Skills

Skills are trained competencies. Each skill describes what it covers, which stat it uses, and what situations it applies to. When you roll, it’s always 2d10 + Stat + Skill vs TN.

Mind Skills

Tech — Repair, modify, and understand technology. Fix a jammed weapon, bypass a security panel, diagnose a cyberware malfunction.
Medicine — Treat wounds, diagnose illness, perform surgery. Higher ranks allow cyberware installation.
Investigation — Find clues, analyze evidence, connect patterns. The skill that turns scattered data into actionable intelligence.
Hacking — Attack and defend in the Mesh. Required for datarunning. Used with Mind for all digital operations.
Science — Chemistry, biology, physics, engineering. Identify substances, understand nanite behavior, calculate structural weaknesses.
Tactics — Read a battlefield, plan an operation, predict enemy movements. Can be used to give allies bonus actions in combat.

Body Skills

Athletics — Run, climb, swim, jump. Physical performance under pressure.
Stealth — Move unseen, hide, tail someone without being noticed. Opposed by Perception.
Melee — Fight with fists, blades, clubs, and improvised weapons. Covers all close-range combat.
Ranged — Shoot firearms, throw grenades, use ranged weapons. Covers all distance combat.
Endurance — Resist poison, survive environmental hazards, stay conscious when wounded. The skill that keeps you alive when everything else fails.
Driving — Operate vehicles: ground cars, boats, aircraft. Includes pursuit and evasion.

Soul Skills

Persuasion — Convince, negotiate, inspire. Change minds through honest appeal.
Deception — Lie, bluff, misdirect. Change minds through dishonest appeal.
Intimidation — Threaten, coerce, dominate. Change behavior through fear.
Empathy — Read emotional states, detect lies, understand motives. The skill that tells you what someone really wants.
Streetwise — Navigate the underground economy. Find black market goods, read faction politics, know who to talk to and who to avoid.
Performance — Entertain, distract, create cover. Includes musical performance, acting, and the kind of spectacle that draws attention away from what your team is doing.

Book Expansion: The Core Rulebook includes expanded skill descriptions with example TNs for common tasks, advanced skill uses at higher ranks, and interaction rules between skills (like using Tactics to set up an ally’s Stealth roll).

Continue Exploring

Rules: How to Play — How skills fit into the core roll
Rules: Combat — Melee and Ranged in action
Play: Build Your First Operative — Choose your skills
Play: Quickbuilds — See skills in context