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Skill and Attribute Test List

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Orpho

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« on: <11-18-13/1900:19> »
This is a list of all the skill and attribute tests that I could find that are written out in the book. I was trying to explain to my players what each attribute and skill was actually used for, and I couldn't find this information organized anywhere. So, I took a sick day and made this list, and decided to post it on the off-chance that someone else might find it useful too. I also have it all prettified up in a Word document, but this seemed workable too. The list doesn't include any information about modifiers, or anything that isn't an explicitly spelled out skill or attribute test. ( ) after a skill name is that skill's group, and page numbers are included when there's a lot more specific and useful information about that skill test in the text.

I should add that I didn't, to the best of my knowledge, fix or add anything: this is just what's in the book, organized. Well, one change: I took out "herding." But infiltration is still there, and all the rest. I'm sure this list has mistakes and omissions, too, and I'm happy to hear about them, but I do just want to stick to whatever is actually in the 1st printing of the SR5 Corebook, for the moment.

Physical Skills

Agility
General
•   Fight fire: Agility + Intuition test to reduce DV or fire by 1 for each hit
•   Ranged Combat: Weapon Skill + Agility [Accuracy] vs. defender’s Reaction + Intuition
o   Environmental modifiers p. 175
•   Suppressive Fire: (Weapon Skill) + Agility [Accuracy] Test. Hits equal dice pool penalty in suppressed area (p. 179)
•   Weapon Skill + Agility (Accuracy) for manual operated vehicle-mounted weapons
•   Melee Combat: Weapon Skill + Agility [Accuracy] vs. defender’s Reaction + Intuition, net hits added to attacker’s DV
•   Melee teamwork: Attacker Opposed Test Combat Skill + Agility [Accuracy] against opponent’s Intuition. Hits are added as positive dice for next ally’s attack (can be chained).
•   Breaking down a Ranger Arms SM-5: Extended Firearms + Logic [Mental] (6, Complex Action) test. P. 429

Archery
Automatics (Firearms)
Blades (Close combat)
Clubs (Close combat)
Escape Artist
•   To get out of restraints: Escape Artist + Agility [Physical] against threshold based on restraints
•   Squeezing past a trip beam: Escape Artist + Agility [Physical] test vs. threshold
•   Removing a headjammer from yourself without the proper key: Escape Artist + Agility [Physical] (4) test, p. 441.
Exotic Melee Weapon
Exotic Ranged Weapon
Gunnery   
•   Operate remote vehicle-mounted weapon system: Gunnery + Logic [Accuracy], p. 183
•   Passive sensor targeting: Gunnery + Logic [Sensor]. Signature modifiers apply p. 184
•   Fire a drone-mounted weapon at a target: Gunnery + Agility test, p. 238
Gymnastics (Athletics)
•   Used for assisted and unassisted climbing tasks (134)
•   Climbing: Complex Action, Gymnastics + Strength [Physical] test determines how far you can move vertically or laterally.
•   Test during climbing or rappelling to hold on: Reaction + Strength Test
•   Free-Fall + Logic [Mental] Test against threshold each to half the falling character’s Body (rounded down) to test safety lines after 2 failed climbing tests.
•   Horizontal Jumping: Gymnastics + Agility Test; for every hit, you jump 1 meter standing or 2 meters running.
•   Vertical Jumping: as above, half a meter of altitude per hit.
•   Dodge: Reaction + Intuition + Gymnastics [Physical]
•   Move past an opponent: Agility + Gymnastics (1) [Physical] test, each hit over threshold allows you to move past 1 opponent (p. 194)
•   Climbing past a fencetop wiring: Climbing + Agility (3) Test p 363.
Heavy Weapons
•   Fire a grenade, rocket, or missile: Heavy Weapons + Agility [Accuracy] (3) test with modifiers (p. 181).
Locksmith
•   Defeating key locks: Locksmith + Agility [Physical] (Lock Rating, 1 combat turn) Extended test
•   Maglocks: Locksmith + Agility [Physical] (Maglock rating x 2, 1 combat turn) Extended test
•   Keypads: Locksmith + Agility [Physical] (Maglock rating x 2, 1 combat turn).
•   Removing a headjammer without the key: Locksmith + Agility [Physical] (8, 1 Complex Action) Extended test p. 441.
Longarms (Firearms)
Palming (Stealth)
•   Hide something on your person that someone is looking for: Opposed Palming + Agility [Physical] vs. Perception + Intuition [Mental] test p. 419
Pistols (Firearms)
Sneaking (Stealth)
•   Sneaking = Opposed Test, Agi + Stealth vs. Perception + Intuition with any appropriate Perception modifiers
•   Defeating a motion sensor: Infiltration + Agility [Physical] (3) Test
•   Sound detectors/vibration detectors: Infiltration + Agility [Physical] (3) Test

Throwing Weapons
•   Number of thrown weapons readied per Ready Weapon action = (Agility/2).
•   
Unarmed Combat (Close combat)   
•   Unarmed melee damage = Strength as Stun dmg.
•   Unarmed Combat + Str [Physical] test with threshold equal to net hits scored on the attacker’s original attacker’s grappling test.
•   Compare attacker’s Str + net hits to the defender’s physical limit. If the attacker’s total exceeds physical limit, the attacker grapples and immobilizes the defender p. 195
•   Get a better grip: Unarmed Combat attack test, opposed as normal with superior position bonus + 2
•   Inflict Stun dmg on character, DV = Str
•   Knock defender down, as for called shots (p 195)
« Last Edit: <11-18-13/1912:44> by Orpho »

Orpho

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« Reply #1 on: <11-18-13/1900:44> »
Body
General
•   Body + Willpower (2) test to stand up when wounded, wound modifiers apply
•   Physical Condition Monitor = (Body/2) + 8
•   Body + Armor to resist falling dmg (p. 172)
•   Lifting/Carrying (Body + Strength)
•   Body + Willpower (3) to pull Dead Man’s Trigger (p 197)
Diving
Free-Fall
•   Rappelling: Free-Fall + Body [Physical] 2 Success Test.

Reaction
General
•   Quick Draw Simple action: (Weapon Skill) + Reaction [Physical] 3; quick draw holster reduces threshold by 2.
•   Ranged Combat: Weapon Skill + Agility [Accuracy] vs. defender’s Reaction + Intuition
o   Environmental modifiers p. 175
•   Suppressive Fire dodge: Reaction + Edge with threshold equal to hits on suppressive fire roll (p. 179)
•   Drones use their Pilot + [Weapon] Targeting autosoft rating (p. 183, p. 269), limit Accuracy
•   To detect with a sensor: Vehicles roll Pilot + Clearsight [Sensor]; Opposed test vs. Infiltration + Agency [Physical], Infiltration (Vehicle) + Reaction [Handling] for driven vehicles, or Pilot + [Model] Stealth [Handling] for drones. p. 184 & p. 270
•   Melee Combat: Weapon Skill + Agility [Accuracy] vs. defender’s Reaction + Intuition, net hits added to attacker’s DV
•   Parry an attack with melee wpn: Reaction + Intuition + Melee Wpn Skill [Physical] as defense test
•   Parry an attack unarmed: Reaction + Intuition + Unarmed Combat [Physical] as defense test
•   Block: Reaction + Intuition + Unarmed Combat [Physical]
•   Dodge: Reaction + Intuition + Gymnastics [Physical]
•   Surprise Test: Reaction + Intuition (3) to avoid surprise
•   Vehicle test = Vehicle Skill + Reaction [Handling], threshold by difficulty on table p. 199 and terrain p. 200
•   Ramming: reaction + Intuition [Handling], p. 203
•   Catch-up or Break away: reaction + Vehicle Skill [speed or handling] (maneuver threshold) p. 204
•   Cut off: Opposed reaction + Vehicle Skill [Handling] Test
•   When vehicle is attacked in combat: driver rolls Reaction + Intuition as defense.
o   Drones roll Pilot + Autosoft [Handling] p 205, also p. 266 for jumped in
•   Drone Perception: drone observes its surroundings with Pilot + Clearsight [Sensor] test
•   Rigger jumped into drone observes its surroundings: Perception + Intuition [Sensor] Test p. 270
•   Remove the pressure from a pressure plate before it exceeds the weight allowance: Reaction + Intuition (3) test, dice pool minus the character’s Body
   
Pilot Aerospace
Pilot Aircraft
Pilot Exotic Vehicle
Pilot Ground Craft
Pilot Walker
Pilot Watercraft


Strength
Running
•   Running + Strength [Physical] Test; each hit adds 1 or 2 (elf, troll) meters to distance for combat turn
o   Walk and run rates on p. 162
•   Can run non-stop for max minutes equal to (Body + Running) x10, after which time fatigue takes effect (p. 172)
•   Strength/3 (rounded up) recoil compensation (p. 175)
•   Lifting/Carrying: Body + Strength
•   Unarmed melee damage = Strength as Stun dmg.
•   Wall Running (adept power): Running + Strength [Magic] test, with hits indicating the number of meters you may climb up in an action phase.

Swimming
•   Complex action, can move number of meters/Turn = (Agi + Str)/2.
•   Simple action to sprint-swim, Swimming + Str [Physical], + 1m/hit; +2m/hit if you’re an elf or troll
•   Holding your breath: 60s (20 combat turns) = base hold your breath time
•   Swimming + Willpower test, each net hit adds + 15s (5 combat turns)
•   1 box of stun dmg/turn until breathing, unresisted
•   Treading water – for minutes equal to Str rating, then Swimming + Str [Physical] (2) test. Success = str rating minutes treading water before next test.
« Last Edit: <11-18-13/1905:14> by Orpho »

Orpho

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« Reply #2 on: <11-18-13/1901:07> »
Social Skills

Charisma
General
•   Composure (Charisma + Willpower)
•   Judge Intentions (Charisma + Intuition)

Animal Handling
Con
Etiquette
•   Etiquette + Charisma [Social] vs. Perception + Charisma [Social] opposed test to ease suspicions; any net hits and they accept you. 3 or more net hits, their attitude towards you improve as on Social modifiers table p. 140
•   Saving you (player) from a blunder that your character wouldn’t: when this happens, make Etiquette test against threshold equal to severity of the blunder.
•   Glitch on Etiquette test = social blunder, with attitude effect (table p. 140)
Impersonation
•   Impersonation without disguise = Opposed Test: Perception + Intuition vs. Impersonation + Charisma
•   Character in disguise rolls Impersonation + Charisma [Social], adds number of hits to the threshold for breaking the disguise.
•   Fool a person or voice recognition: Opposed Test Impersonation + Charisma [Mental] vs. voice recognition system x2 or Perception + Intuition of target
Instruction
•   Teaching = Instruction + Charisma [Social] test, every hit reduces time for student to improve their skill by 1 day (must have skill at Rating 4 or higher to teach)
Intimidation
Leadership
•   Complex action to make Leadership + Charisma [Social] test
o   Command: target resists with Leadership + Willpower [Mental] test with social modifiers p 140. For every net hit, the target accepts you as their leader for 1 combat turn
o   Direct: Your hits act as a teamwork test for 1 subordinate’s skill or computer test that they perform on or before their next action phase
o   Inspire: your hits acts as a teamwork test for the rest of the combat turn
o   Rally: your subordinates add 1 to their initiative score for every 2 hits
Negotiation
•   Convince a contact to do a favor higher than their loyalty rating: Negotiation + Charisma [Social] Opposed test (p. 389)
•   Availability test for black market goods: Negotiation + Charisma [Social] vs. availability rating. If you win, found at listed price… see delivery times table + details p. 418
Performance
•   Simple test Performance + Charisma [Social], for art performance
•   For distraction use social modifiers table p. 140, with Opposed: Charisma + Performance vs. Charisma + Willpower
« Last Edit: <11-21-13/1518:25> by Orpho »

Orpho

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« Reply #3 on: <11-18-13/1901:35> »
Mental Skills

Intuition
General
•   Intuition (2) test to interpret a gesture (p. 164)
•   Ranged Combat: Weapon Skill + Agility [Accuracy] vs. defender’s Reaction + Intuition
o   Environmental modifiers p. 175
•   Judge Intentions (Charisma + Intuition)
•   To detect with a sensor: Perception + Intuition [sensor]
•   Melee Combat: Weapon Skill + Agility [Accuracy] vs. defender’s Reaction + Intuition, net hits added to attacker’s DV
•   Melee teamwork: Attacker Opposed Test Combat Skill + Agility [Accuracy] against opponent’s Intuition. Hits are added as positive dice for next ally’s attack (can be chained)
•   Parry an attack with melee wpn: Reaction + Intuition + Melee Wpn Skill [Physical] as defense test
•   Parry an attack unarmed: Reaction + Intuition + Unarmed Combat [Physical] as defense test
•   Block: Reaction + Intuition + Unarmed Combat [Physical]
•   Dodge: Reaction + Intuition + Gymnastics [Physical]
•   Surprise Test: Reaction + Intuition (3) to avoid surprise
•   Data Processing + Intuition (hot-sim VR)
•   Finding a silent Matrix icon: Opposed Computer + Intuition [Data Processing] v. Logic + Sleaze test
•   Resist Black IC, Killer IC, Probe IC, Sparky IC: Intuition + Firewall (p. 248)

Artisan
Assensing
•   Learn more about an aura: Simple Assensing + Intuition [Astral] test, with the number of hits determining how much you learn, see Assensing table p. 313.
•   Search for your body it’s been moved and you’re astrally projecting: Assensing + Intuition [Astral] (1 hour) Extended test.
•   Following an astral link: Assensing + Intuition (5, 1 hour) [Astral] Extended test modified as per table p. 315.
Disguise
•   Create the disguise: Disguise + Intuition [Mental] test. Number of hits is threshold for anyone trying to see through the disguise later.
•   Disguise kits use build/repair table p. 146.
o   GM assigns a threshold and interval for the Extended Test using the Task Difficulty Threshold table and Extended Test Thresholds table on p. 48
o   Add half the threshold of the Extended Test used to make the disguise as a dice pool bonus to your Disguise Test, to a maximum bonus of 4.
•   Facial recognition bypass: Disguise + Intuition [Mental] vs. Device rating
Interests Knowledge
Language
Navigation
•   Navigation tests called for when no AR or unknown terrain, Simple Navigation + Intuition [Mental], threshold based on terrain with environmental factor modifiers
Perception
•   Observe in Detail: Perception + Intuition [Mental] – net hits determine detail
o   Visibility and light modifiers apply
o   Teamwork test possible
•   Perception Test modifiers table p. 135
•   To notice magic: Perception + Intuition [Mental] test with threshold equal to Skill Rating of the being performing it minus the Force of the magic, or 6 – Force if there’s no skill involved. P280
•   To notice an astral form passing through your aura: Perception + Intuition (4) [Mental] test, with +2 for Awakened. P. 314.
•   Noticing a trip beam: Perception + Intuition [Mental] (2) Test for visible beams, threshold of 3 for infrared beams.
Street Knowledge
Tracking
•   Tracking + Intuition [Mental] test with a threshold based on the terrain p. 45 table
•   Target obscuring their trail = Opposed Test, Tracking + Intuition [Mental] vs. Sneak + Agi [Physical].
•   Any net successes on tracking test give additional info


Logic
General
•   Memory: Logic + Willpower
•   Finding a silent Matrix icon: Opposed Computer + Intuition [Data Processing] v. Logic + Sleaze test
•   Resist Blaster IC: Logic + Firewall (p. 248)
•   Resist illusion & manipulation spells: Logic + Willpower
•   Resist physical illusion spells: Intuition + Logic
Aeronautics Mechanic (Engineering)
Arcana
•   Recognize an alchemical preparation: Arcana + Intuition [Mental] Test p. 304
•   Research a focus formula: Arcana + Magic [Astral] (Force x Force, 1 day) Extended Test
•   Translate a focus formula from another tradition: Arcana + Magic [Astral] (Force, 1 day) Extended Test (p. 306)
•   Time required to initiate: Arcana + Intuition [Astral] (initiate grade, 1 month) Extended test
Armorer
•   Disable the safety feature of a grenade or rocket: Armorer + Logic [Mental] (4, 5 Minutes) Extended test p. 434-5.
Automotive Mechanic (Engineering)
Biotechnology
Chemistry
•   Breath, cellular, DNA scanners: Chemistry + Logic (5, 1 hour) Extended test
Computer (Electronics)
•   Edit File: Computer + Logic [Data Processing] v. Intuition + Firewall
•   Protect a File: Simple Computer + Logic [Data Processing] test, number of hits is rating of the protected file.
•   Computer + Logic [Attack] v. Willpower + Firewall
•   Erase Matrix Signature: Computer + Resonance [Attack] v. (Signature Rating) x2
•   Format Device: Computer + Logic [Sleave] v. Willpower + Firewall
•   Matrix Perception: Computer + Intuition [Data Processing] ( v. Logic + Sleave). Analyze a matrix object or scan for silent running, hits determine info (table p. 241). Opposed test if icon is running silent.
•   Matrix Search: Simple Computer + Intuition [Data Processing]
•   Reboot Device: Computer + Logic [Data Processing] v. Willpower + Firewall
•   Trace Icon: Computer + Intuition [Data Processing] v. Willpower + Sleaze
Cybertechnology (Biotech)
Cybercombat (Cracking)
•   Brute force matrix action: Cybercombat + Logic [Attack] v. Willpower + Firewall
•   Crash Program: Cybercombat + Logic [Attack] v. Intuition + Firewall
•   Data Spike: Cybercombat + Logic [Attack] v. Intuition + Firewall
•   Electron storm (Sprite action): Cybercombat + Resonance [Attack] v. Intuition + Firewall, inflict (Resonance) DV Matrix dmg, resisted as normal every turn p. 257
Demolitions
•   Rigging a grenade etc boobytrip: Extended Demolitions + Logic [Mental] (8, 1 Complex Action) test. P. 435.
•   Weaken structure: Demolitions + Logic [Mental] Test; each hit adds +1 to explosive’s effectiveness rating (p. 436).
Electronic Warfare (Cracking)
•   Check Overwatch Score: Electronic Warfare + Logic [Sleaze] v. 6 dice (hits on defense adds to Overwatch Score)
•   Control Device: Electronic Warfare + Intuition [Sleaze] v. Intuition + Firewall
•   Hide (Matrix): Electronic Warfare + Intuition [Sleaze] v. Intuition + Data Processing
•   Jam Signals: Electronic Warfare + Logic [Attack]
•   Jump into Rigged Device: Electronic Warfare + Logic [Data Processing] v. Willpower + Firewall
•   To compensate for Noise in an RCC (rigger): Electronic Warfare + Logic [Data Processing] test. The hits act as a noise reduction p. 268
•   To operate a bug scanner: Electronic Warfare + Logic [Rating]; stealthed objects defend with Logic + Sleaze. P. 440.
First Aid (Biotech)
•   To help reduce the trauma of wounds: Roll a First Aid + Logic [Mental] (2) Test, with healing modifiers Each net hit removes 1 box of dmg p 205
•   Stabilize a wounded char: First Aid + Logic [Mental] (3) test
•   Snoop (Matrix action): Electronic Warfare + Intuition [Sleaze] v. Logic + Firewall
Forgery   
•   Creating a forgery is a Forgery + Logic test. Limit is physical for forged art, signatures; or mental for credsticks, documents, other items that are “more data than substance” (p. 146).
o   Modifiers as from build/repair table p. 146
o   Quality of the forgery is based on number of hits scored on test, hits act as threshold for attempts to spot the fake.
•   Examining a forgery: Perception + Intuition [Mental] or Forgery + Intuition [Mental] test, target is number of hits scored on forging test.
Industrial Mechanic (Engineering)
Hacking (Cracking)
•   Crack File: Hacking + Logic [Attack] v. Protection Rating x2
•   Hack on the Fly: Hacking + Logic [Sleaze] v. Intuition + Firewall
•   Spoof Command (Matrix): Hacking + Intuition [Sleaze] v. Logic + Firewall
•   Cookie (Sprite action): Hacking + Resonance [Sleaze] v. Intuition + Firewall, p. 256
Hardware (Electronics)
•   Repair a device with Matrix dmg: Hardware + Logic [Mental] test (requires toolkit and 1 hr of work). Every hit removes 1 box Matrix dmg, or cut time in half.
•   Illegally change a device’s owner: Extended Hardware + Logic [Mental] (24, 1 hour) test. Requires hardware toolkit
•   Jack out: Hardware + Willpower [Firewall] v. Logic + Attack
•   Diagnostics (Sprite action): Simple Hardware + Level [Data Processing] test; if any hits are rolled +1 limit bonus, each hit adds 1 die to the character’s dice pool to use or repair the item.
•   Gremlins (Sprite action): Hardware + Level [Attack] v. Device Rating + Firewall test; if successful, glitch. 4+ hits = critical glitch
•   Transponder-embedded keys: Hardware + Logic [Mental] (Lock Rating, 1 minute) Extended Test
•   Bypass an alarm: Hardware + Logic [Mental 5, 1 minute] Extended test
•   Turn off a switch: Hardware + Logic [Mental] (5, 1 Combat Turn) Extended test, p. 364
•   Bypass the 1-time use of a BTL: Hardware + Logic (10, 1 hour) Extended Test, p. 413
•   Removing a headjammer without the proper key: Hardware + Logic [Mental] (8, 1 Complex Action) test. P. 441.
•   Making a new keycard with a keycard copier: Hardware + Logic [Mental] (2) test, p. 447.
Medicine (Biotech)
•   Speed healing process: Medicine + Logic [Mental] test, including mods, each hit +1 die to any subsequent healing tests
•   Stabilize a wounded char: Medicine + Logic [Mental] (3) test
•   Remove an implanted security tag: Extended Medicine + Logic [Mental] (10, 1 minute) test
•   
Nautical Mechanic (Engineering)
•   Using a remote underwater welder: Nautical Mechanic + Logic test
Professional Knowledge
Software (Electronics)
•   Disarm Data Bomb: Software + Intuition [Firewall] v. Data Bomb Rating x2
•   Set Data Bomb: Software + Logic [Sleaze] v. (Device Rating x2)
•   Kill Complex Form (Resonance Action): Software + Resonance [Level] v. Complex Form Level + Resonance
•   Thread Complex Form (Resonance Action): Software + Resonance [Level] v. special
•   Learn Complex Form: Software + Intuition [Mental] test, divide 12 by number of hits to get the number of days it takes to learn the complex form (p. 252)
•   Cleaner (Complex Form): Make a simple Software + Resonance [Level] test, each hit reduces overwatch score by 1.
•   Diffusion of [Matrix Attribute] (Complex Form): Make an Opposed Software + Resonance [Level] v. Willpower + Firewall. If you win, target’s attribute is reduced by net hits.
•   Editor (Complex Form): Software + Resonance [Level] test vs. Intuition + Data Processing of file’s owner
•   Static Veil (Complex Form): Make a Simple Software + resonance [Level] test with a threshold of 1 if the target is on the public grid and 2 if the target is on any other grid. Veiled target’s overwatch score does not increase due to time on that grid while this is sustained.
•   Pulse Storm (Complex Form): Software + Resonance [Level] vs. Logic + Data Processing test. Each net hit increases target’s noise by 1.
•   Puppeteer (Complex Form): Make a Software + Resonance [Leve] v. Willpower + Firewall test with threshold based on action (p. 252).
•   Resonance Channel (Complex Form): Simple Software + Resonance [Level] test, each net hit reduces noise due to distance from target by 1.
•   Resonance Spike (Complex Form): Software + Resonance [Level] v. Willpower + Firewall test, 1 box of Matrix dmg per net hit, with no chance to resist.
•   Resonance Veil (Complex Form): Software + Resonance [Level] v. Intuition + Data Processing test for convincing illustion
•   Static Bomb (Complex Form): Software + Resonance [Level] v. Intuition + Data Processing for all icons that have spotted you; each icon you beat in this test loses you (doesn’t work if they have marks on you)
•   Stitches (Complex Form): Software + Resonance [Level] test, for each hit remove 1 box of dmg from Sprite.
•   Transcendent Grid (Complex Form): Software + Resonance [Level] test, effect persists for 1 minute for every hit (p. 253)
•   Tattletale (Complex Form) Software + Resonance [Level] test; for each hit, increase target’s Overwatch score by 1.

Willpower
General
•   Body + Willpower (2) test to stand up when wounded, wound modifiers apply
•   Stun Condition Modifier equal (Will/2) + 8
•   Composure (Charisma + Willpower)
•   Memory: Logic + Willpower
•   Full defense: boosts defense test by Willpower for combat turn
•   Recover from stun damage after resting 1 hour: Body + Willpower (1 hour) Extended test
•   Resist dumpshock: Willpower + Firewall; disoriented for (10 – Willpower) minutes
•   Resist brute force Matrix action: Cybercombat + Logic [Attack] v. Willpower + Firewall
•   Resist Acid IC or Scramble IC: Willpower + Firewall (p. 248)
•   Resist Binder IC: Willpower + Data Processing
•   Resist Jammer IC: Willpower + Attack
•   Resist Marker IC or Track IC: Willpower + Sleaze
•   Logic + Willpower: resist Illusion spells
•   Addiction test: Logic + Willpower for psychological addiction, Body + Willpower for physical. P. 414.
Astral Combat
•   To fight astral entities: Astral combat + Willpower
•   Unarmed astral attacks: Opposed Astral Combat + Willpower [Astral] v. Intuition + Logic test.
•   Astral attack with a weapon focus: Opposed Astral Combat + Willpower [Accuracy] v. Intuition + Logic test. P. 315.
Survival
•   Survival rolls every 24 hours Survival + Willpower [Mental] Test, thresholds on table p. 137.
o   Failure = Stun dmg with DV equal to 2x threshold, Stun dmg can’t be healed until you don’t need to make survival test.
« Last Edit: <11-21-13/1521:37> by Orpho »

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« Reply #4 on: <11-18-13/1901:57> »
Special Skills

Magic
General
•   Learning a spell: Simple (Spellcasting, Ritual Spellcasting, or Alchemy) + Intuition [magical lodge’s Force] Test. P. 299
•   Forcing through an astral barrier: Magic + Charisma [Astral] v. barrier’s Force x 2 Opposed test. Any net hits allow you to pass through the barrier. P. 216.
•   Forced Astral Interaction: Magic + Charisma [Astral] v. Force x2 [Force] test; see 316.
Alchemy (Enchanting)
•   Creating an alchemical preparation: Alchemy + Magic [Force] test opposed by the Force of the preparation p. 305.
•   Channel magic from breaking down a focus into magical reagents: Alchemy + Magic [Astral] test; every success creates 1 reagent, max 1/3 of reagents used in creating focus.
•   Harvest alchemical ingredients: after 1 hour, Alchemy + Magic [Mental] test, every 2 hits is 1 dram of reagent.
Artificing (Enchanting)
•   Craft a focus: Artificing + Magic [formula Force] v. formula Force + telesma’s Object resistance
•   Artifact Assensing: Opposed Test Artificing + Magic [Astral] vs. twice the force of the focus. Net hits let you learn about aura of the artificer who crafted focus.
Banishing (Conjuring)
•   Banish a spirit: Opposed Banishing + Magic [Astral] test v. spirit’s Force (+ summoner’s Magic if the spirit is bound). P. 301.
Binding (Conjuring)
•   Binding spirit to compel long-term service: Opposed Summoning + Magic [Force] v. Spirit’s force x 2. Additional net hits beyond the first add services.
Counterspelling (Sorcery)
•   Dispelling Test: Counterspell + Magic [Astral] v. spell’s Force + caster’s Magic (+ amount of karma spent quickening the spell, if any) p. 295
•   Disrupting a ritual: Opposed counterspelling + Magic [Astral] test against a dice pool equal to the current sum of the Force of the spell and the total of the Magic ratings of all the ritual’s participants. Every net hit reduces the net hits from the ritual’s sealing step by 1. P. 295.
Disenchanting (Enchanting)
•   To deactivate an active focus: Opposed Disenchanting + Magic [Astral] v. target’s Force + owner’s Magic test.
•   Breaking down a focus: Opposed Disenchanting + Magic [Astral] v. target’s Force (+ owner’s Magic if bonded and if the focus isn’t yours) test
•   Disjoining a preparation: Opposed Disenchanting + Magic [Astral] test vs. the preparation’s Force + the alchemist’s Magic Rating (plus any Karma from the fixation metamagic). Every net hit reduces Potency by 1.
Ritual Spellcasting (Sorcery)
•   Seal a ritual: leader makes a Ritual Spellcasting + Magic [Force] vs. (Force x 2) wit ha teamwork test from each of the participants. P. 296.
Spellcasting (Sorcery)
•   To cast a spell: Spellcasting + Magic [Force] test, including modifiers. Opposition roll or threshold listed in spell description. P. 281
•   Active Detection Spell: Opposed test between caster’s Spellcasting + Magic [Force] and either Willpower + Logic (+ Counterspelling if available) [Mental] for living things with auras, (Force x 2) for magical objects, or the object resistance for mundance objects p. 285
•   Decrease [Attribute]: Opposed Spellcasting + Magic [Force] vs. (targeted Attribute) + Willpower test. P. 288
Summoning (Conjuring)
•   Attempt to summon a spirit: Opposed test Summoning + Magic [Force] v. spirit’s Force – one service per hit.

Resonance
General
•   Keep Concentration on complex form: Simple Resonance + Willpower (2) test to keep sustaining
•   Resonance + Willpower to resist fading
Compiling (Tasking)   
•   Compile Sprite: Compiling + Resonance [Level] v. Sprite Level
Decompiling (Tasking)
•   Decompile Sprite: Decompiling + Resonance [Level] vs. Sprite Rating (+ compiler’s Resonance), see also p. 256
Registering (Tasking)   
•   Register Sprite: Registering + Resonance [Level] v. Sprite Level x2
« Last Edit: <11-18-13/1909:35> by Orpho »

Reaver

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« Reply #5 on: <11-21-13/1302:35> »
Wow... just,wow!

This is very helpful, thank you for your time and effort putting this together! I did not spot any errors in my first pass through, but I will keep an eye open for you.


Great job!!
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Djinnocide

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« Reply #6 on: <11-21-13/1328:58> »
Very cool. Thanks for this!

ImaginalDisc

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« Reply #7 on: <11-21-13/1550:06> »
1. Sticky.
2. Doc.
3. ^5.

Orpho

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« Reply #8 on: <11-24-13/2311:41> »
These are just as-is, of course. I have a million questions about what actually makes sense - my rigger is bombarding me with questions about which dice pools are used jumped in - should it _really_ be gunnery + agility for firing a drone weapon, as on p. 263? When should he use Reaction & Handling, when Data Processing + Intuition, and the like. And it's not even him trying to be crunchy, it's just absolutely not clear based on what's available, at least as I understand it. But I figured this was a good place to start.

I think my next task is going to be trying to create a "what I think the rolls should be" (RAI + houserules to standardize and systematize the RAW) for each archetype's basic activities. Probably starting with Riggers. Unless that already exists. :)

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« Reply #9 on: <11-25-13/0412:02> »
Gunnery+Agility[Accuracy] with Control Device is for AR riggers. The very description of why it uses Agility eliminates VR and thus jumped-in usage of Agility. You'd either use Gunnery+Logic[Sensors] for Passive Targetting, or houserule Gunnery+Logic[Accuracy]. Keep in mind Gunnery+Logic[Sensors] gets boosted by the Control Rig, but even then we're talking a cap of 5.

As for Riggers and their initiative and such, I'll look it up in the overview I got later. Reaction, by the way, afaik is the one physical attribute that you bring with you into VR as Rigger.
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Dangersaurus

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« Reply #10 on: <11-28-13/1439:31> »
This is unbelievably helpful!

Metasyntactic

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« Reply #11 on: <01-06-14/0941:38> »
Dodge: Reaction + Intuition + Gymnastics [Physical]

So if you take "Gymnastics" then every time you are shot at you get a boost to dodge?
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« Reply #12 on: <01-06-14/1059:05> »
No. There's a difference between defense, which we usually call dodging, and the Dodge Interrupt Action. That line belongs to the Dodge Interrupt Action.
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Namikaze

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« Reply #13 on: <01-06-14/1144:52> »
No. There's a difference between defense, which we usually call dodging, and the Dodge Interrupt Action. That line belongs to the Dodge Interrupt Action.

Interrupt Actions are extremely important to note.  All Interrupt Actions require that you lose 5 or more Initiative points from your current Initiative roll.  Therefore, you can only Dodge Interrupt so many times before you simply cannot act any further.
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« Reply #14 on: <01-06-14/1154:39> »
Yeah, I much prefer Full Defense at Willpower 5 myself. It even helps against Fear and such.
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