Ability Boost [power]

Cost: by mode
Activate: varies; move action
Sustain: per round/minute; free action
Range: self

This power allows you to temporarily increase one or more of your ability scores. One rank in Ability Boost, regardless of mode (see below), grants a +1 bonus to the relevant ability or abilities. There are four modes of this power: Single, Mental, Physical, and Total.

The PP cost for Ability Boost varies by mode and is by Character Level (CL). You can activate Ability Boost for a number points equal to or less than ½ your CL for free. All Boost points over and above that amount cost PPs, as described in the three modes: Single, Mental/Physical, and Total (see below). For example, at level 10, you can Boost a score by +5 for free (i.e., half your character level).

You do not need to Boost your designated score(s) by your full amount. If you had four ranks in Ability Boost: Charisma, for example, you could increase your score by +1, +2, +3, or +4, at your discretion. When you are Boosted, you can choose to expend a move action to Activate the power again in order to raise or lower your score(s).

When you increase an ability score, that increase affects all related stats.

  • All Scores : relevant Skill checks
  • Strength : mêlée attack/damage bonus, lifting capacity
  • Dexterity : ranged attacks, Defence bonus, Reflex saves
  • Constitution : HPs, Fortitude saves
  • Wisdom : Will saves, Spell DC’s
  • Charisma : Turning checks, Psi-Power DCs

 

Boosting your Intelligence does not increase your skill points because you do not go back in time and “have learned” things that you previously didn’t know.

When you end a Boost, you simply reduce all your stats to their un-Boosted levels, but HPs work differently. In this case, you take the number of extra points your Boost granted you, and subtract that number from both your total HPs and your current HPs. If doing so were to reduce your current HPs to below zero, then you would suffer all the consequences thereof. If it were to reduce them to below -10 , then you would be dead (unless you had feats or powers that prevent that from happening).

Example: You are 4th level, have 20 HPs, and a Constitution of 10 (+0). You then activate Ability Boost and raise your Constitution score to 20 (+5), which increases your total HPs by 20 (four levels at +5 per level). You then take 25 HPs worth of damage, which puts you at 15 HPs total. If you end your Boost at that point, your total HPs and your current HPs are both reduced by 20, which brings you to -5 HPs.

Please do not bog down a game by calculating your Boosted stats at the table. It is only polite to do that math before the game starts.

Ability Boost Mode Costs
Single 1CP per +1
Mental 2CP per +1
Physical 2CP per +1
Total 4CP per +1

 

Single
Cost: 1CP per +1 to one ability score
Activate: 1PP per +4 (By CL); move action
Sustain: per round/minute; free action

For every rank in this mode, you can increase one of your ability scores by +1. The activation cost is 1PP for every +4 to your ability score, or portion thereof.

Mental
Cost: 2CP per +1 to Intelligence, Wisdom, and Charisma
Activate: 2PPs per +4 (By CL); move action
Sustain: per round/minute; free action

For every rank in this mode , you can increase all three of your mental ability scores (Intelligence, Wisdom, and Charisma) by +1. The activation cost is 2PP for every +4 to your ability score or portion thereof.

Physical
Cost: 2CP per +1 to Strength, Dexterity, and Constitution
Activate: 2PPs per +4 (By CL); move action
Sustain: per round/minute; free action

For every rank in this mode , you can increase all three of your physical ability scores (Strength, Dexterity, and Constitution) by +1. The activation cost is 2PP for every +4 to your ability score or portion thereof.

Total
Cost: 4CP per +1 to all your ability scores
Activate: 3PPs per +4 (By CL); move action
Sustain: per round/minute; free action

For every rank in this mode , you can increase all six of your ability scores by +1. The activation cost is 3PP for every +4 to your ability score or portion thereof.

Enhancements

Enhancement: Reduced Drain
Cost: 1CP per rank in Ability Boost

Activating your Boosted scores now costs half:

  • Single: 1PP per +8
  • Mental/Physical: 2PPs per +8
  • Total: 3PPs per +8

 

Enhancement:  Swift Boost
Cost: 2CP

You can Boost your scores as a swift action.

 

Enhancement: Reflexive Boost
Cost: 3CP
Prerequisite : Swift Boost
Activate:

  • Single: 1PP; swift action
  • Mental/Physical: 2PP; swift action
  • Total: 3PP; swift action

If you retain your Dexterity bonus and are hit for physical damage (either by an attack or something that triggers a saving throw), you can make a Reflex save to instantly Boost your score(s) a split second before the damage occurs. The DC of the Reflex save equals either half the attack roll or the save DC of the in-coming effect -5. You must declare your intention to invoke this enhancement after the hit is announced but before full damage is calculated.

Limitations

Limitation: Boost Swap
Value: Single: 1CP per +4, Mental/Physical: 2CP per +4

Whenever you Boost one of your ability scores, another score (player’s choice, permanent choice) decreases by half that (rounding down). For example, if you were to Boost your Dexterity by 10, then you would have to apply a -5 to another ability score. Which score takes the penalty is a permanent choice. If you take Mental/Physical Swap, then you trade one group of Boosted stats for penalties in the other. If you were to Boost all of your Mental stats by +12, you’d take a -6 penalty in all your physical stats, for example.

 

Limitation: Extra Drain
Value: 1CP per rank in Ability Boost

Activating and sustaining your Boosted scores now costs double.

  • Single: 1PP per +4
  • Physical/Mental: 2PPs per +4
  • Total: 3PPs per +4

 

Limitation: Fatigue
Value: 1CP per rank in Ability Boost

When you end a Boost you crash. Any score you Boost now has a temporary penalty of -1 per rank in the base power (i.e., half the total Boost bonus), and this penalty lasts half as long as you sustained your Ability Boost. If you were to increase your Intelligence by +4 for 10 rounds, you would receive a -2 penalty to Intelligence for 5 rounds. You cannot Boost a given ability score while you’re crashing, so in the above example, you couldn’t increase your Intelligence to overcome the crash, but you could increase a different score.

 

Limitation: Maximum Power
Value: 2CP
Prerequisite: 4 ranks in Ability Boost

You must always use your maximum Boost bonus when you activate the power.

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