Back to 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. This Study is the primary way a character can increase their STR, DEX, SPD, and CON, and it also allows them to develop several skills extremely useful to the adventuring life both on and off the battlefield. Virtually every adventurer can find a use for a few Athletics Abilities, but a dedicated specialist in this Study can save a party from otherwise inescapable situations.
    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.
Stat Requirement to Enter Study: None Notes for New Characters     Most adventuring parties do not consist of couch potatoes! 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. 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.
Athletics Lore     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 hedgedoctors. 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: Strength Surge, Sprinting Focus, Pack Training
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)
   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.
    Suggested Abilities: Transnatural Enthusiasm, Transnatural Fortitude
Infusionist (Costs 8 LP)
    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 Nature, 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.
    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

Allrounder Jumper
Lifter Sprinter Sustainer
Transnaturist Infusionist
Absorption





Adrenal Strength





Aerobics Focus







Agility Specialist






Agility Training






Burst Stamina Focus



Climbing Proficiency




Contortionist






Dexterity Surge






Fortitude Specialist





Fortitude Training





Jumper's Focus







Kip-Up




Pack Training





Pain Management





Poison Resistance






Speed Specialist





Speed Training





Sprinting Focus





Sprinting Reserve





Strength Specialist






Strength Surge





Strength Training




Technology Competence - Athletics
Technology Competence - Bionics






Technology Competence - Infusionism





Tough Conditioning





Transnatural Enthusiasm





Transnatural Fortitude





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    Allrounder-favored
    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    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 spend 10 insight 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 insight option from Normal. For every 4 tiers beyond 4th, the insight cost is reduced by 1 and the +TN from spending insight 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 succeed on a movement roll and rush, you may spend movement equivalent to short range to instantly begin and complete an engagement-range climb, without actions or 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 lethal doses. You may roll 2d20 on CON at the beginning of each turn; if successful, all poison is purged.
Progression
    Normal: You receive a +TN equal to 1/2 your tier in the CON roll.
    Emphasized: You receive a +TN equal to your tier in the CON roll.
    Maximized: You receive a +TN equal to 150% of your tier in the CON roll.
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.
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    Allrounder-favored
    Lifter-favored
    Sprinter-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    Lifter-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 11-16.
    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.

Back to Studies