Armed Combat
Use of hand-held melee weapons — anything from a katana to a riot stick.
- Edged Weapons
- Pole Arms / Staff
- Whips / Flails
- Clubs
Every skill in the SR2 core book, with linked attribute, short description, and common concentrations. Source: Shadowrun, Second Edition, Skills chapter (pp. 68–77).
Each skill defaults to a primary linked attribute (shown as a coloured badge). At chargen no general skill can exceed Rating 6 unless you take a Concentration (+1 to one subset, −1 to the general) or Specialization (+2 to one specific item, −2 to the general). Skills marked B/R have a separate Build & Repair counterpart that uses the same Rating for building and fixing the gear.
Use of hand-held melee weapons — anything from a katana to a riot stick.
Martial arts and unarmed striking, holds, throws. Required for Killing Hands adept power.
All small-arms from holdouts to LMGs. The street samurai's bread and butter.
Heavy weapons mounted on tripods, vehicles, or fixed emplacements.
+ Indirect Fire from Rigger 2 (FASA7906) p. 14 (rules p. 59–60) — arcing or guided shots at unseen targets, e.g. lofted missiles or over-the-horizon rockets.
Muscle-powered ranged weapons — bows, crossbows. Silent and magical-immune.
Anything you hurl by hand — grenades, throwing knives, shuriken.
Preparing, placing, and setting commercial and plastic explosives.
General physical training — running, climbing, jumping, swimming.
Sneaking, hiding, shadowing, ambushing. Each Concentration is by environment.
+ Vehicle Stealth from Rigger 2 (FASA7906) p. 14 — used by riggers slipping a vehicle past observation or pursuit.
Wriggling out of ropes, cuffs, jackets, and other physical restraints. Target number scales with the restraint type — from ropes (easy) up to high-security containment manacles (hard).
Source: Awakenings (FASA7120), p. 114. Tagged "(NEW SKILL)" in the supplement.
Control of magical energy through spells — the casting itself, including drain.
+ Forensic Magic / Sample Gathering from Grimoire 2e (FASA7903) p. 35 — pulling a magical signature off old tissue or blood for ritual sorcery.
Summoning, controlling, and banishing spirits. Hermetics call elementals; shamans call nature spirits.
The crafting side of magic — sourcing materials, refining arcana, and building foci. Talismongering can even be practised by mundanes; the deeper concentrations require a Magic Rating.
Source: Grimoire 2e (FASA7903), p. 26 (Talismongering / Artificing), p. 28 (Alchemy). Linked attribute shown is the conventional one — verify against your edition of Grimoire 2e if it matters at the table.
First aid, basic field medicine, implant maintenance. Indispensable on a team.
Computer tech and programming. Absolutely required to jack into cyberspace as a decker.
Comm gear, surveillance, maglocks, electronic warfare. Sister skill to Computer.
+ Control Systems from Rigger 2 (FASA7906) p. 14 — remote-control rig gear and the hardware that routes a rigger's commands to drones / vehicles.
Knowing how to behave in a given subculture. Special: always purchased with at least one Concentration.
Extracting information from the unwilling — verbal pressure, or machine-aided readings.
Inspiring, coordinating, and commanding others by example or rank.
Talking your way through a deal. The Face's signature skill at the Mr. Johnson meet.
Teaching others. Rolled when training a teammate in a skill or running them through Attribute improvement. On Companion's revised Skill Web it sits alongside Leadership, Interrogation, Negotiation, and Etiquette.
Source: Companion — Beyond the Shadows (FASA7905), p. 47 (rules pp. 51–53).
Motorcycles, motortrikes, sidecar rigs.
Motor vehicles with four or more wheels. Riggers use this often.
All hover vehicles, regardless of size.
Any motorized watercraft.
Sail-powered watercraft.
Fixed and tilt-rotor aircraft (helicopters, tiltrotors).
Fixed- or swing-wing aircraft — gliders, prop planes, jets.
Aircraft using vectored thrust for lift — military VTOL, LAV craft.
Natural sciences — also paranormal life via the para-prefixed concentrations.
Theoretical foundation of computer architecture. Backstops the Computer Active Skill.
Design of implants and cybernetic control technology. Pairs with Biotech.
General theory of how magic works. Used for designing new spells.
Combat doctrine, force composition, military history.
+ Vehicle Tactics from Rigger 2 (FASA7906) p. 14 (rules p. 67) — specialization under Tactics for coordinated multi-vehicle / multi-drone maneuvers, especially with a BattleTac IVIS link.
Engineering and the hard sciences.
Behavioural science — analytic, predictive, profile-oriented.
Historical and observational study of human (and metahuman) societies.
Each language is a Specialization of the general skill of languages. Native language is free at Intelligence + 2 (may exceed 6). Street-Lifestyle characters get a local dialect (e.g. City Speak, Tunnel Talk) free at Intelligence ÷ 2. Additional languages cost normal Skill Points. Modified rating < 1? You can stumble out a sentence but not be fluent.
A catch-all: hobbies, interests, artistic endeavours, niche street talents. Gamemaster approves the skill and assigns the linked attribute. Be creative — a starting Tattoo Artistry, Mahjong, Surveillance Photography, or Brewing is all fair game.
Each "B/R" tag in this index marks an Active Skill with a corresponding Build & Repair counterpart that uses the same rating for designing, fabricating, and fixing the relevant gear. Buying a Concentration of B/R targets a type of equipment (e.g. Armed Combat B/R: Edged Weapons). If no B/R exists for a skill, defaulting needs theoretical knowledge — someone provides a blueprint, or you roll against the related Knowledge skill.
Source: SR2 core, p. 68–69 — "The Skill Web." Use this when your character lacks the skill the GM is calling for.
If you lack a skill, you can default through the Skill Web to either a related skill you do have, or to the skill's linked Attribute. Trace the shortest path from your starting node to the target node. Each circle passed on that path adds +2 to the target number.
Paths follow the direction of the arrows in the diagram on SR2 p. 69 — if the arrows point against your trace, that path is blocked. Some skills simply do not connect to others.
Hover any node to highlight its direct neighbours. Click a skill, then click another to trace the shortest defaulting path between them — penalty appears below. Click empty space to reset.
Edge weights here are approximations: skill→attribute = 1 circle, attribute→adjacent attribute = 2 circles. The displayed TN penalty is computed as 2 × circles per the SR2 rule. For canonical dot counts on a tricky default, consult the diagram in SR2 p. 69.
Often the shortest path. Example: Sorcery ⇄ Conjuring (both Willpower, both magical). Typically a handful of circles → modest TN bump.
Both attached to the same Attribute, but spread across the cluster. Example: Sorcery ⇄ Military Theory. Path runs through more dots; cheaper to default to Willpower directly.
Going from one Attribute's cluster to another's typically crosses the web's spine. Usually faster to default to your own linked Attribute and accept the penalty than to chase a related skill on a foreign hub.
No related skill, or none nearby? Drop straight to the linked Attribute. Pay +2 per circle between the skill node and the Attribute hub on the diagram.
If an arrow on the web points against your trace direction, the route is closed. Try a different one or accept defaulting to Attribute instead.
A handful of skills simply don't connect to others (and some don't connect to certain Attributes). If yours doesn't, defaulting isn't an option — the GM may rule a flat "no" or allow a Karma-based fudge.
To count exact circles for a given default during play, consult the diagram in Shadowrun, Second Edition, p. 69. The structure above lists which skills cluster under which Attribute; the book's diagram is the authority on exact distances.
The index above merges SR2 core (pp. 68–77) with skill / concentration additions from six 2e supplements. Each non-core addition carries a coloured source pill: AWK Awakenings, GRIM Grimoire 2e, COMP Companion, RIG2 Rigger 2.