Steal, Ignore, modify, or complain about them - here's some stuff I came up with to expand the options in my game
ARMORED MYSTIC
✦ Requirement: Any spellcasting skill 12
✦ Willpower Points: 3
When you attempt to cast a spell, you can activate this ability (not an action) in order to cast the spell despite any metal armor you’re wearing or metal items you’re holding. You must still pay all the other WP costs for the spell.
FAMOUS
✦ Requirement: —
✦ Willpower Points: 2
When you attempt to use PERSUASION on an NPC, you can activate this ability (not an action) to get a boon on your roll. Your request must still be reasonable.
HERBALIST
✦ Requirement: Bushcraft 12
✦ Willpower Points: 1
You get a boon to your BUSHCRAFT roll when you spend a shift foraging for alchemy herbs.
MASTER FISHERMAN
✦ Requirement: Hunting & Fishing 12
✦ Willpower Points: 1
You get a boon to your HUNTING & FISHING roll when you spend a shift fishing.
MASTER FORAGER
✦ Requirement: —
✦ Willpower Points: 2
When you hike during a journey, you can make a BUSHCRAFT roll to forage for food or alchemy herbs as if you spent the shift foraging.
MASTER TRAWLER
✦ Requirement: Hunting & Fishing 12
✦ Willpower Points: 2
When you spend a shift traveling by boat, you can make a HUNTING & FISHING roll to fish as if you had spent the shift fishing.
NIMBLE
✦ Requirement: Acrobatics 12
✦ Willpower Points: 3
You can activate this ability when moving in order to move past enemies blocking your way, assuming you have enough movement to do so.
PACK RAT
✦ Requirement: —
✦ Willpower Points: —
You can carry an additional 3 items without becoming over-encumbered.
SIXTH SENSE
✦ Requirement: Awareness 12
✦ Willpower Points: 1
You can activate this ability (not an action) when you are subject to a sneak attack. When doing so, you can attempt to dodge or parry the attack. You must still use action to do so.
SPRINTER
✦ Requirement: Acrobatics 12
✦ Willpower Points: 2
You can activate this ability to move twice as far as normal when you move. If you use your action to Dash when using this ability, you can move four times as far as normal.
STEADY FEET
✦ Requirement: Acrobatics 12
✦ Willpower Points: 1
You can activate this ability (not an action) to resist being tripped, pushed, or shoved by an attack.
TACTICIAN
✦ Requirement: Myths & Legends 12
✦ Willpower Points: 3
When you use your action to activate this ability, you can grant an ally who can see and hear you a free attack against an opponent within their reach. If their attack hits, they deal an extra D8 damage with the attack.