After being effectively brainwashed by an FBI agent, tortured and whatnot he has had his brain split effectively into two personalities.
His other is an Apathetic Follower of his god, this one is that he is a Soldier for all that is good. Wanting to bring peace and good to the world with nothing to stop his path, and bring inner strength to when he was a Soldier and now. Effectively bringing out the patriot in him and a mindset to help all no matter the issue's, being magically empowered as a mark of the Nation he is from has tattooed on him. America being known as the land of the free and peaceful, the good guys basically and he is going to be that as he has the spirit of America with him now.
You gain the following benefits as long as you have your A tattoo of the American Flag.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The contractor now has very big and noticeable veins around their eyes. This veins extend to the rest of the body providing a better flow of blood. Some of those aren actually veins, but nerves, that conect the brain of the user with the rest of the body allowing for more control. In general, this gift gives the user an evolved circulatory and nervous system that can neglect pain or psychological stress to maintain a better performance.
As I abandon humanity I become something different. I become more than human. My body shows those changes but my mind is also being reshaped as I improve myself. I don’t need stress anymore, therefore, it has been removed.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Battle Scar: Disfigured face: big veins.
Veins on the contractor's forehead bulge up and thicken.
Exert your Mind and spend an Action. You must actively and obviously use Special Esper Headband to activate this Effect.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Migranes.
Dan’s hands, particularly his knuckles, have been implanted with cybernetic augments, allowing him to go toe to toe with armed men.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
You also gain the following effects:
Through its physical tethers, its vessels, The Spirit of Film Noir can act freely. While Frank serves as The Spirit's main form, it's able to briefly take root in the bodies of others, embedding itself just beneath the skin. It's willing to divulge information with Frank, even throw off its temporary hosts movements, all at the cost of a smoke break.
Spend an Action. Select a Animate target within 300 feet. You must use up a cigarette in order to activate this Effect.
Your target is marked with a greyscale spot. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for an hour, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
With a couple of fingers, he pulls out, or puts in, a Ziploc bag of illicit substances from his sleeve but inky black tendrils pull at it either way. Not enough to make it difficult, but enough to see that something just isn't right.
Spend a Quick Action. You must actively and obviously use sleeves to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store illegal drugs in your stash, each no larger than something which could fit inside a ziploc snack bag (1 liter), and you may store up to 15 of them at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.