What'll It Cost Me
This is a mostly-straight adaptation of an optional rule in the original DC Heroes (MEGS) books.
The GM may allow the Players to spend Hero Points to alter the actual playing environment to suit their fancy, in essence combining the GURPS “scrounge” skill with Drama Dice from Seventh Sea. All such alterations must make logical sense — a bottle of ammonia isn’t going to be found in a Latverian jail cell — and this rule relies heavily on The Cool Rule. If the idea makes sense (and will lead to Coolness in the current scene), the GM will charge a one-time Hero Point cost based on the potential impact on the overall plot.
Beats the hell out of buying an Omni-Gadget, doesn’t it?