Creating a Supernatural Intelligence.

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say652
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Creating a Supernatural Intelligence.

Unread post by say652 »

Since fighting a Splugorth is pretty much character suicide even if you win.

In the spirit of lets still do this, using the Conversion Book I am creating a Supernatural Intelligence.
Stranded on Rifts Earth alone with no army this beast becomes your target.
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say652
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Re: Creating a Supernatural Intelligence.

Unread post by say652 »

Ok. Witches for minions.
Gift of power soldiers.
Gift of union high priest.
Possible Mystic Bestowed shock troops.

Forgot how awesome the good ole conversion book was.
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Re: Creating a Supernatural Intelligence.

Unread post by eliakon »

The only trouble with witches and the like.....
Is that it involves bonding an essence fragment to that mortal.

Which is all fun and games....until some one rips that bit of your soul out of the mortal and eats it, or does something else untoward with it.....
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.

Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
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say652
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Re: Creating a Supernatural Intelligence.

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I'm thinkin goblins. Bad ax Goblins.
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Re: Creating a Supernatural Intelligence.

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The AI is living deep in a series of connected caverns, miles long. Its followers are mostly goblins who worship it as a god. Its priests are goblin witches. It has been hiding away slowly building its forces and has captured a small human/deebee town. The town is terrified some of the children are possessed, a few are witches. Its front man is a human shifter who made a dark pact to gain power. Every house and building are connected through tunnels.
The goblin warriors are armed with light MDC weapons and light MDC armor. The elite are better armed and its chief has a magic spear rune weapon souldrinker.
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say652
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Re: Creating a Supernatural Intelligence.

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Located conveniently in the southetn borderlands of Columbia and the Pirate Kingdoms.
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say652
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Re: Creating a Supernatural Intelligence.

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boxee wrote:The AI is living deep in a series of connected caverns, miles long. Its followers are mostly goblins who worship it as a god. Its priests are goblin witches. It has been hiding away slowly building its forces and has captured a small human/deebee town. The town is terrified some of the children are possessed, a few are witches. Its front man is a human shifter who made a dark pact to gain power. Every house and building are connected through tunnels.
The goblin warriors are armed with light MDC weapons and light MDC armor. The elite are better armed and its chief has a magic spear rune weapon souldrinker.


I don't use rune wepons or give rune weapons in my games.
Equipment Scrooge remember. Lol
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Re: Creating a Supernatural Intelligence.

Unread post by boxee »

say652 wrote:
boxee wrote:The AI is living deep in a series of connected caverns, miles long. Its followers are mostly goblins who worship it as a god. Its priests are goblin witches. It has been hiding away slowly building its forces and has captured a small human/deebee town. The town is terrified some of the children are possessed, a few are witches. Its front man is a human shifter who made a dark pact to gain power. Every house and building are connected through tunnels.
The goblin warriors are armed with light MDC weapons and light MDC armor. The elite are better armed and its chief has a magic spear rune weapon souldrinker.


I don't use rune wepons or give rune weapons in my games.
Equipment Scrooge remember. Lol


Well it is for the big bad guy. Of course you could have the AI have scarecrow witches immune to fire witch power......
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say652
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Re: Creating a Supernatural Intelligence.

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I am kinda in a jungle goblin mood.
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Re: Creating a Supernatural Intelligence.

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So far. Yeah I know its kinda garbage.

A large tribe of nearly 10,000 goblins.
Army of Witches with gift of Power 2500.
Circle of Shamans with gift of magic 250.
Ruling council of Witches with gift of union 25.
And finally Elite warriors Mystic Bestowed 100.
So 1 Ruler, 10 "mages" , 4 elites and 100 soldiers per council member.
The remaining goblins are either wilderness scouts or Vagabonds And are distributed evenly between the 25 chieftains.

The supreme leader is a Supernatural Intelligence, its physical form, disguised as a Giant size goblin 15' in height.

King Gul Ten the Feared.
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boxee
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Re: Creating a Supernatural Intelligence.

Unread post by boxee »

Not bad keep working on it. Seems to need more detail, a few NPCs more detail on the goblin lair. What is the hook? Why do the PCs investigate this goblin tribe, are they stealing children and woman for sacrifices?
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Re: Creating a Supernatural Intelligence.

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They are actually starting to become a regional power. Though most of the kingdom is subterranean they have established a keep in the center of their claimed lands.
Actually a pyramid. ...
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Re: Creating a Supernatural Intelligence.

Unread post by eliakon »

say652 wrote:They are actually starting to become a regional power. Though most of the kingdom is subterranean they have established a keep in the center of their claimed lands.
Actually a pyramid. ...

I would stay away from Pyramids......
Pyramids are very, very dangerous double edged swords.
Any stone master can open a portal from any pyramid to any pyramid. Which means its really, really easy for someone with lots of pyramids to stage an invasion and use the enemies own pyramid base as the point of entry.
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.

Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
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say652
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Re: Creating a Supernatural Intelligence.

Unread post by say652 »

That I did not know.
Sooo no pyramid Then.
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say652
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Re: Creating a Supernatural Intelligence.

Unread post by say652 »

Modified Goblin Witch.

Goblins of Gul Ten.
Witch level:1

Supernatural strength:3D6+16. Pp:4D6+10.
PE:3D6. SPD:3D6. FLY:1D6×10+44. IQ:2D6.
ME:3D6. MA:3D6. PB:2D6.

MDC:1D6×100+400. BIOREG:1D6×10 per hour.

Invulnerable to Fire all types.
Impervious to possession and mind control.
Night vision: 90 feet can see in total darkness.
No spells or psionic abilities.


The army of Gul Ten the feared. Equipped with light nonenviromental body armor 30mdc, a vibro knife, rocket pistol modified with a stock and four extra clips, and six high explosive grenades.

Decided to start with a border skirmish to announce their presence.
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Re: Creating a Supernatural Intelligence.

Unread post by dragonfett »

How do they get their resources while staying low key? 10k is a lot of goblins to feed. Or are they beginning to make a major push because they are becoming to large of a force to hide themselves?
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