Gadget Usage

The ability to utilize high-tech gadgets and weapons. Though not a power itself, the gadgets may grant powers to the user.

Capabilities
The user possesses a vast arsenal of weapons and gadgets, which they use to incredible effect in and out of combat.

Applications

 * Enhanced Preparedness
 * Trick Weaponry
 * Gliding
 * Grappling Proficiency
 * Jet Propulsion
 * Trick Arrows
 * Trick Bullets

Variations

 * Trapping Intuition

Associations

 * Bionic Physiology
 * Drug Usage
 * Hidden Arsenal
 * High-Tech Exoskeleton
 * Mechanical Intuition
 * Paraphernalia
 * Powers Via Object
 * Technology Manipulation
 * Toy Manipulation
 * Weapon Manipulation

Limitations

 * Most users are dependent of their tools.
 * Gadgets may be broken.
 * May be weak against Electronic Disruption.