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Superpower (Power)

EFFECT

Cost 10 JP
Activate 5 PP; use-activated (attack)
Sustain none (instantaneous)
Range touch
Save Will negates; Power Resistance yes

DESCRIPTION

The superhero can cause his target to become temporarily confused with a touch. To use this power, the superhero spends 5 PP and make a mêlée touch attack. The target then makes a Will to avoid being confused. This is a mind-affecting power. Characters affected by it begin behaving randomly on their next action, as indicated (see below).

Roll again each round to see what the subject does that round, except on a result of 1. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them, as they will still try to avoid being hit. Any confused creature who is attacked automatically attacks its attacker(s) on its next action, rather than rolling. The effect of this power lasts for 1d10 rounds. If the superhero uses it again on an already confused victim, it will last 1d10 rounds from that time. The durations are not cumulative.

Percentage Roll: 01–25 act normally, 26–50 do nothing but babble incoherently, 51–75 deal 1d8 points of damage + Str modifier to self with item in hand, 76–100 attack nearest creature.

Enhancements and limitations
  • Enhancement: Extended Duration (Cost: 4 JP): The duration of the confusion the superhero causes now lasts for 10 rounds plus a number of rounds equal to his highest mental stat modifier. The superhero no longer rolls duration.
  • Enhancement: Extended Range (Cost: 5 JP per level): The range at which the superhero can use Cause Confusion is increased by 30 feet for each level of this enhancement, to a maximum of four levels, which grants a range of 150 feet. The Range Increment for this power is 30 feet. Prerequisite: The superhero must have the Ranged Use enhancement to buy this enhancement.
  • Enhancement: Ranged Use (Cost: 6 JP): The superhero can now use Cause Confusion at a range of up to 30 feet. The superhero must succeed at a ranged touch attack to successfully use the power. The victim gets a save, as usual.