NULL_POINT() // SYSTEM REFERENCE // SKILLS v0.4
Active Skills
Six categories. Scale 1–6. Point budgets set by lifepath.
The broad skill category. Your rating applies here. Using outside chosen Focus costs −2 dice compression.
A directed area within the General. 2 free Focus slots per skill at creation. No compression when acting within Focus.
Specific refinement within a Focus. Grants +1 die when applicable. 1 free Spec per skill at creation.
Combat
Violence, threat, and the body as a weapon or a shield
All projectile weapons fired through a trigger mechanism. The broadest combat skill — nearly every runner carries something. Focus determines what they're actually good with; grip, reload pattern, and recoil profile are muscle memory, not general knowledge.
Any firearm — −2 dice outside chosen Focus
Favored sidearm model — suppressed fire — shooting from cover — hip-fire at range — dual wield — moving targets
Everything within arm's reach — strikes, holds, takedowns, improvised weapon use. Physique governs power-based approaches; Reflex governs speed and technique. The GM calls which applies based on how the action is described.
Any melee engagement — −2 dice outside chosen Focus
Disarming — chokeholds — fighting in confined spaces — specific martial style — fighting while moving — protecting another
Non-firearm projectile weapons — anything launched by physical technique rather than a trigger pull. The mechanics of draw, aim, and release are fundamentally different from Firearms; cross-training doesn't transfer automatically.
Any non-firearm projectile — −2 dice outside chosen Focus
Armor-piercing loads — snap-shots at short range — specific weapon model — blind or low-light throws — suppressed crossbow
Crew-served weapons, vehicle-mounted systems, and anything requiring setup, targeting calculation, or a team to operate. Physique governs physical operation; Logic governs targeting and fire management. Untrained attempts produce results no one wants to be near.
Any heavy weapons platform — −2 dice outside chosen Focus
Anti-vehicle targeting — suppression patterns — fast setup — specific platform — firing from partial cover
Active avoidance — getting out of the way, deflecting, using cover, and protecting others. Distinct from Physique's passive wound absorption; Defense is the decision to not be where the attack lands. Intuition may substitute when anticipating an attack before it's fully committed.
Any active avoidance — −2 dice outside chosen Focus
Fighting retreat — protecting a specific person — evasion in confined spaces — vehicle evasion — static defensive position
The precise application of explosive force — setting charges, timing detonation, calculating structural weak points, and disposing of ordnance left by others. Untrained use is as dangerous to the user as to the target. Also covers recognition and disarmament of existing devices.
Any explosive application — untrained use is actively dangerous
Silent breach — timer precision — salvaged materials — anti-tamper triggers — working blind or in low-visibility
Physical
Movement, concealment, and the body doing things that are not violence
The full range of physical activity that isn't combat. Physique governs power applications — climbing, swimming against current, carrying load. Reflex governs agility and speed — sprinting, parkour, balance. One of the most-rolled skills whenever a run goes sideways.
Any physical exertion — −2 dice outside chosen Focus
Moving while armored — rooftop running specifically — recovery from falls — zero-g movement — swimming in gear
Moving without being detected and staying undetected once in place. Reflex governs physical concealment quality; Intuition governs when and where to move — reading patrol patterns, anticipating sweeps, knowing when stillness beats motion. Often contested against Perception.
Any covert movement or concealment — −2 dice outside chosen Focus
Armed and silent — moving a group without detection — specific environment — thermal or acoustic evasion — long-duration holds
Operating vehicles under conditions that require actual skill — pursuit, evasion, precise maneuvering, and keeping something moving after it's been damaged. Most people can drive. Focus is what separates handling from survival.
Any vehicle in demanding conditions — −2 dice outside chosen Focus
Specific vehicle model — pursuit driving — evasion patterns — operating without instruments — combat maneuvering
Technical
Systems, hardware, and the knowledge to take things apart or keep them running
Physical electronic systems — hardware you can touch, modify, bypass, or break. Where Hacking handles what runs on top of systems, Electronics handles the layer underneath. Security hardware, comm equipment, cyberware maintenance, and improvised devices all live here.
Any physical electronic system — −2 dice outside chosen Focus
Bypass without traces — field repair under fire — specific corp hardware line — low-power or degraded environments
Software intrusion, system manipulation, and navigating hostile Net architecture. Where Electronics handles the physical layer, Hacking handles what runs on top of it. Untrained attempts produce noise that competent ICE notices immediately.
Any software manipulation — −2 dice outside chosen Focus
Silent entry — corp architecture familiarity — credential theft — data forgery — rapid in-and-out operations
Keeping people alive and functional — trauma care, surgery, pharmaceuticals, and the intersection of biology and cyberware. In The Sprawl, a good medic knows as much about chrome rejection as gunshot wounds. Basic first aid is open; anything more requires training.
Any medical intervention — basic first aid open, advanced care locked
Combat medicine under fire — black market compounds — cyberware removal — synthetic biology — forensic analysis
Building, modifying, and understanding mechanical and structural systems. The breadth is wide enough that Focus is essential — a mechanical engineer and a structural engineer share the General skill and little else. At its core: understanding how things are built well enough to make or unmake them.
Any mechanical or structural system — −2 dice outside chosen Focus
Rapid field modification — specific vehicle platform — armorer work — salvage fabrication — structural weak point exploitation
Net
The digital layer — navigation, intrusion, and the Static that runs beneath everything
Moving through the Net — navigating node architecture, reading data weather, orienting in hostile or unfamiliar topologies. The foundational Net skill; without it, a decker or Technomancer is blind in the digital layer. Intuition governs instinctive navigation; Logic governs methodical mapping and path planning.
Any Net navigation — −2 dice outside chosen Focus
Corp subnet layouts — hostile ICE topologies — low-signal dead zones — black site architecture — rapid re-orientation after disruption
Forced entry into protected Net systems — breaking past ICE, defeating authentication, navigating countermeasures deployed in depth. Where Hacking handles software broadly, Intrusion is specifically the art of getting through defenses built to stop people like you.
Any defensive Net bypass — −2 dice outside chosen Focus
Specific ICE family — cold-entry without triggering alerts — simultaneous multi-node — legacy system vulnerabilities
The learned discipline of channeling the Static deliberately rather than simply reacting to it. Pairs with Intuition for Technoshamans, Logic for TechMages. Without Signal, a Technomancer's Sensitivity is passive and uncontrolled; Signal is what makes it a tool rather than a condition.
Any Static effect — −2 dice outside chosen Focus
Specific effect (e.g. Bind) — Idol-aligned environments — casting while damaged — buffer recovery under fire — silent casting
Social
In The Sprawl, everyone is performing — skill is the only differentiator
Reaching agreements and making the other party feel they came out ahead. Not manipulation — that's Deception. Negotiation is the legitimate exchange of value, real or perceived, between parties who both want something. Every run starts and ends at a table; this pays for itself.
Any negotiated outcome — −2 dice outside chosen Focus
Leverage play — reading counteroffers — specific faction culture — negotiating from weakness — distress negotiation
Producing compliance through fear — physical presence, implied threat, or the quiet certainty the alternative is worse. Physique governs physical menace; Intuition governs psychological pressure and knowing which nerve to press. Doesn't require violence. Often works better without it. Contested by target's Grit.
Any fear-based compliance — −2 dice outside chosen Focus
One-on-one versus crowds — silent intimidation — specific social tier — working with a partner — remote or mediated threat
Creating false impressions that hold under scrutiny. Not just lying — it's the full architecture of misdirection, cover identity, and impersonation. Intuition governs reading what the target needs to believe; Logic can substitute for technical bluffing. Contested by target's Intuition.
Any deliberate false impression — −2 dice outside chosen Focus
Corp persona — technical bluffing — recovering a blown cover — deceiving high-Intuition targets — group deception
Reading and navigating the unwritten social architecture of The Sprawl — who runs what block, how to ask for something without getting robbed for asking, where information flows, and how to present yourself in environments where the wrong word ends the conversation permanently.
Any street-level social navigation — −2 dice outside chosen Focus
Specific district — specific faction — finding people who don't want to be found — operating credibly as an outsider
Deliberate social presentation for an audience — one person across a table or a crowd. Distinct from Deception, which is about false content; Performance is control of delivery, presence, and impact. Sometimes the truest thing you can do is perform it.
Any deliberate social presentation — −2 dice outside chosen Focus
Corporate presentation — street-level credibility — media appearance — specific instrument — improvised performance
Support
The skills that keep everyone else functional and the run from falling apart
Active observation — using the senses deliberately to find what isn't meant to be found. Distinct from the passive awareness Intuition provides; Perception is the skill of looking for something specific, scanning methodically, or maintaining surveillance over time. Often contested against Stealth.
Any active observation — −2 dice outside chosen Focus
Spotting ambushes — reading micro-expressions — drone-assisted overwatch — low-light environments — countersurveillance detection
Transferring knowledge and capability to others effectively. Intuition governs reading what the learner needs and meeting them there; Logic governs structured instruction. Limited in-run application but significant in downtime — characters with Teaching can accelerate skill growth in others.
Any knowledge transfer — −2 dice outside chosen Focus
Fast-tracking under pressure — specific skill domain — teaching non-native speakers — remote instruction — trauma-affected learners
Staying alive in unmanaged environments — industrial waste zones, collapsed infrastructure districts, The Barrens, or anything outside corp-maintained perimeters. Covers shelter, resource identification, off-grid navigation, and the specific hazards of The Sprawl's broken outer zones.
Any unmanaged environment — −2 dice outside chosen Focus
Specific district — contaminated zone protocols — extended solo operation — moving a group — evading pursuit in wasteland
Planning, coordination, and movement of people and things through complex systems. Supply acquisition, escape routing, safe house management, and keeping a crew's operational needs met across a run. The skill nobody notices until it's absent. Logic governs systemic planning; Intuition governs whether a plan holds under real conditions.
Any operational coordination — −2 dice outside chosen Focus
Last-minute improvisation — corp supply chain exploitation — crew resupply mid-run — operating across faction lines