Skill Adaptation
PerkMartial Arts · p.50
Open source p.50Skill Adaptation†
1 point
A style’s skills represent its basic “subsystems.” The tech-
niques 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 (p. 101).
Acrobatic Kicks: You’ve learned to kick as a natural exten-
sion 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!