So, we have here the base layout for the skills, sixteen of each, as well as traits and weapon classes! this is most definitely not set in stone, and could change quite often, or not at all. At the moment, a weapon specialization costs 2 points each, and the skills cost 1. you get one free trait, or you can have a second for 2 points, but only up to 2. You can get the same trait twice. You can spend multiple points on a single skill as well, as many points as you like/have. And we're thinking around 7 point per character, possibly more, possibly less, but not much.
(As guns will be far more common, melee weapons are included under the Close Combat skill, which costs only 1 point unlike other weapon specializations)
- Pistol - most guns which require only one hand
- SMG - one or two handed guns which fire many small rounds
- Rifle - usually bolt action or semi-automatic, can handle small scopes, and have good accuracy
- Sniper Rifle - greater range and accuracy than a rifle, and often with larger caliber bullets, but may fire slower or take longer to reload
- Assault Rifle - usually automatic or semi-automatic two-handed gun with average sized bullets
- Heavy Weapons - large gun which is either a heavy burden to carry, or cannot be carried, such as an MG emplacement or RPG
- Shotgun - often pump-action or semi-automatic, fires a single shell which splits and fires many fragments
- Thrown - any weapon which is thrown, such as a grenade
- Strong - increases how much you can carry, and affects many actions involving brute force
- Tough - reduces penalties from suffering injury, and affects many events which cause you pain
- Perceptive - increases your accuracy, and helps you spot things much easier
- Intelligence - required for the use of more complex devices, and helps you use all equipment
- Agility - increases movement speed, as well as everything related to motion
- dexterity - improves all actions which deal with using your hands, such as lockpicking
- Accuracy - gives you a better chance of hitting the enemy at farther ranges, as well as scoring critical hits on any non-vehicles
- Close Combat - helps you use your weapon up-close or in melee
- Hand-to-Hand - helps you to fight with your fists, both with fighting and wrestling
- Night Combat - makes you better at all forms of combat in the dark
- Stealth - allows you to sneak and stay out of sight
- Driving - makes you better at operating vehicles
- Aeronautics - your ability to fly aircraft
- Fixed-wing Aeronautics - your ability to fly vehicles with fixed wings, such as planes
- Rotary-wing Aeronautics - your ability to fly vehicles with rotating wings, such as helicopters
- Parachuting - your ability to parachute from the air
- Water Operations - increases your effectiveness underwater, and at using underwater equipment
- Demolitions - how well you utilize explosive devices
- Spotting - allows you to better locate enemy traps, personnel, and other objects
- Targetting - gives you a better chance of scoring critical hits on vehicles, and hitting in general
- Mobility - makes you better at moving quickly, as well as climbing vaulting, rolling, etc.
- Distraction - your ability to perform accurate and effective diversions
- First Aid - makes you better at stopping bleeding and treating light wounds
- Doctoring - makes you better at treating long-term and severe wounds
- Mechanics - your ability to repair equipment
- Electronics - your ability to create electrical pieces and small electrical equipment
- Manufacturing - your ability to create non-electrical pieces and small non-electrical tools
- Engineering - your ability to assemble large-scale objects, such as vehicles
- Programming - improves your ability to crack and hack, as well as automate many types of electrical devices
- Cracking - your ability to hack into security systems
- Hacking - your ability to hack into secured information and systems from a remote location
- Bio-Engineering - your skill at creating biological devices and weapons
- Scavenging - how well you can locate useful objects
- Explosives Manufacturing - your ability to create explosives
- Ammunition Manufacturing - your ability to create ammunition
- Persuasion - your ability to move others to your own ideas through peaceful means
- Interrogation - your ability to move others to your own ideas through violent means
- Gunsmithing - your ability to design, create, and modify weaponry
And also, here's the current list of weapons and armor, grouped by class. Note that not all specializations can have certain weapons, and not all weapons can be started with. Green weapons are available at start to a certain class, Red are not. Everyone is allowed to have one melee weapon, as well, and armor if they specialized in a gun. For the bars, how good it is is ranked from red -> orange -> yellow -> yellow-green -> green -> teal -> blue
- Revolver
- Cost: $700 (legit)
- Clip size: 6
- Range: ███
- Firing rate: ████
- Damage: ████
- Notes: possible starting pistol for SMG/Pistol/Assault Rifle specialist
- Pistol
- Cost: $800 (legit)
- Clip size: 15
- Range: ███
- Firing rate: █████
- Damage: ███
- Notes: possible starting pistol for SMG/Pistol/Assault Rifle specialist
- SMG
- Cost: $2000 (not legit)
- Clip size: 15
- Range: ████
- Firing rate: ██████
- Damage: ███
- Notes: none
- Uzi
- Cost: $1200 (not legit)
- Clip size: 15
- Range: ███
- Firing rate: ███████
- Damage: ███
- Notes: none
- Bolt-Action Rifle
- Cost: $1300 (legit)
- Clip size: 5
- Range: ██████
- Firing rate: ███
- Damage: █████
- Notes: none
- Hunting Rifle
- Cost: $1500 (legit)
- Clip size: 10
- Range: █████
- Firing rate: ████
- Damage: █████
- Notes: starting weapon for Rifle/Sniper Rifle specialist
- Civilian Rifle
- Cost: $1800 (legit)
- Clip size: 30
- Range: █████
- Firing rate: ████
- Damage: ████
- Notes: none
- Semi-Automatic Sniper Rifle
- Cost: $3500 (not legit)
- Clip size: 10
- Range: ███████
- Firing rate: ████
- Damage: █████
- Notes: none
- Bolt-Action Sniper Rifle
- Cost: $4000 (not legit)
- Clip size: 5
- Range: ████████
- Firing rate: ███
- Damage: ██████
- Notes: none
- Heavy Assault Rifle
- Cost: $3000 (not legit)
- Clip size: 20
- Range: ██████
- Firing rate: ██████
- Damage: █████
- Notes: none
- Light Assault Rifle
- Cost: $2000 (not legit)
- Clip size: 30
- Range: █████
- Firing rate: █████
- Damage: ████
- Notes: fires in 3-round bursts unmodified
- RPG
- Cost: $1300 (not legit)
- Clip size: 1
- Range: ██████
- Firing rate: ██
- Damage: ████████
- Notes: $300 ammunition
- Light Machine Gun
- Cost: $3500 (not legit)
- Clip size: 100
- Range: █████
- Firing rate: ███████
- Damage: ████
- Notes: horribly inaccurate unless set up
- Heavy Machine Gun
- Cost: $4500 (not legit)
- Clip size: 100
- Range: ██████
- Firing rate: ███████
- Damage: █████
- Notes: horribly inaccurate unless set up
- Flamethrower
- Cost: $5000 (not legit)
- Clip size: depends on tank
- Range: ██
- Firing rate: ████████
- Damage: ██████
- Notes: much lower damage against vehicles
- Pump-Action Shotgun
- Cost: $900 (legit)
- Clip size: 7
- Range: ████
- Firing rate: ███
- Damage: ██████
- Notes: very short range using buckshot, starting weapon for Shotgun/Heavy Weapons specialist
- Semi-Automatic Shotgun
- Cost: $1100 (legit)
- Clip size: 12
- Range: ███
- Firing rate: ████
- Damage: █████
- Notes: very short range using buckshot
- Automatic Shotgun
- Cost: $2500 (not legit)
- Clip size: 20
- Range: ███
- Firing rate: ██████
- Damage: █████
- Notes: very short range using buckshot
- Molotov Cocktail
- Cost: $5 (legit)
- Notes: rarely possible to buy, usually made, possible starting weapon(s) for Throwing specialist
- Offensive Grenade
- Cost: $300 (not legit)
- Kill Radius: ███
- Explosive Power: ██
- Notes: none
- Defensive Grenade
- Cost: $450 (not legit)
- Kill Radius: ████
- Explosive Power: ███
- Notes: none
- Pipe Bomb
- Cost: $40 (not legit)
- Kill Radius: ██
- Explosive Power: ██
- Notes: rarely possible to buy, usually made
- Dynamite Stick
- Cost: $250 (not legit)
- Kill Radius: ██
- Explosive Power: ████
- Notes: legit with permit
- Combat Knife
- Cost: $100 (legit)
- Damage: ████
- Notes: good defensively against other knives, possible starting melee weapon
- Machete
- Cost: $50 (legit)
- Damage: █████
- Notes: possible starting melee weapon
- Light Kevlar Vest
- Cost: $600 (legit)
- Defense: ██
- Cover: ███
- Notes: possible starting armor if specialized in a gun
- Kevlar Vest
- Cost: $900 (legit)
- Defense: ███
- Cover: ███
- Notes: none
- Bipod
- Cost: $75 (legit)
- Guns: Heavy, Sniper, Rifle, Assault
- Use: increases accuracy if set up and prone, reduces penalty for bursts
- Tripod
- Cost: $250 (legit)
- Guns: Heavy, Sniper, Rifle, Assault
- Use: increases accuracy if set up and prone/crouching, or on wall, reduces penalty for bursts
- Reflex Sight
- Cost: $250 (legit)
- Guns: Pistol, SMG, Heavy, Rifle, Assault, Shotgun
- Use: increases accuracy when aiming, allows quicker acquisition of targets
- Improvised Lockpick Set
- Cost: $25 (legit)
- Notes: rarely able to buy, usually made, starting object for cracker
- Professional Lockpick Set
- Cost: $200 (not legit)
- Notes: legit with a permit
- Hobbyist's Mechanical Kit
- Cost: $100 (legit)
- Notes: starting object for mechanic
- Full Mechanical Kit
- Cost: $400 (legit)
- Notes: none
- First Aid Kit
- Cost: $40 (legit)
- Notes: used for short term wounds, or minor wounds. Starting object for specialization in first aid or doctoring.
- Surgery Kit
- Cost: $500 (not legit)
- Notes: used for long term wounds, or major wounds, usually requires a permit to be legit
- EMT Kit
- Cost: $1200 (not legit)
- Notes: used for both minor and major wounds, requires permit to be legit, stationary
- EA-250
- Cost: $400 (legit)
- Processing Power: ██
- Storage: ██
- Charge: ██ (portable)
- Notes: starting object for hacker/cracker/programming/engineer specialization, need 2 points in engineer to start with it, or 1 of others