Boost either temporarily increases a stat or heals a drained characteristic
- Sources: Natural, Prana, Primal, or Psychic
- Target: One willing target
- Duration: 1 Round, +10 CP to increase to 1 minute
- Range: Touch
- Cost: 5 Base Points per 1d6 CP to one base Characteristic
- Available Additional Effects: Area of Effect, Charges, Delayed Effect, Dispel Resistance, Range Advantages, Selective, Trigger
- Characteristics Bonus: Duration is doubled for every 5 Body, Charisma, Ego, or Intelligence
Boost temporarily increases a player's Base Characteristics or healed damage caused by Drain. Boost can increase Base Characteristics past their limit, and they stack with stat-increasing equipment. When a character activates Boost, they roll the dice and increase the Base Characteristics by the dice roll.
To simplify the process for adjusting Derived Characteristics, players can refer to the following to find out what is increased by Boost:
- Agility: +1 Dodge per 2 Agility, + Speed per 4 Agility
- Body: +1 Resistance, Toughness, and Willpower per 2 Body, +2 Health per 1 Body, +2 Stamina per 2 Body
- Any Health or Stamina damage taken while affected by a Body Boost persists after the Boost wears off.
- Charisma: +1 Discipline and Willpower per 2 Charisma
- Dexterity: +1 Dodge per 2 Dexterity, +1 Speed per 4 Dexterity
- Ego: +1 Resistance per 2 Ego, +2 Stamina per 1 Ego
- Any Stamina damage taken while affected by an Ego Boost persists after the Boost wears off.
- Intelligence: No effect on Derived Characteristics
- Strength: +1 Toughness per 2 Strength
Source Specific Effects:
- Natural: Natural Boosts can only affect Agility, Body, Dexterity, or Strength, and they can only affect the user.
- Prana: Prana Boosts can affect any Base Characteristic
- Primal: Primal Boosts can affect any Base Characteristic
- Psychic: Psychic Boosts can only affect Charisma, Ego, or Intelligence
Drunken Rage: The character consumes alcohol to make themselves stronger and tougher.
- Base Power: +2d6 Body and Strength. Base Points: 20
- Source: Natural Ability
- Target: Self
- Duration: 1 Round, doubled per 5 Body.
- Range: Touch
- Additions: Charges (16). Total Cost Increase: +0
- Limitations: Extra Time (1 Round), Implement (Component). Total Cost Reduction: -17
- Total Active Points/Actual Point Cost: 25/8