Verse Devices Do Not Reset On New Rounds

As the title suggests, When i start my game, everything is fine and dandy, players are assigned their powers with the corresponding device, however, when they get to round 2, they are still assigned to those devices. which means if the plsyer changes to a different power, they will have both powers.
Here’s my ninja power verse script:


using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using {/Fortnite.com/Characters }
using { /UnrealEngine.com/Temporary/Diagnostics }


# A Verse-authored creative device that can be placed in a level
Ninja_Device := class(creative_device):

    @editable
    Ninja_Spawner : player_spawner_device = player_spawner_device{}

    @editable
    Map_Indicator : map_indicator_device = map_indicator_device{}

    @editable
    Limiter : mutator_zone_device = mutator_zone_device{}


    var Not_Crouched : logic = true

    On_Crouched(FortCharacter:fort_character, Logic:logic) : void=
        if (Not_Crouched?):
            FortCharacter.Hide()
            set Not_Crouched = false
            Limiter.Enable()
            spawn:
                Event_Tick(FortCharacter)
        else:
            FortCharacter.Show()
            set Not_Crouched = true
            Limiter.Disable()
            

    Player_Spawned(Agent:agent) : void=
        if (FortCharacter := Agent.GetFortCharacter[]):
            FortCharacter.CrouchedEvent().Subscribe(On_Crouched)
            Print("Ninja Assigned")
            

    Event_Tick(FortCharacter:fort_character)<suspends> : void=
        loop:
            Sleep(3.0)
            if (Not_Crouched?):
                Map_Indicator.Disable()
                break
            Player_Transform := FortCharacter.GetTransform()
            if (Map_Indicator.TeleportTo[Player_Transform]):
                Map_Indicator.Enable()

                


    # Runs when the device is started in a running game
    OnBegin<override>()<suspends>:void=
        
       Print("Ninja Initialised")
       Ninja_Spawner.SpawnedEvent.Subscribe(Player_Spawned)

This works fine to begin with, But come round 2, things are broken.