Narrow Escape: Max 3: if an attack or action would kill the character, roll a d6,
if player rolls a 7 minus the level of Narrow Escape, then the action that would have killed the character doesnt
happen
Minimums
1 - 8
2 - 12
3 - 16
Wall Climbing: Max 3: Level 1: Can rock climb. Level 2: Can climb stone walls and various equivilent
walls. Level 3: Can climb slick walls.
Minimums
1 - 10
2 - 14
3 - 18
Quick Draw: Max 3: While using a ranged weapon, the person who has the highest level quick
draw goes first in a battle, ties then determined as normal
Minimums
1 - 8
2 - 12
3 - 16
Running: Max 3: Determines how fast someone can run. For every level add +2 to dex for purposes
of sprinting.
1 - 8
2 - 10
3 - 14
Pick Pocket: Max 4: Liberates someone of their property. It should be noted that this also applies
to removing things from tables and so forth without leaving trace or affecting anything. For each level, add 10% to pick pocket
skill.
Minimums
1 - 9
2 - 12
3 - 15
4 - 18
Traps: Max 4: Disables various forms of automated death dealing, such as bomb diffusal, safely
springing needle or arrow traps, or fizzling a magical trap.
1 - 9
2 - 12
3 - 15
4 - 18