Cooperative Nature: Bella gets a +4 bonus to Aid attempts.
Cooperative Soul: If Bella is an Expert in a skill and she tries to Aid, she gets a Success (unless she Critically Succeeds.)
Group Aid: If she uses Aid on a skill without the Attack trait, she can help all other allies with that skill as a free action instead of a reaction.
Untrained Improvisation: All untrained skills have a proficiency bonus equal to Bella's level.
Clever Improviser: Bella can attempt skill checks for Trained actions, even if she's Untrained.
Continuous Flair: While not equal to the heights of your panache in combat, you have a dramatic flair about you in any situation. Whenever you succeed at a check during exploration that would have granted you panache in combat, you gain a +1 circumstance bonus to further checks for actions that would grant you panache in combat. This benefit ends when the exploration changes to a different scene (as determined by the GM) or shifts to an encounter or downtime.
[dice=Acrobatics]1d20+21[/dice]
[dice=Athletics]1d20+17[/dice]
[dice=Deception]1d20+17[/dice]
[dice=Diplomacy]1d20+17[/dice]
[dice=Lore: Genealogy]1d20+13[/dice]
[dice=Nature]1d20+13[/dice]
[dice=Performance, Dance]1d20+21+2[/dice]
[dice=Society]1d20+13[/dice]
[dice=Stealth]1d20+17[/dice]
[dice=Survival]1d20+13[/dice]
[dice=Thievery]1d20+17[/dice]
Performance
Fascinate Performance: When you Perform, compare to the Will DC of one observer. Success = Fascinated for 1 round (in combat, needs a Critical Success.) Target is immune for 1 hour. Masters can fascinate up to 10 targets.
Focused Fascination: You must target exactly 1 target. Even in combat you only need a Success to fascinate.
Virtuosic Performer: Bella is a Master Dancer and gets +2 bonus to Performance checks when she dances.
Society
Courtly Graces: Bella can use Society to Make an Impression and Impersonate nobility. (She has the Noble background so this isn't needed?)
Acrobatics
Cat Fall: As a Master, Bella treats falls as 50 feet shorter.
Kip Up: Bella stands up as a Free Action that does not trigger reactions.
Athletics
Quick Jump: Bella can High Jump and Long Jump as a single action. She does not need the initial Stride (and does not fail because she failed to Stride 10 feet first.)
Nature
Natural Medicine: Bella can use Nature instead of Medicine to provide cures. In the wilderness she may get a +2 bonus to the check (depending on GM)
Thievery
Pickpocket: Steal or Palm an Object without taking the -5 penalty. If the target is in combat/on alert, Bella can Steal by spending 2 manipulate actions and taking a -5 penalty.
Thieves' Tools (Infiltrator): Add a +1 to Pick Locks and Disable Device.