I am in charge of deciding the name of a skill in a role-playing game that serves as a catch-all for abilities/skills that are otherwise unlisted in our handbook (think skills that will help players flesh-out their character's personality, quirks, and life). Such a skill could be a profession type, a craft (e.g.,whittling), or something more exotic like hyperlexia.
Craftdo not capture the spirit well enough.
Abilityseems too generic, as are its multi-word variants, e.g.
Knackseems closer to the mark but open to suggestions.