
DC Heroes RPG – New Powers
Context
This is the “base camp” page for the new and modified DC Heroes TTRPG Powers on writeups.org.
For more rules-centric content, you can check our Guide to new DC Heroes RPG rules.
Since this article is enormous, we’ve split it in two parts during the 2010s. As of 2022, it’s now split into this orientation page plus four repositoriesA key location where you can stockpile resources.
Table of content
- Alphabetical list of Powers with direct hyperlinks.
- Hyperlinks to the repositories.
- Design notes.
- Other resources for Powers.
- Stuff that was added between 2015 and 2021.
- Stuff that was added after 2021.
- Special note about stacking defensive Powers.
- Fnord.
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Alphabetical list of Powers with direct hyperlinks
- Acuity (New Power).
- Air Control (Expanding the “buffeting” application).
- Aura of Pain (New Power).
- Bestow (New Power).
- Blunting (New Power).
- Broadcast Empath (Expanded Power).
- Claws and EV (Pricing Discussion).
- Claws Being (New Power).
- Continuum Control (Usage Clarification).
- Crystal Production (New Power).
- Damage Absorption.
- Damage Capacity (New Power).
- Darkness (Usage Clarification).
- Data Storage (New Power).
- Digging (Tunnelling Only) (Packaged Limitation).
- Dimension Travel (Tesseracts Only) (Packaged Limitation).
- Dispersal v2 (Revised Power).
- Electromagnetic Pulse (EMP) (New Power).
- EMP Shielding (New Power).
- Energy Control (New Power).
- Enhance (New Power).
- Enhanced Initiative (Power).
- EV for Characters (Usage Clarification).
- Extrasensory Perception (New Power).
- Extra-Sensory Tracking (New Power).
- Flight (Rule Clarification).
- Fluid Form (Only To Squeeze Through) (Packaged Limitation).
- Fog v2 (Expanded Power).
- Force Wall (New Power).
- Geoforce (New Power).
- Gliding (Additional Rules).
- Grappling Immunity (New Power).
- Growth (Additional Rules).
- Illusion (Mirror Images) (Additional Rules).
- Intangibility (New Power).
- Interface (Additional Rules).
- Invisibility (Usage Notes).
- Iron Will (Updated Power).
- Kinetic Absorption (Structural only) (Packaged Limitation).
- Lightning Immunity (New Power).
- Mass Effect Powers (Note).
- Morphic Stability (New Power).
- Numb (New Power).
- Omni-Ability (New Power).
- Omni-Power (and Sorcery) – mimicking Bonuses and Limitations.
- Photographic Reflexes (New Power).
- Plant Animation (New Power).
- Power Reserve (Zoomorph) (Packaged Limitation).
- Sealed Systems (Free Diving Only) (Packaged Limitation).
- Sharpness (New Power).
- Shockwave (New Power).
- Shotgun Blast (Packaged Projectile Weapons variation).
- Shrink (Additional Rules).
- Shrink (Always On) (Usage clarification).
- Skin Armor (Usage clarification).
- Slow (EQ) (New Power).
- Sorcery (and Omni-Power) – mimicking Bonuses and Limitations.
- Spirit Steed (New Power).
- Split (New Power).
- Stagger (New Power).
- Stretching (Optional Limitation).
- Subjective Reality (a.k.a. Imagination Gone Kablooie).
- Systemic Antidote (Expanded Power).
- Temperature Control (New Power).
- Time Slow (New Power).
- Time Stop (New Power).
- Ultra-Vision (Modified Power).
- Unpredictable (New Power).
- Vertigo (New Power).
- Vibe Being (New Power).
- Water Blast (Obscure Mayfair Power).
- Weakness Detection (New Power).
- X-Ray Vision (Usage clarification).
- Zoomorph (New Power).
Hyperlinks to the four repositories
If somebody needs that :
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Design notes
The Powers in this document weren’t created from fiat. They all were necessary to model an existing, published/playable character in comics, video games, novels, etc.. Ditto for Bonuses, Limitations, Skills, and so on.
The approach is conservative, with early attempts always being made with existing tools. Which may seem strange given how many Powers are listed there. Until you consider this is the result of dozens of people working on thousands of characters for more than a quarter-century.
Obviously, all Powers here are suggestions. We’re not coming to your house to replace what’s on your rulesbooks. Or at least we’ll insist that it was another guy who did it.
Powers costs aren’t usually the focus area. Most contributors do not use those, so costing is done through quick comparison with other Powers rather than extensive playtesting.
In many cases, there’s an emphasis on how to manage the Power when it’s used in a game. Mayfair books didn’t have the room to include that many examples, specific situations, use cases, etc..
Some Powers rules discussions have been stuck in system development hell for years now. Essentially, there aren’t enough experts available to push that boulder past the finish line.
Other resources for Powers
If you crave more Powers, morrrre ! then you can consider this :
- Eric’s alternative MEGS rules have Powers, new and revised, from our contributor Eric’s campaign.
- Our contributor Adam maintains .pdf list of Powers and Skills.
- Our recommended sites page have other MEGS web sites, wot may have further Powers.
- The “conversation with the designers” FAQ article discusses Powers on several occasions.
- From 2022 onward, the “DiMeGaMec” writeups.org tag will be slowly deployed. It indicates that an entry has Distinctive MEGS Gaming Mechanics.
Spells
There are also discussions of spells, which are sort of Powers (unless they’re Rituals) :
- Kal El’s Harry Potter spellbook.
- A discussion of the Vance/Gygax/Arneson heroic fantasy magic. Individual spells can be found in AD&D characters such as Jaheira, Dynaheir or Patty Pendragon.
Stuff that was added between 2015 and 2021
This chronological list was displayed outside of the article, for people just wanting to see what was new. But there wasn’t enough room to note the *date* at which the new stuff had been added.
Still, we’ve kept it around for people who haven’t looked at the New Powers articles in literal years.
- Extrasensory Perception.
- Digging (Tunnelling Only) (Packaged Limitation).
- Energy Control.
- Damage Capacity (clarified and expanded).
- Tesseracts Only (packaged Limitation for Dimension Travel).
- Gliding (Air Currents Bonus).
- Aura of Pain.
- Morphic Stability.
- Shrink (rules additions for manoeuvres).
- Sharpness (at long last).
- Water Blast.
- Free Diving Limitation (packaged Limitation for Sealed Systems).
- Slow (EQ).
- Plant Animation.
- Illusion (Mirror Images).
- Iron Will (Update).
- Omni-Ability.
- Enhance.
- Claws and EV (pricing discussion).
- Consumables-based Recovery for Damage Capacity.
- No Transfer Limitation for Data Storage.
- Grappling Immunity.
- Air Control (Expanding the “buffeting” application).
Stuff that was added after 2021
- September of 2022 — Fog v2 (Expanded Power).
- September of 2022 — Invisibility (Usage Notes).
- September of 2022 — Shrink (Always On) (Usage clarification).
As a note, the pace of creating new Powers has been consistently slowing down. If Mayfair didn’t have a need for it, and then we didn’t need it over 6,000+ characters, then it’s rather rare.
Special note about stacking defensive Powers
Commenter: Ray Winninger.
Helper(s): KalEl el Vigilante, Mike Winkler.
“When I wrote the 2nd Edition rules (which are essentially the same as the 3rd Edition rules) my intent was that multiple powers that *add* their APs to AV, EV, OV or RV don’t ‘stack.’
“In other words, a character with APs of both Force Field and Force Shield can add only one of those powers to his RV, not both. That’s certainly the way I’d run it if I was GMing.
“If we had seen this problem crop up frequently in playtesting I would have written it into the rules. Additive powers are already a little dicey – allowing multiple adds runs too much risk of abuse.”
Mr. Winninger added that he would apply the same rule to multiple characters stacking their Powers.
For example, if a character projected Force Field to protect another character with Skin Armor, the other character would use the higher of the applicable Powers rather than both.
Alternative
A more forgiving alternative was suggested by KalEl and Mike Winkler. It’s done by adding the highest applicable Power normally and then adding the others using AP math.
For example, a character with BODY 10, Flame Immunity: 08, Force Field (Self Only): 05, and Skin Armor: 07 might have :
- An RV of 18 versus a punch (BODY 10 + Skin Armor: 07 + 1 AP for Force Field).
- An RV of 15 versus most energy attacks (BODY 10 + Force Field: 05).
- An RV of 19 versus heat-based attacks (BODY 10 + Flame Immunity: 08 + 1 AP for Force Field).
Fnord
Fnord .
