RPG Aid

Master Skills List - Hover or Click for description

Special Abilities
Administrator Resources - WGF pg.44

Like Corps, the Administrator special ability is Resources, only in this case, the skill represents the resources made available to you by the government for which you work. Even a small country has access to materials and funds far beyond most private groups. Admin resources is also your ability to call in government help as long as national interests are at stake. Abuse it and lose it.
Administrator Resources
Aircraft Sense (3) (Aerojock) - SW pg.28

This is a variety of Vehicle Zen. A pilot may use up to half his Aircraft Sense (rounded down) as a skill modifier for aerial maneuvers. The full skill level is added to Awareness/Notice and Initiative rolls while in aircraft It only counts as half (round down) when making Awareness/Notice and Initiative rolls out of aircraft.
Aircraft Sense (3) (Aerojock)
Authority (Cop) - CP pg. 36

The ability to intimidate or control others through your position as a lawman. This attribute represents the Cop`s ability to call on the forces of the Law and Government to get what he wants. Cops can use Authority to question suspects, arrest wrongdoers, and defend innocents. Backed by the power of Authority, a cop can arrest, detain, confiscate and enter nearly anywhere, as long as he has the proper arrest or search warrants to back his play. However, authority is only as good as the guy holding the badge-if the cop appears uncertain of his Authority, there`s a good chance he`ll get nailed by the people he`s trying to confront. The higher your Authority, the more able you are to face down criminals, particularly high level mobsters and officials. Authority is applied to your Cool stat.
Authority (Cop)
Barter (Ridgerunner) - SA pg.83

The Ridgerunneris an enterprising individual, and as such, he can usually tum up some Euro with whatever junk he stole, stripped or found beneath the waves. The Barter skill enables the Ridgerunner to know who to go to for the best prices or trades, what`s a hot commodity and how to tum the trash he may be holding into enough Euro to finance his next outing. At Level +3, the Ridgerunner can haggle well and knows some big players, though he has yet to properly establish his own network. At level +6 the Ridgerunneris good enough to know what`s worth taking or leaving behind just by looking at it; he is well recognized and sought after to run missions and has a list of contacts and sources to use. At Level +9, the Ridgerunner can strip the plastic insulation off a few wires and make enough euro off of it to rebuild his ship`s engines. At this level he has at least one contact that he knows or has heard of in every port around the world, and is good enough to get into trade deals with them, usually on the better side of the bargain.
Barter (Ridgerunner)
Brotherhood (Space Pilot) - DS pg.75

(a variant of Family). Like Nomads on Earth, these characters are often individualistic and adventurous, but have a network of other Pilots always ready to back them up.
Brotherhood (Space Pilot)
Chameleon (Spy) - WGF pg.47

Chameleon is the special ability of the spy. Chameleon gives the spy the ability to assume two possible cover roles to an extent that will confound almost all inspection. Chameleon is more than the disguise skill in that it allows the spy to emulate the special abilities of his cover roles at a reduced level. The spy may pick two cover abilities best suited to his theater of operations and mission requirements. The level of the cover identity special abilities is equal to the spy`s Chameleon skill divided by two for the primary cover and divided by three for the secondary cover. Round up in both instances. When a spy achieves Chameleon 10, he or she may pick a third cover identity and role. Like the second cover special ability, the third is at Chameleon divided by three. When a third cover role is gained, the spy should construct a history for the cover. While Chameleon is primarily used to represent training in specific roles, it also means an ability to blend into any situation or culture easily. This is more than just a Disguise skill, use it with Persuasion while trying to seem inconspicuous or with Fast Talk to convince someone you belong in that zone, on that vehicle, in that office, etc. It also represents ability at assuming another persona when acting as a mole with artificial behavior, mannerisms and so on. Thus it acts like a Social or Performance skill as well. Chipware can certainly make this job easier, but can be exposed rather easily. This special ability may be all that stands between you and a firing squad.
Chameleon (Spy)
Charismatic Leadership (Rocker) - CP pg.36

This skill allows the Rocker to sway crowds equal to his level squared times 200. This ability (added to your Cool stat) allows the Rockerboy to control, incite and charm large number of people through his or her performance skills. When under the Rocker`s control, this group can easily be persuaded to act on his suggestions; for example, a Rocker could convince a concert crowd to riot in the streets or attack a heavily fortified police line. Charismatic Leadership will only work with groups of ten or more people as it is primarily a mob leadership ability. The higher your Charismatic Leadership, the larger a crowd you can control and the more direct and complex the instructions you can get them to follow. For example, a Level +3 Leadership could incite a nightclub crowd to get rowdy. A Level +5 or+6 could provoke a concert crowd of thousands to trash a neighborhood, if the area wasn`t too far from the hall. At Level +9, and higher, you have the same sort of mesmeric ability as an Adolph Hitler-you can raise armies, start movements, and destroy nations.
Charismatic Leadership (Rocker)
Combat Sense (Solo) - CP pg.36

This ability is based on the Solo`s constant training and professionalism. Combat Sense allows the Solo to perceive danger, notice traps, and have an almost unearthly ability to avoid harm. Your Combat Sense gives you a bonus on both your Awareness skill and your Initiative equal to your level in the Combat Sense skill.
Combat Sense (Solo)
Combat Sense (Spec.) - HoB pg.74

All Combat Senses are equal; some are just more equal than others. A combat pilot has a wonderful grasp of 3-D maneuvering and tactics; a power-armor pilot has lightning reflexes and the ability to read his suit sensors` data, interpret and integrate it in a combat situation without effort; a tank crewman can maneuver, lay the gun and fire on the move without thinking about it; an astronaut EVAT is more like a pilot than a soldier. Take any grunt and place him in one of these positions-while he might have the training to handle routine operations, he`s nowhere near the equal of a specialist. Likewise, take a specialist and slap him into a different specialty, or in a fire-fight, and he lags. After all, how many ``Top Guns`` are good shots and ground soldiers? This variant on the normal Combat Sense makes the special ability much more deadly than normal, but also puts restrictions on specializations.
Combat Sense (Spec.)
Con (Con Man) - WS pg.36

The ability to separate a fool from his money, convince a mark to buy the drinks for hours, or goad someone into buying worthless trinkets. Con can be countered by Streetwise, since the more familiarity one has with the Streets, the more likely one is to recognize a scam when he sees one. For this reason, grifters prefer to choose out-of-towners (bennies) as their marks because a smooth operator (a gato) has a good chance of smelling a sting and turning on the hustler. Con Men, more than any other type of street operator, use a lot of slang. Another aspect of Con is that it is more than just a Persuasion/Lie skill. It is used to create a real-time illusion that draws the mark in, and if successful, should end with the mark thanking the con man for taking his money. This special ability is used only for the actual execution of the sting, the planning of profitable scams that will actually work is up to the character`s player. COOL based.
Con (Con Man)
Counsel (Shaman) - NEO pg.42

Counsel is the ability to argue, speak, and influence that is similar to the rocker`s ability. Counsel may also be seen as a sort of cross between Credibility and Charismatic Leadership, especially because a shaman`s Counsel is only as good as his or her reputation. A shaman who fails the greater goals of the Tribe or Nation they are serving loses the ability to lead. Outside the nomad culture, shamans use their ability at half strength, reflecting the urban culture`s general distrust of nomads. Counsel also gives all the benefits of the more general nomad skill called Kith.
Counsel (Shaman)
Credibility (Media) - CP pg.36

This is the ability to be believed: by your viewers, by the police, by important and powerful people. This is critical to getting your story heard and acted upon, as well as convincing people to tell you things, give you information, or get you into where the story is really happening. The higher your Credibility, the more people you can convince, and the easier it is to convince high level authorities of the truth of your information. With a level +3 Credibility, you can convince most people of minor scandals. With a level +5 or +6, you can convince local officials of military atrocities, undercover dealings and other front page stuff. At level +9, you can successfully expose a scandal of Watergate proportions, or convince the President of the EuroMarket Finance Board that aliens are secretly influencing world leaders. Credibility applies to your INT stat.
Credibility (Media)
Family (Nomad) - CP pg.36

This is the ability to call upon the resources and help of any of the members of the Nomad`s large, extended tribal family. This can be in the form of weapons, cash, information, or a small army of relatives. The threat of a Nomad family`s vengeance may in itself stop harm to the Nomad. The higher your Family ability, the more important you are to the Family and the more help you can call upon. With a Family status of+2, you might be able to get several of the Pack to help you wreck a town, for example. With a status of +7 or +8, you are able to make major Pack decisions and lead troops. At + 10, you may be the Leader of your Pack. Family is applied to your Intelligence stat.
Family (Nomad)
Family (Workganger) - DS pg.75

(a variant of Family). The ``Work-gangers`` constitute the largest extended ``family`` imaginable and their influence extends throughout the orbital culture.
Family (Workganger)
Gang Rank (Streetpunk) - WS pg.37, SOF

This ability is like Family for Nomads, indicating the punk`s level of authority, resources, respect, and experience with the gang. It can also be used as a sort of Expert skill in regards to gang politics, trivia, colors, culture, and areas of operations. It can also be used to call up help rather like a Nomad, access gang resources kind of like a Corporate, works deals like a low level Fixer, and Intimidate in the streets, rather like a Cop.
Gang Rank (Streetpunk)
Interface (Netrunner) - CP pg.36

This skill reflects the Netrunner`s ability to manipulate Interface programs, and is the Skill used when operating Menu functions such as Locate Remote, Run Software, Control Remote, Downlink , Load, Create and Delete. Other players can enter the Net, but cannot use the Menu. Interface is based on the INT Stat. Note for Cyberpunk I players- you may elect to swap your original INT and REF stats for characters generated with the old rule.
Interface (Netrunner)
Jury Rig (Techie) - CP pg.36

This general repair skill allows the Techie to temporarily repair or alter anything for 1 D6 turns per level of skill. This is not a permanent repair; after the elapsed time, the jury rig will break down.
Jury Rig (Techie)
Kith (2) - NEO pg.38

Kith relates to Family the same way that Streetwise relates to Streetdeal. The protocols of doing business on the street are very different from those of a pack, clan or nation. Kith and Family give the networking ability within nomad culture that Streetdeal and Streetwise provide in an urban environment. Attempting a task with Kith that would usually call for Family is always at least one difficulty level higher: an average task becomes difficult, and a difficult task becomes very difficult at least Kith is a COOL-based skill with an IP modifier of 2, but getting started is a little different.
Kith (2)
Medical Tech (Medtech) - CP pg.36

This is the skill used to perform major surgery and medical repairs.
Medical Tech (Medtech)
PA Combat Sense (3) (Trooper) - MM pg.52, SW pg.29

PA Combat Sense (usually shortened to PA Combat is a reflection of the Trooper`s skill and professionalism in his chosen combat discipline. PA Combat permits the Trooper (working through his Reality Interface) to anticipate danger, dodge traps, and avoid dangerous situations which ambush less wary souls. The PA Combat Sense provides a bonus to a Trooper`s Awareness rolls whenever he is in Powered Armor, and acts as a bonus on initiative rol ls. Various special maneuvers and combat actions in Powered Armor require PA Combat for the die rolls. With a +2 you can run your ACPA without tripping and falling in it all the time. With a +4, you move like an athletic teenager even through the roughest of terrains. However, PA Combat Sense is very restricted when you`re out of your armor (1/2 initiative bonus, no maneuver bonus). Don`t go thinking you`re a Solo when that happens.
PA Combat Sense (3) (Trooper)
Reason (Attorney/Judge) - P&S pg.70

Even in 2020, attorneys have their own character skill packages. Their special ability is called Reasoning; it is the application of legal knowledge before the bench. With Reasoning, the attorney attempts to prove his theory by logic (linear or cyclical). This theory may have no bearing on the guilt or innocence of the defendent. The skill can be used as an opposed roll with two attorneys against each other, and the judge acting as referee. It can also be used in conjunction with Persude and Notice skills to influence judges and spot flaws in opponent`s cases.
Reason (Attorney/Judge)
Recognition (Bounty Hunter) - SA pg.83

This specialty skill is almost equivalent to Authority used by Cops. This skill indicates how well known the character is and the level of cooperation afforded when he/she comes to visit a complex. Because Bounty Hunters are regarded as a necessity in hunting down perps and because the installations may have need to hire them, Bounty Hunters are sometimes given a wide berth when they come to visit. Recognition is almost a mark of their `fame`. At Level +3, the Bounty Hunter is beginning to make a name for himself. Contracts at this level are few and usually dealt with one at a time. At +6, the character has multiple contracts to fufill and is usually welcomed in several facilities due to work and reputation. He has become one of the established hunters. At Level +9, the character is listed as one of the top 10 Bounty Hunters on all the Corp lists- the player better have a damn good reason for having his skill at this level. This skill can also work as a curse. With Recognition, people may challenge the hunter to build up their own rep, members of private Security forces may not like his presence in their territory, or the perp he`s hunting happens to work for the facility that has eagerly welcomed him for a ``special dinner``.
Recognition (Bounty Hunter)
Reconnaissance (Outrider,etc) - NEO pg.40

Pathfinders and outriders have the Special Ability of Reconnaissance. Aside from giving the benefits of the general nomad skill of Kith, Reconnaissance represents the ability to notice danger, and the ability to avoid it once it`s been found. Reconnaissance adds its level to Awareness and Hide/Evade in situations when the outrider (or pathfinder) is sneaking around and reconnoitering. Standing in a bar does not count Watching an enemy`s camp from a wooded hilltop does. Engaging an enemy in a fire fight does not count either, but fleeing from a fire fight does. Simply put, this is generally a defensive ability.
Reconnaissance (Outrider,etc)
Research (P.I.) - WGF pg.46

This is the amount of information resources the private investigator has access to, and his or her ability to use it. Be it snitches, friends, or computer files, the higher the level, the more the PI has at his fingertips. Add research to streetwise or library search skill checks in investigative situations.
Research (P.I.)
Resources (Corp) - CP pg.36

This represents the Corporate`s ability to command corporation resources. It is used as a persuasion skill, based on the scale of resources requested. This could include bodyguards, weapons, vehicles, buildings, money, etc. Obviously, the more powerful the Corporate, the more he can call upon at any one time. Your level of Resources determines exactly how much you can request from the Corporation without overreaching yourself. A Resource ability of +2 might get you access to a Company car. An ability of +6 might allow you to use a Company jet or hire a Solo team from the Corporate Security Division. A Resource of +9 would allow you access to almost all levels of the Corporation, as well as the ability to requisition almost any Company resource. Your Resource ability is applied to your INT stat.
Resources (Corp)
Salvage (Salver) - DS pg.75

This encompasses the ability to spot a piece of valuable space-junk in the first place and to know how to harness it without crippling your own craft. It also functions as the Techie`s ability ofJury Rig at half level. Most Salvers are also pretty decent short distance pilots, and are usually handy with a gyrojet pistol in a scrape. Salvers usually know several Fixers who help find buyers for their wares.
Salvage (Salver)
Scrounge (Scavenger) - WS pg.37

This skill represents the knowledge of where to find salvageable materials. The higher the scrounge, the easier it is to locate unusual and valuable parts. At +2, you can locate such common junk as hubcaps, sheet metal, shell casings, and recyclable garbage. At +5, you can turn up old computer parts, scrapped appliances, and other handy stuff. At +9, you can find cyberware components, half full containers of chemicals, and used military equipment. The trick with this skill is that it only gives you knowledge of where to find these things; it doesn`t tell you how you can get your grubby mitts on them. INT-based.
Scrounge (Scavenger)
Sneak (Prowler) - WS pg.35

This acts as a counter-balance to the solo`s Combat Sense. Since solos have their combat sense added to their awareness skills, it seems nearly impossible to escape a solo`s notice. Prowlers live to confound the observant, including solos, since their special ability adds to their Stealth and Hide/Evade. This reflects the Prowler`s talent for moving silently, blending into the shadows, and generally avoiding the notice of security personnel.
Sneak (Prowler)
Space Combat (Space Marine) - DS pg.76

This skill is added to both Zero Gee Combat and Zero Gee Maneuver when involved in space-based combats and reflects the highly specialized training these individuals have undergone to become adept at combat in space.
Space Combat (Space Marine)
Spy Craft (Spook) - DM pg.57

This Special Ability rqnesatiS the Spook`s skill at trashing (gaining information on a person by going through their garbage), bugging (planting bugs, tracers, plume taps, cameras, etc. discretely), surveillance work (observing a person without their knowledge) and technical knowledge of spy gear, including micro-cameras, bugs and such equipment.
Spy Craft (Spook)
Street Tactics (IPC) - I1.1

Knowledge of planning ambushes, SWAT tactics, gang warfare
Street Tactics (IPC)
Streetdeal (Fixer) - CP pg.36

This is the ability to deal with the undergroun.d information network. With Streetdeal, a Fixer can uncover rumors and information, locate missing persons or things, put gossip out on the Street, pick up clues and score big deals. Thehigheryour Streetdealability, the more information you can gather about things happening around you, the more informants you have, and the more secretive the information you can dig up. A level +3 Streetdealcan get you contacts for weapons, tools, or minor illegal operations. At level +5, you can penetrate the secrets of all but the most powerful crime families. At level +9, you are the equivalent of a Mafia crime lord yourself, privy to every secret that`s on the Street. Apply Streetdeal to your Cool stat.
Streetdeal (Fixer)
Thief (Convict) - I1.1

the a bility to plan crimes, steal things, etc.
Thief (Convict)
Titillate (Tabloid Media) - I2.1 pg.7

This is the skill of finding the unusual in the normallt mundane stories of human existance. The ability to dress up the mundane and ordinary. This skill is also used in getting attention for your stories. People like your stories not because they are news, or credible, but because they are sensational, fantastic or basically unbelievable. This is a kind of ``incredibility``.
Titillate (Tabloid Media)
Trace (Reaper) - DM pg.58

This Special Ability represents the Reaper`s ability to find people or the merchandise they are after. Unlike Streetdeal or Streetwise, it deals with finding a spedfic person or item as quietly and quickly, using both human and computer information. Generally, the difficulty of finding ``merchandise`` is of only Average difficulty, but when dealing with particularly crafty opponents, the difficulty can reach Nearly Impossible. The checks are made daily.
Trace (Reaper)
Urban Survival (Vagrant) - WGF CB3

The ability to survive on the city streets. It involves knowing where to find free food, how to make a cargo container into sleeping quarters, and what gutters are safe to drink from. Knowing which vermin are okay to eat can be important when your apartment is the sidewalk and you don`t have the kiam to buy dirt. A good safetynet skill. A lot of people see this skill as being able to scrounge food out of dumpsters and live in the gutter; however it covers so much more, including where to go to get a free meal, where to hide in a fight, where all the best sleepy holes and food stops are, what holes to disapear down when required, what bridge to sleep under... even who is sympathetic to a street urchin. This skill is not trained, it is learned the hard way.
Urban Survival (Vagrant)
Vamp (Dancer/Prostitute) - WS pg.37

Much like Con, this special ability represents the skill at extracting as much money from a customer as possible. With prostitutes, it is the ability to entice a customer to pay for a room, then pay for sex. For strippers and dancers, it is the ability to get club patrons to buy drinks, food and gifts in return for a little friendly company.
Vamp (Dancer/Prostitute)
Vehicle Zen (3) (Runner/Panzerboy) - NEO pg.43, SW pg.27

The runner Special Ability is called Vehide Zen. Vehide Zen represents the near-mystical ability of select people to meld with their vehicles and accomplish amazing feats. Vehide Zen adds to any vehicle operation skill, and also to initiative rolls while piloting or driving. Vehicle Zen also gives all the benefits of the general nomad skill of Kith, if the runner is part of a nomad pack.
Vehicle Zen (3) (Runner/Panzerboy)
Warpath (Warrior) - NEO pg.40

The Warpath Special Ability is based on the nomad philosophy of fighting. Most combat skills are directed towards longdistance or very close-quarters combat It is a rare thing to see a nomad with a sub-machine gun blazing away in campafter witnessing such an act fellow nomads are likely to kill the miscreant rather than allow such irresponsibility to endanger the children. If small arms are necessary in camp, pistols or carbines are the weapon of choice. Pistols are easier to control and discourage ``spraying`` an area, and carbines are single-shot weapons that are more accurate. Warpath is added to lnWative and Awareness, but is only half as effective when fighting opponents besides nomads. Warpath is also added to Melee skill at half Special Ability level (round down), but this is not halved when fighting nonnomadic opponents. The Warpath skill bonuses do not apply to situations out of combat Warpath also gives all the benefits of the more general nomad skill called Kith.
Warpath (Warrior)
Workgang (Workganger) - DS pg.75

(a variant of Family). The ``Work-gangers`` constitute the largest extended ``family`` imaginable and their influence extends throughout the orbital culture.
Workgang (Workganger)
Attractiveness
Personal Grooming - CP pg.37

This is the skill of knowing proper grooming, hair styling, etc., to maximize your physical attractiveness. Use of this skill allows players to increase their Attractiveness, and thus their chances of successful Relationships or Persuasions. A basically good looking person would be at +2. A fashion model might have a Personal Grooming of +5 or +6. At +8 or better, you could be a major fashion model, film star, or trendsetter. You are always ``together``. And you know it.
Personal Grooming
Wardrobe & Style - CP pg.37

The skill of knowing the right clothes to wear, when to wear them, and how to look cool even in a spacesuit. With a Wardrobe of +2 or better, you are good at choosing clothes off the rack. At +6, your friends ask you for wardrobe tips, and you never buy anything off the rack. At +8 or better, you are one of those rare people whose personal style influences major fashion trends.
Wardrobe & Style
Body
Controlled Hyperventilation - SA pg.82

If the GM wishes, this could be used as an expansion on the Enduranceskill. With this skill, the diver can maximize the air he can maintain in his lungs and increase the amount of time he stays under without outside help by making the most out of`Controlled Hyperventilation`. Members of the Navy SEALs and pearl divers would be examples of people who would have this skill. At +2, the diver can remain 1 minute extra, at +5 it increases to 2 minutes, at +8 it increases by 3 minutes, while at+ 10 it increases by four minutes. These extra minutes are added to the `No Activity` category of breathing based on Body Types, and will suffer the same penalties of greater air consumption during activity. In order to use this skill, it requires a minimum of 1 minute of controlled breathing before attempting the dive. Every attempt made after that will require an additional minute per previous dive using this skill (i.e. Mike has already used this skill twice, and wishes to use it a third consecutive time; this means that he will need the base 1 minute preparation as well as an additional2 minutes for the previous dives).
Controlled Hyperventilation
Endurance - CP pg.37

This is the ability to withstand pain or hardship, particularly over long periods of time, by knowing the best ways to conserve strength and energy. Endurance Skill checks would be made whenever a character must continue to be active after a long period without food, sleep or water.
Endurance
Strength Feat - CP pg.37

The user of this skill has practiced the art of bending bars, crushing objects, ripping phone books apart and other useful parlor tricks. At +2 you can crush cans, rip thin books in half, and bend thin rods. At +8, no phonebook is safe, you can bend thin rebar, and snap handcuffs. At + 1 0, you can bend prison bars, rip up the Gutenberg Bible, and dent car fenders with one blow.
Strength Feat
Swimming - CP pg.37

This skill is required to know how to swim (see Athletics for details).
Swimming
Cool
Cadre Tactics - I1.2 pg.23

This is small group tactics and maneuvering. This skill is taken by small groups who are practiced working together; Special Forces units, military units. team sport players, gang members, IPC units, and Solo extraction units are examples of such groups. The basic skill package of +2 offers rudimentary group tactic skills but for any group that you join you must acquire specific training with that g roup. Meaning you must start at +2 anytime you begin working with a different group. It is possible to have this skill more than once indicating differing techniques between groups. It can be used in groups as small as two or as many as ten. The cadre skill is acldied to any attack or maneuver that is part of any group effort. Having two football players hitting an opponent high and low, simultaneously, is an simple example of cadre tactics.
Cadre Tactics
Interrogation - CP pg.37

The skill of drawing information from a subject and forcing his secrets into the open. An Interrogation of +2 or better will allow you to infallibly find out if your boyfriend is lying to you. At +5, you are a professional level interrogator- equivalent to a skilled detective grilling a suspect. Mike Wallace of 60 Minutes has an Interrogation of +9, allowing him to make even the most powerful people squirm.
Interrogation
Intimidate - CP pg.37

The skill of getting people to do what you want by force of personality or physical coercion. At +3, you can frighten almost any typical citizen, politician or low-level thug. At +6, you can intimidate Sylvester Stallone or any moderate ``tough guy``. At +9, you could intimidate Arnold Schwartzenegger.
Intimidate
Meditation - NE pg.56

The skill of relaxation and clearing the mind. This skill is essential in keeping one`s mind free of distractions, and successful use gives its level as a bonus to defending against Telepathic powers and half it`s level as a bonus to any Psychic power use.
Meditation
Oratory - CP pg.37

The skill of public speaking. At +2, you can wing high school speech contests. At +6, you can be paid to speak in public. At + 1 0, you are capable of delivering a speech to rival Kennedy`s ``lch Bin Ein Berliner`` or Lincoln`s Gettysburg Address. Rockers with an Oratory Skill of +6 or better can add + 1 when using their Charismatic Leadership ability.
Oratory
Resist Torture/Drugs - CP pg.37

Characters with this skill are especially toughened against interrogation, torture and mind control drugs. A successful use of this skill will automatically increase the difficulty of any interrogation attempt made by another party by one level.
Resist Torture/Drugs
Rhetoric - PAC pg.153

How to take one sentence and expand it into five minutes of monologue with no increase in meaning. Talking in circles; the essence of bureaucracy. The Chinese are considered to be masters of this skill. At +2, you can confuse a worried student. At +6, you can baffle an angry mob. At + 1 0, you can run for president ``on the issues`` and win.
Rhetoric
Streetwise - CP pg.38

The knowledge of the ``seamy`` side of life-where to get illegal and contraband things, how to talk to the criminal element, and avoiding bad situations in bad neighborhoods. With a Streetwise of +2 or better, you can get ``hot`` items, score drugs, etc. A Streetwise of +5 would allow you to arrange a murder contract, know a few mobsters who might owe you favors, and be able to call on muscle when you need it. At +8 or better, you could become a major crimelord yourself and skip the middlemen.
Streetwise
Empathy
Animal Handling - NE pg.57

The skill of working with and handling animals, and getting them to obey you. Note, however, that there are very few animals in any CyberPunk world. At+ 2, most animals will obey simple commands. At +4, you can start teaching new commands with success. At +6, impressive tricks can be taught to animals. At +8, you know how to control almost any type of animal you encounter, and can teach amazng tricks in a very short time.
Animal Handling
Aura Reading - GCT pg.20

The knowledge of the interpretation of aura and skill in seeing them.
Aura Reading
Human Perception - CP pg.38

The skill of detecting lies, evasions, moods and other emotional clues from others. At +2, you can usually tell when you`re not getting the whole truth. At +6, you can detect subtle evasions and mood swings. At +8, you can not only detect subtle emotional clues, but can usually tell what the subject is hiding in a general way.
Human Perception
Interview - CP pg.38

The skill of eliciting interesting annecdotes from an interview subject. This information will be of a more nonspecific and personal nature rather than specific knowledge (distinguishing this skill from the skill of Interrogation, where the user is trying to extract exact information. Example: Barbara Walters interviews, Mike Wallace interrogates). At +3 or better, the subject will usually tell you only information relating to what he/she is well known for. At +6 or better, the subject will tell you anecdotes about the past, pontificate about favorite interests and philosophies, etc. At +9 or better, he/she tells you everything-including personal information about their illegitimate son, the time they stole a cookie at age 4, and the fact that no one ever loved them.
Interview
Leadership - CP pg.38

The skill of leading and convincing people to follow you. A leader with a skill of +2 can manage a small office successfully and be respected for it. A leader with a skill of +4 or better can lead a small band of troops into battle and not get backshot. A leader with a skill of +7 or better can lead the entire Gamelon Empire into battle and look good doing it. James Kirk of Star Trek has a Leadership of+ 11, but you never will.
Leadership
Palmistry - GCT pg.20

The art of reading the lines of the hand to gain information about an individual and their future.
Palmistry
Perform - CP pg.38

The skill of trained acting, singing, etc. A trained performer of +4 or greater can successfully sing for payment at weddings or small clubs. Performers +6 or greater will be considered to be of professional caliber, and may have lucrative contracts and fans. Performers of +9 or greater are of ``star`` caliber, have a large number of fans, and may be recognized on the street.
Perform
Persuasion & Fast Talk - CP pg.38

The ability to talk others into doing what you want. This may be used individually or on large groups. At +3, you can win most debates or convince your girlfriend that the blonde you were with was your sister. At +5, you are a smooth talker of professional caliber. Ronald Reagan has a Persuasionof +7. Hitler had a Persuasion of +9.
Persuasion & Fast Talk
Psychic - NE pg.56

The skill of psychic power use. Applies toward learnilg of any psychic power available to the character. See Powers of the Mind for more on this.
Psychic
Seduction - CP pg.38

The skill of forming and maintaining romantic relationships (this includes your abilities as a lover). This skill may be used to determine whether or not players can form relationships with other non-player characters and the intensity of these relationships. In certain cases, Referees may want to average this skill with a player`s Attractiveness to get a more realistic outcome.
Seduction
Simper - WGF pg.48, LD pg.53

Fuad can stop you dead in your tracks and make you listen to the most inane stories for minutes at a time. Then you feel sorry for him. Why? Because he can Simper. This allows a character to elicit sympathy with stories, postures or just plain pathos. In game play it may be used to woo others to your point of view, similar to Oratory, but with a focus on pity and manipulation. Also good for NPCs. Good examples of this skill are Alan Rickman`s main villain from the original Die Hard when he posed as a Texan, or the redneck mercenary in Drive.
Simper
Social - CP pg.38

The ability to deal with social situations, like knowing the right fork to use or when not to tell the joke aboutthe farmer`s daughter and the travelling cyberware salesman. A Social Skill of +2 or better will allow you to get by at any fine restaurant or social function. At +5, you can lunch with the President with aplomb. No social situation will faze you, no matter what. At +8 or above, you can lecture Emily Post on what`s proper.
Social
Tarot Lore - GCT pg.20

The character knows the meanings of the tarot cards and can conduct a reading.
Tarot Lore
Trance (3) - PAC pg.155

This is the meditation skill. By extreme concentration, the Shaman can come up with a convincing answer for a question. Usually it`s an answer that the questioner (including the Shaman himlherself) wants to hear. This can be thought of as a specialized version of Human Perception.
Trance (3)
Voodoo Divination - GCT pg.20

The character knows how to conduct a voodoo style divination rite.
Voodoo Divination
Intelligence
Accounting - CP pg.38

The ability to balance books (or create false books), juggle numbers, create budgets and handle day to day business operations.
Accounting
Anthropology - CP pg.38

The knowledge of human cultures, habits and customs. Unlike Streetwise (which covers only the cultures and customs of the Street), or Social (which covers only what you should do in a given situation), Anthropology covers general customs and background of a culture. For example, with Streetwise, you know what alleys to avoid and what gangs are dangerous. With Social, you know the proper forms of address for a high ranking japanese zaibatsu head. With Anthropology, you know that the customs of a N`Tanga tribesman require that a young man kill a lion in order to be accepted as an adult male.
Anthropology
Appraise - I2.2 pg.2

This skill allows one to judge the value and authenticity of gems, jewels, art, sculpture, furniture, even architecture, by looking closely and inspecting it. A successful roll will also tell the Appraiser a general history of the object being studied, like where it was made and by whom, and the rarity of the object. The difficulty of the roll depends on the relative obscurity of the object and how well the Appraiser gets to inspect it.
Appraise
Area knowledge: (Area) - WGF pg.48

In a world this messed up, knowing what`s going on anywhere is a valuable skill. With this skill you have the low-down on a given area no bigger than a small nation or large city or citystate. You`ll know the politics and recent history well enough to recognize things that the average person is blind to. At +2, you have a basic background on the area. At +4, you have a fairly deep knowledge of the people and the history. At +7, you have studied or lived in the area and know it intimately. Patterns or disturbances in the area become apparent quickly. At +9, you are so tuned into the pulse of the place that any change is immediately noticeable. That`s the kind of thing that can keep you alive, effendi.
Area knowledge: (Area)
Artillery Weapons - HW pg.21

The ability to use mortars, artillery, ground-based surface-to-air missiles, mass drivers, laser batteries, etc. This is not a REF skill, as in light weapons; the use of artillery weapons requires brainpower more than physical coordination.
Artillery Weapons
Astrogation (2) - DS pg.76

This skill allows a character to calculate a spacecraft course using computers, course tables and navigation beacons (Difficult task). Without these navigation aids the difficulty of this task increases to Very Difficult.
Astrogation (2)
Astrology - GCT pg.20

The knowledge of astrology and how to generate an astrological chart.
Astrology
Awareness/Notice - CP pg.38

This is the equivalent of a ``trained observer`` skill, allowing characters to notice or be aware of clues, shadowers and other events. With an Awareness of +2 you will usually spot small pieces of paper with notes on them, doors left ajar, and obvious expressions of lying or dislike. An Awareness of +5 or better allows you to spot fairly well hidden clues, notice small changes in expression, and fairly sophisticated attempts to ``shadow`` you. With an Awareness of +8 or greater, you routinely perform the sorts of deductive reasoning seen in the average TV cop show (``The murderer was left handed because this knife has a specialized handle``). Sherlock Holmes has a + 10 Awareness. Players without this skill may only use their Intelligence Stat.
Awareness/Notice
Biogenetics (2) - SF pg.26

The study of animals at their most basic level, Biogenetics is one of the new fields that have risen from nanotech, exottcs, and other DNA recombination technologies. With Biogenetics, a character can, with the proper equipment. build viruses, recombine DNA, isolate specific genes, or mutate existing genes. Fortunately (or unfortunately), the eqUtpment necessary for this kind of work is prohibitively expensive; as such biogeneticists are seen only in the largest of companies or start-ups with a lot of capital to throw around.
Biogenetics (2)
Biology - CP pg.38

General knowledge of animals, plants, and other biological systems. At level +3, you know most types of common animals, plants. At +6, you have a general understanding of genetics, cellular biology, etc. At + 10, you can perform most bio-lab procedures, including gene mapping and splicing.
Biology
Body Language - NE pg.56

The skill of getting a messag across through body language (how you move around and stand) and telling a person`s state of mind though body language. At +2, you can tell when someone is nervous. At +4, you can tell when a person is hiding something. At +6, you can generally tell how a person is feeling at a glance. At +10, nothing gets by you, and you can figure out almost what a person is feerng and thinkng n about a second.
Body Language
Botany - CP pg.38

The general knowledge of plants and plant identification. At level +3, you know most common plants and can identify which ones are dangerous and why. At a +6, you can identify most important plants found worldwide and have a working knowledge of their uses. At +8, you have the equivalent of a doctorate in Botany and know all about rare poisons, exotic orchids and other useful plants.
Botany
Braindance Use - DS pg.74

This skill is similar in some respects to the Netrunner`s ``Interface`` skill in that it measures the ability to respond quickly to activity within the Dance. Rather than executing programs, though, the participant must use his imagination/ intellect to effectively steer the course of the stories. The better his ability, the more control he has over the running of the Dance.
Braindance Use
Bureaucracy - WGF pg.48

Modern government makes a tradition out of red tape. This skill lets you maneuver through it as painlessly as possible. At +3, you know how to jink minor clerks. At +5, you can sweet talk councilmen and some judges. At +7, you can slice through the worst red tape and bureaucracy and even senators may give you an ear. A necessary skill in an age of petty governments and petty people.
Bureaucracy
Business Sense - SOF pg.31, LD pg.53

How to run a business, invest, spot bussiness opportunities, picking key personnel etc.
Business Sense
Cadre - HW pg.21

In these ideological times, the cadre skill allows you to indoctrinate other people with your particular point of view, be it pro-Orbital, post-Revolutionary, or just plain loony. If your EMP and ATT are very low, the referee may assign penalties to your ability to use this skill.
Cadre
Chemistry - CP pg.38

The required skill for mixing chemicals and creating various compounds. A level +2 Chemistry is equal to high school chemistry. A level +4 is equal to a trained pharmacist or college level chemist. A +8 is a trained laboratory chemist.
Chemistry
Composition - CP pg.38

The required skill for writing songs, articles, or stories. A Composing Skill of +4 or greater gives your character the ability to produce salable work. A Skill of +8 or more produces work of such a high caliber that the creator may have a strong literary following and not a little critical acclaim.
Composition
Corporate Policy - SOF pg.31, LD pg.53

Intimate knowledge of the inner rules, customs, structure, and continhencies of a compant.
Corporate Policy
Culture - WS pg.86, LD pg.53

By Nationality/People; select an area for this skill, eg. American Tribal, American Street, African Tribal, Japanese Street, Traditional Chinese etc., any area where there is a cultural level to be accepted on; this skill enables a character to blend, socially, with those of an otherwise foreign or perhaps hostile alternate culture.
Culture
Diagnose Illness - CP pg.39

The skill of clinically diagnosing symptoms and medical problems. A +3 is the equivalent of a high school nurse-you can recognize most common injuries and complaints. At +6, you would be equivalent to a trained intern; you can recognize many uncommon illnesses and know ?how to treat most common ones. A +9 is the equivalent of a skilled diagnostician; other physicians come to you to get a diagnosis.
Diagnose Illness
ECM - I1.2 pg.23

Electromagnetic Counter measures skill is the ability to recognize vehicles, machines, or devices by their electromagnetic signature. Recognizing the signature is done by using a Mag Field Detector or a portable HF Jammer. More elaborate devices can be found in most military HQs and facilities. This is also the skill of interrupting, disrupting or foiling the gathering of electromagnetic information. In english, this skill is used to break radar lock-ons from missiles or other types of targeting weapons. ECM techs know the best ways to defeat e lectronic spying and information gathering. This skill was primarily used by the military but since radar and other sensing equipment has grown more compact it is now easier to use it on a more personal basis. This entails the use of smoke, chaff, counter electromagnetic fields and other anti-bugging devices. This skill will add to the difficulty to lock-on of targeting weapons, like missiles or add to the difficulty to hit when using personal weapons, like smartguns.
ECM
Education & General Knowledge - CP pg.39

This skill is the equivalent of a basic public school education, allowing you to know how to read, write, use basic math, and know enough history to get by. In effect, it is a ``lore`` or trivia skill. A level of + 1 is a basic grade school education. A skill of +2 is equal to a high school equivalency. A Knowledge Skill of +3 is equal to a college education, +4 or higher is equal to a Masters or Doctorate. At +7, you are an extremely welleducated person, and are asked to play Trivial Pursuit a lot. At +9 and above, you are one of those people who knows a lot about everything (and hopefully has the good sense to keep his mouth shut).
Education & General Knowledge
Eidetic Memory - NE pg.56

The skill of perfect memorization. The character has a photographic memory. Roll against this skill to remember things, if successful, a near perfect image will come to the character of a previous experience or sensory perception.
Eidetic Memory
Expert: (Subject) - CP pg.39

You may use this skill to be an expert on one specific subject, such as rare postage stamps, obscure weapons, a foreign language, etc. At +3, you are the local expert. At +6, you know enough to publish a few books on the subject. At +8 or better, your books are recognized as major texts on the subject, and you could do the talk-show circuit if you wanted to.
Expert: (Subject)
Expert: Braindance/VR - WS pg.21

The science of braindance; this skill covers everything from manipulation of the braindance environment (ie. gaming) to actual wiring and setting up of braindance equipment.
Expert: Braindance/VR
Expert: High Tech - WS pg.21

You may use this skill to be an expert on one specific subject, such as rare postage stamps, obscure weapons, a foreign language, etc. At +3, you are the local expert. At +6, you know enough to publish a few books on the subject. At +8 or better, your books are recognized as major texts on the subject, and you could do the talk show circuit if you wanted to. IP multipliers may be applied at the Referee`s discretion for more advanced, technical, or difficult levels of expertise, as the list below suggests.
Expert: High Tech
Expert: Law - P&S pg.70

The Expert: Law skill is rote knowledge of procedural and written law. To learn the ability to analyze and apply legal situations, a student of law must pass a series of examinations, be assessed capable by a judge, and affiliate himself with a ``bar`` association. He may then accept clients and charge fees. Eventually, he may become a judge.
Expert: Law
Expert: Navigation (2) - SW pg.28

This skill allows the user to navigate from one point to another, using maps or knowledge of the land. Helpful tools include maps, compass, and global positioning systems for those who want to do it the easy way.
Expert: Navigation (2)
Expert: PA Design - MM pg.52

The ability to design an ACPA suit`s functions for optimum performance of its mission (e.g., when a player tries to design a suit from scratch in game context). Use of a computer system with CADaM programs adds +3 to the roll. This also allows the customization of standard suits without the problems of jury-rigging.
Expert: PA Design
Expert: Small Arms - WS pg.21

You may use this skill to be an expert on one specific subject, such as rare postage stamps, obscure weapons, a foreign language, etc. At +3, you are the local expert. At +6, you know enough to publish a few books on the subject. At +8 or better, your books are recognized as major texts on the subject, and you could do the talk show circuit if you wanted to. IP multipliers may be applied at the Referee`s discretion for more advanced, technical, or difficult levels of expertise, as the list below suggests.
Expert: Small Arms
Expert: Software - WS pg.21

You may use this skill to be an expert on one specific subject, such as rare postage stamps, obscure weapons, a foreign language, etc. At +3, you are the local expert. At +6, you know enough to publish a few books on the subject. At +8 or better, your books are recognized as major texts on the subject, and you could do the talk show circuit if you wanted to. IP multipliers may be applied at the Referee`s discretion for more advanced, technical, or difficult levels of expertise, as the list below suggests.
Expert: Software
Expert: Torture - WS pg.21

You may use this skill to be an expert on one specific subject, such as rare postage stamps, obscure weapons, a foreign language, etc. At +3, you are the local expert. At +6, you know enough to publish a few books on the subject. At +8 or better, your books are recognized as major texts on the subject, and you could do the talk show circuit if you wanted to. IP multipliers may be applied at the Referee`s discretion for more advanced, technical, or difficult levels of expertise, as the list below suggests.
Expert: Torture
Expert: Wetware - WS pg.21

You may use this skill to be an expert on one specific subject, such as rare postage stamps, obscure weapons, a foreign language, etc. At +3, you are the local expert. At +6, you know enough to publish a few books on the subject. At +8 or better, your books are recognized as major texts on the subject, and you could do the talk show circuit if you wanted to. IP multipliers may be applied at the Referee`s discretion for more advanced, technical, or difficult levels of expertise, as the list below suggests.
Expert: Wetware
Gamble - CP pg.39

The skill of knowing how to make bets, figure odds, and play games of chance successfully. As any professional gambler knows, this is not a luck skill. At +2, you are the local card shark at the Saturday night poker game. At +6, you can make a living at the tables in Vegas and Monte Carlo. At +9 or better, you can take on James Bond at Baccarat and stand a good chance of breaking the bank.
Gamble
Geology - CP pg.39

A functional knowledge of rocks, minerals and geologic structures. At +3, you can identify most common rocks and minerals. At +6, you have the equivalent of a college degree in Geology and can identify minerals and geological structures with ease. At +8, you can teach geology in high school.
Geology
Graphology - GCT pg.20

The skill ofhand-writing analysis. Information can be gained about people through their writing.
Graphology
Herbalism - GCT pg.20

The skill of manufacturing drugs and concoctions from herbs and other natural ingredients.
Herbalism
Hide/Evade - CP pg.39

The skill of losing pursuers, covering tracks and otherwise evading people on your trail. At +3, you can lose most booster-gangers on the rampage. At +6, you can ditch cops and private eyes. At +8, you can ditch most Solos.
Hide/Evade
History - CP pg.39

The knowledge of facts and figures of past events. In game play, this might be used to determine if a character is familiar with a particular clue related to a past event. At +2, you have the equivalent of a grade school history education. At +6, you would have the equivalent of a college grasp on the subject. At +8, you could teach history in high school. At +9, you may have written a few of the most oftused texts on a particular historical personage or epoch.
History
Language: (Choose one) - CP pg.39

The knowledge of a foreign tongue. At +2, you can ``get by`` with speaking the language. At +3, you can actually read a written form of it. At +6 and above, you are fairly fluent, although no native will be fooled by your ability. At +8 and above, you speak and read the lanquage like a native.
Language: (Choose one)
Language: CitySpeak - I1.1 pg.20

This is a simple psuedo language that developed in the cu ltural and racial amalgams of megacilies and arcologies. Experience in this skill is either picked up from the region that it is spoken, and indeed it has regional variations (-1 to -3 determined by the G.M.), or taught by the lower classes that speak it. Skill in this `language` is found primarily among poorer city dwellers and people who have to interact with them (i.e. cops, social workers). Place it as an option for the Streetkid and Nomad lifepalhs. It may also be placed in the Pickup skills list at +2.
Language: CitySpeak
Language: Hand Jive - WS pg.84

The knowledge of a foreign tongue. At +2, you can ``get by`` with speaking the language. At +3, you can actually read a written form of it. At +6 and above, you are fairly fluent, although no native will be fooled by your ability. At +8 and above, you speak and read the language like a native.
Language: Hand Jive
Language: PC-Speak - WS pg.86

The knowledge of a foreign tongue. At +2, you can ``get by`` with speaking the language. At +3, you can actually read a written form of it. At +6 and above, you are fairly fluent, although no native will be fooled by your ability. At +8 and above, you speak and read the language like a native.
Language: PC-Speak
Language: Streetslang - WS pg.84

The knowledge of a foreign tongue. At +2, you can ``get by`` with speaking the language. At +3, you can actually read a written form of it. At +6 and above, you are fairly fluent, although no native will be fooled by your ability. At +8 and above, you speak and read the language like a native.
Language: Streetslang
Library Search - CP pg.39

The skill of using databases, DataTerms?, libraries and other compiled information sources to find facts. With a skill of +2 you can use most simple databases. With a skill of +6, you can easily access the Library Congress. At +9, you can comprehend almost any public database and find very obscure facts.
Library Search
Magic (Stage Magic) - GCT pg.20

The skill of illusion, of prestidigitation. The character is able to perform magic tricks, such as sawing people in half, making them disappear, etc.
Magic (Stage Magic)
Mathematics - CP pg.39

The skill of understanding calculations and mathematical formulas. At +3, you have the ability to add, subtract, divide and multiply. At +4, you can do algebra and geometry. At +6, you can perform calculus. At +9 you can deduce your own mathematical formulas.
Mathematics
Nuscuba - SF pg.23

the knowledge of how nuscuba operates for use, maintenance, and emergency Circumstances. Nuscuba is not Swimming, it is only learning how to use the equipment A character must have Swimming or else they can`t move easily (if at all), even if they can breathe.
Nuscuba
Physics - CP pg.39

The ability to calculate physical principles, such as gas pressures, mechanical energies, etc. This skill requires a basic Mathematics Skill of +4.
Physics
Pilot: Ship (2) - HoB pg.75

Water Vehicles skill gives the ability to crew and pilot most forms of water vessels up to med1um motor craft. To direct large seagoing ships requires Pilot (ship).
Pilot: Ship (2)
Programming - CP pg.39

The required skill to write programs and to re-program computer systems. This skill does not allow players to actually do repairs on a computer(this requires Electronics). With a Programming Skill of + 1, you can do simple EBASIC programs. A Programming Skill of +3 or better allows you to know some higher level languages and be able to write reasonably complex programs (including video games). Players with a Programming Skill +6 or better are considered to be professionals, who can build operating software, design mainframe systems, and hold down a steady job at your average Silicon Valley firm. With a Programming Skill of +9 or better, other programmers speak your name with reverence (``You invented Q? Wow!``), young hackers set out to crack your systems, and any computer software you design instantly gets used by every business application in the world.
Programming
Psychology - WS pg.21, GCT pg.20

The knowledge of the human mind and its workings. A character with Psychology skill can attempt therapy.
Psychology
Remove Alarm - HW pg.21

just what it says. The referee should rate alarm systems Easy, Average, Difficult, or Impossible.
Remove Alarm
Rune Lore - GCT pg.20

Knowledge of the runes and the rituals surrounding runic magic. It should be specified whether they are Celtic, Egyptian or any other form of runes.
Rune Lore
Sailpower - HW pg.21

This skill allows you to maximize the efficiency of any wind-driven propulsion system. Or to put it another way, you can sail a sailboat.
Sailpower
Seamanship - HW pg.21

Basic skills for a shipboard environment. Includes familiarity with nautical jargon and specialized technical vocabulary. You can`t run a sailboat, but you know the ropes and knots, stowage techniques, port from starboard, and how to man the pumps.
Seamanship
Shadow/Track - CP pg.40

The skill of shadowing and following people. This skill is primarily used in urban or inhabited areas rather than in wilderness (where the skill of Survival incorporates tracking game in the wilds).
Shadow/Track
Space Survival - DS pg.76

When an emergency occurs in space you have little time to respond and you can`t afford to get it wrong, otherwise you might find yourself breathing vac or glowing in the dark. This skill allows you to know the proper procedures during emergencies. It includes how to use a goop ball; how to cycle an airlock; how to read a personal rad meter; what to do and where to go in a solar flare. Referees may use this skill to determine whether a character knows a given piece of important information about day-to-day survival in space.
Space Survival
Stock Market - CP pg.40

The ability to play the stock market, engage in routine stock transactions and manipulate stocks profitably. At +2, you know enough to invest in junk bonds and lose your shirt. At +6, your investments pay off 75% of the time. At +9, you are a major heavy on the Market, routinely dabble in international stocks, and can write learned articles on the subject of investment.
Stock Market
Street Survival - PAC pg.153

Like Wilderness Survival, but for the Street.
Street Survival
Survival: (Environment) - HW pg.21

The ability to survive off the land (or sea, or whatever) in a particular environment. Possible environments are: Urban, Mountain, Desert, Arctic, jungle, Ocean/River, Plains, Vacuum, Gravity-free.
Survival: (Environment)
System Knowledge - CP pg.40

Basic knowledge of the geography of the Net, it`s lore and history, as well as knowledge of the important computer systems, their strengths and their weaknesses. At +2, you can generally navigate around the Net and know where all the local places are. At +6, you know the locations of most places in the Net, and have a working understanding of its largest and most well known systems. At +9, you know the entire Net like the back of your hand, know the general layouts of the important systems cold, and are aware of the layouts for the rest of them.
System Knowledge
Tactics - WGF pg.48, LD pg.53

This skill gives you the edge in small unit actions, allowing you to anticipate the enemy`s moves and respond quickly. At +4, you are a trained squad leader. At +6, you are a seasoned veteran who knows how to adapt to changing battlefield conditions. At +9, you are a master tactician.
Tactics
Teaching - CP pg.40

The skill of imparting knowledge to someone else (if you don`t think this is a skill, you ought to try it sometime). Players may not teach any skill unless they have a higher skill level than the student. The referee is the final arbiter of how long it takes to teach a skill. At a Teaching Skill of +3 or better, you can professionally teach students up to High School. At +6, you know enough to be a college professor (if you wanted). At +9 or greater, you are recognized by others in the field as good enough to guest lecture at MIT or Cal Tech; your texts on the subject are quoted as the major references, and you might have a TV show on the equivalent of the PBS channel.
Teaching
Theology - GCT pg.20

The knowledge of the religions of the world and their beliefs. The character would generally specialize in their own particular religion.
Theology
Tracking/Woodsman - HW pg.21

The ability to track game (or human quarry) through a nonurban environment.
Tracking/Woodsman
Underwater Survival - SF pg.23

The ability to use anything and everything to assist in the case of mishap. The higher the rating, the better one`s chances of surviving.
Underwater Survival
Urban Survival - WGF pg.48

The ability to survive on the city streets. It involves knowing where to find free food, how to make a cargo container into sleeping quarters, and what gutters are safe to drink from. Knowing which vermin are okay to eat can be important when your apartment is the sidewalk and you don`t have the kiam to buy dirt. A good safetynet skill. A lot of people see this skill as being able to scrounge food out of dumpsters and live in the gutter; however it covers so much more, including where to go to get a free meal, where to hide in a fight, where all the best sleepy holes and food stops are, what holes to disapear down when required, what bridge to sleep under... even who is sympathetic to a street urchin. This skill is not trained, it is learned the hard way.
Urban Survival
Vampire Lore - NE pg.16

The knowledge of vampires. At+ 1, the character knows the basics, such as vampires drink blood. At +3, the character knows the major repellants of vampires (garfte, holy items, etc). At +5, the character knows the best ways to kill a vampire. At +7, the character can spot a vampire in a crowd, and know the best way to approach them. At +9 or better, the character knows how vampires think and can accurately track a vampire`s activities.
Vampire Lore
Water Vehicles - ES pg.50

The ability to crew and pilot all sorts of water vessels, from sailing ship to powerboat.
Water Vehicles
Wilderness Survival - CP pg.40

The required skill for knowing how to survive in the wilds. Knowledge includes how to set traps, forage for wood, track game, build shelters, make fires. The average Boy Scout has a Survival of +3. A Special Forces Green Beret has a Survival of +6 or above. Grizzly Adams, Mountain Man of the Wilderness, would have a +9 or +10 Survival Skill.
Wilderness Survival
Zoology - CP pg.40

Knowledge of lifeforms, biological processes and their relation to the environment. At +2, you know most common animals. At +5, you know not only well known animals, but also about many exotics and endangered species. At +8, you are knowledgable on almost all animals, know their habits well, and have a+ 1 advantage to any Wilderness Survival Skills (you know where to find the game).
Zoology
Reflexes
Action Game - PAC pg.153

The art of the old joystick arcade games. Also usable for the manually controlled VR and 3-D games. At +2, you can use some of the special attacks. At +5, you can beat anyone in your arcade. At +8, you use moves the designers hadn`t realized you could do.
Action Game
Archery - CP pg.40

The skill required to use bows, crossbows and other arrow-based ranged weapons. See Handgun for details.
Archery
Athletics - CP pg.40

This skill is required for accurate throwing, climbing, and balancing. It combines the basic elements of any high school level sports program. At +3 and above, you are the equivalent of a real high school``jock``. At +5 and above, you can perform in college level competitions. At +8 and above, you are of Olympic or Professional caliber.
Athletics
Autoweapon - HW pg.21

Automatic weapons make lots of noise, lots of recoil, and use lots of bullets. If you don`t know what to expect from one, you can prove more dangerous to your friends than your enemies. This skill allows you to use any automatic personal weapon without penalty. If you don`t have it, your base skill is considered to be 1 . Note: this supplants skills such as Rifle, which, in Hardwired is now assumed to apply only to non-automatic weapons.
Autoweapon
Brawling - CP pg.40

The skill of fighting man to man with fist, feet and other parts of the body. Brawling is not a trained skill- it is learned on the Street by getting into a lot of fights. Unlike Martial Arts, there are no specialized attacks and no damage bonuses based on level of mastery.
Brawling
Cat Burglar - HW pg.21

This skill demonstrates your ability as a second-story man, and also works as a stealth modifier. This skill, plus Pickpocket, Forgery, Alarm Removal, and other more specific skills, supplants the more general Cyberpunk skill of Thief.
Cat Burglar
Dance - CP pg.40

The specific skill needed to become a professional dancer. A trained dancer +4 or greater can successfully dance for payment in small clubs or dance troupes. Dancers +6 or greater will be considered to be of professional caliber, and regularly give performances and have fans. Dancers +9 or greater are of ``star`` caliber, have a large number of fans, and may be recognized on the street.
Dance
Dodge & Escape - CP pg.40

This skill is required to dodge attacks and escape grapples and holds. If an attack is made without your knowledge, you may not apply this skill to your Defense roll.
Dodge & Escape
Driving - CP pg.40

This skill allows you to pilot all ground vehicles like cars, trucks, tanks and hovercraft. This skill is not useable for piloting aircraft. A skill of +3 is equal to that of a very good non-professional driver. A skill of +6 allows you to drive with the skill of a moderately skilled race driver. An driver with a skill of +8 or greater will be nationally known as a racer, regularly win championship races, and possibly have access to the most advanced ground vehicles available (as long as he makes an endorsement).
Driving
EVA - DS pg.76

How to use EVA packs, hand-held thruster units, etc. Difficulties for such maneuvers as approaching habitats, rendezvousing with another person, and so on, are set by the Referee.
EVA
Fast Draw - HW pg.21

This skill allows you to (a) get the first shot off in a confrontation; or (b) assuming you opponent attacks first, to draw and get off a shot in the current round. On a REF roll of 15,the character succeeds. Particularly bulky weapons (sawed-off shotguns, long-barreled magnums, weapons with silencers) may call for negative modifiers of -1 or -2. As they are incompatible, the character will have to make note of what specific fast draw skills they have (cross-draw, gunfighter`s draw, shoulder rig, cavalry draw, etc.). A character may not use his cross-draw skill to fast draw from an ankle holster.
Fast Draw
Fencing - CP pg.40

The mastery of swords, rapiers and monoblades. A Fencing Skill of+3 allows you to be competent with a blade. A Skill of +5 makes you fairly skilled. A Fencing Skill of +6 might win you the National Fencing Competitions. A Skill of +8 will get you a reputation for being a true swordsman of duellist caliber. People like D` Artagnan or Miyamoto Musashi have Skills of+ 1 0. They are legendary masters of the blade; the mention of whom will cause all but the stupidest young bravo to run for cover.
Fencing
Handgun - CP pg.40

You must have this skill to effectively use handguns of any type, including cyberwear types. At +2, you can use a handgun effectively on a target range, though combat will still rattle you. At +5, you are as skilled as most military officers or policemen. At +7, you can do the sort of fancy shooting you see on TV, and have begun to get a reputation of being ``good with a gun``. At +8, you are a recognized gunslinger with a ``rep``. The very sound of your name makes some people back down in fear. At+ 1 0, you are a legendary gunslinger, feared by all except the stupid young punks who keep trying to ``take`` you in innumerable gunfight challenges.
Handgun
Heavy Weapons - CP pg.41

The required skill for using grenade launchers, autocannon, mortars, heavy machine guns, missiles and rocket launchers. A Level +5 skill would be equivalent to a general military ``Heavy Weapons`` training course, giving the user the ability to use any or all of these weapon types.
Heavy Weapons
Martial Arts: (Style) - CP pg.41

This skill covets any type of trained fighting style using hands, feet, or specialized ``martial arts`` weapons. You must elect a style of martial art and take a separate skill for each style (for example, you would have to take Karate and judo separately, spending points for each one.)
Martial Arts: (Style)
Melee - CP pg.41

The ability to use knives, axes, clubs and other hand to hand weapons in combat. Note: when using non-ranged cyberweapons such as rippers, scratchers, slice n` dices, cyberbeasts, and battlegloves, you must use this skill.
Melee
Motorcycle - CP pg.41

The required skill to operate motorcycles, cyberbikes and other two and three-wheeled vehicles.
Motorcycle
Operate Heavy Machinery - CP pg.41

The required skill to operate tractors, tanks, very large trucks and construction equipment.
Operate Heavy Machinery
Pilot: Deep Dive Suit (2) - SF pg.23

Treat this skill exactly like any other vehicle piloting skill. Due to the complicated multi-role design of suits, often times advanced training must be taken in order to utilize them effectively.
Pilot: Deep Dive Suit (2)
Pilot: Dirigible (2) - CP pg.42

In general, this is the skill of controlling aircraft. Aircraft are broken into categories: Gyro and Rotorcraft, fixed Wing Aircraft, Dirigibles and Vectored Thrust Aerodynes (AV-s). A Piloting Skill of + 1 allows you to take off and land safely in good weather conditions. A Piloting Skill of +3 or more makes you a trained pilot, able to engage in most combat situations or bad weather. Pilots with a Skill of +6 or greater are veteran pilots, able to handle themselves in almost any situation, including aerobatic manuevers. Pilots with a Skill of +9 or greater are so good, they have a rep as pilots, and are widely known among the piloting fraternity for having the ``right stuff``. The ability to pilot all lighter than air vehicles, including cargo dirigibles, blimps and powered balloons.
Pilot: Dirigible (2)
Pilot: EVPA (2) - SF pg.23

Treat this skill exactly like any other vehicle piloting skill. Due to the complicated multi-role design of suits, often times advanced training must be taken in order to utilize them effectively.
Pilot: EVPA (2)
Pilot: Fixed Wing (2) - CP pg.42

In general, this is the skill of controlling aircraft. Aircraft are broken into categories: Gyro and Rotorcraft, fixed Wing Aircraft, Dirigibles and Vectored Thrust Aerodynes (AV-s). A Piloting Skill of + 1 allows you to take off and land safely in good weather conditions. A Piloting Skill of +3 or more makes you a trained pilot, able to engage in most combat situations or bad weather. Pilots with a Skill of +6 or greater are veteran pilots, able to handle themselves in almost any situation, including aerobatic manuevers. Pilots with a Skill of +9 or greater are so good, they have a rep as pilots, and are widely known among the piloting fraternity for having the ``right stuff``. The ability to pilot fixed wing jets and light aircraft. Ospreys may be flown with this skill, but only in the straight ahead (non-hover) mode.
Pilot: Fixed Wing (2)
Pilot: Gyro (3) - CP pg.42

In general, this is the skill of controlling aircraft. Aircraft are broken into categories: Gyro and Rotorcraft, fixed Wing Aircraft, Dirigibles and Vectored Thrust Aerodynes (AV-s). A Piloting Skill of + 1 allows you to take off and land safely in good weather conditions. A Piloting Skill of +3 or more makes you a trained pilot, able to engage in most combat situations or bad weather. Pilots with a Skill of +6 or greater are veteran pilots, able to handle themselves in almost any situation, including aerobatic manuevers. Pilots with a Skill of +9 or greater are so good, they have a rep as pilots, and are widely known among the piloting fraternity for having the ``right stuff``. The ability to pilot all types of rotorwing aircraft, including gyros, copters and Ospreys.
Pilot: Gyro (3)
Pilot: Hardshell (2) - SF pg.23

Treat this skill exactly like any other vehicle piloting skill. Due to the complicated multi-role design of suits, often times advanced training must be taken in order to utilize them effectively.
Pilot: Hardshell (2)
Pilot: OTV (2) - DS pg.76

The skill of piloting OTV`s and other small cargo-type spacecraft. This skill allows the character to make soft lunar landings (Very Difficult task), dock with space modules (Difficult) and maneuver an OTV through space.
Pilot: OTV (2)
Pilot: PA (2) - MM pg.53, SW pg.30

Some characters may be trained in the use of ACPA without being Troopers themselves. PA Pi/otis learned by non-Trooper characters the same as Streetwise is learned by non-Fixers (in place of Streetdeal ability). It provides the maneuver bonuses of PA Combat Sense, but not the initiative bonus.
Pilot: PA (2)
Pilot: Remote (3) (INT+REF/2) - Chr 2 pg.30

There are several remote control systems for remote vehicles, all requiring the use of either the new skill Remote Systems Operation (REF /INT average based) or the Netrunner special ability Interface. This is modifed by the remote`s Control Modi6er for tricky, delicate, or combat maneuvers (as well as the control systems modifler). The most basic design is a manual version, which costs 300eb and has a control modifler of? 2. A more advanced control system uses a vir1ual reality heads-up-display helmet with a datoglave and keypad. This system costs 500eb and has a control modifier of ?1 . The most advanced control system available for remotes is a cybernetic control deck (CCD) which the operalor simp~ chips into in order lo control the remote; a ceo costs 800eb and has a control modifier of 0 or+ 1 depending on quality. These three units are available either in sta6onary panel style or compact portable versions-the cost is tlie same, but control range is sacrificed for portability: a stationary unit with repeaters can have up loa 10Okm range, while many portable versions have a mere 15km, tops.
Pilot: Remote (3) (INT+REF/2)
Pilot: Space Plane/Shuttle (3) - DS pg.76

How to pilot a spaceplane or shuttle. Knowledge of scram jet engines, how to dock with stations (Difficult task) and how to make a proper orbital reentry (Very Difficult) without burning up in the atmosphere.
Pilot: Space Plane/Shuttle (3)
Pilot: Sub (Large/Small) - SF pg.25

The ability to pilot submersibles. Small subs: Multi-role work sleds or fightersubs; large subs: Gigantic behemoths that roam the deep.
Pilot: Sub (Large/Small)
Pilot: Vectored Thrust (3) - CP pg.42

In general, this is the skill of controlling aircraft. Aircraft are broken into categories: Gyro and Rotorcraft, fixed Wing Aircraft, Dirigibles and Vectored Thrust Aerodynes (AV-s). A Piloting Skill of + 1 allows you to take off and land safely in good weather conditions. A Piloting Skill of +3 or more makes you a trained pilot, able to engage in most combat situations or bad weather. Pilots with a Skill of +6 or greater are veteran pilots, able to handle themselves in almost any situation, including aerobatic manuevers. Pilots with a Skill of +9 or greater are so good, they have a rep as pilots, and are widely known among the piloting fraternity for having the ``right stuff``. The skill of piloting all types of vectored thrust vehicles, including hovercars, hover rafts and AV-4, 6 and 7 vehicles.
Pilot: Vectored Thrust (3)
Rifle - CP pg.42

You must have this skill to use rifles/shotguns effectively (see Handguns for limitations and modifiers).
Rifle
Skating/Skateboarding - I1.2 pg.23

The skating and skateboarding skill are somewhat similar. The skating skill adds to REF when determining how well a skater can maneuver a certain obstacle. Skating can also increase movement. This increase is based on the athletic potential of the skater. Skating and Skateboards, with or without motors can add up to the users Athletics skill divided by 3 in MA rounding down. (Athletics + 3 = +MA)
Skating/Skateboarding
Sleight of Hand - GCT pg.20

The skill of making small objects appear and disappear.
Sleight of Hand
Stealth (2) - CP pg.42

The skill of hiding in shadows, moving silently, evading guards, etc. A Stealth Skill of+ 1 is about the level of a very sneaky 1 0 year old stealing cookies. At +3, you are able to get past most guards, or your parents if you`ve been grounded. At +6, you are good enough to slip smoothly from shadow to shadow and not make any noise. At +8, you are the equal of most Ninja warriors. At + 1 0, you move as silently as a shadow, making the Ninja sound like elephants.
Stealth (2)
Sub Machinegun - CP pg.42

You must have this skill to use any type of submachine gun effectively (see Handguns for limitations and modifiers).
Sub Machinegun
Underwater Combat (2) - SF pg.24

Knowledge of how best to fight hand-to hand underwater. This usually involving grasping holds aimed at the neck or vitals areas (+3 to hold, grapple, and choke), Underwater combat is ineffective on land due to the extremely close-quarters style combat, and the viscosity of the water which forces slower motions.
Underwater Combat (2)
Underwater Heavy Weapons - SF pg.25

Using such hardware as anti-sub, anti-ship, anti-platform, or area effect weapons such as vehicular railguns, torpedoes, and so forth.
Underwater Heavy Weapons
Underwater Weapons - SF pg.23

Familiarization with all types of underwater weaponry, from self contained spear guns (SCSGs) to mini-torpedo launchers.
Underwater Weapons
Water Vehicles - ES pg.50

The ability to crew and pilot all sorts of water vessels, from sailing ship to powerboat.
Water Vehicles
Zero-G Combat (2) - DS pg.76

Also known as rei-ju-ryoku-ryu, this is a specific fighting style developed for use in zero gravity. This skill replaces Martial Arts or Brawling when you fight in a no-gravity situation (if you were to use those other combat styles in 0-G you would end up a helpless spinning tangle of arms and legs). The training also teaches the character how to use recoil weapons in zero gravity. When firing a recoil weapon, he may add this Skill to the required Recoil Save Roll (pg. 25). You must have at least three points in Zero Gee Maneuver Skill before you can acquire this skill. Your Zero Gee Combat Skill can never be higher than your skill in Zero Gee Maneuver.
Zero-G Combat (2)
Zero-G Maneuver - DS pg.76

This skill is the ability to maneuver in low or zero gravity conditions. It allows a character to kick off surfaces and catch himself on the rebound, make turns or flips in mid-air by body movements, and to hold position if needed. Orbital-born characters automatically have this skill at +3, and may buy it at higher levels using IP. In order to acquire ZeroGee Maneuvering, you must first get used to the conditions of weightlessness. This isn`t easy for everyone. Each time a Groundsider character encounters a new condition of weightlessness, such as crossing an airshaft, finding himself suspended at a height without visible means of support, or some other sudden zerogee shock, he must make a Cool roll (Cool + D1 0) higher than 10 or be momentarily paralyzed by fear for 1 D6 turns. Until the character has successfully made five such rolls, he will be considered unadapted to zero gee and unable to master this skill. Once adapted, he need not make any further Cool rolls.
Zero-G Maneuver
Technical
Aero Tech (2) - CP pg.42

The required skill for repairing fixed wing aircraft, including Ospreys, jets, and light aircraft. With a Skill of +3, you can perform most routine maintenance tasks. With a Skill of +6, you can do engine teardowns and major structural repairs. With a Skill of +9 or better, you are capable of designing and building your own aircraft.
Aero Tech (2)
AV Tech (3) - CP pg.42

The required skill for repairing all ducted fan aerodyne vehicles. At +3, you can perform routine maintenance. At +6, you can tear down engines and modify an AV. At+ I 0, you can design your own AVs on common airframes.
AV Tech (3)
Basic Tech (2) - CP pg.42

The required skills for building or repairing simple mechanical and electrical devices, such as car engines, television sets, etc. With a Basic Tech Skill of +3 or better, you can fix minor car problems, repair basic wiring, etc. A Basic Tech Skill of +6 or better can repair stereos and TVs, rebuild an engine, etc. A Basic Tech Skill of +9 or better can build a simple computer from scratch, put together a race car engine, and maintain any kind of industrial machinery. However, they do not know enough specialized knowledge to apply it to complex things such as aircraft (just like Mr. Goodwrench doesn`t know how to build and service an F-16).
Basic Tech (2)
BioTech (+15) - ES pg.43

Bosic knowledge of the hows, whys and whats of bioengineering . To actually do any engineering, the character also needs relevant Expert knowledges such as DNA, Psudormones or Drug Synthesis.
BioTech (+15)
Braindance Editing - WS pg.21

The ability to edit and compose from multiple feeds of video, audio, or braindance, to create a specific piece of art. Inspired by the techno/house-music disc jockeys who say: ``Give me two records, and I`ll make you a universe.`` Marc: Oftentimes what makes recorded music great is the producer. The ``fifth Beatle,`` the guy who produced ``Dark Side of the Moon,`` Daniel Lanois, Babyface (both of whom have produced any, many hit albums by many different bands) are all examples of the use of this skill.
Braindance Editing
Calligraphy (European/Chinese) - PAC pg.153

The art of beautiful writing. There are two forms: European style pen calligraphy, and the Chinese Kanji brush writing. This skill is very important, as many Asians will judge you on your writing. At +2, your lettering is legible. At +4 you can write out your own wedding invitations. At + 10, Chinese masters ask you to teach them.
Calligraphy (European/Chinese)
Chemist - HW pg.22

This skill allows you to make all sorts of useful chemicals, including the more profitable varieties. Those who consider taking this as a backup skill in case cash gets scarce might keep in mind that the Orbitals make drugs in industrial-sized quantities and sell them fairly cheaply. Just Say No.
Chemist
Cryotank Operation - CP pg.42

The required skill for operating, repairing and maintaining life suspension and body chilling devices. A minimum skill of +4 is required to chill down a healthy person. A minumum skill of +6 for chilling a wounded person.
Cryotank Operation
Cyberdeck Design (2) - CP pg.42

The required skill for designing cyberdecks. At level +4, you can modify an existing cyberdeck for greater speed or memory. At level +6, you can design a deck equal to most existing designs. At +8, you can design decks that are substantially improved over existing designs.
Cyberdeck Design (2)
CyberTech (2) - CP pg.42

The required skill for repairing and maintaining cyberwear. At level +2, you can keep your cyberwear tuned up and can replace its power batteries. At level +6, you can strip down most cyberwear and even make simple modifications. At level +8, you can design your own cyberwear to order.
CyberTech (2)
Demolitions (2) - CP pg.42

This skill allows the character to be knowledgeable in the use of explosives, as well as knowing the best explosives to use for which jobs, how to set timers and detonators, and how much explosive to use to accomplish a desired result.
Demolitions (2)
Desktop Engineering - HW pg.22

This is the ability to program a computer-driven lathe and turn out useable tools or weapons. Can be used to design guns, knives, or any mechanically driven tool.
Desktop Engineering
Disguise - CP pg.42

The skill of disguising your character to resemble someone else, whether real or fictitious. This skill incorporates elements of both makeup and acting, although it is not the same as the ability to actually be an actor.
Disguise
Electronic Security (2) - CP pg.43

The skill of installing or countering electronic eyes, electronic locks, bugs and tracers, security cameras, pressure plates, etc. At level +3, you can jimmy or install most apartment locks and security cams. At +6, you can override most corporate office locks and traps. At +9, you can enter most high security areas with impunity.
Electronic Security (2)
Electronics - CP pg.43

The required skill for maintaining, repairing and modifying electronic instruments such as computers, personal electronics hardware, electronic security systems, cameras and monitors.
Electronics
Expert: Electronic Warfare - SF pg.96

This expert skill allows the specialist to use the proper equipment to detect, monitor, and interrupt communications. EUNT Skill Test Difficulties - Setting a wire tap onto phone/data transmission lines: Basic Tech 10+ Getting to the lines` physical location might be somewhat more difficult ... - Locating radio transmissions: EW skill 1 0+, + 10 if it`s a multifrequency transmission - Monitoring radio transmiSSions: EW skill 15+. To intercept a tight-beam or laser transmission, you must be in direct line with it - Decrypting scrambled/encrypted transmissions: EW skill plus average of Programming and Mathematics skills, Difficulty starts at 15+ and goes up swiftly.
Expert: Electronic Warfare
First Aid - CP pg.43

This skill allows the user to bind wounds, stop bleeding, and revive a stunned patient (see Trauma Team, pg. 116 for details).
First Aid
Forgery - CP pg.43

The skill of copying and creating false documents and identifications. This skill may also be applied to the detection of same; if you can fake it, you can usually tell a fake as well.
Forgery
Gunsmith - HW pg.22

This skill permits you to repair, customize, accessorize, and just plain build weaponry. A skill of +8 or better permits you to start making such advanced weapons as air-to-air missiles, antitank weapons, and other stuff beloved of panzerboys and their ilk.
Gunsmith
Gyro Tech (3) - CP pg.43

The skill of repairing and maintaining rotorwing aircraft such as helicopters and gyrocopters.
Gyro Tech (3)
Marine Tech/Underwater Equip - SA pg.83

With this skill, the player can repair and fix any surface or submersible faring vehicle, from luxury yacht engines to the turbines on a Manta class sub. At +3, the skill enables the player to perform light maintenance tasks and repairs. At +6 the player can disassemble and reassemble any engine that needs fixing, while at +9 the player can redesign engines and build a more efficient ocean faring craft from his own designs.
Marine Tech/Underwater Equip
Municipal Communication - I2.1 pg.9

This skill is used to be able to interpret the communications of police, fire, abbulance, C-SWAT, Trauma Teams and Biological Contamination teams when listening on a radio scanner tuned to municipal frequencies. A successful skill roll indicates an understanding of the codes and slang used on the scanner. A failed roll will indicate some misunderstanding that could endanger the listener.
Municipal Communication
Origami - PAC pg.153

The art of folding things up (usually paper) to look like other things. At +2, you can make a box or a crane. At +6, you can make more complex and/or smaller things: frogs that jump, etc. At + 1 0 you can make identical models that look like a specific object (+5: a plane,+ 10: an A-01 Blitz)
Origami
PA Tech (3) - MM pg.52, SW pg.29

A construction and repair skill for all non-weapon features of powered armor. This skill combines aspects of Basic Mechanics, Electronics, and Cybertech, but is specialized for ACPA and Linear Frame use.
PA Tech (3)
Paint or Draw - CP pg.43

The skill of producing professional drawings. A Skill of +3 allows you to produce salable ``modern`` art. A Skill of +6 will produce artwork that is recognizable and extremely pleasant to the eye-as well as salable. An artist with a Skill of +8 or greater will be nationally known, have exhibits in galleries, and have other lesser artists studying his style in art school.
Paint or Draw
Pharmaceuticals (2) - CP pg.43

The skill of designing and manufacturing drugs and medicines. A minimum Chemistry skill of +4 is required. At +4, you can make asprin. At +6, you can make hallucinogenics or antibiotics. At level +9 you can build designer drugs tailored to individual body chemistries.
Pharmaceuticals (2)
Photography & Film - CP pg.43

The skill of producing professional-caliber photographs or motion pictures. A Skill of +2 allows you to make decent home movies. A Skill of +4 or better creates work capable of winning amateur contests. A Skill of +6 or better will produce work of the level of the average Playboy cover or rock video. A photographer or cinematographer with a Skill of +8 or better will be nationally known and probably famous.
Photography & Film
Pick Lock - CP pg.43

The skill required to pick locks and break into sealed containers and rooms. At +3, you can jimmy most simple locks. At +6 you can crack most safes. At +9 or better, you have a rep as a master cracksman, and are known to all the major players in the Cyberpunk world.
Pick Lock
Pick Pocket - CP pg.43

The required skill for picking pockets without being noticed, as well as ``shoplifting`` small items. For ideas on levels of ability, see Pick Lock, above.
Pick Pocket
Play Instrument - CP pg.43

The skill of knowing how to play a musical instrument. You must take this skill separately for each type of instrument played. A Skill of +4 or higher will qualify your character to play professional ``gigs``. A Skill of +8 and above will gain the musician some professional acclaim, possibly with recording contracts and command performances. At+ 1 0, you are widely acclaimed, have lots of Grammys, and regularly jam with Kerry Eurodyne.
Play Instrument
Pressure Suit Tech - SF pg.24

Technical knowledge of both Deep dive and Hardshell suit systems. This skills assists in repairing, retrofitting, or designing pressure suits. Since suits are modular in design, a +2 IS enough for general maintenance.
Pressure Suit Tech
Sonar Tech - SF pg.25

The ability to use, repair and maintain a variety of underwater detection equipment. It also allows the user to interpret the information they provide to assess and identify targets and anomalies. TECH-based.
Sonar Tech
Spacecraft Tech (4) - I1.4 pg.44

Spacecraft Tech (IP multiplier 4) is used to repair and construct OTVs, Deltas, Spaceplanes, and space stations. If you feel this is too generalized, feel free to create separate Tech skills for the various space vehicles.
Spacecraft Tech (4)
Sub Tech (Large/Small) - SF pg.25

The knowledge of how to repair, maintain, retrofit, or design subs with respect to their class.
Sub Tech (Large/Small)
Tattooing (Electric/Hand-picked) - PAC pg.153

The art of putting colors into the skin. At +2 you can do simple jailhouse designs. At +6, Hell`s Angels make appointments to have you ``paint`` them. At +8, Yakuza come from Japan to have you paint them. When taking this skill you must specify either electric engraver, or hand-picked. you can do the other type at half skill. This does not apply to Light Tattoos.
Tattooing (Electric/Hand-picked)
Video Manipulation - DM pg.23

Video Manipulation, a TECH based skill, gives the character knowledge in altering video footage. Note that while video cassettes can be altered, only altering digital video chips is normally known by characters with this skill. This doesn`t mean that faked video cassettes don`t tum up, just that it is rarer. Increase the difficulty by 5 for video cassettes, unless the character is specifically trained in forging video cassettes (in which case, add 10 to the difficulty of forging digital chips). Using VideoManipulation skill, the difficulty of forging the tape is determined on the DigiForging table below. These are only guidelines, the GM should use them to determine the exact difficulty. When forging, one hour per 5levels of difficulty is required. For every hour less than this that the forger works on the tape, add 5 to the difficulty. The minimum time used to forge is 1 hour. Subtract 5 from the difficulty per extra 2 hours that the forger works on the tape, to a minimum difficulty of 15. If there is audio on the video recording, which there rarely is, add + 5 to the difficulty if there is no talking, and + 10 if there is. This is because it is an entirely new dimension that must be dealt with. The forger must make each change individually.
Video Manipulation
Weaponsmith (2) - CP pg.43

The required skill for repairing and maintaining weapons of all types. At level +2, you can do repairs and field stripping. At level +6, you can repair all types of weapons and make simple modifications. At level +8, you can design your own weapons to order.
Weaponsmith (2)
Wetware Design - WS pg.21

Specific cybernetic science dealing with the brain and neural and nervous system wares (note the difference between Wetware and Cyber); includes knowledge of the bodies systems and how they can be rewired, knowledge of the safe cavities in the brain and general repair, installation and design issues dealing with interface plugs, neural processors, internal memory, internal cyberdecks and computers, wired reflexes, braindance implants and chip-sockets.
Wetware Design