All  Profile  Abilities  Resources  Bio  Combat 
 
Albert Armos Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 9 10 -1 11-   HTH Damage 2d6-1 END [1]
DEX 15 10 10 12-  
CON 15 10 5 12-  
INT 19 10 9 13-   PER Roll 13-
EGO 20 10 10 13-  
PRE 20 10 10 13-   PRE Attack: 4d6
           
OCV 5 3 10
DCV 5 3 10
OMCV 5 3 6
DMCV 5 3 6
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 3/12 2 1 3/12 PD (0/9 rPD)
ED 3/12 2 1 3/12 ED (0/9 rED)
REC 10 4 6
END 50 20 6
BODY 12 10 2
STUN 30 20 5
           
Running 13m 12 1
Swimming 2m 4 -1
Leaping 4m 4 0 106 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
15 Psychological Complication: Elitist Attitude (Common; Strong)
25 Sanctioned: Hunters Frequently (Mo Pow; NCI; Harshly Punish)
10 Social Complication: Sorcerer Frequently, Major, Not Limiting In Some Cultures
55 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 55 375 500

Albert Armos Killer Shrike
SKILLS
Cost  Name
24 +2 Overall
16 +2 with Ranged Combat
5 Charm 14-
3 Conversation 13-
3 Fast Draw: Pistols 12-
3 High Society 13-
3 Linguist
3 1) Language: English (idiomatic; literate) (5 Active Points)
0 2) Language: French (idiomatic; literate) (5 Active Points)
1 3) Language: Latin (fluent conversation; literate) (3 Active Points)
3 PS: Cult Leader 13-
3 Scholar
3 1) KS: Cult of the Red Hand (4 Active Points) 14-
7 2) KS: Hermetic Lore (8 Active Points) 16-
7 3) KS: Nomen Lore (8 Active Points) 16-
2 4) KS: Supernatural World (3 Active Points) 13-
3 Shadowing 13-
3 Stealth 12-
3 Streetwise 13-
2 WF: Small Arms
97 Total Skills Cost
PERKS
Cost  Name
250 Mystic Pool
5 Well Off
6 Inner Circle Of The Red Hand : Fringe Benefit: Inner Circle
261 Total Perks Cost
TALENTS
Cost  Name
21 Supernatural Resistance: 7
5 Miraculous Survival
10 Supernatural Awareness
36 Total Talents Cost

Albert Armos Killer Shrike
Mystic Pool (250)
1) Magic Pistol : Killing Attack - Ranged 3d6, Variable Advantage (+1 Advantages; Indirect, Penetrating, Double Knockback, Affects Desolid, Etc; +2) (146 Active Points); STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), 8 clips of 12 Charges (+1/4)
Notes: Real Cost: 45 Points; Hermetic Focused Ability
[12]
2) Spell Deflection : Deflection (20 Active Points); Spells Only (-1), No Range (-1/2), Requires A Roll (KS: Hermetic Lore roll, -1 per 20 Active Points modifier; Must be made each Phase/use; -1/2), Gestures (-1/4), IIF (Lucky Charm; -1/4)
Notes: Real Cost: 6 points; Hermetic Focused Ability
2
3) Invocation : 6d6 (120 Active Points)
Notes: Real Cost: 120 points; Invoker
0
4) Life Support (Longevity: 400 Years; Sleeping: Character only has to sleep 8 hours per week)
Notes: Real Cost: 3 points; Hermetic / Invoker Innate Abilities
0
5) Aura of Protection : Resistant Protection (9 PD/9 ED), Hardened (+1/4), Impenetrable (+1/4) (40 Active Points); Always On (-1/2), Perceivable (When Used; -1/4), Damage-Based Endurance Cost (1 END / 10 Damage; -1/4)
Notes: Real Cost: 20 points; Invoker Innate Ability
0
Hermetic Wizard Rote Magic : Variable Power Pool (Magic Pool), 45 base + 57 control cost; Hermetic Lore Skill is used to change Spells, (74 Active Points); Variable Limitations (requires -1 worth of Limitations; Extra Time, Concentration, Ritual, Window Of Opportunity, Incantations, Increased END Cost, Side Effects, Gestures, Requires a Roll; -1/2); -1/2), Hermetic Wizardry Rote Spells Only (-1/2), Requires Access To Spell Books And Time To Change Powers (-1/2)
Notes: Real Cost: 56 points; Most Typical Combat Spells Listed, But Generally This Pool Is Used For Non-combat Magic
1) Expeditious Escape : Teleportation 17m, Safe Blind Teleport (+1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a recast to reset, Defined Condition plus "At Will" Condition; +1/2), MegaScale (1m = 100 km; +1 1/2) (55 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Cast, -3/4), Requires A Roll (KS: Hermetic Lore roll; -1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 22 5
2) Stygian Cloud : Darkness to Sight Group 6m radius, Personal Immunity (+1/4), Costs Endurance Only To Activate (+1/4) (45 Active Points); Requires A Roll (KS: Hermetic Lore Skill roll, -1 per 20 Active Points modifier; -1/4), Incantations (-1/4), Gestures (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) Real Cost: 22 4

Albert Armos Killer Shrike
APPEARANCE
Height:   6' 0" Hair:  Blonde
Weight:  160 lbs Eyes:  Green
Albert is a tall slim blonde man who affects a very modern, slicked back metro-urban sunglassed look. Assessed objectively he is fairly attractive with highly regular features, however his cold-fish tightly-wound elitism detracts from it for most people. He keeps a sleek silver plated pistol in an under-arm holster, and if he draws it is not for show...he means business.
BACKGROUND
Originally from Montreal, Albert became involved with the Cult of the Red Hand in the late 60's and rose steadily in power, eventually coming to the attention of Tudor Brezak himself and becoming a protege. As his power and influence grew, Albert's role eventually expanded to effectively running the Cult as a proxy for Tudor, dealing with miscellaneous distractions that Tudor didn't care to be bothered with. This knowledge is unknown outside the highest levels of the Cult, of course, but even the lowliest member of the lowliest cell knows that if Albert Armos comes calling on their coven then something serious is afoot and they'd best do their damnedest to facilitate it.

Extremely powerful and very well favored by the Descending Hierarcy, Albert is something of an upstart amongst Infernalists (many of whom have been around a good long while), and given the power-hungry madness of most such people it is suprising to those of them that know of Armos that he is content to play second fiddle in the Cult of the Red Hand. It is almost equally suprising to those same people that Tudor doesn't see Albert as a threat and do away with him on general principle.

However, unlike short sighted gluttons like Verity Blake who are obsessively greedy for power for powers sake, with no actual plan or agenda against which to apply any power they manage to accumulate, Albert's motiviation is to attain perfection. Power is merely a dividend of said perfection. Thus, he is not a threat to Tudor and does not aspire to replace him as such. Rather, Albert will continue to hone himself towards perfection, and if Tudor doesn't do the same then eventually Albert will surpass him, but otherwise he will continue to learn everything he can while serving his master to the very best of his considerable abilities. For his part, Tudor understands Albert and thus knows that he need not worry for a long while yet.
PERSONALITY
Both his allies and his enemies can agree on one thing; Albert Armos is a hard cat to read. His face is a mask, and he never reveals any emotion or tell unless he chooses to. This is a man who has survived, nay thrived, swimming in extremely dangerous waters by never ever making a mistake. He is a master of risk vs reward calculations, brinksmanship, and inequitable trades, and any risk he does take has been measured precisely to balance the gain against the danger of attainment. Everything else about Armos is merely a logical extension of this core dimension and its application to a given context or circumstance.
QUOTE
"We do not have to be enemies, mon ami. Why don't you take a chance and allow me to show you the secrets of true power?"
TACTICS AND COMBAT NOTES
Albert Armos is a very powerful Invoker who has earned great favor with various Infernal powers via dark acts too horrible to describe in detail in civilized company. In addition to his ability to call upon his extradimensional patrons for anything he cares to risk their disfavor over, Albert also has a powerful protective boon. Armos is also a skilled Hermetic Wizard and has a variety of tricks at his disposal, including a couple of potent focused abilities. Using a pistol as a Hermetic focus, Albert is able to accomplish a variety of impossible "shooting tricks", up to and including "bending bullets" to follow non linear paths. Many have underestimated Albert and been slain for their mistake in this way. Albert uses the reliability of his Hermetic magics to counterbalance the unpredictability of his Invocations.
CAMPAIGN USE
Albert makes for a great "big bad" up to the "Famous" level, but once PC Hunters start edging up into "Legendary" status he either needs to be augmented or cycled out.

Albert Armos Killer Shrike

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 4d6 +/- modifiers
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 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Set 1 +1 +0 Ranged Attacks only
0 Block 1/2 +0 +0 Block, abort
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 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

Character created with Hero Designer (version 20190210 ); best viewed with Firefox or Chrome