The other part of the dice pool equation, along with
attributes, is a character’s skills. Skills represent the
knowledge and abilities the character has picked up
throughout his life. Skills cover a wide variety of topics,
such as the ability to shoot a gun, a proficiency with
disguises, and a knack for repairing vehicles and machines.
Skills come in two main categories: Active skills
and Knowledge skills. Active skills cover the things
characters do, while Knowledge skills cover the facts
and information the character has acquired over their
career, including speaking languages other than their
native tongue.
Skills are linked to a specific attribute, and the ratings
of the skill and linked attribute, added together,
form the dice pool for most tests. A list of skills ordered
by their linked attributes can be found on p. 151, CRB.
Characters may attempt some skill-based tests even
if they don’t have any ranks in the skill. This is known as
defaulting. For example, even if you’re not trained in
the art of running, you can still attempt a sprint to see
just how much ground you can cover. In these instances,
your dice pool for the test equals your ranking in the
linked attribute – 1. So if Sorsha doesn’t have the Running
skill but wants to give a sprint a try, she’ll check
her Strength, which is 6. That means she rolls 6 – 1 dice,
or 5, and hopes for the best.
There are some skills, though, for which tests cannot
default if you don’t have the appropriate skill—guts
and a willingness to pitch in sometimes just aren’t a
substitute for actual abilities. All the can-do spirit in the
world won’t help you speak Russian if you don’t have
any knowledge of the language, or repair a car if you’re
not familiar with the basic workings of the machinery
involved. It’s nice to be able to do everything, but
sometimes you have to wait for an expert. Skills where
defaulting is not an option are indicated in italics on the
table on p. 151, CRB.