Unofficial Tabletop Role-Playing Game
This is a standard transformation any race can use which gives you access to increase power and latent abilities. You can gain this ability from your ARC. Using power boost to gather additional or latent power greatly increases your abilities in combat. This transformation doesn’t change your appearance save perhaps more muscle definition and a bright aura of energy around you.
Power Boost
AG | FO | TE | SC | IN | SP | PE |
+2 | +2 | – | – | – | +2 | – |
Improved Power. At the start of each Combat Round, select one Combat Roll to increase by +1(T) until the end of the Combat Round. For each stage of Power Boost after the first, you may repeat this effect. This effect can be cumulative, up to +2(T). For example, using the third stage of the Power Boost Alternate Form allows you to choose to increase all Combat Rolls by +1(T) or to increase just your Strike Rolls by +2(T) and Wound Rolls by +1(T) until the end of the Combat Round.
While you have Superiority, increase the bonus to Combat Rolls from Improved Power by x2.
Evolving Power. While you are benefiting from Superiority while in this Transformation, increase your Combat Rolls by an Extra Dice equal to your Tier of Power Extra Dice.
When you use the Power Up Maneuver, you may gain Superiority on all Combat Rolls until the end of your turn. When you lose Superiority from Evolving Power, you suffer from Impediment on all Combat Rolls until the start of your next turn.
Keen. Reduce the Critical Rate of all rolls increased by Improved Power by -1, to a minimum of 7. This effect does not stack if a single roll is chosen multiple times by Improved Power.
High Power Boost
AG | FO | TE | SC | IN | SP | PE |
+2 | +2 | – | – | – | +2 | – |
Boosting. While you are benefiting from the Power Up Maneuver, increase your Tier of Power by +1 (see – Breakthrough). This does not affect Attribute Modifier Bonuses.
Power Strike. Once per Combat Round, when you use the Power Up Maneuver, you may make an Out-of-Sequence Basic Attack action against one opponent within your Melee Range.
If you are using a higher stage of Power Boost, you can choose any opponent who is not at Long Range.
Maximum Power Boost
AG | FO | TE | SC | IN | SP | PE |
+2 | +2 | – | – | – | +2 | – |
Overflowing Power. Once per Combat Round, as an Instant Action, you may use the Power Up Maneuver. When you use the Power Up Maneuver, you can spend 3(T) Ki Points to make all characters within your Melee Range who have an equal or lower Tier of Power than you make an Opposed Ability Check against you, using either their Force or Spirit (whichever is highest) against your Force or Spirit (whichever is highest). If they win, nothing happens. If they lose, they suffer Lethal Damage equal to your Force or Spirit Modifier (whicher is highest) and are moved back a number of squares equal to 1/2 of your Force or Spirit Modifier (whichever is highest). The target can make an Acrobatics Skill Check, TN Medium. If they pass, reduce the distance they are moved back by 1/2.
Instead of increasing your Wound Rolls, you may directly increase your Force Modifier through the effects of Improved Power. If you do, Keen still applies to your Wound Rolls.
Power Boost Mastery. When you gain Mastery for a stage of the Power Boost Transformation, it gains the following benefits: