighting style using hands, feet, or specalized 
  "martial arts" weapons. You must elect a style of 
  martial art and take a separate skill for each style 
  (for example, you would have to take Karate and 
  Judo separately, spending points for each one. 
  Difficulty modifiers are listed in next to each skill 
  listed below. 
   
  The primary advantage to martial arts is 
  that each one has what are called hey attacks; 
  attacks that reflect particular strengths of the style. 
  When a key attack is used, there is a to-hit bonus 
  based on the attack type and martial arts style. A full 
  table of key attacks is listed in Friday Night Firefight 
  pg.90. 
   
  The second advantage to martial arts 
  styles is that there is a damage bonus on attacks 
  equal to the level of the Martial Arts skill; for 
  example, a master with a +10 Kung Fu Skill would 
  add 10 points to his damage. This can be a 
  formidable advantage, particularly in head strikes 
  (which double damage). 
   
  Martial Arts forms include: 
  Akkido (3): This form relies on using the opponent's 
  strength and momentum against him. It is a perfect form 
  for stoping an opponent peacefully while making yourself 
  very hard to hit. Key attacks are: blocks & parries, dodges, 
  throws, holds, escapes, chokes, sweeps, trips & sweeps,  
  grapples. 
  Animal Kung Fu (3): These are forms based on animal 
  movements, such as crane, mantis, tiger, leopard and 
  dragon forms. These attacks are fast and dangerous, with 
  a style that is exciting and flashy. Key attacks include: 
  strikes, punches, kicks, blocks & parries, sweeps & trips. 
  Boxing (1): The manly art of fisticuffs, this form delivers 
  lightning punches and a tight blocking defense. Key 
  attacks are: punches, blocks & parries. 
  Capoeria (3): Created by Carribean           
   slaves, this form combines dance-like movements with 
  fast kicks and low line sweeps. It is a relatively unknown 
  form and can be combined with dance moves to disguise 
  it's true power. Key attacks are: punches, kicks, blocks 
  &.parries, dodges, and sweeps & trips. 
  Choi Li Fut (3): Descended directly from the ancient 
  Shaolin temples, this form combines powerful roundhouse 
  blows and sweeping kicks into a dynamic fighting style. 
  Key attacks are: strikes, punches, kicks, blocks & parries, 
  dodges, throws, and sweeps & trips. 
  Judo(1): This system was designed as a sport form, but is 
  very effective in combat as well. It uses throws and 
  sweeps to knock down the opponent. Key attacks include: 
  dodges, throws, holds, escapes, sweeps & trips and 
  grappling. 
  Karate (2): The Japanese version of kung fu, this style 
  uses straight line movements and powerful blows. 
  Variations include shotokan and kenpo, each with their 
  own special moves. Key attacks are: punches, kicks, and 
  blocks & parries. 
  Tae Kwon Do (3): Avery fast and precise form, with 
  graceful movements and some aerial kicks. Key attacks 
  include: strikes, punches, kicks, block & parries, dodges. 
  Thai Kick Boxing (4): One of the deadliest forms in 
  existence, this style is known for blinding kicks delivered 
  with incredible power. Key moves include: strikes, 
  punches, kicks, blocks & parries, and grapples. 
  Wrestling (1): This form combines techniques of Olympic 
  and Professorial wrestling. The style uses a wide variety of 
  throws and holds to incapacitate the opponent. Key 
  attacks include: throws, holds, escapes, chokes, sweeps, 
  trips, and grapples. 
   
  Melee: AKA Melee: General. The ability to use 
  knives, axes, clubs and other hand to hand 
  weapons in combat. Note: when using non-ranged 
  cyber weapons such as rippers, scratchers, slice n' 
  dices, cyberbeasts, and battlegloves, you must use 
  this skill. 
   
  Melee Weapon: AKA Melee. If you don't pick a 
  weapon type, then this is the general melee skill. 
  The general skill allows you to use anything as a 
  weapon at half your skill level: broken bottles, pool 
  cues, tables, cats, clubs, knives, swords, axes, 
  sledgehammers, spears, etc. You only get half your 
  skill level because this skill can be used with 
  anything. It covers the basics of picking up and 
  striking with weapons and improvised weapons, but 
  
  is not the skill for an expert fencer or knife fighter. 
  Melee: General is the skill for the barroom brawler 
  who likes to use more than their fists. The half level 
  also provides some game balance, because most 
  people aren't going to be able to buy this skill 
  tremendously high, but even if they do, they're not 
  going to have a very high bonus. To be an expert 
  with a weapon, you need to specify the weapon type 
  or types. Melee: Fencing covers swords. Melee: 
  Knives covers the old street skill of knife fighting, 
  including throwing them. Other specialties would 
  include Axe, Sledgehammer, Chainsaw (for the sick 
  and twisted only), Spear, Club, Staff, etc. 
   
  Motorcycle: 
  The 
  required 
  skill 
  to 
  operate 
  motorcycles, cyberbikes and other two and three-
  wheeled vehicles. 
   
  Operate Heavy Machinery: The required skill to 
  operate tractors, tanks (all made prior to the 1960's 
  require this skill), very large trucks and construction 
  equipment. 
   
  Parachutes: Not how to open them (any shmoe can 
  do that) so much as when to open them, how to 
  prep and pack them, and how to use the related 
  equipment. 
   
  Piloting: In general, this is the skill of controlling 
  aircraft. Aircraft are broken into categories: Gyro 
  and Rotorcraft, Fixed Wing Aircraft, Dirigibles and 
  Vectored Thrust Aerodynes (AV-s). A Piloting Skill 
  of +1 allows you to take off and land safely in good 
  weather conditions. A Piloting Skill of +3 or more 
  makes you a trained pilot, able to engage in most 
  combat situations or bad weather. Pilots with a Skill 
  of +6 or greater are veteran pilots, able to handle 
  themselves in almost any situation, including 
  aerobatic maneuvers. Pilots with a Skill of +9 or 
  greater are so good, they have a rep as pilots, and 
  are widely known among the piloting fraternity for 
  having the "right stuff". 
   
  Pilot Cargo Aircraft (3): This is the skill of launching, 
  landing, and managing the flight of a large cargo aircraft or 
  commercial airliner. It covers the piloting of any large, fixed 
  wing aircraft with three or more engines, be it jet or prop 
  driven. 
  Pilot Dirigible (2): The ability to pilot all lighter than air 
  vehicles, including cargo dirigibles, blimps and powered 
  balloons. 
  Pilot: EVPA/Hardshell: Environmental hardshells differ 
  from powered armour in that their control interface is 
  usually a little less intuitive and they are rarely as powered. 
  Hardshells are used in undersea exploration and external 
  space work. 
  Pilot: Fighter/Interceptor (3): This covers fighters, fighter 
  bombers and military jet aircraft; in order to have this skill 
  the character must have Pilot: Fixed Wing to at least +2. 
  Pilot Fixed Wing(2): The ability to pilot fixed wing jets and 
  light or small aircraft. Ospreys may be flown with this skill, 
  but only in the straight ahead (non-hover) mode. 
  Pilot Gyro (3): The ability to pilot all types of rotory wing 
  aircraft, including gyros, copters and Ospreys. 
  Pilot OTV (2): The skill of piloting OTV's and other small 
  cargo-type spacecraft. This skill allows the character to 
  make soft lunar landings (Very Difficult task), dock with 
  space modules (Difficult) and maneuver an OTV through 
  space. 
  Pilot Power Armor/Pilot ACPA (2): PA Pilot is for other 
  characters who do not specialize in ACPAs, much like 
  someone can learn Streetwise, but not Streedeal. It is 
  used when maneuvering rolls are called for, but does not 
  add to Initiative or Awareness rolls. 
  Pilot RPV (3): The ability to pilot remote vehicles such as 
  hoverdrones and attack remotes. The operator knows how 
  to use a remote board and interpret its signals. This skill is 
  absolutely necessary for using RPVs in combat. Direct 
  cory-link systems are available, adding +2 to the skill. 
  Pilot Ship: This skill enables the character to pilot large, 
  ocean-going vessels. The particular focus is on the 
  dangerous practice of harbor navigation, where the pilot is 
  required to have the utmost skill and attention. Frequently 
  ships employ local pilots for their not only their piloting 
  experience in a harbor, but also for their local knowledge 
  of the harbor's regular dangers. The skill covers the 
  operations of any water bourne vessel over 65 feet in 
  length (about 20 meters). 
  Pilot Spaceplane/shuttle (3): How to pilot a spaceplane 
  or shuttle. Knowledge of scramjet engines, how to dock 
  with stations (Difficult task) and how to make a proper 
  orbital reentry (Very Difficult) without burning up in the 
  atmosphere. 
  Pilot Submarine: This skill is broken down into either 
  Surface Water and Submersible Vehicles category. With 
  this skill, the player can pilot and steer either a surface or 
  submersible vehicle. This cannot be used to pilot any air or 
  ground vehicle. At +3, the player knows the basics and can 
  travel around with some confidence. At +6 level of skill, the 
  pilot can handle bad situations like violent storms, running 
  an underwater canyon. 
  Pilot Vectored Thrust Vehicle (3): The skill of piloting all 
  types of vectored thrust vehicles, including hovercars, 
  hover rafts and AV-4, 6 and 7 vehicles. 
  Pilot: Watercraft: From small launches and speed-boats 
  to tugs and patrol boats, so long as the craft is motor 
  powered. Basically, it covers anything the military 
  classifies as a "boat", which happens to be anything under 
  65 feet in length. 
   
  Powerloader: Powerloader covers the operation 
  and use of the powered work loader series of cargo 
  manipulation vehicles. It replaces Athletics and 
  Dodge when making sophisticated manoeuvres in 
  the exoskeleton. Brawling and Martial Arts can only 
  be used at up to half the level of the Powerloader 
  skill. 
   
  Rifle: You must have this skill to use rifles 
  effectively (see Handguns for limitations and 
  modifiers). 
   
  Skating and Skateboarding: The skating and 
  skateboarding skills are somewhat similar. The 
  skating skill adds to REF when determining how 
  well a skater can maneuver a certain obstacle. 
  Skating can also increase movement. This increase 
  is based on the athletic potential of the skater. 
  Skating and Skateboards, with or without motors, 
  can add up to the user's Athletics skill divided by 
  three in MA rounded down (Athletics/3 = +MA) 
  
   
  Example: Flasher has an athletics skill of 
  +3 so he can add +1 MA to his total movement 
  when on skates. His rival, the Streak, has Athletics 
  +7, so he can add +2 to his MA. 
   
  Skating and skateboarding are separate 
  skills but if you have +2 or more in one, you can use 
  the other at +1 automatically. The second skill will 
  not go up unless you learn it properly. While they 
  are related disciplines, they are still different enough 
  to warrant separate skills. 
   
  Sleight Of Hand: The skill of making small objects 
  appear and disappear. This skill covers diverting 
  attention to allow the user to palm a small item, 
  switch it from hand to hand, or slip it into a pocket or 
  another person's hand or drop it without being seen. 
  A useful skill for thieves and con artists. 
   
  Smart Gun: Although a heavy weapon in terms of 
  firepower and basic operation, a smart gun needs 
  special training to use. Using the servo arm for 
  smart-targeting, moving with the gyro-harness and 
  firing with one eye covered by a readout all need 
  practice. This skill covers the use and firing of the 
  M56 smart gun weapon system. The skill has two 
  uses. First, targeting and shooting of the gun itself. 
  See 
  Handgun 
  for 
  limitations 
  and 
  modifiers.  
  Secondly, moving with the gun whilst maintaining a 
  stable firing platform. Despite the sophistication of 
  the system; the smart gunner must ensure that their 
  movements do not overtax the system. Whenever a 
  smartgunner is moving rapidly or attempting to 
  perform a complex physical manoeuvre, make a 
  Smart Gun roll. If the roll succeeds, the character 
  may proceed as normally. If the roll fails, some 
  modifier is imposed; for example, if the character is 
  attempting to sprint, their MA is reduced by two or 
  three points; or the gun's WA is reduced to zero or 
  less for the next turn before the targeting system 
  can re-align. 
   
  Sport: Skill in a single sport. You must select a type 
  of sport, eg. tennis, soccer, golf, squash and so on. 
   
  Stealth (2): The skill of hiding in shadows, moving 
  silently, evading guards, etc. A Stealth Skill of +1 is 
  about the level of a very sneaky 10 year old stealing 
  cookies. At +3, you are able to get past most 
  guards, or your parents if you've been grounded. At 
  +6, you are good enough to slip smoothly from 
  shadow to shadow and not make any noise. At +8, 
  you are the equal of most Ninja warriors. At +10, 
  you move as silently as a shadow, making the Ninja 
  sound like elephants. 
   
  Strider Pilot: Strider Pilot training allows the 
  character to pilot any nonhumanoid walker vehicle 
  that does not use a linear-frame as the primary 
  control interface. Examples of such vehicles would 
  include the Fuchikoma or Thinktank from various 
  animes, the various walkers from Soldier of Fortune 
  2, including the Daikani, PanzerKraken, and 
  Volkswalker, or larger units such as the Coalition 
  Spider Scout Walker  of RIFTS or any Strider 
  vehicles as seen in Heavy Gear. Strider Pilot also 
  includes training on the use of most secondary 
  movement system that might be seen on a strider 
  (eg. road wheels on the Daikani). As with Exo Pilot, 
  Gunnery (Strider) is required to use onboard 
  weaponry, 
  and 
  Electronic 
  Warfare 
  and 
  Communications are required to use the sensor or 
  communications suites. 
   
  Submachinegun: You must have this skill to use 
  any type of submachine gun effectively (see 
  Handguns for limitations and modifiers). 
   
  Thrown Weapons: This skill covers everything 
  thrown, including knives, rocks, grenades, darts, 
  small children. Range is generally based on the 
  weapon, though a basic throwing range for knives 
  and grenades is worked out on double ones BODY 
  attribute (ie. short range would be half BODY, 
  medium would equal BODY, long range is double 
  BODY and extreme range is four times BODY... in 
  meters). Yes, this is a light variation on printed 
  rules, because the printed rules allow you to throw 
  things ridiculous distances. Erroneously, many 
  consider this to be a BOD skill, which is incorrect. 
  BOD just determines distance, the function of 
  accuracy comes out of the REF skill. 
   
  Underwater Heavy Weapons:  This covers heavier 
  manportable weapon systems designed for use 
  underwater, such as small or light torpedo and 
  rocket systems. 
   
  Underwater Melee Weapons: This covers the use 
  of what began as underwater handheld anti-shark 
  equipment, and covers everything from underwater 
  knife fighting to the use of explosive-tipped anti-
  shark prods and arc torches. 
   
  Underwater Weapons: This covers spearguns and 
  gyrojet weapons used underwater, along with any 
  other  sidearm specifically designed for underwater 
  firing.  
   
  Zero-G Maneuver: This skill is the ability to 
  maneuver in low or zero gravity conditions. It allows 
  a character to kick off surfaces and catch himself on 
  the rebound, make turns or flips in mid-air by body 
  movements, and to hold position if needed. Orbital-
  born characters automatically have this skill at +3, 
  and may buy it at higher levels using IP. In order to 
  acquire ZeroGee Maneuvering, you must first get 
  used to the conditions of weightlessness. This isn't 
  easy for everyone. Each time a Groundsider 
  character 
  encounters 
  a 
  new 
  condition 
  of 
  weightlessness, such as crossing an air shaft, 
  finding himself suspended at a height without visible 
  means of support, or some other sudden zero gee 
  shock, he must make a Cool roll (Cool + 1D10) 
  higher than 10 or be momentarily paralyzed by fear 
  
  for 1D6 turns. Until the character has successfully 
  made five such rolls, he will be considered 
  unadapted to zero gee and unable to master this 
  skill. Once adapted, he need not make any further 
  Cool rolls. 
   
  Zero-G Combat (2): Also known as rei-ju-ryoku-ryu, 
  this is a specific fighting style developed for use in 
  zero gravity. This skill replaces Martial Arts or 
  Brawling when you fight in a no-gravity situation (if 
  you were to use those other combat styles in O-G 
  you would end up a helpless spinning tangle of 
  arms and legs). The training also teaches the 
  character how to use recoil weapons in zero gravity. 
  When firing a recoil weapon, he may add this Skill to 
  the required Recoil Save Roll (pg. 25). You must 
  have at least three points in Zero Gee Maneuver 
  Skill before you can acquire this skill. Your Zero 
  Gee Combat Skill can never be higher than your 
  skill in Zero Gee Maneuver. 
   
   
  Technical Skills
  Aero Tech (2): The required skill for repairing fixed 
  wing aircraft, including Ospreys, jets, and liqht 
  aircraft. With a Skill of +3, you can perform most 
  routine maintenance tasks. With a Skill of +6, you 
  can do engine tear downs and major structural 
  repairs. With a Skill of +9 or better, you are capable 
  of designing and building your own aircraft. 
  When it comes to engine repair and fuel 
  systems, and ONLY these systems, aero tech, AV 
  tech, and Gyro Tech can be used interchangeably 
  with no penalty, as all three vehicle types will use 
  turbine engines. Turbines, a form of jet engine, are 
  increasingly widespread in use. Virtually all military 
  aircraft use them, as do most civilian helicopters. 
  Even the M-1 Abrams MBT is driven by a turbine 
  engine, which an Air Force repair tech could 
  facilitate basic repairs on. 
   
  Astrogation(2): This skill allows a character to 
  calculate a spacecraft course using computers, 
  course tables and navigation 
   
  AV Tech (3): The required skill for repairing all 
  ducted fan aerodyne vehicles. At +3, you can 
  perform routine maintenance. At +6, you can tear 
  down engines and modify an AV. At +10, you can 
  design your own AVs on common airframes. 
  When it comes to engine repair and fuel 
  systems, and ONLY these systems, aero tech, AV 
  tech, and Gyro Tech can be used interchangeably 
  with no penalty, as all three vehicle types will use 
  turbine engines. Turbines, a form of jet engine, are 
  increasingly widespread in use. Virtually all military 
  aircraft use them, as do most civilian helicopters. 
  Even the M-1 Abrams MBT is driven by a turbine 
  engine, which an Air Force repair tech could 
  facilitate basic repairs on. 
   
  AutoTech (2): Vehicles are complicated machines 
  that increase in complexity as they increase in price. 
  In addition, they also include a wide range of unique 
  components that would not be covered under the 
  general mechanical knowledge of Basic Tech (while 
  a lawn mower and a car may have similarities that 
  let you cross apply engine knowledge, a lawn 
  mower isn't going to do a damn thing for teaching 
  you how a car's brakes work. There is vast amount 
  of difficult and specialized knowledge of both 
  electronics and mechanical components in a vehicle 
  control system. While basic tech would let you do a 
  tune up or change the brake pads, auto tech lets 
  you rebuild or upgrade the engine, install ABS, 
  resurface brake rotors, repair crash damage, etc. 
   
  Basic Tech (2): The required skills for building or 
  repairing simple mechanical and electrical devices, 
  such as car engines, television sets, etc. With a 
  Basic Tech Skill of +3 or better, you can fix minor 
  car problems, repair basic wiring, etc. A Basic Tech 
  Skill of +6 or better can repair stereos and TVs, 
  rebuild an lawnmower engine, etc. A Basic Tech 
  Skill of +9 or better can build a simple computer 
  from scratch, put together a motorcycle engine, do 
  general automotive maintenance like changing 
  brake pads or a tune up and maintain any kind of 
  industrial machinery. However, they do not know 
  enough specialized knowledge to apply it to 
  complex things such as aircraft (just like Mr. 
  Goodwrench doesn't know how to build and service 
  an F-16). 
   
  Bio-Technology (2): The science of genetic 
  engineering as it relates to biological implants and 
  modifications, 
  from 
  skingrafts 
  and 
  plastic 
  surgery/body sculpting to DNA maps, bioware, 
  replacement organs and clone tissues; essentially a 
  skill that deals with all biological modifications which 
  can be made to the body. 
   
  BodyArt: This skill covers several forms of non-
  cybernetic body-modification as well as being 
  useable for the implanting of a very select collection 
  of fashionware (light tattoos, fashion nails). This is a 
  catch-all ability covering body piercing (placing 
  metal rings through the flesh), tattooing (pushing 
  pigments below the skin of the recipient to provide 
  permanent designs), body painting (using paints 
  and pigments to change the appearance of the 
  skin), minor implants (fashion implants, or other 
  implant cyberware at the GMs approval, requiring a 
  very difficult roll since this skill does not specifically 
  include that training), branding (burning the skin / 
  flesh to provide a permanent marking) and 
  scarification (cutting the skin to provide scars in a 
  predesigned pattern). 
   
  
  Braindance 
  Technology: 
  The 
  science 
  of 
  braindance; this skill covers everything from 
  manipulation of the braindance environment (ie. 
  gaming) to actual wiring and setting up of 
  braindance equipment. 
   
  Calligraphy: The art of beautiful writing. There are 
  two forms: European pen calligraphy and the 
  oriental brush skill. This skill is very important in 
  asia, where many judge you on your writing skill. At 
  +2, your lettering is legible.  At +4, you can write out 
  your own wedding invitations. At +10, Chinese 
  masters ask you for lessons. 
   
  Carpentry: Working with wood; how to cut, shape, 
  join, glue, layer, carve etc. 
   
  Communications Technology, Advanced: This is 
  the skill for using, implementing, setting up and 
  patching into advanced communications equipment 
  and systems. At it's basics (+2) it gives an 
  understanding 
  of 
  telephone 
  and 
  computer 
  networking, (+4) closed radio (land line and laser 
  based) systems, and at high levels (+6) it allows for 
  patching into and even (+8) pirating satellite 
  transmitted 
  feeds. 
  This 
  skill 
  also 
  includes 
  understanding why a communications device is not 
  working properly as well as being aware of the 
  details and limitations on the device's possible use. 
   
  Communications Technology, Basic: Covers the 
  maintenance, installation, repair and modification of 
  short wave, HAM, microwave, laser, relay and cable 
  based communication systems; deals specifically 
  with the devices used to power and progress 
  communications, from telephones to radios, as well 
  as aerials and cables and junctions involved. 
   
  Computer Use: This represents an average 
  person's ability to use computers. Some 23rd 
  century computers respond to neural link as well as 
  voice and keyboard commands, but most can be 
  used manually only. With this skill you can dive for 
  data without being a netrunner. This skill can be 
  substituted 
  for 
  interface 
  in 
  most 
  netrunning 
  applications, but only with the -4 Keyboard modifier 
  from Cyberpunk and an additional -2 since this is 
  not a true skill system for netrunning. If pitted 
  against a real netrunner in the Net, the individual on 
  the manual system will always lose the initiative. 
  Computer Use can be used instead of Library 
  Search when looking for information in databases, 
  but at -3. Computer Use governs the simple 
  operation of all computer hardware and software, 
  from keyboards to Net access to simple programs; it 
  is via this skill that you have access to this list of 
  CP2020 skills, for instance, however it really only 
  needs to be rolled when conducting a Net search, 
  operating a computer past an error or dealing with 
  an unfamiliar system. 
   
  Cooking: This individual is experienced in the 
  preperations of foodstuffs in an enjoyable and 
  appealing manner. This skill is rarely seen outside 
  of restaurants and hotels in 2020, and is often only 
  found in subsumed in the Steward skill presented 
  below. With this skill the character knows how to 
  make balanced meals (+1), cook standard american 
  fare (+2), cook elegant meals (+4) and even can 
  make kibble look (+5) or taste (+7) edible. 
   
  Craft: Must specify an area to be proficient in: 
  Origami, Tattooing, Paint & Drawing, Photo & Film 
  are all examples of this skill. The Craft skill covers 
  any one field the player selects, from panel beating 
  to cabinet making. 
   
  Cryotank 
  Operation: 
  The 
  required 
  skill 
  for 
  operating, repairing and maintaining life suspension 
  and body chilling devices. A minimum skill of +4 is 
  required to chill down a healthy person. A minumum 
  skill of +6 for chilling a wounded person. 
   
  Cyberdeck Design (2): The required skill for 
  designing cyberdecks. At level +4, you can modify 
  an existing cyberdeck for greater speed or memory. 
  At level +6, you can design a deck equal to most 
  existing designs. At +8, you can design decks that 
  are substantially improved over existing designs. 
   
  CyberTech (2): The required skill for repairing and 
  maintaining cyberware. At level +2, you can keep 
  your cyberware tuned up and can replace its power 
  batteries. At level +6, you can strip down most 
  cyberware and even make simple modifications. At 
  level +8, you can design your own cyberware to 
  order. 
   
  Demolitions(2): This skill allows the character to be 
  knowledgeable in the use of explosives, as well as 
  knowing the best explosives to use for which jobs, 
  how to set timers and detonators, and how much 
  explosive to use to accomplish a desired result. 
   
  Desktop 
  Engineering: 
  This 
  deals 
  with 
  the 
  operation and even repair of any desktop tools from 
  lathes to drill presses to robotic factory arms to 
  bench-saws. 
   
  Disguise: The skill of disguising your character to 
  resemble someone else, whether real or fictitious. 
  This skill incorporates elements of both makeup and 
  acting, although it is not the same as the ability to 
  actually be an actor. 
   
  Electronics: The required skill for maintaining, 
  repairing and modifying electronic instruments such 
  as computers, personal electronics hardware, 
  electronic security systems, cameras and monitors. 
   
  Electronic Security (2): The skill of installing or 
  countering electronic eyes, electronic locks, bugs 
  and tracers, security cameras, pressure plates, etc. 
  
  At level +3, you can jimmy or install most apartment 
  locks and security cams. At +6, you can override 
  most corporate office locks and traps. At +9, you 
  can enter most high security areas with impunity. 
   
  First Aid: This skill allows the user to bind wounds, 
  stop bleeding, administer CPR and revive a stunned 
  patient (see Trauma Team, pg. 106 for details). 
   
  Forgery: The skill of copying and creating false 
  documents and identifications. This skill may also 
  be applied to the detection of same; if you can fake 
  it, you can usually tell a fake as well. 
   
  Genetics: The individual is trained in the science of 
  organisms. Genetics is a combination of biology and 
  chemistry, and training in Biochem or Biotech (a 
  double cost skill) is considered to include basic 
  Genetics training in addition. Genetecists can 
  determine the species and physical details of a 
  tissue sample (the latter only if it's a well-catalogued 
  species) as well as being able to modify and splice 
  genes. All of these abilities are dependant on 
  access to an advanced lab. 
   
  Gyro Tech (3): The skill of repairing and 
  maintaining rotorwing aircraft such as helicopters 
  and gyrocopters. 
   
  When it comes to engine repair and fuel 
  systems, and ONLY these systems, aero tech, AV 
  tech, and Gyro Tech can be used interchangeably 
  with no penalty, as all three vehicle types will use 
  turbine engines. Turbines, a form of jet engine, are 
  increasingly widespread in use. Virtually all military 
  aircraft use them, as do most civilian helicopters. 
  Even the M-1 Abrams MBT is driven by a turbine 
  engine, which an Air Force repair tech could 
  facilitate basic repairs on. 
   
  Marine Tech: With this skill, the player can repair 
  and fix any surface or submersible faring vehicle, 
  from luxury yacht engines to the turbines on a 
  Manta class sub. At +3, the skill enables the player  
  to perform light maintenance tasks and repairs. At 
  +6, the player can disassemble and reassemble any 
  engine that needs fixing, while at +9 the player can 
  redesign engines and build a more efficient ocean 
  faring craft from his own designs. 
   
  Masonry: Stone working, cutting, mining and 
  manipulation, as well as the proper mixture and use 
  of cements and concretes. 
   
  Massage: Therapy through joint and soft tissue 
  manipulation, also known through it's various fields: 
  physic-therapy, 
  shiatsu, 
  chiropractic... 
  all 
  are 
  basically the same in game terms (though I know 
  there are some huge actual differences), however 
  the player is free to record whatever name he 
  desires for this skill. 
   
  Mechanical Engineer (2): Machine engineering, 
  dealing with combustion and electrical engines, 
  mechnicals joints and interactions. 
   
  Mix/Edit: The ability to edit and compose from 
  multiple feeds of video, audio, or braindance, to 
  create a specific piece of art. Inspired by the 
  techno/house-music disc jockeys who say: "Give me 
  two records, and I'll make you a universe." Marc: 
  Oftentimes what makes recorded music great is the 
  producer. The "fifth Beatle," the guy who produced 
  "Dark Side of the Moon," Daniel Lanois, Babyface 
  (both of whom have produced many, many hit 
  albums by many different bands) are all examples of 
  the use of this skill. 
   
  Modular Tech: The tech skill for moddies and 
  daddies. This skill allows the techie to determine the 
  contents of chips and create new ones. Usually a 
  skill of +4 or +5 is needed to make chips, but lesser 
  levels are handy for Moddy examination and repair. 
  A useful talent in this day and age.  
   
  Municipal Communications: This skill is used to 
  be able to interpret the communications of police, 
  fire, ambulance, C-SWAT, trauma teams and 
  biochem or hazmat response teams when listening 
  to a radio scanner tuned to a municipal frequency. A 
  successful skill roll indicates an understanding of 
  the codes and slang used in the communications.  A 
  failed roll will indicate some misunderstanding that 
  could potentially endanger the listener. 
   
  Nanotechnology (2): The final of the four 'cyber' 
  skills (the other three being Cybertech, Wetware-
  tech and Bio-Tech), this deals with nano-machines, 
  their design and maintenance issues, what they are 
  capaable of, how they are built and programmed 
  and how to install them safely. 
   
  Origami: The art of folding things up (usually paper) 
  to look like other things. At +2, you can make a box 
  or a crane. At +6, you can make more complex 
  and/or smaller things. At +10, you can make 
  identical models that look like a specific object (i.e. 
  at +5, you can make a generic airplane, but at +10, 
  you can make an A-01 Blitz or an old B-17 Flying 
  Fortress). 
   
  PA Tech (3): This is the skill needed for maintaining 
  and repairing Assisted Combat Personal Armors 
  (ACPA). The repair, maintenance and modification 
  of powered armor systems, exoskeletons and linear 
  frames; this skill deals specifically with the 'guts' of 
  the machinery, from myomer to powerplant, but 
  does not touch so much on computer or electrical 
  systems built into the suit (though you'll know how to 
  exchange damaged major components of this type). 
   
  Paint or Draw: The skill of producing professional 
  drawings. A Skill of +3 allows you to produce 
  salable "modern" art. A Skill of +6 will produce 
  
  artwork that is recognizable and extremely pleasant 
  to the eye-as well as salable. An artist with a Skill of 
  +8 or greater will be nationally known, have 
  exhibition galleries, and have other lesser artists 
  studying his style in art school. 
   
  Photography & Film: The skill of producing 
  professional-caliber photographs or motion pictures. 
  A Skill of +2 allows you to make decent home 
  movies. A Skill of +4 or better creates work capable 
  of winning am amateur contests. A Skill of +6 or 
  better will produce work of the level of the average 
  Playboy cover or rock video. A photographer or 
  cinematographer with a Skill of +8 or better will be 
  nationally known and probably famous. 
   
  Pharmaceuticals (2): The skill of designing and 
  manufacturing drugs and medicines. A minimum 
  Chemistry skill of +4 is required. At +4, you can 
  make asprin. At +6, you can make hallucinogenics 
  or antibiotics. At level +9 you can build designer 
  drugs tailored to individual body chemistries. 
   
  Pick Lock: The skill required to pick locks and 
  break into sealed containers and rooms. At +3, you 
  can jimmy most simple locks. At +6, you can crack 
  most safes. At +9 or better, you have a rep as a 
  master cracksman, and are known to all the major 
  players in the Cyberpunk world. 
   
  Pick Pocket: The required skill for picking pockets 
  without being noticed, as well as "shoplifting" small 
  items. For ideas on levels of ability, see Pick Lock, 
  above. 
   
  Play Instrument: The skill of knowing how to play a 
  musical instrument. You must take this skill 
  separately for each type of instrument played. A 
  Skill of +4 or higher will qualify your character to 
  play professional "gigs". A Skill of +8 and above will 
  gain the musician some professional acclaim, 
  possibly with recording contracts and command 
  performances. At +10, you are widely acclaimed, 
  have lots of Grammys, and regularly jam with Kerry 
  Eurodyne. 
   
  Pressure Suit Tech: A variation on the PA Tech 
  skill which deals with nonpowered hardshells, 
  hardsuits and pressurised environmental suits. 
   
  Robotics 
  Engineering 
  (2): 
  The 
  repair, 
  maintenance and modification of robotic systems; 
  like PATech the skill deals with the mechanics of the 
  robot, not the computer systems; this skill applies to 
  factory robots, drones, powered armour limbs, 
  physical cyberlimb systems and droids. 
   
  Seamanship: General seamanship is like Basic 
  Tech in that it covers the environment a character 
  may be working in; Seamanship covers rope use, 
  simple piloting movements, nautical terminology, 
  basic repairs and a good working knowledge of 
  what needs to be done to keep a ship ship-shape: 
  this skill can also be re-named to to Spacemanship. 
   
  Sonar Tech: Underwater sensor systems, their 
  behavior and the technical knowledge needed to 
  maintain and repair them. 
   
  Space Craft Engineering (2): Technical expertise 
  in the repair and design of space fairing vessels, 
  from OTVs to space cruisers and transports, as well 
  as design and construction of space habitats. 
   
  Space Tech (3): This skill covers the special 
  aspects of modern space technology; air seals, 
  radiation shielding, anti-gravity and life support. 
  Space Tech allows the repair and maintenance of 
  spacecraft and space-borne facilities (workshacks, 
  stations etc.). 
   
  Scuba Diving: The skill enables the player to 
  become familiar not only in the different underwater 
  breathing apparatus and how to use them, but they 
  also know how to dive properly without placing 
  themselves in danger. At +2, the player is a qualified 
  sports diver, the skill and knowledge to dive at 
  depths up to 30-40 feet. At +4, the player can now 
  deep dive to depths up to 100 feet. At +6, the player 
  can become a qualified rescue diver as long as he 
  has the First Aid skill in conjunction with this one. At 
  +8, the player can now ice, salvage and cave dive 
  without putting himself in danger. At +10, the player 
  now knows how to dive beyond depths of 100 feet 
  and can pretty much dive in any environment as 
  long as he can preplan what he will need. 
   
  Submersible 
  Tech: 
  Technical 
  expertise 
  in 
  submerged vessels, from personal subs to massive 
  military models, covering the design, maintenance 
  and repair of such vessels. 
   
  Tattooing:  The art of putting colors into skin. At +2, 
  you can do simple jailhouse designs. At +6, Hell's 
  Angels make appointments for you to "paint" them. 
  At +8, Yakuza come over from Japan for the honor 
  of being your canvas. When taking this skill, you 
  must specify either electric engraver or hand-picked. 
  You can do the other type at half skill. 
   
  Trapper / Furrier: The art of snaring and catching 
  game via traps, and how to deal with the prey once 
  killed. 
   
  Undersea 
  Equipment: 
  This 
  is 
  the 
  skill 
  of 
  maintaining and repairing typical personal gear that 
  is used underwater. The character would be able to 
  maintain scuba gear, dive sleds, wetsuits, spear 
  guns, and even manage the inspection (but no 
  maintenance or repairs) of more complicated 
  equipment 
  like 
  waterproofed 
  cyberware 
  or 
  hardsuits. 
   
  
  Video Manipulation: This skill gives the character 
  knowledge of altering video footage. While video 
  cassettes can be altered, only the alteration of 
  digital video (mostly on digital video chips) is 
  normally known by characters with this skill.. This 
  doesn't mean that faked video cassettes don't turn 
  up, just that it is more rare. Cassettes will be more 
  difficult to manipulate (+5 difficulty) unless the 
  character specifically trained in forging video 
  cassettes, in which case the character will have a 
  +10 added to difficulty for working with digital media. 
  When forging, one hour per5 points of difficulty is 
  required. For every hour less than that, add 5 to the 
  difficulty. The minimum time used to forge is one 
  hour. Subtract 5 from the difficulty per 2 extra hours 
  that the forger works on the footage, to a minimum 
  difficulty of 15. 
  If there is audio on the video recording, 
  which there rarely is (Netbook Ed. Note - this is due 
  to the fact that there is no law prohibiting the filming 
  of video footage without audio), add +5 to the 
  difficulty if there is little or no talking, add +10 if 
  there is (Netbook Ed. Note - And add +15 if there is 
  both talking and a great deal of background noise). 
  This is because it is an entirely new dimension that 
  must be dealt with. The forger must make each 
  change individually. 
  Note that skill checks are made secretly by 
  the Referee. Even if the check fails, the forger will 
  believe success was achieved (after all, the video 
  was successfully altered, it just wasn't successfully 
  altered well). Record the amount by which the check 
  was succeeded or failed, for future reference. 
  With this skill, a forger can: 
  • 
  Switch one person's face with another (20) 
  • 
  Change appearance of an item (20) 
  • 
  Add the presence of another person (25) 
  • 
  Switch an entire person for another (25) 
  • 
  Erase a person's presence entirely (30) 
  The difficulty in detecting a forgery is 20 for 
  minor alterations, 30 for major alterations, and 35 
  for critical alterations, plus or minus the amount the 
  forgery was succeeded or failed by. This skill is 
  used not only for forgery, but also for detection. If a 
  detection check fails, the checking character thinks 
  it is legitimate footage and has no reason to further 
  question its validity. It takes 4 hours to check 
  footage for forgery or alterations.  A court trial uses 
  a panel of 6 experts with Video Manipulation +6. 
  Each expert checks the footage individually and 
  checks it twice. 
  Netbook Editor's Note: I have made some 
  changes in this skill, reflecting my personal 
  professional experience in the editing of audio and 
  video footage. One thing I have left in that I probably 
  should note have is the fact that editing video 
  cassettes is more difficult. Technically, this isn't so; 
  you just capture the VHS footage to digital format, 
  edit it as you would with any other digital footage, 
  and transfer it back to VHS. I left it in because there 
  are frequently hardware problems that need to be 
  overcome in the transfer to and from VHS, 
  especially when you don't have a stable platform 
  dedicated solely for transfers. 
   
  Weaponsmith 
  (2): 
  AKA 
  WEAPONTECH 
  or 
  WEAPONS TECH!!!!! A working knowledge on how 
  to modify, repair and maintain firearms of all kinds; 
  used to clear a jam and used to extend barrels and 
  alter fire modes; no soldier or solo is without this 
  skill; also gives a working knowledge of the types of 
  firearms available, and what their strengths and 
  weaknesses are . The required skill for repairing 
  and maintaining weapons of all types. At level +2, 
  you can do repairs and field stripping. At level +6, 
  you can repair all types of weapons and make 
  simple modifications. At level +8, you can design 
  your own weapons to order. 
   
   
  Wetware Tech (3): Specific cybernetic science 
  dealing with the brain and neural and nervous 
  system 
  wares 
  (note 
  the 
  difference 
  between 
  Wetware and Cyber); includes knowledge of the 
  bodies systems and how they can be re-wired, 
  knowledge of the safe cavities in the brain and 
  general repair, installation and design issues 
  dealing with interface plugs, neural processors, 
  internal 
  memory, 
  internal 
  cyberdecks 
  and 
  computers, wired reflexes, braindance implants and 
  chip-sockets. 
   
   
   
   
  Joint Skills 
  These are skills that apply an average of two attributes or stats, or can be applied to either of two or more 
  stats as circumstances dictate. Assume them to operate on an average of the two stats unless otherwise 
  indicated in the description. 
   
  Athletics (Special): Athletics is a general skill 
  that covers all kinds of physical activity, including 
  climbing, swimming, throwing, running, leaping, 
  rolling, etc. As a general skill, it lets you do a lot 
  of different things, but not necessarily well. There 
  are specific athletic skills for these actions. When 
  using Athletics in place of Climbing, Swimming, 
  etc., add 1/2 Athletics skill to the appropriate stat. 
  For example, when using Athletics in place of 
  Running skill, it functions at 1/2 level, and the skill 
  adds are added to Movement Allowance. 
  Obviously, Athletics is a substitute for those time 
  you attempt to do something you don't have the 
  appropriate specific skill for. When it substitutes, 
  
  it uses the appropriate stat for the skill it is 
  substituted for. Climbing or swimming would be 
  BOD + 1/2 Athletics, while Archery would be REF 
  + 1/2 Athletics. 
   
  Aura Reading (EMP/PSY): The knowledge of 
  the interpretation of auras and skill in seeing 
  them. 
   
  Expert: Blessing (EMP/PSY): The character 
  knows a specific blessing. The name of the 
  blessing should be recorded. 
   
  Expert: Curse (EMP/PSY): The character knows 
  a specific curse. The name of the curse should 
  be recorded. 
   
  Expert: Ritual (EMP/PSY): The character knows 
  a specific ritual. The name of the ritual, its 
  difficulty, effects, any sacrifices required, the 
  power item and location, and the length of time 
  required for the ceremony must be recorded. 
   
  Expert: Spell (EMP/PSY): The character knows 
  a specific spell. The spell's name, effects, 
  limitations, and requirements should be noted. 
   
  Field Surgery (COOL/TECH): A paramedic style 
  skill one step up from First Aid; if a character 
  takes Field Surgery he does need to take First 
  Aid as a pre-requisite, as this skill is the same 
  except geared more towards stress based 
  situations and working under duress to get a 
  casualty stabilized as quickly as possible. 
   
  Impersonation (EMP/TECH) (2): Altering ones 
  appearance to assume an alternate identity of an 
  existing person. Since a living person exists in 
  the alternate identity, impersonation is, of course, 
  much harder than generic disguise. This skill 
  focuses on a single disguise, persona, and 
  knowledge that is used for the alternate identity. 
  Think of this as a "lite" version of the Special 
  Ability of Chameleon; you can fool the cops and 
  the average joe, but don't expect to be able to 
  actually perform any specialized activities like 
  you would with Chameleon. Think of it as being 
  like committing identity theft, except you also 
  make the effort to look and act like the person as 
  well. 
   
  Palmistry (EMP/PSY): The art of reading the 
  lines of the hand to gain information about an 
  individual and their future. 
   
  Recruiting (EMP/INT): The character is familliar 
  with the more effective means of approaching 
  individuals 
  and 
  presenting 
  proposals 
  for 
  employment, couched in terms most likely to 
  produce acceptance. Recruiting affects both the 
  quality and quantity of recruits who will respond 
  to a request for application. Recruiting can obtain 
  nonplayer character hirelings with skills suited for 
  specific tasks, while Leadership and Charismatic 
  Leadership tend to attract indiscriminately all 
  within the range of the character's personality, 
  skilled or otherwise.  
   
  Remote/WAD Weaponry (REF/INT) :  Just as 
  the piloting of remotes and WADs requires extra 
  thought that being on scene wouldn't require, so 
  too does the operation of weapons mounted on 
  such devices. This is not a weapon skill by itself, 
  however it is used to fire the weapons mounted 
  on a drone, or any remote operated weapon such 
  as a sentry gun. 
   
  Role 
  Play 
  (EMP/TECH): 
  Altering 
  ones 
  appearance to assume an alternate identiy; 
  impersonation is, of course, much harder than 
  generic disguise. This skill focuses on a single 
  disguise, persona, and knowledge that is used for 
  the alternate identity. Think of this as a "lite" 
  version of the Special Ability of Chameleon; you 
  can fool the cops and the average joe, but don't 
  expect to be able to actually perform any 
  specialized 
  activities 
  like 
  you 
  would 
  with 
  Chameleon. 
   
  Sailing (TECH or TECH/REF): How to operate 
  sail powered vessels, from personal scale 
  smacks and skiffs to large ocean going yachts 
  and ships; this is the science of using the wind to 
  generate speed, how to trim rigging, operate 
  winches, displace sail and so on. When sailing 
  with a crew, this skill operates under TECH. If 
  sailing alone, it operates as an average of TECH 
  and REF. 
   
  Sniper (INT/REF): The firing and operation of 
  high calibre sniping weapons. The Rifle skill can 
  also be used to operate sniper weapons (yes, 
  this is a change in the rules) at half it's normal 
  level (round up). The other advantage of the 
  Sniper skill is it's superior aiming ability through 
  the ability to determine range, adjust for wind 
  speed and direction, and read target movement 
  and activities to properly pick the shot. A 
  character can Aim (thereby gaining a +1 to strike) 
  as many times as he has levels in this skill (as 
  many as ten!, not limited to three, as usual) so 
  long as each Aiming period is at least 3 combat 
  rounds (10 seconds) in duration (eg. a character 
  with Sniper +6 could aim for 18 combat rounds, 3 
  minutes, to gain a +6 bonus to strike for aiming); 
  the Sniper skill requires the character to have 
  Rifle to at least +4, and may in turn be used to 
  operate normal rifles at half its level, round up. 
   
  Steward (EMP/INT) (2): The individual is 
  experienced and capable in the care and feeding 
  of passengers and guests. This represents a 
  general knowledge of cooking, personal care and 
  attention and other areas of experience which will 
  
  make passengers, guests, crew and employees 
  happy and content with their stay or passage. 
   
  Super Weapon (INT/TECH) (5): The one and 
  only skill for hacking into and firing Orbital 
  Weapons Systems at your friends, neighbors and 
  countrymen.  
  So, Joe has just managed to link-up with 
  a corporate funded Suborbital laser platform and 
  rather than destroy it by reprogramming the 
  telemetry for a "slightly" closer orbital path, he'd 
  rather use it on Fred's house.  
  Getting In: Most satellites have non-
  standard interfaces to prevent Average Joe 
  Netrunner from just stepping in and taking over. 
  Understanding even the basic language structure 
  of their command protocols is a major step in the 
  right direction.  
  (Int + SuperWeapons DIF 16) or (Int + 
  System Knowledge DIF 22) to come to terms with 
  the system. If the roll fails another can be made 
  in D6+1 minutes... if you are willing to stay on-line 
  that long, waiting for Netwatch. Some foreign 
  military 
  satellites 
  use 
  even 
  more 
  bizarre 
  encryption 
  and 
  interface 
  schemes, 
  often 
  increasing the difficulty by up to 5 points, if you 
  actually understand the language they are using 
  (Language: Czech at +5 anyone?).  
  Activating : Next you have to activate 
  the weapon systems on board. For military 
  systems this is a straightforward arming and 
  power-up sequence. For Civilian systems being 
  "adopted" to this purpose it involves activating 
  servos that are normally only used during critical 
  course correction and bypassing all the safety 
  interlocks. 
  (Tech + SuperWeapons DIF 15) for 
  Military units, Dif 20-35 for civilian satellites. Or 
  you can roll Electronic Security at +10 difficulty if 
  you don't have the right training.  
  Joe, stat (+9) + skill (+3) = 12, the Ref 
  assigns a Dif 15, Joe needs a 3. He roles a 6, no 
  problem. 
  Targeting: Now Joe now needs to target 
  the satellite weapon, pinpointing the location to 
  within a 1/2 mile radius, this takes an Int roll:  
  Joe, stat (+8) + skill (+3) = 11, the Ref 
  decides this will be quite difficult and assigns a 
  Dif 25. Fortunately, the weapon has a small vid-
  screen, allowing Joe to look for Fred`s house 
  visually, because of this Fred can add his 
  Awareness (+6) and Geography (+3).  
  So, stat (+8) + skill (+3) + skill (+6) + 
  skill (+3) = 20. Rolls a 6. Sorted.  
  In a flash of light everything with 1/2 
  square mile radius is vaporized with Fred`s 
  house at the epicenter (sorry Fred). Joe is quite 
  pleased, unaware that a fully-armed security 
  team are on their way...  
  Note: These are just the bare bones 
  rules. In a more advanced game the player(s) 
  might need to crack firing codes, bypass alarms 
  etc... So feel free to add upon what I`ve already 
  written.  
  Also, when it comes to your players 
  buying the Super Weapon skill, I only allow them 
  to begin with it at level 2. When it comes to 
  improving the skill, I would stop them at level 3/4. 
  This stops them becoming too good with a super-
  weapon, especially if it is totally within their 
  possession.  
  Game Masters have to be especially 
  careful to keep orbital weapons in the realm of 
  the netrunner wet dreams instead of routine 
  game play. One good hit could easily change the 
  course of a war (did I hear something about a hit 
  on the Arasaka HQ?). If your netrunners keep 
  trying these kind of stunts, remember the time lag 
  for DeepSpace netrunning or even Near Orbital 
  uplinks - giving the SysOp and CPU plenty of 
  time to trash most runners. I actually recommend 
  including this skill in a chip for players for a single 
  major plot gimmick (or Plot Voucher as they say) 
  along with the players needing to collect the 
  uplink data for the satellite in question and it's 
  actual location so they can aim another satellite's 
  commo rig at it ("what do you mean we have to 
  do a hit and run at the local ESA HQ to get the 
  telemetry data for the satellite?!").  
   
  Tarot Lore (EMP/PSY): The character knows the 
  meanings of tarot cards and can conduct a 
  reading. 
   
  Voodoo Divination (EMP/PSY): The character 
  knows how to conduct a voodoo style divination 
  rite. 
   
   
   
   
  
SOURCE: textdata/thevault/Cyberpunk/Cyberpunk 2020/Cyberpunk 2020 - Master Skill Guide.pdf