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A Pow Card takes on the appearance of an ordinary trading card, but instead have a digital screen displaying the information. In the very center is an image of the hero or villain. Below it is their name, a fact about them, and in the bottom right corner their power level is listed.
The card informs XP needed to reach next level, as well as stats like stamina, agility, will, fear resistance, and information about power moves. The information can be updated by sliding the screen as you'd do to a phone.
- As a hero trains and grows stronger, the power level will automatically increase. Power levels can increase in .1 increments.
- Pow Cards with a negative number as their power level indicates that the person is a villain.
- However not all Heroes have a numerical power levels, as Captain Planet's power level is "Planet", which presumably is due to the nature of his origins and the fact that he is formed from the Planeteers' elemental rings' powers (Earth, Fire, Wind, Water, & Heart) combined.
- In "Face Your Fears," Mr. Gar stated that his outdated Pow Card hadn't been updated since he left P.O.I.N.T. which was 6-11 years ago. This reveals that Pow Cards can only be updated manually, such as with the fear level-checking game "Face of Fear".
- In "A Hero's Fate", the card lists "STR", "CON", "DEX", "INT", "WIS" and "CHA" as stats. This is a reference to the Dungeons & Dragons tabletop role-playing game, which uses Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma as core ability stats. Being the vary first commercial RPG, D&D was a major influence on all other tabletop RPG, and many video games that tried to emulate it's game mechanics. Common RPG terms like "Class", "Level", "Alignment", "Hit Points", "Armor Class", "Experience Points", "Gold Pieces", etc., originated with Dungeons & Dragons.
- The order the abilities were placed came from Third Edition Dungeons & Dragons.
- If POW Cards do use D&D Ability scores, then that would mean characters on the show would have scores ranging between 3 to 18 (at 0 and 1st level), with 10 and 11 being "average human" ability. High and low scores provides positive or negative adjustments when resolving specific combat and non-combat tasks, while middle scores offer little or no adjustment.