I guess I can teach you a few things....
Skill Name: Dual Weapons
Skill Cost: 3,000
Ability Points: *Capped*
Skill Effect:
This skill allows your character to hold two weapons at once. The same weapon limits are in effect except the total weapon max is raised by the combination of both weapons. As an example, two claymores would take 20 strength to weild, hence they are both 1d10 weapons.
Skill Name: Poison Weapon
Skill Cost: 3,000
Ability Points: 0/0/0
Skill Effect:
Poison weapon allows your character to apply poison to a specific weapon. For every point in your Poison Weapon Skill. The poison you place on your weapon will deal 1 damage for 1 round. If you have 2 in your poison pool, then your poison shall deal 2 damage for two rounds and so forth and so on.
Skill Name: Archery Training
Skill Cost: 3,000
Ability Points: 0/0/0
Skill Effect:
This skill basicly means your character trains his archery in his spare time. When ever you land an ranged strike, you may opt to roll your Archery Training skill. The outcome of the roll is additional damage placed onto the total tally of damage. For every 3 points in Archery Training, you will obtain 1 dice of that many sides to roll in addition to bonus damage and regular damage.
Skill Name: Quester
Skill Cost: 3,000
Ability Points: 0/0/0
Skill Effect:
This determines your character's strive to end the conflict in Chronicles, or even help the Chronicle end in favor of the bad guys. For every 5 points in Quester, you will obtain 1 face spoint. For every 1 face point you will obtain an additional 1 attribute when you level up.