Espero les sirva.
Saludos.
Fuente.Barter
Trading and trade-related tasks. The ability to get better prices you sell, and lower prices for items you buy.
Big Guns
The operation and maintenance of really big guns. Miniguns, Rocket Launchers, Flamethrowers and such.
Energy Weapons
Energy weapons, depending on the character, are the most versitile and powerful weapons in the Fallout universe. Unfortunately, they're also rare, hard to get and/or expensive.
Explosives
Explosives are those weapons that can either be thrown or planted, usually appearing in the form of grenades or dynamite.
Lockpick
The use of lockpicks or the Expanded Lock Pick Set for mechanical locks, the electronic lockpicks or the Electronic Lock Pick MK II for electronic locks will greatly enhance this skill.
Medicine
The Medicine skill determines how many Hit Points you'll replenish upon using a Stimpack, and the effectiveness of Rad-X and RadAway.
Melee Weapons
Using non-ranged weapons in hand-to-hand, or melee, combat. Knives, sledgehammers, spears, clubs and so on.
Repair
The practical application of the Science skill. The fixing of broken equipment, machinery and electronics.
Science
The Science skill represents your combined scientific knowledge and is primarily used to hacked restricted computer terminals.
Small Guns
The use, care and general knowledge of small firearms. Pistols, SMGs and rifles.
Sneak
Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time unless you have the Silent Running perk.
Speech
The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught.
Unarmed
The combination of martial arts, boxing and other hand-to-hand martial arts. Combat with your hands and feet.
Saludos.