
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
- Enhancement Type: Special
- Initial Enhancement: Powerhouse
- Prerequisite(s): N/A
- Stress Test Requirement: 12
- Tier of Power Requirement. 1+
- Aspects: Enhanced Save (Corporeal), Armored, Growth (LV1)
| 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.
(1)-[Passive]: Set your number of Super Stacks to 2.
(2)-[Passive]: For calculating your Muscle Penalty, and for all of your effects, you only count as possessing a single Super Stack.
(3)-[Passive]: When calculating your Speed, use the higher of your Force and Agility Modifiers.
(4)-[Triggered, 1/Round]: If you make an Attacking Maneuver of the Physical or Energy Foundation, you can apply the Charging Assault Advantage to that Attacking Maneuver.
(5)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver that possesses the Charging Assault Advantage, apply the bonus to your Wound Roll from Charging Assault an additional time.
Pain Train: Your glorious muscles make you even more deadly when the enemy is in close proximity.
(1)-[Passive]: While you are within the Melee Range of an Opponent, increase your Might, Wound Rolls, and Soak Value by 1(T).
(2)-[Passive]: If an Opponent within your Melee Range initiates a Skill Clash against you, increase your Skill Bonuses by 1 for the duration of that Clash.
(3)-[Passive]: If an Opponent within your Melee Range initiates a Clash that uses your Saving Throws against you, increase your Saving Throws by 1(T) for the duration of that Clash.
(4)-[1/Round]: If an Opponent within your Melee Range targets you with an Attacking Maneuver, you may use the Direct Hit option of the Defend Maneuver as an Out-of-Sequence Maneuver.
Burst Limit
Surprising Speed: Despite your heavily-inflated musculature, you move faster than the eye can see.
(1)-[Triggered/Transform]: You may use the Basic Attack Maneuver or Signature Technique Maneuver to use an Attacking Maneuver of the Blitz Profile as an Out-of-Sequence Maneuver. If you do, you are in the Determined State for the duration of that Attacking Maneuver and if you deal Damage to an Opponent with that Attacking Maneuver, that Opponent gains the Guard Down Combat Condition until the end of your turn.
Mastery Trait
Bigger and Badder: Your massive muscles grow even bulkier, but with your refined control, you see no change in mobility.
(1)-[Passive]: Treat your Size Category as if it is 1 smaller for calculating your Defense Value from your Size Category and for the effects of Punching Up.
(2)-[Triggered/Power, 1/Round]: Make a Stress Test, but reduce the Dice Score of your Stress Test by 2. If you succeed, you enter the Power Flex Special State until you leave this Transformation. If you fail, you do not suffer from Stress Exhaustion, but gain the Fatigued Combat Condition until the start of your next turn.
Power Flex Special State
Power Flex
(1)-[Passive]: Set your number of Super Stacks to 3.
(2)-[Passive]: If you use the Direct Hit option of the Defend Maneuver, double the bonus to your Soak Value from your Super Stacks for the duration of that Maneuver.
(3)-[Passive]: Apply 1/4 of your Damage Attribute an additional time to the Wound Rolls of your Physical and Energy Attacks.
(4)-[Passive]: Super Powerhouse gains the Straining Aspect and has its Stress Test Requirement increased by 2.
(5)-[Triggered/Start of Turn]: You may exit the Power Flex State.