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Superpower (Power)

EFFECT

Cost special
Activate 2 PP per size category; full-round action
Sustain 2 PP per size category per round/hour; swift action
Range self; Power Resistance no

DESCRIPTION

This power allows the superhero to temporarily increase or decrease his size. The base power has no cost. Instead, the superhero pays only for enhancements.

Enhancements and limitations
  • Enhancement: Decrease Size (Cost: 4 JP per level): This enhancement allows the superhero to temporarily decreases his size by one category per level. The superhero can shift from his regular size (presumably medium) to his minimum size, but not to intermittent sizes. Stat bonuses and penalties per size category are listed below (to a minimum or 1). A reach of “0 feet” means that the superhero must enter a combatant’s square to attack, which provokes an attack of opportunity. If the superhero falls unconscious, dies, or runs out of PPs, he automatically grows to normal size.

Small

Strength:

-2

Reach:

5 feet

Dexterity:

+2

Base Speed:

20 feet

Attacks:

+1

Height:

4 feet

AC/CMD:

+1

Weight:

60 pounds

Stealth:

+4

Space:

5 x 5 feet

 

Tiny

Strength:

-4

Reach:

0 feet

Dexterity:

+4

Base Speed:

20 feet

Attacks:

+2

Height:

1 foot

AC/CMD:

+2

Weight:

8 pounds

Stealth:

+8

Space:

2.5 x 2.5 feet

 

Diminutive

Strength:

-6

Reach:

0 feet

Dexterity:

+6

Base Speed:

5 feet

Attacks:

+4

Height:

6 inches

AC/CMD:

+4

Weight:

1 pound

Stealth:

+12

Space:

1 x 1 foot

 

Fine

Strength:

-8

Reach:

0 feet

Dexterity:

+8

Base Speed:

2.5 feet

Attacks:

+8

Height:

3 inches

AC/CMD:

+8

Weight:

1/8th pound

Stealth:

+16

Space:

1/2 x 1/2 feet

  • Enhancement: Increase Size (Cost: 4 JP per level): This enhancement allows the superhero to increase his size by one category per level. The superhero can shift from his regular size (presumably medium) to his maximum size, but not to intermittent sizes. Stat bonuses and penalties per size category are listed below. If the superhero is caught in a space that would normally not fit a person of his newly increased size, he increases to the maximum allowable by the space and then makes a Strength check (using his increased Strength, DC determined by the GM) to possibly burst through his enclosure. If the superhero fails, he stops growing. If the superhero succeeds, he grows to his full increased size, bursting through the enclosure (presumably the ceiling/roof). If the superhero falls unconscious, dies, or runs out of PPs, he automatically shrinks to normal size.

 

Large

Strength:

+2

Reach:

10 feet

Dexterity:

-2

Base Speed:

30 feet

Attacks:

-1

Height:

16 feet

AC/CMD:

-1

Weight:

x4

Stealth:

-4

Space:

10 x 10 feet

 

Huge

Strength:

+4

Reach:

15 feet

Dexterity:

-4

Base Speed:

45 feet

Attacks:

-2

Height:

32 feet

AC/CMD:

-2

Weight:

x9

Stealth:

-8

Space:

15 x 15 feet

 

Gargantuan

Strength:

+6

Reach:

20 feet

Dexterity:

-6

Base Speed:

60 feet

Attacks:

-4

Height:

64 feet

AC/CMD:

-4

Weight:

x64

Stealth:

-12

Space:

20 x 20 feet

 

Colossal

Strength:

+8

Reach:

30 feet

Dexterity:

-8

Base Speed:

90 feet

Attacks:

-8

Height:

100 feet

AC/CMD:

-8

Weight:

x200

Stealth:

-16

Space:

30 x 30 feet

  • Enhancement: Move Action Shift (Cost: 2 JP): The superhero can change size as a move action. Prerequisite: The superhero must have the Standard Action Shift enhancement to buy this enhancement.
  • Enhancement: Retain AC/CMD (Cost: 4 JP): The superhero does not take a penalty to his AC/CMD when he Increases his size.
  • Enhancement: Retain Attack Bonus (Cost: 4 JP): The superhero does not take a penalty to attack when he Increases his size.
  • Enhancement: Retain Constitution (Cost: 4 JP): The superhero retains his Constitution score when he Decreases his size.
  • Enhancement: Retain Dexterity (Cost: 4 JP): The superhero retains his Dexterity score when he Increases his size.
  • Enhancement: Retain Strength (Cost: 4 JP): The superhero retains his Strength score when he Decreases his size.
  • Enhancement: Shift Clothing Size (Cost: 1 JP): His “working clothes” shift in size with the superhero. This can be a traditional superhero costume or simply a set of clothes the superhero wears while doing his superheroing. It has been specially treated, magically enhanced, manufactured, etc., in such a way that it changes its size. The superhero cannot shift anything that grants any kind of AC bonus of more than +1, regardless of type. Objects about his person do not change size. This enhancement merely allows the superhero to avoid being naked. This enhancement applies to one set of clothes at a time. The superhero must designate his chosen costume before game-play begins and he can switch his designated set only either between games or after one set has been lost, stolen, or destroyed. The superhero can take this enhancement multiple times. Each time allows the superhero to designate another suit.
  • Enhancement: Shift Equipment Size (Cost: 2 JP): All his worn or carried equipment now shifts in size with the superhero. Consult standard d20 rules for under- and over-sized weapons to determine new damage dice, but bonuses from powers do not decrease, except those that are ability-dependent (Strength, Dexterity, etc.). Because the size of a tool has a lot to do with the job to be done, under- and over-sized tools apply penalties: Colossal -32, Gargantuan -16, Huge -8, Large -2, Small -2, Tiny -8, Diminutive -16, Fine -32. His protective gear, if any, is less effective when it’s smaller. If reduced to small size, his costume’s armor bonuses (if any) take a -2 penalty. When reduced to tiny, they take a -4 penalty. At diminutive or lower size, it has no armor bonus at all. Consumables, including magical potions or alchemical items, provide the same effects that they normally would. Their effectiveness does not increase or decrease with size. Equipment size decrease does not affect other people or creatures on his person, including animal companions or shrunken characters, and it affects only objects that the superhero can carry about his person (in pockets, hanging off of his belt, etc.). Carrying a car over his shoulder doesn’t allow the superhero to make it larger or smaller. Any objects that the superhero drops or is taken away from him slowly shift back to their normal size at a speed of one size category per round, and then shift back to his size at the same speed, if he picks them up again.
  • Enhancement: Standard Action Shift (Cost: 2 JP): The superhero can change size as a standard action.
  • Enhancement: Swift Action Shift (Cost: 2 JP): The superhero can change size as a swift action. Prerequisite: The superhero must have the Move Action Shift enhancement to buy this enhancement.
  • Enhancement: Reflexive Shift (Cost: 3 JP): If the superhero retains his Dexterity bonus to AC and have been hit for damage, as an immediate action, he can attempt a Reflex save (DC 18) to shift to a different size a split-second before the attack hits home. This is a normal shift; thus, the superhero remains in the new form after the attack, potentially drop all of his equipment, and must pay the standard PP cost for activation. Prerequisite: The superhero must have the Swift Action Shift enhancement to buy this enhancement.
  • Enhancement: Varies Shift (Cost: 3 JP): Instead of shifting between his normal size category and his maximum/minimum, the superhero can now shift through the categories in between. Activation and sustain costs (in PPs or actions) do not change.
  • Limitation: Fatiguing Shift (Value: 2 JP): Changing size is extremely difficult or painful. Doing so leaves the superhero fatigued for one round per size category of change. Decreasing back to normal size does not leave the superhero fatigued.