Angel Cooper has played more Games out of their home World than in it.
Games in home World: 1
Games in other Worlds: 9
They can only play in Games in their home World until that's where the majority of their Games have taken place.
He is 23 years old, and often appears as a skinny, scruffy caucasian man with a solid color hoodie and a rune-laden bat.
Angel Cooper lives in World of Darkness, a World of vampires, werewolves and other monsters living among us; hiding in plain sight.
His journal has 1 entry.
Angel is a drug gang “enforcer” in Johannesburg, South Africa. To keep his place, and keep disappearing, he’s gotta make himself especially good at his job.
Activated Rune: Promise
Spend an Action, Exert your Mind, and choose an emotion and a target within 45 feet. Make a contested roll against the target, rolling Charisma + Influence6 vs their Mind, Difficulty 6 as a Free Action. If you win, the target must do something they otherwise wouldn't have done, inspired by the chosen emotion. The action they take will be in keeping with their character and the way they tend to deal with strong emotions. The emotion shift lasts 1 Minute, and during that time, they are very unlikely to change their mind about their action. Difficulty
Combat ends the effect, even if the target started it. If attempting to calm during combat, effect ends if target is attacked.
Example emotions (and example potential actions):
Anger (attacking, losing temper)
Pity (adopting a puppy, stopping an attack, killing you painlessly)
Happiness (stopping a despair-driven action)
Jealousy (stealing a gem, buying something)
Anxiety (run, attack brutally)
Sadness (find solitude, openly cry)
The shamans in the desert brought Angel on a hallucinogenic spiritual journey to break his curse from the rats. Since then, he’s been able to concentrate and recall the energy of the concoction he drank to unlock this second vision; Angel now has the ability to understand any human, regardless of tongue, by listening to the Universal Language. This leaves a bitter taste in his and the target’s mouth like what Angel drank in the dunes.
Activated Rune: Communication
Spend an Action, Exert your Mind, and target a being within 20 feet. You may communicate with the being for 10 minutes. The conversation may not be overheard or intruded upon.
You may only communicate with beings that your Enhancements allow. Without at least one "Commune" Enhancement, this Power is unusable.
Angel hefts up a bat or anything similar and swings it from up to 45 feet away. The target is struck supernaturally across the face by it and put into a pleasant, smiling daze like Angel’s previous default. They may look around or ask questions like “Why am I here again?”.
As with Angel’s other powers, a rune will flare up on his arm, and the bat, wherever it is.
Activated Rune: Calm Anger
Choose a target within 45 feet, spend an Action, Exert your Mind, and roll Intelligence + Melee6. The target may always contest by rolling Mind, Difficulty 6 as a Free Action. If the Outcome is greater than or equal to the target's Wits, they are stunned for Outcome Rounds (maximum two). If the Outcome is positive but less than the target's Wits, their Penalty is increased by 3 for Outcome Rounds (maximum two). Difficulty
Angel Cooper takes up his bat and grins in anticipation, then swings it down or around towards his target. If and when he hits, the reverberation one feels when a bat connects with something rings through him. It makes every rune on his bat that’s been activated flare up on the bat itself, as well as Angel’s forearms, searing like hot red ink until he can calm his mad adrenaline.
Activated Rune: Power
Passive, always in effect. Attacks with Bats or clubs will do +2 more damage. The target's Armor is Fully Effective.
Angel’s steel-reinforced wooden bat has various runes scratched in red pen all over it. These were mundane and ineffective until the start of the Contracts- but now, as power is offered to the young man, he uses it first and foremost on his prized possession. Upon loss, the bat will start to regenerate, Bind To rune first, in either his hands or the bat’s place in his bag.
Activated Rune: Bind To
Passive. Always in effect. During a Downtime, you may recover your red-pen rune scratched baseball bat if it was lost or taken, or regenerate it if it was destroyed or damaged beyond repair. You may do this a maximum of Never times.
Artifacts are GM-created objects and equipment.
Examples of Artifacts include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Artifacts are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained.
7 Victories - 2 Losses
Remaining: 5 Exp. (Earned: 187 - Spent: 182)
Good thing someone could drive
Didn't talk Aubrey out of it
Curiosity killed the cat
Special 2 for 1 sale! Welcome to the family.
Didn't land a stun, but got a mercedes and a ticket out of Xenos