Skills

With the exception to a few unique Shadowrun Skills(Shadowrun 77-80), all the skills listed in the Shadowrun books have an equivalent skill in the GURPS.
For those few skills that are unique to the Shadowrun world , I have created them and made available in the GURPS system.
For a full description on any of the listed skills please see their respective original publisher. Page references will be listed for your convenience.

Academic Knowledge

Varies
This is a variety of skills.
History (GURPS 200), Literature (GURPS 205), Biology (GURPS 180), Chemistry (GURPS 183), (GURPS 207), Heraldry (GURPS 199), Hidden Lore (GURPS 199), Astronomy (GURPS 179), Geology (GURPS 198), Meteorology (GURPS 209), Paleontology (GURPS 212), Physics (GURPS 213), etc.

Aeronautics Mechanic

See GURPS 207
This skill is Mechanic and covers a wide variety of specializations. Note that specializing is required.

Archery

See GURPS 182
This is the skill Bow.

Armorer

See GURPS 178
This is the skill Armory. Note that you must specialize.

Artisan

Varies
This is a variety of skills.
Singing (GURPS 220), Artist (GURPS 179), Dancing (GURPS 187), Musical Composition (GURPS 210), Musical Instrument (GURPS 211), Carpentry (GURPS 183), Jeweler (GURPS 203), Leatherworking (GURPS 205), etc.

Assensing

Per/Average
Defaults: None.
Prerequisites: Magician.

This is a new skill used by anyone with Astral Sight or in the astral plane. It’s used to read an aura to gain useful information.
Use the chart in Shadowrun 183 to determine how much information is gained based off the margin of success.

Astral Combat

See GURPS Shadowrun 00
Use the Combat system for astral combat and See GURPS Shadowrun 00 for more on the astral plane.

Automatics

See GURPS 179, GURPS 198
This is the skill Guns (Pistol) or Beam Weapons (Pistol). Guns (Pistol) covers both automatic as well as semiautomatic. Guns (Pistol) does not cover fully automatic pistols. See Guns (Submachine Gun) (GURPS 198).
See also Beam Weapons (Pistol) (GURPS 179), Guns (Gyroc) (GURPS 198) and Guns (Submachine Gun) (GURPS 198) for other handheld gun options.

Automotive Mechanic

See GURPS Shadowrun 00, GURPS 207
This is identical to the Aeronautics Mechanic description.

Banishing

See GURPS 252, GURPS Magic 156
This is the spell Banish.

Binding

See GURPS Magic 158, GURPS Shadowrun 00
This is the spell Bind Spirit. See GURPS Shadowrun 00 for Shadowrun exclusive spells.

Blades

Varies
This is a variety of skills such as; Axe/Mace (GURPS 208), Broadword (GURPS 208), Jitte/Sai (GURPS 208), Knife (GURPS 208), Kusari (GURPS 209), , Shortsword (GURPS 209), Smallsword (GURPS 208), Spear (GURPS 208), Two-Handed Axe/Mace (GURPS 208), Two-Handed Sword (GURPS 209), etc.

Climbing

See GURPS 183
This is the skill Climbing.

Clubs

Varies
This is a variety of skills like Axe/Mace or Staff.

Compiling

See GURPS Shadowrun 00
See the new technomancer techniques (Compile Sprite, Decompile Sprite, Register Sprite) for details.

Computer

Varies
This skill, as described in S123, is a variety of skills.
Computer Programming (GURPS 184), Computer Programming (AI) (GURPS 184), Computer Operation (GURPS 184), and Electronics Repair (Computer) (GURPS 190).

Con

See GURPS 195
This is the skill Fast-Talk.

Counterspelling

See GURPS Shadowrun 00
This is the new advantage Counterspelling.

Cybercombat

Varies
Cybercombat is handled by a series of skills and techniques. See Cybercombat on 00 and Programming Techniques on 00.

Cybertechnology

Varies
This is actually broke down into a few skills.
Surgery (Cybernetics) – See GURPS Shadowrun 00 for a full description.
Mechanic (Robotics) – See GURPS Shadowrun 00 for a full description.

Data Search

Varies
This is a combination of various skills. Computer Operation (GURPS 184) is used when operating a computer and Research (GURPS 127) when searching for specific information.
The margin of success with Computer Operation will give a +1 per success towards your Research roll.
Also see the techniques Analyze, Browse, and Track.

Decompiling

See GURPS Shadowrun 00
This is identical to the Compiling description above.

Demolitions

See GURPS 194
This is the skill Explosives. Note that you must specialize.

Disguise

See GURPS 187
This is the skill Disguise. Note that this skill must be specialized by race.

Diving

See GURPS 222
This is the skill Sports (Diving). Also see Scuba (GURPS 219) and Environment Suit (GURPS 192) for things such as Diving suit or Battlesuit.

Dodge

See GURPS 374
This is not a skill but part of the GURPS combat system.

Escape Artist

See GURPS 192
This is the skill Escape.

Electronic Warfare

Varies
This is a combination of skills and techniques. See Cybercombat on 00 and Programming Techniques on 00.

Etiquette

See GURPS 218
This is the skill Savoir-Faire. Note that this skill must be specialized.

Exotic Melee Weapons

Varies
This is a variety of skills.
Flail (GURPS 208), Force Saber (GURPS Martial Arts 215), Force Sword (GURPS 208), Force Whip (GURPS 209), Garrote (GURPS 197), Jitte/Sai (GURPS 208), Kusari (GURPS 209), Lance (GURPS 204), Monowire Whip (GURPS 209), Polearm (GURPS 208), Rapier (GURPS 208), Saber (GURPS 208), etc.

Exotic Ranged Weapons

Varies
This is a variety of skills.
Artillary (GURPS 178), Beam Weapons (GURPS 179), Blowpipe (GURPS 180), Bolas (GURPS 181), Crossbow (GURPS 186), Gunner (GURPS 198), Laso (GURPS 204), Liquid Projector (GURPS 205), Net (GURPS 211), Sling (GURPS 211), etc.

First Aid

See GURPS 195
This is the skill First Aid.

Forgery

See GURPS 196
This is the skill forgery.

Gunnery

See GURPS 198
This is the skill Gunner.

Gymnastics

See GURPS 174
This is the skill Acrobatics.

Hacking

Not Available
This is a skill in GURPS but I decided to remove it and use a series of skills and techniques to reflect a more detailed Cybercombat . This skill is not available.

Hardware

Varies
This is broken down into two skills. Engineer (GURPS 190) for blueprinting and Electronics Repair (GURPS 190) for troubleshooting and repair.
Note that both skills must be specialized.

Heavy Weapons

Varies
This a variety of skills.
Artillary (GURPS 178), Gunner (GURPS 198), (Grenade Launcher) (GURPS 198), Guns (Light Anti-Amor Weapon) (GURPS 198), Guns (Light Machine Gun) (GURPS 198).

Industrial Mechanic

See GURPS Shadowrun 00, GURPS 207
This is identical to the Aeronautics Mechanic description.

Infiltration

Varies
This is a combination of various skills depending on the environment you intend on infiltrating.
Example: Stealth (GURPS 122) would be used to sneak past guards, the technique Stealth (Computer Programming) (GURPS Shadowrun 00) would be used to hide commlink signals, Climbing (GURPS Shadowrun 00) to scale the wall, etc.

Interests Knowledge

See GURPS 186
This is the skill Current Affairs. Note you must specialize in an area of knowledge.

Instruction

See GURPS 224
This is the skill Teaching.

Intimidation

See GURPS 202
This is the skill Intimidation.

Language

See GURPS 24
This is the advantage Language. See also Linguistics (GURPS 205).

Leadership

See GURPS 204
This is the skill Leadership.

Locksmith

See GURPS 206
This is the skill Lockpicking.

Longarms

See GURPS 179, GURPS 198
This is the skill Beam Weapon (Rifle), Guns (Musket) (GURPS 198) or Guns (Rifle) (GURPS 198). Also see Guns (Shotgun) (GURPS 198).
See also Gunnery and Heavy Weapons for more firepower.

Medicine

See GURPS 213
This is the skill Physician.

Nautical Mechanic

See GURPS Shadowrun 00, GURPS 207
This is identical to the Aeronautics Mechanic description.

Navigation

See GURPS 211
This is the skill Navigation. Note that this skill must be specialized.

Negotiation

See GURPS 187
This is the skill Diplomacy or any combination of Psychology (GURPS 216), Detect Lies (GURPS 187), Body Language (GURPS 187), Merchant (GURPS 209) and Fast-Talk (195).

Palming

See GURPS 221
This is the skill Slieght of Hand. Also see Holdout (GURPS 200) for concealment.

Parachuting

See GURPS 212
This is the skill Parachuting. Also see Free Falling (GURPS 197).

Perception

See GURPS 16, GURPS 211
This is a Secondary Characteristic. Also see Observation.

Pilot Aerospace

See GURPS 214
This is a variety of skills.
Piloting (Aerospace), Piloting (High-Performance Spacecraft), Piloting (Low-Performance Spacecraft)

Pilot Aircraft

See GURPS 214
This is a variety of skills.
Piloting (Glider), Piloting (Heavy Airplane), Piloting (High-Performance Airplane), Piloting (Light Airplane), Piloting (Low-G Wings), Piloting (Ultalight), Piloting (Vertol)

Pilot Anthroform

See GURPS 188, 192
This is two seperate skills, depending on the size of the bipedal vehicle.
If it is large and Mecha-sized, use the skill Driving (Mecha). If it’s man-sized use the skill Environmental Suit (Battlesuit).

Pilot Exotic Vehicle (Specific)

See GURPS 214
This is a variety of skills.
Piloting (Autogyro), Piloting (Contragravity), Piloting (Flight Pack), Piloting (Helicopter), Piloting (Lighter-Than-Air) and Piloting (Lightsail).

Pilot Ground Craft

See GURPS 188
This is a variety of skills.
Driving (Automobile), Driving (Construction Equipment), Driving (Halftrack), Driving (Heavy Wheeled), Driving (Hovercraft), Driving (Locomotive), Driving (Motorcycle) and Driving (Tracked).

Pilot Watercraft

See GURPS 180
This is the skill Boating. Also see Creman (GURPS 185) for large vessels that require a crew to operate.

Pistols

See GURPS 179, G198
This is identical to the Automatics description above.

Professional Knowledge

Varies
This is a variety of skills.
Economics (GURPS 189), Accounting (GURPS 174), Administration (GURPS 174), Current Affairs (Business) (GURPS 186), Finance (GURPS 195), Law (GURPS 204), Market Analysis (GURPS 207), etc.

Registering

See GURPS Shadowrun 00
This is identical to the Compiling description.

Ritual Spellcasting

See GURPS Shadowrun 00
All spellcasting is covered by chapter 00.

Running

See GURPS 218
This is the skill running.

Shadowing

G219
This is the skill Shadowing.

Software

Varies
This is broken down into two skills. Computer Programming (GURPS 184) and Computer Operation (GURPS 184).

Spellcasting

See GURPS Shadowrun 00
All spellcasting is covered by chapter 00.

Street Knowledge

See GURPS 223
This is the skill Streetwise.

Swimming

See GURPS 224
This is the skill Swimming.

Summoning

Varies
This is a variety of spells such as:
Planar Summons (GURPS Magic 82, Gurps 247, GURPS Shadowrun 00), Conjure Spirit (GURPS Magic 150, GURPS 252, GURPS Shadowrun 00), Conjure Spirit of Man (GURPS Magic 27, GURPS Shadowrun 00), Conjure Shade (GURPS Martial Arts 102, GURPS Shadowrun 00), Conjure Watcher (GURPS Shadowrun 00), Conjure Spirit (GURPS Martial Arts 150, GURPS 252, GURPS Shadowru 00), Conjure Demon (GURPS Martial Arts 155, GURPS 252, GURPS Shadowrun 00), Conjure Water Elemental (GURPS Magic 27, GURPS Shadowrun 00), Conjure Air Elemental (GURPS Magic 27, GURPS Shadowrun 00), Conjure Earth Elemental (GURPS Magic 27, GURPS Shadowrun 00), Conjure Fire Elemental (GURPS Magic 27, GURPS Shadowrun 00), etc.

Survival

See GURPS 223
This is the skill Survival. Note that this skill must be specialized.

Throwing Weapons

See GURPS 226
This is the skill Thrown Weapon. Thrown Weapon must be specialized per weapon. For a more general skill, select Throwing (GURPS 226)

Tracking

See GURPS 226
This is the skill Tracking.

Unarmed Combat

Varies
This is a variety of skills such as:
Boxing (GURPS 182), Brawling (GURPS 182), Judo (GURPS 203), Karate (GURPS 203), Sumo Wrestling (GURPS 223), and Wrestling (GURPS 228).

Skills

GURPS Shadowrun 4th Edition Quietlyscheming