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Cause Blindness

Superpower (Power)

EFFECT

Cost 8 JP
Activate 4 PP; use-activated (attack)
Sustain none (instantaneous)
Range touch
Save Fortitude negates; Power Resistance yes

DESCRIPTION

The superhero can cause his target to become temporarily blind with a simple touch. To use this power, the superhero spends 4 PP and make a mêlée touch attack. The target can then make a Fortitude save to avoid being blinded. In addition to the obvious effects, a blinded creature automatically fails Perception checks, suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strength- and Dexterity-based skills. The effect of this power lasts for 1d10 rounds. If the superhero uses it again on an already blinded victim, it will last 1d10 rounds from that time. The durations are not cumulative.

Enhancements and limitations
  • Enhancement: Extended Duration (Cost: 3 JP per level): The duration of the blindness the superhero causes is extended by an additional 1d10 rounds for each level of this enhancement. The superhero can take this up to four times, for a maximum duration of 5d10 rounds.
  • Enhancement: Extended Range (Cost: 4 JP per level): The range at which the superhero can use Cause Blindness 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: Permanent Blindness (Cost: 10 JP): His Cause Blindness power is now permanent, requiring the creature to be able to regenerate his eyesight from a power or spell. Prerequisite: The superhero must have 5 levels in Extended Duration enhancement to buy this enhancement.
  • Enhancement: Ranged Use (Cost: 5 JP): The superhero can now use Cause Blindness at a range of up to 30 feet. Instead of a mêlée touch attack, the superhero must make a ranged touch attack. The victim gets a save as usual.