Karl Schrekt

Karl Schrekt was a very powerful Kindred who occupied the position of Justicar to the Tremere until 1998 - Anastasz di Zagreb (the current Justicar), served as one of his Archons.

It is not clear if Schrekt only served a more limited amount of time, but refused to realize the fact and went on enforcing the rules of the Camarilla. It is said that Ulugh Begh is his rival within the clan.

Biography
In life, Karl Schrekt was a demon hunter from Vienna. A driven man, he was embraced by his sire after being defeated in a difficult struggle. Surviving the fires of the Inquisition(a bitter and painful irony for a man who once hunted demons) he came to the conclusion that the Camarilla was the single greatest event in Kindred history.

In 1575 he was sent to Berlin  by the Inner Council to investigate the death of one of their clanmates at the hands of the Prince of that city. He was met harshly by Gustav Breidenstein, who staked a formal letter of apology to the Tremere and pierced it through the (alredy) Justicar's heart.

He served for a long time as the Tremere Justicar, pursuing his duties in an almost fanatical fashion. He believed that the Camarilla was about all Kindred and so was one of the first Justicars to make it a point to select their Archons from other clans, even going so far as to have a Setite archon for a time. During his tenure it was rumored that he somehow diablerized a Lupine and gained generation from the act.

Schrekt stopped being Tremere Justicar in 1987, but word has it he has continued to operate as if he still held the office. He resides currently in Castle Schrekt near Linz, Austria.

Character Sheet
Karl Schrekt, Tremere Justicar Sire: Lotharius Nature: Fanatic Demeanor: Judge Generation: 5th Embrace: 1235 Apparent Age: 40 Physical: Strength 7, Dexterity 6, Stamina 8 Social: Charisma 6, Manipulation 8, Appearance 4 Mental: Perception 7, Intelligence 8, Wits 8 Talents: Alertness 5, Athletics 5, Brawl 4, Dodge 4, Intimidation 7, Leadership 6, Streetwise 4, Subterfuge 5 Skills: Crafts (Repair) 2, Etiquette 6, Firearms 3, Melee 5, Performance (Acting) 4, Performance (Music) 3, Security 5, Stealth 1 Knowledges: Bureaucracy 5, Camarilla Lore 6, Investigation 5, Law 5, Linguistics 5, Medicine 3, Occult 7, Politics 7 Disciplines: Auspex 7, Celerity 4, Dominate 5, Fortitude 6, Necromancy 4, Potence 5, Presence 6, Protean 3, Quietus 2, Thaumaturgy 8 Thaumaturgical Paths: Lure of Flames 5, Movement of the Mind 5, Path of Blood 5, Weather Control 4, Elemental Mastery 3, Path of Conjuring 3, Path of Corruption 3, Spirit Manipulation 3 Necromantic Paths: Sepulchre Path 4 Rituals: Communicate with kindred Sire, Defense of the Sacred Haven, Deflection of Wooden Doom, Devil’s Touch, Purity of Flesh, Wake with Evening’s Freshness; Principle Focus of Vitae Infusion, Ward versus Ghouls; Flesh of Fiery Touch, Noncorporeal Passage, Ward versus Lupines; Heart of Stone, Rending Sweet Earth, Splinter Servant; Blood Contract, Escape to a True Friend, Ward versus Spirits; Raise the Dead, Ritual of Holding; Divorcing the Soul; Chain of the Bloodline Backgrounds: Allies 5, Fame 5, Herd 3, Influence 5, Mentor 6, Resources 6, Retainers 4, Status 7 Virtues: Conscience 2, Self-Control 5, Courage 5 Morality: Humanity 2 Willpower: 10