Skills (Fate)
Astral Manipulation
Shadowrun Skills Covered:
- Assensing (Magical)
- Astral Combat (Magical)
Acrobatics
Shadowrun Skills Covered:
- Diving (Physical)
- Escape Artist (Physical)
- Free-Fall (Physical)
- Gymnastics (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)
- Disguise (Physical)
- Impersonation (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)
- Exotic Ranged Weapons (Combat)
- Forgery (Technical)
- Gunnery (Vehicle)
- Heavy Weapons (Combat)
- 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.
Educated
Select four additional areas of knowledge.
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:
- Etiquette (Social)
- Instruction (Social)
- 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)
Stealth
Shadowrun Skills Covered:
- Sneaking (Physical)