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Superpower (Power)


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


The superhero can repair mechanical or electronic devices, as well as machine life (such as Shindroids), by laying his hands on them. The superhero repairs 1d6 HPs of damage per level of the power. Each die costs 1 PP. In the case of every-day machines that do not have HPs, generally speaking, the simpler the machine, the few dice required. Basic electrical devices, like toasters or ovens, need only one die. Anything with electronic components requires at least 2 dice. Anything with real computer-like capabilities—desktop machines, PDAs, cellular phones, mp3 players, etc.—requires at least 3 dice. The superhero can repair electronic components but not software using this power. Alternatively, a mechanically complicated machine, like a car, requires at least 2 dice per major component, like the radiator or the brake system, for example.

Enhancements and limitations
  • Enhancement: Ranged Repair (Cost: 2 JP per level): The superhero can now repair machines at range. To do this, the superhero must successfully hit his target with a ranged touch attack. Targets that are ambulatory (i.e., Shindroids) can elect to stand still and thus negate their own dodge bonuses, if any. The superhero can repair at a distance of up to 10 feet for every level of this power. The superhero can take this enhancement 5 times. Its effect stacks.
  • Enhancement: Swift Action Self Repair (Cost: 3 JP): When repairing an item on the superhero’s person, the action required to repair is a swift action.