Perhaps you ought to consider 3pp traits.
Rite Publishing's
Way of the Yakuza have a few outside the ordinary:
Lucky Tattoo
You were plagued by bad luck, until you purchased a 'lucky tattoo' from a mysterious traveling artist. On that day, your luck, indeed, seemed to change for the better.
Benefit: Once per game session when called upon to make a d20 roll, you may roll twice and choose the better result.
Yakuza Child
You were exposed to the yakuza at an early age, for your father was a member of the yakuza, constantly in debt, always drunk, and often angry. You learned to remain out of sight, but you were always listening as the gang was talking.
Benefit: You can speak a specific Yakuza Cant and gain a +2 bonus to stealth.
Rite Publishing's
101 Pirate and Privateer Traits contains, you guessed it, 101 traits especially suited to ocean going adventures. Here's just a sampling of the many variety of traits from this supplement.
At Ropes End
You are well acquainted with the harsh discipline of life aboard ship having been flogged many times for your transgressions so that now you know how to prepare yourself to be inured to pain and abuse.
Benefit: Once per week as a swift action you can choose to gain damage reduction X/— for 1 minute where X is equal to your character level.
Child of the Bloody Captain
Your father or mother was an abusive pirate captain who mistreated you at every opportunity, yet you still strive for your parent’s approval with every deed, having learned to overcome many different kinds of physical abuse.
Benefit: Once per day you can ignore the effects of any one of the following conditions for 1 round per character level you possess: bleed, cowering, disabled, frightened, panicked, shaken, staggered, or unconscious.
Raise from the Deep
In your past, you bound yourself by a geas/quest to perform a particular service to be named at a later date by some fell power.
Benefit: In exchange, you have been granted the power to raise a sunken ship from the sea and make it sea worthy again (but see below). Once it is raised, you are (and are recognized as) the captain of this ship. This requires a ritual that takes 30 minutes to perform. You can only perform this ceremony once, as it will never work for you again. Once raised, the ship is battered, and only you and your first mate know how to command it properly. When it is not under your command (or that of your first mate), all other creatures treat the ship as if it had the broken condition. This ship can only be sold for scrap.
So if you know where to look, there lots of good options for traits, other than the usual.