Trading and trade-related tasks. The ability to get better prices you sell, and lower prices for items you buy.
The operation and maintenance of really big guns. Miniguns, Rocket Launchers, Flamethrowers and such.
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 are those weapons that can either be thrown or planted, usually appearing in the form of grenades or dynamite.
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.
The Medicine skill determines how many Hit Points you'll replenish upon using a Stimpack, and the effectiveness of Rad-X and RadAway.
Using non-ranged weapons in hand-to-hand, or melee, combat. Knives, sledgehammers, spears, clubs and so on.
The practical application of the Science skill. The fixing of broken equipment, machinery and electronics.
The Science skill represents your combined scientific knowledge and is primarily used to hacked restricted computer terminals.
The use, care and general knowledge of small firearms. Pistols, SMGs and rifles.
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.
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.
The combination of martial arts, boxing and other hand-to-hand martial arts. Combat with your hands and feet.