Skills in the General Skill Tree are not class-specific and can be selected and used by any character.
Note: Any character can drive land vehicles or operate watercraft without a skill, but they MUST have the pilot skill to operate aircraft.
Wheelman - The wheel and the gear-shift is just an extension of the body. +1 to roll when driving land vehicles.
Pilot - The character has the knowhow to fly. Required to operate any aircraft.
Top Gun - You feel the need... The need for speed! +1 to all piloting checks. Requires Pilot.
Sailor - The character is at home on the water and can expertly operate any seafaring vehicle. +1 to roll when operating any watercraft.
Street Fighter - If you grow up on the mean streets of Midnight City, you have to know how to throw a solid punch. +1 to roll for Unarmed attacks.
Super Street Fighter - I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times. +15 DMG with Unarmed attacks. Requires Street Fighter. Requires 31 STR.
Wallcrawler - Maybe you can't catch thieves like flies, but climbing isn't any problem. The DC of all climbing rolls is reduced by 1.
Polyglot - For every 10 points of INT, your character can learn one additional language. Requires 21 INT.
Knowledge: Street - Gangs, drugs, black markets, crooked cops - you have intimate knowledge of the streets and those who inhabit them, more so than the average Midcity resident. Grants access to additional relevant information in quests (GM Discretion).
Knowledge: Academic - Science, history, literature - if it's in a book, you took a look. When dealing with egghead types, you speak their language. Grants access to additional relevant information in quests (GM Discretion).
Knowledge: Arcane - The Nexus and the Void, portals, creatures, Mage guilds, Necromancers, corite and corium, if it has to do with magic and the supernatural you're the resident expert. Grants access to additional relevant information in quests (GM Discretion).
Knowledge: Corporate - From the corp towers of Midcity to Shenzhou, Halcyon, and beyond. You know the names of the prominent bigwigs and can understand the language of high-stakes boardroom deals. Grants access to additional relevant information in quests (GM Discretion).
Knowledge: High Society - Was Janna Silverleaf wearing last season's cloak to the Seelie Court's annual gala? Unbelievable. This matters, somehow, to some people, and you know exactly why. Grants access to additional relevant information in quests (GM Discretion).
Survivorman - You are one with the elements. You have extensive knowledge and practiced skills in wilderness survival, including foraging for food, constructing shelter and starting fires. +1 to any survival-related roll.
Fastball - Instead of going pro with that arm, you just decided to throw knives at people. On a roll of Nat 20, attacks with Thrown weapons do 2x damage.
Rule of Cool - Trenchcoat? Check. Mirrorshades? Check. Physics? Who cares. When performing a non-combat action, upon a roll of nat 20, the residual coolness of the success grants all party members a +1 to their next non-combat roll. Requires the action to be described with appropriate style and coolness. GM Discretion.
Lie Detector - Is that sweat beading on their brow? A muscle twitch? Diverting the eyes? You have a talent for figuring out if someone is lying. +1 to insight checks.
Intimidator - Word gets around that this guy is not to be fucked with. By reputation, attitude, and/or appearance this character is able to exert influence. +1 to intimidation rolls. Requires level 5.
Fear of God - In the presence of a legend, all others bow down. This character's name and deeds are known far and wide. All NPCs 5 or more levels lower than the character are automatically compliant (GM discretion). Requires Level 15. Requires Intimidator.