Player: Comrade K

Character Name: Manuel Kurtz (goes by Kurtz)

Age: 28

Sex: Male

Species: Canine (1/2 Alsatian, 3/8's Malamute, 1/8 Arctic Wolf)

Height/Weight: 6 feet 1 inch, 225 pounds

Social Status: Outer Class

Physical Description: From a distance, Kurtz could be mistaken for a purebred Alsatian. His fur colour and pattern barely deviate from a typical German Shepherd’s. However, upon closer inspection , his dense scruff and robust body reveal his mixed canine ancestry.
His malamute heritage manifests in his broad shoulders, thick limbs, and bulky torso, as well as his dense and warm coat, to which his minor wolf ancestry has also contributed.
His face, like the rest of his body, has the markings and general shape of a German Shepherd’s, but with a blunter, wider snout and shorter ears. On his face he sports a pair of small but expressive brown eyes.

His build is rather heavyset and burly, lacking the graceful, well defined musculature of many of Einheit’s more athletic residents. While his bulk may be intimidating, he isn’t extraordinarily strong, and while not weak either, his strength is overestimated more often than underestimated. Also contributing to his bulk is his expanded waistline, which developed from years of neglecting true exercise.

Kurtz is usually garbed in a pair of thick work-pants, steel-toed boots with high ankle support, a plain Tee-shirt, and either a tan vest with many pockets, or, in colder conditions, a large olive green overcoat, trailing down beyond his knees, with a large collar that can be pulled up to protect his face in bad weather. When travelling the nightlands, he’ll often wear a sort of turban that surrounds his entire head, with only a single opening for his eyes.
Kurtz usually tends to either shuffle along the streets, staring at the ground while he ponders something or other, or confidently stride along, back straight, chin up. When resting, or becoming comfortable, he may spark up his old wooden tobacco pipe, allowing it’s sweet odour to drift throughout his surroundings. Even when not smoking, the odour often accompanies him, unless he has taken precautions beforehand to remove it.

Background: For the first 20 some years of his life, Kurtz lived in a small colony based in a remote, abandoned mining complex. There was little future potential in the cramped little community, and it was decided that the population would have to move out sooner or later. First though, they would need somewhere to go. Enter Kurtz. Seeing nothing but decay, he and two of his comrades volunteered to leave the colony in search of better prospects. They gathered what supplies they could, and set off in one of the colony’s ancient snowcrawler vehicles. They travelled westward through the wastes of the nightlands for months, navigating with a single compass, and a watch, coming upon the occasional small settlement with which they would barter for fuel and provisions. At one such village, one of the trio disembarked. The other traveller was killed by one of the strange beasts that lurked in the dark, leaving only Kurtz. He eventually found himself at the gates of Einheit City, some years before the end of the Species War. Since his arrival, not much of any importance has happened to him. He drifts about, working where he can, when he can, inhabiting a small dank apartment, living for the few times he can manage to escape into the nightlands for some peace and time to ponder and explore. He intends one day to find his way back to his original home, simply to see what came of it, with the naïve hope that its minute populace remains.

Personality: Kurtz’ demeanour varies depending on his specific mood at any one time. He is somewhat resigned, having essentially accepted that the world sucks, that it always has and always will, and that his life means nothing. And though he may gripe incessantly about it, and other trivial matters, he isn’t truly affected by this knowledge. Rather, he’s managed to retain some drive to succeed (or survive, but that is success in Einhiet isn’t it?), and occasionally work to achieve his ambitions, though his inner pessimist tends to triumph in the end, and he’ll often abandon them.
All in all, he is fairly content simply to be alive and in (relatively) good health. Being content however, is not equivalent to being happy. Kurtz is in a perpetual state of anger, fuelled by his philosophy that while sadness disheartens, anger motivates and by his hatred of the Ministry, the Uniclass and virtually anyone who exhibits arrogance. Ironically, Kurtz himself may often seem aloof or arrogant in conversation, often sounding sarcastic or sardonic. When feeling empowered or especially angry, Kurtz often becomes theatrical, augmenting his somewhat pretentious aura even more. Nevertheless, he tries to be modest and empathize with others, though with a tendency to be brutally honest.
When it comes to conflict, Kurtz is more comfortable with a verbal assault than physical attack, because: A: his arsenal is limited to ‘punch’ ’jab’ and ‘shoot’ and B: winning through force fails to prove one’s point. He still carries a knife and revolver, but he relies on them primarily for their intimidation factor. Pointing a loaded gun in someone’s direction tends influence their decisions, whether or not the man with the gun intends to shoot.
Behind all the self-important talk, the anger, the gruffness and the griping, within Kurtz’ mind, there lies a kind soul, and modest and moral person who occasionally emerges when times are rough.

Weapons/Equipment: A Basic Multi-tool with a small knife, pliers, several screw-drivers, a file, and the obligatory can opener.

A large hatchet with a basic synthetic handle carried on the belt. Used for bashing, hammering or hacking away at objects, for whatever reason. Makes a clumsy weapon at best. Kurtz usually only carries this in the Undercity or in the Nightlands.

A simple combat knife, also carried on the belt.

A compass, usually around his neck, and tucked behind his shirt.

An reliable and usually loaded revolver, with 6 extra rounds. When he suspects a heavy ministry presence, or a lack of threats, he’ll usually leave this at home.

An old Zippo lighter.

A simple nalgene type canteen clipped to his belt, as well as a flask, with whatever strong alcohol he can acquire, usually vodka.

The Snowcrawler, essentially a large, tracked, diesel powered box. A relic from ages ago, Kurtz used this vehicle to find his way to Einheit. It’s slow and awkward, but has incredible amounts of torque, can handle all types of terrain and can travel immense distances without refuelling. Kurtz rarely makes use of it within the city, but it proves invaluable out in the snowy wastes. It can carry 2 passengers, and has a small bunk to accommodate one person above the rear mounted engine. Cargo space is located on a rack on the rear and on the roof, both easily accessed by anyone in search of free stuff.
It is heated with radiant heat from the diesel engine.