Heh, Darjiini are becoming popular lately.
As it happens, I'm writing an article that will cover this in passing (spurred on by a thread over at The Forge on the same subject), but I thought I'd comment here on this particular issue. There are several approaches that people have made:
So, how do we make the character just as interesting, but in a balanced way? Fortunately the rules give you the perfect suggestion, one that doesn't require changing any rules at all to accommodate. Keywords aren't written in stone, they can be altered to suit. Instead of Sing, boatmen from Darjiin, who already know how to sing, would have a slightly different keyword, one that included something besides Sing. I'll leave it to the individual Narrators and players to determine a suitable replacement for the ability.
Now, what if I'm an entertainer, or I determine that Darjiini boatmen really are supposed to be better than the average Darjiini at singing? Then I'd give them "Strong Voice" for the entertainer, or "Sing Songs of the River" for the boatman or somesuch. This tends to work much like option number two above, in that these will tend to augment each other a lot. OTOH, they're not precisely the same, so the character gains a broader base from which to use these as primary abilites or augments. So you have the balance of the normal character maintained. Further, the abilities can be strengthened individually, meaning that the character has more depth - some Darjiini Boatmen will be better at singing overall, some will know the songs of the river better.
So, when you have the situation where there are two keywords that have the same ability, think about what the sensible solution is in terms of altering one of the keywords, and the problem becomes an opportunity to make a more interesting character.
Mike
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