If, by chance, you have a copy of the Transdimensional Ephemeris, the appropriate alpha-numeric code is as good as a True Name. Good luck finding the book.
These massive artifacts are known only to a few and desired by all who have heard of them. Usable only by practitioners of the supernatural, an An'shaldar is the ultimate scrying, communication, and transportation device. An An'shaldar is a series of concentric gold rings which spin to create the illusion of a three-dimensional viewing space in which images are displayed. Created by dragons before the First Cataclysm, An'shaldars are used by casting a series of spells into them to control them. These spells are:
Activate An'shaldar: This spell activates the An'shaldar so the user may use the other spells.
Focus An'shaldar: This spell allows the user to view a general location anywhere on Temnia. The use of Focus An'shaldar requires that the spell Activate An'shaldar be cast by the same caster.
Refine An'shaldar: This spell allows the user to zoom in and see specific locations anywhere on Temnia. The use of Refine An'shaldar requires that the spell Focus An'shaldar be cast by the same caster.
Link An'shaldar: Allows the user to link two An'shaldars for purposes of communication. The use of Link An'shaldar requires that the spell Refine An'shaldar be cast by the same caster.
An'shaldar Transmission: Allows the An'shaldar to be used like a Sphere of Telepresentation*. The use of An'shaldar Transmission requires that the spell Refine An'shaldar be cast by the same caster.
An'shaldar Gate: Allows the user to use move from one An’shaldar to another An'shaldar that has been linked. The use of An'shaldar Gate requires that the spell Link An'shaldar be cast by the same caster.
An'shaldar Portal: Allows the user to step through the image into the area being viewed through the An'shaldar. The use of An'shaldar Portal requires that the spell An'shaldar Transmission be cast by the same caster.
*Sphere of Telepresentation: This wondrous item appears as a sphere of solid silver the size of a crystal ball. When activated, the Sphere of Telepresentation projects a shadowy illusion of the user to a specific location anywhere on Temnia. Persons at that location may interact with the image, and the user may respond using the telepresence.
Mind Touch/Mental Contact/Scrying « Result #5 Yesterday at 4:11pm »
Okay, so having read more carefully on the familiarity issue, here's what I'm going to say. Since there's a +0 Difficulty modifier when the subject you want to achieve mental contact with is "Present" (visible with the naked eye), then you can Take 5 (but not 10 or 20) to initially establish mental contact with Mind Touch. (You'd still have to make a Mind Touch check normally if, for example, the subject was trying to block with Psychic Shield.) It also still requires the Move Action. It's only when you want to establish mental contact with someone who's not visible that Familiarity modifiers come into play.
Familiarity also applies to the Scrying power as well. We can use the details of the Scrying power to suffice for the power of the An'shaldar, with the caveat that scrying a creature requires the true name, as has already been established.
There are rules for true names in the AH, p. 75. There is one way to find a creature's true name, and that is through the Naming Ceremony ritual (AH p. 70), but the only caveat is that as it's described, the Naming Ceremony ritual can only be used to gain a creature's true name willingly. Mechanically speaking the same ritual would be used to find a creature's true name without their knowledge and/or consent, but you'd have to have some sort of sample of the creature's, such as a lock of hair or an item of sentimental value to the creature. Then, regardless of how you got the creature's true name, you could use it to locate that creature using the An'shaldar.
cavalier1864 Gaming Coordinator GameMaster: 40k Dark Heresy & SFSNNJ Coordinator member is offline
"Those with nothing to hide have nothing to fear"
Joined: Aug 2007 Gender: Male Posts: 246 Location: Battleship Tisiphone Karma: 2
Re: While the Doctor's away... « Result #7 on Dec 5, 2009, 8:13pm »
Things we used to be worried about: The Fugue, Time Slips, Disappearing Yelin, Missing Wool
Things we are now worried about: Angry 2000+ year old dragons, Astrology, Artifacts. Apocalypse, Armageddon, Ragnarok, Arboreal Sheep, Poison Fisting Druids...
Party status: alive Temnia status: en-route to disaster
"Never attack where an enemy defends, never behave as an enemy expects, and never reveal your full strength. Remember: if knowledge is power, to be unknown is to be unconquerable!" - Tal'Shiarr Motto, Romulan Star Empire
"Help, I'm trapped in a comfortable chair overlooking all of the destruction I have wrought!" - Grand Chancellor Ian McDermid
cavalier1864 Gaming Coordinator GameMaster: 40k Dark Heresy & SFSNNJ Coordinator member is offline
"Those with nothing to hide have nothing to fear"
Joined: Aug 2007 Gender: Male Posts: 246 Location: Battleship Tisiphone Karma: 2
Re: The Journals of Doctor Maximus Moravese De For « Result #8 on Dec 4, 2009, 4:14pm »
Saraday, Honale 17, Year 662 of the Tiborian Calendar
The past five days have been fraught with activity and unpleasantness. While I have been working with victims of the Fugue, my compatriots in the dreadfully alliterative Troop Throop have been scurrying about Scurvytown in an attempt to check the spread the bizarre disease. In their travels they have discovered some sort of apothecary or faith healer who has a cure for some of the effects of the Fugue. Allegedly, I am to meet with this fellow and see if his work is really an answer to our needs.
Apparently, while discussing the Fugue with the 'healer', several of the party's more adventuresome members determined to seek for hidden fortunes in the basement of the temple-cum-casino-cum-clinic. Their explorations netted them an axe of some sort of vengeance god which was, much like the ruins we examined a few weeks ago, 'unstuck in time.' After bringing the axe to the Temple of Knowledge, the party apparently determined that they needed to begin investigating 'temporal anomalies', and thus they went to visit the ghost of Milton Drak to see what they could discern. Speaking with the ghost for a while then led them to the certain knowledge that the ruins must hold some deeper significance, which in turn led them to return to the benighted island and seek the record of Milton Drak (apparently this caused Sythantalus to briefly sojourn to the Infinite Archive, a circumstance that he does not in the least recall and that remains only a speculation).
Meanwhile, I fulfilled my bargain with Madame Sybill Ruskin and Serenity House by providing proper health care for the workers there. Upon leaving the facility, however, I encountered a bounty hunter who had apparently been hired by the family of consul Apterus to avenge his undeniably justified demise. We each attempted, with limited success, to subdue the other, and eventually I ran the ruffian off. Next time, I will not be going anywhere without Otahr, no matter how trivial the task may seem.
Any road, the rest of the party rendezvoused with me, and I explained my need to be elsewhere. Luckily for me, my compatriots were quite understanding of my actions with regards to the elder politician, and endeavored to aid in my attempts to elude the huntsman. While we were devising stratagems for beguiling the justiciar, a note arrived from the absent Yelin advising us to seek out the Shi'ruul in the jungles of Aval.
We trooped out and were beset by wild beasts before stumbling across some ancient ruins alleged to date back to the Age of Dragons before the first cataclysm (if the works of Marcus Lycurgos are to be believed). In the caverns beneath the ruin we found a veritable bounty of booty, as well as a major artifact called an An'shaldar. After looting the cave, and providing the half-orcs with extra incentive to keep our new-found wealth under proper supervision, we set off to find the bird-men and ran smack into a group of Poison Fist Druids.
The Poison Fist, an organization dedicated to the removal of all vestiges of civilization from the face of Temnia, was apparently attempting to destroy Freeport through the use of enhanced beasties who were apparently the source of the orcs inconvenience back in Blood Salt. This information would prove valuable when we eventually returned to the city and discussed future terms with the Band of the Gauntlet and Shield. We proceeded further into the jungle after waylaying two members of the Poison Fist which Unremarkable had separated from the rest of the camp. Eventually we made our way to the Shi'ruul encampment, and there we learned a great deal. In addition, the Shi'ruul were able to repair the damaged An'shaldar, and we used the ancient device to look around the world at various things, including the time-shifted island that is home of Dunmoore's family and the source of the awful woolens whose dubious virtues he constantly extols. Curious as that was, though, various experiments with the device revealed more interesting results...
"Never attack where an enemy defends, never behave as an enemy expects, and never reveal your full strength. Remember: if knowledge is power, to be unknown is to be unconquerable!" - Tal'Shiarr Motto, Romulan Star Empire
"Help, I'm trapped in a comfortable chair overlooking all of the destruction I have wrought!" - Grand Chancellor Ian McDermid
"Never attack where an enemy defends, never behave as an enemy expects, and never reveal your full strength. Remember: if knowledge is power, to be unknown is to be unconquerable!" - Tal'Shiarr Motto, Romulan Star Empire
"Help, I'm trapped in a comfortable chair overlooking all of the destruction I have wrought!" - Grand Chancellor Ian McDermid
"Never attack where an enemy defends, never behave as an enemy expects, and never reveal your full strength. Remember: if knowledge is power, to be unknown is to be unconquerable!" - Tal'Shiarr Motto, Romulan Star Empire
"Help, I'm trapped in a comfortable chair overlooking all of the destruction I have wrought!" - Grand Chancellor Ian McDermid
drowneddog Gaming Coordinator MECH DRIVER (AT-43 Judge) member is offline
The Emperor loves being motivated
Joined: Aug 2006 Gender: Male Posts: 176 Location: New jersey? Karma: 1
Re: Rogue Trader - Best RPG Ever? « Result #11 on Dec 2, 2009, 7:13pm »
Techpriests get integrated armor now! hooray! Rogue trader's equipment prices are also weighted better for allowing you to get the sort of flashy over the top gear that defines 40k. (or at least defines the Imperium in my mind)
I'm also quite fond of the way the game just gives you licence to execute what ever crazy scheme pops into your head. For example selling powdered eldar kidneys as an aphrodisiac. Or running kroot boxing, two xenos enter one xenos leaves.
Re: While the Doctor's away... « Result #12 on Dec 2, 2009, 5:16pm »
For a morally questionable dwarf, he gives an amazingly accurate summary. Though he did underplay my wall climbing and negotiating a bit. And my Wonderful Box of Rocks. You speak for Life, by the way, Doctor. Seemed appropriate.
cavalier1864 Gaming Coordinator GameMaster: 40k Dark Heresy & SFSNNJ Coordinator member is offline
"Those with nothing to hide have nothing to fear"
Joined: Aug 2007 Gender: Male Posts: 246 Location: Battleship Tisiphone Karma: 2
Rogue Trader - Best RPG Ever? « Result #13 on Dec 2, 2009, 4:50pm »
As many of you know, I was a huge fan of Dark Heresy when it came out, and ran a campaign at New Moon that ended not that long ago. Following not too long on the heels of Dark Heresy we have Rogue Trader, a companion/alternate RPG set in the same grim darkness of the far future, but with a totally different tone. Having read through both systems' core books (as well as most of the supplements for DH) I can say that Rogue Trader seems an even better system than even Dark Heresy was.
The first thing that stands out for me is the Origin Paths system, which basically forces players to create their characters in tandem, and allows the players and GM to determine how and where each of the characters met before the adventure begins. While this may not seem like much, the simple fact that players have to craft parts of their back-stories in a cooperative atmosphere means that there will be a more natural synergy of character classes, and a more logical reason for the characters to be together.
Another exciting concept in Rogue Trader is the construction of ships. Every ship is unique, and every group of Explorers (the RT term for Player Characters) will have the chance to have their own unique ship. Depending on the Explorers starting profit and ship values, they could have anything from a dumpy cargo ship to a light cruiser for their very own, and that ship will be designed cooperatively, just like the characters were, with the party making decisions on how the ships components will be allocated.
The introduction of completely new character classes tailored to the life of the Rogue Trader further enhance the system. Dark Heresy had great character classes (and if you want, you can even transfer a character from DH to RT, so long as he is at least 6th level), but other than the Tech Priest, none of them are particularly suited for life aboard a starship. That being said, the new classes, and their design, are particularly good (especially the way that Seneschals, Navigators and Astropaths are handled).
Where Dark Heresy focused on rooting out the enemies of the human race on worlds of the Imperium of Man, Rogue Trader has a somewhat different focus: becoming rich, famous, and/or powerful. That's right, your goal in a Rogue Trader campaign is to explore new worlds and reap their naturally lucrative bounty, to seek out new life for the Empire to crush and exploit, and to plunder new and old civilizations in pursuit of ever greater wealth. One might even go so far as to say that you will boldly open new trade routes where no one has gone before. All kidding aside, though, the system is deliberately set up to make it easy for the GM to create exploration-based challenges with success based on achievement of minor and major goals.
Enough of my blather, though, what are your thoughts?
"Never attack where an enemy defends, never behave as an enemy expects, and never reveal your full strength. Remember: if knowledge is power, to be unknown is to be unconquerable!" - Tal'Shiarr Motto, Romulan Star Empire
"Help, I'm trapped in a comfortable chair overlooking all of the destruction I have wrought!" - Grand Chancellor Ian McDermid
Re: 10-26 H2 Thunderspire Labyrinth Party Bank « Result #15 on Nov 30, 2009, 2:02pm »
Updated party bank information following 11-23 session.
Total Value of Currency: 2156.6g 986g 706s 11 Gems (worth 100g each)
Mundane Items: 2 everburning torches 56 days trail rations 1 wheel of cheese
Magic Items: +1 Bold Victory Chainmail
Potions: 1 Potion of Healing (1 carried by Steven)
Vendor Trash (book value for 1): 22 leather armor (25g) 3 small leather armor (?) 5 longswords (15g) 8 longbows (30g) 5 quivers (?) 5 scale armor (54g) 5 heavy shield (10g) 1 spear (5g) 2 robes (1g) 2 quarter staffs (5g) 17 chainmail armor (40g) 29 warhammers (15g) 4 flails (10g) 3 small short swords (?) 3 hand crossbows (25g) 3 maces (5g) 12 daggers (1g) 7 longspears 7 crossbows 140 bolts 10 halberds 7 greataxes 12 hand axes 1 large hide armor 1 large greatclub
Misc: 2 mules being rented at 5s /day. 7 days (7g) already paid. (3 days out) Stone Tablet, directions to room with vessels that want immortal blood 2 small keys (both used)
Magic Items Distributed or Contributed: Dwarven Greaves (H) to Brian
"Never attack where an enemy defends, never behave as an enemy expects, and never reveal your full strength. Remember: if knowledge is power, to be unknown is to be unconquerable!" - Tal'Shiarr Motto, Romulan Star Empire
"Help, I'm trapped in a comfortable chair overlooking all of the destruction I have wrought!" - Grand Chancellor Ian McDermid
"Never attack where an enemy defends, never behave as an enemy expects, and never reveal your full strength. Remember: if knowledge is power, to be unknown is to be unconquerable!" - Tal'Shiarr Motto, Romulan Star Empire
"Help, I'm trapped in a comfortable chair overlooking all of the destruction I have wrought!" - Grand Chancellor Ian McDermid
Re: While the Doctor's away... « Result #19 on Nov 24, 2009, 6:56am »
There I was in this storage room full of junk. With nothing of value in it. Didn't see anything worth anything. And the Dwarf says there is nothing of value here lets go. I believe him. But Kay sees a Ax. Looks broken to me, I ask if its a fender no one answers. Then the dwarf starts on about bad mojo and if any one tries to take anything out of the room heeel collapse the building. I still don't see anything of value. So Kay gets out a blanket and grabs this broken Axe. Thats when the dwarf tries to suck me and Kay into the ground. So I gently place my knife against the Dwarfs Ribs and ask him to please not to do that again. Mean while Kay runs upstairs leavin me alone with this morally questionable Dwarf.
drowneddog Gaming Coordinator MECH DRIVER (AT-43 Judge) member is offline
The Emperor loves being motivated
Joined: Aug 2006 Gender: Male Posts: 176 Location: New jersey? Karma: 1
Re: While the Doctor's away... « Result #20 on Nov 23, 2009, 6:06pm »
Ok, the quick summery is as follows: All of us except you went to scurvy town to see if there were other brain fever afflicted where the terrenian chaleth was found. There were lots and lots of them. They had all been going to a former church of retribution turned bar called "the mouth of hell", where there was some sort of homeless healer. He was running a clinic in the bar during it's off hours.
Sythantilus made contact with the healer via creepy mind touch from the shadows. The healer whose name escapes me had been treating the sick with poultices, potions and rest. He claimed it worked some of the time. (This was partially verified because we could see people walking in with a magical aura, and leaving without one) Sythantilus arranged for the healer to give Dunmore an example of his medicine. Although the healer seemed less than thrilled with Dunmore. He will also be coming to meet you at his earliest convenience. (You know sometime when you're here)
The healer was also checked out with second sight. He appears to be magical in some way, though his treatment does not appear to be. There was also a brief bit of wandering about in the basements of the mouth of hell looking for magic stuff that might be relevant to the success of the healer's medicine. An axe was found that swapped between being old and new. It was more magical when it was new, and apparently dedicated to the same god as the church had been. Kay Kai and I got into a bit of a disagreement about touching it. I attempted to sink the axe in mud, after making a threat about collapsing the building. This did not work. Kay ran (flew?) off with it. Eventually it was taken to the temple of knowledge which told us, it's an axe. It has god of retribution runes, and it is shifting back and forth in time.
At this point we ran out of ideas. So we made people who had not yet done so look at the box. Turns out most of you will speak for earth or water. (I'm sorry I don't remember the exact break down)
Since we had hit a bit of an impasse on the whole plague thing we decided to try and deal with time problems by investigating the ghost of Milton Drac in the lighthouse. We mistakenly thought he was another thing leaking out of the archive. He was not. Milton Drac was just the normal sort of eternal present kind of ghost (remnant?). So we devised a weird little plot to try and get access to the past version (record?). Sythantilus tricked Milton into traveling to the island with the castle that rebuilds itself, by telling him there was an even better crystal there! (We made up the crystal completely)
Then we left the lighthouse and went to the castle, where we found Milton Drac as he was before the crazy. Sythantilus did the mind probe thing to him again, and when the castle turned to ruins both of them disappeared! At this point Sythantilus had a crazy adventure in the big library in the sky. But no one (including him) knows what happened there. He showed back up a half hour later with amnesia. At which point Kay and I decided on going spelunking. Then the session ended
Re: utility power « Result #21 on Nov 23, 2009, 4:53pm »
No there isn't one that will help me climb a bleeding four foot wall. (LOL) I would have to increase my athletics for that. and for my lvl 2 feat I already picked weapon expertise Axes.
I figured since my dice are rolling low on me I might as well add more to hit, don't you agree? No worries though once my dice heat up I'll be rolling so high it'll look like my dice are loaded.
I'm actually trying different rolling techniques at home LMAO. See you all soon. -Danny
cavalier1864 Gaming Coordinator GameMaster: 40k Dark Heresy & SFSNNJ Coordinator member is offline
"Those with nothing to hide have nothing to fear"
Joined: Aug 2007 Gender: Male Posts: 246 Location: Battleship Tisiphone Karma: 2
While the Doctor's away... « Result #22 on Nov 23, 2009, 2:16pm »
So, what the heck happened last session? I leave you alone for five minutes and look what happens! Seriously, though, I would like to make a Journal entry, but I am unsure as to what the characters' eye view of things looks like. The only fellow nice enough to debrief me was Craig (all hail the mighty GM).
"Never attack where an enemy defends, never behave as an enemy expects, and never reveal your full strength. Remember: if knowledge is power, to be unknown is to be unconquerable!" - Tal'Shiarr Motto, Romulan Star Empire
"Help, I'm trapped in a comfortable chair overlooking all of the destruction I have wrought!" - Grand Chancellor Ian McDermid
Re: utility power « Result #23 on Nov 23, 2009, 11:44am »
You are correct, sir. Only one utility power. Is there one that lets you climb a four foot wall? :+)
Don't forget you get a second feat as well (I would suggest Weapon Profficiency Executioner's Axe at lvl 1 and Weapon Expertise - Axes for your level 2 to get an extra bonus to hit, but it's all good).
utility power « Result #24 on Nov 23, 2009, 10:36am »
Quick question, how many utility powers are we allowed to have for level 2? I think I can only choose one but there are encounter powers and daily powers. I am uncertain if I am supposed to have one of each. I chose combat sprint, so if it happens that my intuition is correct and we are only supposed to have one utility, then that's the one I'm going with.