LIMITS: Animals Only: Effects animals of 0 or 1 intellect. Blocked: Doesn't effect some very common substances or objects. Charged: Limited number of charges before disappearing. Degradable: Weakend by 1 point of intensity each exchange. Gender-Specific: Affects only those of one gender. Increased Difficulty: The difficulty rating of the action is doubled. Infrequent: Requires 24 hour or similar wait before it can be used again. Line of Sight: User must see target to use power. Masochistic: Causes the user to suffer wounds equal to the power's intensity. Preventative: Prevents user from taking another action during use. Short Duration: Stops if GM's draw is negative. Situational: Works only in certain situations. Spell Focused: Needs gestures and incantations, delays until end of exchange. Touch: Works only if the target is touched. Trance: Use must be in a trance for one exchange to use power. Triggered: Works only if certain event triggers it. Uncontrolled: Activates whether or not user wants it to. Unpredictable: GM draws a new card, fails if draw is negative. EQUIPMENT POWERS: Alarm: Alerts the user when tampered with. Anti-Theft: Causes it's intensity in damage when tampered with. Automatic Return: Will return on it's own to person or place. Backup Power: Auxillary power sources when main power source fails. Basic Movement: Can move on it's own. Coded: Can be used only by those who know the code. Commlink: Can communicate by radio waves or other methods. CPU: Has an onboard computer. ECM: Has electronic countermeasures for detection and targeting. EMP Protection: Full protection from electromagnetic pulses. Firefighting: Quenches fires that occurs outside the item. Firing Weapons: Fires a projectile. Homing System: Can locate objects by tracers or tracer beams. Lights: Can project light. Passenger: Has compartments for passengers. Can hold more the one user. Randomizer: Fires randomly at many targets. Negates danger sense. Sensor: Can track beyond it's field of vision. Sentience: Can think for itself with an intellect score equal to it's intensity. Striking Weapon: Built in striking weapon. Tractor Beam: Can drag items it's size or less. Unbreakable: Can't be damaged but damage still passes through it. Unremovable: Cannot be removed, not even by the user. Unstable Molecules: Adapt to the user's superpowers. Voice Modulator: Can speak on it's own. Worthiness: Requires a test before anyone can use it. EQUIPMENT TRUMP SUITS: Intellect High Tech items (powered armor, hyper goggles, submarines) Willpower Magic items (spellbooks, crystal balls, magical wands) Strength Striking equipment (unpowered armor, swords, metal claws) Agility Fired and Thrown equipment (guns, bows, javelins)BACK