Back to Studies
The Study of Vehicles     The Study of Vehicles concerns Abilities related to the skillful operation of vehicles and their systems. Such vehicles range in size from tiny automounts - essentially equivalent to Earth motorcycles - to massive airships larger than some villages. In general, vehicles are capable of hauling cargo and passengers at high speeds, far exceeding the capabilities of pack animals. When armed and armored, they are essentially the most powerful weapons in Lur-Asko, far outpacing foot soldiers in damage and range. A skilled vehicle operator will be an indispensable asset to any party, especially a wealthy one - many parties end up making a vehicle their "base."
Stat Requirement to Enter Study: 4 bINT, 3 bDEX Notes for New Characters     This Study is extremely useful, but should be complemented by characters skilled in other Studies. Vehicles are powerful but expensive, and though they can make any trip easier, they cannot always access the rugged terrain and underground ruins favored by many adventurers. Of course, there are many other scenarios that are optimal for vehicles. If your party does not have the benefit of this Study in those situations, they will be drastically outperformed by groups which do.
Extra Tiers     Characters who enter the Study of Technology usually find that experience with vehicles simultaneously improves their technical knowledge. This is fortunate; the Study of Vehicles relates primarily to the skillful use of vehicles, so the actual maintenance of advanced vehicle systems may require Technology Abilities.
    When you gain 4 base tiers in the Study of Vehicles, you gain 1 extra tier in the Study of Technology.

Vehicle Lore     This Study dates back to the First and Second Alacrian Eras, in which almost all of the currently-known forms of vehicles were invented. Since most of Lur-Asko's hydrocarbon fuel sources were depleted towards the end of the First Era, all powered vehicles gain their energy from insendite crystals. With the appropriate machinery being salvaged from Alacrian ruins, insendite engines and other vehicle devices can be produced competently by wealthy industrial guilds; this has resulted in yet another strange aspect of Lur-Asko culture, since transportation and vehicles have outpaced many other areas of technology. Still, in today's world, vehicles are quite expensive to build, maintain, and fuel, meaning that they have failed to completely eclipse animals as tools of transportation and war.
    Many types of Lur-Asko vehicles, such as wheeled transports, tracked tanks, seaships, and watercraft are essentially similar to their Earth counterparts. The only major difference is their use of insendite rather than internal combustion engines. Other types are more exotic, enabled by the strange capabilities of Alacrian adamant technology. Advanced gyroscopes and computers led to the production of walkers - legged vehicles known for their excellent off-road capability. Many lighter Alacrian war vehicles were hovercraft, which were held aloft by high air pressures generated and contained underneath the vehicle by strange energy fields. These complicated advances are rare today except in recovered Alacrian vehicles. Generally, the modern realms of Lur-Asko produce much larger numbers of less-advanced (but often more-efficient) wheeled and tracked vehicles. I'Gremsul, with its many rivers, has a particular affinity for watercraft - similar to land vehicles, but moved by propellers, paddlewheels, or Alacrian waterjets.
    Meanwhile, in the skies, a similar story has played out with aircraft technology. Wynthian propeller technology followed the Manusians to Lur-Asko, affording the continent a (relatively) less expensive form of air propulsion. Later in the Adventuring Age, much-sought Alacrian aircraft technology was restored to Lur-Asko, returning ancient arcjets and ornithopters to the skies.
    Airships, by far the most iconic Lur-Asko vehicle technology, were actually restored before the smaller Alacrian aircraft - perhaps due to the ease of finding the enormous specimens strewn about the continent after the Fall. Though extremely expensive due to their scale, the production of airships has returned in full force to elven, Cevelkian, and dryadic culture. The other realms either import these or restore Alacrian vessels.
    The most affordable liftgas airships rely solely on hydrogen buoyancy, which is quite effective due to Tsuunahgo's thick atmosphere. To inflate the massive balloons, Lur-Asko uses Alacrian devices called electrolyzers to extract hydrogen from water. Liftgas airships generally replenish their hydrogen in cities, and are favored by adventurers for their (relatively) low cost and their ability to hover indefinitely over a quest location.
    In stark contrast to these examples, the more expensive type of airship complements or replaces hydrogen lift with an Alacrian naval pseudogravity net, comprising a network of adamant wiring running throughout the ship's hull, or even into sweeping rings around it. This exotic technology spreads the vessel's weight across a large radius of the surrounding terrain - not enough to crush objects below, but sufficient to counteract natural gravity and suspend the ship in the air. Although the physics are much more efficient than the constant air movement of an arcjet or hovercraft, gravnet airships cannot hover in place without expending some energy to run the net, and are therefore often equipped to land on both flatlands and water. They usually include advanced stations for multiple trained bridge officers, and enough heavy weaponry to defend the vessels from the piracy they often attract. These "singularities of wealth and excess" are often cited by agitators as clearly-visible examples of Lur-Asko's inequality and injustice. Socioeconomic opinions aside, gravnet airships wind up forming the backbone of wealthy cities' defenses, and the most successful adventuring parties have often obtained one to function as a "base" and facilitate the most challenging quests.
Vehicle Competencies    Some Vehicles Backgrounds automatically grant you the Driving/Piloting Competency Ability at your 1st tier. Be sure to check the rules for this Ability below, and select your first categories of vehicle to become competent in.
    Other Vehicles Abilities may make you competent in other aspects of vehicles, such as operating weapons. No Ability from any other Study affects your competency in vehicles or vehicle weapons (not even the Study of Marksmanship), nor do vehicle competencies assist you in weapons not mounted on vehicles.
Vehicles Backgrounds         Vehicles Backgrounds revolve chiefly around schools of vehicle use, which tend to color all of your following pursuits in this Study. Such an education does not take terribly long, but there is still a less-specialized Background for those who do not wish to spend the time (or prioritize a certain vehicle type).
Driver (Costs 1 LP)
    You have spent some time in a school of vehicle use, or perhaps under the guidance of an experienced Driver. Land vehicles and watercraft are your specialty. Perhaps you value speed or mobility, and will be able to guide such a vehicle into more areas more quickly, much to the delight of your allies. Or perhaps you prioritize battle, and train in accurate vehicle gunnery and choosing good firing positions. Whatever the case, such vehicles are quite versatile - it's a category that often includes the first vehicle purchased by an adventuring party, but also the devastating Alacrian tanks and walkers which once ruled the battlefield.
    Drivers gain the Driving/Piloting Competency Ability as an extra benefit at 1st tier.
    Suggested Abilities: Off-Road Driving, Gunnery Competency, Expert Gunnery
Pilot (Costs 2 LP)
    You have spent some time in a school of aviation, or perhaps under the guidance of an experienced Pilot. You specialize in aircraft - a term used for the propeller craft, ornithopters, and arcjets of Lur-Asko. Far and away the fastest form of transportation, aircraft are also devastating weapons. Provided your party has the wealth to buy and fuel your craft (and the weather cooperates), you can transport them much faster than any other Background, or protect them from enemy aircraft and other threats. Be careful, though - aerial combat is a highly developed and skill-focused field, and Pilots are among the most competitive of all Vehicle Backgrounds.
    Pilots gain the Driving/Piloting Competency Ability as an extra benefit at 1st tier.
    Suggested Abilities: Aerial Gunnery Competency, Dogfighting Competency, Air Combat Theory
Navigator(Costs 3 LP)
    Named after the prestigious Navigator's College in Hal'Samak, this Background refers to those specialists who train in the ways of the overseer - a term that replaced the Imperial Age's bridge officer and its militaristic connotations. You have spent some time in this or a similar school, or perhaps under the guidance of an experienced Navigator. Your kind is not concerned solely with navigation - the term simply describes someone trained in the bridge operations of a ship.
    Navigators gain the Overseer Competency Ability as an extra benefit at 1st tier.
    Suggested Abilities: Blind Navigation, Aggressive Maneuvers, Evasive Maneuvers
Crewman     You seek to apply your skills whereever they are needed, and to that end you have not required an extensive education. This is the most common Background for commoners hired as ship crew, adventurers who only seek to dabble in this Study, or those seeking pursuits not yet developed into a full Background (such as the operation of automounts). 
    Crewmen are unrestricted by favoredness, but have a tier cap of 4.
Changing Backgrounds     Drivers, Pilots, and Navigators can change Backgrounds to one another; they must pay the difference in LP between the old and new Background (if any), plus 1 LP.
    Crewmen can be trained into another Background; they require the full duration of training and LP cost. All other Backgrounds can switch to Crewman for 1 LP, though for obvious reasons this is seldom beneficial.
Backgrounds & Training     Crewmen may receive training from any Background.
    All other Vehicles Backgrounds may receive training only from others of the same Background.
    All Vehicles Backgrounds can find training in cities.
Ability Favoredness Chart

Driver
Pilot
Navigator
Advanced Firefighting


Advanced Flooding Control


Aerial Gunnery Competency


Air Combat Theory


All It's Got


Blind Navigation


Command Prioritization


Commander's Expertise


Dogfighting Competency


Driving/Piloting Competency

Elite Maneuvers


Energy Fighting Expertise


Expert Gunnery
Favorite Vehicle

Gunnery Competency


Hull-Down Expertise


Inspiring Commander


Instrument Flying


Naval Mentor


Naval Techshield Tactics


Off-Road Driving


Overseer Competency


Ship Engine Crew Competency
Ship Weapons Crew Competency
Skilled Engineering Overseer


Skilled Gunnery Overseer


Skilled Helmsman


Tactical Fire Control


Turn Fighting Expertise


Vehicle Full-Auto Skill

Vehicle Abilities

Advanced Firefighting

    Navigator-favored

    If at least 75% of the engine crew on a ship has this Ability, the ship's DCN is increased by 1.

Progression
    None. This Ability cannot be emphasized or maximized.

Advanced Flooding Control

    Navigator-favored

    If at least 75% of the engine crew on a seaship or submarine (not an airship) has this Ability, the ship's DCN is increased by 1. Even if a gravnet airship can function as a seaship in the water, it is excluded from this Ability.

Progression
    None. This Ability cannot be emphasized or maximized.

Aerial Gunnery Competency    Pilot-favored
    This Ability allows you to make competent ranged attacks when functioning as the gunner in an aircraft. If you are also the pilot and are competent in piloting the aircraft, this Ability is effective on all pilot-fired weapons.
Progression
    Normal: For every 3 tiers, you receive a +TN of 1 in offense rolls with aircraft weapons.
    Emphasized: As Normal, but a number of times equal to 2/3 of your tier.
    This Ability cannot be maximized.
Air Combat Theory Pilot-favored
    When making an offense roll for a dogfighting maneuver, you may add 1 Hindrance to your offense roll. Your target must add the same amount of Hindrance to their defense roll. Additionally, you gain an extra degree of dogfighting advantage whenever your opponent fails a dogfighting maneuver's defense roll by 20 or more (even if you are not using the Hindrance part of this Ability).
Progression
    Normal: For every 3 tiers beyond 3rd, you may add an additional 1 Hindrance to your offense roll.
    Emphasized: The total amount of Hindrance added to your offense roll for this Ability may be up to 50% of your tier.
    This Ability cannot be maximized.

All It's Got     Navigator-favored
    When functioning as a ship's engineering overseer, you may spend 10 insight at the beginning of your ship's movement phase. This round, your ship's volatite charge generation is increased by 10%.

    This Ability can only be used once per ship combat round, even on ships with multiple Engineering stations.

Progression
    Normal: For every 10 tiers, the percentage (originally 10) is increased by 5.
    Emphasized: As Normal, but every 5 tiers.
    Maximized: As Normal, but every 3 tiers.

Blind Navigation    Navigator-favored
    This Ability allows you to move an airship through inclement weather as though the weather was 1 less Severity (see pg. __). This only affects the movement speed and danger of crashing, and does not affect any damage caused by turbulence.
Progression
    Normal: The effect on Severity is increased by 1/0 your tier.
    Emphasized: The +TN is increased by 1/5 your tier.
    Maximized: The +TN is increased by 1/3 your tier.

Command Prioritization     Navigator-favored
    When occupying a ship's command station, you may assist another occupied station. For the duration of this ship combat round, the character on that station gains the following benefits:

    -If they are providing a bonus to any ship stat(s) as a result of a Vehicle Ability beginning with "Skilled," that bonus is increased by 1.

    -If the character has an Ability relevant to their station that requires insight, they may spend your insight instead of their own, or split the insight cost.

    This Ability cannot be used to assist more than one station in the same ship combat round, hence the "Prioritization" title.

Progression
    Normal: At 2nd tier, you gain an alternate insight type called command insight. Its maximum is equal to your bINT, multiplied by your Vehicles tier, divided by 4. It is fully replenished by a 4-hour rest, and can only be used for the insight-sharing portion of this Ability.
    Emphasized: As Normal, but divide by 2 instead of 4 when calculating maximum command insight.
    Maximized: As Normal, but skip the division when calculating maximum command insight.

Commander's Expertise     Navigator-favored
    When occupying a ship's command station, you may spend 20 insight to grant the ship a reactive +TN in any roll on any stat. The amount of the +TN is 1/6 your INT (or at least 1). Additionally, your own expertise re-rolls from the Study of Vehicles can be used by the ship.

Progression
    Normal: The insight cost of the reactive +TN is reduced by 1/10 your tier.
    Emphasized: As Normal, but 1/5 your tier.
    Maximized: As Normal, but 1/3 your tier.
Dogfighting Competency    Pilot-favored
    This Ability allows you to use dogfighting maneuvers to gain advantage against other aircraft (see Vehicle Combat), and to make defense rolls against such attempts. It gives you two important options in a dogfight:
    Basic Offense: As a major action on your turn, you may spend 5 energy and roll d12 on DEX; if successful, you gain 1 degree of advantage. Your target can evade the attempt with a d20 defense roll.
    Basic Defense: You may make defense rolls against dogfighting maneuvers on your DEX.
    Offense and defense rolls for actual weapon attacks are not considered dogfighting maneuvers, and are not affected by this Ability (aside from the possible impact of dogfighting advantage).
Progression
    Normal: You gain a +TN in all offense and defense rolls for dogfighting maneuvers (including those affected by Abilities other than this one) equal to 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    This Ability cannot be maximized.
Driving/Piloting Competency    Driver-favored
    Pilot-favored
    This Ability grants competency in the movement of vehicles. When you first obtain this Ability, you gain competency in two categories. If you are incompetent in a vehicle you are driving/piloting, the consequences may range from much slower movement to outright risk of death (see Vehicles).

     The categories are:
    -Tracked & wheeled land vehicles
    -Hovercraft
    -Walkers
    -All watercraft
    -Propwings
    -Ornithopters
    -Arcjets
    -Automounts
   
    If you have the Crewman Background, both of your first categories can be anything you choose. For any other Background, they must be related to your Background (Drivers must choose from land vehicles or watercraft, and Pilots must choose from the aircraft). There are no restrictions on categories gained via progression.

Progression
    Normal: For every 4 tiers, choose another category.
    Emphasized: As Normal, but every 2 tiers.
    This Ability cannot be maximized.
Elite Maneuvers     Navigator-favored
    When functioning as a ship's helmsman, you may spend 10 insight at the beginning of your ship's movement phase, just before movement tactic is chosen. This round, your ship gains the following effects:
    -If your ship successfully uses the Evasive Maneuvers movement tactic, attacking ships must add 2 Hindrance to their offense rolls on MBL this round instead of 1.
    -If your ship successfully uses the Offensive Maneuvers movement tactic, the ship may add 2 Easing in all rolls on MBL this round instead if 1.
Progression
    Normal: At 4th tier, you gain the option to spend double insight to increase the Hindrance/Easing to 3 instead of 2. For every 8 tiers beyond 4th, the base insight cost is decreased by 1.
    Emphasized: At any tier, you gain the double insight option as in Normal. For every 4 tiers beyond 3rd, you reduce the base insight cost by 1.
    Maximized: As Emphasized, except that the insight cost decrease is equal to 1/3 your tier.
Energy Fighting Expertise     Pilot-favored
    This Ability requires the Dogfighting Competency Ability, and adds more maneuver options:
    Energy Offense: As Basic Offense, but the defense roll is changed to 2d20 if your energy is greater than your opponent's (after spending any required for the maneuver).
    Energy Defense: You may make defense rolls against dogfighting maneuvers on your DEX with a +TN equal to your INT, but only if you have more energy than your opponent.
    This Ability cannot be used in the same offense or defense roll as Turn Fighting Expertise.
Progression
    Normal: At 5th tier, you may spend 8 insight to gain a reactive +TN of 3 in any dogfighting maneuver's offense or defense roll, but only if you have more energy than your opponent. This +TN is further increased by 1 for every 4 tiers beyond 5th.
    Emphasized: At any tier, you gain the reactive +TN from Normal. The +TN increase occurs every 2 tiers beyond 3rd.
    Maximized: As Emphasized, but the +TN increase occurs a number of times equal to 3/4 your tier.
Expert Gunnery    Driver-favored
    Pilot-favored
    As a minor action, you may use this Ability to take careful aim to hit a defensive target. If you make a ranged attack on the same turn using vehicle weapons, you add 1 Hindrance to your offense roll. Your target must add the same amount of Hindrance to their defense roll.
Progression
    Normal: For every 6 tiers beyond 3rd, you may add an additional 1 Hindrance to your offense roll.
    Emphasized: The total amount of Hindrance added to your offense roll from this Ability may be up to 1/3 of your tier.
    This Ability cannot be maximized.
Favorite Vehicle Driver-favored
    Pilot-favored
    Upon taking this Ability, you must associate it with a specific model of vehicle (not a ship). You receive a +TN of 2 in all offense rolls using that vehicle.
Progression
    Normal: The +TN is increased by 1/8 your tier.
    Emphasized: The +TN is increased by 1/4 your tier.
    Maximized: The +TN is increased by 1/3 your tier.
Gunnery Competency    Driver-favored
    This Ability allows you to make competent ranged attacks when functioning as the gunner in a land vehicle or watercraft. If you are also the driver and are competent in driving the vehicle, this Ability is effective on all driver-fired weapons.
Progression
    Normal: For every 3 tiers, you receive a +TN of 1 in offense rolls with land vehicle/watercraft weapons, as well as the INT roll to aim in an extreme range battle.
    Emphasized: As Normal, but a number of times equal to 2/3 of your tier.
    This Ability cannot be maximized.
Hull-Down Expertise    Driver-favored
    When competently driving a land vehicle, this Ability gives the vehicle an armor bonus of 15 when using vehicle cover.
Progression
    Normal: The armor bonus is increased by 2 your tier.
    Emphasized: The armor bonus is increased by 4 times your tier.
    Maximized: The armor bonus is increased by 6 times your tier.

Inspiring Commander     Navigator-favored
    When you occupy a ship's command station, the ship gains a bonus to SPR. The bonus is equal to 1/6 of your Appeal tiers.
Progression
    None. This Ability cannot be emphasized or maximized.

Instrument Flying    Pilot-favored
    This Ability allows you to move an aircraft through inclement weather as though the weather was 1 less Severity (see pg. __). This only affects the movement speed and danger of crashing, and does not affect any damage caused by turbulence.
Progression
    Normal: The effect on Severity is increased by 1/10 your tier.
    Emphasized: The +TN is increased by 1/5 your tier.
    Maximized: The +TN is increased by 1/3 your tier.

Naval Mentor     Navigator-favored
    Choose one of the ship station types (Helm, Command, Engineering, Gunnery, or Technical) to associate with this Ability. You must be competent at the chosen station type via Overseer Competency. Whenever you are serving either on a vehicle's command station or on the type of station matching the associated competency, you may "loan" the associated competency to a character who does not have it. They function as having that competency for as long as you both remain on your stations.

    This Ability cannot be used on more than one character at once (though multiple characters on the same ship can use it).
Progression
    Normal: For every 12 tiers, you may associate another station type with this one.
    Emphasized: As Normal, but every 6 tiers.
    This Ability cannot be maximized.

Naval Techshield Tactics     Navigator-favored
    When functioning as a ship's technical overseer, you may spend 10 insight at the beginning of your ship's movement phase. Any techshield ship device you control has its maximum shielding points increased by 10%. This increase lasts until the beginning of your ship's next movement phase (at which point you have the chance to continue using this Ability).

    This Ability can only be used once per ship combat round, even on ships with multiple Technical stations.

Progression
    Normal: For every 6 tiers, the percentage (originally 10) is increased by 5.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.
Off-Road Driving    Driver-favored
    When driving a land vehicle, this Ability provides a +TN of 4 in any roll required to travel for an hour in difficult terrain (see Vehicles).
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.
Overseer Competency    Navigator-favored
    This Ability grants competency in a ship's overseer stations (see Ship Combat). When you first obtain this Ability, you gain competency in two stations. If you are incompetent at a station, you cannot function at all there unless you are receiving the effects of Naval Mentor.
    The stations are:
    -Helm
    -Command
    -Engineering
    -Gunnery
    -Technical
Progression
    Normal: For every 6 tiers, choose another category.
    Emphasized: As Normal, but every 3 tiers.
    This Ability cannot be maximized.
Ship Engine Crew Competency    All-favored
    This Ability allows you to function as engine crew on ships.
Progression
    Normal: At 12th tier, you function as 1.5 crewmembers when serving as engine crew.
    Emphasized: At 6th tier, you function as 1.5 crewmembers when serving as engine crew. At 12th tier, you function as 2.
    This Ability cannot be maximized.
Ship Weapons Crew Competency    All-favored
    This Ability allows you to function as weapons crew on ships.
Progression
    Normal: At 12th tier, you function as 1.5 crewmembers when serving as weapons crew.
    Emphasized: At 6th tier, you function as 1.5 crewmembers when serving as weapons crew. At 12th tier, you function as 2.
    This Ability cannot be maximized.
Skilled Engineering Overseer     Navigator-favored
    When functioning as an engineering overseer, you provide a +1 bonus to the ship's DCN.
    This bonus can stack with other uses of this Ability on ships with multiple engineering stations.
Progression
    Normal: For every 12 tiers, the bonus is increased by 1.
    Emphasized: As Normal, but every 6 tiers.
    This Ability cannot be maximized.
Skilled Gunnery Overseer     Navigator-favored
    When functioning as a gunnery overseer, you provide a +1 bonus to the ship's MBL and PBL.
    This bonus can stack with other uses of this Ability on ships with multiple gunnery stations.
Progression
    Normal: For every 12 tiers, the bonus is increased by 1.
    Emphasized: As Normal, but every 6 tiers.
    This Ability cannot be maximized.
Skilled Helmsman     Navigator-favored
    When functioning as a ship's helmsman, you provide a bonus to the ship's MNV equal to 10% of its bMNV (or at least 1).
Progression
    Normal: For every 6 tiers, the percentage (originally 10) is increased by 5.
    Emphasized: As Normal, but every 3 tiers.
    This Ability cannot be maximized.

Tactical Fire Control

    Navigator-favored

    When functioning as a ship's gunnery overseer, you may spend 10 insight at the beginning of your ship's main battery attacks when fighting another ship. This round, choose one of the following effects:
    -Wide fire: The ship may gain 1 Easing in any offense roll on MBL, but the battery will never inflict more than 10% damage regardless of how well the roll succeeds.
    -Narrow fire: The ship must add 1 Hindrance in any offense roll on MBL, but only 1/2 of any failures inflicted are chosen randomly; the rest have their type selected by you. If the target ship also takes damage from other sources in the same round, divide the damage from your ship by the target ship's failure factor to determine how many failures are considered to come from your ship.

    This Ability can only be used once per ship combat round, even on ships with multiple Gunnery stations.

Progression
    Normal: At 18th tier, the Easing provided by wide fire is increased by 1.
    Emphasized: As Normal, but every 9 tiers.
    Maximized: As Normal, but every 6 tiers.

Turn Fighting Expertise     Pilot-favored
    This Ability requires the Dogfighting Competency Ability, and modifies its options:
    Agile Offense: As Basic Offense, but the offense roll is a d20 on DEX, and the defense roll is changed to 2d12 if your AGI is greater than your opponent's.
    Agile Defense: You may spend 3 energy to make a defense roll against dogfighting maneuvers on your DEX with a +TN equal to your aircraft's AGI. In a multi-aircraft dogfight, this option is effective against all such defense rolls until your next turn, without the need to spend more energy.
    This Ability cannot be used in the same offense or defense roll as Energy Fighting Expertise.
Progression
    Normal: At 5th tier, you may spend 8 insight to gain a reactive +TN of 3 in any dogfighting maneuver's offense or defense roll, but only if your AGI is higher than your opponent's. This +TN is further increased by 1 for every 4 tiers beyond 5th.
    Emphasized: At any tier, you gain the insight option from Normal. The +TN increase occurs every 2 tiers beyond 3rd.
    Maximized: As Emphasized, but the +TN increase occurs a number of times equal to 3/4 your tier.
Vehicle Full-Auto Skill    Driver-favored
    Pilot-favored
    This Ability and its progression have the multi-target and Hindrance effects of Full-Auto Skill (Marksmanship), except effective on vehicle weapons instead of personal weapons.


Back to Studies