Skills are rated on a scale of 1-10, 1 being minimal and 10 being an expert in that field. Note for you purists: yes, the skill table has been modified to make it more adaptable to free form role play, where skills are used more as a guideline for writing the character than as a statistical base for game play. After all, some of the skills will be based on the players ability to write his or her character well (if you want to convincingly use Persuasion/Fast Talk, you have to be able to actually *do* it). You may either choose to rate you characters on a basis of 1-10 in each skill for a more free form style if you're competent at avoiding munchikinism, or you may use the skill points system described below.

To determine your starting skill points, add your INT and REF, then add (INT+REF)/4 for every year over age 16. Distribute these points in the following skills. You may only use your initial skill points (the ones up to age 16) on the master skills list, not on your career skills. Secondary skill points (those gained after age 16) can be distributed to either these skills or any career skills, whether those of your role or not.

Improvement Points can be gained whenever your character uses a skill. For every 5 IP you may gain one Skill Point in that Skill. IP are rated as follows:

When choosing your skills keep your stats in mind. The skills are listed by the most appropriate stat for that skill, and you cannot go above your stat in that skill. After all, a character with a REF of 4 is not likely to have the agility to become a master at Dodge/Escape.

CAREER SKILLS LIST

You have 40 points to use in your particular role's career skills package in addition to your starting skill points. Italicized skills are only available to that particular role. See that role for description of those skills not on the Master Skills List.

Solo
Nomad
Rockerboy/girl
Netrunner
Corp
Techie
Med Tech
Media
Cop
Fixer
Mindstar
Scientist

MASTER SKILLS LIST

Grooming and Style

Education/General Knowledge

Handgun

*^Basic Tech

Endurance

*Teach

Rifle

*^Aero Tech

Feats of Strength

*Computer Science

Heavy Weapon

*^AV Tech

Intimidation

*Business

Submachinegun

*^CyberTech

Interrogation

*Science (specify)

Archery

*^Weaponsmith

Resist Torture/Drugs

*Mathematics

Athletics

*^Electronics

Streetwise

*History

Brawling

First Aid

Awareness/Notice

*Language (specify)

Martial Arts (specify style)

Drive

Shadow/Track

*Medical Science

Melee

Motorcycle

Dodge/Escape

*Performing Arts (specify)

Wilderness Survival

Pilot (specify)

Hide/Evade

*Physical Education

Pick Lock

Heavy Machine

Stealth

*Fine Arts

Pick Pocket

*Military

*Skill may be acquired as part of Education/General Knowledge.
^You may choose two Tech Skills rather than one * skill under Education/General Knowledge.

DESCRIPTIONS OF SKILLS

Grooming and Style (ATT): The skill of being able to look presentable. With this skill you can increase your ATT and be more successful with relationships and persuasion. Bill Gates is a 2, James Bond is a 8.

Endurance (BT): The ability to conserve strength and energy to withstand extended pain or hardship.

Feat of Strength (BT): The practiced skill of the strongman. At 2 you can crush cans, at 10 you can bend prison bars.

Intimidation (CL): The skill of getting people to do what you want by force of personality or physical coercion. At 3 you can intimidate the average citizen, at 9 you can face down Arnold Schwartzenegger.

Interrogation (CL): The skill of drawing information from a subject and forcing his secrets into the open.

Resist Torture/Drugs (CL): The ability to be tough under interrogation, torture, and mind-controlling drugs.

Streetwise (CL): The knowledge of the "seamy" side of life--where to get illegal and contraband items, how to talk to criminal types, and how to avoid bad situations in dangerous neighborhoods. At 2 you can get "hot" items and drugs, at 5 you know a few mobsters and can arrange contracts, at 8 you can be your own crimelord.

Awareness/Notice (INT): The trained ability to spot clues, shadowers, and events. At 2 you'll notice scraps of paper, doors left ajar, and be able to tell if someone is obviously lying. At 8 you're a super sleuth of Columbo caliber. At 10, you're Sherlock Holmes.

Shadow/Track (INT): The skill of being able to follow someone unobserved.

Dodge/Escape (REF): The trained skill of being able to dodge attacks and escape grapples.

Hide/Evade (INT): The ability to lose people tracking you.

Stealth (REF): The skill of moving silently, hiding in shadows, evading guards, etc.

Education/General Knowledge (INT): Your formal schooling. You must expend 4 Skill Points for every level of education. For each level add the following skills:

Teach (INT): The ability to impart your knowledge and skill to a student. You must have this skill in order to improve another characters skills. The higher your level in this skill, the less time it will take to teach them. You can only teach someone as long as you are higher in that particular skill than they are, and only to the level that you hold. You may gain 1 skill level in that skill for every 5 levels that your student(s) gain up to your limit.

Computer Science (INT): A package of skills that can only be acquired as part of Education/General Knowledge, including System Knowledge (the lore and history of the Net, geography, and understanding of most systems on the Net), Programming, and Library Search (the use of Databases).

Business (INT): A package of skills that can only be acquired as part of Education/General Knowledge. Includes Stock Market and Accounting, as well as the following skills gained at 1/2 per level: Oratory (public speaking), Leadership, Social (knowledge of social skills and etiquette), and Composition.

Science (INT): Knowledge in one specific area of science. Modifiers are not required if Science is learned under Education/General Knowledge. Modifiers also are raised at 1/2 level per level gained in each science. For example, if you have Anatomy 2 and Math 4 and choose to study Forensics, when you reach Forensics 2 it will be assumed that you are also at Anatomy 3 and Math 4.

Mathematics (INT): The understanding of calculations and mathematical formulas.

History (INT): The knowledge of facts and figures of past events. At 2 you have a basic knowledge of major events. At 4 you have knowledge of the history of one specific geographical region or country. At 6 you have a basic understanding of World History. At 8 or above you can teach the subject professionally.

Language (INT): Knowledge of a specific foreign tongue. At 2 you can get by speaking the language. At 3 you can read a little of the language. At 6 you can speak it fluently, although no native will be fooled by your ability. At 8 and above you can speak and write like a native. If acquired as part of Education/General Knowledge, you may also use this skill for a second language in the same linguistic family at 1/2 your level in your chosen language. (Example: if you have Spanish 6 you also have a 3 in French, Portuguese, Italian, and Latin.)

Medical Science (INT): A package of skills that can only be acquired as part of Education/General Knowledge. Includes Biology, Chemistry, Anatomy, Diagnose Illness (understanding of symptoms and medical problems), Cryotank Operation (the ability to use a cryotank for life suspension and maintain and repair such devices), Field Medicine (medical care of trauma outside the hospital), Surgery, Pharmeceuticals (design, manufacture, use, and recognition of drugs), as well as the following skills gained at 1/2 per level: Interrogation, Human Perception (detection of emotional cues), Teach, and CyberTech. At level 4 you can be a nurse or paramedic, at level 7 you can be a physician, at level 9 you can specialize in a particular field of medicine such as surgery, trauma, etc. For descriptions of some of these skills please see MedTech.

Performing Arts (INT/REF): A package of skills that can only be acquired as part of Education/General Knowledge. Choose one of the following:

Physical Education (INT/REF): A package of skills that can only be acquired as part of Education/General Knowledge. Includes Athletics, Endurance, Feat of Strength, Swimming, One Martial Art, First Aid

Fine Arts (INT): A package of skills that can only be acquired as part of Education/General Knowledge. Choose one of the following:

Handgun (REF): The ability to use a handgun of any type, including cyberware types. At 2 you can effectively shoot at a still target. At 5 you can shoot with the same skill as a military or police officer. At 7 you can do fancy shooting. At 8 you are a gunslinger with a reputation. At 10 you are legendary.

Rifle (REF): The ability to use a rifle. See Handgun.

Heavy Weapon (REF): The ability to use grenade launchers, autocannons, mortars, heavy machine guns, missiles, or rocket launchers.

Submachinegun (REF): The ability to use a submachinegun. See Handgun.

Archery (REF): The ability to use arrow based ranged weapons. See Handgun.

Athletics (REF): The skill required for accurate throwing, climbing, and balancing.

Brawling (REF): The untrained skill of street-fighting. This skill cannot be taught, but must be learned by experience by getting into a lot of fights.

Martial Arts (REF): Choose up to three styles. Each style qualifies as a seperate skill (in other words you must spend skill points in each style). The number of points that must be spent to gain each level are in parenthesis after the style name. You must be level 7 or above (black belt) to teach any martial art skill.

Melee (REF): The ability to use knives, clubs, and other non-ranged weapons, including cyberweapons such as scratchers, rippers, and wolvers.

Wilderness Survival (INT/BT): Knowledge of how to survive in the wilds, including hunting game, setting traps, making fires, building shelter. A Boy Scout is at level 3, a Green Beret at level 6, Grizzly Adams is a 10.

Pick Lock (TECH): The ability to pick a mechanical lock.

Pick Pocket (TECH): The ability to pick pockets without being noticed and shoplift.

Basic Tech (TECH): The required skills for building and repairing simple mechanical and electronic devices.

Aero Tech (TECH): The required skills for repairing fixed wing aircraft. To repair rotorwing aircraft you must create a seperate skill GyroTech.

AV Tech (TECH): The required skills for repairing aerodyne vehicles.

Cyber Tech (TECH): The required skills for repairing and maintaining cyberware.

Weaponsmith (TECH): The required skills for repairing and maintaining weapons of all types.

Electronics (TECH): The required skills for repairing, maintaining, and modifying electronics.

First Aid (TECH): The required skills for performing CPR, artificial respiration, and simple emergent wound care.

Drive (REF): The required skills for operating all ground craft, including cars, trucks, tanks, and hovercraft.

Motorcycle (REF): The required skills for operating two-wheeled vehicles.

Pilot (REF): The required skills for operating air vehicles. Each catagory is treated as a seperate skill. The number of points that must be spent to gain each level are in parenthesis after the catagory.

Operate Heavy Machinery (REF): The required skill to operate tractors, large tanks, and very large trucks and construction equipment.

Military (INT/REF): A package of skills that can only be acquired as part of Education/General Knowledge. Military Academy training. Includes Endurance, History, Athletics, Dodge/Escape, Handgun, Rifle, One Martial Art, and First Aid, as well as the following skills at 1/2 level: Resist Torture/Drugs, Leadership, Hide/Evade, Shadow/Track, Wilderness Survival, Heavy Weapons, Submachinegun, Drive, Stealth, Demolitions (the use of explosives), Weaponsmith

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