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Edgar Stokes
the Garbage Man

A 23-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 setting where videos of the supernatural go viral every day. His journal, Just a pile of garbage..., has 52 entries.

Attributes

Brawn

7

Charisma

4

Dexterity

4

Intellect

3

Perception

5

Abilities

4 Alertness

0 Animals

5 Athletics

6 Brawl

4 Crafts

0 Culture

4 Drive

0 Firearms

3 Influence

4 Investigation

0 Medicine

0 Melee

3 Occult

3 Performance

0 Science

4 Stealth

4 Survival

0 Technology

0 Thievery

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

Injuries

(Edgar Stokes is unharmed)

(Tap for 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)
  • Vincent Black Shadow tattoo (Inkz) (+10ft to Free Movement)
  • Body 9

    Penalty

    8 Mind

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

    Limits

    Submission
    Betrayal
    Capture

    Traumas

  • Cannibalism (Permanent)
  • Territorial (Permanent)
  • Self Mutilation (Permanent)

  • The Hunger


    Circumstances

    Average
    Given by Strazhari
    Edgar mostly makes his money through Graverobbing, though Steelhead Enterprises has some investments You have access to $2,500 (or equivalent currency) per Contract.

    Conditions

    From 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).
    From 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
    From Assets and Liabilities
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
    Immutable Body Your body is naturally resistant to being reshaped or permanently damaged. You may Exert your Mind to negate any effect that would transform your body against your will (including the Warp Form Effect). All Battle Scars you would receive are one level less severe.
    The Hunger: Corpse Flesh You have an insatiable urge to consume something unusual. You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger. Any day you fail to do so, you take a point of Mind damage.

    Loose Ends

    Powers

    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 2. 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 Fails a Limit check or Incapacitated. 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. fully effective You may React to and Defend against firearms and other projectiles.

    You also gain the following effects:

    • Fancy Footwork: You may move your full Dash distance and attack in the same Round without penalty. You may also split your movement before and after your attack.
    • Riposte: If you successfully Defend against a melee or unarmed attack, you deal damage equal to your excess Outcome plus Weapon Damage back to your attacker.
    • 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.

    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 may be extreme and out of character for them. 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.

    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.

    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.

    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.

    This is a spell gleaned from fragments of Cultes des Goules, a book written on the Ghoul Cults of 16th Century France. The process is both painful & horrific, as the flesh of the target is consumed, the body of the imbiber flows like wax, melting into it's new shape.


    Exert your Mind and spend a minute to activate. 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.

    While disguised, you cannot use any Activated or Targeted Powers.

    • 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 wounds inflicted by Acid - while Edgar's scabrous, dragon-infused flesh is resistant to flames, Acid will dissolve it beyond recovery

    After swimming within the flesh of the Provider, Edgar's healing abilities have been wildly enhanced - however, the wounds itch, crawl, & visibly form tumors while healing: This can be maddening to the Ghoul, who will sometimes succumb to a desire to gnaw at the regenerating flesh, creating terrible scars.


    You gain the following benefits at all times.

    Any Injury you receive from a source other than Acid heals quickly, reducing its Severity by one level each hour, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.

    Battle Scars caused by your Injuries will remain. Any Injuries you receive automatically count as a successful Makeshift Stabilization 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.

    Possession of this Power grants the following Trauma at all times: Self-Mutilation.

    Injuries you receive from Acid are increased in Severity by 1.

    • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

    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.

    While Incapacitated, you may Exert your Mind to take a single action.

    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.

    Edgar, by his unique physiology & his profession, has little to fear from disease, poison, or most other toxins. However, the ghoul is a natural carrier for disease - & can continue to spread them even after the symptoms have passed.


    You gain the following benefits at all times.

    You get +1 dice to any Body resistance rolls you make. You also gain the following effects:

    • Inoculation: If you succeed a Body resistance roll, you are immune to that Effect or supernatural ability for the next 24 hours.
    • Typhoid Mary: You may choose to still be a carrier of any diseases you come into contact with, even if you don't contract them, and even after you are no longer suffering any symptoms.

    • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

    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.

    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 you consume the heart) and spend a minute to activate. Select a Corpse within arm's reach. This Effect cannot be used unless the target was Sentient. 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.
    • 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 (instead of -2). The target's Armor is fully effective against this damage. You may React to and Defend against firearms and other projectile attacks.

    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.
    • Fight Circle: Only one opponent may engage you at melee range each Round.
    • Transcendence: You may Exert your Mind to Defend against any number of incoming Attacks this Round as a Free Action. While active, you can only Defend against attacks directed at yourself. When Defending against a mob using the Mob Combat rules, their Attack does not gain the normal Outcome bonus.

    • 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.
    • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

    Edgar taps his hooves on the ground, sending a vibration to anyone he knows touching the same earth in 10 miles. The message is delivered as a subtle vibration, the words playing out in the inner ear. Cannot penetrate structures but can travel along them (in the same building, touching the same pipe).


    Exert your Mind and spend an Action to activate. Select a number of targets up to your Mind rating within 10 miles of you. You must have specific targets in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless Both parties in contact with the same ground/structure.

    You may send a single message to your targets. It cannot be longer or more complex than a couple short sentences.

    The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

    This Effect is not obvious, and the only sign you are using an Effect is foot tapping. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

    • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
    • Generally you cannot communicate with Contractors who are not in a Contract with you.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Edgar bites into flesh or bone, typically devouring the heart, tongue, eyes, & brain in the first sitting. Memories flood the ghoul, causing his eyes to flicker - occasionally, these cast-off memories can be coalesced enough to re-create a fragment of the person's personality - this is an unpleasant fate, as the victim essentially becomes a powerless voice in the mind of the ravenous Ghoul for the duration. Only Edgar can hear this personality fragment, though he can converse with it if desired, effectively talking to himself.


    Exert your Mind and spend an Action to activate. Select a Dead target of which you have eaten a portion of.. You must use up at least a pound of the target's flesh or bone in order to activate this Effect.

    The target can communicate in your language for the next hour.

    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.
    • You can target yourself if you qualify as a valid target by the other requirements.

    After consuming a mythical dragon over a month, Edgar runs quite a bit more "Hot Blooded" that his ilk - typically running a Temperature of well over 100 degrees, he has also developed a taste for "spicy" food - something best left to the imagination in this case. When his blood is drawn, it visibly bubbles & steams, sometimes bursting into open flames. This quickly cauterizes wounds he might suffer, & can be an unpleasant surprise to anyone managing to injure him in close quarters.


    This Effect activates whenever you suffer a severity 2+ Injury. It does not require an Action or Exertion. Select a target within arm's reach which has both fuel and oxygen available (if you are starting a new fire). Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.

    You may start a new fire as large as a fire in a residential fireplace at your target. You may create fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.

    Lighting a target on fire deals 3 damage per round, starting in the next round after the one in which they caught fire. This damage is reduced by Armor, but the target’s Armor rating will be depleted by any damage dealt, destroying the Armor once it reaches 0.

    • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
    • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics, Difficulty 8.
    • You can target yourself if you qualify as a valid target by the other requirements.

    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.

    After consuming a mythical dragon over the period of a month, Edgar's flesh is remarkably resistant to flames.


    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 are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)

    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 caching 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.
    • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.

    Ghouls are notoriously resistant to hydrostatic shock, a fact that has doomed more than a few intrepid investigators over the years. Bullets tend to puncture them with relatively little harm inflicted.


    You gain the following benefits at all times.

    You have 5 Armor, which only reduces damage taken from Bullets. Any armor piercing effects from Bullets are ignored. Armor from multiple sources does not stack.

    Legendary Artifacts

    C.R.O.S.S. (Concealed Reticule Optic Sniper System)

    Created by Prototype, looted by Edgar Stokes.
    A high tech monocle designed for Sniper Support. The monocle is formed of a yellow ballistic glass, & careful observation can detect tiny circuit patterns running through it.

    When activated, light is distorted around the wielder, rendering them a rippling outline difficult to distinguish from their surroundings.

    The Cross-Eye has further advanced, allowing the user to use it's latent nanotechnology to cloak the user in a special suit. This suit reflects light around the target, and softens all noise made by it. With this, a sniper could be right next to it's target or miles away, and they would never know


    Expend a point of Battery and spend an Action to activate.

    You and any clothes or equipment you are wearing are partially obscured from sight for the next minute. All attempts to detect you using sight are rolled at a -3 dice penalty.

    Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.

    • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

    The C.R.O.S.S. optic projects a laser holograph over the selected items, then combines or upgrades the desired functionality through a HUD display menu.

    The advanced technology in the C.R.O.S.S, optic can enhance the ballistic quality of firearms for a limited time.


    Expend a point of Battery and spend a minute to activate. Select a non-Alien Firearm within arm's reach. Cannot be used to improve Armor.

    For the next day, your target receives 2 extra dice to all actions taken with its intended use.

    • You can target yourself if you qualify as a valid target by the other requirements.

    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 must make a Trauma roll each hour at a -1 dice penalty, increasing each hour until it reaches your Outcome.

    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 individual of the same species must roll Body, Difficulty 8. If they fail, they become afflicted. Otherwise, they are immune to the spread.

    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.

    • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
    • 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.
    2

    A Pill that smells like dried squid/cuttlefish/octopus. Taste like roasted really good Starfish. Upon consuming, The Qi in pill dissipates the pill slowly. The Qi may react with the body specially and instead of consuming the pill, the pill will force itself out of your mouth.
    The consumer will feel their scar rearranging itself and it is very visible as it heals.


    Use up this Golden Pill (unless you succeed on 1d10, Difficulty 7) and spend an hour to activate. Select a Battle Scar on yourself to treat.

    The treated Battle Scar will heal over the course of the next week.

    After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

    • This consumable is destroyed when used and cannot be used again.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Clothes
    • Wallet
    • Keys
    • Lighter
    • Bandanna
    • Ear Plugs
    • Dog Treats
    • Dog Tags

    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 (15 Liters) x2
    • Kerosense (15 liters)
    (Click to toggle Weapons reference)

    Trophies

    From 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.
    From 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
    Jud's Iron Pot
    Given by Strazhari
    A rusted iron pot "So you will need equal parts pine needles, tree bark and pig shit usually oak bark does the best. You gotta stew it for 4 days letting it ferment and boil. You then need a human eye I always used the left but I don't know if that's required. But you then let that eyeball stew for 24 hours in the pot you can only stew two at a time for it to work. Then you gotta catch a crow and force feed it the eyeball. Little thing should die after vomiting the eyeball up. Don't worry itll come back after a few hours i never really kept track it might be like four. Then you simply hide the eyeballs somewhere and the crows will defend about half a mile from the eyeball it died from if directed to or you can just tell them to attack anything that gets close other then you or those in your pack."
    From 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.

    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 must make a Trauma roll each hour at a -1 dice penalty, increasing each hour until it reaches your Outcome.

    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 individual of the same species must roll Body, Difficulty 8. If they fail, they become afflicted. Otherwise, they are immune to the spread.

    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.

    • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
    • 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.

    Contractor Timeline

    23 Victories - 3 Failures
    Remaining Exp: 0 (Earned: 375 - Spent: 375)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Edgar Stokes has made 1 Move.
    Only GMs who have permission to run Contracts and post World Events in The Illumination can post Moves for Edgar Stokes.

    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).

    Self Mutilation: Whenever taking an injury, Edgar must roll Mind to avoid worrying at it until it becomes a battle scar

    Assets And Liabilities

    Assets

    +5 Immutable Body
    +4 Jack of All Trades

    Liabilities

    -2 The Hunger
    New Food: Corpse Flesh
    -1 Ugly