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Studies
The
Study of
Athletics
In Lur-Asko, the Study of Athletics
pertains not
strictly to sports, but to the basic physical capabilities of a
character's body. Most adventurers enter this Study eventually, but it is also
among the easiest to enter later if you'd like to start in a different
area. It is often used to enhance other Studies by raising physical stats.
Focusing on this Study is recommended if you seek to become the
party's pack-carrier or damage-taker, or if you place a high value on
mobility.
Non-organic characters (such as
revenants) can still
take Athletics tiers and Abilities, unless otherwise specified by an
Ability. For such characters, such development may represent
self-modifications or advanced reprogramming, allowing them to use
their mechanical body more efficiently.
Compared to Earth, the planet Tsuunahgo has a slightly denser
atmosphere and fewer pathogens. The great biodiversity of Lur-Asko has
been further refined by Protodraconic and Alacrian genetic engineering,
and most people have at least occasional access to healing arcanists or
corallurgists. For these reasons, all life is slightly healthier, and
the same environment that causes the average human to live 100 years
also fosters a great number of spectacular physical feats. People who
would be listed as Earth's world-class athletes - the absolute peak of
physical conditioning - would be considered merely decent in Lur-Asko's
Study of Athletics.
Altogether, it's actually possible that
the Alacrian
Golden Age may have marked a net downturn in the physical abilities of
Lur-Asko's people. As technology advanced and even the backward
"Subject Species" were adopted by the Alacris, physical merit took a
back seat to scientific and philosophical accomplishments. Alacrian
culture never emphasized or honored athletics, and even the development
of the high martial arts were focused more on mental training than on
raw physical power. Still, athletics saw its revival in the Draconic
Wars and the Third Alacrian Era purely out of necessity. No matter how
mentally disciplined or technologically amplified, Alacrian soldiers
still knew their muscles, reflexes, and fortitude were frequently the
difference between life and death. The foundations of the
Athletics Backgrounds were laid by these ancient warriors.
Today, Alacrian Rationalism still rules
Lur-Asko,
and hardly anyone is lauded solely
for being physically fit. However, this is the Adventuring Age, and it
is adventurers who capture the imagination of the people. Bardic legend
is packed full of courageous individuals who hung the fate of whole
realms on their raw physical competence, ultimately triumphing by their
blood, sweat, and nimbleness. Now more than ever, as Lur-Asko strives
in battle with its own wild frontiers, it is the athletes' time to
shine.
Athletics
Backgrounds
Broadly
speaking,
Athletics Backgrounds consist of
two main categories. One contains ancient physical traditions from the
Alacris, which are highly specialized and dependent on other
Studies. The other Backgrounds are more readily accessible and concern
themselves with general, "natural" fitness.
Allrounder
Your generalism is a specialty of its
own. You train
in several categories of fitness, and carefully avoid the extreme
advantages and disadvantages of the other Backgrounds.
Allrounders gain a favored Ability of your
choice as an extra benefit at 1st tier.
Suggested Abilities:
Strength Training or Agility Training, Fortitude Training, Speed
Training
Jumper
Your training history likely emphasizes
reflexes,
agility, and/or the techniques of quickly traversing obstacles. You
probably tend towards tasks related to DEX and SPD.
Jumpers gain the Agility Training Ability as an extra benefit at 1st
tier.
Suggested Abilities:
Sprinting Focus, Speed Training, Dexterity Surge
Lifter
You have a history of intense strength training. You have prepared your
body for quick feats of power, and probably tend towards tasks related
to STR and the endurance of short-term fatigue.
Lifters gain the Strength Training Ability as an extra benefit at 1st
tier.
Suggested Abilities: Pack Training, Sprinting Focus, Strength Surge
Sprinter
You have a history of intense speed training. You have prepared your
body for quick feats of speed, and probably tend towards tasks related
to SPD and the endurance of short-term fatigue.
Sprinters gain the Sprinting Focus Ability as an extra benefit at 1st
tier.
Suggested Abilities:
Speed Training, Burst Stamina Focus, Sprinting Reserve
Sustainer
You have a history of endurance training
and
long-duration exercise. You probably tend towards tasks related to CON
and the endurance of long-term exhaustion.
Sustainers gain the Fortitude Training Ability as an extra benefit at
1st tier.
Suggested Abilities:
Aerobics Focus, Speed Training, Absorption
Transnaturist
(Costs 8 LP, requires 5 bCON)
Transnaturism was a subset of Alacrian Rationalism
which emphasized that organic life can and must transcend its natural
limits via the installation of bionic enhancements. Today, the usage of
bionic devices may or may not be associated with
any given philosophy, but some of the implants and methods of the
Transnaturists have indeed been recovered (though they are
extraordinarily expensive). Those wealthy, ambitious, and/or desperate
enough to use them enjoy incredible enhancements, though often at the
cost of some "natural" organic capabilities they once enjoyed.
"Unnecessary" bionics are forbidden by draconic philosophy, and may
incur prejudice in realms influenced by it.
This Background is not recommended for a
starting
character due to its dependence on the Study of Technology, as well as
the massive coin costs of bionic devices. However, these costs are
significantly reduced if you are a revenant.
Transnaturists
gain the Technology Competence - Bionics Ability as an extra benefit at
1st tier. You receive 1 extra tier in Technology upon gaining 4 base
tiers in Athletics.
Suggested Abilities:
Transnatural Enthusiasm, Transnatural Fortitude
Infusionist
(Costs 8 LP, requires 5 bCON)
Infusionism originated during the
Draconic
Wars
amongst certain athletic corallurgists. Not content with the normal
effects of elixirs or even the capabilities of coral devices,
infusionists sought to push their bodies farther via a more profound
application of corallurgy. By creating new strains of corallurgic
symbiotes, they were able to enhance their bodies far beyond what is
achievable by natural athleticism alone. Often incorrectly derided as
drug addiction or obsessive behavior, the use of infusionist "devices"
is actually well-developed and well-researched, and many of the ancient
advances have been recovered in modern Lur-Asko. Today's infusionists
are able to bring more specialized capabilities to bear than "mundane"
athletes, without the permanent alterations of a transnaturist path.
This Background is not recommended for a
starting
character due to
its dependence on the Study of Technology, as well as the expense of the
associated corallurgy devices. It is essentially useless for
non-organic characters.
Infusionists
gain the Technology Competence - Infusionism Ability as an extra
benefit at 1st tier. You receive 1 extra tier in Technology upon gaining 4
base tiers in Athletics.
Suggested Abilities:
Technology Competence - Infusionism, Poison ResistanceChanging
Backgrounds
There are no
restrictions regarding the
changing of Athletics Backgrounds; however, doing so is extremely
difficult for characters with a long history in their existing training
regimen. All Backgrounds can change to one another, if the character
pays 1 LP, plus the full LP cost of the new Background (if applicable),
plus 1 LP for every 3 base tiers they have in Athletics.
Backgrounds
& Training
Transnaturists,
and Infusionists can only be trained by those of their own
Background.
Lifters, Sustainers, and Jumpers may
receive
training from each other, but not from other Backgrounds.
All Athletics Backgrounds can find
training in
cities.
Ability
Favoredness Chart
Athletics
Abilities
Absorption
Allrounder-favored
Sustainer-favored
Transnaturist-favored
You may immediately take 30 fatigue in order to change one degree of
incoming injury into one degree of Superficial Injury. You must use
this Ability when the injury-causing damage arrives, and cannot use it
to alter more than one degree of injury per incident of damage. This
Ability cannot be used if you already have three degrees of Superficial
Injury. You cannot use it against damage that occurs as a direct result
of a stealth attack.
Progression
Normal:
The fatigue cost is reduced by 1/2 your tier.
Emphasized:
The fatigue cost is reduced by your tier.
Maximized:
The fatigue cost is reduced by 150% of your tier.
Adrenal
Strength
Lifter-favored
Infusionist-favored
This Ability alters the effects of Strength Surge (but you are not
required to use these alterations in every use of that Ability). By
receiving 4 times your normal amount of fatigue from Strength Surge,
you may increase that Ability's reactive +TN to 50% of your bSTR.
This Ability is only effective on
organic characters.
Progression
Normal:
For every 4 tiers, you reduce the fatigue cost by 1, to a minimum of
your normal Strength Surge fatigue cost.
Emphasized:
As Normal, but every 2 tiers.
This Ability cannot be maximized.
Aerobics
Focus
Sustainer-favored
This Ability increases your exhaustion factor by 2, or by 4 if you do
not have Sprinting Focus. It also reduces
the exhaustion you take from hurried travel to 3 per hour instead of 6.
If you also have Burst Stamina Focus, this Ability has no effect.
Progression
Normal:
For every 4 tiers, your exhaustion factor is further increased by 1.
Emphasized:
As Normal, but every 2 tiers. This Ability cannot be emphasized if you
also have Sprinting Focus, or if you have emphasized Strength Training
or Speed Training.
This Ability cannot be maximized.
Agility
Specialist
Jumper-favored
This Ability increases your bDEX by 1, or by 2 if you do not have
Strength Training.
If you have
emphasized Strength Training, this Ability has no effect. Likewise, you
cannot gain any other Athletics Ability with "Specialist" in the title.
Progression
None.
This Ability cannot be emphasized or maximized.
Agility
Training
Allrounder-favored
Jumper-favored
This Ability increases your bDEX by 1.
Progression
Normal:
Your
fatigue factor and exhaustion factor are each increased by 1/12 your
tier. Your bDEX is also further increased based on your bDEX from initial stats, according to
the following
chart:
bDEX initial stat:
|
1-2
|
3-4
|
5-6
|
7-8
|
9-10
|
11+
|
bDEX increase:
|
0.2*tier
|
0.25*tier
|
0.3*tier |
0.35*tier |
0.4*tier |
0.45*tier |
Regardless of chart result, the total
bDEX increase
from this Ability is capped at a value equal to 75% of your bDEX from
initial
stats.
Emphasized:
Your fatigue factor and exhaustion factor are each increased by 1/6
your tier. Your bDEX is also further increased based on your bDEX from
initial stats, according to the following chart:
bDEX initial stat:
|
1-2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12+
|
bDEX increase:
|
0.35*tier
|
0.4*tier |
0.45*tier |
0.5*tier |
0.55*tier |
0.6*tier |
0.65*tier |
0.7*tier |
0.75*tier |
0.8*tier |
0.85*tier |
Regardless of chart result, the total
bDEX increase
from this Ability
is capped at a value equal to 1.5 times your bDEX from initial stats.
This Ability cannot be maximized.
Burst
Stamina
Focus
Lifter-favored
Sprinter-favored
Infusionist-favored
This Ability increases your fatigue factor by an amount equal to the
listed initial fatigue factor for your species (for example, 6 for any
human). If you also have Fortitude Training, the amount is 50% of the
listed initial fatigue factor instead. If you also have Aerobics Focus,
or if you have emphasized Fortitude Training, this Ability has no
effect.
If this Ability is obtained by a
non-playable
species, treat the listed initial fatigue factor as 6.
Progression
Normal:
For every 4 tiers, your fatigue factor is further increased by 1.
Emphasized:
As Normal, but every 2 tiers. This Ability cannot be emphasized if you
also have Fortitude Training.
This Ability cannot be maximized.
Climbing
Proficiency
Allrounder-favored
Jumper-favored
Lifter-favored
Sprinter-favored
When climbing,
you receive a +TN of 2. If your STR is at least double your WGT,
this +TN is equal to 75% of your SPD instead of 2. You can assist more
than one character in a group single-roll climb (see Climbing).
Progression
Normal:
At
5th tier, you gain the option to take 10 strain before attempting a
single-roll climb to gain an additional +TN of 2; you may share this
+TN with any characters who attempt the same climb. This +TN does not
stack with other characters using the same
function of this Ability.
Emphasized:
At any tier, you gain the strain option from Normal. For every 4 tiers
beyond 4th, the strain cost is reduced by 1 and the +TN from taking
strain is increased by 1.
Maximized:
As Emphasized, but every 3 tiers beyond 3rd.
Contortionist
Jumper-favored
You receive a +TN
of 2 in narrow passage rolls, as well as the rolls to escape restraint
by rope.
Progression
Normal:
The +TN is increased by 1/6 your tier.
Emphasized:
The +TN is increased by 1/3 your tier.
Maximized:
The +TN is increased by 1/2 your tier.
Dexterity
Surge
Jumper-favored
Infusionist-favored
This
Ability represents a focus on muscle groups and movements associated
with agility rather than raw power. It does not actually increase your
DEX, but enables
you to use it in a more quick and skillful way. At the cost of 8
fatigue, you may gain a reactive +TN to any roll on DEX; the amount of
the +TN is equal to 25% of your bDEX.
The above rules presume a roll related
to an
activity no longer than a few seconds in scope (such as rolls during a
combat round). To use the reactive +TN for a DEX roll related to a
long-term activity (such as infiltration or single-roll climbing), you
must take exhaustion instead of fatigue. The amount of exhaustion is
equal to the normal fatigue cost, and it arrives immediately after the
end of the activity.
Progression
Normal:
For every 8 tiers, the fatigue inflicted is decreased by 1.
Emphasized:
For every 4 tiers, the fatigue inflicted is decreased by 1, to a
minimum of 4. For every 4 tiers beyond 16th, your fatigue factor is
increased by 1.
Maximized:
The fatigue inflicted is reduced to 4. For every 3 tiers beyond 13th,
your fatigue factor is increased by 1.
Fortitude
Specialist
Sustainer-favored
This Ability increases your bCON by 1, or by 2 if you do not have Speed
Training or Strength Training.
If you have emphasized Speed Training or
Strength
Training, this Ability has no effect. Likewise, you cannot gain any
other Athletics Ability with "Specialist" in the title.
Progression
None.
This Ability cannot be emphasized or maximized.
Fortitude
Training
Allrounder-favored
Sustainer-favored
Transnaturist-favored
This
Ability increases your bCON by 1.
Progression
Normal: Your
bCON is further increased based on your bCON from initial stats, according to
the following
chart:
bCON initial stat:
|
1-3
|
4-5
|
6-7
|
8-9
|
10+
|
bCON increase:
|
0.2*tier
|
0.25*tier
|
0.3*tier |
0.35*tier |
0.4*tier |
Regardless of chart result, the total
bCON increase
from this
Ability is capped at a value equal to 50% of your bCON from initial
stats.
Emphasized:
Your bCON is further increased based on your bCON from initial stats,
according to the following chart:
bCON initial stat:
|
1-3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11+
|
bCON increase:
|
0.35*tier
|
0.4*tier |
0.45*tier |
0.5*tier |
0.55*tier |
0.6*tier |
0.65*tier |
0.7*tier |
0.75*tier
|
Regardless of chart result, the total
bCON increase
from this Ability
is capped at a value equal to your bCON from initial stats.
This Ability cannot be maximized.
Jumper's
Focus
Jumper-favored
This Ability
represents focus and exertion designed to overcome obstacles. At all
times, you receive a +TN of 3 in any DEX roll to reduce falling damage
(see Falling).
Additionally, during any
movement phase, you may take 2 fatigue to gain two effects related to
mobility that round:
-If a zone trait has made SPD movement
rolls more
difficult, you may return them to d12s.
-Whenever you rush, you may spend movement equivalent to short range to instantly begin and
complete an engagement-range climb, without actions or a climbing roll.
Alternatively, you may spend it to begin and apply 1 success to a
longer
climb.
No part of this Ability may be used if
you have 2 or
more degrees of encumbrance.
Progression
Normal:
The falling +TN is increased by 1/6 your tier.
Emphasized:
As Normal, but 1/3 your tier.
This Ability cannot be maximized.
Kip-Up
Allrounder-favored
Jumper-favored
Lifter-favored
Sprinter-favored
You may take 2
fatigue and roll a d20 on DEX upon receiving a knockdown; if
successful, you immediately recover from the knockdown, without the
need to spend an action on your turn to do so.
This Ability cannot be used if you have
2 or more
degrees of encumbrance. It cannot be taken by Koh-Trr (as it would
provide no benefit).
Progression
Normal:
For every 2 tiers, you receive a +TN of 1 in the DEX roll.
Emphasized:
As Normal, but every tier.
This Ability cannot be maximized.
Pack
Training
Allrounder-favored
Lifter-favored
Sustainer-favored
Your weight
factor is now equal to 8 times your STR, rather than 7.
Progression
Normal:
For every 8 tiers, the multiple of STR is further increased by 1.
Emphasized:
As Normal, but every 5 tiers.
Maximized:
As Normal, but every 3 tiers.
Pain
Management
Allrounder-favored
Sustainer-favored
Infusionist-favored
This Ability represents
a superior ability to endure painful injuries. During any endurance
roll (see Injury), you
receive a +TN of 2.
Progression
Normal:
The +TN is increased by 1/4 your tier.
Emphasized:
The +TN is increased by 1/2 your tier.
Maximized:
The +TN is increased by 3/4 your tier.
Poison Resistance
Infusionist-favored
Sustainer-favored
By exposing your
body to tiny amounts of toxins, you have built up a resistance to
normally dangerous doses. You take 90% poison points from all types of poison.
Progression
Normal:
For every 6 tiers, the percentage (originally 90) is reduced by 5.
Emphasized: As Normal, but every 3 tiers.
Maximized:
As Normal, but every 2 tiers.
Speed
Specialist
Sprinter-favored
This Ability increases your bSPD by 1, or by 2 if you do not have
Fortitude Training.
If you have emphasized Fortitude
Training, this
Ability has no effect. Likewise, you cannot gain any other Athletics
Ability with "Specialist" in the title.
Progression
None.
This Ability cannot be emphasized or maximized.
Speed
Training
Allrounder-favored
Jumper-favored
Sprinter-favored
Sustainer-favored
This Ability represents a solid exercise routine meant to increase your
speed. Taking this Ability increases your bSPD by 1. It also allows you
to use your expertise re-rolls from Athletics on any SPD
roll.
Progression
Normal:
Your fatigue factor is increased by 1/6 your tier. Your bSPD is also
further increased based on your bSPD from initial
stats, according to the following chart:
bSPD initial stat:
|
1-5
|
6-7
|
8-9
|
10-11
|
12+
|
bSPD increase:
|
0.2*tier
|
0.25*tier
|
0.3*tier |
0.35*tier |
0.4*tier |
Regardless of chart result, the total
bSPD increase
from this
Ability is capped at a value equal to 50% of your bSPD from initial
stats.
Emphasized:
Your fatigue factor is increased by 1/3 your tier. Your bSPD is also
further increased based on your bSPD from initial stats, according to
the following chart:
bSPD initial stat:
|
1-5
|
6
|
7
|
8
|
9
|
10
|
11
|
12+
|
bSPD increase:
|
0.35*tier
|
0.4*tier |
0.45*tier |
0.5*tier |
0.55*tier |
0.6*tier |
0.65*tier |
0.7*tier |
Regardless of chart result, the total
bSPD increase
from this Ability
is capped at a value equal to your bSPD from initial stats.
This Ability cannot be maximized.
Sprinting
Focus
Jumper-favored
Lifter-favored
Sprinter-favored
When rushing (see
Combat), you receive 4
fatigue instead of 6 (or, if you are at 1 degree of encumbrance, 6 instead of 9).
If your first movement roll succeeds by at least 10, the cost that round is further reduced to 2 (or to 3 at one degree of encumbrance).
Progression
None.
This Ability cannot be emphasized or maximized.
Sprinting
Reserve
Sprinter-favored
You may rush 1 time without taking any fatigue. This "free" rush is
restored whenever you take a 2-minute rest.
Progression
Normal:
For every 12 tiers, you may rush an additional time without taking
fatigue. All free rushes are restored by a 2-minute rest.
Emphasized:
As Normal, but every 6 tiers.
Maximized:
As Normal, but every 4 tiers.
Strength
Specialist
Lifter-favored
This Ability increases your bSTR by 1, or by 2 if you do not have
Agility Training.
If you have emphasized Agility Training,
this
Ability has no effect. Likewise, you cannot gain any other Athletics
Ability with "Specialist" in the title.
Progression
None.
This Ability cannot be emphasized or maximized.
Strength
Surge
Lifter-favored
Infusionist-favored
This Ability represents a solid exercise routine focused on explosive
strength. It does not actually increase your STR, but enables you to
use it in a more quick and skillful way. At the cost of 8 fatigue, you
may gain a reactive +TN to any roll on STR; the amount of the +TN is
equal to 25% of your bSTR.
The above rules presume a roll related
to an
activity no longer than a
few seconds in scope (such as rolls during a combat round). To use the
reactive +TN for a STR roll related to a long-term activity (such as
general labor), you must take exhaustion
instead of fatigue. The amount of exhaustion is equal to the normal
fatigue cost, and it arrives immediately after the end of the activity.
Progression
Normal:
For every 8 tiers, the fatigue inflicted is decreased by 1.
Emphasized:
For every 4 tiers, the fatigue inflicted is decreased by 1, to a
minimum of 4. For every 4 tiers beyond 16th, your fatigue factor is
increased by 1.
Maximized:
The fatigue inflicted is reduced to 4. For every 3 tiers beyond 13th,
your fatigue factor is increased by 1.
Strength
Training
Allrounder-favored
Lifter-favored
Sprinter-favored
This Ability increases your bSTR by 1.
Progression
Normal:
Your fatigue factor is increased by 1/6 your tier. Your bSTR is also
further increased. Add your bSTR from initial
stats to 50% of your WGT, and compare the result to the
following
chart:
Result:
|
1-4
|
5-8
|
9-12
|
13-16
|
17-20
|
21+
|
bSTR increase:
|
0.2*tier
|
0.25*tier
|
0.3*tier |
0.35*tier |
0.4*tier |
0.45*tier |
Regardless of chart result, the total
bSTR increase
from this Ability
is capped at a value equal to 50% of your WGT.
Emphasized:
Your fatigue factor is increased by 1/3 your tier. Your bSTR is also
further increased.
Add your bSTR from initial stats to 50% of your WGT, and compare the
result to the following chart:
Result:
|
1-4
|
5-6
|
7-8
|
9-10
|
11-12
|
13-14
|
15-16
|
17-18
|
19-20
|
21+
|
bSTR increase:
|
0.35*tier
|
0.4*tier |
0.45*tier |
0.5*tier |
0.55*tier |
0.6*tier |
0.65*tier |
0.7*tier |
0.75*tier |
0.8*tier |
Regardless of chart result, the total
bSTR increase
from this Ability
is capped at a value equal to your WGT.
This Ability cannot be maximized.
Technology
Competence - Athletics
All-favored
This Ability grants you a competence of Athletics: 1 (before
progression). Athletics competence allows you to operate certain
devices that require athletic capability and training. See Devices.
Progression
Normal:
Your Athletics competence is increased by 1/4 your tier. The degree of
competence cannot exceed 50% of your bINT.
Emphasized:
As Normal, but 1/2 your tier.
Maximized:
As Normal, but 3/4 your tier.
Technology
Competence - Bionics
Transnaturist-favored
This Ability grants you a competence of Bionics: 1 (before
progression). Bionics competence allows you to operate advanced
Alacrian prosthetics and implants (or in the case of revenants,
advanced enhancements to your existing body). See Devices.
Because there are no commonly-available bionics devices, you will
likely also need Invention - Miscellaneous (Technology),
unless another character in your party has that Ability.
Progression
Normal:
Your Bionics competence is increased by 1/4 your tier. The degree of
competence cannot exceed 50% of your bINT.
Emphasized:
As Normal, but 1/2 your tier.
Maximized:
As Normal, but 3/4 your tier.
Technology
Competence - Infusionism
Infusionist-favored
This Ability grants you a competence of Infusionism: 1 (before
progression). Infusionism competence allows you to operate certain
corallurgic devices that operate in symbiosis with your own body. See Devices.
Progression
Normal:
Your Infusionism competence is increased by 1/4 your tier. The degree
of competence cannot exceed 50% of your bINT.
Emphasized:
As Normal, but 1/2 your tier.
Maximized:
As Normal, but 3/4 your tier.
Tough
Conditioning
Allrounder-favored
Sustainer-favored
Transnaturist-favored
You gain a natural armor
rating of 10-16.
See Armor
for rules on
armor bonuses and combining natural and worn armor ranges.
Progression
Normal:
For every 2 tiers, the second number of your natural armor range from
this Ability is increased by 1.
Emphasized:
As Normal, but every tier.
Maximized:
As Normal, but a number of times equal to 150% of your tier.
Transnatural
Enthusiasm
Transnaturist-favored
Ordinarily, bionics users willing to significantly alter their natural
appearance may have a maximum of 1 size increase on each bionics
device. This Ability increases the maximum to 2 size increases per
device.
Progression
Normal:
For every 12 tiers, the maximum size increases per device is further
increased by 1.
Emphasized:
As Normal, but every 6 tiers
Maximized:
As Normal, but every 4 tiers.
Transnatural
Fortitude
Transnaturist-favored
You gain a +TN of 1 in the CON roll for the Bionic Overdriver device.
Progression
Normal:
The +TN is increased by 1/4 your tier.
Emphasized:
The +TN is increased by 1/2 your tier.
Maximized:
The +TN is increased by 3/4 your tier.
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