Skills and specializations

Skills are the core of your runner's abilities, determining what they specialize in - and what they cannot do, even if their life depended on it.

Each skill is tied to a specific attribute, which determines its maximum level. A skill is further broken down into specializations, which determine the focus of the skill. Attributes, skills and specializations are all increased by spending Karma (permanent), or by using or equipping items (armor or cyberware; consumables during combat).

Example:
 * Attribute (Quickness)
 * Skill (Ranged Combat)
 * Specialization (Pistol)

Raising an attribute from a value x to (x+1) will cost (x+1) Karma. E.g., raising an attribute from 2 to 3 will cost 3 Karma. Using the same example, raising an attribute from 0 to 3 will cost (1+2+3) = 6 Karma.

Body

 * Cyberware Affinity: Unlocks the ability to install powerful cyberware weapons (only available in SR:Hong Kong)
 * Cyber Spur
 * Hand Razor
 * Monofilament Whip

Quickness

 * Ranged Combat: The ability to fight using firearms.
 * Pistol
 * SMG
 * Shotgun
 * Rifle
 * Dodge: How good your runner is at evading incoming bullets and other vehicles of harm.

Strength

 * Close Combat: Exactly what it says on the tin.
 * Melee Weapons
 * Unarmed
 * Throwing Weapons: The ability to throw knives or grenades.

Charisma

 * Spirit Summoning: The Shaman's ability to summon spirits and control them. Unlocks totems.
 * Spirit Control: Provides bonuses to summoned spirits.
 * Conjuring: Bonus to the Shaman's spell tree.

Intelligence

 * Biotech: Medical training that grants extra Hit Points when you heal with MedKits.
 * Decking: The core ability of a Decker.
 * ESP Control: Improves the Expert System Programs under your control.
 * Drone Control: The ability to control drones.
 * Drone Combat: Unlocks bonus for your drones.

Willpower

 * Spellcasting: The core ability of a Mage.
 * Chi Casting: The core ability of a Physical Adept (see also Qi Casting).

see also: Character creation: Attributes and Skills