Skills...hmmm, here are some that might work.
(heraldry) cackle
Warrior:
unarmed combat
> slight bonus to hit when fighting without a weapon
endurance
> use less movement in combat depending on your ability in it, shouldn't
ever be better than 1 for every 3rd round.
two-handed fighting style
dual wielding fighting style
> how well you are at wielding two weapons, at superb should only be
normal with primary weapon, -2 with secondary.
shield bash
> must have shield, does a bit more damage than normal bash which does
only like one point.
throw
> throws oppenent down and gives them some damage.
critical strike
> how well you are at hitting a vital area, possibly for double, perhaps
triple damage at superb.
door bash
> chance to bash down a door. (calls in mobs from adjoining rooms??)
multi-attack
> perhaps a 30% chance of extra attack at superb.
presence
> how fearful you look, at superb could cause fear into mobs of way
lower level. (they run away)
grab
> try to grab a oppents weapon and steal it away.
shield block
> chance to block a blow each round, if you have a shield.
blind-fighting
> better chance to see oppenent in darkness, and better chance to hit
them.
arms evaluation
> decide the craftmanship of a weapon or armor. if armor value is
1 = poor, 2 = not too bad, 3 = reasonable, 4 = a good make,
5 = very well made, 6 = exquisite
weapon specialization
> sharp, bludgeoning, piercing weapons. at superb, +1 to hit +2 to
damage if wielding that weapon class.
Thief
set traps
> if they had a trap item they could set it.
peer/scout
> look into a adjoining room provided no doors stand in your way.
detect noise
> if mob is within a room away, tell them of such.
find/remove traps
> would allow me to put traps in the game. :)
dodge
> ability to dodge a attack. low percentage even at superb
parry
> ability to parry a attack. same as above
climb walls
> there will be a use for this in the future, a adventure i am making.
evaluate
> find the value of something, of course this would have to be off
a lot. cackle
forgery/pawn/fencing
> get a better price for something in a shop.
feign death
> this skill would allow a mob to think you were dead, causing the
combat to end. this could work like hide, touch a key and it is
ruined.
night sight
> see better in the dark
disguise
> temporarily change their name and title, only as it appears in a room
and in a who. Therefore if you look at a thief desguised as ryan who's
real name is chris, you can't look at ryan. Thus, no thief could do
something as someone else without a intelligent person looking at them
and finding out if that really was them.
trip
> puts oppenent on their ass, like bash
retreat
> chance to remove yourself from a combat without fleeing. of course
the mob must come after you. cackle
read arcane
> chance to read scrolls
knockout
> real low chance to knockout oppenent with a pounding weapon.
detect doors
> chance of finding secret doors
thieves cant
> a language only thieves can understand...definatley need this one
Mage
Perhaps with the casting classes you could seperate skills from spells by
creating a new commands calls 'spells' or 'skills'. All this would really
do is stop your screen from becoming a jumbled mess since the pager doesn't
work when you type a prac.
scribe
> allow you to create a scroll of a spell you know.
read magic
> how well you are at reading scrolls, especially ones of higher level
brewing/cooking
> making Zorn's scorn, how well you can do it.
spellcraft
> could make your chance of learning a spell slightly better. or perhaps
give you a 4% increase instead of a 2% while doing it on your own.
cantrip
> options for cantrip
> smoke = make smoke come from your fingertips to cloud a room for a
short period of time.
> energize = would give your body a energized effect, the first thing
to attack you would take a point of damage per learning phase. So
8 points max if cantrip is superb.
> cheeseball neet effects. cackle
speed reading
> allows you to read from you spellbooks faster, thusly casting faster
alteration spells
> might as well get these started for all the spheres...at this point
could allow a bit more damage, or faster casting.
religion
> chance of understanding a cleric spell...low, very low.
Cleric
healing/herbalism
> cure a few points of damage. needs bloodmoss
gathering
> chance of finding bloodmoss
commune
> low chance of your god giving you mana, move, hits, or rem curses.
we would need to add another item to the player and that woule be
a god. i have invented Tyken(good), Aklan(evil), Ya'vell(neutral)
repent
> would allow your aling to shift a few points good or evil depending
on which way you repent.
Ranger
gather/survival
> gather berries and shit.
set snares
> catch small animals for food. come back after so many ticks and there
might be some food in the snare.
gaming/hunting
> again, able to get food on their own.
two-handed weapon style
dual wield
> a ranger shouldn't really get anything off if he is real good at this
animal handling
> if a ranger comes across a mobile that isn't aggresive and is race_animal
a slight chance of charming the animal.