
By concentrating your energy into your body, you expand your muscles to unseemly proportions, granting you increased strength. With so much power at your disposal, you can’t merely call yourself a powerhouse any longer; you’re a Super Powerhouse.
- Racial Requirement: Any
- Transformation Type: Enhancement Power
- Prerequisite(s): N/A
- Stress Test Requirement: 14
- Tier of Power Requirement. 3+
- Aspects: Enhanced Save (Corporeal), Special (Powerhouse), Armored, Bulky, Growth (LV1), High Speed (LV1), Peaked
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +1(T) | +2(T) | +1(T) | – | – | – | – |
Combat Powerhouse: You become so accustomed to your muscular bulk that you move as lithely as a slimmer, more agile warrior.
-[Passive]: Reduce the penalty to your Defense Value from your Size Category by 1(T).
-[Passive]: While you have 1 or 2 stacks of Super Stack, ignore all penalties from your Super Stack(s).
-[Triggered, 1/Round]: If you receive Damage from an Attacking Maneuver, you can roll the Extra Dice you gain from your Super Stack(s) to reduce the Damage you would receive by the Dice Score.
-[Triggered, 1/Round]: If you dodge an Opponent’s Attacking Maneuver or successfully defend against that Attacking Maneuver through the Parry option of the Defend Maneuver, you may use the Basic Attack Maneuver against that Opponent as an Out-of-Sequence Maneuver. If you do, apply your Extra Dice from your Super Stack(s) an additional time to the Wound Roll of that Attacking Maneuver.
Pain Train: Your glorious muscles make you even more deadly when the enemy is in close proximity.
-[Passive]: While you are within the Melee Range of an Opponent, increase your Might, Defense Value, and Soak Value by 1(T).
-[Triggered, 1/Round]: If you make an Attacking Maneuver, you can apply the Charging Assault Advantage to that Attacking Maneuver.
-[Triggered, 1/Round]: If you make an Attacking Maneuver with the Charging Assault Advantage, after you make your movement, all Opponents within a Minor Sphere AoE (centered on you) also become targets for that Attacking Maneuver.
-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver after entering their Melee Range during this turn, you may apply your Extra Dice from your Super Stack(s) an additional time to the Wound Roll of that Attacking Maneuver.
Burst Limit
Surprising Speed: Despite your heavily-inflated musculature, you move faster than the eye can see.
-[Triggered/Transform]: You may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. All targets of this Attacking Maneuver suffer from the Guard Down Combat Condition for the duration of this Attacking Maneuver. If you hit an Opponent with this Attacking Maneuver, make a Might Clash against them. If you win, that Opponent suffers from the Guard Down Combat Condition for the remainder of the turn.