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  3. Skills (Part 2) | Fallout Tactics

Skills (Part 2) | Fallout Tactics

Posted on August 6, 2026August 24, 2026 by alienshooter

Lockpicking is the skill of opening locks without a key. Using lockpicks or electronic lockpicks will greatly increase your chances of success.

Value: 10% + (Perception + Dexterity)


Larceny is the ability to appropriate items belonging to others. This can be done both from people and from items that are lying around unattended.

Value: 0% + (3 x Dexterity)


Traps – Finding and disarming traps. Also, planting explosives if necessary.

Value: 10% + (Perception + Dexterity)


Science – Includes mastery of various advanced technologies in the fields of computers, biology, physics, and geology.

Value: 0% + (4 x Intelligence)


Repair – the practical application of the Science skill to repair broken equipment, machines, and electronics.

Value: 0% + (3 x Intelligence)


Pilot – Ability to effectively handle all types of machines.

Value: 0% + (2 x (Perception + Dexterity))


Barter —trade and everything related to it. The ability to sell high and buy low.

Value: 0% + (4 x Charisma)


Gaming – the ability to place bets wisely. Good skills at cards, dice, and other games of chance.

Value: 0% + (5 x Luck)


Hermit – Knowledge of the natural world and the ability to survive in the open. Knowledge of plants and animals.

Value: 0% + (2 x (Stamina + Intelligence))


Skills: (Part 1) (Part 2)

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