Shadowrun Skills and Karma

The Shadowrun skill system has a couple of major flaws that can be addressed if you’re willing to cope with a little math.

  1. One of the problems with the Shadowrun skill system is that it makes no provision for the possibility that someone might want to broaden a skill. By the standard rules, if you buy a specialization, if you want to go back and buy the concentration, you have to pay to bring up the concentration as a completely separate skill.

  2. Another problem that appears at character creation is that skills are assigned at creation time in a radically different method from actual play. Six points used at creation time for buying skills can be worth anywhere from 6 karma (if used to buy six skills at 1) to 51 karma (if used to buy one general skill at 4 with a concentration at 6 and a specialization at 8).

  3. The skill system also has limits that ordinary experience does not. It is possible (through play) for a character to have a specialization at 5, but an accompanying concentration and general skill still at 1. This cannot be done at character creation time.

None of these seems terribly realistic.

One can avoid a number of these problems with some extended rules:

  1. When creating a character, instead of buying skills with points as per the standard FASA rules, sum their points. Starting characters, as usual, should not have general skills higher than 6, concentrations higher than 7, or specializations higher than 8. Gamemasters may wish to insist that if a concentration is used, the general skill must be at least two points lower, and if a specialization is used, its appropriate concentration must be at least two points lower and general skill at least four points lower. The number of karma points corresponding to a given character creation priority can vary with how you calculate it. The maximum number of karma points is based the character taking as many specializations at the highest possible levels, i.e., taking all possible 8/6/4 specializations and then another specialization. This method can create any starting Shadowrun character. One may also calculate on the maximum number of general skills, i.e., all general skills at 6 and then another general skill at the highest possible level.
    PrioritySkill PointsMaximum
    general
    Maximum
    special
    A40265333
    B30210255
    C24164204
    D20128164
    E17111140
    This helps players break out of the molds of archetypes, since it is now effective to have a character start as a generalist. Gamemasters may wish to disallow obvious attempts at taking every single skill on the Skill Web unless the character has a well-thought-out background as a generalist.

  2. If you have a specialization, the cost to bring a concentration that encompasses that specialization up to the level of the specialization is the difference between the karma cost of the specialization and the karma cost of the concentration.

    Example: Theora recently used 7 karma from a run to bring her Computer 6 skill up to Computer 6, Matrix Software 7, so she can start working on utilities at rating 7. After another run, a subsequent 4 karma can bring her skill up to Computer 6, Software 7.
  3. The same principle applies for a general skill.

    Example: After that last run, Theora realizes that Concentrating on pistols just wasn’t a great idea. She decides to spend 1 karma to take her Firearms 1, Pistols 3 to Firearms 2, Pistols 3. On a later run, going from Firearms 2, Pistols 3 to Firearms 3 only takes her another karma point.

Normal Skills, by Skill

GenConcSpecPts
11
123
136
1410
1515
1621
1728
1836
124
1237
12411
12516
12622
12729
12837
139
13413
13518
13624
13731
13839
1415
14520
14626
14733
14841
1522
15628
15735
15843
1631
16738
16846
1742
17850
GenConcSpecPts
25
238
2412
2517
2623
2730
2838
2310
23414
23519
23625
23732
23840
2416
24521
24627
24734
24842
2523
25629
25736
25844
2632
26739
26847
2743
27851
311
3415
3520
3626
3733
3841
3417
34522
34628
34735
34843
GenConcSpecPts
3525
35631
35738
35846
3634
36741
36849
3744
37852
419
4524
4630
4737
4845
4527
45633
45740
45848
4636
46743
46851
4746
47854
529
5635
5742
5850
5638
56745
56853
5749
57857
641
6748
6856
6752
67860

Normal Skills, by Cost

GenConcSpecPts
11
123
124
25
136
1237
238
139
2310
1410
12411
311
2412
13413
23414
1415
1515
3415
2416
12516
2517
3417
13518
23519
419
14520
3520
24521
1621
12622
1522
34522
2623
2523
13624
4524
23625
3525
14626
3626
GenConcSpecPts
24627
4527
1728
15628
34628
12729
25629
529
2730
4630
13731
35631
1631
23732
2632
14733
45633
3733
24734
3634
15735
34735
5635
4636
1836
25736
12837
4737
35738
16738
2838
5638
13839
26739
23840
45740
14841
36741
3841
641
GenConcSpecPts
1742
24842
5742
2743
46743
15843
34843
25844
3744
4845
56745
35846
16846
4746
26847
45848
6748
36849
5749
17850
5850
27851
46851
6752
37852
37852
56853
47854
6856
57857
67860

Concentration-Only Skills (Etiquettes and Martial Arts)

Some skills do not exist in a general form at all; etiquette skills are the most obvious example, and in our campaign different martial arts are each a concentration-level skill, rather than a concentration of Unarmed Combat.
By Skill
ConcSpecPts
11
123
136
1410
1515
1621
1728
1836
24
237
2411
2516
2622
2729
2837
39
3413
3518
3624
3731
3839
415
4520
4626
4733
4841
522
5628
5735
5843
631
6738
6846
742
7850
By Cost
ConcSpecPts
11
123
24
136
237
39
1410
2411
3413
415
1515
2516
3518
4520
1621
2622
522
3624
4626
1728
5628
2729
3731
631
4733
5735
1836
2837
6738
3839
4841
742
5843
6846
7850