Dead Ends

Albrecht Fahl

Grave Robber and Accomplished Liar

Albrecht Fahl

Description

 



Grave Robber
Albrecht Fahl
0
3
Strength (St)
0
4
Toughness (To)
0
3
Agility (Ag)
0
3
Intelligence (Int)
0
3
Willpower (WP)
0
3
Fellowship (Fel)
THRESHOLDS
Wounds
13
Fatigue
8
Stress
6
Corruption
9
PHYSICAL SKILLS
-

Athletics (St)


-
Ballistic Skill (Ag)

-
Coordination (Ag)

-
Intimidate (St)

1
Resilience (To)

 - Resist Disease

-
Ride (Ag)

-
Skulduggery (Ag)

1
Stealth (Ag)

-
Weapon Skill (St)

MENTAL SKILLS

-
Charm (Fel)

1
Discipline (WP)

-
First Aid (Int)

-
Folklore (Int)

1
Guile (Fel)

 - Appear Innocent

-
Intuition (Int)

-
Leadership (Fel)

-
Nature Lore (Int)

-
Observation (Int)

3
Fortune
ARMOR
Defense
2
Soak
2
STANCES
Conservative
2
Reckless
2
RACE FEATURES
Adaptable
Career advances cost one less
Diversity
Starts with more character points
Favored by Fate
Once per session may add +[W][W] to any check
CAREER FEATURES
Grave Robber
Illegal activities you perform that require a skill check gain: (boon) Recover 1 stress
TALENTS
Jack of All Trades (Focus)
You may suffer 1 stress to add +[W] to any skill check
Quick Wits (Focus)
Exhaust this card to remove 2 recharge tokens from one of your currently recharging cards
Better Lucky Than Good (Reputation)
When you spend a fortune point to add dice to a check using a basic skill you do not have training in, you may add +[W][W] instead of +[W]
TALENT SOCKETS
Focus
Reputation
WEAPONS
Dagger
Damage: 4
Critical: 3
Range: HTH or Close
Special:
Fast: action recharge time is reduced by 1
Poor Dagger
Damage: 4
Critical: 3
Range: HTH or Close
Special:
Poor: +[BK] to all related dice pools
Fast: action recharge time is reduced by 1
EQUIPMENT
Tattered clothes
Defense 0, Soak 1
Crude brass token of Shallya
MONEY
Gold
0
Silver
0
Brass
9
CHARACTER NOTES
Favors Reckless Stance
Action Cards
ASSESS THE SITUATION

Basic, Defense
0
Conservative
Intuition (Int)
Requirements: None
Special: Add <P> to this action’s dice pool if you are engaged with an enemy
Recover 1 fatigue and 1 stress. Until the start of your next turn, add [BK] to any Melee Attack or Ranged Attack targeting you
Remove 1 recharge token from one of your cards
The GM may add 1 recharge token to one of your cards
0
Reckless
Intuition (Int)
Requirements: None
Special: Add <P> to this action’s dice pool if you are engaged with an enemy
Recover 1 fatigue and 1 stress. Until the start of your next turn, add [BK] to any Melee Attack or Ranged Attack targeting you
Remove 1 recharge token from one of your cards
The GM may add 1 recharge token to one of your cards
BLOCK

Basic, Active Defense
2
Conservative
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool
2
Reckless
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool
DIRTY TRICKS

Basic, Active Defense
2
Conservative
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool
2
Reckless
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool
DODGE

Basic, Active Defense
2
Conservative
No check
Requirements: Ag 3+, not encumbered
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Coordination trained, add an additional [BK] to the action’s dice pool
2
Reckless
No check
Requirements: Ag 3+, not encumbered
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Coordination trained, add an additional [BK] to the action’s dice pool
DOUBLE STRIKE

Basic, Active Defense
2
Conservative
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool
2
Reckless
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool
FLUSTER

Basic, Active Defense
2
Conservative
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool
2
Reckless
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool
GUARDED POSITION

Basic, Defense
0
Conservative
DISCIPLINE (WP)
Requirements: None
Until the start of your next turn, add [BK] to any Melee Attack or Ranged Attack actions targeting you or any allies in the same engagement as you
As above, but add [BK][BK] instead
An engaged ally may remove one recharge token
Suffer 1 stress
0
Reckless
DISCIPLINE (WP)
Requirements: None
Until the start of your next turn, add [BK] to any Melee Attack or Ranged Attack actions targeting you or any allies in the same engagement as you
As above, but add [BK][BK] instead
An engaged ally may remove one recharge token
Suffer 1 stress
HONEYED WORDS

Basic, Active Defense
2
Conservative
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool
2
Reckless
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool
INSULTING BLOW

Basic, Active Defense
2
Conservative
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool
2
Reckless
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool
MELEE STRIKE

Basic, Melee Attack
0
Conservative
Weapon Skill (St) vs Target Defense
Requirements: Melee weapon; engaged with target
You hit for normal damage
You hit for +2 damage
Perform a maneuver for free
Your target may disengage from you for free
0
Reckless
Weapon Skill (St) vs Target Defense
Requirements: Melee weapon; engaged with target
You hit for normal damage
You hit for +2 damage
Perform a maneuver for free
Your target may disengage from you for free
PARRY

Basic, Active Defense
2
Conservative
No Check
Requirements: St 3+; melee weapon equipped
Effect: After you have been declared the target of a Melee Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Weapon Skill trained, add an additional [BK] to the action’s dice pool
2
Reckless
No Check
Requirements: St 3+; melee weapon equipped
Effect: After you have been declared the target of a Melee Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Weapon Skill trained, add an additional [BK] to the action’s dice pool
PERFORM A STUNT

Basic
0
Conservative
Varies
Requirements: GM discretion
Effect: A whole lot of text that can simply be summarized as “If there ain’t a card for it, we’ll make one up”. Please make use of this card often and don’t feel constrained by your other action cards.
0
Reckless
Varies
Requirements: GM discretion
Effect: A whole lot of text that can simply be summarized as “If there ain’t a card for it, we’ll make one up”. Please make use of this card often and don’t feel constrained by your other action cards.
RANGED SHOT

Basic, Ranged Attack
0
Conservative
Ballistic Skill (Ag) vs Target Defense
Requirements: Ranged weapon, not engaged with an enemy
You hit the target for normal damage
You hit the target for +2 damage
Perform a maneuver for free
One enemy within close range of you who is not engaged with an opponent may engage you
2
Reckless
Ballistic Skill (Ag) vs Target Defense
Requirements: Ranged weapon, not engaged with an enemy
You hit the target for normal damage
You hit the target for +2 damage
Perform a maneuver for free
One enemy within close range of you who is not engaged with an opponent may engage you
TWISTING WORDS

Basic, Active Defense
2
Conservative
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool
2
Reckless
No check
Requirements: To 3+, shield equipped
Effect: After you have been declared the target of a Melee Attack or Ranged Attack, add 2 recharge tokens to this card to add [BK] to the action’s dice pool
Special: If you have Resilience trained, add an additional [BK] to the action’s dice pool

Bio

Albrecht Fahl was born to Kurt and Hanna Fahl among the tumbledown dockyard slums of Ubersreik. Hanna died less than a year after the boy’s birth, so his father raised Albrecht with the help of Albrecht’s older sister Greta.

Kurt was a grave robber by trade, and would skulk among the tombs and hedges of Ubersreik’s graveyards by night, digging up the graves of the recently-interred in order to sell any possessions buried with the dead — as well as any corpses fresh enough to be valuable to the city’s many physicians.

Despite his occupation, the children’s father was a pious and dutiful man. Albrecht and Greta were raised to respect and honor all of the gods in the Imperial pantheon, even — and perhaps especially — Morr, the god of the dead, whose wrath they risked with every disturbed grave.

As soon as the children were old enough, they began accompanying their father on his midnight excursions. Albrecht would help his father with the digging, while Greta served as a lookout. Once a body had been exhumed, it would be loaded into a false-bottomed cart, the top portion of which had been piled high with horse dung, in order to discourage close examination. Greta would then wheel the cart off into the night to make the rounds of likely buyers while Albrecht and his father replaced the disturbed soil. In this way, the trio generally managed to stay sheltered and fed.

Though they occupied a low position in life, Kurt nevetheless had high hopes for his son. In order to try and help Albrecht make a better life for himself, he entered into an arrangement with Doctor Johannas Rudloff, a professor associated with the Ubersreik College of Surgery. In exchange for a steady stream of fresh bodies for anatomical dissection, Doctor Rudloff would teach young Albrecht to read and write, and then, when the boy had reached a suitable age, would take him on as an apprentice. Soon, Albrecht was haltingly reading gravestone inscriptions in the moonlight, to the great delight of his proud father.

It was not to last, however. Soon enough, one of Doctor Rudloff’s students recognized one of the anatomical specimens as his own brother, who had last been seen alive and well at a wharfside tavern the night before. The resulting hue and cry ended with the hanging of Doctor Rudloff and of Kurt Fahl. Greta fled to Auerswald, and Albrecht was left alone in the city.

Whether due to a sense of longing for the mother he never knew, his exposure to Doctor Rudloff’s occupation, or a simple, pragmatic horror of disease and death, it was around this time that Albrecht began to develop a particular affinity for Shallya, the goddess of health and healing. He returned to grave-robbing, and also recruited an accomplice; a penniless young tough by the name of Wolfgang Jäger.

Albrecht always had some grandiose scheme or another in mind, and Wolfgang was never particularly bright, a combination which often tended to dissipate the pair’s efforts to little effect.

As an example, Albrecht and Wolfgang once spent weeks tunneling under the Morrsgarten, one of Ubersreik’s better-guarded graveyards, from an adjacent unoccupied townhouse. Albrecht’s plan had been to break into the elaborate mausoleum of the ruling von Jungfreud family from underneath, thus eliminating the risk of discovery by watchmen patrolling the graveyard.

Unfortunately, a miscalculation on Albrecht’s part caused the pair to tunnel too far, overshooting their target and instead breaking into one of Ubersreik’s chronically overtaxed sewer pipes. Albrecht and Wolfgang nearly drowned in their tunnel as it rapidly flooded with foul sewage. The tunnel was unusable, and the townhouse from which they’d performed their excavations was rendered entirely unsuitable for human habitation.

Despite the near-constant setbacks occasioned by Albrecht’s overly optimistic schemes, they paid off often enough to have allowed the two young men to live reasonably well, but their profligate and intemperate natures kept them from ever holding on to money for much longer than it took to spend it. Much of their time was spent at a decrepit waterfront dive known as the Red Moon Inn, where they soon developed something of a reputation for standing rounds for the house one night, and begging for a bowl of stew the next.

It was during this time that Albrecht and Wolfgang became acquainted with a young woman named Gertrud Scharf, a barmaid and occasional prostitute. She showed romantic interest in both of the young men, and over time drifted into and out of relationships with both, which, predictably, led to escalating tension between the pair. The partnership ended with a fistfight, which Albrecht lost.

Since then, Albrecht has worked alone, mostly uneventfully. The last three months, however, have been marked by a series of misfortunes. The false-bottomed cart, along with his spade and other tools, were lost in a fire ignited during the Cobble Tax Riots, and the priests of Morr on the night watches have begun exhibiting what Albrecht considers to be excessive vigilance, in response to the emergence of an unsubstantiated rumor about ghouls in the sewers.

And so he enters play, reduced to nothing but the clothes on his back, a dagger, a few pennies, and a crude brass token — worthless to most, but precious to Albrecht Fahl — inscribed with a symbol of Shallya.