He is 23 years old, and often appears as a skinny, scruffy caucasian man with a thrift shop hoodie and a rune-laden bat. He keeps a chain with an uneven black shard of what looks like plastic.
Angel is a drug gang “enforcer” in Johannesburg, South Africa. To keep his place when he keeps disappearing and asking for things, he’s gotta make himself especially good at his job. “Work mode” slips on like a jacket and Angel sets to business; an intimidator by trade, employing physical and psychological torture.
Activated Rune: Promise
Exert your Mind and spend an Action to activate. Select a number of Living targets equal to your Charisma within 45 feet. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next minute, affected targets will do things they otherwise wouldn’t have done, inspired by Fear. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Both attacking someone and being attacked will end the Effect.
This Effect is not obvious, and the only sign you are using an Effect is a bit of rune flaring. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
“You feel his mind in your mind. You don’t understand the language, but you understand the sentiment…”
Angel now has the ability to understand any human, regardless of tongue, by listening to the Universal Language. This leaves a bitter, earthy taste in his and the target’s mouth like what Angel drank in the dunes. On Angel’s side, the world seems to warp and ripple; this effect is much more slight to observers.
Activated Rune: Communication
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.
You gain the following benefits at all times.
You may understand and communicate to humans as if you are fluent in a relevant language.
Stele’s name comes from the Shadowhunters franchise that Angel loves so much- a stele in this case is an intricate thin tool made of adamas, heavenly metal. Most of its bullshit runes come from that franchise. When the bat is in use, all of these runes, bullshit or not (he really doesn’t know), flare up in their inky, energetic red. Whichever rune is most in use with the effect flares the brightest.
Activated Rune: Bind To
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
This Artifact's creator is always aware of the direction and distance to this Artifact.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
Angel hefts up a bat or anything similar and swings it from a ways away. Despite the lack of physical contact, the target is struck across the face 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?”.
Activated Rune: Calm Anger
Expend a point of Battery and spend an Action to activate. Select a Animate target within 20 feet. Roll Brawn + Influence at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 3 rounds. Dice pools may be reduced all the way down to 0 by this penalty.
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.
Angel’s strikes may “build up” reverberation on a successful enough attack. In these instances, the target feels a painful buzzing sensation as the energy of the swing penetrates bone and shatters an extremity to uselessness.
Activated Rune: Power
This Artifact can be used as a Club/Improvised Weapon. It is roughly the same size as a Club/Improvised Weapon and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 0 Weapon Damage +3 Bonus Damage. The target's Armor is reduced to 1/2, rounded up against this damage.
You also gain the following effects:
Trophies are special objects and equipment.
Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.
Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.
Angel Cooper is an unarguable mess of a human being. He started out already a bit fucked in the head, as a well meaning but deeply “troubled” young library assistant in Seattle. Wishing to end his life of boredom and squalor even AFTER becoming a Contractor, Angel’s faux hero complex led him to sacrifice his finger to awful immortal human faced rats. These rats kept him as their metaphorical bitch for months, torturing him physically and psychologically through the conduit of his finger to keep him in line as he brought them, time and time again, the scum of the earth to bite fresh fingers from and discard back to Angel. Traumatized, he broke out of this hellish cycle… and landed himself in Johannesburg, South Africa, working as an “enforcer” in a gang that runs drugs and other black market stock.
He has come to like his job as of current. Because of his literally supernatural ability to do his job well, he is respected in his field, and makes good money. He stays in a cheap but meticulously clean apartment in the city’s slums.