| Rules & Skill Adjustments | |
Interestingly, you need little more adjustment to the Roll & Keep system that a few skill adustments. Most skills remain the same, but use different technology. For instance, Firearms still uses guns, just far better ones. So here is a list of the adapted and new skills.
Martial 
  Skills
  
  Demolitions
  Basic
  Explosive - What to put in bombs. Making simple explosives like petrol bombs
  Advanced
  Demolitions - Where to place bombs and how much to use.
  Detonators - Various systems of detonation including remote and timer. Includes 
  some electronics knowledge.
  
  Firearms
  Basic
  Pistol - Firing and using small pistols
  Rifle - Firing rifles including autofire.
  Advanced
  Artillery - Firing very big guns, includes the targeting skills of a forward 
  observer.
  Flamethrower - Firing flame weapons without killing everyone.
  Heavy Weapons - Miniguns and very large calibre weapons.
  Mortar - Firing artillery style rockets.
  Rockets - Firing and hand held or personal rock launcher.
Civil 
  Skills
  
  Computer
  Basic
  IT Diagnosis - Working out the problem with Hard/Software. Successful roll halves 
  difficulty to fix the problem.
  Networking - Setting up and debugging networked systems.
  Operation - Working with various software applications
  Advanced
  Debugging - Fixing software problems
  Hacking - Accessing places you shouldn't
  Hardware - Sorting mechanical problems and clashes. You can't repair a hard 
  drive, but you can swap it out.
  Programming - Writing software.
  
  Drive
  Choose one knack (except trick driving) and gain one point in it. That becomes 
  your basic knack, the rest are considered advanced. Once outside character generation 
  they are all treated the same as usual.
  Drive Car - Driving any standard small car.
  Drive HGV - Driving any large truck, lorry or bus.
  Ride Motorbike - Driving any type of bike
  Trick Driving - As trick riding, but confers no knowledge to drive anything 
  you ar unfamiliar with.
  
  Electronics
  Basic
  Electrical Diagnosis - As with computers but for any electrical or electronic 
  system
  Electrical Repair - Repairing basic electrical installation or intake system. 
  
  Advanced
  Electronics - Repairing or adjusting and electronic device or system to a component 
  level. Circuit boards and such. Includes phones, security systems etc.
  Jury Rig - Putting together a few random elements to make something work in 
  a new way. Improvised invention.
  
  Mechanics
  Basic
  Mechanical Repair - Getting a mechanical system (such as a car) working again.
  Mechanical Diagnosis - As usual, halves difficulty of any repair.
  Advanced
  Jury Rig - All the skills you need to go on scrapheap challenge.
  
  Pilot
  The same rules apply as for Drive.
  Propeller Plane - Flying any kind of propeller driven aircraft, including gliders
  Jet Aircraft - Piloting any jet aircraft
  Helicopter - Flying any Helicopter or similar microlight craft.
  
  Rider
  No change except that it is now a civil rather than martial skill.
  
  Scholar
  Delete the knack 'Natural Philosophy'.
  Instead add the advanced knacks of Chemistry, Biology, Forensic research and 
  Physics, which should all be self-explanatory.
  
Old 
  Sword Schools
  
  Few people actually learn a swordsman school. There is plenty of scope to develop 
  firearm schools like Rasmussen for the modern world. However, there are a few 
  schools kept alive in the same way fencing is practiced today. If a school isn't 
  noted here it is an archaic style rarly practiced. However, it may be alive 
  somewhere with an old fencing instructor if you look hard enough.
  Eisenfaust - Still practiced by the Eisen military as a mark of tradition for 
  officers. although Dracheneisen very rare.
  Ambrogia - like most Vodacce schools it has developed into a knife fighting 
  school.
  Aldana - Practiced occasionally by the Castillian nobility with nothing better 
  to do.