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Superpower (Trait)


Cost 10 JP


Like Intelligence itself, this power represents the overall quality of a superhero’s thinking processes — how clearly and precisely he can put facts together and draw conclusions from them. However, this power also measures the speed at which the superhero can analyze facts and perform calculations. Characters with high Intelligence scores solve problems quickly, but the superhero with the Super Intelligence power makes them look like mental tortoises. This superpower increases the superhero’s Intelligence score by an inherent bonus of +10.

  • Enhancement: Analyze Weakness (Cost: 4 JP): Activate: 1 PP; use activated. Every object, every system, every procedure has flaws and vulnerable points. Thanks to this enhancement, the superhero can sense where a flaw lies and how to exploit it to his advantage regardless of whether it’s physical (a place where a crack is likely to develop) or less tangible (a part of a security net where protection is lightest). To analyze an object or system for weakness, the superhero must spend 1 power point, and make a DC 15 Intelligence check as a standard action. The DC may increase at the GM’s discretion if the target of examination is a particularly well-made or relatively flawless object, or if the system or procedure is so efficient that it lacks any measurable vulnerabilities. The superhero can use this enhancement on a particular object or system only once per encounter. If the check fails, the superhero perceives the object or procedure to be without weaknesses or working at peak efficiency. Success on the check gives the superhero a differing benefit depending on the nature of the target, as indicated in the chart below.



Living creature

+4 insight bonus on attack rolls against the target.

Physical object

Object’s hardness is halved (round down).


+4 insight bonus on checks to repair, modify or damage the target.


+4 insight bonus on checks to interact with or bypass the system or procedure.

1 Buildings, bridges, vehicles and the like.
2 Security system or program, plan of attack, tactical situation, bureaucratic system.
  • Enhancement: Canny Defense (Cost: 4 JP): A superhero is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks. When unarmored and unencumbered, the superhero adds his Intelligence bonus (if any) to his AC and his CMD. If the superhero gains an attribute bonus to his AC or CMD from some other source, it does not stack. In addition, a superhero gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four freelancer levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the superhero is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This enhancement is always active and costs no power points to use.
  • Enhancement: Deductful Dodge (Cost: 3 JP): Sometimes, while the superhero is looking for clues while on the case, foes tend to miss him, or perhaps the superhero can see the enemies attack coming before they even make their move through deduction. When the superhero is a target of an attack, he may make a Perception check as an immediate action (he does not need to be aware of the attack) using his Perception roll as his AC against the attack. If he is unaware of the attack, he takes a -4 to the roll, dodging attacks without knowing he even dodged them. This enhancement is always active and costs no power points to use.
  • Enhancement: Enhanced Memory (Cost: 3 JP): Activate: 1 PP; use activated. The superhero may not have the comprehensive recollection of someone with super intelligence, but he is a master of short-term recall. The superhero can study a specific subject and recall every detail with perfect clarity for a short time before it fades. This is perfect for memorizing floor plans, guard patrol schedules and personal information about a target long enough for a mission. Extensive topics like “physics” are beyond the scope of this enhancement. The superhero selects a particular subject or collection of data to memorize — a complete mission briefing, a couple of textbooks, basics of a foreign language — then he spends 1 power point and makes a DC 15 Intelligence check. On a successful roll, the superhero has memorized the entire subject matter. The GM may increase the DC secretly if the superhero tries to read up on exceptionally large amounts of information. Failure against the adjusted DC means there will be gaps in his memory when the superhero tries to recall information. Once memorized, the information remains in his short-term memory for 1 day per freelancer level. No Intelligence checks are required to retrieve details during this time. The information then starts to fade, requiring an Intelligence check to remember details on following days (DC 15 with a cumulative +2 DC for each day following). Failing one of these Intelligence checks means the information has vanished from his memory.
  • Enhancement: Linguistic Genius (Cost: 3 JP): The superhero knows phrases as well as any vernacular in his native tongue. The superhero has an intuitive understanding of the structure and nature of language. Even if the superhero has never heard a particular language before, he can determine what a person is saying just by listening to her speak for a few minutes (although he can’t necessarily speak the language himself). The superhero gains a number of bonus languages equal to his Intelligence modifier, and may add (double his Intelligence modifier) as a competence bonus on any Linguistics checks involving understanding a language. This enhancement is always active and costs no power points to use.
  • Enhancement: Loremaster (Cost: 2 JP): The superhero becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A superhero can choose not to take 10 and can instead roll normally. In addition, once per day, he can take 20 on any Knowledge skill check as a standard action. This enhancement is always active and costs no power points to use.
  • Enhancement: Mathematical Savant (Cost: 2 JP): Calculator? Computer? Who needs them?! The superhero can run numbers in his head so fast that reaching for an electronic calculator is often a waste of time. Multiplication and division, even involving four- to eight-digit numbers, takes maybe a second. More complex algebra, trigonometry or calculus problems may take up to a minute. Extremely complex mathematical operations, such as all the calculations necessary to launch a rocket to another planet, may take up to an hour. The superhero adds (double his Intelligence modifier) as a competence bonus on any checks involving complex mathematical calculations. This enhancement is always active and costs no power points to use.
  • Enhancement: Mental Prodigy (Cost: 3 JP): The superhero is adept at synthesizing information and applying it in the most effective and efficient manner possible. The superhero can recall facts and discern relationships between concepts to develop radical new ideas and interpretations of existing information. The superhero adds (double his Intelligence modifier) as a competence bonus on any Knowledge checks. This enhancement is always active and costs no power points to use.
  • Enhancement: Speed Reading (Cost: 2 JP): The superhero can process written and textual information (in a book, on a computer screen, etc.) four times faster than the average highly educated person without any loss of comprehension. The superhero can read four times faster than an educated person at a minimum. To read even faster, the superhero makes a DC 15 Intelligence check; on a successful roll, he increases his Speed Reading multiplier by one for every full 5 points by which he exceeds the DC (e.g., five times faster with a result of 15–19, six times faster with a result of 20–24, etc.). This enhancement is always active and costs no power points to use.