Wednesday, August 3, 2011

Shadowrun Project: Skill List

I have attempted to cobble together a skill list from Shadowrun 2nd edition and Stars Without Number. Both have skills that are irrelevant in the other game, or simply not covered. For the sake of completion, I have omitted skills that I don't think are really necessary in Shadowrun. If you really think your Ork Street Sammy needs History or Artist, by all means, please take it. I have also redone the way Combat skills work, category-wise, to better match up with SR 2.

Okay, skills:
Athletics
Bureaucracy
Business
Combat/Firearms
Combat/Gunnery (Vehicle mounted and heavy weapons)
Combat/Projectile (Bows and crossbows)
Combat/Throwing (Grenades and hand hurled weapons)
Combat/Armed (Melee)
Combat/Unarmed (Plus weapons such as shock gloves, brass knuckles, etc.)
Computer
Culture/Street
Culture/Corporate
Culture/Matrix
Culture/Tribal
Culture/Runner (This is the equivalent of Culture/Traveller in SWN)
Culture/Magical
Culture/Race (Ork, Elf, etc.)
Culture/Neighborhood (Redmond Barrens, etc.)
Language
Leadership
Magic/Conjuring*
Magic/Sorcery*
Perception
Persuade
Profession
Science
Security
Stealth
Survival
Tactics
Tech/Electronics
Tech/Medical (covers biotech)
Tech/Cybertech
Tech/Demolitions
Vehicle/Ground
Vehicle/Water
Vehicle/Air

*After an initial draft, I've decided that the Magic skills serve two purposes: First, they serve as "lore" skills to show what the magician knows about these given subjects, and they also add to the Magician's saving throw vs. drain. (Originally Kevin Crawford suggested that mages add their experience level, but I think I will go with this instead.)

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