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Superpower (Power)

EFFECT

Cost 4 JP
Activate 1 PP; use activated
Sustain 1 PP per minute; swift action
Range self; Power Resistance no

DESCRIPTION

This power increases his Running multiplier. For 4 JP, increase his multiplier to x8. For every additional JP, double his multiplier again. Do not “add” the multiplier. Actually double it, as per the table. Additionally, his capacity to run for long period of time increases dramatically. The superhero can Run for a full 8 hours per day without fatigue, but past the eight-hour mark, he suffers the consequences of a Forced March. Basically, the superhero can run, flat out, for as long as normal people can walk.

 

Running Multiplier

Cost
in JPs

x8

4 JP

x16

5 JP

x32

6 JP

x64

7 JP

x128

8 JP

x256

9 JP

x512

10 JP

x1,024

11 JP

x2,048

12 JP

x4,096

13 JP

x8,192

14 JP

x16,348

15 JP

 

To calculate his running speed in miles per hour, multiply his base movement rate (in feet per round) by his running multiplier and divide by 8.8 to generate a number in miles per hour (mph). To obtain his speed in kilometers per hour, multiply his MPH by 1.6. For example, if the superhero has a base speed of 40 feet and a Run multiplier of x16, his total running speed is 72 MPH or 116 KPH.

Enhancements and limitations
  • Enhancement: Bonus Actions (Cost: 4 JP per level): Activate: 4 PP per bonus action. For every level of this enhancement, the superhero can take one additional standard action each round. Each extra action the superhero takes, costs 4 PP. The superhero can buy this enhancement a maximum of 4 times for a total of 6 actions in a round (five standard actions and one move action).
  • Enhancement: Controlled Running (Cost: 4 JP): The superhero can now turn while Running. The superhero must travel at least 20 feet before making a turn, and the turn itself can be no more than 45º. Furthermore, the superhero now falls from a Wall Run or sink during a Water Run only when he fails a Reflex save, and Fortitude saves don’t affect his running at all unless their specific effect would reasonably do so.
  • Enhancement: Fast Move (Cost: 3 JP per level): Activate: 1 PP per level; use activated. Sustain: 1 PP per round per level; swift action. For every level of this enhancement, the superhero increases his base movement rate by x2. For most people, this means a 30-foot movement rate becomes a 60-foot movement rate. The superhero can take this enhancement multiple times. Each time, it adds another multiplier. (See table). The superhero can use as many levels of the power at a time as he wants to and/or can afford. If, for example, the superhero has 5 levels, he can move at x2, x3, x4, x5, or x6 his Base Speed. Thus, as the superhero runs out of PPs, the superhero might find it prudent to slow down.

Speed Multiplier

JP Cost

x2

3 JP

x3

6 JP

x4

9 JP

x5

12 JP

x6

15 JP

x7

18 JP

x8

21 JP

x9

24 JP

x10

27 JP

  • Enhancement: Fast Skills (Cost: 1 JP per level): For each level of this enhancement, the superhero halves the time required to use a skill such as Craft, Disable Device, or Perception.
  • Enhancement: Marathon (Cost: 2 JP per level): For every level of this enhancement, the superhero can Run for another 4 hours per day before he feels the effects of a Forced March. The superhero can take this enhancement up to 4 times, for a total of 24 hours.
  • Enhancement: Quick Step (Cost: 2 JP per level): Activate: 1 PP per level. Sustain: none (instantaneous). Each level of this Enhancement allows the superhero to move 5 more feet than normal when taking a 5-Foot Step. If the superhero spends 4 JP on this enhancement, the superhero can move up to 15 feet before or after a full attack action, for instance. All other rules for 5-Foot Steps apply normally. The superhero can take this enhancement multiple times. Its effects stack. The superhero cannot take more levels of Quick Step than the superhero has levels of Fast Move action. Prerequisite: The superhero must have the Fast Move enhancement to buy this enhancement.
  • Enhancement: Wall Run (Cost: 3 JP): Activate: 1 PP; use activated. Sustain: 1 PP per round; swift action. The superhero can run so quickly that he defies gravity for brief periods of time by running straight up a wall. Every 5 feet the superhero climbs upwards counts as 10 feet of movement. The superhero must perform the actual Run action to use this enhancement. Several things instantly cause the superhero to fall while attempting a Wall Run: ceasing to Run (turning, slowing down, etc.), failing a Fortitude save, or attempting a Reflex save. In this last case, the superhero can choose to not roll his saving throw and take the consequences in order to keep running. The superhero can stop without falling only when the superhero reaches a flat surface, such as the top of a building or cliff, or a ledge or outcropping. When the superhero gets to that flat surface, he simply leaps over the wall and land on his feet. No check or save is required. Remember that rounds happen continuously, so between rounds of Wall Running the superhero is still in mid-run, not standing still.
  • Enhancement: Water Run (Cost: 3 JP): Activate: 1 PP; use activated. Sustain: 1 PP per round; swift action. The superhero can run so quickly that he skims over the surface of water and other large bodies of liquid. The superhero can run (as the full-round action) straight across a body of water or other liquid. Every 5 feet the superhero runs across the water counts as 10 feet of movement. Several things instantly cause the superhero to sink while attempting a Water Run: trying to turn, slowing down, failing a Fortitude save, or attempting a Reflex save. In this last case, the superhero can choose to not roll his saving throw and take the consequences in order to keep running. The superhero can continue to run over multiple rounds as long as the superhero continue to run at full speed and in a straight line. The superhero can only stop without slipping into the liquid when the superhero reaches a solid surface, like a beach or the edge of a pool. Remember that rounds happen continuously, so between rounds the superhero is still in mid-run, not standing still.