Iconic Item

[Item]

**Discount**: special

**Activate**: as power

**Sustain**: as power

**Range**: as power

An *Iconic Item* is an object that is the conduit for all of your powers. There is no limit to how many powers or how many CPs worth of powers you can load into a single *Iconic Item*. An *Iconic Item* can have only one Origin. The most common are mystical and supertech, but you can have any Origin you like. *Iconic Items* grant a discount on the price of powers you load into them. The discount is +1CP per 10CP worth of powers, which works out to approximately 10% (see table, above).

Other powers, including *Gadgets* and *Power Armour*, do not function while you have an *Iconic Item* on your person. *Iconic Items* are jealous. However, they are also loyal. Only you can access the powers loaded into your *Iconic Item*. It is tuned to your body chemistry, your unique mental signature, or even your very soul. You must have your *Iconic Item* in your hand in order to access its powers. If it is Wearable (see below), then you must be wearing it to use its powers.

*Iconic Items* can potentially be lost or stolen and if that happens, you'll just have to track yours down. They are, however, nigh indestructible by conventional means. Each one has 1,000 HPs, Hardness 100, Resistance 50 to all energy types, Resistance 50 to all Origins, and self-repairs at a rate of 5HPs per round.

*Iconic Items* are, by default, hand-held objects (tiny-sized) that weigh about 3 pounds, so something the general size and shape of a baton or soft-ball, for example. They always appear unusual or mysterious in some way. They might be covered in glowing circuitry or constantly surrounded dancing sparks, for example. The specifics are up to you, but *Iconic Items* cannot appear mundane.

Iconic Item Discount
 11 to 20 CP
 21 to 30 CP
 31 to 40 CP
 41 to 50 CP

## Enhancements

**Enhancement**: Diminutive Item

> **Cost**: 2CP
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> Your *Iconic Item* is diminutive-sized instead of tiny. It weighs 1 pound. It is the size of a cell phone, a pocket watch, or a conductor's baton. You can slip it into a pocket. This enhancement is incompatible with Fine Item, Small Item, and Medium Item.
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**Enhancement**: Fine Item

> **Cost**: 4CP
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> Your *Iconic Item* is fine-sized instead of tiny. It weighs an ounce or two. It is the size of a large coin or a ball-point pen. You can palm one and still work a phone or drive. You can, depending on the shape, tuck it behind your ear. This enhancement is incompatible with Diminutive Item, Small Item, and Medium Item.
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**Enhancement**: Weaponise

> **Cost**: 1CP + Purchase DC of Weapon
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> This enhancement converts your *Iconic Item* into a functioning weapon of some kind, in addition to having powers. This enhancement requires that you spend both 1CP and that you purchase the mundane weapon that you want your *Iconic Item* to be. This is a conceit, of course. Your character does not have to actually buy the weapon, but this rule keeps you from sneaking a military-grade rocket-launcher into the game as a Weaponized *Iconic Item.* You are free, encouraged even, to thematically combine the weapon's function and the *Item*'s powers, thus making a phone with *Telepathy* or belt of *Super Strength*.
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**Enhancement**: Wearable Item

> **Cost**: 3CP
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> This enhancement converts your *Iconic Item* into a shape that allows you to wear it like clothing or jewellery. Wearable *Items* still appear special or unusual in some way. They might be covered in glowing circuitry, Mystical runes, or be made of a substance that is visibly Not Of This Earth. The specifics are, as always, up to you. Wearing an *Iconic Item* does not offer any  AC bonus or protection of any other kind unless that is part of its power package. Cuts, blows, and blasts will leave the *Iconic Item* untouched but still do damage to you.
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> **Fine Items** are wearable as a watch or bangle, a large and bulky ring, a pair of glasses, a head band, or a light necklace.
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> **Diminutive Items** are wearable as a pair of gloves or shoes, a belt, a neck tie/scarf, or a hat.
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> **Tiny Items** are wearable as a single gauntlet or boot, a bulky belt, or a bike helmet.
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> **Small Items** are wearable as a heavy jacket, a motorcycle helmet (full-faced), a pair of heavy boots, or a pair of bulky gauntlets.
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## Limitations

**Limitation**: Medium Item

> **Value**: 2CP
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> Your *Item* is medium-sized instead of tiny. It weighs 25 pounds. It can be the shape of a large staff or a small filing cabinet. It is unwieldy enough that you have to carry it in two hands. You can put it on your back, but it's still bulky as all hell. This limitation is incompatible with Diminutive Item, Fine Item, and Small Item.
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**Limitation**: Non-Exclusive Use

> **Value**: 4CP
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> Your *Iconic Item* is no longer loyal to you. Other people can use it, if they get their hands on it, but they have to expend twice as many PPs to access its power(s). For anyone other than you, powers that do not normally have a PP cost, like traits, now have an Activation of "1PPs; per round."
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**Limitation**: Small Item

> **Value**: 1CP
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> Your *Iconic Item* is small-sized instead of tiny. It weighs 12 pounds. It is about the size and shape of a walking stick, so a baseball bat, an umbrella, or a golf-club, for example. They can also be a more blocky shape, like a briefcase or laptop. This limitation is incompatible with Diminutive Item, Fine Item, and Medium Item.
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**Limitation**: Symbiosis

> **Value**: 3CP per rank
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> Your body is attuned to your *Iconic Item* so intimately that without it, you become weak and sickly. Whenever your *Item* is not in your possession (more than 5 ft. away from you), you take a -2 penalty, per rank in the enhancement, to either your physical or mental stats (player's choice, permanent). If you had three ranks in the power, for example, you would take a -6 penalty. You can take this limitation up to 5 times, for a -10 penalty.
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