[@Sofaking Fancy] Thanks for pointing out all the bad stuff! I'll fix it up soon. Yeah, I was debating the combat skill, but I figured Built to Destroy [i]might[/i] balance the lack of skill there with the + to hit chance. Got a shotgun just in case, close range and all that. Yeah, the HUD is like a database. If T notices the person has a weakness because of a passed perception check, it gets stored there and highlighted when in combat, like a game would a glowing weak point. Same if he passes the check enough or interacted with them before to know how they act, it gets pulled up alongside. Likewise, if T, say... Saw a blueprint to a specific type of lock, or read about how to properly load a cannon once, the information would pull up later when it's relevant. Does that make sense? Glad you liked it, though! I'll get to work on it in a bit and tag you when I've updated it.