Capabilities.
All character's have different capabilities for effecting the real world. Whether these derive from the aptitude of sending a .45 round through the eyes of a rampaging monster or the talent for bringing your allies back from the bring of death with drugs and tender care, all are represented from your skills.
Your skills are based upon the aptitudes of your class, and your own personal discretion in advancement. Remember not all Stalkers have to be sword totting assassains, their abilities in stealth and medicine could just as easily allow them to stalk into the lairs of monsters and save those few lives left their. Your Gunslinger may work just as well with a sniper rifle as he does with a sub machine gun, but he could equally become a skilled monster tamer with enough intimidation. Don't be afraid to deviate from class stereotypes.
The skill list shows all the skills with breif descriptions as to what they are used for. For information on which skills different classes have aptitudes for, look in the Class chapter.
The list.
Light Guns - Small one handed firearms such as pistols or uzi's.
Large Guns - Firearms requiring two hands to use effectively such as shotguns and rifles.
Support Guns - Firearms so large they require mounting, or must be fired from the shoulder such as mounted turrets, 50 cal sniper rifles and rocket launchers.
Energy Weapons - New technology guns such as plasma rifles or laser pistol.
Bioweaponry - The use of biochemical weaponry has been in practise for many years. Bioweaponry allows for extremely effective weapons against monster types it is designed for (like pathogenitors for example) but relatively useless with the wrong type of ammunition.
Brawl: Going toe-to-toe with monsters is often as crazy as you can get. But when you don't have a weapon at hand, all you can do is use your body.
light melee: These weapons are small light and fast. In hand to hand combat they do less damage but can be used over and over without causing fatigue.
heavy melee: Whether your resorting to the claymores of the medieval arsenal or new age shock-hammers it uses this skill. Bulky and heavy, but devastatingly damaging, heavy melee weapons will make any monster think twice.
Zoology: Quite simply the study of monsters. The more you know about a monster, the more likely you can bring the right sort of force to bear against it.
Medicine: Used for patching up the wounded, treating the diseased and killing the various infections
that monsters bring.
Computing: Used for coding commands for Bots, but also allows you to hack into whatever you can connect to (such as a cyber bound monster's neurolink.)
Acrobatics: Used for jumping, tumbling and other various displays of physical grace. These feats could one day save your life.
Pilot: Modern vehicles require trained pilots. This skill must be taken seperately for ground, air
and water based vehicles.
Awareness: This describes you focus of perception. High levels of awareness will mean you wont ever be
caught off guard by stalking monsters, and nothing in your environment will go unnoticed.
Subterfuge: The art of lying. Although only usefull with the more intelligent of monsters, at home
in the Citadel it serves many purposes.
Stealth: The ability to remain undedected, whether hiding in the shadows or stalking a foe.
Cybernetics: Used for creating and grafting cybernetic implants ranging from Neuro control links to automated adrenaline systems. Those hoping to do more invasive implants (such as lung replacement) may wish to consider training in Medicine, or having a doctor on hand.
Demolitions: Bombs come in all shapes and sizes. With this skill you not only know what shape and size is needed to do the job, but also how to stop them doing the job against you.
Dodge: A skill vital to the survival of any one intending to get up close and personal with the enemy.
Meditation: What has meditation got to with anything? In a world in which the shit can hit the fan at the drop of a hat it's very important. Used to resist panic, focus your aim and collect whatever reserves of energy you have. Vital for prolonged hunts.
Intimidation: When all's said and done, sometime's what you face will be more afraid of you than you are of it, with this skill you can make sure of it. Cowing monster's to bend to your command is difficult, but worthwhile.
Empathy: Understanding is the basis of any stable relationship. Surely such a thing cannot be made between man and monster? With enough effort and good will, you may just save one from it's own destruction.
Mechanics: Whether your just jury rigging a cybernetic enhancement, or building a hovercycle from scratch, this is the skill you need.

Anthropology
Wouldn't the Anthropolgy skill be a Zoology skill? Anthropology is the study of humans and Zoology is the study of animals which would be more of what a monster is.