Frank Lagerkrans

Arketyp: The Drifter, Resande IT-säljare

Karaktärdrag:  Boksmart, följare av strömmen.

Familj: Skild, och numera ensamstående. Exfrun Birgitta lämnade honom, då hon tröttnade på att han aldrig var hemma. Hon är numera gift med rörmokaren Åke. Frank och Birgitta har tre vuxna barn: Margareta 30 år gammal, samt tvillingarna Helena och Olof,  28 år gamla.

Bor: “Hyresherrgården” på Håstagatan 2, andra våningen.

Jobb: Frank trivs med att jobba på egen hand. Han reser ner till storstäderna på veckorna och säljer IT-lösningar till storföretag. Sen låter han företaget lösa det praktiska och han drar vidare obekymrad om hur det sedan går. Den enda egentliga kontakten han har med sitt företag, är via närmaste chefen Karl, en trevlig man som ser till att fixa det mesta praktiska så Frank kan jobba på.

Distraktioner: Frank gillar att koppla av med en fin gammal whiskey, cigariller och en bra bok att läsa. Gärna mystiska böcker med ockult tema. Inte för att han tror på sånt, men han gillar tanken med det övernaturliga.

Nackdelar

  • Haunted
  • Schizophrenia

 

Relationer

  • Nike – Got you out of a bind (+1)
  • Douglas – Let you stay with sometimes (+1)

 

The Drifter

The Drifter never stays in one place long enough to feel at home. The road is their home. It could be an uncontrollable urge to never put
down roots, or a reaction to pursuers always on their heels. The Drifter has learned to live with whatever fits in their backpack or the
back of their car. What is important to others lacks meaning to The Drifter, who never gets attached to anything. Other vagabonds and
outcasts are their friends and allies. They seek refuge in rundown motels, boxcars, abandoned homes, and other makeshift shelters. The
eternal question for those who meet them is: what are you running from?

OCCUPATION

Choose your Drifter’s occupation from the list below, or invent one
of your choosing.
Homeless, Vagabond, Runaway, In witness protection, Draft
dodger, Small-time crook, Backpacker, Refugee, Prison escapee,
Traveling salesman, Courier, Day laborer, Outsider.

DARK SECRETS

Choose 1 or more Dark Secrets. Suggestions:
◊◊Curse
◊◊Family Secret
◊◊Mental Illness
◊◊ Returned from the Other Side
◊◊Rootless

DISADVANTAGES

Choose 2 Disadvantages. Suggestions:
◊◊Cursed
◊◊Harassed
◊◊Haunted
◊◊Schizophrenia
◊◊Stalker
◊◊Wanted

ADVANTAGES

Choose 3 Advantages from the list below.
◊◊Street Contacts (Charisma)
◊◊Driver (Coolness)
◊◊Improviser (Coolness)
◊◊Character Actor (Intuition)
◊◊Vigilant (Intuition)
◊◊Wanderer (Perception)
◊◊Artifact (Soul)
◊◊Enhanced Awareness (Soul)

ATTRIBUTES

Assign the modifiers +2, +1, and +0 to the three passive attributes:
Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven active
attributes: Charisma, Coolness, Intuition, Perception, Reason,
Soul, and Violence.

LOOKS

Select or come up with your own distinguishing features for your
character.
Clothes: Worn, odd, biker, ripped, practical, street, wilderness
survival, layer upon layer, wrong season, cheap suit, or hobo
clothing.
Face: Ravaged, innocent, weathered, pronounced, filthy, friendly,
tough, tattooed, scarred, or memorable face.
Eyes: Cloudy, tired, restless, blind, one-eyed, bloodshot, tense,
suspicious, fearful, cheerful, sarcastic, or intelligent eyes.
Body: Wiry, bony, hobbled, fast, dirty, scarred, big, small, slim,
androgynous, tall, disproportionate, laid back, tense, malformed,
twisted, tattooed, or animalistic body.

NAME

Choose a name for your character, suitable to the locale in
which the campaign is set.

RELATIONS

Everyone introduces their character by name, looks, and
personality. Take your turn. Write down the other player
characters’ names. Go around the table again to establish your
Relations.
If you know any of the other player characters from before,
choose one of these options to establish the relationship
between the two of you.
◊◊One of the characters lets you stay with them
sometimes. Take +1 Relation with them.
◊◊One of the characters got you out of a bind.
Take +1 Relation with them.
◊◊One of the characters is an old friend.
Take +2 Relation with them.
◊◊One of the characters is someone
you know in the underworld.
◊◊One of the characters gives
you occasional jobs.
Decide the nature of three
additional Relations: One
neutral (0), one meaningful
(+1), and one vital (+2).