Jolly Good Fisticuffs – Proficiency in the noble art of pugilism; useful for settling disputes in clubs and alleyways. Your fists now do 1d6 damage. +1 for every time you pick the skill again.
Derring-Do – The ability to perform feats of reckless bravery with impeccable style. +1 to any check involving reckless and dangerous activities.
Elastic as Treacle - Once per session, you can make a roll using a different modifier than the one called for by the GM
Born Bounder - add 1d4 more healing after a night resting in the Back-and-Beyond.
Silver-Tongued Devil – A knack for fast-talking one’s way out of sticky situations, including debts, duels, and dubious engagements. +1 to Panache
Ordinary Chap/Chapet - add 1d6 to any roll attempting to blend into a crowd.
Filthy Liar – Mastery of being a gifted fibber +1 Fibs
Gumption – A solid reserve of pluck and resolve, allowing one to resist cowardice in the face of beastly Horridium nasties. +1 to any check attacking creations of Horridium.
One For All - Add +2 damage to any attack on a target that has already been attacked by another member of your party.
Aquatically Inclined - you can breath underwater, perhaps you're part mermaid or something.
Glorious Gesticulation – You can communicate effectively through elaborate hand signals and raised eyebrows, even with those who don’t share your language.
Splendid Spotting – An almost supernatural ability to locate caches of Splendidium, even in the most inconvenient locations. +1 to all checks to locate Splendidium.
Back-and-Beyond Lore – Knowing about places and creations of horridium in the back-and-beyond +1 to all Noggin checks in the Back-and-Beyond.
Tiffin in Trying Times – The ability to maintain proper tea service even in the most wretched of locales. Once a day you can add +1 HP to all party members by serving them tea.
Dancefloor Dynamism – One part ballroom grace, one part combat effectiveness. Never underestimate a well-timed Charleston kick. +1 to any check related to dancing.
Duck-n-Diver - use your Panache modifier to dodge
Brisk Escape – The talent for making oneself scarce at precisely the right moment. You can run away from a fight in progress with out being attacked as you retreat as an opportunity attack by your enemies.
Hitting the Books - +1 to Noggin
Iron Stomach – Resistance to dubious cuisine and suspicious beverages.
Discreet Scrambling – The ability to scuttle up trees, over fences, and through windows with surprising grace. +1 to checks related to those activities.
Resourceful Blighter - You can use any to hand object as a 1d6 weapon +1 every time you take this skill after the first
Beastly Yapper - +1d6 to any attempt to tame or calm a non sentient animal
Double Trouble - you can wield two weapons at once - deduct the damage done by the most damaging weapon from the attack roll.
Blade Bounder - you can use two knives thrown without dual wield penalty
Unbearable Aesthete - rather than resorting to prayer you can be exorcised by attending a gallery or engaging with high art in some way
Night Bird - +1 to all checks made after dark
Knife in Every Pocket - you never run out of throwing knives
Bonk em' on the Noggin - When you melee attack some weaker than you they are immoblized for 1d4 rounds but this can only be done once to each target
In Love with Your Weapon - When using a chosen weapon you add 1d4 to all attack roles. If the weapon breaks the skill is gone with it.
Roguish Wink – Once per session, you can reroll a failed attempt at charming or deceiving someone, provided it’s accompanied by a wink of sufficient roguishness.
Dam Fine Detective - +1 to Sleuthing
Hat-Throwing Heroics – Your hat (or another stylish accessory) can be thrown to distract, disarm, or bamboozle an opponent. This requires a successful ranged attack roll.
Sponge-Like Noggin – You absorb trivia and odd facts at an alarming rate. Once per session, you may declare you "read about this somewhere" and receive a +1 to a related check or the check of a party member.
Bally Good Brawler – If fighting in a pub, club, or other social venue, you get +1 to fisticuffs. Nothing like a bit of furniture smashing to liven things up.
Absolutely Spiffing Attire – Once per day, if impeccably dressed, you gain a +1 bonus to any social check.
Stiff Upper Lip – Once per session, you may ignore the effects of exhaustion, injury, or general wretchedness for a crucial roll. Complain about it later.
A Bounder’s Balance – You can walk along tightropes, fences, or narrow ledges with +3 to your roll. Tumbles are undignified, after all.
Devilish Deduction – +1 to any Sleuthing roll when you dramatically announce your conclusions, regardless of their actual accuracy.
Absolutely No Idea! – Once per session, if completely clueless in a situation, you may roll with advantage simply by confidently asserting a random fact.
Love of Claret - When you kill a foe you get a +1 to a future attack roll. They can be stored up but disappear after a long rest
Tough Nut - +1 to Vim
Barbed Bounder - Once per session you can force a target to make an opposed Panache check against your panache roll if you win your insult causes them to lose their cool and possibly give something away.
Perfect Parry - On making a parry successfully you can add +2 to your next attack roll
Swashbuckler - You can use your Panache modifier for melee attacks.