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
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
Characters can have up to three Level 1 skill/perks to start, an additional skill/perks can be chosen every 3rd level up.