This is what that would look like once done
Balance - Presuming a surface from 7 to 12 inches wide, you would use the Acrobatics skill for this. If the character has no ranks in that skill, then they could use the Reflexes stat along with a Major Complication. If the surface in between 2 and 6 inches, you would add a Minor Complication to the TN. If the surface is less than 2 inches wide, we would increase this to a Major Complication. If the surface were unstable, such as a tightrope, that would add another Major Complication on top of things.
Bluffing - This is where you would use the Influence skill to convince somebody of something. If easily believable, this would add a Minor Advantage to the TN. If it is not so easy to believe, that would be a Minor Complication, something Hard to believe would be a Major complication, while something almost impossible to believe might be worth 2 Major Complications or more. If trying to get a character to do something that they would do under normal circumstances, then that would have no Advantages or Complications. If it is something that they would be unlikely to do, that would likely be a Minor Complication while something that they would be very unlikely to do would be a Major Complication and something that they would never do might be worth 2 or even 3 Major Complications, depending on what the desired task was. As mentioned in the skill description, the target gets a Will Save, with the TN for that increasing by 1 for every 2 points above the final TN that the roll is.
Climbing - This task can be performed with either the Acrobatic or the Athletics skills. The basic TN allows for climbing a knotted rope, or bracing against a wall as you climb. It also includes ship rigging or a wall with many ledges to use. A typical dungeon wall with few handholds would be a Major Complication, while trying to climb a rough rock or a brick wall would have 2 Major Complications stacked onto the TN.