The following addendum affects the skills Slow and Unbind:Effective immediately, the Unbind skill, in addition to freeing a target from the effects of the Bind skill, can also be used to free a target from the effects of the Slow skill.
Based on a number of skills and mechanics questions that we recently received via email, we thought it would be a good idea to post a few clarifications that came up while writing our answers.
Before we get into the business of specific clarifications, however, I’d like to include part of our response to the questioner: There are some things in our rulebook–small details about skills or the mechanics of game-play–that are not explicitly spelled out. There are many reasons for this (our rulebook would be four times longer than it is now if we had to include every detail of every skill or mechanic in depth, for example) but the most important reason is that we trust our participants to be able to intuit the intention behind a skill and act accordingly, using common sense and a feel for the skill’s overall effect(s) to guide their actions. In our answers to the email the other day, then, our questioner asked if someone would awaken from a Sleep spell upon taking vitality damage. Our answer was a counter-question, namely, if someone hit you hard enough to bruise or injure you while you were asleep in real-life, would you wake up? The answer is yes; ergo, in-game, the answer is also yes. This just makes sense.
Thus, in general, when a very specific question about mechanics occurs, ask yourself, “If this were a real-life scenario, how would this work?” and go with the answer that makes the most sense.
That said, here are a few clarifications that will be included in the next revision of the rulebook.
1. Sleep. In addition to waking up after five (5) seconds of being shaken and yelled at, a person who has been targeted by a Sleep spell will also awaken upon sustaining any vitality damage.
2. Climb. If you should fall unconscious (or fall from your tree) while actively engaging in the Climb skill, the effect is the same as if you had been fumbled–fall from the tree and sustain an “Unstoppable Subdue” effect. The only way to avoid this is if the skill in question did not knock you unconscious (ie, Fumble) and you have a use of Acrobatics.
3. Magical armor. Magical armor from different sources (the Magical armor skill, the Crystal armor skill, and the armor granted as part of the Joy effect) does stack; however, because the incantation for Magical armor and Crystal armor is exactly the same–ie, “I grant you x amount of magical armor”–they are considered to be the same type of armor for the purposes of stacking. Therefore, you could stack up to ten (10) points of any kind of magic/crystal armor, plus an additional three for Joy (for a total of thirteen max). Note that the armor benefits of Joy do not stack; thus, if you already have three points from a Joy spell, and then you are Joyed again, you still take the “happiness” effect but do not get the magical armor benefit.
Note, too, that magical armor and physical armor are completely different things. Therefore, the magical armor cap (13) does not affect the physical armor cap (20) or vice versa, nor do skills like Armor expertise apply to magical armor.
4. Spirits and movement. Unless a spirit-based skill specifically states that a spirit should stop moving toward the Black God’s Realm (“Bind spirit”), that spirit should continue walking. For example, casting Speak with dead on a spirit will require the caster to walk with or alongside the spirit as they hold their conversation.