Skills (Fate)

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Astral Manipulation

Shadowrun Skills Covered:

  • Assensing (Magical)
  • Astral Combat (Magical)

Acrobatics

Shadowrun Skills Covered:

  • Diving (Physical)
  • Escape Artist (Physical)
  • Free-Fall (Physical)
  • Gymnastics (Physical)
  • Sneaking (Physical)

Athletics

Shadowrun Skills Covered:

  • Running (Physical)
  • Swimming (Physical)
  • Throwing Weapons (Combat)

Cool

Conjuring

Shadowrun Skills Covered:

  • Banishing (Magical)
  • Binding (Magical)
  • Summoning (Magical)

Contacts

Deception

Shadowrun Skills Covered:

  • Con (Social)

Decking

Shadowrun Skills Covered:

  • Computer (Technical)
  • Cybercombat (Technical)
  • Hacking (Technical)
  • Software (Technical)

Electronics

Shadowrun Skills Covered:

  • Cybertechnology (Technical)
  • Electronic Warfare (Technical)
  • Hardware (Technical)

Empathy

Enchanting

Shadowrun Skills Covered:

  • Alchemy (Magical)
  • Arcana (Magical)
  • Artificing (Magical)
  • Disenchanting (Magical)
  • Ritual Spellcasting (Magical)

Exotic

Shadowrun Skills Covered:

  • Animal Handling (Technical)
  • Archery (Combat)
  • Demolitions (Technical)
  • Disguise (Physical)
  • Etiquette (Social)
  • Exotic Ranged Weapons (Combat)
  • Forgery (Technical)
  • Gunnery (Vehicle)
  • Heavy Weapons (Combat)
  • Impersonation (Social)
  • Instruction (Social)
  • Locksmith (Technical)
  • Palming (Physical)
  • Performance (Social)
  • Pilot Aerospace (Vehicle)
  • Pilot Aircraft (Vehicle)
  • Pilot Exotic Vehicle (Vehicle)
  • Pilot Ground Craft (Vehicle)
  • Pilot Walker (Vehicle)
  • Pilot Watercraft (Vehicle)

An exotic type of training must be specified at the time the skill is taken, and ranked as a skill independently for different types of exotic training. Exotic training has scope comparable to the Shadowrun skills listed above, with the exception of the already-"exotic" skills.

Examples: interplanetary spacecraft, monofilament whip, trid capture

Fight

Shadowrun Skills Covered:

  • Blades (Combat)
  • Clubs (Combat)
  • Unarmed Combat (Combat)

Knowledge

Shadowrun Skills Covered:

  • Chemistry (Technical)
  • Navigation (Technical)
  • Survival (Physical)

With each rank taken, name two areas of expertise to which the Knowledge skill can be applied.

Machinery

Shadowrun Skills Covered:

  • Aeronautics Mechanic (Technical)
  • Armorer (Technical)
  • Automotive Mechanic (Technical)
  • Industrial Mechanic (Technical)
  • Nautical Mechanic (Technical)

Notice

Shadowrun Skills Covered:

  • Perception (Physical)
  • Tracking (Physical)

Organics

Shadowrun Skills Covered:

  • Biotechnology (Technical)
  • First Aid (Technical)
  • Medicine (Technical)

Provocation

Shadowrun Skills Covered:

  • Intimidation (Social)

Rapport

Shadowrun Skills Covered:

  • Leadership (Social)
  • Negotiation (Social)

Resonance

Shadowrun Skills Covered:

  • Compiling (Resonance)
  • Decompiling (Resonance)
  • Registering (Resonance)

Technomancers use the Resonance skill in place of where deckers use the Decking skill.

Resources

Shoot

Shadowrun Skills Covered:

  • Automatics (Combat)
  • Longarms (Combat)
  • Pistols (Combat)

Sorcery

  • Counterspelling (Magical)
  • Spellcasting (Magical)

Toughness