Syndicate :
Since they are the masters of all things underground, why not allow them to cast an ability on OTHER people to make the shops not notice a wanted flag for a short duration of time... and have the guards possibly not attack them? Might be CP heavy, but they could charge some gold, and have it last all day.
Herald :
Heavy CP cost for a page to run around like a madman shouting, like you would hear when a Crusader crusades?
Nexus :
Opening and closing portals that stay in the lands for 24 hours and ALL people can pass through? Requires one nexus member to be on each end. Can end badly sometimes, creating a gate accidentally to a very random and possibly dangerous place.
Knight :
Can charge goodies and neutrals with quests to kill X evil creature. Creature must be the same level as the goodie or neutral (plus or minus five levels possible, to make it an easier guess). Benefit being a 700ish hour blessing of some sort for the kiddie, and a 100 hour blessing for the knight.
Watcher :
To hug X amount of saplings in 24 hours. Kidding, how about being able to treeform anyone they want for 1 hour, regardless of rank or saves. More of a harmless way of saying, "You best shut your mouth, kiddo." To mouthy people.
Tribunal :
I always liked the old Deputy mark a justice could give to people, and append it to their title. Perhaps Concierge or something?
Just some thoughts. Perhaps foolish of me, but I only see skills for most cabals that should aid in PK. Doesn't this kind of lead member to believe their main and only role is PK? Why not make it more interesting for them to interact with the Ham and Eggers of the lands as well.
The Tribunal, Syndicate and Herald ideas are not to bad
pff those cabals already have enough. If anything throw a bone to WARMASTER 
Maybe give Heralds a way to accrue CPs?
Hmm, with the Herald idea it could be useful to have a Messenger run past everyone who is on and inform them of whatever message the Herald wants conveyed right then like lectures, weddings....well, current events that require the player base right then.
Ah... Some of those skills already exist for some of those cabals in one form or another. 
Ah... Some of those skills already exist for some of those cabals in one form or another. 
But not to the degree of an RP tool that Grosek was talking about. One of the ideas I think is -really- good is the Herald messenger thing. Though there should be a severe time limit on how often it can be used. 
A messenger runs through the room shouting as he passes "The Heralds and Healers are throwing a tea party in Val Miran!"
I know most of my ideas are not very good for the kills part, but they are intended as an example. I am lead to believe players are inducted to a cabal for RP and PVP ability. Why not give them perks for both, as well?
I am sure the minds present can think of one or two abilities for each cabal that would promote interacting with the noncaballed people other than killing them.... or interacting with people below pk range.
In fact, I challenge you all to elaborate on an idea or come up with one of your own. 
A messenger runs through the room shouting as he passes "The Heralds and Healers are throwing a tea party in Val Miran!"
It's common knowledge that their tea parties are in the Rheydin Park.
Let Heralds pay, like, 2000 CP to give someone other than themselves a level up.
I like the things I heard of conclave, where you dont see the name of the person just a shadowed form or whatever it was. I never saw one just reading from posts and I understand they were overpowered but I personally think the syndicate skills are lame, they improve greatly when you reach trusted. But some of the other cabals have far superior skills at lower rank. I also think syndicate should not have to defend their halls (so what if one of their bases gets closed down by the law, they just relocate)
I know for balance issues its not viable but eh worth a try.
I feel the same way about Knight skills.
Savants get a cool feature pretty soon.
But knights get something that drags on... until it becomes quite decent high up in ranks. Still it's such a CP drain.
They could have a much more useful thing, like improved armor of the bat.
Something like:
Knights Armor. -150 AC.
Quite passive, but still worth while except vs Invockers and Rangers.
Or even better a 10% cut on all damage.
If Knights are supossed to be passive defenders, why not make it so they can endure battle longer.
If Knights are supossed to be passive defenders, why not make it so they can endure battle longer.
Who says they have to be passive defenders? Perhaps the Sigils are considered passive, but Praetorians are most definitely not passive, or at least aren't supposed to be in theory.
Having played two Praetorian's to trusted I only found 1 Cabal Power at all useful - well two if you count the charmie - but that depends on the class/race. I've only played Knight as a Cabal, but have played two Praetorian and Two Sigil, and Knights powers in general seem a bit lacking compared to most of their enemies, and Praetorian in particuluar seem lacking, hence why we get so many Sigil and barely any Praetorian.
the purpose of my post is to make a cabal more dynamic. adding pk powers to even things out is not what i meant. i meant that in general, once you are in a cabal, you are only given abilities and celebrated when killing. that is obviously an issue, considering this is an rp/pvp mud... not a pvp mud with a dash of rp.
Good point Grosek.
I think the ability to restring a weapon would be nice - much like Dark Knights can do - but I imagine this would have to much opportunity for abuse.
That could be pretty cool. I would like to see more stuff to force interaction with nonpinns and cabal members. Generally, I see cabal members caring only to rp with other cabal members... and usually ignore people below the rank of level 15. Now, there are exceptions like whomever plays Valadar, but general consensus is that people < 40 aren't worth the time.,