[hider=Skills] Skills and Perks are combined for simplicity, i'm thinking to include some 'traits' as well if anyone wants one let me know, and possibly some other Perks that aren't skills, though part of me says just cut it off there, if anyone wants a trait or other perk, just play that way, no need to codify it Small guns: Dictates the ability to use small guns: (Minimum intelligence 3) L1: .32 pistol, 10mm pistol L2: 10mm SMG, Hunting Rifle L3: Sniper Rifle, Assault Rifle Energy Weapons: Dictates the ability to use energy weapons: (Minimum intelligence 6) L1: Laser Pistol, Laser Rifle L2: Plasma Pistol, Plasma Rifle L3: Special Big guns: Dictates the ability to use big guns: (Minimum Strength 6) L1: Flamer L2: Minigun L3: Rocket Launcher Melee: Dictates the ability to use melee weapons: L1: Basic Melee (knife, bat, spear, pipe, hammer etc) L2: Combat Knife, Baton L3: Ripper, Super Sledge Unarmed: Dictates the ability to use unarmed implements: L1: Boxing gloves, brass knuckle L2: Spiked Knuckles, Gauntlet Dagger, Special L3: Power Fist, Punch Gun Explosives and Traps: Dictates the ability to use Explosives for throwing, traps and demolition: L1: Grenades, shotgun trap, bear trap L2: Dynamite/timer, Landmine L3: C4/remote, Special Medicine: Dictates the ability to apply first aid and treat injuries: (Minimum Intelligence 5) L1: Apply first aid kit L2: Use Doctors bag, craft first aid kits (Minimum Intelligence 6) L3: Operate Medbay, craft doctors bag (Minimum Intelligence 7) Science: Dictates the ability to hack terminals, use laboratories etc L1: Easy terminals, Basic laboratory crafting (Minimum intelligence 5) L2: Normal terminals, Intermediate laboratory crafting (Minimum Intelligence 6) L2: Hard terminals, Complex laboratory crafting (Minimum Intelligence 7) Repair: Dictates the ability to repair and craft: (Minimum Intelligence 4) L1: Dodgy Repair, Basic Crafting L2: Reasonable Repair, Intermediate Crafting L3: Excellent Repair, Advanced Crafting Lockpick: Dictates the ability to use pick locks: (Minimum Agility 5 Perception 5) L1: Easy Locks L2: Intermediate Locks L3: Hard Locks Steal: Dictates the ability to steal: (Minimum Agility 6 Perception 6) L1: Small Items from pockets/packs L2: Reverse Pickpocket L3: Weapons from holsters, special Speech/Barter: Dictates the ability to convince others and barter successfully: (Min Charisma 5) L1: Convince people with lower Charisma, low barter margin L2: Convince people with equal Charisma, moderate barter margin L3: Convince people with higher Charisma, high barter margin (Min Charisma 7) Gambling: Dictates the ability to gamble: L1: Basic Games, Low Stakes L2: Intermediate Games, Moderate Stakes L3: Complex Games, High Stakes (Minimum Intelligence 6, Charisma 6) Outdoors / Survival: Dictates the ability to survive in the wasteland, and craft from the wild: L1: Basic harvesting skill, Basic wildcrafting, Basic Scouting (finding nearby locations) L2: Intermediate harvesting skill, Intermediate wildcrafting (Min End. 5 Per. 5 ) L3: Efficient harvesting skill, Complex wildcrafting, Advanced Scouting Prospecting: Dictates the ability to find places worth prospecting and finding material within: L1: Basic material, Easy Finds, poor Seams (Minimum Perception 6) L2: Intermediate Material, Finds, and Seams L3: Complex Material, Challenging Finds, Profitable Seams [/hider] Characters can have up to three Level 1 skill/perks to start, an additional skill/perks can be chosen every 3rd level up.