Greetings.
One of the best things about Shadowrun 3rd Edition, in my humble opinion, is the revised skill system. In particular, the definition and array of Knowledge skills suddenly makes them very attractive to characters. Unfortunately, there’s very little material presented in the main rules, about the benefits of any given Knowledge skill - why you should spend the points on it, and what use it is to your character other than ‘background flavour’.
This column aims to present several new skills every issue, with a description of what each skill allows you to do - finally, a reason to pay attentionto your character’s Knowledge skills! In addition, there will be a small selection of new, expanded, or revised Active skills.
Are you sitting comfortably? Then let’s begin...
Knowledge Skills
Architecture (Intelligence)
The Architecture skill covers many aspects of building design and layout, including interior design, layout and occupational health & safety issues. Of particular relevance to a shadowrunner is the ability this skill grants to assess building exteriors and interiors. It can be used, for example, when analyzing blueprints to find accesses into a building. Characters may also use this skill when inside a building to reasonably predict the location andlayout of guard points, amenities, fuse boxes, air conditioning vents, fire escapes, and the like. It is also applicable in the use of mapsofts and orientationsystems.
Default: Structural Engineering
Specializations: By culture, by building type (EG: residential, office space, shopping complex), by building density (low/medium/high density).
Linguistics (Intelligence)
Rather than knowledge of any specific language, this skill represents knowledge of grammar, language evolution, and etymology. It may be used as a Complementary skill when defaulting from one language to another. For example, if a character has skill in French but not Italian, they may make a Complementary Linguistics test when defaulting from French to Italian. This represents the advantage in knowing language structure, evolution, and formation when extrapolating meaning from semi-familiar languages.
Specializations: By language group (see SR3)
Political Science (Intelligence)
This skill covers a wide range of political knowledge. It grants a reasonable knowledge of political theory and practice, the current political climate and situation, and political history of the last 1000 years. In appropriate situations, this skill may be used as a Complementary Skill for Negotiation or Etiquette Tests, at the discretion of the gamemaster.
Specializations: By country, by continent, by historical period, by faction
Security Devices (Intelligence)
This skill allows knowledge of individual security devices and sensors, and their strengths and limitations. It allows characters to recognize individual devices of a particular type, and remember facts relating to that device. For example, this skill could be used to recognize the ‘black box’ in the corner as the housing of a Sentry Gun emplacement. Equally, a character with this skill might recognize a security camera as being a particular model, with particular strengths and weaknesses (perhaps good range, poor resolution, or a wide viewing window), allowing the character to exploit any weaknesses that present themselves. Use of this skill should be carefully monitored by the gamemaster to avoid abuse.
Default: Security Systems
Specializations: Detection measures, weapons emplacements
Security Systems (Intelligence)
The Security Systems knowledge skill gives knowledge of the design, layout, and implementation of security systems, particularly regarding the integration of different types of devices into one security setup. Characters with this skill can assess visible security measures and predict and exploit the sensitivity and responsiveness of an area’s security system. In addition, characters may also predict the location and type of further security measures, based on standards for effective security layouts. For example, a character possessing this skill who could see the location of variouscameras on a building plan might also be able to predict likely locations for trip-lasers, motion sensors, or other measures.
Default: Security Devices
Specializations: Sensor nets, Two-Stage Defenses, Passive Systems, Active Systems, Weapons Systems.
Structural Engineering (Intelligence)
The Structural Engineering skill includes most aspects of designing and constructing a building or similar edifice, and making sure it doesn’t fall down around your ears. This skill’s primary use lies in determining load-bearing walls andpillars, for the purposes of knocking them down - indeed, at the GM’s discretion, a character may use Structural Engineering as a Complementary Skill for a Demolitions test when placing explosive devices. Structural Engineering may also be used for assessing the relative strengths of construction materials - it is useful when selecting targets for a ‘Ram’ spell. Characters may also make a Structural Engineering Test (Target Number 5) to determine the Barrier Rating of a given impediment.
Default: Architecture
Specializations: By culture, by building type (eg residential, office space, shopping complex).
Active Skills
Forgery(Intelligence)
Forgery allows a character to manipulate data in any number of ways. The File Editing specialization can be used to forge computer files and their associated data - making sure that file headers, date stamps, backups, and so forth meet scrutiny. The Image Manipulation and Audio Manipulation specializations are useful for digitally massaging images and footage - to remove, add, or alter parts of the image, sound, or video. The Physical Forgery specialization allows counterfeiting of banknotes, bearer bonds, certificates of authenticity, artworks and the like. Use of this skill should be carefully regulated by the GM, with reference to the Shadowbeat sourcebook where appropriate.
Specializations: File editing, image manipulation, audio manipulation, physical forgery