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Sphinx
| Dex: 08 | Str: 18 | Bod: 15 | Motivation: Power Lust |
| Int: 12 | Wil: 13 | Min: 13 | Occupation: Wizard, conqueror |
| Inf: 11 | Aur: 10 | Spi: 11 | Resources {or Wealth}: 025 |
| Init: 031 | HP: 105 |
Powers: Continuum Control: 15, Energy Absorption: 20, Energy blast (heat&light): 12, Hypnotism: 06, Invulnerability: 25, Flight: 08, Growth: 00, Mind probe: 08, Precognition: 08, Power Drain: 20, Power Reserve: 16, Recall: 20, Regeneration: 04, Sealed Systems: 20, Systemic Antidote: 10, Telekinesis: 08, Teleportation: 25, Vampirism: 08
Bonuses and Limitations:
- Energy Blast is Transdimensional (+1)
- Vampirism has Area Effect (+3)
- Energy Absorption power may be used to absorb any type of energy and actually has no limit to the amount being absorbed. Absorbing energy from a cosmic (30+ APs) source, by use of Energy Absorption, Power Drain or Vampirism, may permanently boosts him into a powerful cosmic form (see The Sphinx’s Energy Absorption Powers Below) until the energy is stripped from him again. Even though Power Reserve is powered by Energy Absorption, Vampirism and Power Drain the Power Reserve itself may further boost any of these three powers (+3)
- Energy absorption and Power Drain only have non-combat uses, but may be used in combat by expenditure of One Dice Action and One Automatic Action
- Power Drain is only usable against powers derived from Ka energy (-1)
- Power Reserve must be powered up by use of Energy Absorption, Vampirism or Power Drain (-1) and Power Reserve may only boost STR, BODY or any power by half his Power Reserves’ AP’s (including Growth up to a maximum of 8 APs
- Recall is usable also in conjunction with Mind Probe (+1)
Skills: Accuracy (Ka-powers): 08, Gadgetry*: 12, Medicine*: 12, Occultist*: 11, Scientist*: 12
Advantages: Area knowledge (Earth), Genius, Immortal, Iron Nerves, Languages (Ancient Egyptian and several other languages), Scholar (Archaeology, History, Temporal Physics)
Connections: Sphinx II (Low)
Drawbacks: SIA (Power and Vengeance), Overconfident
Equipment: KA STONE [BODY 30, Bonus : The wearer is granted all of the Sphinx’s powers, physical attributes and the Immortal advantage as long as he wears it. Limitations: Losing the stone strips the wearer of all additives and as a result the former wearer takes the full toll of his entire existence in years and quite possibly dies of old age withering to dust in the process. It is now possible for the Sphinx to grant someone his Immortality Advantage willingly, but that would destroy him in the process. Once somebody has started to wear the stone it cannot be removed by anything except by using forces in excess of 30 AP’s],
The Sphinx’s Energy Absorption Powers
The Sphinx’s ability to absorb energy is actually unlimited. Each turn he can only, under normal circumstances, absorb a total of 20 RAP’s from any energy source. If he manages to absorb energy, by use of Energy Absorption, Power Drain or Vampirism, from a source of 30+ AP’s he will eventually be transformed into his vastly powerful
cosmic form after absorption of enormous energy quantities (see the Classic Cosmic Sphinx). Although this might
be best left to GM judgment, two rules are possibly useful here:
1) A total of 192 AP’s are absorbed using non-standard DC Addition rules, i.e.
12 turns + la 16 RAP’s per turn (12*16=192). No rolls are made, but absorption
is finished completely in 12 turns. This is the easy route to go, although it
probably doesn’t model the comics very well.
2) A total of approximately 40 RAP’s of energy is absorbed by the use of an absorption power, pushing and expenditure of HP’s. Power Reserve may in turn be used to boost the absorption power (to 28 AP’s in the case of Energy Absorption and Power Drain and to 16 AP’s in the case of Vampirism) after the initial absorption. Rolls are made with this boosted absorption power + HP expenditure + any Pushing RAPs against OV/RV of the power source. A total of 40 RAP’s using standard AP addition rules (39 APs + 39 APs = 40 APs) should be scored to complete the absorption procedure.
The Sphinx will remain in this form indefinitely or until someone strips this energy from him upon which he returns into his standard immortal form. This draining has an OV/RV equal to the RAP’s absorbed (around 40) and can only be attempted through draining powers such as Power Drain, Vampirism and so on. Once full RAP’s are scored the Sphinx is considered drained and ’humanoid‘ again.
The Sphinx may also drain the life energies of human beings or free Ka energy as a substitute, but that does not result in a change into cosmic godhood. If the Sphinx absorbs lesser amounts of energy he may retain those RAPs during a period of time equal to his base Energy Absorption or Power Drain power. Once combat has been initiated, the Sphinx usually tries to begin with absorbing some power, if possible, and increase his physical size a little. The current Sphinx has not yet attained cosmic godhood by power absorption.
Interestingly, all the powers that the Sphinx has used as a result of large energy absorptions tend to float away into the atmosphere. There they remain until someone collects and funnels these energies of Ka anew for their own uses. In addition to using artifacts for this, it should be possible to build a collecting device for collecting purposes. This was done by the second Sphinx entity who used the artifact known as the Scepter of Ka. The Scepter increases the efficiency of a Ka-user’s powers and focuses his/her energies. The second Sphinx used the artifact for a while. The first Sphinx entity eventually learned to collect some of this energy for his own uses without needing to use the Scepter of Ka, having internalized the Ka-control that the Scepter grants. Such is his current state of power.
Classic Sphinx
The old Sphinx, whose only goal was to destroy his own endless life, had not yet been cursed with Galactus’s time-looping curse. The Classic Sphinx had not yet complete control over Ka energy. Since he has yet to relive his life several times over, he did not have the Precognition power either. The classic Sphinx used the Scepter of Ka to better focus his Ka-based powers, but later internalized these effect, no longer requiring the Scepter. The Classic Sphinx had the following stats:
The Classic Sphinx
| Dex: 07 | Str: 17 | Bod: 15 | Motivation: Unwanted Power |
| Int: 11 | Wil: 13 | Min: 13 | Occupation: Wizard, conqueror |
| Inf: 11 | Aur: 10 | Spi: 11 | Resources {or Wealth}: 025 |
| Init: 029 | HP: 100 |
Powers: Energy Absorption: 16, Energy blast (heat&light): 11, Hypnotism: 05, Invulnerability: 25, Flight: 08, Growth: 00, Mind probe: 07, Power Reserve: 16, Recall: 20, Regeneration: 04, Sealed Systems: 20, Systemic Antidote: 10, Telekinesis: 07, Teleportation: 20
Bonuses and Limitations:
- Energy Blast is Transdimensional (+1)
- Vampirism has Area Effect (+3)
- Energy Absorption power may be used to absorb any type of energy and actually has no limit to the amount being absorbed. Absorbing energy from a cosmic (30+ APs) source, by use of Energy Absorption, Power Drain or Vampirism, may permanently boosts him into a powerful cosmic form (see The Sphinx’s Energy Absorption Powers Below) until the energy is stripped from him again. Even though Power Reserve is powered by Energy Absorption, Vampirism and Power Drain the Power Reserve itself may further boost any of these three powers (+3)
- Energy absorption and Power Drain only have non-combat uses, but may be used in combat by expenditure of One Dice Action and One Automatic Action
- Power Drain is only usable against powers derived from Ka energy (-1)
- Power Reserve must be powered up by use of Energy Absorption, Vampirism or Power Drain (-1) and Power Reserve may only boost STR, BODY or any power by half his Power Reserves’ AP’s (including Growth up to a maximum of 8 APs
- Recall is usable also in conjunction with Mind Probe (+1)
Skills: Accuracy (Ka-powers): 07, Gadgetry*: 11, Medicine*: 11, Occultist*: 11, Scientist*: 11
Advantages: Area knowledge (Earth), Genius, Expansive Headquarters (Flying Pyramid of Ka), Immortal, Iron Nerves, Languages (Ancient Egyptian and several other languages), Scholar (Archaeology, History)
Connections: None
Drawbacks: SIA (Dying), SIF (The Fate Shown by Veritas the Sayge), Overconfident
Equipment:
- KA STONE [BODY 30, Bonus: The wearer is granted all of the Sphinx’s powers, physical attributes and the Immortal advantage as long as he wears it, Limitations: Losing the stone strips the wearer of all additives and as a result the former wearer takes the full toll of his entire existence in years and quite possibly dies of old age withering to dust in the process. Once somebody has started to wear the stone it cannot be removed by anything except by using forces in excess of 30 AP’s]
- Scepter of Ka [BODY 30, Accuracy (Ka-powers): 08, Vampirism: 08, Power Drain: 20, Power Reserve: 05, Notes: The scepter carries a Ka-controlling gem and is used in conjunction with the Sphinx’s Ka-stone to increase his power control and grant him the Power Drain and Vampirism powers, Bonus: Vampirism has Area Effect (+3), Limitations: Power Drain is only usable against powers derived from Ka energy (-1); Power Reserve may only boost each of the Sphinx’s own powers by 1 AP each, Due to the link the Sphinx’s Ka-stone has to the gem of the scepter the Sphinx will be eradicated from existence and his actions will all be undone, if this stone is somehow destroyed.]
Cosmic Sphinx
After having absorbed the power of the Xandarian computers his powers and abilities increased vastly, he lost his SIA, changed motivation and is best represented by these new cosmic levels :
The Sphinx (cosmic form)
| Dex: 08 | Str: 26 | Bod: 25 | Motivation: Power lust |
| Int: 19 | Wil: 24 | Min: 20 | Occupation: conqueror |
| Inf: 17 | Aur: 20 | Spi: 17 | Resources {or Wealth}: 025 |
| Init: 044 | HP: 150 |
Powers: Awareness: 05, Continuum Control: 25, Energy Absorption: 25, Energy blast (heat&light): 18, Flight: 39, Growth: 08, Hypnotism: 10, Invulnerability: 30, Matter Manipulation: 25, Mind probe: 18, Power Reserve: 25, Recall: 25, Regeneration: 05, Sealed Systems: 30, Systemic Antidote: 15, Telekinesis: 20, Vampirism: 10
Bonuses and Limitations:
- Energy Absorption is usable with any type of energy (+3)
- Recall is usable also in conjunction with Mind Probe (+1)
- Vampirism has Area Effect (+3)
- Energy Absorption only has non-combat usage (-1)
- Power Reserve must be powered up by use of Energy Absorption or Vampirism (-1) and Power Reserve may only boost STR, BODY or any power by half his Power Reserves AP’s.
Skills: Accuracy (Ka-Powers): 10, Gadgetry*: 19, Medicine*: 19, Occultist*: 17, Scientist*: 19
Drawbacks: Overconfident
