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Cause Fear

Superpower (Power)

EFFECT

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

DESCRIPTION

The superhero can fill his target with overwhelming fear with a touch. To use this power, the superhero spends 3 PPs and make a mêlée touch attack. The target can make a Will save to avoid being overcome with fear. This is a mind-affecting power. If the target fails his Will save, she becomes shaken (-2 penalty on attack rolls, saving throws, skill checks, and ability checks).

The effect of this power is cumulative. If the superhero uses this power to successfully affect a target who is already shaken, the target will become frightened. A frightened creature flees from the source of its fear as best it can. If unable to flee, it might fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. A frightened creature is just like one that is shaken, except that the creature must flee if possible.

If the superhero uses this power on a frightened target, the target becomes panicked. A panicked person must drop anything he holds and flee at top speed from the source of its fear, in addition to any other dangers he encounters, along a random path. He can’t take any other actions. In addition, he takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked person cowers and does not attack, typically using the total Defense action in combat. A panicked person can use special abilities, including spells, to flee; indeed, he must use such means if they are the only way to escape.

The effect of this power lasts for 1d3 minutes from the time of its last application. The victim remains at the same level of fear until the duration ends, at which time he returns to normal. He does not gradually work backwards from panicked to frightened to shaken.

Enhancements and limitations
  • Enhancement: Extended Range (Cost: 4 JP per level): The range at which the superhero can use Cause Fear 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: Increased Duration (Cost: 2 JP per level): Each level of this enhancement extends the duration of the power by an additional 1d3 minutes. The superhero can take this up to four times, for a maximum duration of 5d3 minutes.
  • Enhancement: Ranged Use (Cost: 4 JP): The superhero can now use Cause Fear 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.