Characters may be able to use various Abilities, ranging from innate talents (e.g. Magic, Berserk) to learned skills (e.g. Climb, Picklock). Some confer special powers, while others allow characters to add their Rank to their Characteristic or Attribute score when attempting feats: buying such an Ability more than once adds +1 for each additional point spent. Some Abilities are limited to characters of certain Professions, while others are available to all Professions without limitation.
Beauty allows characters to be physically attractive to others, with all the social advantages that brings.
Climb allows characters to add their Rank to their Reflexes when attempting to scale vertical surfaces and when trying to land gently after falling. Thieves have this Ability.
Literacy allows characters to read and write, adding their Rank to their Intelligence when deciphering a document. Sorcerers have this Ability.
Nobleborn allows characters to belong to the upper classes, with all the social advantages that brings. Knights have this Ability.
Picklock allows characters to add their Rank to their Reflexes when attempting to open locks. Thieves have this Ability.
Track allows characters to add their Rank to their Perception when attempting to follow a trail.
Other Abilities should be added as your GM sees fit to flesh out the skills set available to characters.
Berserk allows characters to enter an enraged state in battle and gain +1 Attack for every -3 Defence taken. Barbarians have this ability.
Combat Training allows characters to fight effectively in ring, chain and plate mail armour without taking penalties to Attack and Defence. It must be taken once for each category of armour: Mystics and Thieves have this Ability once, Barbarians twice, and Knights the maximum three times.
Magic allows characters to learn magic spells. Mystics and Sorcerers have this Ability.
Supernatural Senses allow characters to sense danger or thoughts. Mystics have this Ability.
As characters increase in Rank in a Profession, they gain access to increasingly specialised Major Abilities (called Skills of the Mighty). Skills of the Mighty begin to appear once the character reaches 4th Rank: each costs 4 character points, and any previous available Skills of the Mighty for that Profession must be obtained first (e.g. a Sorcerer must have paid the points for Calligraphy before buying Alchemy).
Adepthood allows characters to attain spiritual and physical perfection. Only Mystics of at least 8th Rank who have Weapon Crafting have this Ability.
Alchemy allows characters to create enchanted potions. Only Sorcerers of at least 6th Rank who have Calligraphy have this Ability.
Artifice allows characters to create enchanted items. Only Sorcerers of at least 8th Rank who have Alchemy have this Ability.
Bloodfury allows characters with Berserk to grow more heedless of danger and to ignore pain in battle, gaining +1 Attack for every -2 Defence taken and not falling unconscious when reduced to 3 HP or less. Only Barbarians of at least 4th Rank who have Berserk have this Ability.
Bloodrage allows characters with Bloodfury to become a terrifying foe in battle, gaining +1 Attack for every -1 Defence taken, adding +2 Damage and causing fear in characters of 2nd Rank or less who see them fighting. Only Barbarians of at least 8th Rank who have Bloodfury have this Ability.
Calligraphy allows characters to create enchanted scrolls. Only Sorcerers of at least 4th Rank have this Ability.
Weapon Crafting allows characters to create enchanted arms and armour. The chance of making a flawed item is 30% +10% per level of enchantment -10% per Rank above 4th. Only Mystics of at least 4th Rank have this Ability.
Weapon Mastery allows characters to become better fighters, increasing their Attack, Defence and Damage by +1 at 4th Rank, +2 at 6th Rank, and +4 at 8th Rank. These modifiers are not cumulative. Only Knights of at least 4th Rank have this Ability: it must be bought a second time at 6th Rank and a third time at 8th Rank to obtain full benefit.