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Rules reference

Skills in Shadowrun 6th Edition

Skills overview and how checks typically work. Shadowrun, Sixth World is the current edition of the classic cyberpunk-fantasy RPG. It is the 2080s: the Awakening brought magic back, metahumanity (elves, dwarfs, orks, trolls) walks the streets, dragons sit on megacorporate boards, and shadowrunners do the deniable dirty work the corps cannot be seen doing. You play a runner: part criminal, part specialist, part survivor, taking jobs from anonymous Mr. Johnsons in a world where the real power holds an extraterritorial charter.

Key points

Skills describe trained competence. Use this page to quickly understand what the skill list covers and how to pick priorities.

Copyable facts
  • 5 metatypes: Human, Elf, Dwarf, Ork, Troll
  • d6 dice pools: Attribute + Skill, hits on 5s and 6s
  • Edge economy: earn and spend tactical advantage every combat round
  • 19 consolidated skills covering combat, Matrix, magic, and social play
  • Five paths: Mundane, Magician, Adept, Aspected Magician, Technomancer
  • Glitches: half or more 1s complicates the roll, with no hits it turns critical
What’s in this system
Skills
Showing 19 of 19
AstralAthleticsBiotechClose CombatConConjuringCrackingElectronicsEnchantingEngineeringExotic WeaponsFirearmsInfluenceOutdoorsPerceptionPilotingSorceryStealthTasking
Full Shadowrun 6th Edition skills list (19)
SkillLinked attributeDescription
AstralIntuitionPerceiving and fighting in astral space
AthleticsAgilityRunning, climbing, swimming, and acrobatics
BiotechLogicFirst aid, medicine, and biotechnology
Close CombatAgilityBlades, clubs, and unarmed fighting
ConCharismaActing, disguise, impersonation, and fast talk
ConjuringMagicSummoning, banishing, and binding spirits
CrackingLogicHacking hosts, cybercombat, and electronic warfare
ElectronicsLogicComputers, hardware, and software
EnchantingMagicAlchemy, artificing, and disenchanting
EngineeringLogicAeronautics, automotive, industrial, and nautical mechanics
Exotic WeaponsAgilityUnusual weapons that don't fit other skills
FirearmsAgilityPistols, rifles, shotguns, and automatics
InfluenceCharismaEtiquette, leadership, negotiation, and intimidation
OutdoorsIntuitionNavigation, survival, and tracking
PerceptionIntuitionNoticing details, dangers, and things out of place
PilotingReactionGround craft, aircraft, and watercraft
SorceryMagicSpellcasting, counterspelling, and ritual magic
StealthAgilitySneaking, palming, and camouflage
TaskingResonanceCompiling, decompiling, and registering sprites
Examples
Example: When to roll

Roll when the outcome is uncertain and matters. If it’s routine and no one at the table cares about failure, just succeed and move on.

Example: Make stakes explicit

Before rolling, say what success gives you and what failure costs (time, exposure, resources, harm).

Common mistakes (smallest fix)
  • Mistake: Rolling without stakes. Fix: Say what success changes and what failure costs before rolling.
  • Mistake: Treating failure as ‘nothing happens’. Fix: Fail forward: you still learn something, but pay a cost (time, exposure, resources, harm).

Shadowrun 6th Edition FAQ

How do dice pools work in Shadowrun 6E?
What are metatypes?
How does Edge work in SR6?
What is the difference between a decker and a technomancer?

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