Some skills could cap out at a particular level such as KAG, languages, literacies, lores, appraisal(?). There should be no skills that are 'pure RP' such as etiquette etc. Those skills are dependent on the player's RP skills.

Crafting, cooking, etc - How to incorporate raw material quality and availability? High-quality materials can be ruined by poor crafting rolls,

Perhaps there could be skills made so that as each increases they gain access to relevant ‘lore’? So when increasing in a weapon they learn relevant lore like who are/were the best weaponsmiths, where the best weapons come from, metallic composition, regional styles, legends, etc).

There can be locations that require particular skills that allow a PC to access them, such as X levels in acrobatics, climbing, or swimming to be able to reach the target location or X levels in a relevant KAG to enter a sketchy pub or black market.

Room/object(climbing a trellis, etc) Difficulty Rating - Penalty (or bonus) to performing certain skills in particular locations. For example, a PC with swimming skill - swimming across a small pond would have a DR of 0. The more challenging the higher the DR. DR should probably be a penalty to PC's relevant rolls. Pickpocketing in a crowded, busy place would have a DR of 0 while pickpocketing someone who is alone would be much harder. Each room will have a DR relevant to a particular skill (acrobatics, swimming, pickpocket, combat, observation, etc) if applicable.

Could some skills require a particular item to be possessed to be functional? book, weapon, cloak, robe, instrument, etc

Skills should be taught to PCs via another PC that has that skill at the needed level when possible. Newly introduced skills might require an NPC teacher.

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General Skills

Appraisal - Per category. Weapons, armour, gems, precious metals, base metals, clothes, art, etc. Gives the PC the ability to judge an item's worth. The more levels they have, the more precise the valuation. (rolls with intellect and intuition vs ? )

Art - The higher a PC's skill is in art, the better they can create paintings, sculpture, architecture, etc. (per category) (rolls with intellect and agility vs ? )

Camouflage - This allows a character to hide a PC's appearance and scent. (rolls with intellect and intuition)(one per category (appearance, scent, etc) ).

Craft - Craft lets PCs create objects such as pottery, glassware, jewellery, sword smithing, armour smithing, etc. Per craft.(rolls with intuition)

Cooking - Baking, cooking, brewing, vintnering, coffee/tea/chocolate prep, etc. Must be bought per category. (rolls with smell and intuition)

Healing - This lets a PC tend to injuries. (rolls with anatomy and intellect vs (damage?), ?)

Hide - Hide a person or item somewhere in the setting (or on a person?). Rolls with intuition and stealth, vs room difficulty rating?.

Knows A Guy (KAG) - Provides PCs with various bonuses for 'knowing a guy' in the relevant culture/subculture. All the nations are included as are the Hyenas, clergy, importers, underworld, justices of the peace, etc. Can allow lighter criminal penalties, cheaper prices, access to restricted areas, etc. PC improves as levels increase.

Language - Allows a PC to communicate with others who speak that language. Each of the playable species plus Jackal and Hyena have a unique language. This skill isn't usually rolled, but instead stepwise improves the ability to speak a language (caps out at X levels). Can do this by replacing what a PC says with 'fake syllables' or something else

Literacy - Per language. Allows the PC to read and write. Generally not rolled; PC improves as levels improve.

Lore - Provides the PC with information relevant to the lore they've selected. You can choose from anatomy (used in combat, healing), geography (per culture), history (per culture), nature, etc. Can be used in library research, etc. Generally not rolled; PC improves as levels improve.

Merchant - Imports and sells items (tea/coffee/chocolate, raw materials, luxury goods, etc). Per specialty. Generally not rolled; PC improves as levels improve. As PC improves, wholesale material costs go down and quality goes up.

Observation - Allows the PC to notice things others don't. This can be hidden doors, hiding places, hidden items, and so on. This skill is also used in combat and initiative. (rolls with intuition, sight/hearing/smell? Diminished during off-vision times), room difficulty rating

Performing - The higher the level of skill in performing, the better one can dance, sing, or play an instrument. (per type of performance/instrument)(rolls with agility and intuition)

pickpocketing - Requires observation, nimbleness, stealth, etc by both target and thief roll as the attempt is made. Gets easier the more PCs are in a room. (rolls with observation, agility, intuition, and stealth?) Can pickpocket for coins, possibly items.

Research - Helps a PC find information in libraries and other institutions. (rolled with intellect and literacy)

Search - Used to find hidden places, items, and people. (rolls with intuition, observation, and luck)

Shadowing - Lets a PC follow another character without them being noticed. (rolls with intuition, stealth, and speed) Roll vs other PC’s skills in observation, main sense and intuition, and room difficulty rating

Stealth - Allows a PC to try to enter or exit a room without being noticed. (rolls with agility, intuition, and stamina vs room difficulty rating .)

Locomotion Skills

Acrobatics - The PC can jump, flip, and such. This allows them to reach places most others can't. This could also be used in combat. This rolls with agility and intuition. vs room difficulty rating etc.

Climbing - With this skill a PC can climb better than the average person and can reach places they can't. (rolls with agility), vs room difficulty rating.

Swimming - Swimming lets a character swim and potentially reach places others cannot. (rolls with stamina) vs room difficulty rating

Combat Skills

Offensive Skills

Unarmed - This skill permits a character to fight without a weapon. Successful attacks cause little damage, but this skill may be used with gauntlets, thereby letting a PC inflict the same damage as weapons do (treated as a weapon by the game).

Weapon - This skill lets a character use a weapon in combat. This is per weapon.

Defensive Skills

Block - This skill allows a character to parry an attack with a weapon.

Dodge - This skill lets a PC avoid an attack.

Shield - This skill allows a character to use a shield for defence.

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Skill increasing

The cost of new levels in skills increases in an exponential curve as your character gains experience. Here are the costs of the levels. Skills start at one level.

x^2+50=y*10 for the exponential curve to determine the cost in xp for skill level increases

0 = 0 xp cost Skill costs start at 5 xp

1 = 5+0 = 5 (level one of a skill costs five xp points)

2 = 5+0 = 5

3 = 5+1 = 6

4 = 5+2 = 7

5 = 5+3 = 8

6 = 5+4 = 9

7 = 5+5 = 10

8 = 5+6 = 11

9 = 5+8 = 13

10 = 5+10 = 15

11 = 5+12 = 17

12 = 5+14 = 19

13 = 5+17 = 22

14 = 5+20 = 25

15 = 5+23 = 28

16 = 5+25 = 30

17 = 5+28 = 33

18 = 5+33 = 38

19 = 5+36 = 41

20 = 5+40 = 45

21 = 5+44 = 49

22 = 5+48 = 53

23 = 5+53 = 58

24 = 5+58 = 63

25 = 5+63 = 68

26 = 5+67 = 72

27 = 5+73 = 78

28 = 5+78 = 83

29 = 5+85 = 90

30 = 5+90 = 95

etc