In doing these write ups and working on future ones, I have run across a couple of powers I needed to add for various characters- Inflation and Spinning (I added Spinning to the power stunts for the Flash). These powers aren't really huge movers and shakers in the world of comics, I realize, but I do think it is easier sometimes to simply create a new power than to try to make existing powers fit the character's abilities. This is especially true for the stranger characters out there (like Bouncing Boy, Matter-Eater Lad, and Whirlwind!).
Also, I wanted to provide the information for powers that exist in DC Heroes 3rd Edition but are not in the rulebook because some of the sources for these powers are difficult to find and often expensive. In the next couple of days, I'll continue this offering by putting up the Advantages and Drawbacks found in official material but not in the rulebook.
Damage Absorption (as seen on Sudden Death’s Who’s Who entry)
|Range: Self||Type: Dice|
|Base Cost: 75||Factor Cost: 8|
This Power allows a character to absorb APs of damage from Physical attacks and add it to his own Attributes and/or Powers.
Every time the character is hit by a Physical attack, he makes an Action Check using the APs of Damage Absorption as AV/EV against an OV/RV equal to the RAPs done by the attack. The resulting RAPs are subtracted from the RAPs done by the attack. If any attacking RAPs remain they are applied to the character normally. The subtracted RAPs can then be distributed among one or more of the character’s Attributes or Powers. The increase in APs will last for a time in APs equal to the APs of Damage Absorption.
The Powers and Attributes that Damage Absorption applies to must be defined when the Power is purchased. Five Hero Points must be added to the base cost of Damage Absorption for each Power or Attributes past the second.
Damage Absorption can be purchased with a -1 Factor Cost Limitation: Only Usable Against Hand-to-Hand Attacks, or a -2 Factor Cost Limitation: Only Usable Against One Energy Type (Electrical, Light, Sonic, etc.).
|Range: Self||Type: Auto|
|Base Cost: 20||Factor Cost: 8|
Shouting (as seen on page 126 of the Justice League Sourcebook)
|Range: Special||Type: Dice|
|Base Cost: 5||Factor Cost: 3|
Shouting gives its user the ability to suddenly launch into a dramatic monologue of such quality that everyone who hears it is forced to stop and listen to it. Everyone within range of the user’s voice can hear the shout.
To shout, the user makes an Action Check against the target’s INFL/SPIRIT (using the standard Multi-Attack Penalty if there is more than one target). If this Action Check earns one or more RAPs, all targets must pause and allow the user a chance to finish his monologue before they take any action against him, her, or anyone else, regardless of Initiative scores. In addition, the user automatically receives one free Hero Point per target successfully shouted per phase, though the maximum number of Hero Points that can be gained in this way per adventure is five.
Sound Nullify (as seen on Stealth’s Who’s Who entry)
|Base Cost: 5||Factor Cost: 6|
Sound Nullify allows a character to generate a field through which no sound can pass. Normal hearing is completely blocked. The APs of Sound Nullify become the OV/RV of any attempts to penetrate the field through the use of such Powers as Directional Hearing or Sonar.
Sound Nullify also reduces the effect of Sonic Beam and other sound-based attacks. Whenever a sonic attack is made at a target within a nul-sound field, the APs of the attacking power are reduced by the APs of Sound Nullify. If any APs of the attacking power remain, they are applied normally.
The null-sound field generated has a volume equal to the APs of Power. This field can remain in effect for as long as the character wishes (through the expenditure of an Automatic Action each successive phase) or until he falls unconscious.
|Range: Self||Type: Auto|
|Base Cost: 25||Factor Cost: 3|