Enforcer84 Posted August 29, 2003 Report Share Posted August 29, 2003 The Clan of the Sphinx Cost Power Clan of the Sphinx 20 1) Strength of the Sphinx: +20 STR 10 2) Supernaturally Tough: +5 CON 5 3) Wisdom of the Ages: +5 INT 6 4) Strength of Will: +3 EGO 5 5) Commanding Presence: +5 PRE 12 6) Roar: +20 PRE, Megascale (1" = 1 km; +1/4) (25 Active Points); Only for Offensive Purposes (-1) [Notes: Fearsome Roar that can be heard for almost a mile.] 6 7) Supernaturally Tough: Damage Resistance (6 PD/6 ED) 9 8) Accute Senses: Enhanced Perception (+3 to PER Rolls for All Sense Groups) 5 9) Keen Vision: Nightvision 10 10) Sense Falshood: Detect Lies/Falsehoods 12-, Range 10 11) Combat Scent: Targeting Sense (Normal Smell) 5 12) Tracking Scent: Tracking (Normal Smell) 19 13) Wings of the Sphinx: Flight 12" (24 Active Points); Visible: Translucent Ectoplasmic "Wings" (-1/4) 4 14) Supernatrual Being: Life Support , Longevity: 1600 Years 2 15) Strong Willed: +2 Mental Defense (5 points total) Powers Cost: 128 Cost Skill Clan of the Sphinx 3 1) Analyze: Magic 12- 3 2) Conversation 12- (16-) 3 3) Cryptography 12- 3 4) Deduction 12- 3 5) High Society 12- (16-) 2 6) KS: Arcane Lore 11- 2 7) KS: Artifacts & Relics 11- 2 8) KS: Clan of the Sphinx 11- 2 9) KS: Fables, Fairy Tales, Mythology 11- 2 10) KS: History 11- 3 11) KS: Riddles, Puzzles, Trivia (INT-based) 12- 2 12) KS: Supernatural Beings 11- 4 13) Language: Choose One (idiomatic) 3 14) Language: Secodary Language (completely fluent) 2 15) Language: Tertiary Language (fluent conversation) 1 16) Language: Hobby Language (basic conversation) 3 17) Oratory 12- (16-) 3 18) Security Systems 12- 3 19) Shadowing 12- 3 20) Stealth 11- 2 21) Survival (Choose One) 12- 3 22) Tracking 12- Skills Cost: 57 Cost Perk Clan of the Sphinx 2 1) Reputation: Wise Guardians (A small to medium sized group; 14-) +2/+2d6 12 2) Contact: The 11 Clans of Legend (Contact has: very useful Skills or resources), Organization Contact (+2) (12 Active Points) 11- 3 3) Fringe Benefit: Membership: Clan of the Sphinx 6 4) Fringe Benefit: Security Clearance: 11 Clans of Legend Perks Cost: 23 Cost Talent Clan of the Sphinx 3 1) Absolute Time Sense 3 2) Bump Of Direction 22 3) Danger Sense (Function as a Sense, Sensitivity: Out of Combat) 12- 5 4) Eidetic Memory 3 5) Lightning Calculator 3 6) Lightsleep 4 7) Speed Reading (x10) 13 8) Universal Translator 12- (20 Active Points); Languages of Earth Only (-1/2) Talents Cost: 56 Total Package Cost: 264 Pts. Disadvantage Clan of the Sphinx -5 1) Distinctive Features: Clan Markings (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) -15 2) Hunted: The Seven Kings of Darkness 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence) -10 3) Hunted: Clan of the Sphinx 11- (Mo Pow; Watching) -10 4) Social Limitation: Subject to Clan Laws & Restrictions (Occasionally; Major) Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted August 29, 2003 Author Report Share Posted August 29, 2003 Now most of it is optional. Really the only requirement are the disads, and the Membership: Clan of the Sphinx. the rest is just the standard abilities exhibited by an adult in the clan. Linguist and Scholar are popular among the Clan as well. They are noted for their minds and their fierce sense of duty . Guardians and Hunters come frm the Clan of the Sphinx. Quote Link to comment Share on other sites More sharing options...
Stephen Mann Posted August 29, 2003 Report Share Posted August 29, 2003 Where is this from? Some of the things mentioned in your write-up (11 clans, etc), sound interesting. Where did you get this from? Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted August 30, 2003 Author Report Share Posted August 30, 2003 The dark recesses of my head. I'm trying to come up with the other eleven clans...I liked the number, thus far I have: Dragon Unicorn Phoenix (and then I leave L5R)... Gryphon Ki-Rin Pegasus Sphinx then I get stuck as too what direction I want to go. I've considered Fey Were (But they seem to call for their own "Clan" systems) Ghost I'm stuck.... Quote Link to comment Share on other sites More sharing options...
Agent X Posted August 30, 2003 Report Share Posted August 30, 2003 Originally posted by Enforcer84 The dark recesses of my head. I'm trying to come up with the other eleven clans...I liked the number, thus far I have: Dragon Unicorn Phoenix (and then I leave L5R)... Gryphon Ki-Rin Pegasus Sphinx then I get stuck as too what direction I want to go. I've considered Fey Were (But they seem to call for their own "Clan" systems) Ghost I'm stuck.... 1. Sphinx 2. Dragon 3. Unicorn 4. Phoenix 5. Griffon 6. Ki-Rin 7. Pegasus Basilisk, Wyvern, Tengu, Centaur, Satyr, Feathered Serpent, Leviathan/Behemoth ? Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted September 1, 2003 Author Report Share Posted September 1, 2003 Still thinking... here's the Unicorn Clan Package Deal Cost Power 10 Unicorn's Strength: +10 STR 9 Agile: +3 DEX 10 Supernaturally Tough: +5 CON 6 Strength of Will: +3 EGO 5 Commanding Presence: +5 PRE 3 Unearthy Beauty: +6 COM 10 Quick Witted: +1 SPD 20 Healing Touch: Healing 2d6 (max. Healed Points: 12) 9 Accute Senses: Enhanced Perception (+3 to PER Rolls for All Sense Groups) 5 Keen Vision: Nightvision 31 Silver Gateway: Teleportation 10", x2 Increased Mass, Safe Blind Teleport (+1/4) (31 Active Points) 10 Swift Runner: +5" Running (11" total) 6 Supernaturally Tough: Damage Resistance (6 PD/6 ED) 4 Strong Willed: +4 Mental Defense (7 points total) 10 Poison Bane: Life Support , Immunity: All terrestrial poisons and chemical warfare agents 4 Supernatrual Being: Life Support , Longevity: 1600 Years Powers Cost: 152 Cost Skill 3 Analyze: Magic 11- 4 Animal Handler (Equines) 13- 3 Conversation 12- 3 High Society 12- 2 KS: Arcane Lore 11- 2 KS: Artifacts & Relics 11- 2 KS: Clan of the Unicorn 11- 2 KS: Fauna & Flora 11- 2 KS: History 11- 2 KS: Supernatural Beings 11- 4 Language: Choose One (idiomatic) 1 Language: Hobby Language (basic conversation) 3 Oratory 12- 3 Paramedics 11- 3 Persuasion 12- 3 Riding 12- 3 Shadowing 11- 3 Stealth 12- 3 Survival (Arctic/Subarctic Forests, Temperate/Subtropical Forests, Tropical Forests) 11- 3 Tracking 11- 3 Teamwork 12- 1 WF: Polearms and Spears Skills Cost: 58 Cost Perk 2 Reputation: Purity (A small to medium sized group; 14-) +2/+2d6 12 Contact: The 11 Clans of Legend (Contact has: very useful Skills or resources), Organization Contact (+2) (12 Active Points) 11- 3 Fringe Benefit: Membership: Clan of the Unicorn 6 Fringe Benefit: Security Clearance: 11 Clans of Legend Perks Cost: 23 Cost Talent 3 Absolute Time Sense 3 Bump Of Direction 6 Combat Luck (3 PD/3 ED) 2 Environmental Movement (no penalties on/in Forrests) 22 Danger Sense (Function as a Sense, Sensitivity: Out of Combat) 11- 3 Lightsleep 3 Resistance (3 points) Talents Cost: 42 Total Character Cost: 275 Pts. Disadvantage 5 Distinctive Features: Clan Markings (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 Hunted: The Seven Kings of Darkness 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Hunted: Clan of the Unicorn 11- (Mo Pow; Watching) 10 Social Limitation: Subject to Clan Laws & Restrictions (Occasionally; Major) Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted September 1, 2003 Author Report Share Posted September 1, 2003 The environmental movement simply indicates that they can move through heavy brush and branches without penalty. Is 2pts too few? Quote Link to comment Share on other sites More sharing options...
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