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Greetings, youngsters! Thanks to a certain elixir of my own invention I am now “swole”, as you can see. Despite your many requests I cannot change out of the tiny bathing-costume until the effect wears off due to its current extreme tightness around my middle.
If you want to be the team's strong member, Powerhouse is going to be your jam. Even if you aren't into muscles simply for muscles' sake, the class offers a lot of synergy with various other abilities that push, pull, toss or slam other creatures by allowing you to carry bigger ones.
Powerhouse | You're really strong. | |
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caret-right | Berserker | Enter berserker rages. |
caret-right | Bouncer | Nobody gets past you. |
caret-right | Door Kicker | Break things. |
caret-right | Monty Hauler | Load up on treasure. |
caret-right | Personal Force | Be immovable and/or double pushes. |
Enterprises | Powerhouse School |
Utility | plus-circleMitochondria of the Adventuring Party: You act as if you were one size category larger than you actually are when it comes to how much weight you can carry. This doesn't give you more inventory slots, but does allow you to manhandle other party members and enemies with increased ease. | |
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caret-right | Alternative | plus-circleFeat of Strength: You can act as if you were two or even three sizes larger than you actually are for the purposes of how much weight you can carry. This effect lasts until the beginning of your next turn. minus-circleSupply Cost: Acting as if you are two sizes larger for a round costs 1 Supply/Commissary Kit use. Acting as if you were three sizes larger costs 2 Supply/Commissary Kit uses. |
Utility | plus-circleHaulin' And Ballin': When you are heavily encumbered (carrying things in 6 or more inventory slots) you can freely make use of any class that normally doesn't function when heavily encumbered (such as Acrobat, Sprinter, Shadow or Vigilant). | |
Offense | plus-circleRAAAAAUUUUGH: You can choose to fly into an impressive rage as a free action. While raging, you deal +5 damage with all Melee-type weapons. minus-circleOOOOWWWWWW: Raging is reckless. While in rage mode, you also take +2 damage from all incoming attacks of any type (Melee, Projectile, or Area). minus-circleHUMMANA HUMMANA HUMMANA: You cannot end your rage until every enemy in the current conflict has been defeated (whether that be killed, routed, surrendered or knocked out). |
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caret-right | Alternative | plus-circleCome Down Off It: You can choose to end your rage early as an action. minus-circleSupply Cost: Ending your rage while enemies still remain before you requires 1 Supply/Commissary Kit use. |
Protection | plus-circleZone of Control: When an enemy moves into any space adjacent to you, you can make them stop moving. If they want to move any more, they need to spend another action taking a second move (and if they try moving into another space adjacent to you, they're going to make it exactly one space before you stop them again). plus-circleYou're on the List: Allies and anyone else you wish to let past you are unaffected by Bouncer. minus-circleGodzilla's Also on the List: You can only use Bouncer to stop the movement of creatures small enough for you to carry. Thanks to already being trained as a Powerhouse, this normally means any creature up to one size larger than yourself. minus-circleHey, You're Not on the List: Enemies with the Elusive class are immune to being stopped by Bouncer. |
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caret-right | Alternative | plus-circleLinebacker: You can choose to move up to two meters as an immediate interruption during any enemy's movement so long as doing so causes you to intercept them. minus-circleExertion: Moving to intercept a target costs 1 Endurance. |
Utility | plus-circleHere's Johnny: As an action, you can smash any object approximately your size or smaller made of wood or another material of similar durability (plastic, fiberglass, bone, etc). This is mostly useful for knocking down locked doors, but could also be used in other circumstances to destroy inconvenient obstacles. minus-circleNoisy: Smashing things makes a lot of noise and draws the attention of everything in the general vicinity. |
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caret-right | Alternative | plus-circleBend Bars, Lift Gates: You can also break objects made of stone or metal. minus-circleSupply Cost: Breaking an object made of stone (or another material of similar durability) requires 1 Supply/Commissary Kit use, while breaking an object made of metal (or another material of similar durability) requires 2 Supply/Commissary Kit uses. |
Utility | plus-circleAwash In Jingle: Why leave anything valuable behind? You can place two treasures and/or keystones in a single inventory slot. | |
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Protection | plus-circleHorse Stance: You are incredibly difficult to push aside. So long as you have some form of solid surface to brace yourself on, you act as if you are 1 size category larger than you actually are for purposes of resisting effects that push, pull, pick you up, or otherwise change your position against your will. This includes ability effects, natural forces and whatever else. | |
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caret-right | Alternative | plus-circleUnmovable: As a free reaction that can be done at any time, you can choose to temporarily increase your effective immovability even further until the beginning of your next turn. minus-circleSupply Cost: For every additional effective size category you gain until the beginning of your next turn, you must spend 1 Supply or one use of a Commissary Kit item. There is no limit to how many effective size categories you can gain at once in this manner. |
Offense | plus-circleCounterpush: Alternately, you can choose to forgo your normal immovability in order to counterpush anybody that pushes you. When you get pushed via any ability effect (such as Driver from the Basher class or Pushback from the Shieldbearer class) you get pushed as normal, but the pusher is also moved the same distance in the exact opposite direction you were moved. plus-circleDoublepush: Whenever you use a pushing effect, you can push yourself back the same distance as you pushed your target. Handy for giving yourself a bit more room! |
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Powerhouse School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. |
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