Skip to content
CreatePricing
Friedreich - AI-generated fantasy NPC

Friedreich

Human-shaped spirit-bound dead, custom World of Darkness concept · Spirit-bound revenant, custom World of Darkness concept · Level 6

Friedreich

Formerly a wraith; now a newly embodied member of the coven, still learning how to live among the living.
“Bring a coat,”
ACNone
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a rough, dry edge, as if shaped by cold air, long silences, and years of speaking only when necessary. It is not theatrical; consonants land firmly, and the ends of sentences often sound final even when he is teasing. When he is moved, the change is not softness so much as strain, a breath catching before he finds the next sentence.

Friedreich speaks German with clipped precision and uses English carefully, choosing plain words over idioms. His phrasing has the formality of an upbringing shaped by old Prussian expectations, but he does not imitate a historical officer. He addresses practical problems directly and can sound like he is issuing orders even when making an offer. His jokes are dry, understated, and often delivered without changing expression. When describing the rite or the land's memories, he pauses to find words that do not make the experience sound smaller than it was.

Speech patterns

Uses concise, formal statements, especially when frightened or uncertain.
Frames requests as assignments: "Bring a coat," or, "You will eat before you go."
Offers practical shopping advice with surprising enthusiasm, then denies that he wanted the item himself.
When discussing the rite, calls it "the work" until someone challenges him to say what it cost.

How to play them

Approach Friedreich through practical companionship rather than demands for gratitude. Offer him an ordinary choice, such as a place at the table or an opinion on a market stall. He responds well to honest questions, but becomes cold if people treat him as a weapon, a historical symbol, or proof that the rite succeeded. If the coven is threatened, appeal to his loyalty without pretending that loyalty makes the rite harmless.

Goal

Keep the coven together, understand what answered the Walpurgis rite, and learn which memories are his own before the land-spirit's impressions crowd them out.

Motivation

To make his return mean something beyond survival, protect the people who tried to give him a life, and discover whether he can be a person without surrendering himself to the spirit of his homeland.

Secret · GM only

Appearance

Friedreich looks like a young man who has been made to stand at attention for too many hours. He is tall, spare through the waist, and built with the hard, unfinished look of someone whose body was carved and assembled rather than raised. His blond hair lies in a strict side part, combed smooth with almost fussy care, while his clothes are kept brushed and squared even when he has been outdoors. His grey eyes do not settle on faces first: they measure thresholds, windows, the ground beneath a table, and the space between people. When he turns to meet someone's gaze, he does it all at once, like a sentry recognizing a superior. His skin has the pallor of someone who has spent too long underground, but it warms and flushes now; a faint, uneven sheen of dried earth seems to persist around his nails. He walks with measured, heel-first steps, then sometimes stops so suddenly that others nearly walk into him. The unexpected detail is his neat, almost vain grooming: the ghost of a dead teenager and a land-spirit's vessel, he still parts his hair with the precision of a young Junker preparing for inspection.

Clothing

He favors dark wool coats, plain shirts, sturdy boots, and sober trousers, with a preference for neat collars and brushed fabric. He owns no complete historical uniform and dislikes being mistaken for a reenactor. In private he sometimes wears one old military-style garment, carefully folded away afterward.

Body language

His posture is upright and controlled, shoulders set as if a uniform remains on him even when he wears a sweater. He scans a room from its edges inward, rarely meeting anyone's eyes until he has assessed the exits. He sometimes plants both feet on the floor and flexes his toes inside his shoes, testing the reality of ground beneath him. Affection makes him awkward: he stays near, but will not reach first.

Height
Tall, approximately 188 cm
Build
Tall, lean, and tightly held, with the proportions of a young man still growing into his frame.
Eyes
Grey
Hair
Blond
Skin
Pale, with a faint earth-toned cast that becomes more noticeable after the rite
Age
Appears 17 or 18; remembers being that age when he died, though the rite restored memories spanning far beyond his human life.
Gender
Male
Size
Medium

Distinguishing features

His gaze checks doorways, windows, and the ground before it settles on a person.
His blond hair is meticulously parted and combed, even after a long night outdoors.
He seems to test the floor with his feet when standing still, as though confirming that the world remains solid.
His breathing is audible in cold air, a small ordinary sound he sometimes notices with wonder.

Personality

17 traits and drives

Friedreich is disciplined without being calm. He has the posture and reflexes of someone taught that composure is a public obligation, but his feelings arrive with startling heat once they break through. He can spend half an evening silently observing a card game, then become intensely argumentative about a football match because the game gives him a safe, ordinary thing to care about. He dislikes being fussed over, yet remembers who brought food, who stood watch, and who made room for him when he could not be touched. His manners carry the shape of old Junker and military expectations, but he does not think of himself as a defender of historical ideology. He values duty when it means keeping a promise or protecting a vulnerable person; he distrusts duty when it is used to excuse cruelty. That distinction is real to him, though he is not always good at explaining it. Under pressure he can revert to issuing clipped instructions and assuming that decisive action is kinder than discussion. Afterwards, he may offer practical help rather than an apology, as though repairing a coat or preparing a meal could say what he cannot. He is curious about the living world with an almost embarrassing earnestness. Markets, church services, meals, breath on a cold night, and the weight of a coat are not trivial to him. They are evidence that he is here. He can be generous with advice about things he cannot afford or does not want to admit he wants. Before the rite, this habit was partly a way to participate from a distance. Now it is a lingering defense: recommending an object to someone else lets him desire it without asking for it himself. His relationship with Wilhelm draws out a gentler, more protective side. Friedreich feels they are brothers, although the reason remains hidden behind the same memory loss that afflicts Wilhelm. He does not romanticize that bond. He can become impatient with Wilhelm, especially when Wilhelm treats the success of the rite as proof that it was right. Yet he will stay beside him when others leave. Around Klaus, he gives space to the other man's hesitation and rarely presses him for an explanation. With Gunther, he is willing to be amused. With Mila, he is especially wary of turning gratitude into obligation, because she was the first person able to touch him without taking anything from anyone. The rite has made his inner life less simple. He has memories that feel like his childhood and memories that feel like winters, floods, roots, and settlements remembered by the land. These impressions can carry emotions stronger than their apparent events deserve. When he is tired, he may become remote, listening to something no one else can hear. He is frightened by the possibility that his apparent self-control is only the small Brandenburg spirit holding an enormous accumulation of memory in a narrow human shape. At his best, Friedreich is dependable, observant, and quietly funny. His jokes are dry and often arrive as a correction to someone else's exaggeration. At his worst, he becomes rigid, makes decisions for others, and speaks as though fear were a defect that can be ordered away. He does not smile often, but his humor is not absent. His rough voice can make a tease sound like a reprimand, and he rarely notices until someone points it out. He wants a family, but is still learning that being family means allowing others to see his uncertainty, not merely offering them protection.

Alignment
Not applicable as a World of Darkness statistic. In conduct, protective of his chosen family and unsettlingly devoted to duty.

Quirks

Before sitting, he checks whether the chair's legs are even, then presses one hand to the table as if confirming it is truly there.
He gives detailed advice about Christmas-market bargains, including items he secretly wants, and recommends that someone else buy them.
He counts people entering a room under his breath, but starts over if anyone notices.
He saves the first breath he exhales into cold air as a moment of private attention, watching it disappear.
He turns football commentary into clipped battlefield analysis, then insists he was only discussing positioning.

Habits

At gatherings, he chooses a seat with a clear view of the exits and silently tracks who has arrived.
During football, he becomes openly invested in the match, offering clipped tactical observations and forgetting to look detached.
When someone is hurt, he moves at once to help, then becomes stiff and formal if they try to comfort him in return.
On certain days when the boundary between living and dead thins, he watches his own hands and breath with quiet wonder.

Traits · 5

Formal and watchful, yet unexpectedly enthusiastic about ordinary pleasures.
Protective of his friends, but prone to making their choices for them.
Curious about living sensations, while embarrassed by how much he wants them.
Dryly funny, though his rough delivery often sounds like a rebuke.
Committed to duty as care, suspicious of duty as obedience.

Flaws · 4

He treats emotional pain as a duty to endure rather than a warning to seek help.
His military formality can sound like contempt or command, even when he means to reassure.
He confuses protection with deciding what other people are allowed to risk.
The land's ancient sensory memories can overwhelm his personal perspective and leave him disoriented.

Fears · 4

That the watching presence in the Harz deliberately arranged the rite and is still waiting to collect what it wanted.
That his memories belong partly to the land-spirit and cannot be trusted as a record of his own life.
That his friends will call the rite a gift to avoid admitting how badly it hurt them.
That one day he will again be unable to touch or be seen by the people he loves.

Wants and needs · 4

To be treated as a person rather than a successful experiment or an omen.
To understand the presence that watched the Walpurgis rite.
To reclaim private memories from the land-spirit's ancient impressions.
To share ordinary life with the coven without making every kindness into a debt.

Combat

HP 7 · Ordinary human walking and running pace; no special movement rate.

Friedreich tries to prevent a fight through command, positioning, and the appearance of certainty. If forced into violence, he closes distance quickly, strikes to disable, and uses cover or the terrain rather than trading blows. He protects the coven first and will retreat if staying would expose them. His supernatural abilities are investigative and ritual in nature, not reliable combat powers.

Friedreich

Medium humanoid (human-shaped spirit-bound dead, custom world of darkness concept), not applicable as a world of darkness statistic. in conduct, protective of his chosen family and unsettlingly devoted to duty.
Armor ClassNot set
Hit Points7
SpeedOrdinary human walking and running pace; no special movement rate.
Level6
STR
DEX
CON
INT
WIS
CHA
SkillsAwarenessBrawlCommandEmpathyIntimidationOccultSurvival
Languages
German,
English
Custom World of Darkness-inspired NPC. This is not a canonical Risen, wraith, vampire, Garou, changeling, or mage template. Use the listed Attribute and Skill dots as pools: roll Attribute + Skill in d10s, with successes on 8 or higher; 10s count as successes. Apply the Storyteller edition used at your table if its dice rules differ.
Brandenburg's Borrowed Breath (custom): Friedreich is embodied and can be seen and touched without stealing a face. He breathes, feels warmth, and can be physically injured. He is not thereby a normal human, and his body is sustained by the bound land-spirit.
The Land's Memory (custom): Once per scene, Friedreich can ask the Brandenburg spirit within him for a sensory impression of a place's past: flooding, frost, cultivation, marching feet, or another event tied to the land. This grants a useful clue, not a complete answer.
Civic Rite (custom, grave consequence): Friedreich can attempt to bind a willing or helpless supernatural being to a place-spirit and give that spirit a body. This requires an elaborate rite, collaborators, a suitable body, and significant supernatural power. It is not a combat power, and its results are unpredictable; the Walpurgis rite that changed his coven is the warning.
Face-taking. No longer required for ordinary visibility. The custom rite severed the condition that once made Friedreich steal a face to be seen.

Actions

Close-Order Strike. Resolve + Brawl, 5 dice. Inflicts 2 bashing damage on a successful attack in this custom profile. Friedreich fights with abrupt, economical movements, as if ending a drill rather than enjoying a struggle.
Service Must Be Rendered. Manipulation + Intimidation, 5 dice. On a successful contested roll, a target hesitates or gives ground briefly; this is a social pressure effect, not supernatural mind control.
Listen to the Ground. Wits + Survival, 5 dice. Friedreich presses a hand to earth or masonry and draws a sensory memory from the land, if the location has a strong history. The Storyteller determines what impression is available.

Reactions

Stand Between. If a companion is endangered, Friedreich may immediately move between them and the threat. This is a roleplaying response; it does not grant a free attack or automatic defense.
The Unpracticed Pause. When someone touches him gently without demanding anything, he goes still before responding. A Storyteller may treat this as an opening for a sincere social exchange, not a mechanical bonus.

Services they sell

Can offer practical advice about Brandenburg, its old roads, and places where the land carries strong memories.
Can help investigate supernatural disturbances through his custom Land's Memory ability.
Can introduce characters to members of the coven if he believes they are safe.

Rewards they can give

Reliable guidance through Brandenburg's countryside and places with strong historical memory.
A sensory clue from the land when he can perform Listen to the Ground.
A steadfast ally among the coven, though his loyalty may bring the characters into its conflicts.

Equipment

  • Old helmet (personal relic)A battered helmet from his former life, used as a focus and reminder during the Walpurgis rite. He is reluctant to let anyone handle it.
  • Pocketknife (tool)A plain pocketknife for practical use, not a favored weapon.
  • Home soil (ritual token)A small packet of Brandenburg soil wrapped in cloth. He carries it when traveling far from the region.
  • Travel clothes (clothing)A modern coat and sturdy boots, chosen for warmth and ordinary mobility.

Possessions

His old helmet from his human life
A cloth packet of Brandenburg soil
A kept Christmas-market toy he pretends not to value
A small pocketknife
Modern clothes chosen for warmth and durability

Background

Friedreich remembers being a Brandenburg boy of seventeen or eighteen, raised among the habits and assumptions of old Junker society. The memories are not a clean biography. They come in hard little pieces: a parent's voice cut short by a door, the rasp of wool at his collar, the geometry of a parade ground, and the persistent belief that a young man must know where to stand when others are frightened. He died young. What happened between that death and the present is a broken procession of faces, borrowed visibility, and years that would not stay in order. For a long time he existed as a wraith who could be perceived clearly only under unusual conditions, when the world seemed to loosen its grip on the dead. At other times, he needed to take a living person's face, or something like it, to be seen. The experience taught him to regard faces as temporary permissions rather than identities. It also made ordinary gatherings precious. He could sit among friends and hear their cards slapped onto a table, but often could not touch the deck or feel the drink in his hand. He learned to advise people about things he could not possess. At Christmas markets he would point out the better bargains, then recommend someone else buy the carved toy or sugared treat he wanted for himself. He tried church services, not because he had settled his beliefs, but because being present among the living felt worth the discomfort. Wilhelm mattered to him from the beginning. Wilhelm is a German Tzimisce from Mecklenburg, a vampire with his own hole in his memory where a human life should be. Friedreich felt a brotherly attachment to him without knowing what had earned it. Across the World Wars, Friedreich stayed near Wilhelm as often as his nature allowed. He remembers a breath during the First World War, or believes he does: lungs drawing in cold air, the sensation so vivid that it became a small private proof that he had once been alive. They never found the missing explanation for their kinship. Neither has stopped looking for it. Their circle called itself a coven, though it was less a formal order than a stubbornly recurring household of supernatural misfits. Gunther, a changeling who spent much of his existence in Arcadia before returning to the real world, made moss-based clothes and treated the impossible as a craft problem. Klaus, a ronin Get of Fenris or perhaps a skin-dancer, refused to clarify which. He was passive-aggressively cutting with most people, yet hesitated around Friedreich as though some old courtesy or grief kept catching in his throat. Mila, a mage from Bremen, could see and touch Friedreich without his borrowing a face. That simple kindness thrilled him. The group played cards, hunted, fished, drank, argued about football, and made holidays into reasons to gather. Christmas and other seasonal visits brought more members of their scattered circle to Mila's company, where Friedreich could participate without being reduced to a rumor in the corner. The turning point came on Walpurgis Night, April 30, in the Harz Mountains. The others believed they were giving Friedreich a life again, making him a Risen in the hope that a living body would free him from the terror of death. They prepared Brandenburg soil, human blood, metal, his old helmet, and a human body shaped through their different arts. Wilhelm used Vicissitude and Koldunic sorcery. Mila bent reality with her magic. Gunther brought Glamour and gifts capable of making the unlikely happen. Klaus supplied knowledge of spirits, rites, and the gifts of the Garou and other changing breeds. They laid the naked body beside a great bonfire and worked through the witching hour, each lending a piece of power they understood only imperfectly. Friedreich felt the rite as a demand from deep underground. A will in the woods watched, patient and hungry. The body lurched; his soul and psyche were bent through a presence that wanted human shape. He remembered everything at once: his youth, death, the coven, and impressions reaching back thousands of years, as though ice, flood, and root systems had all been stored inside him. He woke with blood in his mouth and dim eyes, terrified that he was dying again. Then he smelled grass and soil. He felt air leave his lungs. Something had crawled into the rite and changed it. He looked at the people who had made the attempt and understood, with a coldness that frightened him, that the rite was not finished. He was not a Risen. He was Friedreich, fused with a weak, barely thinking spirit of Brandenburg: the land and its people compressed into a presence that could not form an honest independent will. Another force had used the opening to impose its own pattern. Friedreich completed the rite, binding the coven's spirits into new bodies and new relations with place. He did not understand every consequence; he did understand that leaving the work half done could be worse. When Mila wiped blood from his face, the gentleness confused him. Wilhelm crowded close, his eyes bright with hope, then faltered when Friedreich said, "Don't touch me. Consider bringing me some clothing." He dressed, cleaned himself, and faced the first dawn of his new life. He told the shaken others to rest, insisting that the worst of the pain had passed and that they were family. It was reassurance, but also a decision: he would not let them turn their gift into an excuse to abandon one another. Now Friedreich moves among the living with a body, a breath, and memories that are not wholly his. His friends have also been changed by the rite, each bound to a regional spirit and a life the coven did not know how to give. The spirit inside Friedreich is weak, not a sovereign land-god, but it carries the weight of place. He wants to protect his family, learn what answered them in the Harz, and discover whether his restored memories are truly his. The question that troubles him most is not whether the rite was a mistake. It is whether the thing that watched them intended the mistake all along.

Role in the story

A newly embodied, spirit-bound former wraith whose return altered an entire supernatural family. Friedreich can be a guide to the coven, a witness to its hidden past, or the person forced to confront the cost of the ritual that saved him.

“What happened between that death and the present is a broken procession of faces, borrowed visibility, and years that would not stay in order.”
From their background
Faction
The informal supernatural coven of Wilhelm, Gunther, Klaus, Mila, and their friends. Bound to the weak spirit of Brandenburg through a custom rite; this is not a canonical World of Darkness faction.

Known connections

Wilhelm, a Tzimisce vampire from Mecklenburg whose missing human memories mirror Friedreich's own. Friedreich regards him as a brother, though neither knows why.
Gunther, a changeling who spent much of his time in Arcadia and now sells clothing made with moss. Friedreich trusts his practical creativity and worries about how much the rite exhausted him.
Klaus, a sharp-tongued ronin Get of Fenris or possible skin-dancer who refuses to settle the question. His hesitation around Friedreich suggests a bond he will not explain.
Mila, a mage from Bremen who could see and touch Friedreich before the rite. Her kindness was among the first forms of contact he could trust.
The wider coven, whose seasonal gatherings, card games, fishing trips, hunts, drinking, and football matches are the closest thing Friedreich has to an ordinary home.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Friedreich into a sheet

A high-res, share-ready sheet you can post or print.