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Skill magazines are more abundant around the world and sold by numerous merchants. They are the temporary skill boosters.
When I do find one, I'll compare the differences in the Pip-Boy between books and magazines, and I'm sure it will then be clear how to differentiate [without having yet memorized the titles of the permanently effective bonuses].
Since leveling is extremely limited—in contrast to Fallout 4, where leveling is effectively infinite—I'll have to choose wisely in distributing earned points; I learned the hard way in Fallout 3 that if you spend points on the "wrong" items, you won't be able to earn more points to get bonuses you really wanted.
You can get lots of positive karma by killing Fiends and feral ghouls if you're worried about it.
The only effect karma has is that a companion Cass won't join you if you're evil, and there's a level 50 perk for good evil or neutral karma. But karma is so easy to gain or lose, you can just kill 10 ghouls and jump from neutral to very good (unless you got mods like jsawyer that rebalances this).
Killing a ghoul or fiend raises your karma by 100, stealing an item reduces your karma by 5. That's how meaningless it is.
Reputations take over anything that karma does otherwise, to the point the Devs should have just removed karma
I've got to find out what junk can be used for making and repairing things. In Fallout 4, almost all junk had a useful purpose, but not Fallout 3—almost no crafting opportunities. I'm just taking it slow, learning the ropes.