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Othmar "Klaus" - AI-generated fantasy NPC

Othmar "Klaus"

Wolpertinger Gallain, custom Bavarian Changeling · Gallain Wolpertinger · Level 2

Othmar "Klaus"

Freeloader; unofficial scout and route-finder
“and a promise a”
ACNone
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a dry, slightly nasal edge, shaped by cold outdoor air and the habit of speaking while moving. He articulates carefully when negotiating and runs words together when inventing an excuse. Under pressure, each breath catches at the start of a phrase; he does not lower his voice when angry.

He speaks German with a Bavarian regional lilt and uses clipped, practical English when needed. He puts stress on unexpected words when nervous, as if revising the sentence while speaking. His breathing is normally quick but controlled; when rattled, sharp sniffs interrupt his phrases and he must force himself to finish them.

Speech patterns

Uses plain, practical sentences and asks for the exact terms of any offer.
Calls a hiding place a 'route' and a promise a 'thing said aloud.'
When embarrassed, talks faster and supplies needless details about how he arrived somewhere.

How to play them

Offer a specific exchange, such as a watched entrance or a route through the Dreaming, rather than asking for trust. He responds well to clear boundaries. If accused, ask him what evidence is wanted; do not mistake his quick agreement for a confession.

Goal

Secure a place in or near the Lodge where the three Wolpertingers can stay without Joanna having to lie for them.

Motivation

To stay sheltered without becoming a burden, and to make the Lodge's freehold feel less hostile to the other two Wolpertingers.

Secret · GM only

Appearance

In his Fae mien, Klaus is compact and quick-moving, with a pair of dark, branching antlers and long rabbit-like ears rising where his human ears would be. The antlers have a dry, ridged texture like old horn; their tips bear pale rub marks from his habit of ducking too late beneath beams. His russet hair is combed into a sharp side part and kept so meticulously that even his fringe seems measured. When unsettled, his breath catches in short, audible sniffs and his ears turn toward every nearby sound before he does. The grooming is unexpectedly exact for a freeloader who sleeps in hidden corners. He leaves the impression of a man listening for a door that has not yet opened.

Clothing

Contemporary 2026 southern German street clothes: a clean charcoal softshell jacket, fine-knit pullover, dark tapered trousers, and practical walking shoes. His clothes are ordinary and weather-ready, chosen to pass unnoticed; the jacket's hood is cut to sit awkwardly around his Fae antlers.

Body language

His ears swivel independently toward sounds, then settle when he catches himself being watched. He stands angled toward the nearest exit, fingers grooming his cuffs or smoothing his part. When rattled, he sniffs sharply, holds his breath, and then lets it out through his nose in clipped bursts.

Height
173 cm in human mien; antlers make his Fae mien taller and awkward beneath low ceilings.
Build
Compact, wiry, and spring-legged; built for sudden turns rather than a sustained struggle.
Eyes
Hazel-brown
Hair
Russet brown
Skin
Fair, with a weather-reddened nose and cheeks
Age
Young adult; appears about twenty-four.
Gender
Male
Size
Small, approximately human-sized but compact

Distinguishing features

In Fae mien, antlers and rabbit-like ears replace his ordinary human ears.
His side part and cuffs remain carefully groomed even after a night spent hiding.
His ears turn toward sounds before his head follows.

Personality

13 traits and drives

Klaus is alert and resourceful, yet avoids commitments until he has tested their cost. In ordinary company he is evasive and quick with excuses; when someone is in immediate danger, he becomes brisk, candid, and startlingly decisive. He wants to be treated as useful but resents being measured only by what he can provide.

Alignment
Seelie

Quirks

Counts doors under his breath, restarting if someone interrupts.
Smooths his side part with two fingers after every sudden noise.
Tests a room's draught by holding a loose thread from his cuff near a doorway.
Leaves food for Adriene and denies having done so.
Gives passageways private names based on the first object he noticed there.

Habits

Checks exits before taking food or accepting a seat.
Keeps a running count of doors, windows, and people in an unfamiliar room.
When a dispute turns serious, stops joking and asks each person to state exactly what they want.
Avoids sleeping in the same hiding place on consecutive nights.

Traits · 4

Quick to notice a change in routine, slow to believe that a welcome is permanent.
Proud of his practical knowledge, but ashamed of needing help.
Can be generous with small comforts while withholding the information that matters.
Brave when another person is cornered; cautious to the point of cowardice when only his own safety is at stake.

Flaws · 3

Treats hospitality as a resource to be managed rather than a kindness freely given.
Conceals useful information until he knows what it will cost him.
Confuses a quick escape with a sound plan.

Fears · 3

Being driven out of the Lodge before he has found another refuge.
Leading Marine or Adriene into another dead end.
A promise being repeated back to him in words he did not intend.

Wants and needs · 3

A safe sleeping place inside the Lodge's orbit.
Clear rules about what the freehold considers trespass.
A way to repay Joanna without making her responsible for all three invaders.

Combat

HP 7 · Use the normal movement rules for the chosen Changeling: The Dreaming edition; no special movement rate.

Avoids a fair fight. In the Dreaming, he uses cover, tight passages, and misdirection to break contact. If trapped, he makes one antler charge to create room, then runs. He will not knowingly endanger Joanna to save himself.

Othmar "Klaus"

Small, approximately human-sized but compact humanoid (wolpertinger gallain, custom bavarian changeling), seelie
Armor ClassNot set
Hit Points7
SpeedUse the normal movement rules for the chosen Changeling: The Dreaming edition; no special movement rate.
Level2
STR
DEX
CON
INT
WIS
CHA
SkillsAlertness 3Athletics 3Dodge 3Empathy 2Subterfuge 3Survival 2
Languages
German,
English
Custom Gallain Wolpertinger. his antlers and rabbit ears are part of his Fae mien, not ordinary animal traits.
Seelie. bound by courtesy and promises, though he interprets both narrowly when cornered.
Can perceive and move through the Dreaming within the Lodge's freehold, using its folds and neglected thresholds to hide.
Custom knack, Hare's Slip. once per scene, when there is a narrow gap or cluttered route, he may attempt to escape through it with a Dexterity + Athletics roll. This is a custom feature, not a canonical Wolpertinger power.

Actions

Antler Thrust. In chimerical combat, roll Dexterity + Melee. His antlers inflict Strength + 1 chimerical damage. They do not injure an ordinary mortal body unless a relevant enchantment or circumstance permits it.
Hare's Slip. Roll Dexterity + Athletics to evade or flee through a tight passage. On a successful escape, Klaus gains cover or breaks line of sight; he does not become invisible.

Reactions

Demand the Particulars. When accused of betrayal, he asks what exact act is being alleged. A successful Perception + Empathy roll lets him identify which detail the speaker already knows, but it does not reveal the truth automatically.
Break Cover. If an ally is seized or blocked nearby, Klaus may use his next action to attempt a Dexterity + Athletics escape or interposition. He will expose himself to danger if the ally is Marine, Adriene, or Joanna.

Services they sell

Can scout familiar passages of the Lodge's Dreaming.
Can watch an entrance and report ordinary movement.
Can point out concealed or little-used routes he has personally tested.

Rewards they can give

A hand-drawn route through one known section of the freehold's Dreaming.
A warning about which Lodge entrances are watched at a given time.
A small piece of practical help, offered grudgingly and without a promise of future loyalty.

Equipment

  • Softshell jacket (clothing)A practical hooded outer layer that can conceal his head in human mien but sits badly over his antlers in Fae mien.
  • Route scraps (personal effects)A small pencil and folded scraps marked with routes, door counts, and reminders. The marks make sense only to him.
  • Mobile phone (tool)A phone with a cracked screen protector, used for maps and messages, not as a source of supernatural knowledge.

Possessions

A hooded softshell jacket and practical walking shoes.
A mobile phone with a cracked screen protector.
Folded route scraps and a short pencil.
A comb kept in an inner pocket.

Background

Othmar arrived from Bavaria by way of the Dreaming, insisting the passage had taken less time than anyone believed. At the Lodge, he adopted the name Klaus and a human appearance, hoping both would help him pass without notice. The freehold was wary of him, Marine, and Adriene from the start. Klaus responded by quietly learning its boundaries: noting pencil marks at concealed turns, watching which doors carried a draft, and memorizing approaches that others overlooked. Joanna, a pooka among the Lodge staff, repeatedly helped the three Gallain evade unwelcome attention. When visitors or staff drew near, she sometimes hid them in the freehold’s Dreaming. Klaus once treated one of those refuges as a dependable escape and led Marine into a pocket with no way through. They survived the mistake, but Marine has since checked his routes rather than trusting his word alone. The Lodge has put up with them for now, though its welcome is wearing thin. Klaus has nowhere dependable to stay outside its bounds, so he searches for tasks he can do and offers assistance before anyone has to ask what he wants in return. He dislikes admitting how much he relies on Joanna, and grows prickly when people value him only for his usefulness. He will bargain and hedge when the stakes are unclear, but when someone faces immediate danger, his caution gives way to quick, plain decisions.

Role in the story

A wary hidden resident who can guide characters through the Lodge's Dreaming, but whose routes and loyalties require verification. His concealed mistake can complicate efforts to protect the other invaders.

“At the Lodge, he adopted the name Klaus and a human appearance, hoping both would help him pass without notice.”
From their background
Faction
Seelie; one of three Wolpertinger Gallain treated as invaders by the Lodge's freehold.

Known connections

Joanna, a pooka employed with the Lodge, conceals the Wolpertingers when she can. Klaus is grateful and uneasy about the debt.
Marine, another Wolpertinger Gallain considered an invader. She checks his routes and remembers his mistake.
Adriene, a fellow Wolpertinger Gallain and co-invader. Klaus trusts Adriene with watch duty more than with plans.
Major secret · GM only
Minor secrets · GM only

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