Dr. Eric Wraithe
Character Name: Dr. Eric Wraithe
Alternate Identities: Eric Wraithe
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
23 DEX 10 39 23 14- OCV 8 DCV 8
23 CON 10 26 23 14-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
18 EGO 10 16 18 13- ECV: 6
15 PRE 10 5 15 12- PRE Attack: 3d6
12 COM 10 1 12 11-
10 PD 3 7 10/25 10/25 PD (0/15 rPD)
10 ED 5 5 10/25 10/25 ED (0/15 rED)
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
14 REC 8 12 14
88 END 46 21 88
45 STUN 29 16 45
6" Running 6 0 6"
2" Swimming 2 0 2"
2" Leaping 3 0 2 1/2" 176 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 85
Spent: 85
Unspent: 0
Base Points: 200
Disad Points: 190
Total Points: 475
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (3") 2 1/2"
V. Leap (1") 1"
DEFENSES
Type Amount
Physical Defense 10/25
Res. Phys. Defense 0/15
Energy Defense 10/25
Res. Energy Defense 0/15
Mental Defense 14
Power Defense 0
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
15 DNPC: Charles Wentworth, Butler 11- (Occasionally), Normal
15 DNPC: Maria, wife: 11- (Occasionally), Normal
15 DNPC: Puff: 11- (Occasionally), Normal
25 Hunted: Seven Horsemen: 11-, More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish
25 Hunted: Lamplighter: 11-, More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish
15 Psychological Limitation: Grim and Moody Common, Strong
15 Psychological Limitation: Hesitant to use powers Very Common, Moderate
10 Psychological Limitation: Hunts Lamplighter Uncommon, Strong
15 Reputation: Occult Expert, Mage: , Almost Always (14-)
15 Social Limitation: Public ID (Frequently, Major)
10 Unluck: +2d6
15 Vulnerability: Physical Killing Attacks: 1 1/2 x STUN Very Common
190 Total Disadvantages Cost

Character Name: Dr. Eric Wraithe
Alternate Identities: Eric Wraithe
Player Name: NPC
SKILLS
Cost  Name
2 AK: Bay Area 11-
0 Acting 8-
0 CK: Liverpool 8-
2 CK: San Francisco 11-
0 Climbing 8-
0 Concealment 8-
3 Contortionist 14-
0 Conversation 8-
0 Deduction 8-
2 KS: Occult Society 11-
0 Language: English (idiomatic)
2 Language: Latin (fluent conversation)
19 Magic Skill 21-
4 PS: Parapsychology 14-
4 PS: Psychologist 14-
0 Paramedics 8-
0 Persuasion 8-
0 Shadowing 8-
0 Stealth 8-
0 TF: Small Motorized Ground Vehicles
3 Teamwork 14-
41 Total Skills Cost
PERKS
Cost  Name
3 Fringe Benefit: Member of the Protectors
5 Money: Well Off
8 Total Perks Cost
TALENTS
Cost  Name
17 Danger Sense (immediate vicinity, out of combat, Function as a Sense); Against Magic Attacks Only (-3/4) 16-
17 Total Talents Cost
 
POWERS
Cost  Power END
37 Eldritch Magic: Multipower, 65-point reserve, (65 Active Points); all slots require a Magic Skill roll (-1/2), Gestures (-1/4)
4u
1) Billowing Clouds of Smoke: Darkness to Sight and Smell/Taste Groups 6" radius (65 Active Points)
6
3u
2) Dazzling Light Burst: Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points)
6
3u
3) Healing Spell: Healing BODY 4d6, Can Heal Limbs, Reduced Endurance (1/2 END; +1/4) (56 Active Points)
2
2u
4) Invisibility Spell: Invisibility to Sight and Radio Groups , No Fringe (35 Active Points)
3
4u
5) Mystic Blast: Energy Blast 13d6 (65 Active Points)
6
4u
6) Mystic Force: Force Wall (11 PD/11 ED; 6" long and 1" tall) (65 Active Points)
6
3u
7) Sleep Spell: Ego Attack 5d6 (Human and Animal classes of minds) (60 Active Points)
6
4u
8) Transfixiation: Tunneling 6" through 10 DEF material, Ranged (+1/2) (63 Active Points)
6
4u
9) Warping Inner Reality: Mental Illusions 11d6 (Human and Animal classes of minds) (65 Active Points)
6
4u
10) Warping Outer Reality: Telekinesis (43 STR) (65 Active Points)
6
50 Supernatural Existance: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0
45 Supernatural Toughness: Armor (15 PD/15 ED) 0
40 Astral Travel: Teleportation 15", x4 Increased Mass 4
10 I Have Seen It All: Mental Defense (14 points total) 0
8 Comm Earpiece: Radio Perception/Transmission (Radio Group); IIF (-1/4) 0
4 Special Contacts: Sight Group Flash Defense (5 points); IIF (-1/4) 0
4 Special Contacts: Ultraviolet Perception (Sight Group); IIF (-1/4) 0
233 Total Powers Cost

Character Name: Dr. Eric Wraithe
Alternate Identities: Eric Wraithe
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6' 1"
Weight: 183 lbs
Description:
Frequently, Dr. Wraithe will wear his normal street clothes while on duty, preferring casual slacks and bulky sweaters. His official uniform consists of a deep blue tunic, grey leggings and sleeves and white boots, belt and cloak. He wears an enormous blue gemstone broach on his cloak, and this is often mistaken as some sort of magical focus. In the past Dr. Wraithe has taken advantage of this fact, feigning weakness upon its removal while awaiting a chance to backstab his opponent.
BACKGROUND
Eric Wraithe, a young soldier from Liverpool, was just nineteen when stray shrapnel killed him some-where in a muddy trench in Europe. He had been fighting with the Yanks in WWI, giving his all against the German threat. But now, he was dead. Or was he? His eyes opened upon a dark and musty place, lit only by a flickering candlestick. The Voice which pierced the gloom sounded ancient and foreboding. "Eric Wraithe, you have been chosen as my new apprentice. I snatched you from the clutches of death, and you will repay me with your service. To disobey me is to perish." Eric shuddered at this bewildering nightmare. The Voice soon manifested itself as an ancient man, cloaked in scarlet and indigo. His breath was like the stale air in a forgotten tomb, and his clawed touch was that of a corpse.
Eric had no idea of how long he was in that place - it seemed like centuries. The arcane creature trained Eric in the mystic arts of manipulating reality, hoping that Eric would someday rule at his side. But his training was too thorough, and Eric eventually discovered the way to escape. As the Ancient One swore revenge for the efforts he had wasted on an "ungrateful, insignificant mortal," Eric fled back to his own world. At first, he was disoriented. It took him several hours to realize that nearly seven decades had passed since his abduction. More over, he had also moved geographically; he was now near the bustling metropolis of San Francisco. He quickly discovered that he needed money to survive, and knew that he had to prepare for the Ancient Being's retaliation. So he decided on a desperate course of action: he magically manipulated the state lottery and made himself the big winner. With his tainted winnings, Eric purchased a large mansion and began to reorient himself to this new era. He enrolled at the local university and quickly earned doctoral degrees is psychology and parapsychology. He had never actually intended to become involved with the costumed crime fighters that he read about in the newspapers. But he frequently found himself rushing to the aid of innocents in danger battling powerful megalomaniacs and other deadly criminals. Eventually he joined with a group of other champions and helped to form the Protectors.
POWERS/TACTICS
When it comes to combat, Dr. Wraithe trusts Quasar's judgment as leader and follows established tactics to the letter. When left to his own discretion Dr. Wraithe operates very methodically. He will begin by blinding his enemies with a flash attack. He will then choose an attack to bypass his opponent's defenses. He will attack brawny musclemen with his Ego powers, martial artists with Telekinetic grabs and slams, and Energy Blasters with his own mystic force blast. The team recognizes and appreciates Dr. Wraithe's insights and abilities, and has come to depend heavily on the flexibility of his powers.
PERSONALITY/MOTIVATION
Dr. Wraithe is a grim and moody individual. The rest of the team often feels uncomfortable in his presence; it is clear that he is being hunted by an ancient threat from another realm, and this tends to make the Protectors jumpy when dealing with the supernatural. Eric's mindset is still consistent with the 1910's; he is appalled by the sharp decline in "morality" since he has been away. He usually can be found locked up in his mansion accompanied only by his very brave butler, Wentworth.
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