Rules:
Every new skills are based on science because knowledge give new possibilities.
Skill test could check amount of two skills science + other skill.
This test could be used for chances to learn such skill or use in practice.
New karma will inform that you have such skill and how it work.
Learn it by talk with someone (similar to gecko skining) or buy, find.
New skills mostly could work on new tool items, example: use anvil for smith.
Cheating = sci + gambling
Ability to use marked cards and loaded dices, better chances to win games.
Tool = X (change cards into marked cards)
How work = when you play game nad you have marked cards, better chances to win
Herbology = sci + first aid
Ability to make mixtures from plants, healing powder from root and flower
Tool = Cauldron
How work = open dialog menu from select which mixture want to made
Geology = sci + outdoorsman
Ability to examine rocks to find gold and gems
Tool = heavy drill, geologist hammer
How work = use drill on golden veins, or hammer on rocks (item on scenery)
Implants = sci + doctor
Ability to use some electronic chips which increase stats or give perks
Tool = scenery, surgical table
Translater = sci + conversant
Knowledge about foreign languages, allow to talk with mutants (also brahmins)
How work = if you have active GVAR, new/ different options in dialog menu
Smith = sci + melee weapons (hammer)
Ability to make metal armors and some primitive weapons
Tool = anvil
How work = open dialog menu, replace 10 x junk on 1 metal armor
Engineering = sci + repair
Ability to upgrade items, make modifications to weapons or armors
Tool = supertoolkit
How work = open dialog menu from you select possible upgrades
Tai-Chi = sci + unarmed
Something more than boxing, ability to controll chi power to get better STR END
How work = one time bonus to strenght and endurance, even to agility
But your unarmed knowledge must be very high to learn such skill.
MUTECH = sci + big guns (mutants technology)
Supermutants have own rare big guns, to use them you must learn this skill
How work = automatic replace not working guns for usable guns
Hacking = sci + lockpicks
Ability to use every computers (most of them will be closed on password)
Tool = electronic lockpicks
How work = when use computer open more dialog options in his data menu
Bomber = sci + traps
Ability to make dynamite from junk and grenades
Tool = some bag, similar to medic
How work = replace junk and grenades to dynamite
Stealth boy = sci + sneaking
Ability to use stealth boy item, which make you invisible
How work = automatic replace not working item for usable item
Robbery = sci + steal (maybe other name)
Ability to get usefull parts or items from scenery obiects
Tool = crowbar
How work = destroy computer and get electonic cards, chips (vault chip)
Bumerang = sci + throwing
Ability to use bumerang which hit on distance and you still have weapon in hand
How work = new weapon which you may use, you "punch" someone on long distance
Owner = sci + bartering
You controll some business, caravan master, shop owner (not sure how use it)
How work = (am not sure) give orders, check your business, send caravans
Sniper = sci + small guns
Ability to use guns with aim system (scope, noctovision)
How work = use guns which shoot on very long distance
Every new skills are based on science because knowledge give new possibilities.
Skill test could check amount of two skills science + other skill.
This test could be used for chances to learn such skill or use in practice.
New karma will inform that you have such skill and how it work.
Learn it by talk with someone (similar to gecko skining) or buy, find.
New skills mostly could work on new tool items, example: use anvil for smith.
Cheating = sci + gambling
Ability to use marked cards and loaded dices, better chances to win games.
Tool = X (change cards into marked cards)
How work = when you play game nad you have marked cards, better chances to win
Herbology = sci + first aid
Ability to make mixtures from plants, healing powder from root and flower
Tool = Cauldron
How work = open dialog menu from select which mixture want to made
Geology = sci + outdoorsman
Ability to examine rocks to find gold and gems
Tool = heavy drill, geologist hammer
How work = use drill on golden veins, or hammer on rocks (item on scenery)
Implants = sci + doctor
Ability to use some electronic chips which increase stats or give perks
Tool = scenery, surgical table
Translater = sci + conversant
Knowledge about foreign languages, allow to talk with mutants (also brahmins)
How work = if you have active GVAR, new/ different options in dialog menu
Smith = sci + melee weapons (hammer)
Ability to make metal armors and some primitive weapons
Tool = anvil
How work = open dialog menu, replace 10 x junk on 1 metal armor
Engineering = sci + repair
Ability to upgrade items, make modifications to weapons or armors
Tool = supertoolkit
How work = open dialog menu from you select possible upgrades
Tai-Chi = sci + unarmed
Something more than boxing, ability to controll chi power to get better STR END
How work = one time bonus to strenght and endurance, even to agility
But your unarmed knowledge must be very high to learn such skill.
MUTECH = sci + big guns (mutants technology)
Supermutants have own rare big guns, to use them you must learn this skill
How work = automatic replace not working guns for usable guns
Hacking = sci + lockpicks
Ability to use every computers (most of them will be closed on password)
Tool = electronic lockpicks
How work = when use computer open more dialog options in his data menu
Bomber = sci + traps
Ability to make dynamite from junk and grenades
Tool = some bag, similar to medic
How work = replace junk and grenades to dynamite
Stealth boy = sci + sneaking
Ability to use stealth boy item, which make you invisible
How work = automatic replace not working item for usable item
Robbery = sci + steal (maybe other name)
Ability to get usefull parts or items from scenery obiects
Tool = crowbar
How work = destroy computer and get electonic cards, chips (vault chip)
Bumerang = sci + throwing
Ability to use bumerang which hit on distance and you still have weapon in hand
How work = new weapon which you may use, you "punch" someone on long distance
Owner = sci + bartering
You controll some business, caravan master, shop owner (not sure how use it)
How work = (am not sure) give orders, check your business, send caravans
Sniper = sci + small guns
Ability to use guns with aim system (scope, noctovision)
How work = use guns which shoot on very long distance