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SYNAPSE RUN / PLAYER RESOURCES

Game guides and player resources.

PLAYER HANDBOOK / GUIDES

Skills

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  SYNAPSE RUN — SKILLS AND SPECIALIZATIONS
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  You earn XP by fighting. XP does nothing until you TRAIN
  it into skills at a trainer — and your LEVEL is set by the
  total XP you have trained. Untrained XP is wasted potential.

  Every enemy pays the same XP whatever your level, and
  contracts pay XP too. What gets harder is training: see
  COST below.

  WEAPON DISCIPLINES  (Combat Training Instructor)
  -----------------------------------------------------------
  Blades     Batons, knives, machetes. Hits the hardest.
  Firearms   Sidearms, SMGs, shotguns. The most accurate.
  Tech       Arc gloves, coil whips, shock rigs. Bonus
             damage against drones and other machines.

  The more proficient you are in the discipline that matches
  your weapon, the more you hit and the harder. Better
  weapons need more proficiency.

  SUPPORT SKILLS
  -----------------------------------------------------------
  Conditioning  More max HP as you improve; heavier armor
                needs it.
                (Combat Training Instructor)
  Uplink        Unlocks deeper MedLink healing sessions.
                (Meridian Clinic — see HELP HEALING)
  Hacking       Crack terminals with ICE-breaker spikes.
                (Juno, the Runner's Board — HELP HACKING)
  Athletics     Climb and grapple where exits don't go;
                dodge and flee better.
                (Combat Training Instructor — HELP CLIMBING)
  Salvaging     More salvage from wrecks, cheaper TUNE work.
                (Kovac in the Commons, Riku in the Lower Ward)
  Medtech       Med kits: half a MedLink session you can
                use anywhere, on you or your crew.
                (Meridian Clinic — HELP MEDTECH)
  Stealth       Hostiles may look straight past you, and the
                fights you start open with a clean strike.
                (Juno, the Runner's Board)
  Streetwise    Better prices from vendors, buying and selling.
                (Kovac in the Commons, Riku in the Lower Ward)

  Level 20, the top, means mastering it all: your weapon
  discipline and every support skill at their highest
  proficiency. It's a long climb. On the way, choose which
  skills to push first for how you run.

  COST
  -----------------------------------------------------------
  Each TRAIN is one session, and sessions cost more XP the
  more proficient you are. TRAIN at a trainer shows your
  progress and the price of the next session. Small fights stay
  worth a session early on, but elite skills need tougher
  prey. Spread your XP wide for a flexible runner, or focus
  it to master one discipline and unlock its best gear.

  PROFICIENCY
  -----------------------------------------------------------
  Every skill climbs the same ladder:
    untrained > rookie > street-tested > professional >
    elite > legendary > icon > myth
  (and, after a neural rewrite, apex: HELP REWRITE)
  TRAIN fills a progress bar; a full bar sharpens the skill,
  and every couple of bars you step up the ladder. SCORE
  shows where you stand.

  GEAR NEEDS PROFICIENCY
  -----------------------------------------------------------
  Starter (tier 1) gear needs no training. Tier 2 weapons
  need you street-tested in their discipline, tier 3
  professional, tier 4 elite. Heavier armor needs the same
  steps in Conditioning, one step earlier. If you aren't
  ready: "You are not proficient enough at <skill> to use
  this." LOOK at an item to see what it needs.

  GEAR
  -----------------------------------------------------------
  Tier 1 gear is sold in the Welcome District and Commons.
  Tier 2 gear is sold by Riku in the Lower Ward and Kovac in
  the Commons — it costs real credits and needs some
  proficiency (weapons) or Conditioning (vest).
  Tier 3 and 4 gear only drops from bosses: the Strikeworks
  Enforcer and the MK4 Heavy. Bosses favor gear for your
  main discipline. Common enemies occasionally drop basic
  armor. See HELP SHOPPING.

  CORE STATS  (SCORE shows them; chrome raises them)
  -----------------------------------------------------------
  BODY     heavier hits, a little more HP, Power Strike
  REFLEX   aim and dodging, Aimed Shot
  TECH     Overload (the Tech special)
  NEURAL   a deeper energy reserve for specials
  EDGE     better odds when you FLEE
  Arm chrome raises BODY, neural chrome NEURAL, ocular
  chrome TECH and leg chrome EDGE. See HELP CYBERWARE.

  PERKS
  -----------------------------------------------------------
  Skills earn perks as you climb the ladder (most at
  street-tested, professional, elite and legendary). Weapon
  perks only work with that discipline's weapon in hand.
  Blades        Heavy Hands, Cleave, Executioner, Whirlwind
  Firearms      Steady Aim, Double Tap, Deadeye, Hair Trigger
  Tech          Overcharge, Arc Lock, System Crash, Cascade
                Failure (machines lock up and come apart)
  Conditioning  Thick Skin, Second Wind, Iron Frame,
                Unbreakable (hits hurt less; recover once a
                fight when nearly down)
  Uplink        Rapid Recovery, Deep Rest, Neural Reboot
  Hacking       Backdoor, Clean Exit (no ICE burns), Spike
                Recycler (spikes can survive), Root Access
  Athletics     Light Feet, Wall Runner, Freerunner,
                Untouchable (flee and dodge better)
  Salvaging     Scrounger, Gearhead, Junk Genius, Master
                Tinker (more salvage, cheaper TUNE)
  Medtech       Field Medic, Combat Medic (one small PATCH
                mid-fight), Trauma Surgeon, Lifeline
  Stealth       Low Profile, Opening Strike (your first blow
                crits), Shadow, Blindside (it never misses)
  Streetwise    Haggler, Fence, Connected, Kingpin (cheaper
                buying, better selling)
  SCORE lists the perks you have.

  TRAINING CEILING
  -----------------------------------------------------------
  Some levels need a story contract before you can train
  past them. See HELP QUESTING.

  WHERE TO TRAIN
  -----------------------------------------------------------
  Combat Training Instructor (Training Floor, Welcome
  District): Blades, Firearms, Tech, Conditioning, Athletics.
  Sergeant Okafor (Runner's Board): the weapon disciplines
  and Conditioning.
  Meridian Clinic technician: Uplink, Medtech.
  Juno (Runner's Board): Hacking, Stealth.
  Kovac (Commons) and Riku (Lower Ward): Salvaging,
  Streetwise.
  Farther out, a few others teach what they know.
  Type TRAIN near a trainer to see costs. Type SPECIALIZE
  for advice on choosing a discipline.

  DEATH
  -----------------------------------------------------------
  Dying sets back every skill you've trained by one
  session, and costs a tenth of your unspent XP. A skill
  with an empty session bar drops a rank, which can cost
  you a level. Runners at level 2 and below are
  protected.

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Need a starting point? Read your first steps in Meridian.