Edgar Stokes
the Garbage Man

A 22-Victory Seasoned Contractor played by Strazhari in The Illumination

Edgar Stokes is a Ghoul who will risk his life to lead the Ghouls & others like them to safety.

He is 35 years old, and often appears as short, stocky garbage man who takes pains to not be seen clearly.

Edgar Stokes lives in The Illumination, a world where videos of the supernatural go viral every day.

His journal, Just a pile of garbage..., has 50 entries.

Attributes

Brawn

6

Charisma

4

Dexterity

4

Intellect

3

Perception

5

Abilities

3 Alertness

0 Animals

5 Athletics

6 Brawl

3 Crafts

0 Culture

3 Drive

0 Firearms

3 Influence

3 Investigation

0 Legerdemain

0 Medicine

0 Melee

3 Occult

3 Performance

0 Science

4 Stealth

3 Survival

0 Technology

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

Injuries

(Edgar Stokes is unharmed)

(Toggle Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Nascent Ghoul (Edgar is a twisted, inhuman creature. Anyone seeing even a glimpse of him will realize this)
  • Body 8

    Penalty

    8 Mind

    Annoyed
    0
    Agitated
    Bruised
    0
    Distracted
    Hurt
    -1
    Rattled
    Injured
    -1
    Worried
    Wounded
    -2
    Alarmed
    Mauled
    -3
    Frantic
    Maimed
    -4
    Delirious
    X_X

    Limits

    Torture
    Capture
    Near-Death Experience

    Traumas

  • Cannibalism (Permanent)
  • Territorial (Permanent)

  • The Hunger


    Assets And Liabilities

    Assets
    +2 Tough: Dice penalties from pain are reduced by 2.
    +0 Seen Things: You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Hearing
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Scent
    +4 Jack of All Trades: When making a roll that utilizes a Primary Ability you do not possess, you do not suffer the standard +1 Difficulty penalty, and your dice pool has +1 die.
    Liabilities
    -1 Ugly: Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Flaw in mind. Be sure to specify exactly what causes you to be ugly.

    Conditions

    Pilos
    Faerie Magic Edgar has learned how to produce a flickering magical light in his hand, or produces a stream of water from a surface with a simple incantation You may exert Mind to create a flickering magical light in your palm (lasts one hour) or create a steady flow of water from a solid surface (2 gallons over 1 minute).
    Xenos
    Mythos Ghoul Having performed the Rite of Dormant Wisdom, Edgar has fully become a Ghoul Edgar is considered a "Ghoul" for any effect that targets such, & can speak the Ghoul language of meeps & gibberish fluently

    Circumstances

    Powers

    While active, those close by may hear the whispered voices of the dead who were consumed. These voices become increasingly incomprehensible as the duration elapses, until vanishing entirely near the end.

    Ghouls feed not only on the flesh of the dead, but the lingering life force as well. By feeding on this life force they increase their already significant resistance to injury.


    Exert your Mind (unless you win a coin flip) and Spend an Action to activate. You must use up Corpse Flesh in order to activate this Effect. Roll Brawn + Occult at Difficulty 6.

    If you succeed, you create a Barrier around yourself, which absorbs the next Outcome + 2 Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.

    The Barrier will fall after an hour, 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.

    Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Cannabilism.

    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

    Edgar is slowly becoming a Ghoul; his hands have thickened & become tipped with hooked talons suitable for digging up graves & tearing flesh. He has grown a short muzzle choked with a combination of his original teeth & savage fangs. His feet have begun to fuse into hoof-like stumps. Like a rat, if he can get his head through a hole, he can get his entire body through.


    You gain the following benefits at all times.

    You are permanently and visibly transformed: a Mythos Ghoul. You are considered to be a Sapient, Living being when targeted..

    You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

    No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.

    You can squeeze through any cracks and passageways a cat would be able to.

    Your body provides you with the functionality of Digging Tools. If used to attack, these "tools" use the same stats as a small knife.

    Possession of this Power grants the following Trauma at all times: Cannabalism - must roll trauma to avoid eating or chaching any corpse encountered.

    You cannot wear standard human clothes, and using many sorts of vehicles and facilities is difficult.

    • If you become split into multiple pieces, the Player controls the "main" piece, while the GM controls the others. Only the main piece can activate Effects.

    When consuming the flesh of the dead, Ghouls can sometimes gain fluency in languages known to those they have eaten. Unlike the scraps of memory they usually gain, maintaining such an intuitive block of information is fleeting at best, rarely lasting more than an day. A ghoul may attempt to facilitate this process by eating the tongue of the deceased, although any pound of flesh will do in a pinch.


    You gain the following benefits Consume Likeness is Active and Limited to Languages known by the target.

    You may understand and communicate to humans as if you are fluent in a relevant language.

    This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

    • The target of "human" refers to any target that speaks a human language.
    • When reading written communications, you get no information beyond what the writer was intending to communicate.

    With their leathery flesh, dense musculature, & rugged constitution, Ghouls are invariably stronger than humans. Specifically, they are far more robust, withstanding injuries that would kill a man outright with ease.

    Territorial: Edgar must roll Mind to avoid attacking anyone who enters his space or handles his things without permission (attack will scale with the level of offense - trespassing might only warrant running someone off - theft would almost certainly involve murder).


    You gain the following benefits at all times.

    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).

    Possession of this Power grants the following Trauma at all times: Territorial.

    You also gain the following effects:

    • High Constitution: You gain +2 dice to any Body resistance rolls. Any failed or botched Body rolls will instead give an outcome of 1.
    • Tough: Half your Brawn acts as Armor against all incoming sources of damage.

    Ghouls live below the earth, & solely subsist off human flesh. Over the centuries, they have adapted to this lifestyle, needing far less sustenance than a human. Close to the corpses that they feed on, Ghouls hardly seem to breathe, heart beating only a few times a minute.


    You gain the following benefits at all times.

    You may go five times longer than a normal human without sleep and air. You no longer age naturally, and supernatural attempts to age you fail.

    You can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.

    Instead of food and water, you must consume Cadaver Flesh or Bone daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.

    While Frenzied, Edgar erupts into sudden, terrible violence. His eyes blaze with an orange light, talons lengthen slightly, & tongue lolls wildly from his mouth.

    Edgar is a Survivor first & foremost. If cornered, his fear & rage can send him into a berserk frenzy, becoming a slavering, gibbering creature until he gathers himself again. In this time, he suffers a severe "Fight or Flight" response, losing the ability to speak coherently or manipulate fine objects.


    This Effect activates whenever Wound Level greater than 4+ or Fails a Limit check. It does not require an Action or Exertion.

    You transform into a Frenzied Ghoul for 3 minutes. You have access to all of your Powers while you are a Frenzied Ghoul, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately. While transformed, your Attributes are the same.

    If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.

    Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.

    You cannot speak any coherent verbal language and must resort to other means of communication.

    You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.

    Edgar's teeth & hooked talons are supremely deadly weapons, shredding even the strongest armor & tearing victims limb from limb with relative ease.


    You gain the following benefits as long as you are engaged in combat with Natural Weapons.

    Your attacks with Natural Weapons deal +1 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.

    You also gain the following effects:

    • Fancy Footwork: You may move your full Dash distance and attack with your Melee weapon in the same Round without penalty. You may also split your movement before and after your attack.
    • Shredder: If you successfully hit your target, the value of any armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.
    • Whirlwind: You may Exert your Mind to apply your next attack to any number of targets who are within melee range.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

    Edgar Stokes was quite the Billiards player back in the day - many of the rough brawls of his younger days were with people he hustled at the Pool Table. When aiming for something he can see (or smell), Edgar has an uncanny ability to ricochet shots off multiple surfaces, striking victims with relative ease.


    You gain the following benefits as long as you are engaged in combat with thrown weapons.

    Your attacks with thrown weapons no longer have their damage capped, and do +1 Bonus Damage. Armor is fully effective against this damage.

    You also gain the following effects:

    • Heavy Toss: If your thrown object hits a target, it can either knock them down, or knock them back 5 feet x the Outcome. Decide which before you roll.
    • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

    With a growl, meep, gibber, or similar; Edgar makes it clear what happens to those who get in his way.


    Exert your Mind (unless Sheds his Disguise) and spend an Action to activate. Select a number of Living targets equal to your Charisma within 45 feet. Roll Brawn + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 9.

    If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by Fear - Horror. 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.

    Your target passes this Effect on to the next person they interact with, so long as that person is a valid target. That person passes it on as well, and so on, with the remaining duration decreasing by half until the chain stops.

    If the target fails or botches their defensive roll, they gain a Trauma, which must be related to the chosen emotion in some way.

    Possession of this Power grants the following Battle Scar: Nascent Ghoul.

    • 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.

    By eating the flesh of humans, Edgar can adopt there likeness for a time. This is a physical transformation. If he uses any powers using his Ghoul physiology, the adopted likeness shreds where this occurs.


    Exert your Mind and spend a minute to activate. This Effect cannot be used unless you haved Used Necrophage on the target first.. You must use up Flesh of the person duplicated in order to activate this Effect. Make a Trauma roll when you activate this Effect.

    You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.

    The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. A disguise cannot affect your Attributes or other stats.

    Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Cannabalism.

    • A performance check is generally required to pass with people who know the individual you're mimicking.
    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

    Edgar seems to shrug off wounds easily, blood clots almost immediately, though deep wounds will remain for some time.

    This process is hindered if the wound was inflicted by fire - the scabrous flesh of ghouls burns as well as anyone.


    You gain the following benefits at all times.

    Any Injury you receive from a source other than Burns heals quickly, reducing its Severity by one level each hour, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain. Any Injuries you receive stabilize automatically and do not deteriorate further.

    As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive. If you take any Injuries that would kill you, they instead cause Battle Scars.

    Edgar's pebbled black tongue is a prehensile organ, capable of "tearing the flesh from a fat man's face." Ghouls typically use their rough, thin tongues to pulverize brain matter & extract marrow from bones. The tongue is quite strong, & easily able to bend & compress into tight spaces. It currently has a reach of one meter.


    You gain the following benefits at all times.

    You gain an additional limb that functions as a standard human arm and hand.

    Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

    Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.

    Your appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.

    All rolls utilizing your Extra Appendage are at a -2 dice Penalty.

    Your Extra Appendage is incapable of fine object manipulation.

    Edgar, by his unique physiology & his profession, has little to fear from disease. When poisoned, he can somehow gather the toxins in his body & vomit them up in a shower of putrid bile.


    You gain the following benefits at all times.

    You are immune to all non-Alien diseases, poisons, toxins, or drugs, even if modern medicine has no known treatment for them.

    Driven to madness, a Frenzied Ghoul is hard to stop.


    You gain the following benefits as long as Alternate Form active.

    Your Body and Mind Penalties are reduced to 0.

    Edgar has the sensory capacity of a ghoul: that is, a nose keen as any Bloodhound with a specific focus to locating corpses, as well as hearing able to pick up frequencies both above & below human perception. He is capable of using this extraordinary sense for echolocation, producing a "meep" that is beyond the range of human hearing. Even more revolting, his long, thin, pebbled tongue has an incredible degree of sensitivity...Edgar never forgets a taste or a face...often the same thing.


    You gain the following benefits at all times.

    Your senses are enhanced in the following way.

    • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
    • Hearing: You are capable of perceiving physical shapes via sound. You must produce a Ultrasonic Meep to “ping” with your echolocation each Round you wish to use it.
    • Hearing: You may hear sounds of sub- and hyper-sonic frequencies, allowing you to hear tiny things (mice, insects, etc) better, and pick up on the vibrations of massive things (earthquakes, atmospheric disruptions, etc) long before others.
    • Taste: You can recognize any flavor you have previously tasted and name it, and may determine the composition of something based on its taste.

    To function, a Lucky Charm must be attached to the vehicle in question (fuzzy dice, lucky rabbit foot, etc). Only works at night.


    You gain the following benefits as long as as long as Only works after dark and you are piloting any vehicle. You must actively and obviously be using Lucky Charm to gain the benefits of this Effect.

    You receive +2 dice to any rolls to pilot a vehicle.

    You also gain the following effects:

    • Afterburner: Any vehicle you pilot has a 50% faster top speed and you may Exert your Mind to accelerate to its top speed in a single Round.
    • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
    • Jump: If going off a ramp, your jumps bring you twice as far and twice as high. If not, you may Exert your Mind to jump a minimum of 5 feet vertical and 15 feet horizontal.

    Edgar's powerful hands & hooked talons are uniquely adapted for burrowing in soft materials. He moves through mud, snow, sand, & loose soil with relative ease, body compressing & flexing to great effect.


    You gain the following benefits at all times.

    You may move easily and without a roll in any of the following situations.

    • Land Swimmer: You are able to swim through sand, mud, snow, and other semi-solid materials as long as they are made of loose pieces or are not particularly dense. While doing so, you move at your normal movement speed.

    The digestive system of a Ghoul is best left to imagination. Still, it is worth noting that they have limited stomach acid, relying on bacteria to aid in the consumption of their unique diet. This has a happy side effect, as a Ghoul can, with some practice, dislocate their jaws & swallow a surprising volume, holding it safely to be wretched up later.


    Spend an Action to activate.

    You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. 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.

    • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
    • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
    • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

    From his bilious blood, yellowed teeth & mold-caked hide, anyone striking Edgar in close quarters risk being exposed to the host of pathogens the ghoul carries. This infection typically takes the form of gangrene & sepsis in even the most minor cuts & abrasions. If medical care is not available, it can lead to a slow & torturous demise.


    This Effect activates whenever suffering a Severity 2+ wound. It does not require an Action or Exertion. Select a Living target within arm’s reach. Roll Brawn + Brawl at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

    If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

    • Wasting Away: The target’s body is being eaten away by the affliction. Immediately on being afflicted, and again for every day that passes, they will obtain a new Major or Minor Battle Scar.
    Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

    The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.

    • Successfully diagnosing an affliction also includes information about the treatment method.
    • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Edgar's flesh is unusually dense, scabrous, & sinewy, particularly around his thick forearms & curving talons. His teeth are now fully formed, a muzzle exploding with fangs. Edgar can claw, dig, & gnaw his way through most materials, or opponents, with frightening ease.


    You gain the following benefits as long as you are engaged in unarmed combat.

    Your unarmed attacks deal +0 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.

    You also gain the following effects:

    • Armored Fist: You cannot take damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Clash with or Defend against any melee weapons or arrows.
    • Bullet Catcher: You may React to and Defend against firearms and other projectiles.
    • Disarm: If you successfully Defend against or clash with a melee attack, your attacker is disarmed.
    • Fight Circle: Only one opponent may engage you at melee range each Round.

    • If an enemy attacks you at melee range, you may only attack them that Round (unless they are defeated). Likewise, if you attack an enemy at Melee range, only they may attack you that Round (unless your attack defeated that enemy). Essentially, use standard kung-fu movie rules.
    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
    • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

    By consuming the flesh of humans, Ghouls gain dream-like insights into that person's life. Typically this is the moments just before death, though it is not uncommon to see the images of the most recent places visited by the deceased. If he is able to completely consume the heart of the target, this information comes almost effortlessly, a throwback to the Rites of Anubis & the Ghoul Cults of Egypt.

    Name/Identity: Who they were, including Aliases
    Codes & Passwords: Including arcane phrases, disarming traps (though not the nature of those traps) as well as the order in which they are used.
    Moment of Death: Replays 1 turn before death per success, as they witnessed it.
    Treasure Map: An image of the items they treasure the most, & where they keep them.


    Exert your Mind (unless Consume the Heart) and spend a minute to activate. Select a Corpses within arm's reach. This Effect cannot be used unless Human Only. You must use up Eat at least a pound of the target in order to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.

    You learn all the following information about your target:

    • You learn Treasure Map, Name/Identity, Secure Codes/Passwords, and Moment of Death.
    The quality and specificity of information gained depends on your Outcome.

    Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Cannabalism.

    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

    Consumables

    3

    Edgar stores this vile fluid in his throat, which is naturally produced by his body. Those exposed risk degenerative madness, typically involving hallucinations of the dead (see ghosts, dead people call them on the phone) or experience parasitism (maggots or other insects crawling under their skin). The only cure is to eat at least a pound of cadaver flesh, a corpse at least 24 hours old. If confronted with such a corpse they are likely to have an episode, believing it smells (& tastes) like the most delicious food they've ever imagined...at least, until they finish eating it.


    Use up this transparent ichor and spend an Action to turn a sticky fluid coating a surface into a trap. This trap lasts until triggered or disarmed. This Effect cannot be used unless skin contact is made. Roll Brawn + Occult at Difficulty 6. Choose one of the following symptoms:

    • Psychotic Episodes: The target’s neural pathways begin to decay. At any time, the GM may call for a Mind roll from the target, with the Difficulty equal to 5 + 1 for each day they have been sick (rounded up). Failure causes them to undergo a break from reality. A botch will also grant a new Trauma.

    The trap looks like a sticky fluid coating a surface and can only be discovered as a trap by those with preexisting knowledge of such traps. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.

    Any Living target within within arm’s reach that uses the trap as a sticky fluid coating a surface will trigger it. Your target may resist by rolling Body at Difficulty 7.

    When the trap is triggered, the target is afflicted with a Condition that causes the chosen symptoms. Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is contagious and will spread to new targets. Anyone who comes into direct contact an afflicted person must roll Body, Difficulty 7, and if their outcome is lower than your initial Outcome, they become afflicted.

    The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by consuming at least a pound of flesh from a cadaver more than 24 hours old.

    • Triggering the trap requires an Action from the target, not merely an incidental glance.
    • This consumable is destroyed when used and cannot be used again.
    • Successfully diagnosing an affliction also includes information about the treatment method.
    • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
    • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
    • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
    • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Clothes
    • Wallet
    • Keys
    • Lighter
    • Bandanna
    • Ear Plugs
    • Dog Treats
    • Spanish Doubloon
    • Beads of Blood

    In Duffel Bag

    • Coveralls
    • Compass
    • Flare Gun w/ 6 Flares
    • Meat Cleaver
    • Respirator
    • Box of Nails (100)
    • Grappling Hook
    • Climbing Rope (100ft) w/ 4 Carabiners
    • Metal Water Bottle
    • Box of Road Caltrops
    • Waterproof Mapbook
    • Grey Scarf
    • Burner Phone
    • Blow Torch

    In Stash

    • Corpse Flesh (10 Liters) x3
    • Kerosene (10 Liters)

    Shiver

    • Creature Tail
    • Mounty Duffel
    • Frag Grenade
    (Click to toggle Weapons reference)

    Trophies

    Xenos
    Rite of Dormant Wisdom Edgar has learned a Rite that can transform a normal human into a Ghoul The target must eat with Ghouls for a lunar month in an open grave marked with their own name. At the end of the month they make a Trauma roll (standard) & a Body roll: Difficulty 8. If they succeed, they become a Nascent Ghoul. If they fail, they die.
    Project *******
    Copy of SCP-2065 Loose collection of laminated pages Reading any portion of this text (or copy of this text, including Pics) inflicts a Mind Roll (DC: 8). Failure inflicts a Memetic Condition per the SCP
    Pilos
    Beads of Blood A necklace of Jade beads Spend 1 minute praying to Mictla & spend 1 Source (gone for a week), then roll Int + Occult (DC: 6) - success let's you swap out a Trauma with a new one chosen by the GM
    Eternal Rest An ornate coffin Sleeping in Eternal Rest will prevent Nightmares of any kind.
    The Illumination
    The Ducal Sword An elaborately decorated Longsword, wielded by an English Duke in the Dark Ages +1 Damage

    Consumable Crafting Gifts

    Edgar stores this vile fluid in his throat, which is naturally produced by his body. Those exposed risk degenerative madness, typically involving hallucinations of the dead (see ghosts, dead people call them on the phone) or experience parasitism (maggots or other insects crawling under their skin). The only cure is to eat at least a pound of cadaver flesh, a corpse at least 24 hours old. If confronted with such a corpse they are likely to have an episode, believing it smells (& tastes) like the most delicious food they've ever imagined...at least, until they finish eating it.


    Use up this transparent ichor and spend an Action to turn a sticky fluid coating a surface into a trap. This trap lasts until triggered or disarmed. This Effect cannot be used unless skin contact is made. Roll Brawn + Occult at Difficulty 6. Choose one of the following symptoms:

    • Psychotic Episodes: The target’s neural pathways begin to decay. At any time, the GM may call for a Mind roll from the target, with the Difficulty equal to 5 + 1 for each day they have been sick (rounded up). Failure causes them to undergo a break from reality. A botch will also grant a new Trauma.

    The trap looks like a sticky fluid coating a surface and can only be discovered as a trap by those with preexisting knowledge of such traps. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.

    Any Living target within within arm’s reach that uses the trap as a sticky fluid coating a surface will trigger it. Your target may resist by rolling Body at Difficulty 7.

    When the trap is triggered, the target is afflicted with a Condition that causes the chosen symptoms. Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is contagious and will spread to new targets. Anyone who comes into direct contact an afflicted person must roll Body, Difficulty 7, and if their outcome is lower than your initial Outcome, they become afflicted.

    The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by consuming at least a pound of flesh from a cadaver more than 24 hours old.

    • Triggering the trap requires an Action from the target, not merely an incidental glance.
    • This consumable is destroyed when used and cannot be used again.
    • Successfully diagnosing an affliction also includes information about the treatment method.
    • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
    • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
    • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
    • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities.

    Biography

    Cannibalism: When encountering a human corpse, Edgar must roll Mind to avoid eating it if it is 24+ hours old or caching it for later if fresh.

    Territorial: Edgar must roll Mind to avoid attacking anyone who enters his space or handles his things without permission (attack will scale with the level of offense - trespassing might only warrant running someone off - theft would almost certainly involve murder).

    Imposter Syndrome: Unlike the typical illness of the same name, this Trauma causes Edgar to roll Trauma each time he assumes uses Consume Likeness - if he fails, he believes he is them, rationalizing anything that would suggest otherwise. This effect remains until an jarring event proves otherwise, at which time he gets a re-roll

    Journal: Just a pile of garbage...

    Latest 3 of 50 entries

    The Goat

    I've said before; I got nothing against most of these moldy old Gods that keep popping up; feelings probably not mutual, in that us Contractors are always bein' sent to get up in there buisness - but for the record: I don't mind them none. Folks gotta eat, after all. I know that better than most, meep.

     

    Speaking of a light snack, I got a taste of this last one - not enough to go join the Moonies, mind, but a taste even so. I can feel it crawl under my skin a bit, even see it some times. Freaked Mickey out a bit, lemme tell ya. Still, I don't think I can get Cancer? Far as we know, Ghouls don't get sick - s'pose time will tell.

     

    Seems to have done a few things already...that thing could come back from almost anything - by the way that tail stab patched up, it may be that I can too - though a downside, seems the new blood taking hold has cost me the fireproofing I got after gobbling up that dragon. Best watch out for flames then. At least I still got my Lucky Dragon tooth, along with the skull & goblet. Priorities, right?

    In other news, I ran out of skin for hanging out with the locals. Shame. The Fam ain't good for conversation much, so it was good to go shoot the shit by the barrel. All good things, though. Used up a trinket to fix up lil' Maria's face - shouldn't have, that shit could come back on us, but I said to myself: "Self, there's more in the world than living to survive another day."

    Guess we'll wait & see if I regret that. If I do, though, I won't be goin' down easy.

    You can bet your lilly white ass on THAT, True Believers.

    Soft underbelly of the world is easy to see from below, y'get me?

    Wheeling & Dealing

    So here we are, in my own little corner of the world, when I got to thinking.

    After Slick used his Portal shenanigans, I know that things can be done with the whole "Other Worlds Than These" biz. If I were to guess, I'd say I've been in at least Five "Twilight Zones" so far. Crisis of Infinite Earths & all that jazz.

    Time travel too, since I grew up in the 80's & am pretty sure I'm only 36 - meep - though that last bit is hard to nail down, with my good looks & all.

    So, why rock the boat? This place is as good as any other place - alien whatevers ain't a problem for us, am I right?

    Well, hold on to your underpants, True Believers: Ol' Uncle Edgar is about to get seriously weird.

    Way I see it, people - Hell, let's be honest - Things like me are few & far between. Even if they have sharp bits, or howl at the moon or whatever; they're gonna get rubbed out by all the hairless mutant monkeys. I'm repeating myself here, I know somewhere on this damn thing I already talked about it, but stick with me alright?

    I figured when I moved the Family to this shithole as opposed to that other shithole, I was on the right track. For them, I was too - but not for the little bastards I left behind on that boat, or that gal who turned into some kinda werewolf on the camera a few years back - reckon she has been dissected already. So staying in the safe, suburb world may be best for the ones I done brought over, but isn't really working for my plans. Man has gotta work, they say.

    This Ghoul plans to save the ones that need saving. Come what may. Yeah, like Ghoul Jesus or whatever.

    Also, as I am as honest as they come: I'm fucking bored of this place. If I have to sit in on one more jawing session with Slick & Beardy McBeardface, there's gonna be blood, meep.

    So, I put the word out, & the same Observer guy who sent me on to these places showed eventually - get this: no deals, no frills. Me & mine, the whole damn warren - poof!

    Back to the place I am originally from.

    He was glad to do it. Even relieved to do it. Makes me wonder what is going on over there that they want Edgar Stokes out of the picture...but it ain't my problem anymore, is it?

    "I want my MTV"

    So, went out & got some advice from a professional first - you wanna do that before messing with electrical lines. It's not the voltage that gets you; it's the amps, meep.

    Comcast guy put in a landline (old fashioned, you betcha) & cable...but the lines I plan onm running, I'll need to do on my own - you know, on account of the fact that I don't want people knowing where they're going, right?

    Figure the Fam won't get any more brain dead watching cable, y'know? Besides, I need to keep on top of things - only so much you can do with Burner Phones, & I ain't about to start sending WiFi signals from six feet under.

    "What lays below, stays below."

    That, & it'll mean I can get the Fam to sit around in the Warrens & catch a Steelers game every now & again. If'n I didn't know they'd just up & eat it, I'd even break out the ol' Pigskin for a night game or two up in the Ramble.

    Gettin' downright cozy up in this ol' Boneyard, meep, starting to feel like home. Got some candles & lanterns brought in for late night reading, some dining tables set up if we need face time - just need to work on the security a bit more. Things are going South quick up top, & even though we do have exit strategies sorted out, I really don't know if they'd stick to the plan, especially Daryll.

    Still, you can lead a Ghoul to the grave, but you can't make him eat; that's what I always say. If they wanna stick around after I bug out - well, they won't starve.

    Now...we don't need Dogs, 'cause we already have that covered...cameras or whatever would just give us away...thinking we need some more of this "Ooky Spooky" action I'm always seein' on the Job - I got some Gods of Death that live here now, right?

    About time they started paying the rent.


    Contractor Timeline

    22 Victories - 3 Losses
    Remaining: 4 Exp. (Earned: 344 - Spent: 340)

    An itemized record of every Contract, Gift, Improvement, and Experience change