NAME = ABSORBING MAN
SECRET IDENTITY = CARL CREEL
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = CRIMINAL
PERSONALITY = GULLIBLE
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 6
POINTS = 260
ADAPTATION
Before moving, you may remove all Absorption Markers from this card. If there are no Absorption Markers on this card, Absorbing Man does not have to stop his movement when entering a water space, Slippery Ice and Heavy Snow only count as 1 space when moving, and Absorbing Man never rolls for molten lava damage or lava field damage.
POWER ABSORB
Before moving, you may remove all Absorption Markers from this card and choose an adjacent figure to Power Absorb. Roll the 20-sided die. If you roll 7 or higher, place Absorption Markers on this card equal to the Defense number on the chosen figure's card. Add one to Absorbing Man's Attack number for each Absorption Marker on this card. Anytime Absorbing Man receives any number of wounds, remove one Absorption Marker from this card for each wound he receives.
BALL AND CHAIN SWING SPECIAL ATTACK
Range 1. Attack 5.
If Absorbing Man has not attempted Power Absorb this round, he may attack with Ball And Chain Swing Special Attack. Any figure adjacent to Absorbing Man is affected by Ball And Chain Swing Special Attack. Roll 5 attack dice once for all affected figures. Each figure rolls defense dice separately.
SUPER STRENGTH
Original Post:
Spoiler Alert!
Design notes:
Absorbing man was really tough to capture the essence of his abilities. I didn't just want to have him use terrain to adjust his powers as it's not thematic at all and very limiting and subjective to the map. Since he can absorb anything, even other people's strength, armor, weapon material (Thor's Hammer, Cap's Shield etc.) I figured the best way to capture his power was with him absorbing the defense number of units. To absorb his own teammate or a DO, it should be easy, but I wanted to make it risky vs. an opponent, especially vs. a Tricky opponent as he has so much power potential, the way they usually have him get defeated is by being tricked into absorbing something that will weaken him.
Ball and Chain is there to give him boosts to what he normally should be without absorbing any power. I had to make his base stats so low because if he absorbs 7 or 8 defense, I didn't want him to go up to 11 or 12. Up to 10 is fine, as it's only for a round and he'd have to be adjacent to the figure/DO to try Power Absorb again.
Absorbing Size is based on him being able to touch a building/structure and becoming the size and composition of that building/structure.
Just in case Sir G. needs this info later I'm including non-carded write up below so I can remove it from the first post.