CLERICS get Decipher and Heal. Choose two special abilities: Bless: (with holy water, you can anoint items so they are considered holy and magical - +3 damage vs evil - for a short time), Cure (you can attempt to neutralize poisons, remove curses, or heal wounds with a torch), Turn (you can attempt to hold undead at bay with the power of your faith and holy symbol), Vision (drink holy water to commune with your diety for divine guidance).
WIZARDS get Lore. You begin with two spirits you can summon (see MAGIC, down). You get Summon and can choose one other special ability: Cantrips (you know three simple magical powers: Candle, Shadow, Throw Voice), Command (You can attempt to command any spirit, demon, ect.), Ritual (you may perform occult rituals - detailed in ancient tomes and scrolls - and begin with two known rituals).
RANGERS get Survival. Choose two special abilities: Pet (you have a loyal and effective animal companion), Scout (when you scout ahead you always spot the target before it spots you), Volley (+2 ranged damage), Wild (you can converse with and attempt to command animals).
Make your own class: Choose a class skill and two special abilities.
SKILLS: If you have an applicable skill, you can't miss. A roll of 6 or less counts as a partial success, but with a bigger compromise or complication than a 7-9 result.
Sometimes the GM will roll the die of fate to see how the situation is established. Low numbers are ill-fortune, high numbers are good fortune (or at least not misery). The die of fate might be rolled to established the weather, indicate a random NPC's general attitude, or to determine if a wandering monster appears. The GM may also roll the die of fate if the PCs take some action for which sheer chance is the only factor in the outcome.
These rules are yours to bend at your will! You may find it natural to expand, redact and modify them as your game goes on. We advise keeping an open mind and lively discussion of possiblities at the table.