When initially purchasing a skill, a favored item (weapon, vehicle, etc.) should
be chosen. If lost or destroyed one experience point can buy a new favored
item. Only one favored item is allowed for each skill. The advantage
of a favored item is the character may ignore fumbles rolled during its use and treat
the roll as a result of one.

5.4 mod - SKILL DESCRIPTIONS
5.4.5 - Fitness Skills
Acrobatics, Dance, Dodge, Hand to Hand, and Melee skills, like Athletics, are
properly governed by Fitness vice Agility. Use Agility as the governing attribute
to determine beginning level limits and for Experience Point calculations in Tutoring,
while the character gains muscle memory in the skill, but when characters perform
feats during
the game, Fitness will determine the true effectiveness of these skills.
5.4.8 - Perception Skills
Perception applies to Heavy Weapons. The shooter uses a sight or
targeting system, often judging the range and relative speed of a target.
Agility does not help in these types of systems.

5.6.2 add - Ranged Personal Weapons
Laser sights allow for quick acquisition. A +1 is added to the Combat
Sense roll for shooting purposes.