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Ingo Kettner - AI-generated fantasy NPC

Ingo Kettner

Nachzehrer, a corpse-eating vampire from Germanic folklore · Other · Level 3

Ingo Kettner

Unhoused scavenger and robber
ACNone
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, rough-edged voice with a faint breathlessness, as if speaking through cold air. His consonants are clipped and exact, influenced by German military speech and long isolation. He does not reliably get quieter or more polite when angry; anger makes him more declarative and repetitive.

His voice is dry and slightly rough, shaped by damp air, old wool, and years of speaking little. German consonants land crisply, like clipped commands learned in another century. He tends to frame opinions as verdicts and can sound unexpectedly considerate when addressing someone frightened. Under strain, he repeats a phrase as if reciting an order he once failed to follow.

Speech patterns

Calls himself Günther when he wants to obscure who he is, though he knows the name is only a thin disguise.
Uses tidy, absolute declarations about guilt and deserved punishment, then changes the subject when challenged on his own past.
Calls himself a gentle man with grave sincerity, usually after doing something frightening.
Speaks of the wars as though they form one continuous present, mixing eras without noticing.

How to play them

He presents himself as a composed, harmless young man and calls himself gentle. Respect his room and do not press him about the bunker too quickly. He responds better to practical questions than pity, but moral challenges can make him defensive. Showing concern for Theo may earn trust, though it also risks provoking his possessiveness. These are custom narrative mechanics for Other, not statistics from a published ruleset.

Goal

Keep Theo close, preserve the bunker as a hidden home, and find a way to control his hunger without surrendering the ruthless beliefs that make it feel justified.

Motivation

To turn hunger into something he can call justice, and to prove that his desertion and his undeveloped, arrested life do not make him a failure.

Secret · GM only

Appearance

A neat, pale young man with the sealed, airless look of something kept too long underground. His skin is corpse-cool and faintly waxy, but after feeding it takes on a deceptive warmth. His blond hair is combed into careful order, and the old overcoat hanging from his narrow frame is brushed, mended, and maintained with almost ceremonial pride. He walks with measured, economical steps, as if every room were a trench to be crossed without drawing notice. The unexpected detail is that his fingernails are meticulously buffed and clean, despite the grave dirt and scavenged life around him. He smells unmistakably of wet earth, old wool, and the sweet-sour trace of a cellar; he knows about the wool and dirt but not the death-sweetness. In harsh lighting, especially a bright patch beside deep shadow, he loses his bearings and may turn the wrong way or freeze.

Clothing

A carefully maintained, unmarked Second World War German overcoat, altered and repaired over decades. Beneath it he wears plain, worn modern clothes chosen for warmth and concealment, plus sturdy boots suited to flooded concrete.

Body language

Stands straight and holds his hands close to his coat, with the stiff economy of an old soldier trying to pass as an ordinary youth. He watches people without blinking for slightly too long. When disoriented by contrasting light, he turns his head in small, searching jerks; when ashamed, he fusses with his cuffs instead of meeting anyone's eyes.

Height
Average for a German teenager of his apparent age.
Build
Lean and average for a German boy of his apparent age, with a stillness that makes him seem thinner than he is.
Eyes
Blue, turning sickly yellow when starved.
Hair
Blond, carefully combed and kept neat.
Skin
Pale, deathly, and faintly waxlike; it warms in color and touch after feeding.
Age
Appears about 16 or 17. His actual age is unknown, and he has not realized that his body never grew older.
Gender
Male
Size
Human-sized

Distinguishing features

His blue eyes turn a sickly yellow when he is starved.
He smells of wet soil, old wool, and a faint cellar-sweetness that lingers even after he has washed.
He is fastidious about his blond hair, polished nails, and the immaculate room he calls his bedroom.
He becomes visibly disoriented by dramatic contrasts between bright light and deep shadow.
He can take the shape of a large, soot-colored moth.

Personality

18 traits and drives

Ingo is gentle in manners but brutal in judgment. He can show real patience toward a frightened person, especially Theo, then become merciless when he decides someone is guilty. He takes pride in cleanliness and discipline yet lives among damp concrete and stolen goods. When calm he is careful and almost courtly; when hungry he becomes direct and predatory. He insists he is still a boy, but carries himself with the rehearsed certainty of someone who has spent too long obeying old commands.

Alignment
Cruel and fiercely self-justifying; his stated code is less a moral compass than a license to decide who deserves harm.

Quirks

Straightens his coat hem before entering a room, even when he is about to threaten someone.
Counts doorways under his breath, then starts again if the lighting changes.
Keeps his bedroom perfectly arranged but leaves a single muddy bootprint just outside its threshold.
Chews his hidden burial-cloth scrap when he is agitated, as if it were a cigarette.
Tests whether his computer is awake by tapping the screen twice, though he does not understand why that would help.

Habits

Keeps his sleeping room immaculate while leaving the rest of the bunker damp, cluttered, and hidden.
Checks sightlines and exits before sitting down, especially in unfamiliar places.
When lighting shifts abruptly, loses direction and may mistake a doorway or person for a dark patch.
After feeding, grooms his hair and cuffs as though restoring order can restore humanity.
Avoids explaining the bunker and will invent mundane reasons to steer people away from it.

Traits · 5

Protective of Theo, but liable to confuse protection with control.
Proud of his grooming and coat, even when everything else in his life is falling apart.
Capable of tenderness toward the vulnerable, provided he does not decide they are morally corrupt.
Craves a strict code while repeatedly bending that code to excuse himself.
Embarrassed by failure, especially his desertion, and quick to disguise shame as certainty.

Flaws · 5

He mistakes conviction for morality and treats his private judgment as proof of another person's guilt.
His hunger can override his professed restraint.
He is possessive of Theo and the bunker, and may treat both as things he alone can protect.
He cannot reliably distinguish memories from different decades.
He is proud of being well kept and can be distracted by disorder or disrespect toward his coat.

Fears · 4

That the demon or hunger inside him is the only honest part of himself.
That Theo will see him as a predator rather than family.
Being trapped beneath the earth again, awake and unable to escape.
Bright, high-contrast lighting that scrambles his sense of direction.

Wants and needs · 4

A secure, dry place to sleep without strangers discovering the bunker.
A way to feed without feeling that the hunger owns him.
Theo's continued friendship and safety, without admitting how dependent he has become.
A story about himself that makes his desertion and predation feel like parts of a coherent life.

Combat

HP 10 · Custom Other narrative movement: ordinary human walking pace; fast in a short lunge. Moth form can flutter through narrow gaps but is not a combat-speed statistic.

Ingo prefers ambush, darkness, and isolation. He tries to frighten a target into surrender, then bites if they are helpless or close enough. He retreats through tight spaces or changes into moth form when badly pressed. Dramatic pools of light can disorient him, and a threat to Theo or the bunker can make him abandon caution.

Ingo Kettner

Human-sized humanoid (nachzehrer, a corpse-eating vampire from germanic folklore), cruel and fiercely self-justifying; his stated code is less a moral compass than a license to decide who deserves harm.
Armor ClassNot set
Hit Points10
SpeedCustom Other narrative movement: ordinary human walking pace; fast in a short lunge. Moth form can flutter through narrow gaps but is not a combat-speed statistic.
Level3
STR
DEX
CON
INT
WIS
CHA
SensesOrdinary human sight and hearing, impaired by dramatic contrasts between bright and dark. Custom Other feature: he can sense the direction of nearby fresh corpses, but not their identity or cause of death.
Languages
German
Custom Other feature, Corpse-Eater. Ingo can consume a corpse or a piece of burial cloth to quiet his hunger temporarily. This does not make him stronger in a measurable rules-as-written way; it lets him resist his hunger long enough to negotiate or retreat.
Custom Other feature, Moth Shape. He can become a large, soot-colored moth and slip through narrow openings. While transformed he cannot speak, use equipment, or fight effectively.
Custom Other feature, Grave-Sense. Near freshly dead bodies, he can detect their presence and direction, but not their identity or cause of death.
Custom Other feature, Blood-Warmed. Feeding makes his skin feel almost living and restores his natural complexion for a time. Starvation turns his eyes yellow and makes his hunger harder to conceal.
Custom Other feature, Hard to Keep Dead. Ordinary injuries slow him but do not reliably kill him. Fire, prolonged sunlight, and destruction of his resting place are credible threats, not quantified system rules.

Actions

Corpse-Eater's Bite. Custom Other action: Ingo lunges at a nearby target and bites. If the target is helpless or restrained, he can feed, easing his hunger while frightening or weakening them. Resolve injury and feeding narratively according to the table's preferred rules.
Close-Quarters Blow. Custom Other action: He strikes with a heavy tool, fist, or whatever is in reach. A hit can knock a target off balance or drive them back; the exact harm is adjudicated narratively.
Moth Shape. Custom Other action: Ingo becomes a soot-colored moth. He can escape through a small gap or scout a nearby space, but cannot attack, speak, or carry more than a tiny object while transformed.
Sentence of the Guilty. Custom Other action: Ingo invokes a cruel certainty about who deserves punishment. A wavering listener may hesitate or reveal what they fear, but this is intimidation, not mind control.

Rewards they can give

If trust is earned, he can offer safe passage through the bunker and knowledge of its dry routes and hidden exits.
He may share a useful stolen item or point out a dangerous local predator, though his sense of justice makes his information biased.
His friendship with Theo can open a path to a personal conversation or a chance to persuade Ingo to retreat.

Equipment

  • Old German overcoat (clothing)Unmarked and carefully maintained, with hidden repairs and no visible insignia.
  • Dead electronics (possessions)A computer and an old game console; he has gathered them but cannot get the console to work and is only partly able to use the computer.
  • Burial-cloth scrap (personal relic)A piece cut from his burial shroud. He hides it and chews it when hunger or memory becomes difficult to bear.
  • Short pry bar (tool)A scavenged metal tool that can serve as a weapon or a means of prying open doors.

Possessions

A neat collection of objects taken from people he has robbed, arranged in his bedroom by no system he can explain.
A computer and an old game console that he cannot properly use.
A hidden scrap of his burial shroud, cut from the cloth he chewed while escaping his grave.
A small cache of scavenged food and clothing tucked in the dry part of the bunker.

Background

Ingo remembers nothing of the life that came before the grave. What he does remember begins beneath the earth: waking in a coffin, chewing at his own burial shroud, and clawing upward until the soil gave way. He emerged a Nachzehrer, a corpse-eater, with hunger where his history should have been. He drifted through the northern old lands and later joined the Second World War eagerly, drawn to its discipline and familiar machinery after deserting during the First World War. That earlier flight remains, in his mind, an unforgivable failure. He adopted ruthless political dogma as a structure for his appetite, telling himself that victims were chosen because they were guilty, not because he was hungry. The ideology gave him permission, not peace. In 2026 he squats in a partly flooded German wartime bunker near Berlin. He keeps his sleeping room unnervingly tidy, hiding the bunker from passersby and scavengers. It contains a computer and an old game console he cannot make work, alongside objects gathered from victims and the decades he barely distinguishes. He has one friend, Theo, a teenager who tolerates his strangeness and whom Ingo has privately decided is family. Ingo is protective of Theo, though that protectiveness can become controlling. He has no steady work and survives by stealing from people he judges, then calling the theft a verdict. He is convinced his body is still that of a sixteen-year-old and has never understood that years have passed without aging him.

Role in the story

A dangerous, tragic local predator whose belief in righteous violence is both a threat and an opening for moral conflict. He can be an uneasy source of shelter and information, but protecting Theo or challenging his chosen victims may turn him into an antagonist.

“What he does remember begins beneath the earth: waking in a coffin, chewing at his own burial shroud, and clawing upward until the soil gave way.”
From their background
Faction
No current formal affiliation. He once served eagerly in the Second World War and still clings to ruthless ideological convictions, but no organized group claims him.

Known connections

Theo, his sole friend and chosen family, is a teenager who knows enough to be wary but not the full truth.
The anonymous people he has robbed are a loose trail of missing possessions and frightened witnesses, not a formal faction.
The buried dead are the only witnesses to the first life he cannot remember.
Major secret · GM only
Minor secrets · GM only

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