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Superpower (Power)


Cost 12 JP
Activate 6 PP; use-activated (attack)
Sustain none (instantaneous)
Range touch
Save Fortitude negates; Power Resistance yes


The superhero can cause his target to become instantly unconscious with a touch. To use this power, the superhero spends 6 PP and make a mêlée touch attack. The target can then make a Fortitude save to avoid being affected.

If the victim fails the Fortitude save, he will instantly fall into a deep slumber, and is Helpless. Victims remain asleep for 1d4 rounds, or until forcibly woken up by an outside force. Loud sounds (even explosions) or shaking cannot wake him up, but being struck and/or taking damage will. Once awake, he is prone but in full command of his faculties. If the superhero uses the power on an already sleeping victim, it will last 1d4 rounds from that time. The durations are not cumulative. The power, when used on someone who is sleeping normally, prevents the creature from waking up by anything less than being struck or taking damage. The person sleeps for the same duration as it would have otherwise (i.e., until the morning), but he will sleep right through his alarm clock.

Enhancements and limitations
  • Enhancement: Extended Duration (Cost: 5 JP per level): The duration is extended by an additional 1d4 rounds for each level of this enhancement. The superhero can take this up to four times, for a maximum duration of 5d4 rounds.
  • Enhancement: Extended Range (Cost: 3 JP per level): The range at which the superhero can use Cause Unconsciousness is increased by 30 feet for each level of this enhancement, to a maximum of four levels (150 feet total). The range increment for this power is 30 feet. Prerequisite: The superhero must have the Ranged Use enhancement to buy this enhancement.
  • Enhancement: Ranged Use (Cost: 3 JP): The superhero can now use Cause Unconsciousness at a range of up to 30 feet. Instead of a mêlée touch attack, the superhero must make a ranged touch attack. The target still gets a save.