What follows is a possible system for using skills in T&T. I came up with the idea some time ago, but have never actually used it in any of my games. If I ever do, I might come up with some more skills than those listed.
Most skills are determined by attribute scores. The base score will be equal to a primary attribute and then raised or lowered by a number of secondary attributes, +1 per point over 12 or -1 per point under 9 of each.
Example:
Groth the Warrior has the following attributes: ST 11, Dex 11, IQ 15, Con 10, Luck 8, Cha 13. He takes the Ya Missed! skill. Dexterity is the primary attribute, so the base score is 11. It is then modified by IQ (15, +3) and Luck (8, -1). The skill value figures to 13.
Skills are purchased with language slots for IQ points over 12. A skill will normally take 3 slots.
When a skill is used, it is used as like an attribute for rolling a SR.
Example:
Jacko has a Rip-off skill of 14. He attempts to slyly pocket a magic gem from a table in a wizard's study. The GM determines that the wizard isn't really paying attention, but the gem is is plain view so a L2 SR will be required on his skill.
They can also be used with Versus Saving Rolls (see my House Rules.)
Skill List
Diabolicology (IQ, modified by LUCK): This skill gives the character a knowledge of demonic names, the mechanics of creating infernal pacts, and other dark and forbidden secrets of magic. This is theoretical, not practical knowledge. Your L1 Wizard has probably never summoned a demon, but he has read a lot of literature on the subject.
Ya Missed! (Dexterity, modified by IQ and Luck): Roll at opponent's level to avoid 50% of Hits in a combat turn that you lost. Can only be used in one-to-one melee.
Weapon Master [Swordmaster, Macemaster, Bowmaster, etc. ]: Costs 6 slots. No score. Gives the character an additional dice when using a specific weapon type (dagger, slicing-head hafted weapon, etc.). Can only be bought once for each type.
Rip-off (Dexterity, Modified by IQ and Luck): The ability to steal and pick pockets.
Trust Me (Charisma, modified by IQ and Luck): The ability to fast-talk and con others into bringing you into their confidience, usually for gathering information.
Bargain Hunter (Charisma, modified by Strength and IQ): The ability to find rare items for sale or haggling for the best prices.
Tippy-toes (IQ, modified by Dexterity and Luck): The ability to hide or move silently. Dependent on armor worn, etc.
Mooch (Charisma, modified by IQ and Luck): The ability to beg, get others to pay your way and be a general leech.
They Went That-A-Way (Charisma, modified by IQ and Luck): The ability to lie convincingly.
Don't Touch That (IQ, modified by Luck): The ability to identify wild forest herbs, find helpful plants and avoid harmful plants.
Drink This (IQ, modified by Luck): The ability to brew useful teas, broths, pastes and other concoctions for medical purposes.
Rough-neck: Costs 6 slots and has no score. The character gains a fixed natural armor value of 3. This can only be selected once and only at character creation.