War Tales
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Griff Sterz Altbreit- Merry Prankster (Gankom)

Griff has long been the class clown, and when he grew to old for school he took his immaturity to the streets. He had enough money to live comfortably if not extravagantly, taking only the occasional job with the foresters or lumberjacks to make some extra cash. Thin, and far to immature to really take a job seriously, he’d really just do odd jobs around camp. The rough and tumble men seemed to have a greater appreciation for his jokes and pranks (unlike those stick in the mud townsfolks always complaining).

Griff has a… difficult relationship with his siblings. Most of the time he’s the one keeping everyone laughing and cheerful. Other times he can be just a bit to abrasive. No one would like living with a prankster for years, and that can build up more then a bit of tension.

Now he’s got a letter asking him to visit to uncle about the farm. He’s reluctant to take up the life of farmer (Doesn’t that sound boring?), but this is family and the least he can do is go and see how his uncle is doing. Right?


Stats:
Brawn: Poor
Finesse: Normal
Brain: Normal
Spirit: Good

Positive Qualities:
* Fast Runner (Finesse) Because sometimes people don’t enjoy the pranks…
* Prankster (Brain) Pranks take work and polish. Griff can often whip together little devices to surprise, find good hiding spots to jump out at people, etc
* Morale Lifter (Spirit): The whole point of clowning about is to make people laugh and lift their spirits. It’s all about making people feel better.

Negative Quality:
* Immature (spirit): Griff can’t take anything seriously. In many ways he’s still a kid at heart, and he will frequently act like it.

Equipment
* Satchel with small odds and ends.
* Matches
* Stale rations
* Handful of small noisemakers/crackers



Klaus Altbreit- Aimless Dreamer (Tarlen)

At heart, Klaus is a drifter, content to coast through life without much in the way of purpose. Had he been born to a family with fewer resources, he likely would have ended up as a vagabond long ago, taking to the road in an effort to keep himself going. As it was, however, he was able to while away his days in the dusty gloom of Karl's Ear, a local tavern patronized by political agitators, wandering dwarfs, out-of-work actors, and other assorted riffraff. At times, it seemed as if he was more at home there than...well, at home. His family was all well and good, but they couldn't hold his interest for long, and spending too much time lurking around the house tended to lead to ugly arguments with his father.

His uncle's offer has caught his attention mostly as a means of escape from Unkerdorf. In the back of his mind, he knows that Steingart is just as unlikely to keep his attention, and that he's not likely to keep any inherited holdings for long, not with the sort of freedom selling it could mean...but he intends to give it an honest try, should fortune turn his way. Family deserves that much, at least.


Stats:
Brawn: Normal
Finesse: Good
Brains: Normal
Spirit: Poor

Genre Poins: 2


Positive Qualities
* Dexterous (Finesse) - Years of card tricks and drinking games have left Klaus with a quick hand and well-trained fingers.

* Never Forgets a Face (Brains) - It's not just the face. Klaus has a knack for remembering people by their mannerisms and posture, picking half-acquaintances with particularly interesting stories out of a crowd to introduce to his friends.

* Brawler (Brawn) - Fighting might not be his specialty, but Klaus has been involved in more than one tavern dust-up. He knows how to improvise weapons out of just about anything that comes to hand, although he's used to using them on targets already swaying on their feet.

* Good Speaker (Spirit) - He might not have the most commanding presence, but Klaus has heard plenty from people who do, and he's picked up a few bits and pieces about effective oratory along the way.

Negative Quality
* Unfocused (Brains) - Klaus is easily distractable and has a hard time concentrating on goals - both immediate and long-term. Should something else grab his attention, he is likely to refocus on that instead of the task at hand.

Alterations:
* Back for More

Equipment: Faded (but prized!) travel-cloak and pack, set of crudely-made shepherd's pipes, well-thumbed copy of Detlef Sierck's To My Unchanging Lady, hand-carved pipe, travel rations.



Ludwig Theopholis Altbreit- Inquisitive Detective (Ludwig)

Backstory:Ludwig was away at school when the letter arrived telling him about the farm. Being the middle child he never thought that he'd be in line for the inheritance and is more than curious about what this is all about, because if there is one thing that Ludwig loves, it's a mystery. While away at college he had discovered 'Reads,' they've been sweeping the cities, they're basically penny-dreadful stories and Ludwig has become enamored with 'The Gray Ghost,' a mysterious gentleman who dresses up at night in a broad brimmed gray hat and sweeping cloak and he fights evil doers. His real power though, get ready for this, is that he's actually a great detective and that's why he's so good at his crime fighting job.

But knowing the dangers of dressing up in funny outfits and running around at night, Ludwig has desires on just pursuing the detective route and is always on the lookout for his first real case!

Stats:
Brawn: Good
Finesse Normal
Brain Good
Spirit: Poor

Positive Qualities:
* Perceptive (Brain): He loves to use his little grey cells to try to deduce the solution to puzzles.

* Street fighter(Brawn): Some would call it 'breaking and entering,' he calls it 'searching for clues.' Sometimes folks get upset when they come home to find you searching through their garbage.

* Knowledge (Law): The letigiousness of the Ostlanders is legendary, they have to be so that the blood fueds don't go out of control and lead to families slaughtering other families over hunting grounds, as a result the legal system of the villiage is one that would chew up and spit out lesser lawyers, so unless one has some understanding of the law, don't expect to get too far with any inquires that go through the legal channels. Fortunetly, Ludwig wanting to be a 'detective' has spent years studying the police to make sure that he remained on the correct side of the law.

* Eureka! (Brain): When enough information or clues have been gathered Ludwig gets a random clue or hint.

Negative Quality
* Blow-hard/Know it all (spirit): Because he is so knowledgeable he comes across as a pompus jerk when he tries to explain things. This flaw is why he never went into law, even if he had an air-tight case against Elthaba, the jury would free the witch just to spite him.

Ludwig also loves to hear the sound of his own voice and just like how 'The Gray Ghost' loves to tell the villain how he's be foiled, Ludwig also enjoys to toot his own horn and tell everyone how great he is, especially talking about what clues he's found and what he's thinking. Likely to 'spill the beans' or 'monolouge' at the wrong time or be willing to confront the big bad without thinking it through.

Special Ability
* Back for More

Equipment
* Ludwig is a man of 'fits and wits.' No weapons for him.
* Long coat
* Notebook
* Pipe and matches
DemonSlayer
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Location: The Netherlands
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