Skill Adaptation
†
1 point
A style's skills represent its basic "subsystems." The techniques that normally default to each skill are that subsystem's core moves – but you know some less-orthodox tactics. You can learn techniques that don't default to a skill as if they did, at the usual default penalties. If a technique notes several penalties, use the easiest; e.g., Drop Kick defaults to Brawling-1, Sumo Wrestling-1, or Wrestling-2, so adapting it to Karate makes your default Karate-1. The GM sets the scope of each specialty. It may be as sweeping as Skill Adaptation (Brawling techniques default to Karate) or as narrow as Skill Adaptation (Breakfall defaults to Karate). A few examples important enough to get special names:
Acrobatic Feints: You've practiced using gymnastics to catch enemies off-guard. You may use the Acrobatics skill to feint and may improve the Feint (Acrobatics) technique. Similar perks might exist for other skills (e.g., "Dancing Feints" for the Dancing skill); see Feints Using Non-Combat Skills.
Acrobatic Kicks: You've learned to kick as a natural extension of flips, jumps, and spins. You can default kicking techniques to Acrobatics instead of to Brawling or Karate. Acrobatic kicks never receive Brawling or Karate damage bonuses.
Clinch: You've integrated limited grappling moves into your Boxing, Brawling, or Karate skill – choose one. Whenever you grapple a standing opponent's head, neck, or torso (only), use your striking skill for the attack roll. This is rarely worth the point if you already know a grappling skill!