Technique Mastery
Perk, 1 point
You’ve trained so intensively at a technique that you enjoy a higher maximum level. You must specialize in a technique – commonly a kick or a throw – that’s part of your style and that appears in Chapter 3 (the GM may make exceptions). It must have a normal maximum of full skill or better, which disqualifies techniques based on active defenses and those that “cannot exceed prerequisite skill-x.” A skill’s core uses aren’t eligible; e.g., Technique Mastery (Judo Throw) and Technique Mastery (Kicking) are fine, but Technique Mastery (Judo Grapple) and Technique Mastery (Karate Punch) aren’t. If the standard maximum is skill, yours is skill+4. If the limit is ordinarily greater than skill, your maximum is two levels higher than usual (e.g., skill+6 with Arm Lock).
FAQ:
- This cannot be used for Dual-Weapon Attack.
- This is under strict GM fiat. In general the default answer is no, but you can ask yourself "does it make sense to be better at doing x compared to the non-technique version of the skill" and "is this a non-core use of the skill". If both answers are yes, then it needs to be confirmed with the GM.