Skills

(This page is meant to list the various skills usable in CYBERPUNK. For information on how to purchase and improve skills, click here.)

Skills are what a CYBERPUNK character uses when they want to accomplish a goal - be it hacking into a corp's mainframe or shooting down its security. Each Attribute has different skills associated with it, though some can overlap.

Sometimes, different Attributes can have the same skills (for example, Melee can use either Might or Agility, and Intimidate can use either Might or Charm). If you want to use a skill like this, you have to choose which Attribute it will use. You cannot use that skill with any other Attribute. In addition, some Skills can do the same thing (like how both Athletics and Acrobatics have the Climb and Jump specialites). You do not have to choose one or the other in this case, but you only gain the benefit of one when making the attempt.

Listed below are some examples for the various skills you might use; please note that this list is not complete; if you can come up with something else to use, feel free to consult your GM.

LOGIC
1 CRAFTING SKILL: Crafting skills allow you to make your own items. To do this, you have to do two things - succeed on the skill roll, and buy the materials. The material cost is equal to half of the item's cost, rounded up. The difficulty of the roll is equal to the cost of the item multiplied by 5.

2 LANGUAGE: Language is not actually its own skill - each language is a skill on its own (so, it is possible to have 3d English, 5d Japanese, etc). You start the game with one "Native" language, meaning you don't have to roll to use it. When using skills that rely on verbal communication, like Persuade or Command, you are limited by how many dice you have in that language. So, if you have 6d Command, but only 3d Japanese, your Command skill is reduced to 3d when speaking Japanese.

CHARM
1 WILLPOWER: In a setting that allows Magic, those with the Sorceror or Technomage Traits can use the Willpower (Magic) specialization.