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Cause Deafness

Superpower (Power)


Cost 6 JP
Activate 3 PP; use-activated (attack)
Sustain none (instantaneous)
Range touch
Save Fortitude negates; Power Resistance yes


The superhero can cause his target to become temporarily deaf with a touch. To use this power, the superhero spends 3 PP and make a mêlée touch attack. The target then makes a Fortitude save to avoid being deafened. In addition to the obvious effects, a deafened foe automatically fails Perception checks, suffers a -4 penalty on initiative, and has a 20% chance to miscast and lose any spells she might attempt to cast. The effect of this power lasts for 1d10 rounds. If the superhero uses it again on an already deafened victim, it will last 1d10 rounds from that time. The durations are not cumulative.

Enhancements and limitations
  • Enhancement: Extended Duration (Cost: 2 JP per level): The duration of the deafness 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: 3 JP per level): The range at which the superhero can use Cause Deafness 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 Deafness (Cost: 10 JP): His Cause Deafness power is now permanent, requiring the creature to be able to regenerate his hearing from a power or spell. Prerequisite: The superhero must have 5 levels in Extended Duration enhancement to buy this enhancement.
  • Enhancement: Ranged Use (Cost: 4 JP): The superhero can now use Cause Deafness 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.