CYBERPUNK SKILLS v3.6

By Mateusz Krepicz, Copyright 1998, All Rights Reserved

This skill listing is intended as an all-encompassing directory of various skills defined in such a way as to make the skills evenly weighed and to make it difficult to become an instant killing machine. The combat skills are intentionally fragmented to make it difficult to advance quickly (as opposed to broad skills such as Firearms). The Difficulty modifies the number of experience points (karma) needed to learn that skill. Difficult (D) skills cost 3 x Desired Rating, Normal (N) skills 2 x Desired Rating, and Easy (E) skills cost 1 x Desired Rating. Attributes used in this listing are as follows:

ATTRIBUTES

If a player does not have a specific skill but has a related skill, he may attempt the skill roll at a +2 Difficulty. Example: Bishop has Pistols, but wants to use a SMuG; his difficulty is increased by +2. Forensics defaults to Alertness, Surgery to First Aid, Pilot Aircraft to Driving. This is rather generous and can be optional, if so desired by the GM.

MOST USEFUL

NAME

NOTES

ATTR

DIFF

Alertness

initiative, detect ambush, search room

per

N

Athletics

jump, climb, lift, sports

sta

N

Appraisal

evaluate item’s worth

per

N

Carousing

drinking, stories, fun

cha

N

Cultures

proper customs in foreign lands

cha

N

Demolitions

incl safe-cracking, sabotage

int

N

Etiquette

good manners

cha

N

Escapology

handcuffs, contortion, knots

dex

N

Forgery

documents, seals, money

dex

N

Forensics

ballistics, searching, clues

per

N

First Aid

only stabilizes

dex

E

Gunsmith

ammo, attachments

dex

N

Interrogation

interview, drugs, torture

man

N

Impersonation

disguise + acting

cha

N

Intimidation

scare people

str

E

Matrix

net lore, contacts

cha

N

Locksmith

old-fashioned only

dex

N

Persuasion

oratory, writing, leadership

cha

N

Politics

intrigues, diplomacy

man

N

Style

flair, jest, wit, humour

cha

N

Security

surveillance, sensors

dex

N

Stealth

city, wilderness, camouflage

agi

N

Streetwise

fencing, underworld

man

N

Survival

forage, fire, shelter

per

N

Subterfuge

lie, bluff, blather, bribe

man

N

Seduction

uses charisma & appearance

*

N

Shadow/Track

outdoor and urban

per

N

Stealing

palming, pick pocket

spd

N

Traps

tripwires, deadfalls, etc

dex

N

 

 

LESS USEFUL

Aerial Combat

dogfighting,weaponry

spd

D

Acrobatics

 

agi

N

Arts

paint, draw, sculpt

ess

N

Dancing

 

agi

N

Divination

tarot, entrails, ball, etc

soul

N

Gaming

incl gambling

luck

N

Handyman

plumbing, heating, appliances

dex

E

Healer

ancient medicine, herbs

soul

N

Meditation

peace & rest

soul

N

Mountaineering

incl cliffs, caves, walls

sta

N

Music

instruments & composition

soul

N

Negotiation

haggle, barter, arbitrate

man

N

Navigation

city streets, orienteering

per

N

Singing

 

ess

N

Surgery

high risk, needs gear

dex

D

Swimming

incl scuba

str

E

Teaching

instruction

cha

N

 

KNOWLEDGES

Aerospace

space and aircraft

int

D

Architecture

incl civil engineering

int

N

Archaeology

ruins, artifacts

int

N

Anthropology

customs, rituals

int

N

Astronomy

requires astrophysics

int

N

Biology

botany + zoology

int

N

Business

management, economics

int

N

Chemistry

incl poisons

int

N

Cybernetics

implants, prosthetics

int

D

Communications

comsats, networks, places

int

N

Computers

programs, hacking

int

D

Cryptography

scrambling, codes

int

N

Electrics

electrical engineering

int

N

Finance

accounting, stocks

int

N

Genetics

design, synthesis, tecto

int

D

Geology

incl metallurgy

int

N

Geography

incl cartography

int

N

History

 

int

N

Mathematics

 

int

N

Mechanics

mechanical engineering

int

N

Nanotech

 

int

N

Languages

normal, ancient,secret

int

N

Law

incl loopholes

int

D

Literature

incl creative writing

int

N

Philosophy

logic, aesthetics,ethics

int

N

Photonics

gadgets, circuitry

int

N

Physics

 

int

N

Psychology

 

int

N

Pathology

diseases, toxins, illness

int

N

Research

indexing, cross-ref, library use

int

N

Religion

incl rituals et al

int

N

Robotics

incl power armour

int

D

Tactics

strategy & small unit bonus

int

N

 

 

TRANSPORT

Driving

cars and motorcycles

spd

E

Pilot Aircraft

incl spinner

spd

N

Pilot Rotorcraft

 

spd

N

Pilot Seaship

 

spd

N

Pilot Submersible

 

spd

N

Pilot Vector

incl hovercraft

spd

N

Pilot Spaceship

 

spd

D

Riding

horse, camel, llama

dex

E

Riding, Aquatic

eg: hippocampus

dex

N

Riding, Aerial

eg: pegasus

dex

N

Riding, Insect

eg: beetle

dex

D

 

MAGICK

Alchemy

fluids & substances

soul

D

Awareness

magicians only

per

N

Cosmology

magical places

soul

D

Empathy

deduce emotions

soul

N

Enchanting

magical items

soul

D

Enigmas

puzzles, riddles

int

N

Monster Lore

magical entities

int

D

Occult

cults, weird stuff

int

D

Symbology

signs, runes, patterns

int

N

 

 

ANCIENT WEAPONS

Archery

bows, crossbows

per

N

Axes

hatchet, thrown

str

N

Swords

long blades, katana

agi

N

Knives

knives, short sword

agi

N

Fencing

rapier, saber, foil

spd

N

Chains

incl nunchaku, morning star

agi

N

Blunt

staff, club, mace

str

E

Spears

thrown & wielded

str

E

Polearms

halberd et al

str

D

Thrown

knife, shuriken, grenade

agi

N

Exotic

trident, sai, net, garrote

agi

D

MODERN WEAPONS

Pistols

 

dex

E

Shotguns

 

dex

N

Rifles

 

dex

N

SMuGs

 

dex

N

Machineguns

 

dex

N

Missiles

 

dex

N

Energy

 

dex

D

UNARMED COMBAT

Streetfighting

dirty tricks

spd

N

Wrestling

grappling-range only

str

N

Boxing

fist range only

agi

N

Martial Arts

x2 versus non-artists

agi

D

 

 

 

CRAFTS

Agriculture

 

sta

N

Armorer

 

str

N

Bowyer/Fletcher

 

dex

N

Blacksmithing

 

str

N

Brewing

incl vintner

int

E

Carpentry

 

str

N

Cooking

 

dex

E

Fishing

 

luck

E

Hunting

incl snares

per

N

Jeweler

 

dex

N

Leatherwork

 

dex

N

Pottery

 

dex

E

Mining

incl drilling

str

E

Stonemasonry

 

str

N

Weaponer

ancient weapons

dex

N

Weaving

sewing

dex

E

 

MISCELLANEOUS

Animal Training

incl. falconry

soul

N

Acrobatics

 

agi

N

Blind-fighting

limits other fighting skills

per

N

Fire-tricks

 

sta

N

Hypnotism

 

cha

E

Juggling

 

spd

E

Mimicry

incl ventriloquism

per

D

Rope Tricks

incl knots

dex

E




Detailed Notes:

There are no 'skills' for such things as bending bars, smashing down doors, or resisting poisons. You cannot learn such things in real life. Simply double the character's Strength or Toughness for such rolls.

Alertness - an absolutely necessary skill because it determines initiative and reaction time in crisis situations as well as the ability to detect ambushes. It is also the default skill if a character wants to search a room but doesn't have forensics.

Research - deals with finding specific things in large stores of information, whether it be a giant online database or a village library. Hackers require this skill to properly (and quickly) search databanks.

Tactics - deals with small-unit tactics. If a team of 3-12 combatants outlines a plan and follows it precisely, they get to roll Tactics + Intelligence versus the other guys. The winning group receives a +1 bonus to strike. Remember, there has to be a plan, and each combatant must fulfill his plan obligations; if anyone deviates fromt the plan, the entire team forfeits the bonus.

Computers - deals only with software and programming. Photonics covers all hardware.

Photonics - is the future equivalent of electronics. It is based on photonic (light-based) quantum circuits, and is much harder to handle because of its micro-miniaturisation and unstable state.

Style - deals with first impressions. Upon first meeting a person, each player must roll an opposed Style + Appearance test. The results will determine that person's future reactions to your character: Botch - instant hatred; Failure - dislike (-2 dice on all social rolls involving that person); 1 success - apathy (-1 dice); 2 successes - like (no modifiers); 3 successes - pleasant (+1 dice), and so on.

Etiquette/Streetwise/Cultures/Matrix - deals with social interactions in various strata of society. Every character must have at least one of these social skills (pathological hermits excepted). Etiquette involves middle-class/upper-class/corporate society; Streetwise involves street/lowlife/criminal society; Cultures involves primitive societies (tribes, nomads, pygmies, etc.); Matrix involves cyberspace society (hacker culture).

Communications - involves not only the ability to use specialized sensor/comm equipment such as lasers, tight-beam radios, sonar, radar, and microwaves, but also the ability to navigate the global communications networks and search for transmissions. See the cyberspace section for more details.

Awareness - is a magical 'second-sight' that allows one to sense auras, detect the presence of magic, and peek momentarily into astral space.

Martial Arts - any martial artist fighting a non-martial-artist gets to double his skill versus that opponent. This takes into account the fact that martial arts is far superior to other hand-to-hand techniques such as wrestling or boxing.

Blind Fighting - a character's combat skills cannot be higher than the rating of this skill when in total darkness (without cyber-enhancements, of course).

Cultures vs Anthropology - what's the difference? Anthropology is an intellectual understanding of a foreign society; Cultures is an intuitive first-hand knowledge of local customs and proper behaviour. War correspondents would have Cultures; university professors would have Anthropology.