Tag skill

Tag skills are the skill specializations of a character. At the start of every Fallout game prior to Fallout 4, the player can choose three Tag skills to be the character's specialties throughout the game.EDITOR.MSG, Fallout 2: "{145}{}{Tag skills are skills your character specializes in. Each tag skill gains +20%, and increases twice as fast. You must pick three tag skills.}" The Tag! perk allows one to pick an additional, fourth tag skill later in the game.
In Fallout, Fallout 2 and Fallout Tactics, tagged skills increase at double the rate of an untagged skill (i.e. one skill point translates to a 2% increase in the skill). In Fallout 3 and Fallout: New Vegas, however, a tagged skill only gives a 15 point boost.
In Fallout: The Roleplaying Game, a tagged skill increases the chosen skill by 2 ranks. More importantly, however, the tagged skills in question can receive critical successes by rolling under the skill ranks, e.g. rolling a 3 when the skill's rank is 6 means two successes. Only tagged skills benefit from this, while all other skills require rolling a 1 to earn a critical success. Tag skills dictate what type of character one will play. A fighter will tag combat skills whereas a diplomat may choose Speech, Barter and Science. 
==Bonus equipment==
Tagging skills also provide an immediate benefit to one's starting equipment in Fallout, Fallout Tactics, Fallout: New Vegas, and Fallout: The Roleplaying Game.
===Fallout===
Starting Equipment
a knife
a 10mm pistol
48 10mm JHP rounds
4 stimpaks
2 flares
Tagged Skill	Bonus Equipment
Small Guns 	+24 10mm JHP rounds (72 total)
Unarmed 	a set of brass knuckles
Throwing 	2 throwing knives
First Aid 	+2 stimpaks (6 total)
Doctor 	a doctor's bag
Lockpick 	a set of lock picks*
Steal 	a set of lock picks*
Science 	2 Buffout and 2 Mentats doses
Repair 	a repair tool
Outdoorsman 	3 water flasks
* Tagging both Lockpick and Steal results in only one bonus set of lock picks.
Tagging Big Guns, Energy Weapons, Melee Weapons, Sneak, Traps, Speech, Barter, or Gambling skills award no additional bonus equipment.
===Fallout Tactics starting equipment===
* 1x MP5 H&K
* 48x 9mm ball
* 1x Happy Pie
* 1x classic Nuka-Cola
* 1x stimpaks
* 1x Midwest Brotherhood leather armor
Tagged Skill 	Bonus Equipment
Small Guns 	x24 9mm ballx1 booze
Big Guns 	x1 Happy Piex2 booze
Energy Weapons	x3 pre-War donuts+1 booze
Unarmed 	x1 brass knuckles+1 Buffout+3 rot gut
Melee Weapons 	x1 broken bottlex1 knife
Throwing 	x3 spearsx1 frag grenadex10 rocks
First Aid 	x1 antidotex2 poisonx1 First aid kit
Doctor 	x1 doctor's bagx3 fruitx1 scalpel
Sneak 	x1 axe handle
Lockpick 	x1 stinky meat platterx25 ring pulls
Steal 	$30x100 ring pulls
Traps 	x1 explosive trapx3 T13 antipersonnel mines
Science 	x1 clipboardx1 Mentats+4 classic Nuka-Cola
Repair 	x1 tool kitx1 crowbar
Pilot 	x1 Cat's Pawx2 XXXXXBeerx6 beer
Barter 	x1 Cat's Pawx50 ring pulls
Gambling 	$500
Outdoorsman 	x1 Rad-Xx1 healing powder
===Fallout: New Vegas starting equipment===
After completing the tutorial, every character gets:
* 4 stimpaks
* 18 caps
* 6 bobby pins
* Possibly one ranged weapon (9mm pistol is the default if no weapon skills are selected) or one hand-to-hand weapon.
Tagged Skill 	Bonus Equipment
Lockpick 	x12 bobby pins instead of 6
Guns 	9mm pistolx43 9mm rounds (instead of the default 15-30 rounds)
Explosives 	x8 sticks of dynamite (only when neither Guns nor Energy Weapons are tagged as well)
Energy Weapons	Laser pistolx20 energy cells (only when Guns is not tagged as well)
Melee Weapons 	Straight razor (regardless of other tagged skills)
Unarmed 	Boxing gloves (only when Melee Weapons is not tagged as well)
===Fallout: The Roleplaying Game starting equipment===
Tagged Skill 	Bonus Equipment
Athletics 	Casual clothingx1 Buffout
Barter 	2d20 additional caps
Big Guns 	x4 +2d6 shots of flamer fuel
Energy Weapons	Fusion cell containing x6 +3d6 shots
Explosives 	x2 Molotov cocktails or x2 baseball grenades
Lockpick 	x4 +2d6 bobby pins
Medicine 	x1 first aid kitx1 stimpak
Melee Weapons 	Machete or baseball bat
Pilot 	Broken car parts*
Repair 	Multi-tool
Science 	Labcoatx1 Mentats
Small Guns 	x6 +3d6 additional shots of ammunition of a type already possessed
Sneak 	x1 Calmex
Speech 	Formal hatFormal clothing
Survival 	x2 purified waterx1 iguana on a stick
Throwing 	x4 +2d6 throwing knives or x2 +1d6 tomahawks
Unarmed 	Brass knuckles
* Equivalent to 5 common scrap.
==Behind the scenes==
At one point, it was planned for Fallout 3s Tag skills to give double the points, the same as the previous games.Fallout 3 Hands-on: Page 2, Paragraph 4
==References==
Non-game
Category:Skills
Category:Fallout skills
Category:Fallout 2 skills
Category:Fallout 3 skills
Category:Fallout: New Vegas skills
Category:Fallout Tactics skills
Category:Fallout: The Roleplaying Game skills
es:Habilidad destacada
pt:Tag skill
ru:Основной навык
zh:标记技能