Angel Cooper

A 9-Victory Novice Contractor played by lumiq in Project *******

Angel Cooper is a nebulochaotic drug gang enforcer who will risk his life to feed his determination to become his own version of a hero.

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 Cooper lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance. His journal, Inner Narration, has 22 entries.













3 Alertness

1 Animals

3 Athletics

2 Brawl

2 Crafts

3 Culture

2 Drive

2 Firearms

3 Influence

3 Investigation

1 Medicine

5 Melee

1 Occult

1 Performance

0 Science

3 Stealth

3 Survival

1 Technology

2 Thievery

(Tap for Combat reference)
Initiative: 0 dice
Movement: 0 feet
Dash: 0 feet
Perception + Alertness: 0 dice


(Angel Cooper is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Lost left ring finger to human-faced rats. -1 to all actions employing that hand.
  • Body 7


    7 Mind





  • Those dogs look delicious...
  • Permanent Trauma: Terror of Rodents
  • Fear of being buried alive
  • MDD Angel has a stash of Prozac he takes a bit too much of every morning he can. This causes him to seem a little too laid back or “gray”. May occasionally cause dizzy spells. Losing access induces panic, irritability, and hopelessness.
  • Traumatized MDD- Angel has a stash of Prozac he takes a bit too much of every morning he can. This causes him to seem a little too laid back or “gray”. May occasionally cause dizzy spells. Losing access induces panic, irritability, and hopelessness.

  • Manic Energy



    From Assets and Liabilities
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    Hard You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.
    Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
    Jaded Your emotions are deliberate and unshakable. You get +3 dice to resist any attempt to sway your emotions, and even if you are affected, you may Exert your Mind to cancel the effect. This includes the Fascinate and Emotion Control Effects.
    Nightmares: Rat swarms, broken glass, maggots, being chased Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.

    Loose Ends


    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.

    • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
    • You can target yourself if you qualify as a valid target by the other requirements.

    “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.

    • The target of "human" refers to any target that speaks a human language.

    Legendary Artifacts


    Created and held by Angel Cooper.
    A steel-reinforced wooden bat scratched in red pen with runes of varying legitimacy, sturdy, a bit bloodstained, and well loved

    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.

    • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

    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.

    • If a character has a dice pool reduced to 0, they cannot attempt that action.
    • If a character Exerts their Mind to ignore penalty, it also ignores penalty from this Effect.
    • You can target yourself if you qualify as a valid target by the other requirements.

    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:

    • Blade Breaker: If you successfully Defend against a melee attack or if an opponent is unsuccessful at Defending against your melee attack, you may break your opponent's weapon.
    • Dismember: If one of your attacks causes a Battle Scar, you may choose for it to be some form of dismemberment, depending on the Severity of the Injury you caused.
    • Heavy Strikes: If you are attacking with a blunt weapon, if your attack causes an Injury you may choose to knock the target down and back 15 feet. Standing up is typically a Quick Action.


    Max Encumbrance: 0 pounds.

    On Person

    • Clothes
    • Wallet (Crumpled Get out of Jail Free card)
    • Leatherman tool
    • Phone from Bill Brenner- on a family plan!

    In Bag

    • Change of clothes
    • Sir Snowball, Protector of Little Dudes
    • Stuffed frog, stuffed dolphin, stuffed panda
    • New spider man figure
    • Flashlight
    • Lighter
    • Pillowcase
    • Used bullet casings
    • Gray plastic water bottle (full)
    • Empty USBs
    • Plastic bags
    • Earbuds
    • Phone charger
    • Hoarded bottles of various antidepressants
    • A sturdy wooden bat, reinforced steel, laden with red pen-scratched runes from various library books (his proudest possession)
    • A little gold badge with a magnolia that says “Contractor”
    • Red pens
    • Ski mask
    (Click to toggle Weapons reference)


    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.

    Contractor Timeline

    9 Victories - 2 Failures
    Remaining Exp: 3 (Earned: 238 - Spent: 235)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move


    Angel Cooper has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Project ******* can post Moves for Angel Cooper.


    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.

    Assets And Liabilities


    +1 Acute Sense
    +2 Tough
    +4 Hard
    +1 Contortionist
    +2 Focused
    +3 Trained Reflexes
    +5 Jaded


    -1 Traumatized
    Trauma: MDD- Angel has a stash of Prozac he takes a bit too much of every morning he can. This causes him to seem a little too laid back or “gray”. May occasionally cause dizzy spells. Losing access induces panic, irritability, and hopelessness.
    -1 Nightmares
    Subject: Rat swarms, broken glass, maggots, being chased