Oussrae-Thex Wingrider

An elite cadre of Oussrae-Thex Sorceresses magically bonded to a Wyver-Bat mount and bent on the total destruction of The Desolate & their Broken minions

Description:

Combat Summary

Base OCV: 5 Base DCV: 7 (9 on her Wyver-Bat) ECV: 5
Levels: +1 All OCV when Mounted, +5 DCV with Evasive Manuvers (See Wyver-Bat), +2 OCV with Sorcery, +5 OCV with dagger
DEX: 15 SPD: 5 Phases: 3, 5, 8, 10, 12
6 PD (4 rPD) 6 ED (4 rED) MD: 15
END: 30 STUN: 28 BODY: 15


Characteristics

Characteristic Value Point Cost
STR 10/25 0
DEX 15 15
CON 10 0
BODY 10 0
INT 13 6
EGO 15 10
PRE 10 0
COM 14 2
PD 2 0
ED 2 0
SPD 5 5
RECOVERY 4 0
ENDURANCE 20 0
STUN 20 0
RUN 8” 4
SWIM 2” 0
LEAP 2” 0

STR Roll: 11

DEX Roll: 12

CON Roll: 11

INT Roll: 12

EGO Roll: 12

PER Roll: 12


Diadvantages

Psychological Limitation: Xenophobic (Common, Strong) 15

Reputation: Drow, 11- 10

Psychological Limitation: Kill Desolate! (Very Common, Strong) 20

Enraged: When her bonded Wyver-bat is Critically Wounded, Knocked Unconscious, or Killed (Common, 8, Recover 14) 10

Points

Base Points: 225

Disads Total: +55

Powers Cost: 225

Skills Cost: 13

Characteristics Cost: 42

Total Cost = 280

Unspent: 0


Skills/Perks/Talents/Powers

5 Life Support (Longevity: 400 Years; Sleeping: Character does not sleep) 0

3 Darkvision (5 Active Points); Linked (Life Support; Lesser Power can only be used when character uses greater Power at full value; -3/4) 0

10 Multipower, 25-point reserve, (25 Active Points); all slots Increased Endurance Cost (x4 END; -1 1/2)

1u Cloud of Darkness: Darkness to Sight Group 2” radius, Alterable Size (25 Active Points); Increased Endurance Cost (x4 END; -1 1/2) 8 END
1u Dark Fire: (Total: 24 Active Cost, 8 Real Cost) Change Environment 1” radius, -2 DCV, Sticky (+1/4) (12 Active Points); Increased Endurance Cost (x4 END; -1 1/2) (Real Cost: 5) plus Image: 1 Hex, Sticky (+1/4) (12 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Set Effect (“Paints” all invisible creratures in the hex with a ghoastly outline; -1) (Real Cost: 3) 8 END

32 Sorcery: Multipower, 97-point reserve, (97 Active Points); all slots Incantations (Complex; -1/2), Gestures (Requires one hand; -1/4), Side Effect (1/2 DCV vs Melee, -1/4), Spell (-1/2), Restrainable (-1/2)

3u Energy Bolt: Killing Attack – Ranged 2d6, Variable Advantage (Armor Piercing, Penetrating, or Indirect: Always from Attacker but can be fired in any direction, +3/4), Variable Special Effect (Any, +1/2), Reduced Endurance (0 END; +1/2), No Range Modifiers (+1/2) (97 Active Points); Incantations (Complex; -1/2), Gestures (Requires one hand; -1/4), Side Effect (1/2 DCV vs Melee, -1/4), Spell (-1/2), Restrainable (-1/2) -
1u Wind Rider: Flight 10”, Position Shift, No Turn Mode (+1/4), combat acceleration/deceleration (+1/4) (37 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per Minute; Air; -1 3/4), Incantations (Complex; -1/2), Gestures (Requires one hand; -1/4), Side Effect (1/2 DCV vs Melee, -1/4), Spell (-1/2), Restrainable (-1/2) 4 END
2u Tame Beast: Mind Control 7d6, Reduced Endurance (0 END; +1/2), Continuous (+1), Telepathic (+1/4) (96 Active points); Limited Power (Only on Animals; -1), Incantations (Complex; -1/2), Gestures (Requires one hand; -1/4), Side Effect (1/2 DCV vs Melee, -1/4), Spell (-1/2), Restrainable (-1/2) -

10 Wyver-bat Mind Link: Mind Link, Single Mind, Psychic Bond, Unusual Sense Group rather than Mental (10 Active Points); Only with a Wyver-Bat that has undergone the proper bonding ritual with the Wingrider (-1)

75 Bonded Wyver-Bat: One 470 Base Point Wyver-Bat is bound to the Wingrider (94 Active Points); Linked (Wyver-Bat Mind Link, 1/4)

13 Bonded Speed: When a Wingrider bonds with her Wyver-Bat, she is able to draw off some of its stregth to increase her own battle ferocity.
  • +2 Speed (20 Active points); Linked (Wyver-Bat Mind Link; -1/2)
8 Mutal Mind Stregthening: The presence of her Wyver-Bat’s psyche through their mental link helps strengthen and defend the Wingrider’s own mind.
  • 15 MD (12 Active points); Linked (Thex Hound Mind Link; -1/2)
5 Mounted Combat: Just grabbing on and holding tight doesn’t a mounted rider make. Trying to ride a creature by just grappling with it only serves to encumber the beast (1/2 it’s DCV for starters), and, of course, just having it grab you renders you little more than cargo (1/2 your DCV for starters). A true rider learns to meld with her mount, becoming a living appendage of the animal, not just a strapped down burden.
  • Clinging (10 Active Points); Limited Power (Only used to hold onto mounts; -1)
    • Hold onto Mount with full STR, -1d6” to any knockback used to knock Wingrider off mount.
8 Mounted Advantage: The added coordination between rider and mount makes them more formidable than either would normally be on their own.
  • +1 OCV, Usable by Other (Self and one other; +1/2) (12 Active Points); Linked (Mounted Combat, -1/2)
11 Situation Awareness: An essential ability for long ranged combat, this represents the Wingrider’s ability to keep track of battlefield threats, and to keep track of who’s shooting at her and when.
  • Danger Sense: Functions as a Sense, PER Roll +3, (20 Active Points); Linked (Mounted Combat; -1/2), Limited Power (Cannot Detect Attacks from directly below; -1/4)
    • While riding a mount in combat, the Wingrider perceives any attack directed against her or her mount on a roll of 15 or less.

13 Com-Bug: Mindlink Any eight minds, No LOS needed (35 Active Points); IIF (-1/4), Only with others who have radio comunication (-1), Limited Range (20 miles; -1/4), Flashed as Radio Not Mental (-1/4)

3 Wyver-Bat Saddel: This saddle allows the Wingrider to strap in, so as not to fall off if stunned or knocked unconscious. It has quick-release capabilities in case it is the Wyver-Bat that is disabled, and the rider needs to bailout.
  • (Total: 12 Active Cost, 3 Real Cost) Mounted Combat becomes Persistant (+1/2) (5 Active points); OIF (-1/2), Independant (-2) (Real Cost: 1) plus +15 STR to hold on to Wyver-Bat, Persistant (+1/2) (7 Active Points); OIF (-1/2), Independant (-2) (Real Cost: 2)
6 +2 Leather Armor:
  • (Total: 22 Active Cost, 6 Real Cost) Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2), Independant (-2) (Real Cost: 3) plus +2 DCV (10 Active Points); OIF (-1/2), Independant (-2) (Real Cost: 3)
14 +2 Dagger:
  • (Total: 38 Active Cost, 14 Real Cost) Killing Attack – Hand to Hand 1d6+1, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-3/4), Independant (-2) (Real Cost: 8) plus +2 OCV with dagger and Sorcery (6 Active Points); (Real Cost: 6)
Skills
  • 9 Riding: 15
Combat Skills
  • 1 WF: Blades
  • 3 +3 OCV with Dagger
Bio:

Air Cavalry of The Dark Scions. Since the Wyver-Bats are desinged for long range ingagements, it was only natural that riders that excelled in long range combat were chosen. For the Oussrae-Thex, that ment a special class of Sorceresses trained to fight while mounted in the air.

Oussrae-Thex Wingrider

Victoriana, Alternate years Genesplicer