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Charismatic Aura

Superpower (Power)

EFFECT

Cost varies
Activate 4 PP; varies
Sustain 2 PP; varies
Range varies
Save Will negates; Power Resistance yes

DESCRIPTION

The superhero can radiate an aura of charisma around him, influencing the emotions of anyone within range. People exposed to his aura can roll a Will save to avoid the effects. Charismatic Aura is a mind-affecting power, and affects everyone within the area.

 

Area of Effect

Cost

Activation Time

Cost Multiplier

5 feet

5 JP

Full-Round Action

x1

10 feet

7 JP

15 feet

9 JP

Move Action

x2

20 feet

11 JP

25 feet

13 JP

Swift Action

x3

30 feet

15 JP

 

There are three types of auras to choose from. The superhero can take this power multiple times. Each time, the superhero gains a different aura type.

  • Aura of Charm: People affected by this power look upon the superhero as a trustworthy and respectable friend. The superhero cannot actually control them like automata, but they perceive his words and actions in the most favorable way. The superhero can try to give orders to them, but he must win an opposed Charisma check to convince them to do anything they wouldn’t ordinarily do (retries are not allowed). Charmed people do not obey orders harmful to themselves, never obey orders to commit suicide, and only obey orders to get into combat if they are sure they can win. Any threatening act by the superhero or his apparent allies will immediately break the power’s effect and render the subjects immune to its effects for a full minute (10 rounds). This power cannot affect people who are already engaged in combat with the superhero or his apparent allies.
  • Aura of Intimidation: People affected by this power look upon the superhero as a figure of great menace and near invulnerability. Affected people do not flee, but are unable to take any form of hostile or hindering action against the superhero. They are thoroughly convinced that any such action will have no positive effect, but will definitely have terrible consequences for themselves or their friends. This does not prevent affected people from taking hostile action against his allies.
  • Aura of Repulsion: People affected by this power immediately want nothing more than to escape from the area, in effect forcing them to run away from the superhero. They cannot take any other action but escaping from the superhero, until they are outside the power’s area of effect. Once outside it, they take whatever actions they want to, including using ranged attacks against the superhero. However, they are unable to enter the area of effect again as long as the power remains active.

The cost of this power varies depending on the area of effect (radius), and the activation time. Multiply the area cost by the activation multiplier to determine the total cost of the power. Sustaining the power requires no concentration. Anyone in the power’s radius must roll a Will save every round to avoid its effects. If they fail, they are affected for that round. They make a new save every round, and can fail or succeed every round.

Enhancements and limitations
  • Enhancement: Extended Duration (Cost: 3 JP per level): Instead of making a new saving throw every round, people affected by his aura(s) can roll only every second round. The superhero can take this enhancement multiple times, increasing the number of rounds between saves by one each time, to a maximum of 5 rounds (four levels). The targets that succeed at their saves must still roll every subsequent round to avoid the power’s effects.
  • Enhancement: Reduced Area (Cost: 3 JP): The superhero can control the exact radius that his aura affects, from as small as 5 feet up to his maximum. Changing the area of effect requires a swift action.
  • Enhancement: Selective Presence (Cost: 4 JP): His aura affects only those in his area of effect whom he wants it to affect. The superhero can selectively exclude anyone in his radius, such as friends and allies, from being affected by his aura. The superhero can alter whom the aura effects as a swift action.
  • Enhancement: Variable Auras (Cost: 4 JP): The superhero can select an additional type of aura that he can use. The superhero can purchase this enhancement twice, giving him the ability to use any of the three types of auras. The superhero can only use a single type of aura at a time.