Power Negation: Inhibitor Bands weaken the natural abilities of mutants and altered humans. The wearer suffers a penalty
on all physical abilities and a penalty on all power ranks (+10 DC to use all powers even if not normally need). Talents and
mental abilities (not powers) remain unchanged. No ability can drop below 1. The bands have no effect on magical or technological
Inhibitor Field Generators
These generators come in packages of four. They can cover up to 1 area in a field bound in Four Corners by the generators.
The generators are each the size of a football, are easily camouflaged, and are activated by remote. The normal intensity
of the field generated is Remarkable (all superhuman abilities excluding magic, and all superhuman attributes are harder to
use putting a DC +30 on concentration even if normally does not need it.). The generators are within the field when activated
so are not vulnerable as much to mutant powers (standard munitions will still destroy them though - each has 40 wp HD4 ).
The field effect will last 8 hours before the generators need recharging.
This cage is designed to reduce a characters natural abilities and powers, weakening him from escaping. A neutro-chamber
looks like a rectangular glass and steel reinforced tank, just large enough for a tall character to stand comfortably. A separate
panel controls the cages functions. Power Dampening Gas: An invisible gas within the cage lowers all of the characters physical
statistics by 15 (no lower then 1) after two rounds. Additionally, a characters have a DC +30. Talents, mental abilities (not
mental powers), and technological and magical powers remain unaffected. The control panel can be used to remove the gas and
to open the cage.
It consists of a round metal pedestal and a separate control panel. When the captive is placed in the pedestal, and switches
on the control panel are thrown, shimmering bars of force spring into existance, forming a sphere around the prisoner. Force
Bars: The Incredible rank bars of force are attuned precisely to the mental energy frequencies of the captive. If they should
try to escape, the mental feedback causes IN damage, and the bars remain in place. Physically breaking out of the cage requires
a successful Incredible Strength FEAT DC 40. The control panel can also be used to deactivate the cage. The panel has 200wp
This small metal band is covered with electronic circutry. When placed around a characters wrist, the pain shackle prevents
the focussing or use of nautral powers, by intense impulses fired directly into the nerves. The character must attempt and
incredible psyche FEAT (Will DC 40) roll to overcome the pain and use the power. If missed the character surrenders to the
pain and must stop trying to use his power.