Skills

Skills reflect a character's ability to perform both game-critical and specific tasks.  The list below details what each skill generally can be used for.  To successfully use a skill, roll 2d6; if the result is 7 or less then the skill has been successfully employed.  Each level of a skill subtracts one from the roll, making it more likely the character can perform the task successfully.   If a character has no level in a skill but wishes to attempt to perform it, the player must roll 4 or less on 2d6.  All skill rolls assume appropriate tools are employed as applicable.  In some cases below, an ability is parenthetically indicated next to a skill; this ability may give more subtraction to the 2d6 roll as follows:

Ability and Points Number subtracted from 2d6 roll
MUSC 20 3
MUSC 18-19 2
MUSC 15-17 1
ACCU 10 3
ACCU 9 2
ACCU 7-8 1
DRIV 12 3
DRIV 10-11 2
DRIV 8-9 1
AGI 6 3
AGI 5 2
AGI 4 1
CHAR 8 3
CHAR 7 2
CHAR 6-7 1

Note - In many cases an RM (RoadMaster) may rule there are additions to the roll rather than merely your subtractions (e.g., in Bribery, an "incorruptible" official would be +5 or even +10).  Of course he may also give subtractions for excellent roleplaying (maybe as much as -2) or other conditions, though if something is just plain easy to do so long as a character has adequate training, the RM may of course simply waive a roll and consider it done.

Skills are divided into categories below.

ACADEMIC SKILLS

Connections (CHAR) - Chance to know someone in a particular department in a particular locale (e.g., answering the question, "Do I know someone in the Travel Bureau in East Block?)
Fields/Sports - Knowledge in a particular area, sport, or hobby.  Player-character must declare which area (e.g., "Political Science" or "Soccer"), and each level of a skill must be declared per area.  The 2d6 roll would, for example, be used to see if a goal in soccer was made or if a comment in a conversation relevant to sociology was known to be true or not or chance to speak a phrase in another language.
Social Skills (CHAR) - Ability to know social skills in any setting.
Trivia - Ability to know an odd fact here or there, a foreign word or two.

ADMINISTRATIVE SKILLS

Bribery (CHAR) - Ability to bribe someone not predisposed to bribery.
Forgery (AGI) - Ability to forge signatures, documents, etc.
Guile (CHAR) - Ability to trick someone in an administrative or official capacity.
Management (CHAR) - Ability to organize, command those not predisposed to commands, and bluff from an authoritative position.

DETECTIVE SKILLS

Detective Luck - Chance to have a sudden clue turn up or have a witness tell the truth for no good reason and come up with a relevant fact.
Forensics - Ability to know where a bullet was shot from, how a person died, etc., through scientific research
Observation - Ability to notice small details, being followed, etc.
Persuasion (CHAR) - Ability to persuade witnesses, criminals, officials, etc.

PRACTICAL SKILLS

Acrobatics (AGI) - Ability to do acrobatic feats (jumping building to building, car to car, etc.)
Blend (AGI) - Ability to blend in with a crowd or one's surroundings (trees, etc.) so as to be unnoticeable
Bloodlust - Bloodlust is a special ability.  During battle or stress conditions all other skill rolls are boosted 1 point for each level of bloodlust BUT the character cannot stop fighting until he rolls above a 7 on 2d6, plus to the roll for each level of bloodlust (limit or 11 or more) or until all opponents are dead.
Disguise - Ability to disguise oneself or others; the more dissimiliar the person one is attempting to be, the more difficult; however, it is easier (usually -2/roll) to simply not look like oneself.
Driving - Bike (DRIV) - Ability to do feats and drive quickly on a motorbike.
Driving - Personal Vehicle (DRIV) - As immediately above, but for a car or truck.
Driving - Warcar (DRIV) - As immediately above, but for a warcar.
Electronics - Ability to manipulate and repair electronic items.
Fighting (MUSC) - Ability to fight (see combat rules).
Mechanics - Ability to manipulate and repair mechanical items (also see rules on damage and damage recovey).
Weapons (ACCU) - Ability to use weapons.  Must specify each skill and each level per a particular weapon (also see combat rules). 

SCIENCE SKILLS

Computer - Ability to use and manipulate computers.
Logic - Ability to know mathematics, to calculate, plan, make educated guesses.
Medical - Ability to cure people (also see damage recovery).
Technical/Engineering - Ability to know hardware and engineering skills.

STREET SKILLS

Hustling (CHAR) - Ability to pull scams, trick people.
Street Talk (CHAR) - Ability to relate and speak with street people, working class.
Theft (AGI) - Ability to break into cars, steal things, pick pockets, etc.
Wilderness - Ability to know the wilderness, relate out there, find hiding, know paths, etc.