Latest News

A new update!

Home > Classes > Miscellaneous Classes > Freelancer > Archetypes (Freelancer) > Superhero >

Superpower (Power)

EFFECT

Cost 1 JP per level
Activate 1 PP per die; use-activated (touch)
Sustain none (instantaneous)|
Range touch; Power Resistance yes (harmless)

DESCRIPTION

The superhero can accelerate the healing process in living creatures by touching them. The superhero can use this power on himself. The superhero can heal 1d6 HP of damage per level of the power. Each die of healing costs 1 PP. The superhero can control how many dice/PPs he expends for each touch, but he must declare this before he rolls the total.

Enhancements and limitations
  • Enhancement: Cleanse (Cost: 4 JP): The superhero’s healing has ascended to alleviating even the most severe and magical ailments, though with some effort. Activate the power as normal, and decide how many dice to apply, then roll the total. If the rolled total is greater than the Save DC of the status effect in question, it will be instantly and painlessly purged from the subject. Dice rolled in this manner do not heal any HPs. Cleanse does not restore hit points, power points, ability points, or anything else already lost due to the effects status effect. Prerequisite: The superhero must have the Purification enhancement and  6 levels Healing Touch.
  • Enhancement: Greater Restoration (Cost: 5 JP): Activate: 8 PPs. The superhero’s restorative abilities have reached their pinnacle, capable of restoring body and mind. After a full minute of concentration and making contact with the subject, dispels all permanent and temporary negative levels afflicting the healed subject. Greater Restoration also dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Prerequisite: The superhero must have the Restoration and Improved Restoration enhancements.
  • Enhancement: Healing Aura (Cost: 4 JP): Activate: 4 PP/d6; standard action. Sustain: 4 PP/d6; swift action. The superhero may use emanate an aura of healing to his allies. This aura stretches out as far as his ranged healing enhancement projects. When the superhero activates this aura and at the start of each turn he sustains it, it heals every character of his choosing equal to his highest mental stat modifier within range. His healing aura has the same dice limit as his healing touch. Prerequisite: The superhero must have the ranged healing enhancement to buy this enhancement.
  • Enhancement: Improved Restoration (Cost: 5 JP): Activate: 5 PPs. The superhero’s restorative abilities have been enhanced to better heal the subject. After a full minute of concentration and making contact with the subject, he dispels all temporary negative levels or one permanent negative level. This power cannot be used to dispel more than one permanent negative level possessed by a target in a 1-week period. Improved Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (the superhero picks which ability score if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target and restores all stamina points to the subject. Prerequisite: The superhero must have the Restoration enhancement.
  • Enhancement: Purification (Cost: 2 JP): The superhero can now direct his healing energy toward purifying bodies of poisons, drugs, or diseases. Activate the power as normal, and decide how many dice to apply, then roll the total. If the rolled total, plus 10, is greater than the Save DC of the toxin or disease in question, it will be instantly and painlessly purged from the subject’s body. Dice rolled in this manner do not heal any HPs. Purification does not restore hit points, power points, ability points, or anything else already lost due to the effects of a chemical or disease.
  • Enhancement: Ranged Healing (Cost: 2 JP per level): The superhero can now heal people at range. To do this, the superhero must successfully hit his target with a ranged touch attack, and he expends his PPs regardless of whether he strikes the target. Targets can elect to stand still and thus negate their own dodge bonuses, if they wish. The superhero can heal at a distance of up to 10 feet for every level of this power. The superhero can take this enhancement multiple times.
  • Enhancement: Restoration (Cost: 5 JP): Activate 3 PPs. The superhero is capable of bathing others in healing energy and refreshes them. After spending 3 rounds concentrating and making contact with the subject, the superhero dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. In addition, it restores stamina points equal to 5 + the subject’s Constitution modifier.
  • Limitation: Health for Health (Value: 3 JP): The superhero must sacrifice his own health to heal others. When rolling dice to heal another creature, he takes an equivalent amount of damage. This damage cannot be mitigated in any way. He is unable to heal himself with this power.