braincraft
Jan 31st, '08, 06:58 PM
This one just dropped into my head tonight.
SPHINX
Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
23 DEX 39 14- OCV: 8/DCV: 8
25 CON 30 14-
15 BODY 10 12-
18 INT 8 13- PER Roll 18-
23 EGO 26 14- ECV: 8
25 PRE 15 14- PRE Attack: 5d6
22 COM 6 13-
10/19 PD 5 Total: 10/19 PD (0/9 rPD)
10/19 ED 5 Total: 10/19 ED (0/9 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
10 REC 0
50 END 0
50 STUN 9 Total Characteristic Cost: 185
Movement: Running: 10"/20"
Flight: 10"/20"
Leaping: 10"/20"
Swimming: 2"/4"
Cost Powers END
9 Falcon's Eyes: +6 versus Range Modifier for Sight Group
11 Falcon's Wings: Flight 10" (20 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4) 2
20 Ferocious Fighter: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2)
15 Guardian's Vigilance: +5 PER with all Sense Groups
18 Immortal Flesh: Armor (6 PD/6 ED)
30 Immortal Flesh: Energy Damage Reduction, Resistant, 50%
30 Immortal Flesh: Physical Damage Reduction, Resistant, 50%
40 Immortal Flesh: Healing 3 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (110 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
Notes: Ressurection prevented by total annhilation
51 Immortal Flesh: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; 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)
42 Lion's Claws: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); Only In Heroic Identity (-1/4)
5 Lion's Eyes: Nightvision
5 Lion's Leap: Leaping +5" (10" forward, 5" upward) 1
8 Lion's Legs: Running +4" (10" total) 1
10 Twisted Mazy Paths: Mental Defense (15 points total)
5 Unflappable: +10 PRE (10 Active Points); Only vs PRE Attacks (-1)
71 Riddle of the Sphinx: Multipower, 125-point reserve, (125 Active Points); all slots Incantations (-1/4), Only vs intelligent targets (-1/4), Target must be able to hear incantations (-1/4)
6u 1) Brain Teaser: Entangle 4d6, 2 DEF, Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Based On EGO Combat Value (Mental Defense applies; +1), Area Of Effect (8" Radius; +1) (105 Active Points); Incantations (-1/4), Only vs intelligent targets (-1/4), Target must be able to hear incantations (-1/4) 5
7u 2) Brain Twister: Ego Attack 5d6, Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Area Of Effect (8" Radius; +1) (125 Active Points); Incantations (-1/4), Only vs intelligent targets (-1/4), Target must be able to hear incantations (-1/4) 5
2u 3) Curse of the Sphinx: Change Environment 1" radius, -5 OCV, Long-Lasting 1 Day, Multiple Combat Effects, Varying Combat Effects, Usable As Attack (+1) (120 Active Points); 1 Charge (-2), Limited Conscious Control (-1), Single Target Only (-1/2), Incantations (-1/4), Only vs intelligent targets (-1/4), Target must be able to hear incantations (-1/4) [1]
Notes: Lasting effect discontinued by dreaming
Talents
6 Combat Luck (3 PD/3 ED)
Skills
20 +2 Overall
16 +2 with All Combat
10 +2 with HTH Combat
3 Acrobatics 14-
3 Acting 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 13-
3 Conversation 14-
10 Defense Maneuver I-IV
3 Linguist
0 1) Language: Egyptian (idiomatic) (4 Active Points)
3 2) Language: English (idiomatic) (4 Active Points)
3 3) Language: Greek (idiomatic) (4 Active Points)
3 4) Language: Indonesian (idiomatic) (4 Active Points)
3 5) Language: Sanskrit (idiomatic) (4 Active Points)
3 Persuasion 14-
3 Scholar
3 1) KS: Ancient Egyptian History and Mythology (4 Active Points) 14-
3 2) KS: Ancient Greek History and Mythology (4 Active Points) 14-
2 3) KS: Ancient Indian History and Mythology (3 Active Points) 13-
2 4) KS: Ancient Southeast Asian History and Mythology (3 Active Points) 13-
2 5) KS: Arcane And Occult Lore (3 Active Points) 13-
5 6) KS: Riddles (6 Active Points) 16-
3 Seduction 14-
3 Shadowing 13-
3 Stealth 14-
3 Survival 13-
Total Powers & Skill Cost: 515
Total Cost: 700
300+ Disadvantages
15 Enraged: Failing to protect her ward (Uncommon), go 11-, recover 11-
10 Physical Limitation: Anachronism (Frequently, Slightly Impairing)
15 Psychological Limitation: Loyal (Common, Strong)
15 Psychological Limitation: Must observe promises and the terms of wagers without fail (Uncommon, Total)
15 Psychological Limitation: Playful (Common, Strong)
80 Major Mythological Figure Bonus
250 Experience Points
Total Disadvantage Points: 150
Background/History: Long has it been since all-seeing Argus slew the fair Echidna. Longer still since great Typhon sired upon her the great guardian beasts. Among those guardians was Sphinx.
Oh! Clever Sphinx, who served the pharaohs in the time before Ankfhiti's defeat at the hands of Intef, who united the people of the Nile. Questing Sphinx, who traveled across the sea and saw Thebes before the coming of the cursed king. Wise Sphinx, who traveled to the east and saw many lands. Loyal Sphinx, who served Queen Aji. Great Queen Aji, who spurned the foreign prince, himself a foul and powerful sorcerer possessed by demons.
Oh! Brave Sphinx, who battled the sorcerer and his demons for a day and a night, until the Queen cast a binding upon them, trapping demon and prince and guardian deep in the sea for so long, long, long.
Until one day, when treasure-seekers found the wreckage of the prince's ship upon the ocean floor. Trying to wrest tainted gold from the hulk, they caused the release of the prince and his demons from their prison; and his dark power, fermenting for ages in his hate, spread over the land once again. But patient Sphinx, who had been waiting all this time for her opportunity, also escaped the spell, and defeated the sorcerer prince with the help of other, new guardians.
Once again free to wander, Sphinx walks this strange 'modern' age, seeking new kings and queens to serve and new foes to guard against. Oh! Sphinx, mighty Sphinx, what adventures await?
Personality/Motivation: Sphinx is a guardian, and she feels incomplete without something to guard. She prefers to guard some sort of royalty, or anything else particularly important or prestigious, but will take upon any ward she feels affection or interest towards. Above and before all else, Sphinx defines herself by her role as protector, and remembers far too many failures in her past.
Aside from that, she is a powerful immortal, and likes to enjoy herself. She loves riddles with a passion, and enjoys nothing better than to match wits with a clever opponent. She rather enjoys sex, with almost anyone or anything, though she does not feel lust or hunger as humans do, thinking of it as just another game to play. She enjoys fine cuisine and alcohol, though she derives neither nourishment nor intoxication from mortal fare.
She is still fairly unfamiliar with the modern world ("'Cell phone'? Some sort of prison speech?") but feels unconcerned. The world has changed much in the thousands of years of her existence, even before she was sealed away for several centuries. She will adapt, when she gets around to it. What import are 'automobiles' and 'televisions' to one who was old when the world was new?
Quote: "Do you like riddles?"
"This 'Herakles' buffoon slew half of my brothers - and he gets a 'tele-vision' play?"
Powers/Tactics: While not particularly mighty compared to some super-powered beings, Sphinx is experienced and canny in battle. She is also nearly impossible to kill, able to recover from almost any injury or damage short of total annhilation. She requires neither rest nor sustenance, and is perfectly capable of standing guard for centuries at a time, though she is easily bored.
Her most unusual power is that of her riddles, which are empowered by her supernatural nature. With a few words, she can cause intelligent minds to contemplate twisted logic, which can cause disorientation and strain or simply slackjawed distraction. She need not have any common language with her targets; she speaks the True Tongue, which all things born can understand. One of her favorite tactics is to paralyze a weak-minded opponent with her Brain Teaser, then take her time killing him. However, targets which are beneath or beyond logic, or insensible to it, are immune to the effect; beasts, berserkers, computers, and those with truly alien minds are unaffected by Sphinx's powers.
In addition to such short-term effects, Sphinx can curse a target with a riddle of such deviousness and resonance that it causes intense misfortune. She has no power over the exact effects of this curse, but it will generally cause failure in the target's endeavors at the worst possible times. She is only able to conceive of a new riddle of this magnitude once a day, inspired by the sunrise, and she is loathe to use the same riddle twice. The riddle can only be answered using dream logic, and will hound the target until he sleeps.
In addition, Sphinx retains much of the might and senses of the beasts she incorporates, and her ancient and inhuman mind is difficult to affect. One of her weaknesses is that she must keep to any promises or bargain she makes; several times she has been defeated by challenging her to wagers or contests (which she loves). She has lived long and seen much, and has extensive knowledge of many ancient cultures.
Campaign Use: I just started following wiki links from one ancient myth to another, and put together this.
Use her as a backup hero or villain. Just give her someone to protect, anyone at all, and she can end up on either side.
Appearance: In her human form, Sphinx appears to be a tall, beautiful Egyptian woman with short, straight, dark hair and almond-shaped green eyes. Immune to the elements, she tends to wear little when she bothers to wear anything at all. When she is forced to clothe herself to fit in, she usually leaves her upper back and lower arms and legs uncovered, and goes barefoot whenever possible.
When she takes upon her guardian form, she sprouts great brown falconlike wings from her back, and short yellow fur on much of her body. Her eyes become slitted, like a cat's. Her hands grow and become clawed and her palms gain pads, though she retains her usual manual dexterity and tactile sensitivity. Her feet and legs change in shape and proportion to become partially digitigrade. She also gains a tail, which is tapered like a lizard's but is furred and has a tuft on the end, like a lion's. In this form she often falls to all fours and walks in such a manner, or else flies with her wings, which are mysteriously able to support her weight.
I could have made her Brain Teaser a little more powerful, but I didn't want some poor saps to starve to death because their Egos were too low to ever break out of the Ego-based Entangle.
SPHINX
Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
23 DEX 39 14- OCV: 8/DCV: 8
25 CON 30 14-
15 BODY 10 12-
18 INT 8 13- PER Roll 18-
23 EGO 26 14- ECV: 8
25 PRE 15 14- PRE Attack: 5d6
22 COM 6 13-
10/19 PD 5 Total: 10/19 PD (0/9 rPD)
10/19 ED 5 Total: 10/19 ED (0/9 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
10 REC 0
50 END 0
50 STUN 9 Total Characteristic Cost: 185
Movement: Running: 10"/20"
Flight: 10"/20"
Leaping: 10"/20"
Swimming: 2"/4"
Cost Powers END
9 Falcon's Eyes: +6 versus Range Modifier for Sight Group
11 Falcon's Wings: Flight 10" (20 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4) 2
20 Ferocious Fighter: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2)
15 Guardian's Vigilance: +5 PER with all Sense Groups
18 Immortal Flesh: Armor (6 PD/6 ED)
30 Immortal Flesh: Energy Damage Reduction, Resistant, 50%
30 Immortal Flesh: Physical Damage Reduction, Resistant, 50%
40 Immortal Flesh: Healing 3 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (110 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
Notes: Ressurection prevented by total annhilation
51 Immortal Flesh: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; 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)
42 Lion's Claws: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); Only In Heroic Identity (-1/4)
5 Lion's Eyes: Nightvision
5 Lion's Leap: Leaping +5" (10" forward, 5" upward) 1
8 Lion's Legs: Running +4" (10" total) 1
10 Twisted Mazy Paths: Mental Defense (15 points total)
5 Unflappable: +10 PRE (10 Active Points); Only vs PRE Attacks (-1)
71 Riddle of the Sphinx: Multipower, 125-point reserve, (125 Active Points); all slots Incantations (-1/4), Only vs intelligent targets (-1/4), Target must be able to hear incantations (-1/4)
6u 1) Brain Teaser: Entangle 4d6, 2 DEF, Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Based On EGO Combat Value (Mental Defense applies; +1), Area Of Effect (8" Radius; +1) (105 Active Points); Incantations (-1/4), Only vs intelligent targets (-1/4), Target must be able to hear incantations (-1/4) 5
7u 2) Brain Twister: Ego Attack 5d6, Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Area Of Effect (8" Radius; +1) (125 Active Points); Incantations (-1/4), Only vs intelligent targets (-1/4), Target must be able to hear incantations (-1/4) 5
2u 3) Curse of the Sphinx: Change Environment 1" radius, -5 OCV, Long-Lasting 1 Day, Multiple Combat Effects, Varying Combat Effects, Usable As Attack (+1) (120 Active Points); 1 Charge (-2), Limited Conscious Control (-1), Single Target Only (-1/2), Incantations (-1/4), Only vs intelligent targets (-1/4), Target must be able to hear incantations (-1/4) [1]
Notes: Lasting effect discontinued by dreaming
Talents
6 Combat Luck (3 PD/3 ED)
Skills
20 +2 Overall
16 +2 with All Combat
10 +2 with HTH Combat
3 Acrobatics 14-
3 Acting 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 13-
3 Conversation 14-
10 Defense Maneuver I-IV
3 Linguist
0 1) Language: Egyptian (idiomatic) (4 Active Points)
3 2) Language: English (idiomatic) (4 Active Points)
3 3) Language: Greek (idiomatic) (4 Active Points)
3 4) Language: Indonesian (idiomatic) (4 Active Points)
3 5) Language: Sanskrit (idiomatic) (4 Active Points)
3 Persuasion 14-
3 Scholar
3 1) KS: Ancient Egyptian History and Mythology (4 Active Points) 14-
3 2) KS: Ancient Greek History and Mythology (4 Active Points) 14-
2 3) KS: Ancient Indian History and Mythology (3 Active Points) 13-
2 4) KS: Ancient Southeast Asian History and Mythology (3 Active Points) 13-
2 5) KS: Arcane And Occult Lore (3 Active Points) 13-
5 6) KS: Riddles (6 Active Points) 16-
3 Seduction 14-
3 Shadowing 13-
3 Stealth 14-
3 Survival 13-
Total Powers & Skill Cost: 515
Total Cost: 700
300+ Disadvantages
15 Enraged: Failing to protect her ward (Uncommon), go 11-, recover 11-
10 Physical Limitation: Anachronism (Frequently, Slightly Impairing)
15 Psychological Limitation: Loyal (Common, Strong)
15 Psychological Limitation: Must observe promises and the terms of wagers without fail (Uncommon, Total)
15 Psychological Limitation: Playful (Common, Strong)
80 Major Mythological Figure Bonus
250 Experience Points
Total Disadvantage Points: 150
Background/History: Long has it been since all-seeing Argus slew the fair Echidna. Longer still since great Typhon sired upon her the great guardian beasts. Among those guardians was Sphinx.
Oh! Clever Sphinx, who served the pharaohs in the time before Ankfhiti's defeat at the hands of Intef, who united the people of the Nile. Questing Sphinx, who traveled across the sea and saw Thebes before the coming of the cursed king. Wise Sphinx, who traveled to the east and saw many lands. Loyal Sphinx, who served Queen Aji. Great Queen Aji, who spurned the foreign prince, himself a foul and powerful sorcerer possessed by demons.
Oh! Brave Sphinx, who battled the sorcerer and his demons for a day and a night, until the Queen cast a binding upon them, trapping demon and prince and guardian deep in the sea for so long, long, long.
Until one day, when treasure-seekers found the wreckage of the prince's ship upon the ocean floor. Trying to wrest tainted gold from the hulk, they caused the release of the prince and his demons from their prison; and his dark power, fermenting for ages in his hate, spread over the land once again. But patient Sphinx, who had been waiting all this time for her opportunity, also escaped the spell, and defeated the sorcerer prince with the help of other, new guardians.
Once again free to wander, Sphinx walks this strange 'modern' age, seeking new kings and queens to serve and new foes to guard against. Oh! Sphinx, mighty Sphinx, what adventures await?
Personality/Motivation: Sphinx is a guardian, and she feels incomplete without something to guard. She prefers to guard some sort of royalty, or anything else particularly important or prestigious, but will take upon any ward she feels affection or interest towards. Above and before all else, Sphinx defines herself by her role as protector, and remembers far too many failures in her past.
Aside from that, she is a powerful immortal, and likes to enjoy herself. She loves riddles with a passion, and enjoys nothing better than to match wits with a clever opponent. She rather enjoys sex, with almost anyone or anything, though she does not feel lust or hunger as humans do, thinking of it as just another game to play. She enjoys fine cuisine and alcohol, though she derives neither nourishment nor intoxication from mortal fare.
She is still fairly unfamiliar with the modern world ("'Cell phone'? Some sort of prison speech?") but feels unconcerned. The world has changed much in the thousands of years of her existence, even before she was sealed away for several centuries. She will adapt, when she gets around to it. What import are 'automobiles' and 'televisions' to one who was old when the world was new?
Quote: "Do you like riddles?"
"This 'Herakles' buffoon slew half of my brothers - and he gets a 'tele-vision' play?"
Powers/Tactics: While not particularly mighty compared to some super-powered beings, Sphinx is experienced and canny in battle. She is also nearly impossible to kill, able to recover from almost any injury or damage short of total annhilation. She requires neither rest nor sustenance, and is perfectly capable of standing guard for centuries at a time, though she is easily bored.
Her most unusual power is that of her riddles, which are empowered by her supernatural nature. With a few words, she can cause intelligent minds to contemplate twisted logic, which can cause disorientation and strain or simply slackjawed distraction. She need not have any common language with her targets; she speaks the True Tongue, which all things born can understand. One of her favorite tactics is to paralyze a weak-minded opponent with her Brain Teaser, then take her time killing him. However, targets which are beneath or beyond logic, or insensible to it, are immune to the effect; beasts, berserkers, computers, and those with truly alien minds are unaffected by Sphinx's powers.
In addition to such short-term effects, Sphinx can curse a target with a riddle of such deviousness and resonance that it causes intense misfortune. She has no power over the exact effects of this curse, but it will generally cause failure in the target's endeavors at the worst possible times. She is only able to conceive of a new riddle of this magnitude once a day, inspired by the sunrise, and she is loathe to use the same riddle twice. The riddle can only be answered using dream logic, and will hound the target until he sleeps.
In addition, Sphinx retains much of the might and senses of the beasts she incorporates, and her ancient and inhuman mind is difficult to affect. One of her weaknesses is that she must keep to any promises or bargain she makes; several times she has been defeated by challenging her to wagers or contests (which she loves). She has lived long and seen much, and has extensive knowledge of many ancient cultures.
Campaign Use: I just started following wiki links from one ancient myth to another, and put together this.
Use her as a backup hero or villain. Just give her someone to protect, anyone at all, and she can end up on either side.
Appearance: In her human form, Sphinx appears to be a tall, beautiful Egyptian woman with short, straight, dark hair and almond-shaped green eyes. Immune to the elements, she tends to wear little when she bothers to wear anything at all. When she is forced to clothe herself to fit in, she usually leaves her upper back and lower arms and legs uncovered, and goes barefoot whenever possible.
When she takes upon her guardian form, she sprouts great brown falconlike wings from her back, and short yellow fur on much of her body. Her eyes become slitted, like a cat's. Her hands grow and become clawed and her palms gain pads, though she retains her usual manual dexterity and tactile sensitivity. Her feet and legs change in shape and proportion to become partially digitigrade. She also gains a tail, which is tapered like a lizard's but is furred and has a tuft on the end, like a lion's. In this form she often falls to all fours and walks in such a manner, or else flies with her wings, which are mysteriously able to support her weight.
I could have made her Brain Teaser a little more powerful, but I didn't want some poor saps to starve to death because their Egos were too low to ever break out of the Ego-based Entangle.