New Rules

Gold and Teleportation

Any power or effect that allows teleportation cannot move its target across a complete border made of gold. This means that a building with gold inlaid around or within the base of its structure and around each window and door cannot be teleported into or out of—however, creatures can still teleport from one point within the building to another. Creatures who wear loops of gold (such as rings or necklaces) are immune to teleportation – they cannot teleport or be teleported, unless the gold is removed. Merely carrying gold pieces or other gold items does not grant any such immunity.

GM Ruling: If you attempt to teleport, but cannot (possibly due to a gold barrier you didn’t see), then your action is wasted. The power is still spent if it had any successful effect – if it was entirely canceled, though, it is unspent.

Example: A sorcerer uses teleport bash on an enemy wearing a gold ring. He hits and deals damage, but the teleporting effect (and the secondary damage) is canceled. The power is spent.

Example 2: An eladrin uses fey step to try to transport into a gold-warded building. It fails; she spends the move action and stays in her square. Since the power’s only effect was a (unsuccessful) teleport, she can try to use the power again later with a new destination, even though it’s an encounter power.

In the case of a power that teleports two targets such that they swap positions, like resourceful trick, the power still functions if only one of the targets is wearing a gold loop. The unwilling creature rolls a save – on a success, the teleport does not occur. On a failure, the unwarded creature teleports into the other target’s space and pushes it one square (unless the size difference is enough to let them share the space). If both creatures are willing, no save is rolled, and the non-warded creature teleports as above.

Firearms

All feats, class abilities, etc that mention crossbows can also be used in conjunction with firearms unless the GM says otherwise.

Reloading a gun is a standard action normally, and no matter what feats or items you have, it is never a free action (unless you’re Kaja Stewart). This means that powers and abilities that allow you to make multiple attacks in a row cannot function normally.

Known methods for bypassing the standard action loading time:

  • The Speed Loader feat lets you reload as a move action. Same for Arcane Fusillade Expertise.
  • A firearm with the Swiftshot enchantment can be reloaded as a move action – or a minor action if you also have one of the above feats.
  • Quick Draw lets you pull out pre-loaded firearms round after round (it’s probably hard to carry more than three carbine-sized weapons at once).
  • A weapon with an ammo clip can be reloaded as a minor action, with or without one of the above feats. What’s more, you can make multiple attacks in a row before reloading.

Reloading and Ammo Clips

Whether it’s empty or not, a clip can be ejected from a firearm as a free action. The wielder can choose to let the clip fall on the ground, or to catch it in their hand. If caught, the wielder needs to use a minor action to stow it somewhere before using another minor action to reload the weapon with any clip on their person or near at hand (eg, sitting on a table next to them, unattended).

Gunsmiths may use The Man with Two Guns is God power to change ammo types with their current firearm, rather than switching firearms entirely. Since the Theme doesn’t give them the ability to reload pistols one-handed, they can only ammo-switch if they have a free hand.

Empty clips that are dropped on the ground can be recovered after combat under normal circumstances. It’s assumed that Gunsmiths can manufacture new clips in their spare time if they need more.

Flight and Planar Travel

These are forms of magic that are both incredibly rare and incredibly limited in the world of Lanjyr. Any spell or ritual that allows flight or planar travel (which includes the summoning of extraplanar creatures) does not function for more than five minutes. Flying creatures larger than a hawk simply do not exist, not since the apparent extinction of dragons 200 years before the campaign’s start. Magic items that have these effects are extremely rare – generally speaking, the only such items available to the party will be items unique to this campaign (listed in the Items tab).

Paragon paths like Favored Soul that grant a creature permanent wings are still permissible (since only magic flight is limited), as long as the creature is medium-sized or smaller.

Prestige System

The party may ask one favor of each friendly organization per day for free – though depending on the size of the favor, it may take weeks or months for them to get around to it (if ever). Favors usually have a rating from 0 to 6; the higher the party’s rating with that organization, the faster and easier it is to get favors from them.

You can ask a second (or third, fourth, etc) favor from a given organization in a day, but it takes a Prestige check from a representative in the party. You can also make a check (optionally) to increase the speed at which the favor is filled.

A Prestige check involves rolling Diplomacy or Intimidate against a DC of 15+(3 * Rating of favor asked). Certain factors will make the DC higher.

GM Ruling: Only one other PC may aid you in a Prestige check.

If the favor you’re asking is… then your favor will be filled in…
Lower than the party’s Prestige Rating as soon as possible.
Equal to the Rating 1d3+2 hours.
Rating +1 a day.
Rating +2 a week.
Rating +3 a month.
Rating +4 never.

Prestige can be utilized to do the following things:

Acquire Magic Items

Between adventures, there’s no need to use the Prestige system. Characters can file the appropriate paperwork and whether it takes a few days or a few weeks, the item they need will arrive before the start of the next adventure.

When you want to request something during an adventure, though, you need to call in a favor using your Risur Prestige (which might involve a substantial waiting period). Use the Favor levels listed below as a guideline. This abstraction represents what would realistically be a complex system involving very large quantities of paperwork. Remember that the favor only represents making the item available; you still have to pay for it. You can also submit paperwork to buy items out of the RHC’s evidence locker, as long as they’re not being held for examination, or other security reasons.

  • Level 1. Requisition any number of Common items, including weird non-magical things like wagons with cannons hidden in them.
  • Level 2. Requisition an Uncommon item no more than 4 levels higher than the party. Alternatively, requisition up to three Uncommon consumable items.
  • Level 3. Requisition a Rare item no more than 4 levels higher than the party, or an Uncommon item of any level.
  • Level 4. Requisition a Rare item of any level.

When requesting Uncommon or Rare items, if the party has more than 10 such items, increase the level of the request by 2. You don’t have to count items toward this limit if the RHC doesn’t know you have them.

Note: Upgrading an Uncommon or Rare item to a higher-level version of the same rarity and a similar enchantment does not count as a favor. If the party sells one of its Uncommon or Rare items and buys a new one of equal or lesser rarity, it does not count as a favor.

Obtain Ritual Services

You can call upon the services of a capable caster to perform a ritual of your choice for you – though certain rare rituals may not be possible to request. Calling upon a higher-level ritualist requires a greater Favor Rating. Casters have a skill bonus of 5+half level, but are generally only trained in one skill. They roll other skills with a bonus of just half their level.

PCs always pay for any required ritual components.

Favor 2: 6th level caster.
Favor 3: 10th level.
Favor 4: 12th level.
Favor 5: 14th level.
Favor 6: Principal Minister Harkover Lee, an 18th level caster (Risur only)

Call In Miscellaneous Favors

You can call in backup or just request quick and/or discreet services. Generally, people who you enlist for help aid you for up to half an hour. Add +1 to the Favor Rating if you want them to help for a few hours, +2 for a whole day, and +3 for a week.

Particularly with large groups, you’ll usually need to factor at least a 1-level increase to give the group time to gather and travel to wherever the party needs them. Even the
king needs a few weeks to march an army to war.

New Rules

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