Powerhouse (Rank 4)
You embody raw, overwhelming power, making you a one-person force to be reckoned with. You have a formidable array of abilities, starting with amazing stamina, fluid dexterity, and a cutting intellect. But that's the least amazing thing about you—few can stand against you unless they are literal gods. And even those may fear your wrath.
Powerhouses are effective in almost every situation, though your particular suite of abilities could provide even more amazing aid to your allies, depending on the circumstances.
Background
- Although you almost never get involved when trouble strikes, something came along that was too important to ignore. When this is all done, you intend to permanently return to your "civilian" secret identity life.
- Your mentor survived a supervillain attack two years ago but remains bedridden to this day.
- You were bequeathed this power for a reason, so you've dedicated yourself to making things better however you can.
- Your job as a national hero endorsed by the government ended three years ago.
- The first time you publicly used your abilities to help, the public lauded and celebrated your name. That's a feeling you'll chase to your grave.
- Recently, your ugly breakup with another superhero was dissected by all the gossip sites.
- You used your abilities to save an entire bridge from collapsing during a villain conflict.
- Last month you were offered a spot on an up-and-coming super team, but you declined.
Powerhouse Abilities
- Able to take three more minor wounds and one more moderate wound
- Add +8 to Might Pool
- Add +8 to Speed Pool
- Add +8 to Intellect Pool
- Add +6 to the Pool you choose for your Superheroics ability
- Add +1 Edge in Pool of your choice
- Freely use all weapons
- Freely use all armor
- Five power shifts
- One ability from the Origin Superhero Abilities list
- At tier 3 and tier 6, choose an appropriate ability from the Science Fiction Genre Abilities list or the Fantasy Genre Abilities list
Always Mighty: Every time you use a recovery, if your Might Pool isn't already full, you get 1 extra point to restore to your Might Pool. You can select this ability up to three times. Enabler.
One way you could choose Always Mighty again is if your focus is Performs Feats of Strength, which includes this ability as an option.
Enhanced Energy: When you succeed on an important task using your powers as determined by your GM, you regain 4 points to your Intellect Pool. Each time you do, you regain 1 less point. This ability renews after you take a ten-hour recovery. Enabler.
Push on Through: Instead of a ten-minute recovery, you have a second one-action recovery. Thus, your first two recoveries are one action, the third is one hour, and the fourth is ten hours.
You can take one more moderate wound than normal.
You can use one of your one-action recoveries to allow an ally to use one of their ten-minute recoveries as an action. Enabler.
Durations that normally end with a ten-minute or longer recovery end for you when you take your second one-action recovery.
Super Combatant: You are trained in a specific weapon attack of your choice, such as swords, axes, or bows; or in a broader category of attacks such as light bashing weapons, light bladed weapons, light ranged weapons, medium bashing weapons, medium bladed weapons, medium ranged weapons, and so on.
At tier 2, you can choose to become specialized in the same attack method you chose at tier 1, but you must gain the skill normally.
At tier 6, you can become an expert in a specific attack method (either the one you chose at tier 1 or another weapon skill you're already specialized in), but you must gain the skill normally. Enabler.
Superheroics: Choose one Pool: Might, Speed, or Intellect. For tasks using your chosen Pool, add your rank to the amount of Effort you can apply, allowing you to apply additional levels of Effort to tasks in that Pool.
In addition, you can choose to push yourself so hard that you take a moderate wound in exchange for two free levels of Effort you can apply to tasks in your chosen Pool (as long as this doesn't push you past your Effort limit for that Pool).
Finally, add your rank as a bonus to your recovery, with those points going only into the Pool you have chosen. Enabler.
By using Effort and free levels of Effort, higher-tier superhero characters can easily hit the game's normal limit for six levels of Effort on any task. The Superheroics ability adjusts this limit upward so the ability remains useful at higher tiers.
In effect, superhero characters have three different Effort limits (one for each Pool) instead of just one.
Part of Superheroes