THE POWERS
All 18 powerups: what each one does, what its numbers are, how long it runs, whether a second copy is worth picking up, and how often it actually turns up.
A power is not an item: it is banked on touch, never enters the bag, and is a few seconds of changed rules rather than a thing you wear — which is also why the game never gets a chance to explain one. They are filed the way the campaign hands them out, venue by venue, each pool keeping most of what came before it — so the list a run draws from gets deeper, and every individual power rarer, the further down it goes.
GOODCO HQ7
Brought into the campaign by GOODCO HQ.
BLAST SHIELD14 S
FIRE ORBS12 S
ION WAKE10 S
MAGNET12 S
OVERPRESSURE6 S
STASIS FIELD9 S
STORM CELL10 S
THE MOON2
Brought into the campaign by THE MOON.
MARS2
Brought into the campaign by MARS.
THE RIFT2
Brought into the campaign by THE RIFT.
BOOT HILL2
Brought into the campaign by BOOT HILL.
THE BUNKER2
Brought into the campaign by THE BUNKER.
OFF THE POOLS1
In no venue's loot pool: the loot rules hand these out on channels of their own.