First: my favorate philosophy site (www.freedomainradio.com) It's like having a personal trainer in one's quest for self-knowledge. Secondly: Challenge! Determine your character's statistics using the fallout: New Vegas engine. Basically.... Primary stats (these are basic talent; the average is five, and you get 40 points, which means you get enough for five each plus another five): Strength: Determines carry weight, bonus close up damage, effectiveness using heavy objects, and melee skill (+2 per point). Perception: Determines vision, energy weapons skill (+2 per), lockpick skill (+2 per), and explosives skill (+2 per). Endurance: Determines overall health, toughness, resistances, Unarmed skill (+2 per), and Survival skill (+2 per). Charisma: Determines social grace and pleasantness, and the Speech and Barter skill (+2 each per). Agility: Determines physical grace, as well as the Guns and Sneak skill (+2 each per). Intellegence: Determines intellect (obviously), bonus skill points upon level up, as well as the Medicine, Science, and Repair skills (+2 each per). Luck: Determines how much random chance tends to favor you; things just tend to go your way when you're lucky. Also, you get +0.5 skill points to all skills per point. http://fallout.wikia.com/wiki/Fallout:_New_Vegas_SPECIAL
Secondary skills (actual learned skills, rather than raw talent). Skills starting values are determined by the equation (2 + (relevent stat * 2) + (Luck/2) = skill value). Additionally, three skills should be chosen as "tag skills" to boost them by 15 points, to represent skills you've gotten good at during your life.
Barter: Salesperson ability, good for negotiating business deals and easily making money. Energy Weapons: Obviously, skill with high-tech equiptment like lasers and plasma weapons. Explosives: Your nack with things that go boom. Also covers safety protocols. Guns: Duh, skill with firearms. Lockpick: Knowledge of how to make and break locks. Medicine: Covers your overall medical expertise. Melee: Skill with melee weapons such as swords, axes, clubs, pipes, etc. Repair: Ability to fix things. Science: Overall scientific knowledge. Can synergize with repair. Sneak: Ability to remain undetected. Speech: Ability to persuade others, and can get people to see things your way. Survival: Ability to survival in the wild. Also covers cooking. Unarmed: Proficiency with natural forms of attack, and weapons that compliment them (brass knuckles, iron claws, etc).