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Yulian Reiter

Human; becomes a werewolf-like wolf through the custom supernatural wolfskin, rather than by an asserted canonical ancestry rule. · Witch, custom Other interpretation: a human hunter who uses a supernatural wolfskin to transform. · Level 5

Yulian Reiter

Hunter and tracker
“If it suits you, tell me where the tracks turn.”
ACNone
HP8/8
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“a tree leaning the wrong way,”
From how they speak

Voice

His voice has a dry, faintly rasped edge, shaped by cold air and years of calling across a worksite. It is steady when giving instructions and brisk when he has made up his mind. When excited by a trail, he speaks faster and clips off the ends of phrases.

He speaks measured, workmanlike German, with the clipped consonants of someone used to calling warnings over saws and wind. He gives directions in short units and asks exact questions before agreeing to anything. Years of smoke, cold air, and shouting across logging sites have left a dry rasp at the edge of his voice. His manners are deliberate, not ornamental.

Speech patterns

Begins requests with practical courtesy: 'If it suits you, tell me where the tracks turn.'
Describes people and beasts by what they do under pressure, not by their reputations.
Uses logging terms as metaphors: a bad plan is 'a tree leaning the wrong way,' and a doomed bargain is 'a rotten cable.'
When discussing the wolfskin, changes the subject with a precise question about the listener's own business.

How to play them

Offer useful local knowledge and behave with impeccable manners. Klaus responds well to competence, honest work, and concern for ordinary people. He becomes evasive if asked about the wolfskin, and tests anyone who wants to join a hunt by asking what they would do if the quarry turned out to be human.

Goal

Find out why his wolf tracks appear where he cannot remember walking, before the next village hunt ends with an innocent death.

Motivation

He wants to prove that becoming a predator was a choice he made, not a change that has made the choice for him.

Secret · GM only

Appearance

Klaus is tall and long-limbed, with a weather-browned face, grey eyes, and wavy blond hair that never quite stays under his felt hat. His green hunting coat is patched at the elbows and carries the resinous smell of cut pine. His hands are broad, deeply callused, and permanently darkened in the creases by pitch; he tests every hinge and latch with a quick, exact thumb. He waits with his weight on the balls of his feet, as if listening through the ground, and moves through brush without the lumbering gait his height suggests. Unexpectedly, he keeps a tiny wooden whistle carved like a lark tucked in his collar, and touches it before setting a trap.

Clothing

Practical Bavarian hunting dress: dark green loden coat, wool waistcoat, linen shirt, leather gaiters, stout boots, and a brimmed felt hat. He wears a narrow belt fitted with a whetstone, cord, and repair tools. The wolfskin is wrapped in oilcloth beneath his pack when not worn.

Body language

He stands balanced on the balls of his feet, hands loose near his belt, and turns his whole torso toward a sound rather than just his head. When pleased by a difficult trail, his jaw unclenches and he rubs resin-dark thumb against forefinger. When lying, he becomes more formally still.

Height
Tall, about 188 cm
Build
Tall, rangy, and rope-muscled from logging and climbing.
Eyes
Grey
Hair
Wavy blond
Skin
Weather-browned
Age
Twenty-six
Gender
Male
Size
Medium in human form; large wolf in transformed form, custom description.

Distinguishing features

Pitch-dark residue sits in the deep creases of his broad, heavily callused hands.
Waits balanced on the balls of his feet, unusually ready to move for a man of his height.
A small lark-shaped wooden whistle hangs beneath his collar.

Personality

12 traits and drives

Klaus is genuinely courteous but not gentle, and he can offer patient help while quietly measuring how a person might be trapped. Around frightened villagers he is reassuring and practical; among fellow hunters he is competitive and dryly amused. When his temper rises, he becomes blunt and physically restless rather than soft-spoken. He dislikes needless suffering in principle, yet the chase can make him forget that principle.

Alignment
Custom characterization: self-serving, courteous by choice, and cruel when he believes he can get away with it.

Quirks

Tests a chair or bench with one hand before sitting, as if checking a timber load.
Turns his lark whistle over in his fingers whenever someone mentions Tandi.
Leaves a small twist of clean cord beside traps he has disarmed, his private sign that he found them.
Counts steps between landmarks under his breath, then denies doing it.
Offers food to dogs before greeting their owners.

Habits

Inspects the nearest door, window, and load-bearing beam as soon as he enters a building.
Treats a hunt as work while preparing, then becomes visibly absorbed once the trail turns difficult.
Uses courtesy to keep people comfortable and talking; drops the performance when someone threatens a dependent or blocks his quarry.
After changing back from wolf form, counts his fingers and names familiar objects until his sense of self feels settled.

Traits · 3

Observant and methodical, but increasingly drawn to the chaos of a close pursuit.
Protective of people doing dangerous work, yet contemptuous of those he considers careless.
Socially polished when it serves him, privately suspicious of kindness that asks nothing in return.

Flaws · 3

He mistakes control for responsibility and prefers to keep dangerous truths to himself.
The pleasure he takes in a difficult hunt can make him extend it after the danger has passed.
He can be coldly cruel toward a quarry he has decided is beyond redemption.

Fears · 3

Waking after a transformation beside someone he meant to protect.
Learning that the wolfskin has begun choosing his hunts for him.
Being remembered only as the man who let Tandi die.

Wants and needs · 3

A way to tell whether the wolfskin is acting without his consent.
A safe place to transform where no one can mistake his tracks for a beast's.
To protect his mother from the truth without continuing to lie to her forever.

Combat

HP 8 · Human: ordinary walking pace. Wolf form: swift over forest ground; exact distance is left to the table's custom Other rules.

Klaus prefers to identify the target, choose the ground, and set a snare before a fight begins. He opens at range with his rifle and uses cover and elevation. If cornered or badly pressed, he changes into wolf form to close distance, knock down an isolated foe, and escape into terrain he knows. He does not fight to the death when a clean retreat remains possible.

Yulian Reiter

Medium in human form; large wolf in transformed form, custom description. humanoid (human; becomes a werewolf-like wolf through the custom supernatural wolfskin, rather than by an asserted canonical ancestry rule.), custom characterization: self-serving, courteous by choice, and cruel when he believes he can get away with it.
Armor ClassNot set
Hit Points8
SpeedHuman: ordinary walking pace. Wolf form: swift over forest ground; exact distance is left to the table's custom Other rules.
Level5
STR
DEX
CON
INT
WIS
CHA
SkillsHuntCraftNervePresence
SensesHuman senses; in wolf form, custom enhanced scent and hearing sufficient to follow a fresh trail in suitable conditions.
Languages
German
Custom Other rules. resolve uncertain actions by rolling a pool of six-sided dice equal to the relevant rating; each 5 or 6 is a success. A difficult task needs two successes. Klaus's ratings are Hunt 4, Craft 3, Nerve 3, and Presence 2.
Wolfskin. Wearing the pelt and completing a short, deliberate dressing ritual lets Klaus become a large wolf. He retains his own judgment and can speak only in broken words. The change takes a minute and can be interrupted.
Scent the Trail. Klaus can follow a fresh trail by smell in wolf form, unless weather, running water, or deliberate masking has spoiled it.
Timberwise. Klaus can spot unstable trees, concealed snares, and likely routes through managed forest.

Actions

Hunting Rifle. Custom Other action: make a Hunt roll. On a success, the shot hits a visible target within the weapon's effective range and deals 2 harm; on two or more successes, deal 3 harm or pin the target behind cover. Reloading takes an action.
Hatchet or Wolf Bite. Custom Other action: in human form, make a Hunt roll to strike with his hatchet, dealing 2 harm on a success. In wolf form, make the same roll to bite for 2 harm; on two or more successes, the target is knocked down.
Snap Snare. Custom Other action: Klaus triggers a prepared spring snare within reach. A target that fails a Hunt or Craft roll is restrained and takes 1 harm. Escaping requires a successful Craft or forceful Hunt roll.

Reactions

Slip Into Cover. Custom Other reaction: when an attacker closes on him, Klaus may use a Hunt roll to move into nearby cover or across rough ground before the attack resolves. On a success, the attacker must reposition or lose the clear shot; this cannot avoid an attack that has already struck.

Services they sell

Tracking people or animals through forest terrain
Setting, detecting, and repairing mechanical snares
Guiding travelers through mountain woodland
Hunting a dangerous beast for an agreed fee

Rewards they can give

A reliable trail through the local forest, including safe crossings and logging paths.
A repaired trap or practical lesson in tracking and fieldcraft.
If trust is earned, a temporary loan of his snare kit or help pursuing a dangerous creature.

Equipment

  • Hunting rifle (weapon)A well-maintained hunting rifle; custom Other rules use the Hunting Rifle action above.
  • Logging hatchet (weapon and tool)A sturdy forest tool sharpened for fighting as well as work.
  • Wolfskin (supernatural item)A treated wolf hide folded in oilcloth. Its origin and transformation rules are custom to this NPC.
  • Snare-making kit (tools)Wire, cord, pegs, a small spring mechanism, and a file for making or repairing snares.

Possessions

The wolfskin wrapped in oilcloth
Hunting rifle and ammunition
Logging hatchet
Snare-making kit
Lark-shaped whistle carved by Tandi
A folded letter he has not sent to his mother

Background

Klaus grew up near a Bavarian logging settlement, where his father Gerd taught him to read grain, judge a tree's lean, and repair the winch before a load could kill someone. He was good at the work and increasingly sickened by being told that a man's life amounted to the timber he could drag out of the mountains. At seventeen, a snapped hauling cable killed his closest friend, Tandi, while Klaus stood holding the brake. The foreman called it bad luck; Klaus knew the cable had been frayed for weeks. He left the logging crew soon after, first taking paid work tracking poachers and missing livestock, then accepting contracts that others would not touch. One winter, following a wounded wolf into a ravine, Klaus met something that spoke from inside a hide stretched over a dead pine. He asked it for a change, not understanding the price. It gave him the wolfskin. The pelt lets him wear a predator's body, but each transformation makes human fear and pain seem more distant. He now hunts dangerous animals, people, and occasionally whatever has begun hunting a village. He enjoys the pursuit too much to pretend otherwise. He keeps up the manners of a respectable forester because people open doors to a courteous man. Klaus still sends part of his pay to his widowed mother, though she believes he is ordinary gamekeeper. His former crew chief, Kato, knows Klaus abandoned the forest after Tandi's death and blames him for leaving. At present, livestock have vanished near Kieselrain Ford, and Klaus has found wolf tracks that begin and end in the middle of bare stone. The tracks are his own, though he has no memory of making them.

Role in the story

A valuable guide and dangerous ally whose expertise can solve a wilderness mystery, while his missing time and predatory pleasure make him a plausible suspect.

“He was good at the work and increasingly sickened by being told that a man's life amounted to the timber he could drag out of the mountains.”
From their background
Faction
Independent contract hunter; formerly worked with a local logging crew.

Known connections

Gerd, his father, taught him logging and still believes Klaus works as a gamekeeper.
Tandi, his late friend, died in the cable accident that drove Klaus away from logging; Klaus preserves her lark whistle.
Kato, his former crew chief, resents Klaus for leaving after the accident and suspects Klaus knows more than he admitted.
Beki, a village healer near Kieselrain Ford, treats Klaus's injuries but watches his changing habits with growing concern.
Major secret · GM only
Minor secrets · GM only

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