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Alfred

Place-born, an embodied land-spirit of the United States · Fighter 15, Battle Master archetype. Firearms and firearm maneuvers are custom campaign additions, not official core equipment. · Level 15

Alfred

Woodsman, hunter, military veteran, and investigator of cryptid and paranormal reports.
AC17
HP142/142
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A naturally resonant, work-worn voice with a little rasp from cold air, camp smoke, and too many years of calling across distance. He speaks as if accustomed to being heard over wind or engines. His delivery grows quick and anecdotal when he is comfortable, clipped and logistical when danger is near, and scattered when something unseen breaks through his certainty.

Plain, friendly American English, delivered with a practical frontier directness. His voice can fill a camp or a room when he is relaxed, but he does not automatically soften when angry; anger tends to make him faster, more blunt, and more specific. His accent and vocabulary shift subtly with the states he has recently traveled through.

Speech patterns

Speaks in plain, friendly statements, often blunt enough to sound harsher than he means.
Uses a different regional turn of phrase after spending time in a particular state, then denies noticing the change.
Gives people simple assumed names such as John or Michael when he wants to keep an investigation compartmentalized.
Changes the subject when asked about his mother, the red-horse painting, or the early years he remembers as peaceful.
Tells stories in fragments, circling the part that matters without quite naming it.

How to play them

Meet Alfred on practical ground: ask for a trail to follow, evidence to check, or a person to protect. He responds poorly to interrogation about his family or origins. Trust grows through competence, keeping promises, and respecting his need for physical space. If players show care for his children or take Native traditions seriously without treating them as exotic clues, he may reveal a carefully limited piece of his past.

Goal

Identify what is behind the recent pattern of cryptid and paranormal sightings before it reaches the people he considers family.

Motivation

To protect the people tied to his land, understand the threats stalking the dark, and prove that his uncertain origins do not define who he is.

Secret · GM only

Appearance

A tall, fresh-faced young man with relaxed, rugged handsomeness and the sun-weathered practicality of someone who has slept in a saddle. His wheat-dark blond hair is clipped short, with gold threads catching at the temples. His suede coat has gone supple and shiny at the elbows, while dust clings to its seams. He walks with an easy frontier lope, but stops abruptly and becomes so still that people often realize he has been studying their exits rather than their faces. In a crowded room, his gaze checks windows, doors, rooftops, and hands before it settles on anyone's eyes. The unexpected detail: after a difficult hunt, he carefully folds a scrap of paper into tiny, precise boats and sets them afloat in the nearest puddle.

Clothing

A worn suede coat over a plain cotton shirt, practical trousers, sturdy boots, and cold-war-era field gear. He dislikes formal finery and calls it clothes made for people who do not have to walk anywhere.

Body language

He stands with frontier ease, shoulders loose and feet planted as if he expects the ground to shift. He gives people space even when he is being friendly. His hands hover near his equipment without quite touching it. He watches hands, windows, and doorways before faces; when truly frightened, his posture locks up and his gaze fixes on whatever he cannot explain.

Height
6 feet 2 inches
Build
Tall, lean, and unexpectedly strong, with the wiry endurance of a woodsman and the trained balance of a soldier.
Eyes
Bright sky blue
Hair
Dark wheat blond with gold highlights
Skin
Fair, lightly weathered by sun and wind
Age
19 in appearance; his actual age reaches back to the era of the Thirteen Colonies, though he dislikes being reminded that he has died and returned to the world.
Gender
Male
Size
Medium

Distinguishing features

Bright sky-blue eyes that seem to focus on exits and hands before they focus on a face.
A one-eyed red horse painting, carried carefully despite its cracked, travel-worn frame.
Subtle shifts in accent, posture, and outlook that track the states he has recently traveled through.
His habit of becoming abruptly motionless in the middle of a conversation.

Personality

20 traits and drives

Alfred is generous with food, shelter, and practical help, yet guarded with affection and wary of anyone who wants to know him too quickly. He can be boisterous and competitive around a campfire, then distant the instant the conversation turns personal. He professes deep religious devotion while ignoring rules he finds foolish. He is curious about unfamiliar people and traditions, but that curiosity lives beside inherited suspicion and a quick willingness to judge. Under pressure he becomes calm and methodical; faced with the truly inexplicable, that composure can collapse into raw terror.

Alignment
Chaotic Good, with a strong protective streak that can curdle into paternalism or cruelty when he believes a threat must be stopped.

Quirks

Folds little paper boats whenever he is thinking hard, then floats them in puddles, washbasins, or water troughs.
Leaves a small useful item, such as a spare cartridge, a repaired strap, or a packet of food, for someone he cares about, then pretends it was already there.
Gives strangers painfully ordinary false names, usually John or Michael, with a straight face.
Counts doorways and windows under his breath, but changes the count when his accent or manner shifts.
Occasionally mutters to himself about thunderbirds and horned serpents as if comparing field notes with an old friend.

Habits

Checks sightlines and exits as naturally as other people check the weather.
Offers help through practical errands, repairs, or supplies rather than direct comfort.
When a supernatural clue appears, he first tests mundane explanations, then records details compulsively.
After a long stretch alone, he becomes loud and talkative, but still keeps an arm's length of space.
When a loved one is at risk, he may make decisions for them and call it protection.

Traits · 4

He is kind to people others dismiss, but can speak with cutting certainty about cultures he does not understand.
He seeks company when lonely, then maintains a careful physical distance from the people he most wants near.
He is devout in private, irreverent toward rules in practice, and uncomfortable when anyone points out the contradiction.
He wants to be seen as a dependable protector, but resents anyone who makes him feel dependent in return.

Flaws · 6

He is suspicious of Europeans and other foreign place-born, even when they have given him no reason to distrust them.
His protective instincts can become controlling, especially around his children.
He downplays his grief and loneliness until they emerge as bluntness, recklessness, or a sudden departure.
He can be cruel when he decides a threat must be stopped, then defend the choice as necessary.
He is proud of his shooting and competitiveness, and can be baited into proving himself.
He has absorbed prejudices about cultures he does not understand, despite his sincere curiosity and kindness toward many people.

Fears · 5

That place-born are as strange and frightening as the entities he hunts, and that every clue is leading back to him.
That the people associated with other nations, provinces, counties, or regions may also be alive, hidden, and watching.
That an unseen creature will appear close enough to make his disbelief useless.
That his children will be found because of his investigations.
That the quiet life he remembers is gone forever, and that he has become unable to live peacefully even if it returns.

Wants and needs · 5

To know what is behind the sightings without making himself or his family a target.
To be trusted without having to surrender every private part of himself.
To relearn how to rest without treating stillness as a threat.
To protect his children while letting them make their own choices.
To confront his suspicions about other place-born before fear turns them into enemies.

Combat

AC 17 · HP 142 · 30 ft.

Alfred favors cover, distance, and patience. He scouts before a fight, chooses a defensible firing lane, and uses precision attacks to disable dangerous opponents. If allies are threatened, he will draw fire and maneuver aggressively to protect them. He has no magical counter to supernatural creatures; if confronted by something he cannot see or understand, he may panic, withdraw, or fire at evidence rather than a target.

Alfred

Medium humanoid (place-born, an embodied land-spirit of the united states), chaotic good, with a strong protective streak that can curdle into paternalism or cruelty when he believes a threat must be stopped.
Armor Class17
Hit Points142
Speed30 ft.
Level15
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAcrobaticsPerceptionStealthSurvivalAthleticsInsightAnimal Handling
SensesPassive Perception 16. Alfred has no special ability to see invisible or supernatural creatures.
Languages
Common,
English
Place-Born Nature (custom): Alfred is a living embodiment of the fifty states and the District of Columbia, not an ordinary human. He does not age normally and can endure hardships that would exhaust a typical person.
Uncanny State-Shifts (custom): When a state has shaped his travels, Alfred's accent, idioms, posture, and opinions can subtly shift toward its local character. His eyes seem to sharpen or soften with the shift, though their color remains the same.
No Arcane Sight (custom): Alfred cannot cast spells or naturally perceive invisible, ethereal, or supernatural creatures. If a creature makes itself visible, he can see it normally. The first unmistakable encounter with an apparently impossible entity can leave him frightened.
Exceptional Marksman (custom): Alfred's firearms are mundane weapons. His skill, not magic, makes him dangerous at range.
Unusual Strength (custom): Alfred has a powerful grip and can accidentally break fragile objects when careless.

Actions

Stock or Fist. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () bludgeoning damage, or 9 () if used with two hands. Alfred is proficient with improvised weapons.
Service Rifle. Ranged Weapon Attack: to hit, range 80/240 ft., one target. Hit: 12 () piercing damage. A target within 30 feet takes an additional 7 () damage. The rifle has a capacity of 5 shots and takes an action to reload. Its report is audible at a great distance. Firearm rules are custom and should be adjusted to suit the campaign.
Service Revolver. Ranged Weapon Attack: to hit, range 30/90 ft., one target. Hit: 10 () piercing damage. The revolver holds 6 shots and takes an action to reload. Its report is audible at a great distance. Firearm rules are custom and should be adjusted to suit the campaign.
Multiattack. Alfred makes two weapon attacks. If he takes the Attack action, he can attack three times instead, as granted by his fighter feature.
Second Wind. Once per short or long rest, Alfred pushes past injury, regaining hit points. He can use this before or after taking an action.
Action Surge. Once per short or long rest, Alfred takes one additional action on his turn.
Combat Maneuvers. When he hits with a weapon attack, Alfred can expend one superiority die to add damage and apply one maneuver: Disarming Attack, Goading Attack, Menacing Attack, Precision Attack, or Trip Attack. His save DC is 17. He has five superiority dice, regained on a short or long rest.

Reactions

Parry. When a creature Alfred can see hits him with an attack, he adds 3 to his AC against that attack, potentially causing it to miss. He must be able to see the attacker and be wielding a weapon.
Watchful Shot. When a creature Alfred can see moves within 30 feet of him, he can use a superiority die and make one ranged weapon attack against it. On a hit, he adds the die to the damage and reduces the target's speed by 10 feet until the end of its turn. This is a custom Battle Master maneuver for firearms.

Services they sell

Tracking and wilderness guidance.
Firearms instruction, where the campaign supports firearms.
Reconnaissance and practical field investigation.
Ammunition and hunting supplies, when he can spare them.

Rewards they can give

A well-marked map of safe routes, water sources, and useful shelters.
Training in tracking, wilderness travel, or practical marksmanship.
A trustworthy military or field contact, if Alfred decides the party has earned his confidence.
A lead from his case notebook pointing toward a local supernatural mystery.

Equipment

  • Service Rifle (martial ranged weapon, custom firearm)A maintained, nonmagical cold-war-era bolt-action rifle. Its firing report carries far, and ammunition is scarce in settings without modern supplies.
  • Service Revolver (martial ranged weapon, custom firearm)A practical six-shot sidearm with a worn grip and a simple holster.
  • Field Knife (simple melee weapon)A compact field knife used for camp work, hunting, and emergencies.
  • Suede Field Coat (clothing)A suede coat with discreet reinforcement and weathered seams.
  • The Red Horse Painting (keepsake)A cracked, carefully wrapped painting of a red horse with one eye missing, given to him by a fellow soldier.
  • Case Notebook (adventuring gear)A field notebook filled with tracks, testimony, maps, and questions he has not yet been able to answer.

Possessions

A cold-war-era bolt-action rifle and ammunition.
A service revolver and ammunition.
A field knife, compass, binoculars, and weatherproof notebook.
The wrapped painting of a red horse with one eye missing.
A small stack of folded paper boats and scraps of paper for making more.
Unsent notes and practical gifts intended for his children.

Background

Alfred was born from a young, fractured land and grew up faster than anyone expected. His father, Arthur, gave him the name Alfred, and Alfred has always considered that bond more important than the rumors about whether Berwald, Nils, Allister, or someone else helped bring him into the world. He remembers his mother with a mixture of tenderness and old hurt, but rarely tells the story clearly. In his earliest years, he knew a quieter life, one he misses and seldom admits missing. As the country expanded and convulsed through wars, Alfred learned the woods, the rifle, and the habit of leaving before anyone could ask him to stay. Military service across generations gave him discipline without making him obedient. During the world wars, a fellow soldier gave him a painting of a red horse with one eye missing, a gift Alfred has carried through every later life. In the cold-war years, reports of cryptids, strange lights, and impossible tracks became his assigned work. At first he treated each case as a problem of evidence. Then he saw enough traces to suspect that some old stories were warnings, and that the beings he hunts may resemble place-born more closely than he can bear to consider. He has fifty children associated with the states and one with the capital, though he is not the biological father of all of them. He keeps their existence from foreign place-born, ostensibly for their safety, while privately fearing what might find them. His curiosity about Native American traditions is sincere, but he knows his understanding is incomplete and sometimes repeats stories he has not earned the right to claim. He finds comfort in thunderbird and horned-serpent lore, and sees something of himself in the thunderbird's fierce, roaming nature. He likes Allister's humor and competence, avoids Arthur, Reilly, Rhys, and Allister when an investigation starts to resemble family history, and sometimes lets the truth slip when he is alone with Ludvig. Now he is tracking a growing pattern in the sightings: the things in the dark may not be isolated monsters, and the world may contain other living places beyond the ones he knows.

Role in the story

A capable but guarded ally who can guide the party through wilderness, military history, and evidence of the uncanny. Alfred's fear that the case is connected to place-born identity makes him both a source of hard-won knowledge and a potential obstacle when the investigation reaches his family.

“He remembers his mother with a mixture of tenderness and old hurt, but rarely tells the story clearly.”
From their background
Faction
Alfred's first allegiance is to the people and places he calls his own. He has served in successive American military forces and now pursues supernatural cases through loosely connected government and field contacts. No formal organization fully commands his loyalty.

Known connections

Arthur, the English place-born who named him and whom Alfred regards as his father despite persistent paternity rumors.
Allister, a Scottish place-born whose humor and competence Alfred genuinely enjoys, though their shared history can make him evasive.
Ludvig, a German place-born who sometimes hears Alfred speak more honestly than he intends.
His fifty state-associated children and one child associated with the capital, whom he protects at a distance and conceals from foreign place-born.
Native American place-born whose traditions have offered him comfort and whose trust he has not always been careful enough to deserve.
Major secret · GM only
Minor secrets · GM only

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