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Tudor Brezak Killer Shrike
Val  Char  Base  Points  Total  Roll  Notes 
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
10 DEX 10 0 10 11-
18 CON 10 8 18 13-
18 INT 10 8 18 13- PER Roll 13-
25 EGO 10 15 25 14-
30 PRE 10 20 30 15- PRE Attack: 6d6
             
6 OCV 3 15 6
6 DCV 3 15 6
6 OMCV 3 9 6
6 DMCV 3 9 6
3 SPD 2.0 10 3 Phases: 4, 8, 12
             
3 PD 2 1 3 3 PD (0 rPD)
3 ED 2 1 3 3 ED (0 rED)
10 REC 4 6 10
40 END 20 4 40
13 BODY 10 3 13
40 STUN 20 10 40
             
12 Running 12 0 12m
2 Swimming 4 -1 2m
2m/1m Leaping 4 -1 2m 132 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
10 Distinctive Features: Daemonic Aura (Concealable; Extreme Reaction; Detectable By Uncommonly-Used Senses; Not Distinctive In Some Cultures)
5 Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
10 Negative Reputation: Evil, Powerful, Badass Warlock, Frequently, Extreme, The Supernatural World
25 Sanctioned: Hunters Frequently (Mo Pow; NCI; Harshly Punish)
5 Social Complication: Slightly Anachronistic, Behind The Times On Technology And Pop Culture Infrequently, Minor
10 Social Complication: Sorcerer Frequently, Major, Not Limiting In Some Cultures
65 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 65 500 625

Tudor Brezak Killer Shrike
SKILLS
Cost  Name
24 +2 Overall
3 Bureaucratics 15-
3 Charm 15-
3 Conversation 15-
5 Defense Maneuver I-II
3 High Society 15-
3 Interrogation 15-
3 Linguist
2 1) Language: English (idiomatic; literate) (5 Active Points)
2 2) Language: French (idiomatic; literate) (5 Active Points)
3 3) Language: German (idiomatic; literate) (5 Active Points)
3 4) Language: Japanese (idiomatic; literate) (5 Active Points)
0 5) Language: Romanian (idiomatic; literate) (5 Active Points)
3 6) Language: Russian (idiomatic; literate) (5 Active Points)
3 Scholar
3 1) KS: Alchemical Lore 14-
2 2) KS: Crypto-History 13-
7 3) KS: Daemonic Lore 16-
2 4) KS: History of the Last Four Centuries 13-
5 5) KS: Nomen Lore 15-
2 6) KS: Satanic Lore 13-
2 7) KS: Supernatural World 13-
3 Streetwise 15-
3 Survival 13-
3 Tactics 13-
3 WF: Common Melee Weapons, Handguns
98 Total Skills Cost
PERKS
Cost  Name
10 The Magic of Compound Interest (Money): Wealthy
100 Contacts & Follower Pool (200)
222 Mystic Pool (222)
10 Equipment Pool (50)
8 Master Of The Red Hand : Fringe Benefit: Leader of Religion
350 Total Perks Cost
TALENTS
Cost  Name
5 Lightning Reflexes (+5 DEX to act first with All Actions)
10 Supernatural Awareness
30 Supernatural Resistance: 10
45 Total Talents Cost

Tudor Brezak Killer Shrike
Contacts and Follower Pool (200/200)
1) Elemental Servant : Aurhabazu (Possessor Daemon)
Notes: Real Cost: 100 points
2) Elemental Servant : Baraerazil (Slayer Daemon)
Notes: Real Cost:100 points
Equipment Pool (50/50)
1) Cordial of Rejuvenation : Healing Stun, Body, Endurance 2d6+1, Expanded Effect (x3 Characteristics or Powers simultaneously) (Body, Stun, Endurance; +1) (46 Active Points); 6 Charges which Never Recover (-2 3/4), Extra Time (Full Phase, -1/2), Restrainable (Only to Activate; -1/4)
Notes: Real Cost: 10 points
[6 nr]
2) Elixir of Imperceptibility : Invisibility to Sight and Hearing Groups and Supernatural Awareness , No Fringe (38 Active Points); 1 Continuing Charge lasting 1d3-1 Minutes (minimum 3 TURNS) (-1), Restrainable (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 15 points
[1 cc]
3) Potion of Farsight : Clairsentience (Sight Group And Normal Hearing), +1 to PER Roll, Discriminatory, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 12m per Phase) (41 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Restrainable (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 10 points
[1 cc]
4) Potion of Iron Skin : Cannot Be Stunned (15 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Restrainable (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 6 points
[1 cc]
5) Quicksilver of Quilopthic Questing : Teleportation 10m, Safe Blind Teleport (+1/4), MegaScale (1m = 10 km; +1 1/4) (25 Active Points); 6 Charges which Never Recover (-2 3/4), Restrainable (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 5 points
[6 nr]
6) Silver Tongue of Beguiling : +2 with all Interaction Skills (8 Active Points); 1 Continuing Charge lasting 1 Hour (-1/4), Restrainable (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 4 points
Mystic Pool (222/222)
1) Daemonic Resistance : Damage Negation (-4 DCs Physical, -4 DCs Energy, -4 DCs Mental) (60 Active Points); Perceivable (Detectable by Supernatural Awareness; -1/4), Unified Power (Daemonic Gifts; -1/4)
Notes: Real Cost: 40 points
0
2) Daemon Pacting : Summon 8 500-point Daemons, Reduced Endurance (1/2 END; +1/4), Expanded Class of Beings (Limited Group; Daemons; +1/2), Friendly (x2 as many tasks; +1/2) (259 Active Points); Extra Time (1 Hour, -3), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Requires A Roll (KS: Daemon Lore Skill roll, -1 per 20 Active Points modifier; -1/4)
Notes: Real Cost: 52 points
11
3) Daemonic Healing : Regeneration (1 BODY per Phase), Can Heal Limbs, Per Phase (APG), Resurrection (43 Active Points); Does Not Work On Some Damage ([Uncommon attack]; Faith; -1/2), Perceivable (by Supernatural Awareness; -1/4), Unified Power (Daemonic Gifts; -1/4)
Notes: Real Cost: 21 points
0
4) Daemonic Support : Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in Intense Heat)
Notes: Real Cost: 12 points
0
5) Levitation : Flight 12m (12 Active Points); Concentration (1/2 DCV; -1/4), Unified Power (Daemonic Gifts; -1/4)
Notes: Real Cost: 8 points
1
6) Very Long Lived : Life Support (Longevity: 800 Years)
Notes: Real Cost: 3 points
0
7) Invocation: 4d6 (80 Active Points)
Notes: Real Cost: 80 points
0
8) Recipe: Cordial of Rejuvenation
9) Recipe: Elixir of Imperceptibility
10) Recipe: Potion of Farsight
11) Recipe: Potion of Iron Skin
12) Recipe: Quicksilver of Quilopthic Questing
13) Recipe: Silver Tongue of Beguiling

Tudor Brezak Killer Shrike
APPEARANCE
Height:   6' 0" Hair:  Black
Weight:  185 lbs Eyes:  Black
Tudor has dark unkempt hair, saturnine features, a goatee, and brooding eyes that project great force of will. He dresses in an old-world style featuring a lot of heavy black garments.
PERSONALITY
They say that every great villain is the hero of his own story, but not Tudor. He knows he's bad...he revels in it and seeks out opportunities to be even worse. His goal is nothing less than ridiculously audacious; he want's to experience a peritheosis and descend into the diabolical dimensions as a new Infernal Lord in the descending hierarcy. To his mind, he doesn't serve Infernal powers, rather he himself is one in the making.

In the meantime, until he can acheive his long term goal, Tudor continues to labor in this dimension and has become perhaps the preeminient Infernalist currently living, a possibility that merely brings a smug corner of the mouth lift; small potatoes on the scale by which Tudor measures evil. Rather than some reoccurring theme or attempts at the same grand plan, Tudor is very much an opportunist and is very unpredictable, an evil and prolific genius. The only common thread to his schemes is that he thinks big and audaciously, and if he fails at least its while daring greatly. He takes solace in the fact that even his failed plots often spawn "collateral damage" friendly to his overall intent.

Tudor has a certain indolent, old wolrd bon vivance, devil may care, nonchalant air about him; he finds the mundane boring but shows great interest and curiosity in things that are slightly askew. He has become so jaded and bored with drudgery that he will often allow things to play out that he could put a stop to, just for the thrill and entertainment of it. He is mischevious, and his sense of humor is cruel and black but at least he has one. However, the really important things that move his agenda forward still get his full, deadly, and brutally ruthless attention with no games.

No one living seems to know his actual origin. Tudor himself has alluded to several different ones in passing, some of which are mutually exclusive. He has hinted that he was born a Gypsy in Wallachia (part of Romania in the present day), that he is a descendant of Vlad Tepes, that he is the son of a Possessed woman, that he was born ancient and is getting younger, that his soul is trapped in a painting and his likeness bears the stains of age and damage, that he is from another Earth very like this one where Infernal powers have ruled since ancient times, that he emerged whole from the head of his Warlock father, and other such whimsical allusions to mythology, religion, and his own dark imagination.

The official record kept by the UN indicates that it is very likely that Tudor is originally from what is today Romania, and is at least three hundred years old as the first account of him is found in the writings of an Orthodox priest named Dimitrie Pazvant in Bucharest who attempted to protect his flock from a dark cult led by a man named Tudor Brezak. There are a number of other direct and indirect references to Tudor thereafter taken from esoteric accounts from around the Old World, establishing his existence in that time period. Everything else related to Tudor's beginnings is marked as speculative, and various attempts at scrying both mystical and psychic have all met a veil and been unable to penetrate it.

By the late 1800's when the war against the Supernatural was escalating, Tudor maintained a large power base in southeast Europe and northern Turkey, an area resistant to the incursions of the champions of Reason and Imperialism, but suffered set backs in various regions. The British had several encounters with minions of Tudor, and crypto-history credits the sinking of four ships of the line to him in the Black Sea, per a harrowing tale of black and red Daemons under his command swooping down upon the ships from the sky breathing indigo flames, killing wantonly and razing the fleet to the waterline; two ships managed to flee and carry the tale back to London.

As far as the analysts can determine Tudor was not involved in the events of WWI, which is perhaps suprising considering that part of it played out in his backyard and some cells of the Cult of the Red Hand which are traditionally controlled by Tudor definitely were involved. It is speculated that he was involved in some other matter at the time or otherwise did not wish to engage on behalf of the Germans. However Tudor was quite active in the 30's, with numerous accounts of his activity throughout Europe and Asia and Egypt documented, with a common thread of seeking out ancient locations and tomes with any sort of Daemonic connection. As the Legion of Nations had published the original Accords and the first generation of "official" Hunters was off to a bold start, such encounters became both more common and better documented, and Tudor is held responsible for the deaths of over thirty Hunters between the years of 1928 and 1940 alone (his overall LoN and UN tracked total is 64 confirmed, 33 considered very likely, and 16 alleged).

When WW2 started escalating into the true squaring off between the Mundane and Supernatural, Tudor got involved and was a powerful member of the Axis, returning to Romania and reasserting his control over his powerbase and resisting Allied forces in Romania and beyond. There are accounts of everything from stable mountain passes suffering spontaneous avalanches onto the heads of military columns, widespread malfunction of mechanical devices, a wave of dysentery, lice, and spoiled food, as well as more serious things such as an entire American tank battallion disappearing over night with no survivors, and a wing of bombers overflying Bucharest being taken out of the sky by flying Daemons.

Post WW2 Tudor has been at large, and if anything has become more dangerous, for Tudor had learned much while working with the Axis and against the Allies. Most importantly Tudor realized that rather than trying to run the Cult of the Red Hand with a fairly flat hierarchy concentrating all power in his own hands, he needed to delegate some authority to direct reports who can manage parts of the Cult in his absence or while he focuses on whatever currently has his attention. Abandoning his traditional homeland to the Russians, Tudor and his puppet cult spread out of Romania and into the "western world", becoming decentralized, operating very similarly to a spy ring. Rather than pursuing a general agenda of malign power expansion and pursuit of specific goals, Tudor turned his cult into a sort of "feeler" network, helping him to become aware of previously unknown possibilities to wreak evil. In the last seven decades the Cult of the Red Hand has grown to be one of the largest and most significant esoteric cults in the world, the inner circle has grown to an unknown size, and Tudor himself has perpetrated several dozen schemes and plots known to the authorities primarily in the US, Canada, Mexico, and Europe, with a couple of strays in Hong Kong and Australia.

Currently, Tudor is pursuing a devilish scheme to increase his favor with the Infernal powers he serves, unlease a great evil on this world, and do it in a satisfyingly twisted and evil way. Tudor has been planning and stewarding this particular blasphemy for over a year, and is eagerly awaiting the payoff. Engaged in work that is meaningful for him Tudor is in darkly good spirits but will become quite dangerous and slightly peeved if anything interferes.
QUOTE
{chuckling} "Ah...and I presume you will be my Hunters for this evening? Do you wish to get straight to your death and dismemberment or would you like me to have Baraerazil get you a nice glass of sherry before we begin?"
CAMPAIGN USE
Tudor is intended to be a top-end threat for a team of powerful Hunters. Groups of Hunters in over their head against him will and should suffer casualties.

Tudor Brezak Killer Shrike
SPEED CHART DEX 10 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 3 3 0 0
RESISTANT 0 0    
Notes:
FATIGUE & HEALTH
  BODY STUN END
MAXIMUM 13 40 40
CURRENT 13   40   40  
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 2m [4m NC]
H. Leap (4m) 2m
V. Leap (2m) 1m
Flight 12m [24m NC]
Teleport 10m [20m NC]
COMBAT SKILL LEVELS
+2 Overall
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 6 6
MENTAL 6 6
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Block 1/2 +0 +0 Block, abort
0 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Called Shot: Head 0 -4 - 1d6+3 (Head to Shoulders)
0 Called Shot: High 0 -2 - 2d6+1 (Head to Vitals)
0 Called Shot: Body 0 -1 - 2d6+4 (Hands to Legs)
0 Called Shot: Low 0 -2 - 2d6+6 (Shoulders to Feet)
0 Called Shot: Leg 0 -4 - 1d6+12 (Vitals to Feet)
0 Disarm 1/2 -2 +0 Can disarm
0 Dodge 1/2 -- +3 Abort, vs. all attacks
0 Grab 1/2 -1 -2 Grab two limbs
0 Grab By 1/2  -3 -4 Move and Grab; +(v/10) to STR
0 Haymaker 1/2* +0 -5 +4 DCs to attack
0 Move By 1/2  -2 -2 STR/2 + v/10; you take 1/3
0 Move Through 1/2  -v/10 -3 STR + v/6, you take 1/2 or full
0 Multiple Attack 1 var 1/2 Attack multiple times
0 Presense Attack 0 +0 +0 6d6 +/- modifiers
0 Set 1 +1 +0 Ranged Attacks only
0 Shove 1/2 -1 -1 Push 1m per 5 STR
0 Strike 1/2 +0 +0 STR or weapon
0 Throw 1/2 +0 +0 Throw w/ STR dmg
0 Trip 1/2 -1 -2 Target Falls
0 Total Cost of Fighting Skills
RANGE MODIFIERS  
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10
TACTICS AND COMBAT NOTES
Tudor is an extremely powerful Magi, combing great skill in Daemonology with respectable Infernal favor (Invocation) and a very pragmatic selection of Alchemical substances. He has two very powerful Daemon minions Bound to his will, and can summon with time and ceremony up to eight more and subject them to a large number of tasks (he usually has at least a few hanging around with tasks remaining). He is also very learned, and commands the Cult of the Red Hand, an organization with at least 2000 esoterically capable members worldwide, though a given cell might have 3 to 13 members.
Character created with Hero Designer (version 20091216 )