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Shadowrun, Sixth World skill

Outdoors

Outdoors is a skill in Shadowrun, Sixth World: Navigation, survival, and tracking anywhere the grid thins out and the maps stop updating.

Last reviewed

Key facts

Attribute
intuition

Overview

Outdoors handles the world past the sprawl. It covers navigating without a live map, surviving in wilderness or the irradiated stretches nobody maintains, reading weather, and tracking a person or vehicle across terrain. Runs leave the city more often than new players expect: smuggling routes, border crossings, extractions from remote facilities, and any job that ends with running into the trees. Without a rank, the team's escape plan stops working the moment the pavement does.

How it works

Linked Attribute: Intuition Dice Pool: Intuition plus Outdoors, hits on 5 or 6. Thresholds: 1 hit for a marked trail, 3 for open country, 5 in terrain that is actively trying to kill you. Scope: Navigation, survival, and tracking share the one rating.

Tips and playstyle

Best for: Smugglers, scouts, and teams whose work crosses borders rather than city blocks. Character concepts: A former ranger out of the Salish lands, a smuggler who knows every unwatched crossing, an ork tracker raised outside the sprawl. Synergies: Athletics gets you across the ground, Perception spots what you are tracking, and Piloting covers the vehicle that got you out there.

Frequently asked questions

Is Outdoors dead weight in an urban campaign?

Mostly, until an extraction goes wrong outside the sprawl. One rank on the scout is usually enough insurance.

Does tracking work in the city?

Following a person through streets and crowds leans on Perception and Cracking. Outdoors is for trails across real terrain.