Skip to content
CreatePricing

Clemens Günther

Nachzehrer, a corpse-eating vampire · Other · Level 3

Clemens Günther

Unhoused drifter and opportunistic robber
ACNone
HP8/8
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice comes from a body that never grew up, but carries the dry, measured cadence of someone trained to give and follow orders. Cold air and years in a damp bunker have left it slightly rasped. When disoriented, he loses words and repeats the last short phrase he understood.

His voice is clear but dry, with a slight rasp like air passing through a cold, damp room. Habitual formal phrasing reflects old military discipline, while the simple, careful words he uses with his friend sound more like an ordinary teenager. He speaks of violence with unnerving practicality and calls himself a gentle man without irony.

Speech patterns

Calls himself Günther when first introduced, then watches to see whether the name is accepted.
Uses formal, careful phrasing that sounds learned from military routine, even when discussing ordinary errands.
Describes violence as judgment or necessity, but calls himself a gentle man when challenged.
Loses his train of thought when asked about his life before becoming a vampire.

How to play them

Begin with measured courtesy and offer a useful explanation for why he is nearby. He responds best to calm, direct conversation and becomes defensive if people probe his bunker, his friend, or his wartime service. Acknowledge his hunger without treating his victims as disposable, and do not assume that his claim to gentleness means he is safe.

Goal

Keep his friend safe and preserve the bunker as a place where he can pretend to be more than a predator.

Motivation

To find a way out of his struggle with the demon inside him without surrendering the strength and certainty that undeath has given him.

Secret · GM only

Appearance

Clemens looks like a well-kept German schoolboy misplaced in the wrong century. His pale, corpse-cool skin seems to take on a faint, unhealthy warmth after feeding; when starved, his clear blue eyes cloud toward a sickly yellow. His blond hair is trimmed with care, and his old military overcoat is brushed, mended, and kept free of insignia. The coat hangs heavily from his shoulders, making his narrow frame seem broader than it is. His hands draw the eye: broad-knuckled and meticulously scrubbed, with blunt nails kept short, but he holds them close to his chest as if concealing the practiced strength in them. He occupies a doorway without seeming to notice, then shifts aside with an oddly formal courtesy. His presence leaves the impression of a tidy boy who has brought the cold of a grave indoors.

Clothing

A carefully maintained Second World War-era German overcoat with all markings removed, clean shirt, practical trousers, and shoes kept in better condition than his surroundings. He hides a piece of his burial shroud among his belongings.

Body language

He holds himself straight with an old-fashioned, drilled posture, but rarely relaxes his hands. He makes room for others only after realizing he has blocked their way. When confused by abrupt shifts between bright and dark, he freezes, blinks hard, and feels for a wall or doorframe.

Height
Average height for a German boy of his apparent age
Build
Average build for a German boy of his apparent age and height, made deceptively solid by a stiff posture and the dense, unnatural strength of a vampire.
Eyes
Blue, turning sickly yellow when starved
Hair
Blond
Skin
Pale, deathly, and cool; faintly warms after feeding
Age
Appears to be sixteen; has lived through both world wars and into 2026, but cannot reliably remember the years before his undeath.
Gender
Male
Size
Medium

Distinguishing features

His blue eyes turn a sickly yellow when he is badly starved.
His neatly scrubbed, broad-knuckled hands seem too strong for his unchanged teenage body.
He keeps a small piece of his burial shroud for chewing when he is anxious.

Personality

15 traits and drives

Clemens is gentle in small, practical acts, such as offering a seat or carefully wrapping a broken object, yet can be merciless once he has judged someone guilty. He is proud of his neatness and discipline, but does not notice that his body has remained a boy's for decades. With strangers he is guarded and formal; with his friend he tries awkward jokes and domestic concern. When well-fed, he can be patient and almost tender. When starved or confronted with glaring light, he becomes disoriented, suspicious, and animal-fast.

Alignment
Custom characterization, not a rules alignment: protective toward the few he claims as family, ruthless toward people he judges ideologically corrupt, and increasingly willing to call cruelty a necessity.

Quirks

Chews the cut edge of his burial shroud when he is anxious, then folds it back into exactly the same place.
Rearranges objects into strict rows after a conversation that unsettles him.
Tests unfamiliar food by smelling it with the solemn attention of a field medic.
Gives a tiny, formal nod to closed doors before he opens them.
Keeps trying to operate his old game console by repeating the same button sequence, convinced the machine must eventually remember.

Habits

Checks exits and sources of light whenever he enters a room.
Keeps his bunker bedroom orderly, even after returning from a violent night.
When hungry, watches people's throats and then deliberately looks away.
After making a harsh decision, explains it as a matter of principle rather than admitting fear or appetite.

Traits · 4

He offers help readily when it costs him little, but has trouble recognizing when care requires restraint.
He insists on being judged by his intentions, while judging others by their worst acts.
He is proud of his orderliness and discipline, yet blind to the disorder of his own life.
He can be warm with his friend and frighteningly clinical with a stranger he has condemned.

Flaws · 4

Mistakes ideological certainty for moral judgment.
His hunger can overwhelm his careful plans.
He cannot remember his own past well enough to recognize when he is repeating it.
He is possessive of his bunker and treats any search for it as a threat.

Fears · 3

That there is no human part of him left to save.
That his teenage friend will discover the truth and become either a victim or an accomplice.
Being trapped again beneath the earth, conscious and unable to move.

Wants and needs · 4

A reliable supply of food that does not require killing.
To keep his friend out of danger without admitting how much danger he poses.
A reason to believe he can choose what the demon inside him does.
To protect the bunker and the small, ordered life he has built there.

Combat

HP 8 · Custom Other rules: Moves at an ordinary human pace; may make a sudden short lunge as described in Grave-Lunge.

He prefers darkness, a sudden rush, and close quarters. He targets people he has already judged as dangerous or morally culpable, then tries to end the fight quickly. He may retreat rather than fight under harsh, contrasting lights. Hunger makes him less discerning and more likely to bite.

Clemens Günther

Medium humanoid (nachzehrer, a corpse-eating vampire), custom characterization, not a rules alignment: protective toward the few he claims as family, ruthless toward people he judges ideologically corrupt, and increasingly willing to call cruelty a necessity.
Armor ClassNot set
Hit Points8
SpeedCustom Other rules: Moves at an ordinary human pace; may make a sudden short lunge as described in Grave-Lunge.
Level3
STR
DEX
CON
INT
WIS
CHA
SensesOrdinary human senses, with a vampire's heightened attention to blood and living bodies. Custom feature: harsh changes between light and shadow disorient him.
Custom Other rules. Corpse-Eater. Wilhelm can consume a dead body to regain 2 lost hit points, once per scene. This cannot restore him above his maximum.
Custom Other rules. Night-Strong. In darkness, he can force open a jammed door or briefly overpower an ordinary adult. Bright, sharply contrasting light disorients him and prevents this benefit until he has a moment to adjust.
Custom Other rules. The Grave's Claim. If reduced to 0 hit points, he becomes immobile rather than dying. Unless his body is destroyed or exposed to a specific vampire weakness established by the GM, he can recover after being fed blood or left undisturbed overnight.

Actions

Fangs and Hands. Custom Other rules: Close-range attack. On a successful attack, deal 2 harm. If the target is already helpless or badly wounded, Wilhelm may instead bite and drink, dealing 1 harm and recovering 1 hit point.
Grave-Lunge. Custom Other rules: Wilhelm lunges with startling force. On a successful attack against someone within a short distance, deal 2 harm and knock them down. He cannot use this while disoriented by dramatic light.

Reactions

Not Him. Custom Other rules: When someone he regards as family is threatened within reach, Clemens can immediately move to put himself between them and the threat. If the danger is bright, sharply contrasting light, he must first overcome his disorientation.

Equipment

  • Old military overcoat (clothing)Carefully brushed and mended, with identifying markings removed; heavy enough to disguise his narrow frame.
  • Shroud fragment (personal keepsake)A concealed scrap from his burial shroud, worn and repeatedly chewed at one edge.
  • Bunker electronics (equipment)An aging computer and an old game console he has not managed to use successfully.

Possessions

A carefully maintained, unmarked Second World War-era overcoat
A hidden scrap of his burial shroud
A computer and an old game console in his bunker
Small useful and curious objects taken from victims over many years
A collection of personal keepsakes arranged neatly in his bedroom

Background

Clemens remembers waking beneath the earth, not his life before it. He recalls the pressure of soil, the taste of his own burial shroud between his teeth, and the awful certainty that he had to keep chewing until he could move. He emerged as a Nachzehrer, a corpse-eating vampire, with a boy's body that has not changed since. He deserted during the First World War and carried the shame of that flight into the Second, when he joined eagerly, mistaking the familiarity of uniform and command for purpose. He now rejects the memory of that eagerness by turning his hunger against people he believes serve hateful causes, though his judgments are often brutal and self-serving. He lives near Berlin in a partly flooded German bunker, protecting its location fiercely. A few rooms are scrubbed and ordered; his little bedroom is almost museum-neat, full of objects gathered from victims and from decades he cannot keep straight. He has a computer and an old game console he cannot make work. His one friend is a tolerant teenager he regards as family, though he has never explained the full danger of being close to him. In 2026 he has no job or ordinary means of living, so he robs people and tells himself the targets deserve it. He calls himself Günther to hide, even though he suspects most people see only a vampire.

Role in the story

A dangerous, pitiable antagonist or uneasy ally whose protective bond with one teenager competes with his predatory hunger and ideological self-justification.

“He emerged as a Nachzehrer, a corpse-eating vampire, with a boy's body that has not changed since.”
From their background
Faction
No current faction. He has embraced ruthless ideological thinking as a private justification for hunting people he considers wrong; his wartime service belongs to his past, not a present organization.

Known connections

A tolerant teenage friend whom Clemens considers family; the friend knows he is dangerous but not the full extent of his history.
The unknown people he robs near Berlin, some of whom may be connected to causes he claims to oppose.
The nameless dead whose remains he consumes, an intimacy he treats as both nourishment and proof that he has become a beast.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Clemens Günther into a sheet

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