- Efficient: The first time in a round that you use this System, roll a die. On a 4-6, no Fuel is expended this time.
- Holdout: If you have 0 Fuel, you may use this System by spending 1 Tension. It gains the Limited Tag when used in this way.
- Limited: You may only use this System once per round.
- Distracting: Enemies Harmed by this deal -1 Harm on their next attack this round. This effect does not stack if the enemy is Harmed more than once.
- Energy: Ignores Armor.
- Flashy: An enemy Harmed by this System must attack you or anyone else who Harms them with a Flashy System this round, provided that such an attack is possible. This effect lasts until the end of the round.
- Piercing: Ignores Shields.
- Suppressive: Standard enemies Harmed by this System can't move (including movement from Approach/Retreat Tags) for the rest of the round.
- Superhot: One target affected by this System takes +1 Harm from it.
- Encouraging: Anyone affected by this System does +1 Harm with their next Attack this round.
- Enveloping: One target affected by this System gains 1 Shield or increases Shield gain by 1.
- Motivating: Anyone affected by this System may move immediately to a Near location.
- Obfuscating: Anyone affected by this System cannot be attacked until the start of the next round if the would-be attacker has at least one other target in range.
- Projecting: If this System only affects you, you can instead have it affect a Close ally. If this System only affects a Close ally, you can instead have it affect a Near ally. You must pay 1 Tension in addition to the Fuel cost.
- Protective: Anyone affected by this system reduces Harm by 1 the next time they take Harm this round.