Madrigal

Chapter One

Core Rules Introduction
Welcome
You are preparing to enter a game world using the Accelerant system. The system is designed to be simple in concept and execution, yet have a rich and varied set of skills and abilities with which to develop characters and stories. To do this we have created a set of Core Rules that defines all of the effects of the game and presents them to you within the first two chapters of the rule book. All skills and special abilities refer back to these Core Rules, so once you have learned the Core Rules you know how to react to effects from any Accelerant game, even though the skills or abilities that allow a character to use those effects may be very different. actions you cannot actually attempt unless those actions are defined in some other way in these rules. The idea is to stay in character no matter what. If you have a question, attempt to word it and ask it in game. If you feel you must leave game, walk to the edge of the game area in character and leave the game for a time. You should never interrupt the flow of the game. There are no rifts that move you out of the game action, no things stepping through solid walls, no flying creatures, and no happenings that cannot be played without interrupting the flow of the game. You might be transformed into a spirit and made to walk someplace in that state, but anyone who sees your spirit still sees you walking. Be forewarned that our directed characters will react to blatant out of game comments as insults or lies. Spirits and creatures will become enraged at out of game comments. As such, dropping out of character can get you killed, or worse. If the problem continues, you will be asked to leave the game. Stay in character.

Philosophy
The main philosophy of the Accelerant system is to keep the game flowing smoothly without interruption. Almost everything you do you should attempt in game. There should be no reason to drop out of game, to consult an out of game personage during normal game play, or to describe out of game actions unless those actions may make others uncomfortable. You may consult in game spirits and characters, but all your actions should be in game. In the Accelerant system you will never have a reason to describe your actions. You can't set things on fire. You can't chop creatures to pieces. You cannot, and have no reason to, perform

Rules of Etiquette
In a game as fluid and full of unexpected circumstances as live action, it is important that each player attempt to follow the spirit as well as the letter of the rules. Although we have tried to create a set of rules that is as cut and dry as possible, there are certain rules that are difficult

1 Copyright 1999-2007 by Chimera Entertainment, Inc.

Madrigal
or impossible to quantify that are necessary to promote atmosphere or safety. These rules are marked as Rules of Etiquette. These rules are difficult or impossible to quantify. We know this, and if players abuse them or become less than graceful when using them the game will suffer. We trust the player to follow the intent of the rules, and to be particularly careful to be graceful when dealing with Rules of Etiquette.

Caution
This phrase indicates some condition that may threaten the health of a player. A caution should never last more than 10 seconds. It indicates that those people who are close to or involved in that problem should pause so someone can get clear, get up, or move away from a threat. Only those people nearby need pause until the problem resolves. Everyone involved in a caution is still responsible to the game, and should still be cautious of in game threats. They may move away from the Caution or pause until the person has dealt with the problem.

Rule of Etiquette
The first rule of etiquette is that abusive language or actions are not tolerated, whether they are in game or not. Language or actions that are derogatory or that are deemed to be harassment are not allowed. References to explicit sexual behavior or concepts, particularly violent ones, are not allowed. In game threats should be worded so they are clearly in game.

Clarification
This phrase works like Caution, but it indicates that someone needs a quick explanation of what happened. People directly involved pause for up to three seconds while someone repeats a verbal or quickly indicates a condition or result of something. This should be used infrequently, if ever. It is present for new players who may be overwhelmed and confused during their first game or two.

Always In Game
You are always in game, even if your character is unconscious, dead, or affected by a game condition that incapacitates you. Your spirit still remains with you, and it can experience the game world around you. You do not need to pretend you did not experience the game even under these conditions. If your eyes are closed then you might not see what is going on, but you will remember everything you hear, smell, and feel. If you are lying unconscious or dead, or affected by the Stun effect, you must close your eyes. There is no "out of game" except during emergencies. There are no out of game indicators such as white headbands, and no people should be wandering about unless they are there in the actual game. To keep the game flowing as smoothly as possible, we have defined the following ways to deal with problems and interruptions.

Let Me Clarify
This phrase, which can only be used by plot approved non-player characters, indicates that any encounter information that follows should be considered true. There are times when your character may not trust another character. This phrase indicates that the information that the character, trustworthy or not, will impart is important and true information about how some specific encounter works. This phrase cannot be used unless the player has plot approval for that specific encounter, and the information imparted must be a clarification of some specific game effect or encounter.

2 Copyright 1999-2007 by Chimera Entertainment, Inc.

Madrigal

Emergency
This phrase should come up rarely. This means that there is some medical emergency that needs attention. The game play stops, and everyone who hears the emergency should drop to a knee to indicate that a real problem exists. Emergency should only be called is there is a real problem and someone could be hurt.

specific by stating "Describe that search." If you have an item concealed in the sole of your boot and someone says "I search your boot" you may ask them to "Describe that search" before giving it up. Players should not demand unreasonable searches with too much detail - a search should take no more than a minute.

Carrying a Character
Because the game does not allow physical contact, you may not physically carry or drag another person. Instead you simple tell the person you are picking them up and role play carrying them along. They must get up and walk with you while you pretend to hold their shoulders. You cannot move faster than a walk while carrying someone else. If you are unable to move while being carried you walk with your head bowed and arms at your sides. If you are carrying a character and that character is struck by an effect from a melee, missile, or packet attack, you will also take that effect unless you "drop" the character immediately. If you are being carried and someone "drops" you then you role play falling to the ground. If you are being carried, you must role play an effect with a moan or grunt even if you are paralyzed or dead to indicate you have been struck. If you are carrying someone who role plays an effect, and you do not know what the effect was, you must drop them. You may pick up a body after dropping it as soon as that body stops moving.

Safety Restrictions
There are a number of basic safety restrictions in the Accelerant system to ensure the safety, comfort, and enjoyment of all.

No Physical Contact
You have no reason to touch another player in the Accelerant system. Physical contact is not allowed. You may contact another player with a boffer weapon in a legal attack area and you may contact another player by touching a packet to their arm or shoulder to deliver a "touch cast" effect. Violators will be asked to leave the game.

Searching a Character
Because the game does not allow physical contact, you may not physically search someone else. Instead you approach within searching distance and tell them in a low voice "I am searching you." The player may simply reveal items you have found. The player may make a pouch available for you to reach into and take items. The player may request that you describe your search. In this case, you must take the time to tell the player where on his or her person you are looking for items. Items cannot be hidden in places people might find rude or inappropriate. An item must actually be hidden where you say it is. You cannot have an item in your pocket, for example, and claim it was tucked in your boot. It must be hidden there. If someone searches a general area you may request them to be more

Rule of Etiquette
Whenever you are required to role play an effect you must always do so in a safe manner. If you must adjust your role play or position slightly to make the game safer for you or another player we ask you to do so. You should take care before moving in crowded areas even if you must play out the effect in a slightly different manner. You

3 Copyright 1999-2007 by Chimera Entertainment, Inc.

If you have the Maim effect you cannot use the maimed limb. and you might attempt to do the same to them. It cannot be Rules Restrictions As you play the game and wander around the world. there is a lot you can do to affect the game environment around you. These props provide no in game benefit and disallowing their removal ensures these props are not broken or lost. Small circular stickers indicate special rules about handling an item. jewelry. All skills are listed below. If a prop is attached to a wall by a chain. are described below. No Alcohol or Drugs You cannot consume alcohol or drugs on the premises of the game unless the drugs are for medical use and approved by the staff. you must play as if that condition was real. When you come across props that represent certain environments. You cannot manipulate traps unless you have the skill to do.Madrigal are encouraged to take the extra step or two when playing out an effect if it removes you from an area that is detrimental to your health such as a puddle or an area with too many other players. All of the environmental restrictions are explained below. you must abide by the restriction of that effect until it is removed. and you cannot enter areas marked out of game. it just makes the item unusable for any game related purpose. You cannot attempt to duplicate or forge game money. Violators will be asked to leave the game. for both good and bad. Any attempt to use in game means to create fakes of any items must be approved by the plot committee. If you have a Slow effect. there are lots of effects that can change how you play the game. for example. weapons. such as tarp walls representing solid walls. You are not allowed to break. Effects can be inflicted upon you in a variety of ways. Inc. 4 Copyright 1999-2007 by Chimera Entertainment. you cannot attempt to break or detach that chain in any way. The first is an environmental restriction. Most props have no in game worth. The second is an effect restriction. You cannot move tarp walls. item props. There are three restrictions on your activities. or take apart any prop. tags. If there is a skill that specifically allows you to manipulate a prop or perform some action. it cannot be moved at all. and how they are given to you. You cannot be under the influence of these while on the premises of the game. although you can attempt to avoid them. Other characters may attempt to inflict unpleasant fates upon you. The third is a skill restriction. If an item has a red circle. The Destroy effect does not change the basic structure of a prop. destroy. and area props cannot be moved from the area they are placed in except by the owner. you cannot run. or logistical documents such as character or monster cards. you cannot walk across black pits. Conversely. If an effect has been inflicted upon you. you cannot attempt to perform that action or manipulate that prop unless you have that skill. All effects. Props may be handled but must be put back where they are found unless they have a sticker. Prop Restrictions You are not allowed to bring to an event any prop that resembles or could be mistaken for common or unique game items provided by plot without the express permission of the game staff. You cannot pick up weapons and try to fight unless you have the skill to do so. . Costuming.

Special items may also have a red sticker with a rune or number on it. or certain staff characters may bring you through a gate with colored lights. Only spirits. Gates Portals ringed with strings of decorative light are magical portals. If an item has a yellow or green sticker. Out of Game Areas Areas that are out of game are marked by the yellow or hazard orange hexagon with text marking it as Ruins or Out of Game. This site defines the boundaries of the game. These stickers indicate that characters may not pick up or touch the item unless they have a skill or ability that allows them to manipulate objects marked by that symbol or number. Gates have a disorienting effect to compensate for the time it takes to spot and read a yellow hexagon. Inc. with no actual area on the other side. It is assumed that these areas are collapsed and ruined piles of rubble that have no real interior that could be entered. yellow. Any area marked out of game is referred to as a "ruin" during the game. White gates are open portals. Colored gates are special. A small green circular sticker means you can take the prop and hold on to it. You may not enter it. You will not be affected by any attacks and you must reply "Spirit" to any attack that strikes you. These special areas are marked with a hexagon that is yellow or hazard orange. ancestors. Items with effect stickers are treated as though they were yellow sticker items. The hexagon gives information so the game play does not need to be interrupted. You Environment Games take place at a site. This hexagon will have game information written upon it that will describe the circumstances that make the area special. circular sticker means the prop may be taken but it must be turned in at checkout. Some game effects will enhance an object such as a weapon or a piece of armor. it seems to be valuable. If the lights are on.Madrigal picked up or touched. . 5 Copyright 1999-2007 by Chimera Entertainment. The areas beyond gates are often marked with yellow hexagons. If you enter such a gate at the request of a spirit then you will become a spirit yourself. During game play. It will not move. A small. that prop can be stolen from you. some lead to places beyond this world. Special Areas Areas with special restrictions or rules will be marked by the yellow or hazard orange hexagon with game information printed on it. usually a campground. White gates will always appear in ruined areas. Some colored gates are free standing. These portals lead to other places. you cannot enter the gate. Some lead to other places in this world. If you have an effect sticker upon your weapon. You should bring back up props if you want to use item enhancements. so you should always look around after going through a gate. If there is no spirit. If a portal is ringed with lights and they are not lit then you cannot go through that portal. a player may attempt to enter any area within the game boundaries unless the area is marked with one or more of the out of game signs defined below. anyone may step through the gate. When an item has been enhanced by a game effect. This indicates that the area is out of game. an effect sticker will be placed upon it so long as the enhancement is in place.

6 Copyright 1999-2007 by Chimera Entertainment. Inc. You are visible to others.Madrigal cannot use any game skills or converse with any one else. but you cannot converse with them and you can only enter an area indicated by the spirit guide who leads you. . You must follow the spirit guide until you exit through another gate and assume your normal form once again.

. An attack trait tells you which defenses can be used against it. Traits help describe the flavor of game effects and define how abilities interact with each other. 7 Copyright 1999-2007 by Chimera Entertainment. A defense trait is generally used for flavor. a poison that makes you helpless would use the verbal "Paralyze by Poison" and a bolt of fire that causes 5 points of damage would use "5 Damage by Fire" as the verbal. An attack trait is added to an attack verbal and defines the flavor of that attack. An item trait is added to a tagged item and gives that trait to anyone carrying that item. Each attack will attempt to inflict an effect upon you. You must suffer the effect of an attack even if you are unconscious or could not hear an in game phrase.Madrigal Chapter Two Core Rules Effects During the course of the game. A character trait is any trait that is somehow given to a character. A character's race is always considered a trait. Characters with no explicit race have the Human trait. for example. A character or item trait can be used to determine if certain effects worked against you. then an attack that caused "5 Damage to Undead" would be effective against you. You call out a phrase that takes the form of <effect> by <trait>. A defense trait is added to a defense call. you can be the subject of a wide variety of attacks. The trait tells how the effect is inflicted upon you so you may role play the effects and perhaps use a defense to negate the attack if it strikes you. So a Wood Elf has the Elf trait as well as the Wood Elf trait. You must call your verbal even if you are affected by Silence. Inc. but it is possible to have skills or abilities that can be used only if a defense with an appropriate trait is used. Each verbal can have an effect to be inflicted and a trait of that attack. When we discuss attacks. an attack. we must talk about how they are delivered and what each type of attack does. A verbal is an out of game phrase. Verbals A verbal is a short phrase that is called out before an ability is used to explain the effect of that attack. Verbals for melee attacks are called out as you swing your weapon. but your enemies will try to inflict unpleasant effects upon you. For example. or an item. Some effects can benefit you. There are four types of traits. If you had the “Undead” trait. If you have a sub-race then both your subrace and your general race will be considered to be traits. Traits A trait is a label that is given to a character. a defense. Verbals for missile and packet attacks are called out before you release the projectile from your hand.

then that must be clearly spoken before the verbal. These points can never drop below zero. • You must finish the verbal for a called attack before launching a packet or missile attack. Inc. and these are described below. from called melee or missile hits. which is an in game phrase associated with an attack. There are 8 Copyright 1999-2007 by Chimera Entertainment. The verbal "4 Damage by Fire" might represent a roar of flame. from traps. you are dying from blood loss and shock. from packets. and thus whether the ability has been delivered. Vitality Vitality is a count of how much damage you can take before you collapse. you will remain unconscious for five minutes. If an attack inflicts some other effect upon you you will be unconscious and have that effect upon you. Many skills are consumed only if the recipient calls out a defense or role-plays the effects of the attack. your Vitality points are exhausted. Incantations are magical words that are used to cast a spell. a few different ways to deliver game effects. • All called hits must be acknowledged through role playing. If you are unconscious and you are unstable. If someone hits you with an attack for called damage you will become unstable. missile and packet attacks. Otherwise you will get up at 1 point of Vitality after five minutes have elapsed. Unconscious characters that are taken down by uncalled melee or missile hits are stable. You never have to play it dumb. If your Vitality ever reaches zero you will collapse and become unconscious. These are in game magical phrases that are required for all but the most powerful mages to cast magic. Characters taken down by any other kind of damage. If you don't role play the effect. However you imagine it.Madrigal If you hear a verbal. but they also end with a verbal. If you fall unconscious but you are stable. These deliveries are the physical action needed to determine whether an ability has been successfully used on an opponent. the verbal tells you what happened both in and out of game. Healing refreshes Vitality. and these points are also refreshed at the beginning of each event. . A death strike successfully delivered to your torso will kill you. Verbals should not be confused with incantations. but it represents the effects of the attack in game. This is true for melee. You will Attack Delivery Each ability must be delivered to its target in some way. If healing raises your Vitality above 0 then you will become conscious. your character knows instinctively what happened. Remember that there are two rules that apply to all called attacks. from firearms. It is important that players do not abuse this honor system. Individuals that are reported for not counting hits will be reviewed and if necessary asked to leave the game. The verbal not only tells you the effect out of game. Spells usually have incantations. or from anything with a verbal become unstable. the game breaks down. You call out the verbal as you swing a melee attack. The verbal "Paralyze by Fear" might represent the hairs rising on the back of your neck. It is always up to the defender to make the final decision whether an ability has struck or affected them. If a player does not count legal hits. The verbal "Maim by Lightning" might represent a flash of light. If there is an incantation. the attacker may assume that you were not struck and the skill not used. As you take damage.

Death Strike A death strike is used to kill an unconscious or immobile victim. This verbal must be spoken clearly and at a normal speaking pace. . each character has a number of Vitality points equal to the average of the Earth attribute and the Void attribute. You do not need to have skill with the weapon to inflict a death strike. you will be unconscious. Although Vitality is based off of two attributes. If healing raises your Vitality above 0 then you will become conscious. Third. Death There are four ways you can die in this game. A death strike successfully delivered to your torso will kill you. If they call Stabilize you become stable and start your five minute count. and then you may inflict a death strike. special areas might cause your death if you have a mishap. death strike three".Madrigal linger for one minute before dying. You will be killed by an attack with a Death effect that you cannot negate. Only a permanent change to Earth or Void will cause your maximum Vitality to change. Only effects with "to Spirit" or with "to Dead" traits will affect a spirit of the dead. Vitality is always rounded down. You must touch a weapon to the torso of the victim while saying "Death strike one. If the victim can move. they are totally separate statistics. Unconscious You are incapacitated and must collapse to the ground. First you must render the victim unconscious or immobile. If an attack inflicts some other effect upon you. Your remains will linger for five minutes before you change to a spirit of the dead and begin to walk to the gate of death. and have that effect upon you. Exhausting Earth or Void points does not affect Vitality and taking damage does not reduce Earth or Void. the victim must be immobile. When you die. If you open your eyes for safety reasons then we ask that anything you see during that time remain outside the normal knowledge of the game. Inc. your one minute death count will continue where it was before they started using the skill. but you cannot inflict a death strike on a body until it comes to rest after an attack. you can be knocked unconscious and unstable and remain that way for a full minute. you can be killed if someone delivers a successful death strike to your torso. You must close your eyes and you cannot move or speak while you are unconscious. This is referred to as "bleeding out" and is described above. the victim can prevent a death strike. Rule of Etiquette Players who are unconscious close to combat may open their eyes to watch for out of game danger if the battle moves too close. It is important for players to be able to protect themselves during these times. all active effects on your person end unless an Imbue or Inflict effect specifically says otherwise on the effect card. nor can you inflict a death strike on a helpless but struggling victim. Second. To inflict a death strike. You cannot use game skills unless a skill explicitly explains that it can be used while unconscious. In Madrigal. A Stabilize effect will change your condition to stable. If they do not finish the First Aid. If someone begins to use First Aid on you. The victim can be unconscious or immobile because of a game effect. unstable. Finally. First. 9 Copyright 1999-2007 by Chimera Entertainment. death strike two. your count will be suspended until they stop the First Aid.

a dead character becomes a spirit of the dead. These are Bane effects specifically designed to affect spirits. missile or packet attack. challenges. Other effects might include "Imbue to Spirit" and "Inflict to Spirit. All effects used in the game are described below. removing these effects will end them. You do not have to force the weapon away. You cannot stray from your path or use any game skill. While you are a spirit of the dead. Of all the various game effects. or kneeling to rest. The "Death" Effect Any effect that successfully inflicts a Death effect kills you immediately. there are very few effects that will work on you. You may also interrupt the death strike by striking the weapon used to perform the death strike with a weapon of your own. ignore the attempt. . only the Death effect will kill you outright. and mishaps in special areas that can cause you to perish if you are unfortunate enough to stumble into them. You must walk with your head bowed and your arms at your side. Mishaps There might be large scale traps. When you rise as a spirit you must proceed directly to the gate of Death. Some effects target items rather than characters. or tries to use a game effect on you that does not specifically work on Attack Effects The effect describes what an ability actually does. Because of the influence of the Realm of Death. but you may do so. Spirits. You must be sitting.Madrigal To interrupt a death strike. You are not compelled to communicate. A death strike that is interrupted is canceled and has no effect. Effects that 10 Copyright 1999-2007 by Chimera Entertainment. The spirit will even pick up its own weapons if they are within reach unless someone else possesses them. Closing walls. You cannot use any game skills while you are resting. you may use innate defenses to protect you against effects even if you are a spirit. This instance of the "Speak" effect will allow you to converse quietly with the character who used the effect. The most common is a "Speak to Dead" effect. You cannot interact with any other character unless they use an ability that allows you to do so. Although these effects are given a duration. Inc. You cannot walk or run. you must strike the person attempting to deliver the death strike with a melee. deep pits. Many attacks last until you rest for five minutes. Final Death If the spirit is too weak to return from the Realm of Death. and other deadly traps might kill you outright. You cannot drop items. lying. reply "Spirit" and continue on your way. The effect is the first part of any verbal. then the character passes beyond this world and is said to have taken a final death. You cannot use any game ability. the spirit and everything that spirit still carries is drawn to Death. These areas will be marked or made clear to you during the course of the game. and adds an air of danger to the game by threatening your in game persona. The Death effect may be nullified by an appropriate defense. Final death means that you can no longer play the character in question." If the description on the effect card states that it works on a spirit of the dead then you must follow the instructions given therein. Spirits of the Dead After 5 minutes of death. Although dying removes all active effects upon you. The only effects that will work are effects with "to Spirit" or "to Dead" in the verbal. If someone tries to communicate with you.

All of these will be handled using an Imbue or Inflict effect. A Cure Slow will remove both the Slow by Disease and the Slow by Will since they are both Slow effects. Death An attack with this effect kills you. Vitality points must be restored though healing.. Death lasts for 5 minutes. A "Cure <Name> Trait" effect will remove a trait given to you by an Inflict. or other effect that is temporary. A Cure Will would remove both the Slow by Will and the Drain by Will since they both have the Will trait. only the rare "Cure Death to Spirit" effect can restore them to life. Imbue. Some strengthen your spirit so it is not weakened by the presence of Death. Others might cause unpleasant effects. defend yourself by blocking with weapon skills and can use called defenses. and Drain by Will. If an ability or skill allows you to use the "Cure Maim" effect on a specific limb.. You cannot attack or use most game skills. All temporary effects upon you end when you are killed except for Imbue and Inflict effects that are not specifically removed by death. A "Cure Death" effect will restore a dead target to life and leave them with 1 Vitality unless that target has transformed to a Spirit of the dead. . Damage is instantaneous. It removes Vitality points and then the effect ends. the 11 Copyright 1999-2007 by Chimera Entertainment.. Damage This effect removes Vitality points as described in the section on Vitality.. A Cure <Trait> will remove every active effect with the appropriate trait except Imbue and Inflict unless the Imbue or Inflict card specifically says otherwise. skill. Agony lasts for 10 seconds. Unlike typical effects. You are also resting if you are dead. If a "Cure Maim" effect references a specific limb. You fall down dead. This effect is unique in that it is inflicted upon an item rather than a character. Destroy. after which you will rise as a spirit and travel to the Realm of Death. If the Cure Maim effect does not specify a limb. or the like. it will cure all Maim effects active upon the target. Inc. Cure. You cannot remove or dispel damage. Slow by Will. unconscious. and only if it is used before the Spirit reaches its destination. for example. the effect will only remove Maim effects on that limb. Once a character has transformed to a Spirit of the dead. has been affected by the following attacks: Slow by Disease. In these cases you will be given an effect card that explains the results of the Imbue or Inflict effect. Some might even restore you to life. It has no effect on a permanent trait granted by race. You may run. Cure will never restore Vitality. stunned or paralyzed.Madrigal require rest will not end until you rest for five uninterrupted minutes. Cure is a beneficial effect. Cure Death and certain special abilities can affect you while you are dead. This process is described in greater detail in the Spirits of the Dead section. Travis. as if you had been struck with a death strike. Because of this. The Cure effect removes effects on the target. You cannot refresh attributes or skills while you are resting. Paralyzed characters are considered resting even if they are standing. A Cure <Effect> will remove all instances of that specific effect. Agony You are wracked with pain. you cannot use that ability as a general "Cure Maim" effect.

just damaged and in need of repair before it can be used. You cannot disarm a shield unless a skill or ability specifically allows the use of "Disarm Shield. for example. but in this case you cannot pick it up for a full five seconds." Travis says "No. The prop must still be carried. cannot be repaired and are lost forever. such as potions. the tag is either marked or destroyed. you may reply with a simple "Yes" or you may reply with a "Yes. including an air gun. two. Puzzled. or game condition. Delivering this effect with a melee attack requires you to strike that weapon while calling the Disarm effect. Other items are repaired by various other skills. The hand that is holding the weapon will be affected. Items without tags or safety stickers (such as clothing. is lying on the ground unstable and has been inflicted by a Slow by 12 Copyright 1999-2007 by Chimera Entertainment. You must drop everything in the hand indicated by the verbal. such as constructs." If you are holding a fragile or breakable prop. You may use Diagnose to determine the presence of any effect or trait mentioned in Chapter 2 with the exception of Imbue or Inflict effects. If." Travis says "No. Armor is repaired by the Armorsmith skill. Melee attacks affect the item struck. Disarm. The recipient says "Yes" if they are afflicted with the named effect or an effect with the named trait. The verbal will contain either "Disarm right hand" or "Disarm left hand. The item is not destroyed. Disease and a Paralyze by Magic. Some items. If someone uses "Diagnose Damage" on you. while missile and packet attacks affect one item that will be named in the verbal. you may choose. trait." The choice of how to respond is up to you. Otherwise they say "No. you have taken two damage that has not been healed and someone uses "Diagnose Damage" on you. to include in your reply the current number of Vitality points that have been removed by Damage.Madrigal item becomes the target for the attack. or Damaged. Another player leans over." She says "Diagnose Paralyze. You may also use Diagnose to determine if the recipient is currently Stable. The skill varies with the type of item. If armor is destroyed all the points are exhausted until it is repaired. You may pick up an item as soon as it stops moving. A melee delivered Disarm will not affect a shield unless the "Disarm Shield" verbal is used. In Madrigal. You can pick up items immediately after they have come to rest. she says "Diagnose Stun." She has the ability to Cure Poison. pouches." Diagnose This effect is used to determine if the recipient is inflicted with a specific effect. Inc. you may put it down rather than drop it. trait or game condition." She uses a Heal effect on Travis but he still doesn't move. belts.. Unstable. for the sake of expediency." She says "Diagnose Unstable" and Travis says "Yes. for example. and the like) cannot be affected by Destroy. Dead. You do not need to specify a hand. Touch the recipient with a packet and say "Diagnose" followed by the effect." Travis. Some characters with unusual forms. may be affected by Destroy if it is inflicted upon them directly by saying "Destroy Body. for it represents the broken item. or if they suffer the game condition." She decides to wait until the Paralyze wears off." Travis says "No." When an item with a tag is affected by a Destroy. weapons are repaired by the Weaponsmith skill. touches him with a packet and says "Diagnose Stable." Travis says "Yes. so she says "Diagnose Poison.. . This item becomes unusable until someone with the appropriate skill spends one minute of time to fix it.

Drain For a simple Drain effect. You are not affected if you are Dead or have the Spirit defense unless the Expose effect targets those specific traits. Grant. You must cry out as loudly as the Expose effect was called. you must cry out. All types of the Grant effect last until the end of the event. You cannot move towards any target. Only simple Drain effects prevent you from running. This effect is one of the few that will commonly be delivered by voice. If an item is named after a Drain effect then no abilities from that item can be used until the Drain ends. Drain can be used in this manner to suppress racial abilities and empowered named items. or until the granted ability is used up. You gain a temporary enhancement to your abilities. Gesture at any number of opponents with a your weapons. . If you have that trait and are subjected to this effect. Once the distance has been increased and the space indicated by the Disengage has been cleared by all targets (or everyone has crossed their arms and leaned away) the effect ends. A target may choose to cross arms and lean back rather than stepping back into an area that will cause them some detrimental effect. or other disabling effect. If you have temporary imbues.Madrigal Disengage To initiate this ability either take a step back or plant your feet for 3 seconds. Frenzy This effect causes you to attack the closest creature to you. You may attack with any standard skill that is not beneficial.. If you are affected by a Repel effect. Targets that are rooted or cannot move back may cross their arms and lean away from the effect instead of backing up. you cannot use any skill that falls under that header. There are four types of Grant effects as indicated by the verbal.. Only a Silence will prevent you from crying out. regardless of recognition or consequence. revealing the fact that you have the 13 Copyright 1999-2007 by Chimera Entertainment.. The effect ends when you are rendered dead or unconscious. you still must make every effort to ensure that you are revealed to the person who called the effect. and even then you must role play crying out even though you make no noise. The Expose effect is followed by one trait. The Expose effect is audible and you must cry out even if you are unconscious or under the effects of a Stun. Although you may cry out softly if the Expose was called softly.. Paralyze. Disengage will not force a target into a dangerous area. Drain can also be used to prevent entire skill headers. Everyone who is attacking you and everyone indicated by the gesture of your weapon must move back out of weapon range so that you cannot cross extended weapons. boons or abilities that mimic a Grant effect that are not technically Grant effects they do not stack with similar Grant effects. The Drain effect will last until you rest for five minutes. though you are not forced to use consumable skills in this attack. Inc. trait and revealing your position. If someone else attacks you and that creature is more convenient than your current target then that creature will become your new target. If a header is drained. including weapon and shield skills. or if you are not affecting the creature in question. or if you cannot find a way to reach the creature for 10 seconds you will move on to the next closest creature. Only Expose. you cannot run or use any game skill. If the verbal is followed by a skill or ability name then you cannot use that particular skill. Each type of Grant effect gives a different enhancement. Disengage is not a melee delivered attack and cannot be negated by defenses that stop melee attacks.

If the attribute indicated is Vitality then Heal effects work normally. A "Grant Defense by Shadow. The defense portion of the verbal indicates the types of attacks it can be used against by either indicating a trait or an attack type. Once this defense is used the Grant effect ends. You would call out "Avoid by Shadow" when you used the ability. . If the defense portion includes a trait then you must call out that trait when you use the defense. A successful Destroy Armor effect destroys the armor points and completely ends this type of Grant effect.. Avoid by Shadow" would give you one defense against any weapon or packet attack. though you may choose which Grant effect to keep if someone uses an additional Grant Armor effect upon you. You may have additional Grant Attribute effects upon you so long as each modifies a different attribute. and ends with the verbal that describes the defense. . . Attribute This type of Grant effect adds to the total of one numeric attribute.. Protection points are always lost after armor points. Resist Poison" would give you one defense against any attack with the Poison 14 Copyright 1999-2007 by Chimera Entertainment. A "Grant Defense. . Armor This type of Grant effect adds additional armor points to your base armor. The effect might indicate a higher number in the verbal such as "Grant 2 Armor" to indicate that a greater number of armor points have been granted. Any points added with this effect are available immediately for use. Effects which refresh that attribute also refresh these additional points. Grant is a beneficial effect. though you may choose which Grant effect to keep if someone uses an additional Grant Attribute effect that modifies the same attribute. If no number is indicated then this effect boosts your armor points by 1.Madrigal effects with an Imbue card that explicitly states that it will stack with Grant effects will do so. These points are refreshed when your base armor is refreshed... You may use the indicated defense against an appropriate attack once during the event. The number of points is indicated after the "Grant" in the verbal. You may only modify a specific attribute with one Grant Attribute effect. whether those armor points are granted by physical armor or a skill. A successful Waste effect that reduces the boosted attribute also completely ends this type of Grant effect. Defense This type of Grant effect gives you one called defense that can be used on attacks indicated by the defense verbal. Vitality calculations and other secondary attribute calculations are not affected by points added by the Grant effect to another attribute used in that calculation. If there is no indication then the defense may be used against any melee. These extra points can be used in the same manner as regular attribute points. though you may choose which Grant effect to keep if someone uses an additional Grant Protection effect upon you. which may include a trait. You may only have one Grant Armor effect active upon you. missile or packet attack. Once they are used to negate damage the effect ends. This type of Grant effect starts with the Grant verbal.. You may only have one Grant Protection effect active upon you.. and if no number is indicated then the ability grants a single protection point. Inc.. These protection points work in a manner similar to armor. negating the indicated amount of damage regardless of the source.. Protection points cannot be refreshed or renewed. . Protection This type of Grant effect adds additional protection points that negate points of damage.

and similar exceptional abilities. although the effect card might describe some effect that lasts beyond the current event. this effect is some affliction or detrimental effect that is described on an effect card that is given to you after the effect is used upon you... Inflict cards will give you some unusual detriment that Imbue. Defenses that have no trait and work on melee. they have time to retrieve the effect card and read it when it is convenient and unobtrusive to do so. strengthening the spirit of a dead character. Inflict. An Imbue effect with no trait will not take effect until you have read the effect card. Examples include granting a defense against certain types of attack. Heal. Imbue is a beneficial effect. so a character engaged in combat may not be affected by Inflict effects described on Inflict cards immediately. Imbue will usually give you some ability that can be used during the current event. You would call out "Parry" when you used this ability. then you will gain that trait for the remainder of the event. These actions earn you the effect card needed to use this effect. missile. If receive another Grant Defense effect that protects against a trait for which you already have a granted defense you choose which to keep. Heal is a beneficial effect. This effect can be used in one of two ways. A "Grant Defense by Divine.Madrigal trait. Otherwise. An Inflict effect with no trait will not take effect until you have read the effect card. or packet attacks likewise do not stack. then it restores Vitality equal to the indicated number. Otherwise. If the effect is followed by a number. Imbue effect cards can have a wide variety of long term plot effects. Defenses can be used to negate Imbue attacks if those defenses will stop an attack with the appropriate trait. this effect is some enhancement or extra ability that is described on an effect card 15 Copyright 1999-2007 by Chimera Entertainment. if you had a Resist Poison effect you could not receive an additional Grant Defense that gave you another defense against the Poison trait. You might need to construct some item from strange parts. Otherwise it restores one point. You would call out "Resist" when you used the ability.. If you are unconscious with no Vitality then healing will restore one or more Vitality points and you will wake immediately unless some other effect is preventing you from doing so. . This effect restores one point of Vitality. If the Imbue effect is followed by a trait.. You cannot have more than one Grant Defense effect upon you that protects against the same trait unless the skill or ability explicitly makes an exception. that ability will always have some in game action that must be accomplished before you can use the ability. then you will gain that trait for the remainder of the event.. If a player can use an Imbue effect. Unconscious or dead characters must read the card immediately. If the Inflict effect is followed by a trait. Inc.. Parry melee" would give you one defense against any melee attack. You might need to gather and mix components. You can never use an Imbue ability without the appropriate effect card to represent the properly prepared components. You would have to choose between them. that is given to you after the effect is used upon you. You may only have one such effect from a Grant Defense effect. have a Shield Magic defense and a Resist Magic defense both from Grant effects. This effect can be used in one of two ways. Likewise. for example. You cannot. You gain only one defense per trait.

but you are aware of what is happening around you. If you do not have the named skill then Refresh to that skill has no effect. As a default. a caster might call out "Maim Right Leg by Fire.. If a number is placed before the attribute or skill name then you will restore more attribute or uses of a skill. Skills that require attributes cannot be restored directly and are unaffected by a Refresh effect. You restore one item that has been rendered unusable by a Destroy effect. If you are rendered unconscious." If the limb is not specified.. Maim only works on arms and legs. . you will collapse to the ground. If the item has a unique name and Refresh is followed by that name then the abilities of the item are restored. Repair may also be used to refresh armor points from physical armor. Refresh will never raise you above your maximum attribute or give you more uses of a skill than you would have at the start of an event. Repair. A leg becomes unusable. Refresh can also be used to restore abilities of an empowered item. For other types of abilities you specify a target after the Repair verbal. In this case you use the "Repair Armor" verbal. Repair is a beneficial effect. You recover one or more uses of the named skill or one or more points of the named attribute. Defenses can be used to negate Inflict attacks if those defenses will stop an attack with the appropriate trait. You might need to construct some item from strange parts. You might need to gather and mix components. that ability will always have some in game action that must be accomplished before you can use it. and similar exceptional abilities. Paralyze You must stand frozen. the limb struck will be affected. causing you to transform into some type of creature. 16 Copyright 1999-2007 by Chimera Entertainment. weakening the spirit of a dead character. then the subject may choose one limb that is not already affected by a Maim. Refresh is a beneficial effect. Inc. Inflict effect cards can have a wide variety of long term plot effects. the attacker can include the limb in the verbal. If a Maim effect is delivered by a melee or missile attack. A Maim effect will last for the duration of the event. inflicting you with a disease that cannot be healed normally. You are resting while you are paralyzed even if you are standing. Examples include causing death after a certain amount of time. Refresh. These actions earn you the effect card needed to use the ability. Refresh restores one point or use of a skill... If a player can use an Inflict effect. An arm must hang at your side and cannot be used for any game ability. You must go down on one knee . Paralyze will last until you rest for five minutes. If a Maim effect is delivered by a packet. For example. If a Maim effect delivered by a melee or missile attack strikes the torso then the Maim effect is ignored.Madrigal will have an effect and a duration described on the effect card. For an item you are touching you need not specify a target in the verbal. Refresh is always followed by either an attribute or a skill that has a limited number of uses.you cannot hop. or if someone tries to change your pose. Maim One limb becomes useless. A player can never use an Inflict ability without an effect card to represent the properly prepared components. You may crawl using your other limbs. You cannot move.

Root You cannot move your right foot from its spot. Some Slam effects are so powerful they knock you back through a shield. Stabilize If you are at 0 Vitality and unstable this effect makes you stable. If this is the case you may move to a safer position even if it takes you within 10 feet. There is one exception. if someone uses First Aid on you then the Stabilize effect will work. The Repel effect will last until you rest for five minutes unless the attacker strikes you with a melee attack that does not cause a Repel effect. If falling to the ground is an issue due to ground quality. When you are struck with this effect you role play an extremely forceful blow or blast. If you hear "Shield Slam" it works even if it strikes your shield. Stricken does not work on items you carry or wear and items may be affected by Repair or Imbue effects. You will also attempt to stay 10 feet away from the attacker unless doing so would endanger you. You may only walk at a normal pace. A Root effect will last until you rest for five minutes. crowding or health you may opt to instead take your steps. and you may move your left foot. may take up to three steps backwards and fall down. The steps backward are optional. The effect ends when your chest or back touches the ground. You cannot use game skills that require incantations. That character is free to launch attacks at other creatures so the attacker should be careful to stay clear of other potential targets and avoid attacks launched at other characters." Stabilize is a beneficial effect. Otherwise you call "No Effect. You cannot use game skills on the attacker in any case. You 17 Copyright 1999-2007 by Chimera Entertainment. Slam Some great force knocks you back and off your feet. Stricken You are unaffected by any beneficial effect unless it removes the Stricken effect from you. If the attacker strikes you with a melee attack using an effect that is not Repel then this effect ends immediately. Only a "Cure Stricken" effect or a Cure effect applied to the trait of this attack will remove this effect. You start your 5 minute count. The Stricken effect will last until you rest for five minutes. Inc. The Slow effect will last until you rest for five minutes. A Silence effect will last until you rest for five minutes.Madrigal Repel This effect prevents you from using game skills on the attacker. If you are affected by an Expose effect you must mime crying out but you do not make any actual noise. Slow You cannot run. You must still use out of game phrases as normal. The attacker is not immune to the attacks of a character affected by the Repel. An effect that removes the Stricken effect from you will not remove other effects. This attack can be blocked by a weapon and would count as a strike to the limb holding the shield. . You may pivot on that foot. drop to a knee and place both hands palm down on the ground as shake your head for three seconds. Silence You cannot talk or make any in game verbal noise. Call "No Effect" to any other beneficial effect used on you. so long as you then attempt once again to stay 10 feet away from the attacker.

Wasted attribute points and skill uses can be refreshed. Inc. Waste. You cannot deliver any called effects with your melee attacks. Waste is always followed by either an attribute or a skill that has a limited number of uses. Another character may take a full minute of role play to revive you and end this effect. Waste can also be used to remove abilities of an empowered item. If the item has a unique name and Waste is followed by that name then any charged abilities of the item are removed as if they had been used. As a default. The Speak effect will last until a participant uses another game skill or until a participant move out of reasonable conversation range. Stun will last until you rest for five minutes. Any melee or missile attack with no trait is assumed to have the "Weapon" trait. you have a Stricken by Poison and a Paralyze by Poison effect upon you a Cure Poison effect will remove the Stricken effect but it won't also remove the Cure Paralyze effect. Attributes and skills lost to a Waste effect are always refreshed before points lost through normal use. Waste removes one point or use of a skill..Madrigal If. Speak This effect allows you to converse with a creature or being that cannot otherwise communicate with you. for example. A second Cure Poison would be needed to remove the Paralyze by Poison effect. If a number is placed before the attribute or skill name then you will lose more attribute points or uses of the skill. Most attack traits allow you to role play the effect. Weakness does not affect uncalled strikes or any other weapon skill. You are resting while you are stunned. You lose one or more uses of the named skill or one or more points of the named attribute. If you do not have the named skill then Waste to that skill has no effect. It is usually used with the Bane trait. but it may do so if it wishes. Waste has no effect if you have no attribute points or skill uses left. This trait is indicated by the second part of the verbal. If you are surprised by an attack. however. You may step back or cry out in reaction to the attack. If an attack is "5 Damage by Fire" then the trait of the attack would be Fire. if you were hit by a 18 Copyright 1999-2007 by Chimera Entertainment. Skills that require attributes cannot be wasted directly and are unaffected by a Waste effect. . Once a wasted attribute or skill use has been refreshed a Cure Waste effect will have no effect on you. allowing you to speak with specific types of creatures. Attack Traits Most attacks include a descriptive trait. Weakness Your ability to strike with melee attacks is severely weakened. The Weakness effect will last until you rest for five minutes. A Cure Waste effect will restore points or skill uses lost to Waste effects unless they have already been refreshed or restored by some other means.. The "by Weapon" trait is dropped from the verbal of normal melee attacks to reduce noise. For example. The trait of an attack adds flavor to the attack and determines whether certain defenses can be used to negate the attack. The subject is under no obligation or compulsion to speak with you. Stun You are knocked unconscious. you cannot add additional role play to the effect.

with any of these traits. You may role play an Elemental effect by crying out or stepping backwards as the effect is inflicted. The effect is caused by elemental power. So. Poison. Abilities that work against Physical effects will work against effects 19 Copyright 1999-2007 by Chimera Entertainment. Ice. You may role play a Metabolic effect by crying out or stepping backwards as the effect is inflicted. Bane attacks allow no additional role playing. Curse. Bane This is a unique attack trait that works against another specific trait. Confusion. An attack that stated "10 Damage to Undead" would be an example of an attack with the Bane trait. Light.Madrigal "Stun by Force" from a visible enemy then you could add the role play of crying out or staggering back. Web. Fire. Trance. Disease. The effect is caused by a Physical force. and Sleep. Magic. Despair. These traits are not included in any general trait. you should not cry out to warn your friends. But if someone sneaks up behind you and calls out "Stun" with a melee attack then you should just go down. you will suffer the effect of a Special attack immediately. Cold. Inc. Abilities that work against Elemental effects will work against effects with any of these traits. Inspiration. Special Traits All traits not included above are Special traits. Madness. Elemental Traits These include Air. Ice. so abilities must specifically include them. Instead of saying "by" you would say "to" and state the trait that is targeted. These can include. Radiation. and Will. Weapon. Metabolic Traits These include Aging. Fear. if you had a “to Dead” effect upon you and you were brought back to life then the “to Dead” effect would end. Silver. Abilities that work against Mental effects will work against effects with any of these traits. and Wind. Malediction. Lightning. and Shadow. and targets only those creatures that have that trait. and Wind. . Abilities that work against Metabolic effects will work against effects with any of these traits. then the effect ends immediately. If someone sneaks up and surprises you with a spell that you honestly did not see coming. Special attacks allow no additional role playing. Remember that the race of a character is always considered to be a trait of that character. you will suffer the effect of a Special attack immediately. An attack that stated "Paralyze by Fear to Elf" would only affect characters with the Elf trait but it could be negated by a Resist Fear defense. Thorns. Some effects may have both a normal trait and a bane trait. and the attack would only affect creatures with the Undead trait. Blessing. If you somehow lose the trait that a Bane effect targets while under that effect. Physical Traits These include Crystal. Earth. The effect is caused by some mental or emotional reaction. In this case the attack affects only those targeted by the Bane affect but it may be resisted by defenses that work against the normal trait. You may role play a Mental effect by crying out or stepping backwards as the effect is inflicted. Earth. You may role play a Physical effect by crying out or stepping backwards as the effect is inflicted. Air. but are not limited to. Water. Mental Traits These include Awe. Acid. Cold. The effect is caused by a Metabolic reaction. Force.

nor can items that you carry be removed from your person. You cannot use game abilities unless specifically allowed to do so. during which time you must remain relatively still. including using Reflect to bounce it back on the original target. If someone tries to move through a portal that you are blocking then your insubstantial Purge You may negate an attack after it has affected you. If someone tries to talk with you. You cannot drop any items. all of these defenses work the same way. No Effect You are unaffected by the attack in question. you may call "Spirit" to inform them that you cannot speak. The attack does not affect you. The attack retains all of the original traits so it might not actually affect you. Nothing can be thrown over you. but the effect has been mitigated or lessened. You may use defenses to negate the attack. Reduce You are affected by the attack in question. If your attack is reflected then you must take the attack as if your melee. Inc. Resist You choose one attack of the appropriate type to negate when it strikes you. Defenses These abilities allow you to negate abilities used against you. Spirit You are insubstantial and are unaffected by most attacks. and effects that last until you rest will not be removed. You must call "Shield" when the defense is used. No one may search you. or packet attack of the appropriate type to rebound back at the attacker when it strikes you. You cannot rest while in spirit form. This indicates that you are the only target of the called effect. 20 Copyright 1999-2007 by Chimera Entertainment. Instead of saying "by" you would say "to Self" after the effect. This defense cannot be used if you are unconscious or dead unless the skill specifically allows you to purge the effect that has put you into that state. missile. nor will it ever affect you. You can allow an attack to affect you and negate a later attack. Shield You negate the first attack of the appropriate type that strikes you. Call this defense to negate the effects of the attack. Although there are a large number of possible defenses that can be used against specific causes and effects. You cannot speak or converse with other characters unless they use an ability that allows you to do so. Avoid. This indicates a defense that is not consumable. You call "Spirit" to any attack that you negate for this reason.Madrigal Self This trait indicates that the effect works only on the person using it. The actual reduction is determined by the skill or ability that allows you to use this defense. You must role play the new effect appropriately. Although different verbals are used to indicate the nature of your defense and to add flavor to the game. . You must spend three seconds to role play this defense as you shake off the effect. missile or packet had struck you. You must call out the defense when it is used. all defenses can be summarized as one of the following types. Parry. You cannot block doorways or portals. Reflect You choose one melee. You cannot use game skills while role playing the purge.

Armor Armor provides points of protection that act as a buffer against damage effects. to differentiate two similar skills. You might gain a trait and become vulnerable to attacks with that trait even though you are a spirit. Some abilities allow a living character to become a spirit for a time. . The creature calls out "Resist and Heal to Self" to indicate that the attack was negated and the creature was healed by using the defense. calls out "Purge and 2 Damage to Self" and then role plays the damage effect. The character is struck by a successful melee attack. immediately as the defense is called." and immediately swings at the person who attacked her. Example: A strong creature can tear out of some physical effects but it takes damage doing so. Some of these skills last until you move. In these cases you cannot move or speak without ending the effect. Since this can end the effect you must be careful to use these types of skills so as to not block confined areas. This can be done to add flavor to an ability. but these abilities usually have special restrictions or will not be absolute in their protection. You must walk with your head bowed and your hands at your side. The verbal should include the defense and the trait with a "by" between them. If the additional effect affects the character using the chained defense then the ability must use the Self trait and character must role play that effect as if they had been struck by it. Effects with the trait "to Spirit" affect all spirits. Example: A character has an ability that simulates a Riposte. Example: A creature has an ability that can reflect attacks with the Magic trait back at the attacker. If the additional effect is an attack then that attack must be launched 21 Copyright 1999-2007 by Chimera Entertainment. Armor points are lost before Vitality points. Defense Traits A defense might have a trait associated with it. The creature is struck by the appropriate attack.Madrigal form will be repositioned so you are no longer blocking that area. The verbal should include the defense and the additional effect with an "and" between them. The creature is struck by a "Paralyze by Magic. role plays for 3 seconds. The method by which exhausted armor points are restored varies depending on the type of armor you are using and the skills and abilities of the Accelerant game you are playing. Characters who have died and are traveling to the Realm of Death are spirits. If you turn into a spirit in a place which blocks a portal or doorway then you are forced to move to allow someone through. calls out "Parry and 3 Damage. If you gain the Spirit trait because you have died and you have become a Spirit of the Dead then you also gain the Dead trait. Using the additional effect could be optional or required. Inc." The character calls "Resist and Paralyze by Magic" and throws a packet back at the attacker. Armor points are removed by damage in a manner similar to Vitality. Chained Defense A chained defense has an effect that is called immediately after the defense. Example: A Fire based attack strikes a Fire Elemental. while effects with the trait "to Dead" affect only spirits of the dead. or to allow other skills to key off certain defenses.

These padded weapons have a strict set of creation rules and must pass a safety inspection at each and every event where you intend to use them. Missile attacks use special thrown weapons. it cannot be used in melee combat. and plate armor are usually evaluated as heavy armor. projectile weapons such as bows and crossbows. If you try to restore or activate or wear one type of armor while you have active points from another type of armor. Armor Coverage Breast and Back Shoulders Forearms Hip and Groin Thighs Lower Leg Open Helm Face Coverage Bonuses Armor Looks Real Armor Looks Good 40% 5% each 5% each 10% 5% each 5% each 5% 5% +10% +10% Armor Points for Light Coverage 100% or more 3 75% 2 50% 1 Armor Points for Heavy Coverage 75% or more 4 60% 3 45% 2 30% 1 Using Weapons Melee attacks require special hand held padded weapons to deliver an attack. scale mail. Melee weapons cannot be thrown. The weapon marshal evaluates armor. he will have to have the armor suit repaired. the armor must look heavy. for example. Thick. The more the appearance of the armor adds to the atmosphere of the game. all characters may wear up to two points of physical armor. armor is awarded points based on its type and its coverage. You must have both hands on a two handed weapon in order to use it in combat unless some game ability specifically states otherwise. stiff. The values for armor coverage are given below. You must be skilled in the use of armor to effectively wear any more than two points. If he wants to use the armor points from his suit of armor later. the more likely it will be evaluated in the heavy category. and streamer packets that represent arrows and bolts. The armor points from the suit of armor are exhausted and he has 3 armor points from his skill. If there is a tie. Points awarded for armor are based on the type of armor and the body coverage it provides. He role plays and activates a skill that gives him 3 points of armor. The armorsmith must role play for one minute at a forge to fix the suit of armor. In Madrigal. Armor is divided into light armor and heavy armor. chain mail. Exhausted armor points are gone and must be restored just as if they were exhausted by Damage. The maximum any character can wear for armor is 4 points. then the new armor points will be immediately exhausted. the armor type with the lower number of active armor points will be exhausted. but the protection it will provide will be limited by your armor skill.Madrigal You may only have one base type of armor active at a time. 22 Copyright 1999-2007 by Chimera Entertainment. articulated leather. You may wear a prop worth more points without this skill. Inc. A character with the Armorsmith skill can restore physical armor. In Madrigal. is wearing a 2 point of suit of armor. . If a weapon is designed as a thrown weapon or projectile. To be evaluated as heavy armor. Travis.

Claws and Natural Weaponry Some characters have the ability to use claws or natural weaponry instead of. Although you are expected to role play full weapon swings where the weapon moves at least 45 degrees. or the groin are illegal and are not counted. Any strike that has no verbal causes 1 point of damage.Madrigal To add to the atmosphere of role playing. then you will take the blow or be disarmed of both items as if you were unskilled in their use. you must either take the blow or the weapon is ripped from your hand. 23 Copyright 1999-2007 by Chimera Entertainment. If you are holding more than one item in a hand. Destroy effects delivered to such weaponry will cause a Maim effect to the limb using the weapon. the hands. A limb hit is a strike to the arm or leg. Neck hits are illegal. If someone strikes that weapon or you try to parry with that weapon. the actual contact cannot be too hard. If you are unskilled with a melee weapon you cannot make attacks with that weapon. If you do not take the blow. You may only throw one thrown weapon at a time. You can make no more than three consecutive attempts to strike a single opponent without a pause. If there is a significant difference in the reach of two opponents. but the victim will remain stable. Melee attacks that are blocked by another weapon or shield wielded by a character with the appropriate skill to do so are not counted. A torso hit includes the chest from the belt up to the top of the chest. although you may fire a projectile weapon such as a crossbow from each hand if you are skilled in using that weapon in both hands. The Flurry Rule A flurry is a series of melee blows swung at an opponent with little or no pause. you must drop the weapon as if you had been affected by the Disarm effect. Uncalled strikes will cause someone to fall unconscious if they remove all Vitality. The Proximity Rule You must maintain a safe distance from any active opponent. Melee swings that are entirely generated by snapping or rotating the wrist or forearm are discouraged. though some plot creatures may have props that are constructed to appear to be part of that creature. Hits that come down on the shoulder or that come down between the shoulder and the neck are also arm hits. we expect our players to role play in combat. A character taken down by called strikes will fall unconscious and be unstable as well. Claws are considered to be melee weapons and can be used to block melee attacks. Any hit to the leg or buttock is a leg hit. . A tap from a weapon is sufficient to deliver an attack. These weapon props are red. These are known as "uncalled strikes" because they have no verbal. Only after you have taken a step back and paused for a full second will your strikes be counted once again. Although we allow light weapons for safety and comfort. Inc. Many skills work only on limb hits. the opponent with the shorter reach may approach close enough so that they can strike their opponent with their weapon so long as they cannot touch the torso of the opponent. If you can reach out and touch the torso of an opponent with your hand then you are too close and you must back away. Attacks to the head. Any hit to the arm or to the outer shoulder is an arm hit. or in addition to. Claws are not affected by Disarm. and a melee attack strikes one of those items. weapons. we ask that players keep the pace of their swings in line with what a heavier weapon might require. You may hold only one weapon or shield in your hand during combat.

you cannot carry or throw packets unless you have the power to use them for something. yet that packet hits a cloak or costuming piece after it has gone past. and cannot be used with skills or effects that require bladed weapons. Using Packet Attacks A packet is a small bean bag filled with bird seed that represents some sort of mystical.Madrigal empty except for the packet itself. If the packet misses. in game effect. If a packet attack clearly misses a target and passes by the body. You call a verbal and throw a packet at a target to deliver the attack. the arm that is delivering the packet must be free and the hand Rule of Etiquette In order to encourage the use of good costuming and add a little more realism. or you cannot tell whether the packet hit. Traps Traps are devices or substances set to deliver an effect to anyone who disturbs them or attempts to get past them. Because of this. missile and packet attacks will interrupt your verbal if they land while you are speaking it. disarming it. psychic. or if the arm is affected by something that prevents its use such as a Maim effect or shackles. Inc. the attributes or their equivalent are not exhausted. or any direct possession of the target. You cannot throw packets too hard. The ability is not used up and attributes or their equivalent are not wasted. They will indicate this by saying "Innate" before the packet verbal when they make the attack. but they are a visible. To deliver a packet attack." This rule cannot be used if the costuming is in front of the defender or if the packet has not already passed the body. If someone is carrying packets and you see the packets. but no one can attempt to manipulate a trap by moving it. Packet attacks cannot be used while you are being hit. A free arm cannot have props tucked under it or tied to it other than armor. or affecting the individual 24 Copyright 1999-2007 by Chimera Entertainment. Melee. back banners. and you cannot legally block with the claw due to some game effect. If a packet clearly strikes a target and they do not acknowledge the hit through role playing or by negating it with a defense. If you are holding a claw that is struck by a melee or missile attack. then the effect is delivered to the target. the defender can call out "costume. but the ability is interrupted and you must begin the verbal again. or supernatural ranged attack form. If you are winding up to throw the packet then you are throwing too hard. we have the Costume Rule. If the packet hits the target. Packets have strict construction guidelines. you can assume they have some sort of aura that makes you realize they are capable of something special. Anyone can avoid a trap. Packets are not solid objects and cannot be affected by Disarm or Destroy. and some directed character costuming such as wings without adding an unacceptable disadvantage to the character in combat. then attributes or resources are exhausted normally. You cannot deliver packet attacks if you cannot use game skills. Claws and natural weaponry are not bladed weapons. . Some creatures may have the ability to use packet attacks even while they are being hit. The rule is in place to encourage cloaks. you will be affected by the attack since you cannot drop the claw in response to the strike. Some packet based skills have additional requirements as well.

These traps cause 2 Damage to whoever sets them off. If someone manages to trigger a trap with a thrown object.. Inc. but the contact poison is destroyed in the process. If an item is causing a trap to go off continuously then anyone who touches the item will take the effect. If the trap affects the entire room or corridor. The trap will affect you if any part of you is within the room when the trap goes off. Most traps will cause an effect to the person who set them off. If you touch the jelly with bare skin." Everybody in the room will take the effect." A character with the appropriate skill may apply such a substance directly from the vial it was created in. An item with contact poison is considered a Red Sticker item. Only a character with an appropriate skill may wipe the substance off a surface with a cloth or cloth like substance. If any living creature has somehow crawled into an enclosed area no more than 3 feet in any dimension with a trap and the trap goes off then that fool will be killed instantly. Buzzer Trap These traps make an electronic sound of some kind when they are set off. If no verbal is present. items. If a trap is set in a small box. for safety. paper. The object cannot be moved from its place or handled until the poison is removed by a character with the appropriate skill to do so. The fumes and burning of the poison are overwhelming. They are represented by mousetraps. Shackles Shackles are a prop that binds the wrists or legs of a character. and snaps. Sounds used for these traps include beepers. the player must be Verbal Trap When these traps are set off and you will hear a trap sound and a voice will call out a verbal 25 Copyright 1999-2007 by Chimera Entertainment. buzzers. party poppers. This trap only works in an enclosed room with normal doorways and corridors leaving it. Once applied to a surface. associated with them. and everything else inside will be destroyed and cannot be removed from the box. even to a character who is immune to it. but the verbal will begin with the words "To the Room. An in game lock is affixed to each prop to represent the locking mechanism of that prop. . then this trick will not provide much help. Some traps will work multiple times. or other enclosed area no larger than 3 feet in any dimension then setting it off will destroy everything inside the area. There are four types of traps. Contact Poison This attack is represented by petroleum jelly. then the object will take the affect instead. Gas Trap As a magical trap.. while some will work once. These traps cause 5 Damage to whoever sets them off. you will take an effect of "5 Damage by Poison. Coins. and electronic sound effects like the moaning of a rigged welcome mat you might find at Halloween. chest. then the sound determines the type of trap as described above. Whoever set the trap off must take the effect of that verbal.Madrigal components unless they have a skill that allows them to do so. Snap Trap These traps make a snap sound when they go off. The prop must be loose enough to remain comfortable and. the jelly cannot be scraped off onto another object.

If someone clearly gestures at you or indicates you somehow and calls out or whispers an effect. The attack is delivered to you if they use a name you used to refer to yourself. Shackles placed on the arm restrict movement and make it impossible to use any skill that requires that the arms must be free. but may still be removed by the Cure effect. You place the shackle prop on the helpless or willing target and close the lock. These strange attacks are detailed below. Shackles can only be placed on a helpless or willing character if the lock is open. and using First Aid. Ignore the standard duration of the effect. but the general idea is summarized here so the player will not have to memorize the various and sundry individual details." Other creatures might cause fear or other effects. Skills that allow a character to slip out of bonds are possible as well. A vampire might whisper "By my gaze . or it may deliver an Inflict effect in which case the player will give you an effect card. Effects that already have a permanent duration. are unaffected by the Permanent trait. Permanent Someone precedes an attack verbal with "Permanent" and calls out the verbal. If the effect has a 26 Copyright 1999-2007 by Chimera Entertainment. Gaze Someone who has met your gaze for a full three seconds calls out or whispers "By my gaze" followed by an effect. Affliction Three" clearly and slowly followed by a verbal. A prop placed on the ankles must be constructed to allow the player to stand and walk slowly. or some pseudonym that you used and calls out a verbal. The effect will last for the remainder of the event. Affliction Two. This works like a Death Strike and can be interrupted in the same manner as a Death Strike.Paralyze by Will. Affliction Someone delivers an effect to your immobile or unconscious form by touching a weapon or packet to your torso and stating "Affliction One. The individual types are detailed below. Shackles placed on the legs make it impossible to run and restrict movement to the extent of the shackles. Shackles can be removed by opening the lock or by using an appropriate skill to remove them. . then instead of the normal duration. Name Someone calls out "By your name" and states your name. The verbal may be a standard effect. Each game will have a skill assigned to destroy and remove shackles by taking a minute and using the appropriate props and role playing. such as Damage and Death. You may use a skill that allows you to attempt to open a game lock on your own shackles. duration that is not instantaneous. including using weapons. part of your name. Inc. the effect lasts so long as they point at you. then that effect will be delivered to you unless you can use a defense to somehow negate it. using packet attacks. Advanced Rules There are times when unusual circumstances will warrant strange attacks. Gesture Someone points at you with a hand or a weapon and calls out the verbal.Madrigal able to easily remove the prop if an out of game need arises. Permanent effects may not be removed by resting.

or packet will negate the entire attack. The attack will affect you if any part of you is within the room when the verbal is called. Voice Someone calls out "By my voice" and an effect and everyone who hears it will be affected by it. The defense "Resist Fear" would negate the Paralyze effect. You may use multiple defenses against these attacks. If both effects have the same trait then the trait is called only at the end of the attack. but the character would still be affected by the Drain effect. or packet attack so a defense that negates a hit from a specific delivery such as melee. Modifiers Some skills might increase the effectiveness of another skill or ability. Example: A wraith calls out "Paralyze by Fear and 2 Damage" and hits the player with a melee attack.Madrigal Quick Someone precedes an attack verbal with "Quick" and calls out the verbal. Room Someone calls out "To the room" and an effect and everyone in that room will be affected by it. The defense "Resist Weapon" would negate the Damage effect. Example: A wizard calls out "Triple 10 Damage by Fire" and throws a packet that hits you. Example: A spider calls out "Drain and Slow by Poison" and hits a player with a packet. You must take three "10 Damage by Fire" attacks. If the character had both "Resist Slow" and "Resist Drain" defenses then both could be used to negate the effects of the attack. The defense "Resist Poison" would negate the entire attack. If both effects have different traits then a trait is called for each effect. Double and Triple Attacks One single delivery causes multiple attacks to affect the target. "Resist Fire" would negate one of these attacks and you would still take two attacks. missile. however. No game skill. The attack only works in an enclosed room with normal doorways and corridors leaving it. Heal. Chained Effects Two effects can be chained in one attack. This delivery is commonly used for traps and performances. A defense that negates one of the effects or one of the traits if they are different would only affect that portion of the attack. You might have the ability to increase a Damage or Healing effect. Quick can only be used with effects that last until you rest for five minutes or effects that last the rest of the event. Ignore the standard duration of the effect. . The effect will last until you rest for 10 seconds. including numeric effects such as Damage. The attack is still considered a single melee. Inc. Each attack requires a separate defense. "Double" causes two of the specified attack to be delivered. In the case where both effects have the same trait. You cannot defend against Voice attacks by intentionally obscuring the sound of the verbal with loud noise or by plugging your ears. The defense "Resist Slow" would negate the Slow effect. Doorways and gates act as room dividers. or add the Double delivery to an attack. while "Triple" causes three attacks to be delivered. 27 Copyright 1999-2007 by Chimera Entertainment. a defense that negated the appropriate trait would negate all effects. The verbal should name the effects with an "and" between them. missile. A skill that negates one melee strike would negate the entire attack. Quick effects may still be removed by the Cure effect. This type of attack never sets off Shield defenses.

. can be modified more than once unless the skill specifically makes an exception. Only skills that specifically say "This modifier stacks with..Madrigal or armor. 28 Copyright 1999-2007 by Chimera Entertainment. Inc. . Even skills that already have the Double effect in their description cannot accept additional modifiers. Modifiers don't stack." are exceptions to this rule. You choose one modifier for a particular attack and use only that modifier.

and you will gain more character points as you play the game and your character progresses. These attributes are not meant to measure the capabilities of you as the player. it in no way decreases your chance to actually jump out of the way of an attack. Void is your ability to focus your inner resources. You have the Living trait unless you are dead. nor will they limit your natural abilities. You may raise any attribute by spending character points. and Void. practice drills or maneuvers. you will assign character points to build up your attributes and your skills. pray or chant. and you must start again. the attributes are not refreshed. You cannot use game skills or leave the general area during this time. and Water. These are only a limit to the game skills you can use. Water. The five attributes are Air. If your race has variety then you have both your general race as a trait and your specific race as well. for example. and your skills measure the knowledge you have amassed that affects the play of the game. A character who has spent at least 100 character points gains both the Experienced and the Accomplished trait. Inc. Fire. If you do not purchase a high Water. Earth represents your physique and stamina. If this procedure is interrupted. A character who has purchased the Rogue header. Air represents your mind and cognizance. Your race is also a trait you possess. You start with 20 character points to build a character. Fire represents the strength of your passion. which represents your 29 Copyright 1999-2007 by Chimera Entertainment. Attributes Each character has five attributes. Each attribute begins at 2. Fire. You might meditate. A character who has spent at least 50 character points gains the Experienced trait. stretch. Using Void to refresh your attributes does not refresh your Vitality. Earth. Water represents your mobility. mobility. Certain game effects can refresh exhausted attribute points. Earth. Each skill header that you purchase is also a trait. but it does limit how many game skills you could use before that resource was exhausted. Each character should have their own personal way of refreshing their attributes with Void. Void is a unique attribute in that you can exhaust a Void point to refresh your Air. This makes Void the most important attribute for maintaining a high level of power over the course of an event.Madrigal Chapter Three Characters As you build your character. has the Rogue trait. Refreshing your attributes with Void takes 5 minutes of role playing. You will exhaust attribute points to use certain skills. and these points are refreshed at the beginning of each event you attend. or a variety of Traits Each character has traits that they automatically gain. A character who has not yet spent 50 character points to improve gains the Initiate trait. You have five attributes that determine your capabilities and limitations. . the Void remains unspent.

You must spend a number of character points equal to the new attribute value to raise it one point. it would cost 5 character points to raise it to 5 and another 6 character points to raise it by another point to 6. then you may not attempt that action unless you have that skill or a specific ability that allows you to do so. with the "Warrior Skills" header would have the Warrior trait. These skills are called 30 Copyright 1999-2007 by Chimera Entertainment. There are many variations even within each race. Spending Void to use skills. you can raise it to 4 by spending 4 character points. You must pay the cost of the skill each time you purchase it. Once you have begun to play a character. Special skills might exhaust attribute points. but skills that are not listed in this book are called hidden skills. or cast spells does not take 5 minutes and does not refresh your other attributes. You may not use a skill if it would exhaust an attribute point that you do not have. Inc. These skills are marked with an asterisk. Open skills are all the skills that do not have a header. Anyone may purchase open skills. These points are removed temporarily from the attribute in question. Skills The measure of your knowledge and training are defined by skills. If an attribute is 4. . The Gifted Races are described in chapter 7. You can spend character points to raise Attributes. Some skills have additional requirements that must be met before the skill is purchased. You cannot purchase a skill under a header unless you have purchased the header first. use abilities. certain skills may exhaust more than one point or even exhaust points from more than one attribute.Madrigal other activities. Races The Gifted Races that have settled in the northern continent of Aerune are varied by culture and by the distinction of physical race. and these are described in the description of the skill. A character Information Skills Some skills allow you to pursue answers to questions between events. with each additional purchase increasing the effectiveness of the skill. You cannot purchase hidden skills unless you have received training in that skill by someone who has already purchased the skill. Although many skills will exhaust a single point from one of your attributes. Skills are divided under headers. there are certain activities that the game does not allow you to attempt if you do not have the skill for it. This limit will be in the description. You can purchase any skill from this book. Each header gives you the name of the skill set as a trait. If a skill exists for a certain type of activity or to manipulate a certain type of prop. Some skills will limit the number of times you may purchase them. These headers represent basic training necessary to use the skills that fall under that header. If an attribute is 3. If you are purchasing another level of a hidden skill you already know you still need a teacher and that teacher must have purchased the hidden skill a number of times no less than the level you are trying to obtain. To simulate various levels of skills. and many of the races have adopted certain physical characteristics due to magical influences that distinguish them and separate them from others of their ilk. Some skills can be purchased multiple times. You might do a combination of these things. you will accumulate more character points and may attempt to gain additional skills.

More money than this is generally wasted. In order to use an information skill you must maintain a good relation with these sources. or a contact might come to find you in game to deliver some piece of knowledge related to your question. If the skill requires the use of money you can pay 2 silvers for a normal question. and it may take more than one event to receive a response. 5 silvers for a hard or delicate question. . then the old question will be forgotten and the sources will begin to instead pursue the new question. Using your sources you make a request for knowledge. Give plot at least two weeks before an event or your answer will likely be delayed. The use of some information skills costs money which is submitted at check in of the next event. If you are seeking answers to difficult or obscure questions you may have to use the skill more than once to pursue the answers. Inc. Each information skill has a number of in game sources that research the question and provide what answers they can. The best way to submit questions is to email the question as plain text in the body of the message to plot. Your answer will come in one of three ways. Asking certain questions to inappropriate sources might cause trouble for you. you might get a written response between events.Madrigal information skills. The description of the information skill will tell you if it requires this payment to use it. though a contact may come to you to tell you that pursuing some obscure or dangerous piece of information would be expensive. You submit the question you are pursuing among your sources to plot between events. Your question is answered from their perspective and in the best manner they can pursue it. Submitting a question that is not appropriate for your sources dramatically reduces your chance to get an answer that is meaningful. 31 Copyright 1999-2007 by Chimera Entertainment. The question must be appropriate for your sources and one that your sources could pursue. you might get a verbal or written response at the opening of an event before it starts. You are not guaranteed an answer. and 10 silvers (1 gold) for an obscure or dangerous question. If you submit a new question before you get an answer.

Spears. Axes. The weapon types are Blades. and Clubs. This skill can be used for either effect. These armor points can also be refreshed by resting for 1 minute. you must call "First Aid" and role play the use of the skill. Craftsman 1 You have some craft that allows you to make a living. First Aid 1 This skill takes one minute of role playing to perform. Although the skill requires the use of both arms. You may spend 1 point of Air and rest for one minute to give yourself 2 armor points. Diagnose 1 You touch a recipient with a packet and use Diagnose on any Elemental. you may exhaust one point of Water to call out "Disengage" as described in the effects section. If used to repair a Maimed limb. You must have both arms free to use this skill. Hammers. Staves. You administer medicines and bandage wounds to prevent someone from dying of blood loss. . Celerity 3 Your quick wits and reflexes protect you from damage. Acrobat Skills 5 Back to Guard 2 If you are fighting with a melee weapon. Some exotic weapon types are not included in these groups. These armor points last until the end of the event or until you refresh attributes with Void. but you cannot perform both effects at the same time. You cannot use this spell if you are already protected by armor points. you may use this skill on your own arm if the other arm can be used and you could otherwise use this skill. If used to make an unstable character stable you must say "Stabilize" when you have finished. Without this skill you must arrange to obtain goods through a Merchant before you can sell them for in game money. you must use the "Cure Maim <limb>" verbal when the one minute of role playing is complete. This skill may also be used to repair a Maim effect. or Physical trait. Thrown Weapon 1 You are skilled in the use of thrown weapons. You may also use Diagnose on any effect except Imbue and Inflict. Choose how you role play your resting time. Crafts provide money at the beginning of each event. and these points are lost if you put on or activate any other armor or ability that gives you armor points. You may purchase this skill once for each type of weapon you wish to learn. The ability to use Polearms does not include Glaives. Daring 3 You exhaust one point of Fire to resist one attack based on Confusion or Fear. You can always try to sell tagged items if you obtain them. 32 Copyright 1999-2007 by Chimera Entertainment.Madrigal Open Skills Small Weapon 0 All characters can use any type of small weapon. Archery 1 You are skilled in the use of bows and crossbows. They also allow you sell props for in game money. Metabolic. When you begin to use this skill. Polearms. Inc. You can use this skill as often as you like. Melee Weapon 1* You are skilled in the use of one class of weapon that must be chosen when the skill is purchased.

Spinning Strike 2 You may exhaust a point of Air to call "2 Damage" with a staff or one handed club up to two times. This skill lets you resist one effect detailed on a yellow triangle. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. or Slow effect with a Physical trait. Inc. mistakenly touching a web or other dangerous surface. Death Defying 3 Once per event you can recover from grievous injury. Evasive 5 You have an exceptional ability to evade damage. Uncalled strikes and other skills may be used between uses of this skill. You exhaust 2 points of Earth to call out "Weakness" and strike at an opponent with a staff or a one handed club. Escape Artist 2 You exhaust one point of Water to purge one Paralyze. The skill can be used only so long as you immediately remove yourself from the surface or challenge by going back the way you came. One use is consumed if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Root. Any remaining strikes are lost when the event ends or when you refresh attributes. Twice per event you may spin around or cartwheel right after you have made a successful attack using this skill. 33 Copyright 1999-2007 by Chimera Entertainment. You may also exhaust 2 points of Water and spend three seconds of role playing to slip shackle props off your body and end that effect. leaving them weak. You need not use the strikes consecutively. You exhaust the attribute the first time you throw using this effect. You cannot be carrying anything in the hand you use to catch the projectile or wearing any kind of extended glove." Duck For Cover 4 You may exhaust 3 points of Water to negate any one missile or packet attack. or brushing up against something you shouldn't.Madrigal skill to resist any effect delivered by an actual player. The armor points you gain from Celerity are increased to 3. You must call out "Avoid" when you use this skill. If you spin all the way around or cartwheel that strike is not counted as consumed. If you are lying either stable or unstable with no Vitality you may make a miraculous recovery by spending one point of Earth to call "Heal to Self. Juggler's Dexterity 4 If you physically catch an arrow or a thrown weapon with only your hands you may call "Avoid" to negate its effect. Staggering Strike 4 You use your speed to build momentum and deliver a strike to stagger an opponent. You cannot linger in place after using this skill or you will take the effect. or contact poison. Limber 4 You exhaust one point of Earth to resist any single effect caused by a physical challenge such as stepping off a platform into something nasty. . You must call out "Avoid" when you use this skill. You cannot use this Tumbling 4 When using the Duck For Cover skill you may exhaust an additional point of Water to negate any one melee attack. a trap.

The flask is a yellow tagged item. Pouring forth elixirs from your flask requires at least one free hand and freedom of motion. It is decorated with bottles and mixing tools. and call out the verbal for the potion. If a lab is shared Alchemist Skills 2 You have been trained to evoke magic using magical elixirs and substances mixed from components that have been naturally infused with arcane power. Your alchemy lab stored up to 20 measures of Alkahest. Once the elixir is consumed it takes some small amount of time for it to work its magic. The light and time required to take out and read the potion tag represent these processes. The flask is decorated with alchemical runes and symbols. The lab cannot be moved during an event. Alkahest stored in your lab bubbles and froths and radiates power through all your alchemical instruments. You gather these components by searching for them and trading others for component they might have gathered. but it is not a game skill and can be used while under the effects of Drain. The process is interrupted if you are struck by an attack while you are trying to administer an elixir. The easiest way to create Alkahest is to spend time between events to create it and store the substance in your Alchemy lab for your own personal use. You simply touch a packet to the opening of your flask. Alkahest is relatively easy to make. the lab requires the area to undergo extensive purification processes. You can store simple elixirs in your flask and administer them more quickly without needing light. It cannot be made of glass or another substance that can be broken into sharp bits. Opening the potion bottle in the presence of light starts the alchemical reaction. You must prepare your own alchemical flask. but it takes time and a small amount of money to create it. Your flask is enchanted to hold multiple elixirs or catalysts. Once an elixir is added to your flask you may administer it from your flask more 34 Copyright 1999-2007 by Chimera Entertainment. An alchemical flask is a special prop that allows you to use certain alchemical skills. If it is stolen then the prop is returned to you and you may prepare a new one between events. .Madrigal easily than a bottled elixir. Even if your lab is somehow destroyed the essence remains in the purified area and can be remixed if you manage to somehow restore your lab. Alkahest can also be bottled so any alchemist can use it at any lab but this process requires you to use a formula to create it like any catalyst. You may store them in your flask without worry that they may mix or become unstable. The flask must be at least 6" tall and at least 3" wide. An alchemy lab is a special place where you can prepare certain alchemical substances. You maintain an alchemy lab that is purified and prepared for you to mix your elixirs and catalysts. It cannot be stolen or used by another alchemist. and you may use the Elixir Transference skill to add existing elixirs to your flask. Many alchemical processes require Alkahest. You may prepare an alchemical flask and an alchemy lab. The nature of bottled elixirs requires time and light for them to work. Bottled Alkahest is often traded and sold. Several alchemists may share a lab if space is an issue or if they desire to pool their resources to make the area look extra cool. Inc. You may store up to 10 measures of elixir or catalyst at any one time in your flask. You may use Alchemy to create simple elixirs directly into your flask. It must be set up in an area that is at least 1' by 2'. a universal solvent used to mix otherwise inert ingredients into many alchemical substances. touch the packet to the recipient.

You can add no more than two measures of acid at any one time to your flask. The substances and the process are more fully described in the Alchemy section. create. You can create 2 elixirs in your alchemical flask in the time it takes to create one bottled elixir. You can pour them forth later and hurl them at your enemies. It cannot be moved. The potion is stored without the side effect. A standard lab can hold up to 20 measures of Alkahest. Craft Alkahest 2 You spend time between events creating Alkahest and storing it in your Alchemy lab. calling out "2 Damage by Acid. Inc. If the potion has a side effect then you suffer that effect as you work with the potion. Alkahest created with this skill is stored directly in your lab. You must have this skill stamped to use your lab's Alkahest. Potions with a standard effect are called simple elixirs and they may be stored in your flask. You consume one measure of Alkahest to add two measures of acid to your alchemical flask. Each level of this skill increases the capacity of your alchemical flask by 5 measures up to a limit of 20 measures. elixirs. If the potion has an Imbue of Inflict effect it is destroyed when you start this process and read the tag. Each level of this skill increase the capacity of your alchemy lab by 10 measures of Alkahest up to a limit of 40 measures. As your level in Alchemy increases.Madrigal then each alchemist has their own pool of Alkahest that permeates the lab." Each attack consumes one measure of acid. though you must still consume components for each elixir. You spend 1 silver for every 10 measures of Alkahest you 35 Copyright 1999-2007 by Chimera Entertainment. During that time read the potion tag. The skill can be purchased up to 4 times. Enhance Alchemical Flask 2* You are more skilled at creating and maintaining your alchemical flask. You spend one minute and consume one measure of Alkahest preparing a simple elixir to place it into your alchemical flask. Alchemy 2* This skill allows you to understand alchemical formulas and use them to create catalysts. or used by another alchemist. You will turn in the tag at check out after the effect is used or the potion expires. To use this skill you must spend at least one minute role playing the preparation at your alchemical lab. Enhance Alchemy Lab 2* You are more skilled at crafting and maintaining your alchemy lab. You may purchase this skill two times. You pay the silver at check in and your character card is stamped once for every 10 doses you create. Potions with an Imbue or Inflict effect cannot be stored in your flask. Elixir Transference 1 You may transfer bottled potions to your flask so you may more easily administer them. you can create more and more difficult substances. They are too complex to be stored in such a way. and venom. You may purchase this skill two times. stolen. You can pour forth the acidic substance by touching a packet to the opening of your flask and immediately throwing it at an enemy. The potion expiration does not change. Each substance requires money and alchemical components to create. You may return to your lab when both measures of acid are used and consume another measure of Alkahest to create two more measures of acid. Caustic Reaction 3 You can prepare volatile acids and store them in your alchemical flask. You may make 5 bottled substances per event. The alchemists cannot share Alkahest but they may all use the lab set up for their alchemy skills. .

You may spend time between events learning one formula. Touch a packet to the opening of your alchemy flask. Touch a packet to the opening of your alchemy flask. touch the packet to your armor and call "Grant 'Shield Lightning' by Alchemy" to apply the oil. You must call "Shield" to negate the next attack with the Disarm effect that strikes you. touch the packet to your armor and call "Grant 'Shield Acid' by Alchemy" to apply the oil. Inc. You may only have one oil active at any time. Oil of Acid Resistance 1 You prepare a substance that can be applied to your clothing or armor to protect you from acid. touch the packet to your armor and call "Grant 'Shield Weapon' by Alchemy" to apply the oil. Oil of Lightning Resistance 1 You prepare a substance that can be applied to your clothing or armor to protect you from lightning. You may only have one oil active at any time. Touch a packet to the opening of your alchemy flask. Oil of Fire Resistance 1 You prepare a substance that can be applied to your clothing or armor to protect you from fire. You may spend one minute and consume one measure of Alkahest preparing this substance to place it into your alchemical flask. You consume one use of the formula. Oil of Stickiness 1 You prepare a substance that can be applied to your weapon to protect you from disarms. touch the packet to your armor and call "Grant 'Shield Fire' by Alchemy" to apply the oil. Touch a packet to the opening of your alchemy flask. touch the packet to your weapon and call "Imbue by Alchemy" to apply the oil.Madrigal Learn Formula 1 You may memorize a special Alchemy formula so you no longer need the formula to create substances. You may spend one minute and consume one measure of Alkahest preparing this substance to place it into your alchemical flask. 36 Copyright 1999-2007 by Chimera Entertainment. . You may spend one minute and consume one measure of Alkahest preparing this substance to place it into your alchemical flask. You may only have one oil active at any time. You may spend one minute and consume one measure of Alkahest preparing this substance to place it into your alchemical flask. Touch a packet to the opening of your alchemy flask. You must consume a use of a special formula each time you use this skill. The oil fades at the end of the event if it is not used. You may only have one oil active at any time. The protection lasts so long as you carry your alchemy flask and do not put down the weapon. Oil of Iron Skin 2 You prepare a substance that can be applied to your clothing or armor to protect you from weapons. You may only have one oil active at any time. You may now make one dose of the substance per event without needing the formula or consuming uses of a formula. The alchemy formula must explain that you can learn it for this skill to work. You may learn one additional formula or to learn to make one additional dose of a substance each event. but once it negates an attack it is consumed. You may spend one minute and consume one measure of Alkahest preparing this substance to place it into your alchemical flask. The formula is added to your formula list.

The strengthening of the bow lasts until the event ends or until you refresh your attributes. You may spend one minute and consume two measures of Alkahest preparing this substance to place it into your alchemical flask. A Disarming Shot 4 You are capable of precise shots that knock weapons and items from the hands of your targets. Using it in such a manner snaps the string and makes it unable to fire arrows until you spend at least 3 seconds to "restring" the bow.Madrigal Quicken Reaction 2 Your alchemy lab is empowered to quicken the alchemical reactions used to create substances. So long as you do not maintain the trappings of civilized lands. call out "Disarm <limb>" and fire an arrow. You can pour this substance forth later to free people from effects with the Web trait. If it hits the target. and your clothing and accessories appear as though they were scavenged out of ruins. Web Patch 2 Once per event you may throw a substance from your alchemical flask that quickly forms into sticky webs. You may spend one minute and consume one measure of Alkahest preparing this substance to place it into your alchemical flask. Web Dissolution 1 You can prepare a solvent that dissolves webs and store it in your alchemical flask. the target takes the effect of a Disarm. calling out "Quick Root by Web. If the bow prop has been approved by staff as a parrying weapon you may block melee attacks with the bow as if it was a melee weapon. You may not under any circumstance strike an opponent with your bow prop. 37 Copyright 1999-2007 by Chimera Entertainment. You cannot use this skill if you end an event with a condition that prevents the use of game skills. Touch a packet to the opening of your alchemical flask. You can cast forth the substance by touching a packet to the opening of your alchemical flask and immediately throwing it at an enemy. You can create only one measure of web at a time. . You exhaust a point of Water. You must call out "Avoid" when you use this skill." Knowing Nature's Bounty 2 This skill allows you to live in the wild. You can create only one measure of solvent at a time. touch a recipient and call out "Cure Web by Magic" to destroy the web. Inc. You must role play polishing and working with the bow for at least one minute to strengthen the bow. You may create up to 8 substances per event instead of the usual 5. You call "5 Damage" and fire the weapon. From Ash To Iron 5 You may exhaust a point of Earth to strengthen your bow so it can be used as a parrying device. Duck For Cover 4 You may exhaust 3 points of Water to negate any one missile or packet attack. you do not have to pay monetary or food maintenance costs. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Archer Skills 3 The Crucial Shot 1 You exhaust one point of Air to make a critical strike firing a bow or crossbow.

If the opponent is struck by an Agony and they are role playing its effect you may deliver one attack using the skill A Knife in the Back even if you are not behind them. You may only use this skill if you actually see an Agony effect strike an opponent and if the opponent acknowledges the hit through role play. You call out "Agony" and fire the weapon. Cheap Shot 2 In a pinch you can capitalize on an opponent who is weakened by an Agony effect. Nock an arrow and point at an opponent with the index finger of your bow hand as you aim the bow at them. nor can attacks that strike the torso. Assassin Skills 5 Back to Guard 2 If you are fighting with a melee weapon. You are very good at slipping an attack into someplace vital while the opponent is distracted by pain. you may exhaust 2 points of Earth to negate any melee attack that strikes one of your limbs. The Serpent's Touch 2 This skill allows you to apply and use blade venoms on any bladed weapon. Missile attacks cannot be negated. The skill can be used on melee weapons or thrown weapons or even projectile weapons that are bladed. The poison is used up only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. A Crippling Blow 1 You may attempt to make a crippling attack with a melee weapon against a foe's limb. You call out the effect of the poison when you make an attack. If you make an attack you must pull the bow back and point it upwards to show the effect has ended. This causes your bow to be "unstrung" as described in the skill From Ash To Iron. Threatening Aim 4 You carry your bow with such confidence and intensity that you can ward off foes simply by threatening them with your aim. Exhaust a point of Fire and call out "By My Gesture. stops the role play. The Wind's Edge 1 If you have strengthened your bow using the skill From Ash To Iron you may use a small weapon or a medium weapon in your other hand during melee combat provided you have the skill to use such a weapon. If the blow lands you 38 Copyright 1999-2007 by Chimera Entertainment. You may maintain the gesture until you make an attack or change targets. Repel by Fear" to warn them away from you. The Backup Blade 2 This skill allows you to use a dagger in your off hand.Madrigal Last Line of Defense 2 If you are armed with a bow you have strengthened using the skill From Ash To Iron. You must call out "Parry" when you use this skill. or attacks another character you lose the opportunity to use this skill. You may only use this skill once for any particular Agony effect. Shooting the Nerve 2 You may exhaust a point of Air to make a nerve strike with a bow or crossbow shot. you may exhaust one point of Water to call out "Disengage" as described in the effects section. . You call out "Maim" and strike a limb. Once the opponent purges the Agony. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Inc.

You manifest powers by drawing on your own bestial nature.) A Knife in the Back 1 You may exhaust a point of Water to make a melee attack from behind that causes devastating damage. You must be behind an opponent and exhaust a point of Air to use this skill. call "Silence" and strike with the weapon. You call out "Agony" and strike with the weapon. The skill can be used on melee weapons or thrown weapons or even projectile weapons that are bladed. The attack causes "5 Damage" and can be made with any melee weapon. Throat Slit 4 If you are behind your opponent you deliver a slice in a manner that prevents the opponent from calling out. The Serpent's Touch 2 This skill allows you to apply and use blade venoms on any bladed weapon.Madrigal exhaust a point of Earth and the opponent will suffer the effects of a Maim on that limb. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. This is an information skill that requires you to spread around money to loosen lips. The poison is used up only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Beastmaster Skills 2 You draw strength and magical power from your affinity with natural beasts. Exhaust a point of Fire. You submit a question between events as described in the Information Skills section above. You must be behind an opponent and be able to see both shoulder blades. . This skill cannot be used while running. If the question is appropriate for this dangerous element you may receive knowledge appropriate to your question. Waylay 1 This skill represents a crack on the back of the head of a victim to knock the victim out. The attribute cost is exhausted only if Armed as the Hunter 2 This skill allows you to grow and retract claws in both hands that you may attack and parry with. You call out the effect of the poison when you make an attack. All spells purchased under this header are devotion spells. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. The Walls Have Ears 3 You have learned how to use the darker side of society to dig up rumors and information that people may have learned in the course of "normal" business. Inc. the strike lands and the opponent acknowledges it through role playing or negates it with a defense. the name of the skill is for flavor only. your feet must be still when you use the skill. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. You must be behind an opponent and be able to see both shoulder blades. 39 Copyright 1999-2007 by Chimera Entertainment. If you spread some money around you often hear rumors or tales about the things other groups have seen and jobs they might have been hired for. You call out "Stun" and tap that opponent on the back of the shoulder with a melee weapon. (You do not strike at the throat. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Striking the Nerve 2 You may exhaust a point of Air to make a nerve strike with a melee weapon.

Celerity 3 Your quick wits and reflexes protect you from damage. Knowing Nature's Bounty 2 This skill allows you to live in the wild. and these points are lost if you put on or activate any other armor or ability that gives you armor points. So long as you do not maintain the trappings of civilized lands. Choose how you role play your resting time. You cannot use this skill if you end an event with a condition that prevents the use of game skills. You call "5 Damage" and strike with the claw. The time it takes to prepare the claws or put them away is the time it takes to grow or retract the claws. Nature's Renewal 1 Three times per event if you are in the wilderness where no buildings are visible you may reduce the resting time to use Void to refresh your attributes. Uncalled strikes and other skills may be used No Escaping the Hunt 3 You exhaust 1 point of Water to hamstring your prey with your claws. between uses of this skill. but you may not fight with claws and other weapons or a shield. You call "Slow" and strike with the weapon. Combat Anticipation 4 You are skilled at protecting vulnerable areas and twisting with blows to quickly recover from debilitating strikes. 40 Copyright 1999-2007 by Chimera Entertainment. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Inc. You need rest only one minute to refresh attributes when you use this skill. Any remaining strikes are lost when the event ends or when you refresh attributes. You need not use the strikes consecutively. Heart of the Lion 1 You exhaust one point of Fire to resist one attack based on Fear. and your clothing and accessories appear primitive. Claws Like Lightning 2 You may exhaust a point of Water to call "2 Damage" with your claws up to two times. You exhaust the attribute the first time you swing using this effect. you may exhaust one point of Water to call out "Disengage" as described in the effects section. You must call out "Purge" when you use this skill. You may use one medium claw and one short claw. One use is consumed if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. These armor points can also be refreshed by resting for 1 minute. You may purge one Agony or Maim effect by role playing a painful recovery for 3 seconds and exhausting a point of Air. You may spend 1 point of Air and rest for one minute to give yourself 2 armor points. . you do not have to pay monetary or food maintenance costs. These armor points last until the end of the event or until you refresh attributes with Void. Back to Guard 2 If you are fighting with a melee weapon. You cannot use this spell if you are already protected by armor points. Claw Frenzy 2 You exhaust two points of Earth to make a critical strike with a claw. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense.Madrigal You may fight with a claw in each hand at the same time.

to shrug off your wounds. . or similar actions . 41 Copyright 1999-2007 by Chimera Entertainment.Madrigal Resilience 3 You are tough. Critical Strike 2 You exhaust two points of Earth to make a critical strike with a melee weapon. These armor points last until the end of the event or until you refresh attributes with Void. Strength of the Wild 2 You may call on the strength of the natural world one time per event for each point of Void you possess. This throws you off balance as well. Using a sword. You cannot use this spell if you Heart of the Lion 1 You exhaust one point of Fire to resist one attack based on Fear. A Flurry of Strikes 2 You may exhaust a point of Water to call "2 Damage" with a melee attack up to two times. This ability will not heal effects other than damage. You need not use the strikes consecutively. strike an opponent's shield calling "Shield Slam" to knock them down. The Sphere of Weald 3 This skill allows you to learn spells from the Weald sphere. Choose how you role play your resting time. are already protected by armor points. you may exhaust one point of Water to call out "Disengage" as described in the effects section. If you are in the wilderness where no buildings are visible you may rest for 1 minute to remove one effect that would normally require 5 minutes of rest to remove. Inc. or hammer that is two handed. These armor points can also be refreshed by resting for 1 minute. Any remaining strikes are lost when the event ends or when you refresh attributes. These spells are purchased and used like skills. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. You call "5 Damage" and strike with the weapon. You exhaust the attribute the first time you swing using this effect. You do not spend Void to use this skill. dramatically reducing the time it takes you to recovery from ill effects. Uncalled strikes and other skills may be used between uses of this skill. You exhaust a point of Water and call out "Heal 2 to Self" to Heal 2 of your Vitality. axe. your Void is simply the limit to how many times this skill can be used. So long as you are conscious you may spend 3 seconds of role playing . Crushing the Shield 1 Once per event you exhaust two points of Water to send an opponent with a shield reeling. You may spend 1 point of Air and rest for one minute to give yourself 2 armor points. You must step back after using this skill and you cannot advance on that opponent for 3 seconds. Berserker Skills 4 Back to Guard 2 If you are fighting with a melee weapon. One use is consumed if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. and these points are lost if you put on or activate any other armor or ability that gives you armor points.wiping blood from your face. Celerity 3 Your quick wits and reflexes protect you from damage. shaking your head clear.

Paralyze or Repel effect with a Physical trait. Inc. Resilience 3 You are tough. . Strength of the Bear 2 You may exhaust 2 points of Water to rip free from effects with a Physical trait that are in some way restricting your movement. you do not have to pay monetary or food maintenance costs. The effect ends if you lose consciousness. Druid Skills 3 You are devoted to the Pale and call upon one of the aspects of the Pale for guidance. Mindless Rage 4 Choose one opponent. or you become unsure which opponent is the target of the rage. axe or hammer. Aura of Healing 4 Prerequisite: Sphere of Legacy 42 Copyright 1999-2007 by Chimera Entertainment. Knowing Nature's Bounty 2 This skill allows you to live in the wild. You have the Druidic trait and all spells purchased under this header are divine spells. You exhaust a point of Water and call out "Heal 2 to Self" to Heal 2 of your Vitality. Existing effects are not negated.Madrigal Just That Tough 2 You may exhaust 2 points of Earth to resist one melee attack that strikes one of your limbs. You follow the Green Man. You call "No Effect" to negate further attacks with a Mental trait from that opponent. Strike of Fury 3 You exhaust 3 points of Earth to make a furious strike while wielding a two handed sword. the opponent leaves your field of vision. or similar actions . and you are rewarded with divine powers. Got No Time to Bleed 4 Prerequisite: Just That Tough If you are using a two handed weapon you may exhaust 3 points of Earth to resist one melee strike to the torso. or one of the forgotten Pale spirits. nor will it protect you if you die from bleed out.to shrug off your wounds. You cannot choose this header if you have a header that gives you the Devout or Shamanic trait. You may use this skill even if you are unconscious. So long as you do not maintain the trappings of civilized lands. Role play for 3 seconds to call out "Purge" and end one Slow. If you activate this skill on a new opponent the previous effect ends. Instead of being struck dead. you may exhaust 2 points of Fire and collapse in an unstable state with no Vitality. You cannot use this skill if you end an event with a condition that prevents the use of game skills. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense.wiping blood from your face. Point at the opponent with your weapon. This skill does not work against a Death Strike. the Gray Man. The Will To Live 3 This skill allows you to survive if you are struck by an attack that inflicts the Death effect. You derive magical power from your faith in that aspect. This ability will not heal effects other than damage. You fill yourself with such rage and focus that you shrug off Mental attacks from that opponent. Call "10 Damage" and strike with the weapon. Root. exhaust 2 points of Fire and call out "Imbue by Rage" to activate this ability. shaking your head clear. and your clothing and accessories appear as though they were scavenged out of ruins. So long as you are conscious you may spend 3 seconds of role playing .

You may pursue knowledge about the happenings in the forests and wild lands you inhabit. Otherwise you will stay in spirit form until you choose to move. These points are refreshed when you refresh Attributes with Void. Nature's Embrace 2 When you are violently struck down you are sustained by the wilderness around you. If the question is appropriate for the spirits of nature you may receive knowledge appropriate to your question. You may exhaust a point of Karma in place of a point of Air. These points of Karma are used to cast divine spells. You gain the Plant trait and the Spirit trait. So long as you do not maintain the trappings of civilized lands. The Sphere of Wayfare 3 This skill allows you to learn spells from the Wayfare sphere. and say "Imbue by Magic" to activate this ability. You are considered to be casting when you use this ability. Nature's Whisper 2 You enter natural lands and attempt to commune with nature to gain guidance and knowledge. and your clothing and accessories appear primitive. You may touch a packet to an ally and call out "Heal by Faith" up to 4 times. The Sphere of Legacy 3 This skill allows you to learn spells from the Legacy sphere. This is an information skill that does not require you to pay money. The Sphere of Weald 3 This skill allows you to learn spells from the Weald sphere. This ability may be refreshed by spending one minute in an area consecrated to your patron. . or Water when casting divine spells. Divine Power 3* This skill gives you 1 point of Karma for each time it is purchased. These spells are purchased and used like skills. This skill can be used only if you are in the woods and no buildings are within line of sight. 43 Copyright 1999-2007 by Chimera Entertainment. You cannot have weapons in your hand unless you have a skill that allows you to cast while holding a weapon. Tree Meld 4 You can meld with a tree of significant size to become a spirit and protect you from attacks. These spells are purchased and used like skills. You submit a question between events as described in the Information Skills section above. you do not have to pay monetary or food maintenance costs. If you fall unstable in the wilderness you may exhaust a point of Fire as you fall to immediately become stable. The area must be marked with an Information tag stating it is so empowered. Touch a large tree with both hands. You cannot use this skill if you end an event with a condition that prevents the use of game skills. Knowing Nature's Bounty 2 This skill allows you to live in the wild. exhaust 2 points of Water. You cannot exhaust a point of Karma in place of a point of Void. Inc. Earth. Fire. Any attack that is not beneficial that is "to Plant" or "to Spirit" will affect you and knock you out of Spirit form. and you can be interrupted by an attack. The tree must be large enough around that your hands cannot touch thumbs and finger tips when wrapped around the trunk. These spells are purchased and used like skills. You may refresh this ability an unlimited amount of times so long as you can visit a consecrated area.Madrigal You can call upon your faith to heal wounds. So long as you do not move you gain the Spirit defense and become immune to most attacks.

You call out "Maim" and strike a limb. You must fight alone. you may exhaust one point of Water to call out "Disengage" as described in the effects section. A Crippling Blow 1 You may attempt to make a crippling attack with a melee weapon against a foe's limb. . Choose how you role play your resting time. although you are free to duel multiple opponents. These armor points last until the end of the event or until you refresh attributes with Void. You must call out "Purge" when you use this skill. If the duel is interrupted or someone steps in on either side who was not one of the participants then the duel ends and your Attributes reset. and these points are lost if you put on or activate any other armor or ability that gives you armor points. You may spend 1 point of Air and rest for one minute to give yourself 2 armor points. You cannot use a larger shield with this skill. The conditions of the duel must be agreed upon by all parties and cause blood to be drawn. Beneficial effects you use on yourself end when the duel ends unless they are Heal or Cure effects. You cannot use this spell if you are already protected by armor points. Vitality is not affected by the start or end of this ability. During the duel you may not use beneficial effects on others. Back to Guard 2 If you are fighting with a melee weapon. The Backup Blade 2 This skill allows you to use a dagger in your off hand. There can be no one else on your side. your Attributes go back to what they were right after you spent Fire to activate this ability. You must have a skill with the weapon in question to use this ability. These armor points can also be refreshed by resting for 1 minute. Duelist Skills 4 Always Prepared to Fight 3 When you are about to engage in a formal duel that has been accepted by all participants. The 44 Copyright 1999-2007 by Chimera Entertainment. Combat Anticipation 4 You are skilled at protecting vulnerable areas and twisting with blows to quickly recover from debilitating strikes. use an opponent's shield against them. overriding the restriction that casting requires both hands to be empty. Buckler 2 This skill allows you to use a buckler. You may purge one Agony or Maim effect by role playing a painful recovery for 3 seconds and exhausting a point of Air. you may exhaust a point of Fire to temporarily refresh your Attribute points. The Clumsy Shield 2 If you are in a formal duel where you have used Always Prepared to Fight you may. once per duel. Inc. Celerity 3 Your quick wits and reflexes protect you from damage. If the blow lands you exhaust a point of Earth and the opponent will suffer the effects of a Maim on that limb.Madrigal The Weald's Blessing 2 This skill allows you to hold and use any blunt wooden weapon while you are casting spells. You call out "Avoid" to negate the attack. If you are not using a full sized shield and your opponent is using such a shield you may avoid one attack from the opponent by using their own shield against them. When the duel has finished.

You must have good reason to accuse another character in such a manner. . The Main Gauche 2 Prerequisite: The Backup Blade This skill allows you to use a medium sized blade in your off hand. Heart of the Lion 1 You exhaust one point of Fire to resist one attack based on Fear. Exhaust 3 points of Fire. Choose one Duelist as the accuser in this inquiry. Uncalled strikes and other skills may be used between uses of this skill. If you are the accuser and you are empowered by three other Duelists you can confront the errant cur and reveal their base acts. It's all about the panache with which you accuse them. If you are insulted and you challenge someone to a duel to clear your name or your honor you hold the expectation that they would step up to duel you or arrange for a second to step in for them. You call "5 Damage" and strike with the sword. you may exhaust 2 points of Earth to negate any melee attack that strikes one of your limbs. One use is consumed if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. or a person declared cowardly has shown proper remorse.Madrigal attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. and call out "By My Gesture. point at the character. Each additional Duelist who has heard the evidence and supports this act touches the accuser. If you are so empowered by a council who have discussed the situation and Flashing Blades 2 You may exhaust a point of Water to call "2 Damage" with a sword up to two times. and calls out "Imbue by Will" to show they have empowered the accuser. You exhaust the attribute the first time you swing using this effect. You gather three other Duelists who must agree with you and empower you in the manner described above. exhausts a point of Fire. A Desperate Defense 2 If you are wielding a melee weapon you are skilled with. Mastering the Deadly Stroke 2 You exhaust 2 points of Earth to make a critical strike with a sword. You must call out "Parry" when you use this skill. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Inflict Coward to Accomplished" to show they are unworthy. 45 Copyright 1999-2007 by Chimera Entertainment. Although you might expect attitude from someone young and cocky. Any remaining strikes are lost when the event ends or when you refresh attributes. you may also use this skill to exonerate them. If they refuse you and besmirch your honor you may gather at least 3 other Duelists who also have this skill and condemn such a person for their lack of honor and courage. Ranged attacks cannot be negated. an insult from someone with experience is a grave matter. Inc. If someone has been unjustly persecuted. You must confront them with a short declaration of why they are condemned. nor can attacks that strike the torso. Unanswered 5 One should not give insult to a duelist and back away when confronted with the prospect of a duel. You need not use the strikes consecutively. A Sword's Shadow 2 Prerequisite: The Main Gauche This skill allows you to use any one handed blade in your off hand.

You receive the effect of a Stabilize. . step aside from battle. You must call out "Disarm" when you hit the weapon. exhaust 3 points of Fire. With a Twist of the Wrist 3 You may exhaust 2 points of Water to strike an opponent's weapon with a sword and rip it free from an opponent's hand. The incantation must take at least 3 seconds to deliver. Critical Strike 2 You exhaust 2 points of Earth to make a critical strike with a melee weapon. Fire. both in its use and in the redemption of someone another duelist has condemned. you may exhaust 2 points of Earth to negate any melee attack that strikes one of your limbs. nor can 46 Copyright 1999-2007 by Chimera Entertainment. Earth. A Crippling Blow 1 You may attempt to make a crippling attack with a melee attack against a foe's limb. The abuse of this skill. Blood in the Pit 1 Once per event if you are unstable and you are about to die because your one minute death count is expiring you may choose to become stable instead. You cannot use a larger shield with this skill.Madrigal agree the person should be forgiven you may touch the person so marked with the blade of your sword. and call out "Cure Coward by Inspiration" to remove the trait. If the blow lands you spend a point of Earth and the opponent will suffer the effects of a Maim on that limb. You must call out "Purge" when you use this skill. and you must deliver it with a flourish. but you can have more than one incantation so you can pick an appropriate retort. It is rumored that Duelist masters can cause those so condemned to break ranks. You call "5 Damage" and strike with the weapon. Witty Repartee 2 Once in a duel where you have used Always Prepared to Fight you may call out your Witty Repartee incantation to refresh one point of Air. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. you may exhaust one point of Water to call out "Disengage" as described in the effects section. Inc. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. You call out "Maim" and strike a limb. This attack is treated as a limb hit in that it may be negated with a Parry. or fall prey to weakness. Combat Anticipation 4 You are skilled at protecting vulnerable areas and twisting with blows to quickly recover from debilitating strikes. Buckler 2 This skill allows you to use a buckler. or Water if you have used that attribute in this duel. Gladiator Skills 5 Back to Guard 2 If you are fighting with a melee weapon. The incantation must be submitted to and approved by plot. has on more than one occasion caused arguments between schools and dueling masters to turn violent. A Desperate Defense 2 If you are wielding a melee weapon you are skilled with. Ranged attacks cannot be negated. You may purge one Agony or Maim effect by role playing a painful recovery for 3 seconds and exhausting a point of Air.

it is locked onto that effect until the event ends or you refresh attributes with Void. A double glaive is constructed in a manner similar to a staff. A Flurry of Strikes 2 You may exhaust a point of Water to call "2 Damage" with a melee attack up to two times. The middle section of Resilience 3 You are tough. You call out "Avoid by Guard" when negating a melee attack with this ability. by exhausting 1 point of Fire. You can also block with the double glaive with one hand although you can not attack while using the weapon in this fashion. This weapon is a shafted weapon with a blade on both ends. but it locks onto the exact amount of Damage you avoided and it cannot be used on melee attacks that do a different amount of damage. Once this ability is activated you cannot use it on a different effect. You become wary of any melee attack that delivers that specific effect. You exhaust a point of Water and call out "Heal 2 to Self" to Heal 2 of your Vitality. regardless of the attack trait. or similar actions . This ability will not heal effects other than damage. I Know That Tactic 5 You exhaust 3 points of Fire to avoid any one melee attack. One use is consumed if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. A Little Something Extra 2 This skill allows you to use a small melee weapon in your off hand. The weapon has a minimum length of 60" and can be no more than 72" long. although you can use 3/8” padding for the grip of the staff so long as the full 5/8” is used for the striking surfaces. Each blade must be at least 1/3 of it's entire length. You exhaust the attribute the first time you swing using this effect. The great glaive can be held in the middle. . Great Glaive 2 Prerequisite: Double Glaive You can use a great glaive. It has a minimum length of 48" and a maximum length of 64". Double Glaive 2 You have the ability to use a double glaive in combat. Each end has a polearm blade and full 5/8" padding that covers at least 1/3 of the total length of the blade. and you can choke up and hold the bladed portion if you have gauntlets to protect your hands. and if you have a skill that allows you to use two weapons you can use a weapon in your other hand so long as it is medium length or less.to shrug off your wounds. shaking your head clear. and you can choke up and hold the bladed portion if you have gauntlets to protect your hands. Heart of the Lion 1 You exhaust one point of Fire to resist one attack based on Fear. You need not use the strikes consecutively. The great glaive cannot be used in one hand. 47 Copyright 1999-2007 by Chimera Entertainment. You must call out "Parry" when you use this skill. You can use this skill to avoid a Damage effect. except it has a blade at both ends. the great glaive must also be padded. Any remaining strikes are lost when the event ends or when you refresh attributes. So long as you are conscious you may spend 3 seconds of role playing .Madrigal attacks that strike the torso. The double glaive can be held in the middle. This two handed weapon is a double bladed polearm. You can now avoid any melee attack with that same effect.wiping blood from your face. Uncalled strikes and other skills may be used between uses of this skill. Inc.

In order to do this you must spread tales of their deeds and their goals to empower the magic in their name. its goals. You must create and maintain a standard that displays the colors of the Company in order to use standard magic. It is for this group that you work your magic. . Fire or Water. You may become an official Herald for only one Company at a time. and some form to support a personage of noble bearing. Plot may decide that a proposed name is too close to an existing Company or group. If you have the Resilience skill you can choose to pay its cost and use that skill in the same 3 second time as part of your role play. Through years of excellence and faithful service the Heralds of the land have gained their own magic that allows them to inspire others and give strength to members of their Company. the trait need not be lengthened to include this formality to keep verbals brief. Many companies are military. It is 48 Copyright 1999-2007 by Chimera Entertainment. To avoid confusion. said that heralds exist on the fringes of society that help spread tales for companies that worship the dark gods but the College of Heralds has never verified or acknowledged such individual heralds.. and its colors with the Guild of Heralds you help to build the legend and the reputation necessary to power your magic. the name cannot have one of the standard traits in its title.Madrigal Rile Up the Crowd 3 You have developed a unique way to excite the crowd and restore your ability to fight. The Guild of Heralds maintains a strict neutrality in its dealings. Many of the Herald skills allow you to support a group of individuals called a Company. The Company name will become a trait for members of your group. You choose a unique pose and slogan that go together and take at least 3 seconds to perform. The Guild must often reject Company names for various reasons. Heralds wear scarves or other pieces of costume that prominently display a checkered pattern." when officially introducing the group. You act as organizer and standard bearer for the Company. This standard must be large enough to be visible on the battlefield among the waves of violent chaos. If another Herald feels your standard in inadequate they may file grievance with the Guild of Heralds. The Twin Threat 2 Prerequisite: A Second Weapon This skill allows you to use any one handed melee weapon in your off hand. A Second Weapon 2 Prerequisites: A Little Something Extra This skill allows you to use a medium sized melee weapon in your off hand. Earth.. or that the name does not fit with the flavor of the game. One time you can do this move to Refresh 1 point of Air. A Company is a group of people that form for some common purpose. Although the official title for a Company is often preceded by "The Company of. If you do not belong to the Guild of Heralds you are drained of your ability to use any Herald skill and you lose the Herald trait. When you help to form a new Company you must approve the Company name with plot. This skill refreshes when you use Void to refresh your attributes. Heralds also pick up skills that help groups function. that the name is too close to a common trait. Inc. If a name is rejected then the Guild of Heralds rejects the name. Herald Skills 3 You are the voice and heart for a group of individuals called a Company. You have contacts in the Guild of Heralds that help you with your duties. By registering your Company name.

Stabilize to <Company Name>" and prevent them from bleeding out. touch at least three willing members of that company and say "Imbue to <Company Name>" to draw magic from each of them. You may only have one of these abilities active at any time. Concentrate or role play for one minute to draw on the magic of that company and their banner. and at the end of the event. The Guild of Heralds welcomes them and they share a common magic despite the difference in culture.Madrigal This pattern is often black and white. So long as you are holding your battle standard you may deliver two healing effects by packet. These Heralds carry on the storytelling traditions of their ancestors. Heal 2 to <Company Name>" to heal their wounds. . Many honorable folk will refrain from attacking Heralds unless they take an active part in combat. but you need Imbue the power only when it is first used. although for them it is usually a long strip that is folded and hung off their belt. You can no longer use your skills to Aid Station 2 If you are carrying your battle standard with the colors of your company prominently displayed you may summon energies that restore health and vigor to your Company and their allies. There is a chapter of the Guild of Heralds in Locksmoor that specifically supports Heralds among the Druids and Barbarians and wilder folk. Gather in a circle with the banner of another company and at least 3 members of that company. Banner of Courage 2 If you are carrying your battle standard with the colors of your company prominently displayed you may exhaust a point of Fire to cry out "By My Voice. Take up the banner. They call themselves Skalds or Ghost Talkers. when you use Void to refresh attributes. Cure Fear to <Company Name>" and give them courage. though sometimes a Herald will use the colors of the Company in this pattern. Some carry banners decorated with fur and bone. when you drop the banner. You must call out "Heal by Magic" for each. Banner of Healing 4 If you are carrying your battle standard with the colors of your company prominently displayed you may exhaust 2 points of Earth to cry out "By My Voice. When the ritual is complete you lose your own Company trait and replace it with the trait of the new Company. 49 Copyright 1999-2007 by Chimera Entertainment. Call out "Imbue by <Company Name>" and exhaust a point of Water. Heralds also traditionally conduct parlays while displaying the checkered scarf as a makeshift flag and it is considered dishonorable to attack a Herald acting in that capacity. Carry the Fallen Banner 2 You may take up the banner for another Company and become their Herald by temporarily setting aside your own Company trait. This magic ends when those two effects are used. It can also get you in trouble with the Guild of Heralds and that makes your own Herald's life more difficult. Banner of Respite 2 If you are carrying your battle standard with the colors of your company prominently displayed you may exhaust a point of Air to cry out "By My Voice. As a show of solidarity the wilder folk also carry a checkered pattern when traveling outside the lands where they are known. You are now part of the new Company and may use your skills to empower this Company. They call their groups Circles rather than a Companies. You can only become the Herald for one Company at any time. Inc.

There is always a chance that a letter will be intercepted if you send it someplace dangerous or if someone is attempting to foil your attempts. You empower the initiation to induct new members into the group. The Herald must turn in these True Void by the end of the event. Battlefield First Aid 1 The time required for you to use First Aid to stabilize or cure a Maim effect is reduced to 30 seconds. 50 Copyright 1999-2007 by Chimera Entertainment. The ritual must be at least one minute long but most are longer and most are elaborate. This also requires and consumes one True Void which must be turned in by the end of the event. the Guild of Heralds sends it along to it proper place. This is an information skill that requires you to spread around some money to loosen lips. You may get Imbue tags at check in or when you turn in the True void. These points of Eloquence are used with Herald skills. that magic is temporarily suppressed. and you are constantly gathering information with other Companies and trading knowledge with other members of the Guild of Heralds. You may also turn in a physical prop to plot if the physical presentation has some significance. If you spread some money around you often hear rumors or tales about the things other groups have seen and jobs they might have been hired for. You need not attempt to deliver the letter yourself. If you believe this is the case you may increase the amount you pay for the delivery to help ensure its safety though someone attempting to foil your attempts might likewise have the ability to pay more to intercept the letter. These points are refreshed when you refresh Attributes with Void. question is appropriate for the Guild of Heralds and the Companies they might belong to you may receive knowledge appropriate to your question. When the initiation is complete you touch the new group member and call out "Imbue <Company Name> by Magic" to give the member the name of the Company as a trait permanently. Initiation 3 You can empower an initiation ritual so that up to 14 members can be mystically linked to your Company. You must touch a willing or helpless character and call out "Inflict by Magic" to leave them with an Inflict card that removes the Company trait from them permanently. You submit a question between events as described in the Information Skills section above. You may spend a full minute of concentration to end this effect and restore your own Company trait. consuming one True Void for each member initiated into the group.Madrigal empower your old Company. If the Heraldic Eloquence 3* You may purchase this skill up to three times. Earth. Inc. . Fire. You may also use this skill to remove your Company trait from an individual who is currently in the Company. You must know where the letter must be sent. Your company must perform a ritual of initiation in your presence. You may pay the cost and you may send an electronic copy of the physical letter to plot between events. Ears of the Company 3 You are the eyes and ears of your Company. This skill gives you 1 point of Eloquence for each time it is purchased. or Water when using Herald skills. You cannot exhaust a point of Eloquence in place of a point of Void. Courier 2 Between events you may pay 1 silver to attempt to send letters to other characters in the world. You may exhaust a point of Eloquence in place of a point of Air.

the Experienced trait. Now You Don't 2 This skill allows you to exhaust one point of Air to hide one item for five minutes on your person. When you are finished you bow or indicate somehow that the story is complete. When you are finished you bow or indicate somehow that the story is complete. Fire. . The person must be clearly displaying the checkered pattern and in decent view. Once per event you may spend at least one minute telling an entertaining story about your Company to any in a room who would listen. but you have the conviction that to be Gifted is to be civilized and rise above those who think the Gifted Races nothing more than animals. this skill fails. but using the skill on the road or in times of danger is certainly warranted. If the crowd reacts with laughter or applause you may call out "To the Room. Expose Herald by Magic. If the crowd reacts with laughter or applause you may call out "To the Room. Once per event you may spend at least one minute telling an entertaining story about your Company to any in a room who would listen. however.Madrigal The Herald's Nod 1 If you see someone wearing the checkered pattern you may exhaust a point of Air and gesture to them to call out "By My Gesture. Highborn Skills 2 The flow of social activities in the High Courts of the various kingdoms have a magic of their own. You may use this skill to gauge the strength of willing Company members. Tale of Restoration 1 Your tales inspire those who listen to them and the entertainment can soothe their wounds. or the Accomplished trait." This is usually done only if there is some question as to the validity of the individual in question. You may either be inspired or inspirational. If you are using this skill on a member of your Company who has the Initiate trait and you have diagnosed them with the Initiate trait earlier in the event you may call out "Refresh 2 <Attribute> to <Company Name>" to strengthen them. You cannot use this skill to refresh Void. This conviction gives you strength of will and the ability to draw on the magic that flows between the Courts of the civilized lands. Earth. Now You See It. Inc. If you are searched you do not have to reveal the presence of the item. Choose one of Air. You not only are well versed in the political and social interplay of those courts. You cannot use any Highborn skill if you have the Uncivilized trait. or Water to refresh that same attribute to someone in your Company. If the item is actually spotted by someone. Exhaust the attribute and touch the recipient to call out "Refresh <Attribute> to <Company Name>" to restore their strength. Heal By Inspiration" to offer your audience respite from their wounds. 51 Copyright 1999-2007 by Chimera Entertainment. The skill will work for five minutes even if you are killed during that time. Fire or Water. Refresh <Attribute> By Inspiration" to strengthen your audience. You may touch a willing subject to diagnose the Initiate trait. Earth. Tale of Encouragement 4 Your tales inspire those who listen to them and the entertainment can give them hope and strength and ease their fatigue. The item cannot be in plain sight. once you purchase this skill you cannot be refreshed by it. Strength of the Company 3 You may exhaust one point of Air. If you do this in court to a prominent Herald you might be considered a buffoon or fool.

This is an information skill that requires you to spread around some money to loosen lips. You need not attempt to deliver the letter yourself. Some Druids from Locksmoor and Rangers carry themselves with the dignity of the Highborn but they would not use the Scavenger skill or dress in a manner that was uncivilized. You would not even dream of taking this header with the Beastmaster header. You may spend 1 point of Air and rest for one minute dressing. Silence by Awe" to keep someone from speaking out of turn. . and these points are lost if you put on or activate any other armor or ability that gives you armor points. You may pay the cost and you may send an electronic copy of the physical letter to plot between events. Being in the Know 2 You are quite in at the various social circles within the kingdoms. You cannot use this skill if you are wearing any other type of armor. Enough of That 4 You may keep people quiet if they are talking out of turn. dirt under the fingernails and adventurous behavior so long as one cleans themselves up. As such you are able to find out tidbits of knowledge related to politics and nobility. its art and culture and all that is wonderful and uplifting about the ascent of the Gifted Races into civilization. or resting and cleaning yourself up to give yourself 2 armor points. You may also turn in a physical prop to plot if the physical presentation has some significance. Some few Liendrel elves remember the splendor of the Faerie Court and can access the passion for civilized ways that this header requires.Madrigal Barbarians cannot take this header. Once you take this header you will find yourself utterly incapable of fighting with claws of any kind. Inc. The Gifted Races have risen above that. the Guild of Heralds sends it along to it proper place. 52 Copyright 1999-2007 by Chimera Entertainment. You submit a question between events as described in the Information Skills section above. These armor points last until the end of the event or until you refresh attributes with Void. Exhaust a point of Fire. checking yourself in the mirror. There is nothing wrong with hard work. One must maintain one's self above the baser instincts. You must know where the letter must be sent. If you believe this is the case you may increase the amount you pay for the delivery to help ensure its safety though someone attempting to foil your attempts might likewise have the ability to pay more to intercept the letter. throw a packet. If the question is appropriate for the social circles you might travel in you may receive knowledge appropriate to your question. If you spread some money around you often hear rumors or tales about the things other civilized folk have seen and events they might have attended. You cannot use Highborn skills unless you act and dress in a civilized and dignified manner. Dressed to Kill 4 You are confident and light on your feet when you are dressed in a civilized manner. Choose how you role play your resting time. and call out "Enough of That. Courier 2 Between events you may pay 1 silver to attempt to send letters to other characters in the world. These armor points can also be refreshed by resting and adjusting your look for 1 minute. You cannot dress to use Scavenger and expect to use any of these skills. There is always a chance that a letter will be intercepted if you send it someplace dangerous or if someone is attempting to foil your attempts. To be Highborn and to draw magic from these skills is to embrace civilization.

but using the skill on the road or in times of danger is certainly warranted. Attacks with the "to Spirit" or the "to Chimera" traits affect you and effects that are not beneficial will knock you out of spirit form and end this effect. Expose Highborn by Awe. You gain the Spirit trait and the Chimera trait and become immune to most attacks. If you do this in court to a prominent noble you might be considered a buffoon or fool. If you are unsure or unsatisfied with your retort you will lack the confidence to use this skill. Repel by Awe" to send some bothersome creature away from you. I Question Your Bearing 3 If you see someone claiming a noble title you may exhaust a point of Air and gesture to them to call out "By My Gesture.Madrigal A Gilded Carriage 5 If you have received a formal invitation to a function and you have dressed specifically for that function you may spend 2 points of Earth to travel to that function as a spirit. then you may choose a Mental trait and exhaust a point of Water to call out "Purge <trait>" and end that effect. uncivilized. Call out "Refresh <attribute> by Inspiration" to reward their art. You must have good reason to accuse another Highborn in such a manner. either by engaging in some kind of conversation to focus 53 Copyright 1999-2007 by Chimera Entertainment. The skill ends when you reach your destination and enter the function. You cannot tarry once you use this skill on other concerns. Choose one Highborn as the accuser in this inquiry. You must spend at least 10 seconds saying something appropriately witty to activate this skill. Fire. Once you are dressed and prepared with the invitation in hand you activate this skill at your dwelling to become a spirit and gain the Spirit defense. or utterly without honor in some civilized manner you may gather at least 3 other Highborn characters who also have this skill and condemn that Highborn for their lack of civility. but you will at least know that the individual does not share the same passion for the civilized lands that many of the noble folk do. Are a Cur 4 In the unfortunate event that another Highborn that has demonstrated skills under this header proves to be barbaric. throw a packet. Sir. If they are willing to receive your praise you may touch them and choose either Air. If your verbal banter is pleasing. Inc. and let's face it you will know if it isn't. Showing Proper Appreciation 1 Twice per event you may show your appreciation for an exceptional performance if you are impressed by that performer and the performance evokes some sort of beneficial magical effect. If you are struck by a Frenzy effect or an attack with the Fear trait you may exhaust a point of Fire and call out "Resist" to negate the attack. To use this skill you thank the performer while complimenting them on the performance. Each additional Highborn On Your Way 2 Exhaust a point of Air. With Noble Bearing 3 Your decorum is such that the base acts of Frenzy and effects based on Fear are against your very nature." This is usually done only if there is some question as to the validity of the individual in question. You. You must travel directly to the function. or by haranguing them. and call out "On your way. A Sharp Tongue 3 If you are affected by an attack with a Mental trait you can shake it off if you are given the chance to interact with the attacker. Earth. Not all nobles are Highborn. or Water. . Acts of war and even acts of treachery are understandable so long as they are not petty or uninspired.

These armor points last until the end of the event or until you refresh attributes with Void." Empathic Healing 4 You can channel the essence of life. point at the Highborn. Chi Strike 2 You exhaust 2 points of Air to make a critical strike with a staff.Madrigal who has heard the evidence and supports this act touches the accuser. Take 1 point of damage as life force passes out of you and touch a packet to a recipient to call out "Heal by Will and 1 Damage to Self. exhaust 3 points of Fire. It's all about the panache with which you accuse them. You may role play for 3 seconds and touch a packet to a recipient to call out "Cure Trance by Will. You may spend 1 point of Air and rest for one minute to give yourself 2 armor points. hovering at the brink of death. and these points are lost if you put on or activate any other armor or ability that gives you armor points. transferring your life force to another without drawing blood or cutting flesh. and call out "By My Gesture. If you are so empowered by a council who have discussed the situation and agree the Highborn should be forgiven you may touch a Highborn so marked. Calming the Inner Self 2 You have developed a sense of inner calm that allows you to exhaust a point of Air to negate one attack with the Frenzy or Weakness effect. If a Highborn has been unjustly persecuted. You cannot use this spell if you Fortress of Iron Will 5 You may protect yourself from harm by gathering your Chi and using it to ward off all danger. Combat Anticipation 4 You are skilled at protecting vulnerable areas and twisting with blows to quickly recover from debilitating strikes. are already protected by armor points. Mystic Skills 3 Break Trance 2 You have some method of snapping people out of effects with the Trance trait. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Inc. press your palms 54 Copyright 1999-2007 by Chimera Entertainment. or a Highborn declared uncivilized has shown proper remorse. Choose how you role play your resting time. You call "5 Damage" and strike with the staff. You exhaust 3 points of Air. you may also use this skill to exonerate them. You gather three other Highborn who must agree with you and empower you in the manner described above. Inflict Uncivilized to Highborn" to show they are unworthy. Celerity 3 Your quick wits and reflexes protect you from damage. and call out "Cure Uncivilized to Highborn" to remove the trait. . You must call out "Purge" when you use this skill. You must call out "Resist" when you use this skill. and calls out "Imbue by Will" to show they have empowered the accuser. You may purge one Agony or Maim effect by role playing a painful recovery for 3 seconds and exhausting a point of Air. If you are the accuser and you are empowered by three other Highborn you can confront the errant Highborn and reveal their base acts." If this removes your last point of Vitality you fall unstable. You must confront them with a short declaration of why they are condemned. Exhaust 3 points of Fire. These armor points can also be refreshed by resting for 1 minute. exhausts a point of Fire.

The Will To Live 3 This skill allows you to survive if you are struck by an attack that inflicts the Death effect. It is the visual manifestation of Creation itself. You need not use the strikes consecutively. One use is consumed if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Spinning Staff 2 You may exhaust a point of Water to call "2 Damage" with a staff up to two times. You must call out "Disarm" when you hit the weapon. Any remaining strikes are lost when the event ends or when you refresh attributes. you draw on the manifestation of all the strands of the Tapestry and the pattern of that weave. This attack is treated as a limb hit in that it may be negated with a Parry. although you may choose to become a spirit at any time after the 5 minutes has passed.Madrigal together. overriding the restriction that casting requires both hands to be empty. your spirit is in such harmony with the world that you do not have to become a spirit after 5 minutes. It is said that it weakens corruption. Inc. or to walk the Path of Shadow and draw power from the shadowed places between the strands of creation. Staff of the Arcane 3 This skill allows you to hold and use any staff while you are casting spells. When you as a Paladin draw on Light. Setting the Blade Aside 5 You may exhaust 2 points of Fire to strike an opponent's weapon with a staff and rip it free from an opponent's hand. You exhaust the attribute the first time you swing using this effect. You may choose to walk the Path of Light and draw power from the weave. You must call out "Resist" when you use this skill. You may wait for up to an additional 5 minutes to become a spirit. Uncalled strikes and other skills may be used between uses of this skill. Light draws strength from the integrity of the Tapestry. You may use this skill even if you are unconscious. and have received power and clarify by a single instant of inspiration where the enormity of the Tapestry itself was revealed to you. You may linger in hopes that someone Imbue your body 55 Copyright 1999-2007 by Chimera Entertainment. Only game effects that specifically include "to Spirit" in the verbal will work on you. with life or retrieve a needed item before it fades with you. Mental Fortitude 4 Due to your mental discipline. nor will it protect you if you die from bleed out. . and it is strongest supporting clarity and dedication of purpose. You may not purchase skills of Shadow. Any attack that is not beneficial with "to Spirit" in the verbal that strikes you will immediately end this ability. you may exhaust a point of Air to resist one attack based on a Mental trait. You must have a skill with the weapon in question to use this ability. you may exhaust 2 points of Fire and collapse in an unstable state with no Vitality. and become motionless. A Spirit's Harmony 3 When you are slain. Paladin Skills 5 You have been touched by creation. Instead of being struck dead. So long as you do not move you gain the Spirit defense. This skill does not work against a Death Strike. Using Light strengthens the Tapestry.

Call out "Armor me in Twilight! Imbue by Shadow" to activate the power. taking only a point of uncalled damage from each. missile. Armored with Light 3 Paladin of Light Prerequisite: Armored for War 2 Once per event if you are wearing an armor prop worth 4 points of armor that is also articulated or has prominent shoulder pauldrons you may imbue your armor with the power of radiance. missile or packet attacks that strike you. You may choose to activate this skill any 56 Copyright 1999-2007 by Chimera Entertainment. My Enemy 3 You are strengthened against creatures of darkness. the amount of points you may wear is increased by 1 up to a maximum of 4. where mystery is strong and reality lacks form. Back to Guard 2 If you are fighting with a melee weapon. you may exhaust one point of Water to call out "Disengage" as described in the effects section. Radiant light envelops your form. or packet attacks that strike you. You shrug off the next 3 called melee. You shrug off the next 3 called melee. If an enemy uses an attack or defense with the "by Malediction" or "by Darkness" trait you are empowered with two strikes that can be used against that enemy. You may not purchase skills of Light. . Call "Reduce by Shadow" to each attack. Call out "Armor me in Radiance! Imbue by Light" to activate the power. You draw on all those places that are undefined. Paladins of Shadow call out "2 Damage by Shadow" with each strike. vague. Buckler 2 This skill allows you to use a buckler in combat. You must have a proper armor prop to use this skill. These unfortunate individuals fall and become Paladins of Darkness. or lack purpose. Deepest Shadow envelops your form. Armored with Shadow 3 Paladin of Shadow Prerequisite: Armored For War 2 Once per event if you are wearing an armor prop worth 4 points of armor that is also articulated or has prominent shoulder pauldrons you may imbue your armor with the power of penumbra. taking only a point of uncalled damage from each. Armored for War 2* This skill allows you to wear more than 2 points of armor. If a Paladin of Shadow ever ends an event with the Malediction trait they must alert plot in writing with the circumstances of their affliction within two weeks of the end of the event. Paladins of Light call out "2 Damage by Light" with each strike. and that sometimes Paladins of Shadow who draw too deeply from that Shadow also become corrupt and go mad. Each time the skill is bought. Call "Reduce by Light" to each attack. Combat Anticipation 4 You are skilled at protecting vulnerable areas and twisting with blows to quickly recover from debilitating strikes.Madrigal When you as Paladin draw on Shadow. Shadow is the visual manifestation of the spaces between the weave. You must call out "Purge" when you use this skill. Inc. you slip into the space between the strands of the Tapestry. blighted and mad individuals who feed on the corruption of the Tapestry and draw power from it. If the enemy leaves your field of vision or you become unsure which enemy called on that dark power then the effect ends. Darkness. Is is said that much of the Realm of Shadow was corrupted by the Foul. You may purge one Agony or Maim effect by role playing a painful recovery for 3 seconds and exhausting a point of Air.

" Attempts to deliver beneficial effects and healing will be disrupted by incoming attacks that strike you in the same manner as spells. You call "5 Damage by Light" and strike with the attack. Call "Resist by Light" to negate the attack. A Desperate Defense 2 If you are wielding a melee weapon you are skilled with. Healing Touch 4 You can imbue your touch with the healing power of creation. nor can attacks that strike the torso. Expose Malediction by Shadow. Heart of the Lion 1 You spend one point of Fire to resist one attack based on Fear." Paladins of Shadow call out "By My Voice. Expose Malediction by Light. Radiant Strike 2 Paladin of Light You exhaust 2 points of Earth to make a strike of pure light with a melee attack.Madrigal time an enemy calls an attack or defense with one of those traits but if you are already empowered with strikes those are lost when you reactivate this skill. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. You must call out "Parry" when you use this skill. Ranged attacks cannot be negated. Paladins of Light call out "By My Voice." Paladins of Shadow call out "Heal by Shadow. You may also channel your power to heal others. Call "Avoid by Shadow" to negate the attack. Exhaust 1 point of Air to call out "Quick Weakness by Shadow" or exhaust 2 points of Air to call out "Weakness by Shadow" and strike with the attack. Shadow's Grasp 1 Paladin of Shadow You may surround a melee attack with seething shadow and use it to weaken your foe. Heart of Radiance 1 Paladin of Light You spend one point of Fire to resist one attack based on Darkness. Paladins of Light call out "Heal by Light. Disease. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Confusion. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Searing Light 1 Paladin of Light You may exhaust a point of Air to surround a melee attack with searing light." If you suspect that infernal power is attempting to manipulate the Tapestry you may expose the Demon trait instead of the Malediction trait. you may exhaust 2 points of Earth to negate any melee attack that strikes one of your limbs. Reveal the Darkness 2 You spend one point of Air to reveal creatures of darkness. Spend a point of Water and touch a recipient with a packet. Malediction. You call out "Agony by Light" and strike with the attack. . Heart of Gloom 1 Paladin of Shadow You spend one point of Fire to avoid one attack based on Cold. You can cast spells with beneficial effects by touching a recipient even if you have a weapon or shield in your other hand. Inc. Darkness or 57 Copyright 1999-2007 by Chimera Entertainment. Despair or Malediction.

nor will it protect you if you die from bleed out. There may be places of divine power where you may invoke the aid of the saints of the Pyre during the game if you visit that place at the correct specific time. You cannot use this skill if you end an event with a condition that prevents the use of game skills. Earth. Divine Power 3* This skill gives you 1 point of Karma for each time it is purchased. You then leave a scroll with your request at that place or with the spirit that appears. You follow the White Court. This ability may be refreshed by spending one minute in an area consecrated to your patron.Madrigal Shield 2 Prerequisite: Buckler This skill allows you to use a full sized shield. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. The area must be marked with an Information tag stating it is so empowered. or Water when casting Aura of Healing 4 Prerequisite: Sphere of Legacy You can call upon your faith to heal wounds. you may exhaust 2 points of Fire and collapse in an unstable state with no Vitality. you might receive boons and blessing from the saints of that place related to the task that you submit. These points of Karma are used to cast divine spells. You cannot choose this header if you have a header that gives you the Druidic or Shamanic trait. If the saints choose to honor your request you will either receive some help from a spirit at that time or receive a visitation later during the event. and you can be interrupted by an attack. The Will To Live 3 This skill allows you to survive if you are struck by an attack that inflicts the Death effect. In this case you must spend a point of Air and role play asking the saints for aid. You may refresh this ability an unlimited amount of times so long as you can visit a consecrated area. You are considered to be 58 Copyright 1999-2007 by Chimera Entertainment. You cannot have weapons in your hand unless you have a skill that allows you to cast while holding a weapon. You may touch a packet to an ally and call out "Heal by Faith" up to 4 times. You cannot throw packet delivered effects while you have a full sized shield in your hand. . If you have this skill and use it as part of your post event letter. and you are rewarded with divine powers. that is at the discretion of the saints. This skill does not guarantee response. These points are refreshed when you refresh Attributes with Void. Instead of being struck dead. casting when you use this ability. You call "5 Damage by Shadow" and strike with the attack. Umbral Strike 2 Prerequisite: Paladin of Shadow You exhaust 2 points of Earth to make a strike of deepest shadow with a melee attack. This skill does not work against a Death Strike. You may use this skill even if you are unconscious. the Black Court. Priest Skills 3 You are a priest of one of the Gods that allow followers. Inc. You may exhaust a point of Karma in place of a point of Air. You derive magical power from your faith in that god. Blessings of the Saints
 4 Between events you may summon the power of the Saints and attempt to commune with the saints to ask for their blessings in some task that lies ahead. You have the Devout trait and all spells purchased under this header are divine spells. You do not specify the type of blessing. Fire. or one of the forbidden gods.

The cost for this ability varies. You cannot use a larger shield with this skill." Buckler 2 This skill allows you to use a buckler. nor can attacks that strike the torso. You may pursue knowledge about religious matters in a temple or other holy place. Ranger Skills 5 You are a warrior and a woodsman. You are self sufficient and skilled at survival in the wilderness. If the question is appropriate for the spirits of nature you may receive knowledge appropriate to your question Back to Guard 2 If you are fighting with a melee weapon. So long as they are in beast form you draw strength from them. You may only link with one Shoathri in this manner. asking for guidance from them. you may exhaust 2 points of Earth to negate any melee attack that strikes one of your limbs. Rangers are particularly adept at using spears. and obey limits to the number of times they may be used when using them. The effects vary depending on the nature of your patron. adept at combat and survival. This is an information skill that does not require you to pay money. Ranged attacks cannot be negated. This ability lasts until the end of the event." If you are familiar with their racial skills you may use them as if you also had them. You may purchase this skill once for each sphere available to priests of your god. You may also touch a willing or helpless Shoathri and call out "Diagnose Companion" to see if they are linked with this skill. You can touch a packet to this companion and call out "Stabilize to Beast" if they are down. and call "Imbue Companion by Nature" to form this link. A Desperate Defense 2 If you are wielding a melee weapon you are skilled with. You sequester yourself in prayer and meditation and call to them for their aid as sources of wisdom. Wisdom of the Saints 3 You may call upon the wisdom of the Saints of your god. Once per event you may concentrate with a willing Shoathri character for one minute 59 Copyright 1999-2007 by Chimera Entertainment. you may exhaust one point of Water to call out "Disengage" as described in the effects section. and that Shoathri cannot already have the Companion trait. These spells are purchased and used like skills. You must call out "Parry" when you use this skill. Divine Sphere 3* Choose one sphere available to priests of the god you worship. You cannot exhaust a point of Karma in place of a point of Void. Inc. although you must pay any costs. Divine Empowerment Varies This skill gives you an ability from your patron. This skill allows you to learn spells from that one sphere. Break Trance 2 You have some method of snapping people out of effects with the Trance trait. .Madrigal divine spells. You may role play for 3 seconds and touch a packet to a recipient to call out "Cure Trance by Will. Animal Companion 5 Your understanding of beasts allows you to form a mystical link with another character who is a Shoathri. abide by any restrictions. You can exhaust a point of Fire and touch your companion with a packet to call out "Heal 2 to Beast. You submit a question between events as described in the Information Skills section above.

You cannot use this skill if you end an event with a condition that prevents the use of game skills. So long as you do not maintain the trappings of civilized lands. you may take a packet out of your medicine pouch and touch the packet to someone to use a "Cure Poison by Magic" on that person. Fortitude of the Wild
4 You spend two points of Water to resist one attack based on Poison. Knowing Nature's Bounty 2 This skill allows you to live in the wild. Once activated. At the end of the minute you spend a point of Water to activate this skill. You need not remove the armor. This pouch must be at least big enough to hold a packet. Enmity 4 There is an enemy you have a particular skill or passion for hunting. Reptile. . Fae. you may take a packet out of your medicine pouch and touch the packet to someone to use a "Heal by Magic" on that person. You are familiar enough with this armor to maintain it during combat so you can repair it yourself. and your clothing and accessories appear as though they were scavenged out of ruins. The use of this skill requires a medicine pouch prop. Uncalled strikes and other skills may be used between uses of this skill. Demon. You spend a minute gathering plants and herbs into your pouch in a wild place where there are no buildings in sight. Choose one of the following foes: Aneketh. Insect. One use is consumed if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. 60 Copyright 1999-2007 by Chimera Entertainment. or Undead. You may only have one use of this skill active at any one time and each use requires one minute of role play as you gather what you need from the woods." You may only purchase this skill once. You may spend one minute of role play to repair up to two points of your own leather armor. Inc. Forego the Forge 3 You can strengthen furs and use them as leather armor. wild place where there are no buildings in sight. Once activated. You may exhaust a point of Earth to call "5 Damage to <Foe>. You exhaust the attribute the first time you swing using this effect. Healing Herbs 2 You can use natural herbs and plants to heal wounds. Any remaining strikes are lost when the event ends or when you refresh attributes. At the end of the minute you spend 2 points of Water to activate this skill. You need not use the strikes consecutively. Hobgoblin. You spend a minute gathering plants and herbs into your pouch in a A Little Something Extra 2 This skill allows you to use a small melee weapon in your off hand. you do not have to pay monetary or food maintenance costs. Eurvein. This pouch must be at least big enough to hold a packet. but you must rest while you are using this skill. Human. You can wear furs or leather as your prop for armor. The use of this skill requires a medicine pouch prop. You may only have one use of this skill active at any one time and each use requires one minute of role play as you gather what you need from the woods. Beast.Madrigal A Flurry of Strikes 2 You may exhaust a point of Water to call "2 Damage" with a melee attack up to two times. Troll. Herbal Remedy 3 You can use natural herbs and plants to heal poisons.

Woodcraft Weaponry 2 Prerequisite: A Second Weapon You are adept at fighting with a weapon in each hand and you are particularly adept at fighting with spears. If you are using a spear in your off hand you can use a full length weapon in your primary hand. call out "Inflict Hunted by Nature" and strike an opponent with a melee or packet attack. Any attack that is "to Shadow" or "to Spirit" will affect you and. hooded cloak about you and melding with the shadows. Inc. Expose Hunted by Nature" to reveal their presence. You may use a full length one handed weapon in your off hand. 61 Copyright 1999-2007 by Chimera Entertainment. You touch the recipient on the maimed limb with a packet. Each additional use of this Better Lucky Than Good 1 Once per event if you are unstable and you are about to die because your one minute death count is expiring you may choose to become stable instead. Expose <Foe> by Nature" to reveal all enemies. You spend a point of Air. You gain the Shadow trait and the Spirit trait. Otherwise you will stay in spirit form until you choose to move or dawn comes. You must have one free and functioning hand to use this skill. Once you have successfully marked an opponent you may later expose them one time at no additional Air cost. if they are not beneficial. gather your cloak around you and call out "Imbue by Shadow" to become a spirit. . You are empowered to seek shelter someplace between the shadows. A Second Weapon 2 Prerequisite: A Little Something Extra This skill allows you to use a medium sized melee weapon in your off hand. Rogue Skills 4 A Cloak of Shadow 4 You may protect yourself from harm by drawing a dark. You may later call out "By My Voice. becoming insubstantial to the real world so long as you do not move. So long as you do not move you gain the Spirit defense. Taking Up the Chase 4 You may mark an opponent and then track them. If you fall unstable in the wilderness you may exhaust a point of Fire as you fall to immediately become stable. This skill can be used only if you are in the woods and no buildings are within line of sight. knock you out of Spirit form. You receive the effect of a Stabilize. exhaust a point of Fire and call out "Cure Maim" to fix the limb. The opponent gains the Hunted trait. skill to expose the target costs an additional point of Air. Exhaust 2 points of Air. You may only expose enemies you have selected with the Enmity skill.Madrigal Nature's Embrace 2 When you are violently struck down you are sustained by the wilderness around you. Setting the Limb 4 You have learned to quickly set maimed limbs. You may use this skill to expose an enemy you have selected as your prey with Enmity. Reveal the Prey 4 Prerequisite: Enmity Those you are trained to hunt are revealed to you. Exhaust a point of Air to call out "By My Voice. The skill cannot be used during the day or at any time that you can see daylight or something illuminated directly or indirectly by daylight.

You will have to play with the lock to determine what the third number is to open the lock. While you remain in this defensive state you may exhaust 2 points of Fire and call "Avoid" to negate any melee. Only the quality and materials of the construction of the item are considered when using this skill. a character with this skill may trade in items for actual game money at the end of the event. make a melee. this skill fails. You cannot use a larger shield with this skill. You role play examining the item as you decipher the code and determine the actual value of the item. missile.Madrigal Buckler 2 This skill allows you to use a buckler. Scavenger 2 This skill allows you to spend time between events scraping to gather the money and food you need to sustain yourself. You may also exhaust 2 points of Water and spend three seconds of role playing to slip shackle props off your body and end that effect. . even if you remember how to do this. Spend a minute of concentration to activate this skill and empower your elusive state. Lockpicking 1 This skill allows you to attempt to pick game locks. however. Root. For combination locks. Now You Don't 2 This skill allows you to exhaust one point of Air to hide one item for five minutes on your person. Although you would normally find a Now You See It. The skill will work for five minutes even if you are killed during that time. Elusive 5 You may enter a defensive state where you dodge and weave around attacks through sheer determination and focus. each will be marked on the back with a special code. For locks with keys. Escape Artist 2 You exhaust one point of Water to purge one Paralyze. You cannot allow anyone else to use your Evaluate sheet. Manipulate Traps 1 This skill allows you to attempt to arm or disarm traps. unless you have this skill. You can attempt to pick locks that are opened by keys and to open combination locks. you must use tools and actually open the lock. buyer for such items during the game. or use any effect that is not beneficial. Each tag has the monetary value marked with a code. or packet attack. This defensive state ends if you become unconscious. If you are searched you do not have to reveal the presence of the item. A character with this skill gets an Evaluate sheet that explains how to decipher that code. missile or packet attack that strikes you. Only locks approved by the staff will be allowed in the game. or Slow effect with a Physical trait. Inc. The item cannot be in plain sight. This code will tell you what the first two numbers of the three number code is. and you cannot decode the runes. If the item is actually spotted by someone. In order to disarm a trap you must actually use tools to prevent the mechanical trigger from setting off the part that makes noise and causes damage to you. So long as you do not 62 Copyright 1999-2007 by Chimera Entertainment. but you cannot attempt to manipulate them without setting them off. Finding the True Worth 1 This skill allows you to examine an item to determine the value of that item and to use valued items as currency at check out. The value will not take into account any magical properties of the item. Without this skill you can avoid traps. Characters with the Lockpicking skill will be given the code translation.

Waylay 1 This skill represents a crack on the back of the head of a victim to knock the victim out. Each time the skill is bought. If you spread some money around you often hear rumors or tales about the things other groups have seen and jobs they might have been hired for. You submit a question between events as described in the Information Skills Boneworking 1 This skill allows you to create and repair bone weapons. The weapon is considered to be Destroyed at the beginning of each event. If the question is appropriate for this dangerous element you may receive knowledge appropriate to your question. You cannot use this skill if you end an event with a condition that prevents the use of game skills. You must have a proper armor prop to use this skill.Madrigal maintain the trappings of the rich. The time is spent patching up the armor. you cannot get it open you may spend 3 points of Earth to force the tumblers and open the lock. after at least a minute of trying to pick a lock. Repairing or a bone weapon takes 1 minute to perform and requires at the very minimum an anvil with various tool 63 Copyright 1999-2007 by Chimera Entertainment. Inc. Runesmith Skills 2 Armored for War 2* This skill allows you to wear more than 2 points of armor. Armorsmith 1 This skill takes 1 minute to perform and requires at the very minimum an anvil with various tool props. but it will still have secondary effects such as destroying containers and possibly affecting your companions. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. door. and your clothing and accessories appear worn. The trap does not affect you or your possessions. Wary of the Trap 2 You can exhaust a point of Water to avoid the effect of one trap. You must call out "Avoid" when the trap is triggered to use this skill. your feet must be still when you use the skill. or latch the lock is attached to as if the lock was opened. . A Boneworker must agree to create a weapon before you can bring it into game. the amount of points you may wear is increased by 1 up to a maximum of 4. The skill will reset all armor points that have been exhausted by damage or ruined by a Destroy effect. No bone weapon may be used during an event until it is brought to a Boneworker to be maintained. and it will not affect traps in any way. You must call out "Inflict by Inspiration" and you can open the box. The Skeleton Key 5 If. No prop may be sharp or deemed dangerous by the staff. The Walls Have Ears 3 You have learned how to use the darker side of society to dig up rumors and information that people may have learned in the course of "normal" business. You call out "Stun" and tap that opponent on the back of the shoulder with a melee attack. section above. This will only open one lock. This is an information skill that requires you to spread around money to loosen lips. If you spend the entire time between events away from civilized lands you cannot use this skill. You must be behind an opponent and exhaust a point of Air to use this skill. you do not have to pay monetary or food maintenance costs. This skill cannot be used while running.

Carry the Forge 3 Prerequisite: Armorsmith You are empowered to reach into the hottest forge and carry with you its very essence. You may spend time between events learning one runestone. or packet attack that is not beneficial. restoring it to working order. You spend 3 seconds to role play the hammering. The runestone must explain that you can learn it for this skill to work. Buckler 2 This skill allows you to use a buckler. You may purchase tis skill up to 2 times. It fades at the end of the event. Call out "By the Forge.Madrigal props. You may refresh these repairs as often as you would like by spending a minute at your forge. Master of Runic Stamina 1* Prerequisite: Runeweaving Your mastery allows you to activate additional runes before you must rest. engages in combat. You must consume a use of a runestone each time you use this skill. Master of Runic Power 4 Prerequisite: Runeweaving 4 Once per event you may absorb the power of an armor. flesh. If you are interrupted you do not exhaust a repair but you must start the repair from the beginning. missile. If you are interrupted you do not exhaust the point of Earth but you must start the repair from the beginning. You must abide by other rune restrictions. You cannot use a larger shield with this skill. engages in combat. Imbue by Magic" to draw that essence into your hands and arms and hammer. This empowerment does not count towards your rune restrictions. Spend one minute firing the forge and hammering metal to summon this power. In the Fires of Battle 5 Prerequisite: Armorsmith You may wield a hammer prop to fix armor during the chaos of battle. Three times you may repair armor away from the forge if you spend one minute to do so. The rune is consumed but you gain the power to use the rune one additional time. missile. and for each level of this skill you may use up to one additional rune instead of the normal limit of three before resting. The time is spent repairing the weapon. The skill will fix a bone weapon that has been affected by a Destroy effect. No prop may be sharp or deemed dangerous by the staff. The repair is interrupted if the recipient moves in some significant way. The runestone is added to your runestone list. or if you are struck by a melee. You may now make one rune per event without needing the runestone or consuming uses of a runestone. . Inc. You may learn one additional runestone or to learn an additional use of a runestone you already know each event. or packet attack that is not beneficial. You consume one use of the runestone. The armor need not be removed and you do not need a forge prop to use this skill. or if One With the Blade 4 Prerequisite: Weaponsmith 64 Copyright 1999-2007 by Chimera Entertainment. or weapon rune you created as you use it. you are struck by a melee. exhaust a point of Earth and say "Repair Armor by Earth" to fix the suit of armor. You must take a hammer with you and use it to make the repairs. The repair is interrupted if the recipient moves in some significant way. The armor need not be removed and you do not need a forge prop to use this skill. Learn Runestone 1 You may memorize a special runestone so you no longer need the runestone to create runes.

Madrigal Your feel for weapons makes it difficult to remove them from your hands. You may exhaust a point of Air to resist one Disarm effect. The attribute cost for etching this rune is the same as the cost in True Elements. repairing the weapon. Shaman Skills 3 You are sensitive to the spirits of the world around you. or Maim effect. You can perceive the spirits that infest everything in the world. The skill can be purchased multiple times. You have learned to call on their aid and that is how you cast your magic. . You have the Shamanic trait and all spells purchased under this header are divine spells. Weaponsmith 1 This skill takes 1 minute to perform and requires at the very minimum an anvil with various tool props. You use attributes to empower the rune instead. Only you may use this rune. You may use this skill even if you are unconscious. nor will it protect you if you die from bleed out. A Steel Shell 3 Prerequisite: Armored For War 2 If you are wearing an armor prop worth 4 points of armor that is also articulated or has prominent shoulder pauldrons you may exhaust a point of Fire and call out "Resist" to negate one melee attack with the Agony. Removal in this fashion destroys the shackles. You may protect portals by carving runes above them. The spirits you see are all connected to the tapestry of fate. restoring it to working order. Most shamans do not listen for spirits tainted by Malediction so they are not driven mad by their dark whispers. Inc. You see spirits of the dead and can call to ancestors for aid. The Will To Live 3 This skill allows you to survive if you are struck by an attack that inflicts the Death effect. and you can communicate with them. As your level in the skill increases. you can carve more difficult runes. Damage. You cannot choose this header if you have a header that gives you the Devout or the Druidic trait. Once your armor is fixed and the points refreshed the skill can be used an additional time before a new armor refresh is required. No prop may be sharp or deemed dangerous by the staff. This skill does not work against a Death Strike. True Elemental Heart 3 Once per event you may etch a rune onto your weapon or armor if you are at your forge and have the runestone for that rune. You see spirits of the past with Gloaming. spirits of the present with Wayfare. Instead of being struck dead. The substances and the process is more fully described in the Runes section below. The skill will fix a weapon that has been affected by a Destroy effect. You do not need True Elements. This skill can only be used once per armor reset. You can imbue weapons and armor with special abilities by carving runes into them. you may exhaust 2 points of Fire and collapse in an unstable state with no Vitality. and spirits of the future with Legacy. This skill may also be used to remove shackles from a character if you take 1 minute with your props to role play the removal. You may role play 65 Copyright 1999-2007 by Chimera Entertainment. Runeweaving 3* This skill allows you to carve magical runes that cause some one time effect. The power of this special rune fades at the end of the event. The time is spent Break Trance 2 You have some method of snapping people out of effects with the Trance trait.

This willing spirit empowers you to heal wounds. . You cannot use this skill if you end an event with a condition that prevents the use of game skills. Divine Power 3* This skill gives you 1 point of Karma for each time it is purchased. Sacred Weapon of Bone 3 This skill allows you to hold and use any blunt weapon made from bone while you are casting spells. overriding the restriction that casting requires both hands to be empty. Knowing Nature's Bounty 2 This skill allows you to live in the wild.Madrigal for 3 seconds and touch a packet to a recipient to call out "Cure Trance by Will. So long as you do not maintain the trappings of civilized lands. The prop may be part of a staff or even affixed to your armor so long as it appears The Sphere of Wayfare 3 This skill allows you to learn spells from the Wayfare sphere. and your clothing and accessories appear as though they were scavenged out of ruins. You may exhaust a point of Karma in place of a point of Air. While you are in this circle you may spend one minute calling to the spirits to bind one to you. or Water when casting divine spells. These points are refreshed when you refresh Attributes with Void. You may touch a packet to an ally and call out "Heal by Gloaming" up to 4 times before the spirit departs. You cannot have weapons in your hand unless you have a skill that allows you to cast while holding a weapon." as bone and it is the size of a human skull or larger if it is the skull of an animal or beast. These spells are purchased and used like skills. So long as you touch this skull you may cast any spell with the Fear effect without an incantation. You may refresh this ability an unlimited amount of times so long as you can return to your circle. Circle of Bones 4 Prerequisite: Sphere of Gloaming You may spend at least one minute creating and empowering a circle of bones and skulls at least 5' in diameter. Death's Fearful Grin 5 You empower a sacred skull to call forth terror in your enemies. These spells are purchased and used like skills. Fire. The Sphere of Gloaming 3 This skill allows you to learn spells from the Gloaming sphere. You cannot exhaust a point of Karma in place of a point of Void. The Sphere of Legacy 3 This skill allows you to learn spells from the Legacy sphere. This circle may not be moved. Only blunt weapons made from bone can be used in this manner. These spells are purchased and used like skills. Bone weapons cannot be brought into game unless special means are used to create and maintain them. 66 Copyright 1999-2007 by Chimera Entertainment. These points of Karma are used to cast divine spells. You may summon another spirit to refresh this ability by spending one minute in your Circle of Bones. You are considered to be casting when you use this ability. You may spend a minute of role playing to empower a skull prop with the power of Gloaming. Earth. If your circle is disturbed then you must spend an addition minute purifying and reforming the circle. Inc. and you can be interrupted by an attack. you do not have to pay monetary or food maintenance costs. You must have a skill with the weapon in question to use this ability.

Fire. The Sphere of Gloaming 3 This skill allows you to learn spells from the Gloaming sphere. The Sphere of Chimera 3 This skill allows you to learn spells from the Chimera sphere. Fire. All spells purchased under this header are arcane spells The Sphere of Primal 3 This skill allows you to learn spells from the Primal sphere. This is an information skill that does not require you to pay money. You gain a single point of Arcane that can be used in place of Air. The Will To Live 3 This skill allows you to survive if you are struck by an attack that inflicts the Death effect. and future. an Inflict. present. you may exhaust 2 points of Fire and collapse in an unstable state with no Vitality. This skill does not work against a Death Strike. You cannot exhaust a point of Arcane Power in place of a point of Void. . The sanctum must have at the minimum a large circle on the floor decorated with runes and arcane symbols. You sequester yourself in trance and meditation and call to them for their aid as sources of wisdom. It is set up at the beginning of the event and it cannot be moved during an event. Arcane Fury 5 You create an Arcane Sanctum where you focus your magical power. These spells are purchased and used like skills. This single point of Arcane can be refreshed by spending one minute concentrating Staff of the Arcane 3 This skill allows you to hold and use any staff while you are casting spells. If the question is appropriate for the spirits of nature you may receive knowledge appropriate to your question within the circle in your Arcane Sanctum. Stormdancer Skills 5 You channel the power of storms within you. nor will it protect you if you die from bleed out. or Water when casting arcane spells. These spells are purchased and used like skills. You submit a question between events as described in the Information Skills section above. Arcane casters can share this circle. These points of Arcane are used to cast arcane spells. or Water when casting an arcane spell that does not have an Imbue.Madrigal To Speak With Ancestors 3 You may call upon the wisdom of your ancestors and the spirits of the past. Inc. Instead of being struck dead. Earth. You may exhaust a point of Arcane in place of a point of Air. asking for guidance from them. Sorcerer Skills 3 Characters with the Sorcerer header gain the Arcane trait. or a beneficial effect. Arcane Power 3* This skill gives you 1 point of Arcane for each time it is purchased. These spells are purchased and used like skills. Earth. These points are refreshed when you refresh Attributes with Void. You may pursue knowledge about shamanic matters in a graveyard or other sacred place. pooling their talents to decorate and maintain this sanctum. You must have a skill with the weapon in question to use this ability. Many of those who practice your art dwell in the mountains above Locksmoor or high in the 67 Copyright 1999-2007 by Chimera Entertainment. overriding the restriction that casting requires both hands to be empty.

This ability ends when those ten attacks are used. You call "2 Damage by Lightning" and throw a packet when you use one of these bolts. You may only have one of these active at any time. Storm Child 1 You are empowered when the rain and thunder move across the sky. 68 Copyright 1999-2007 by Chimera Entertainment. Ranged attacks cannot be negated. Fear No Storm 1 You exhaust one point of Fire to resist one effect with the Air. The Fury of the Storm 2 You summon forth a maelstrom of lightning to hurl at your foes. when you use Void to refresh attributes. and these points are lost if you put on or activate any other armor or ability that gives you armor points. Choose how you role play your resting time. Any successful attack interrupts your use of this skill. . If it is actually raining hard enough that droplets fall from the leaves and buildings and you are outside in the rain then your bolts from The Fury of the Storm do "3 Damage by Lightning" while it rains on you. you may exhaust 2 points of Earth to negate any melee attack that strikes one of your limbs. You cannot hurl bolts of lightning while you are being hit. You can use your powers while holding a weapon in your off hand. Spirit of Storms 2 You exhaust one point of Fire to purge one Paralyze. and most require no incantations. You must call out "Parry by Air" when you use this skill. Instead you channel the raw arcane power of the storms themselves. or Slow effect with a Physical trait.Madrigal Griffon Peaks. While additional thunder might refresh this ability. Your powers are not spells. Celerity 3 Your quick wits and reflexes protect you from damage. Call "Resist" when you use this ability. Inc. it does not actually stack. Call "Purge by Air" when you use this ability. Lightning or Thunder trait. Two bolts are used for each strike used in this manner. You may hurl ten bolts of lightning each causing 2 points of damage. You may spend 1 point of Air and rest for one minute to give yourself 2 armor points. If you actually hear the sound of thunder then your next 3 bolts will do "4 Damage by Lightning" outdoors or not. These armor points last until the end of the event or until you refresh attributes with Void. nor can attacks that strike the torso. Duck For Cover 4 You may exhaust 3 points of Water to negate any one missile or packet attack. You call out "Imbue by Storms" and exhaust two points of Air. You cannot have more than 3 bolts so empowered at any one time. You cannot use this spell if you are already protected by armor points. You must call out "Avoid" when you use this skill. Root. Of Wind and Steel 2 If you are wielding a melee weapon you are skilled with. These armor points can also be refreshed by resting for 1 minute. and at the end of the event. If you actually hear thunder you may also use the Unleash the Storm's Fury skill one additional time per event. You do not cast spells. The bolts are used only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Lightning Aura 3 When using your The Fury of the Storm skill you may channel your bolts of lightning through a weapon you are skilled with instead of hurling them as bolts.

Torn by the Hurricane 5 Your passion for the storm calls winds to tear the weapon from an opponent's hand.Madrigal Thunderclap 2 You may exhaust a point of Earth to make a lightning strike with a melee or packet attack. When the summoner is empowered you either clasp hands or dance in the circle while calling out the incantation of this power in unison. exhausts a point of Air. If any of the Stormdancers are struck during the incantation the summoning becomes dangerously unstable. call out "Disarm <hand> by Wind" and throw a packet at an opponent. Templar Skills 5 You have been trained by the church of one of the gods to evoke divine magic in your weapons. You exhaust a point of Fire. If the incantation is called out while the ritual is unstable then the storm backlashes. Instead you channel divine energies through your weapons. The person so struck must stop the others from completing the ritual. If you are fighting with a melee weapon. Choose one Stormdancer as the summoner of the storm. Lightning and rain come raining from the heavens. . you may exhaust one point of Fire to spin all the way around and call out "Disengage by Air" as described in the effects section. 10 Damage to Stormdancer" as the storm lashes out wildly. Lightning" as loud as possible. or one of the forbidden gods. You cannot choose this header if you have a header that gives you the Druidic or Shamanic trait. If any of the Stormdancers fall after the ritual begins then the skill fails and the attempt is exhausted for the event. you act with at least two other Stormdancers who also have this skill. If the others stop the danger passes and you may all start the incantation again from the beginning. You may have one weapon so attuned. Templars are followers of the White Court. You must gather outdoors under the open sky in a circle with your arms raised to the sky. We call the rain to cloak the sky We call the wind to tear the land We call the thunder to sound the cry We call the lightning to strike its brand Unleash the storm's fury! If you complete the entire incantation then the summoner exhausts 3 points of Air and calls out "By My Voice. summoning the full fury of the storm and calling lightning down from the skies all around you. striking friend and foe alike. You have the Devout trait and all spells purchased under this header are divine spells. the target takes the effect of a Disarm. and the Stormdancer who was struck calls out "By My Voice. and calls out "Imbue by Storms" to show they have empowered the summoner. If you attempt the Thunderclap with a melee attack the attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Agony and 2 Damage by Whirlwind Step 2 Your passion for the storm calls winds to protect you. Unleash the Storm's Fury 3 Once per event. Each additional Stormdancer touches the summoner. you do not cast forth bolts of divine power when using Templar spells. Although you practice divine magic and cast spells. Inc. You call out "Agony by Thunder" and strike with the melee attack or throw the packet. the Black Court. You must spend one minute attuning a weapon to your divine energies. although if you have the 69 Copyright 1999-2007 by Chimera Entertainment. Your weapons must be decorated with religious glyphs. If it hits the target.

Armor of Faith 2 You may call on divine power to protect yourself with an aura that will turn aside weapon blows. You may exhaust a point of Karma in place of a point of Air. though you cannot have more than one spell active at one time. Earth. . These spells are purchased and used like skills. Exhaust 2 points of Earth and call out "I evoke the Armor of Faith" to activate this ability. nor may you use any power on others that come from spells with an Imbue effect. 70 Copyright 1999-2007 by Chimera Entertainment. While you are attuned to a weapon you can no longer use packets to deliver any type of spell. To use Imbue effects upon yourself you must touch your attuned weapon to your forehead. you may exhaust one point of Water to call out "Disengage" as described in the effects section.Madrigal ability to use a second weapon in your off hand you may attune one additional weapon for that purpose. Instead you deliver divine spells with weapon strikes. Inc. If you are interrupted you do not exhaust attributes but you must start the incantation over to activate the spell. Only one Armor of Faith can be active upon you at any one time. If you are struck by an attack during an incantation that spell is interrupted. These points are refreshed when you refresh Attributes with Void. This does not exhaust attributes or Karma of the previous spell. You call out the incantation of the spell to activate it. Divine Sphere 3* Choose one sphere available to priests of the god you worship. You cannot exhaust a point of Karma in place of a point of Void. You may not deliver Imbue or Inflict effects to other people while your weapon is so attuned. Back to Guard 2 If you are fighting with a melee weapon. All divine spells are bound to your weapon whether they are purchased under this skill set or not. These points of Karma are used to cast divine spells. If you have two attuned weapons you can deliver an active spell with either weapon. You may spend one minute de-attuning your weapon and unbinding your magical energies to restore your ability to deliver spells from other skill sets by packet. Once active you may call out "Resist by Divine" to negate one melee attack that strikes your limbs. This skill allows you to learn spells from that one sphere. You may swing your weapon and call out the verbal for the spell. Once activated it is stored in one of your weapons. This armor lasts until the end of the event or until you refresh attributes with Void. If your buckler is decorated with religious glyphs and imagery you may cast and channel divine magic through a main hand weapon while using it. Fire. The spell also fades when the event ends or if you use Void to refresh attributes. You do not exhaust the attributes but you must call out the incantation again. or Water when casting spells. The attributes are exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Buckler of Faith 2 This skill allows you to use a buckler. You cannot attune to a weapon unless you have the skill to use it in combat. If you are disarmed or lose your attuned weapon the spell fades. If you have an active spell you may cancel that spell and activate a new spell by calling out the new incantation. You may purchase this skill once for each sphere available to priests of your god. Divine Power 3* This skill gives you 1 point of Karma for each time it is purchased.

You must call out "Resist by Divine" when the attack strikes you.Madrigal power. You cannot throw packet delivered effects while you have a full sized shield in your hand. many of your skills require a performance before you can use them. including using another retribution. All spells purchased under this header are devotion spells. Once per event you may empower this skill with a performance. You can only resist and return one effect if you are hit by a Double or Triple attack. you gain 3 points of Passion. When a skill requires a performance. Troubadour Skills 2 Your passion for music allows you to manifest magic when you perform. This song replaces the normal incantation of the spell. Once empowered. any performance art will work in this context. it requires you to present some kind of art to a live audience. you have fulfilled the condition of the performance and you may use your skill as appropriate. or similar effects back on the attacker. You may spend them one at a time or all at once as you see fit. The verbal when swinging the effect back at the opponent is the same as the original attack. These extra Storm the Temple 5 Templars are often called on to destroy enemy temples and are skilled at such assaults. Drain Aura of Healing by Divine" to prevent enemies from using healing that is refreshed in the temple. If your shield is decorated with religious glyphs and imagery you may cast and channel divine magic through a main hand weapon while using it. as described above. This effect will remain on your blade until you strike the attacker and the opponent acknowledges it through role playing or negates it with a defense. . Shield of Faith 2 Prerequisite: Buckler of Faith This skill allows you to use a full sized shield. When the applause comes. These points may be spent on any skill or spell in place of attribute points. Your weapon is immediately empowered with divine energy that allows you to swing the same effect back at the person who struck you. Exhaust 3 points of Fire and cry out "By My Voice. missile or packet attack that strikes you. You cannot use this skill to negate a beneficial effect or an Imbue or Inflict effect. Spells purchased under this header do not use normal incantations. You may summon your divine energy to weaken the defenses of a temple or another place of divine 71 Copyright 1999-2007 by Chimera Entertainment. and the audience must respond with applause. The presentation must take at least one minute. This song must be in period and it must include the Sphere and some form of the name. Although most Troubadours perform music. It must be submitted and approved by plot in the same manner as custom spell incantations. Poison. Act of Passion 1 Your performance charges you with the passion to give a little more of yourself off the stage. Each spell must have a unique musical incantation that is at least four times as long as a normal spell. Any situation that would cause an activated spell to fade also causes your retribution to fade. Heart of the Lion 1 You exhaust one point of Fire to resist one attack based on Fear. Divine Retribution 3 Once per event you may exhaust 3 points of Fire to negate one melee. Inc. Many White Templars will activate a new spell or let the retribution fade rather than using Malediction. In addition to your spells. Your songs require 16 syllables plus an additional 8 syllables for each character point of cost.

If you do not use it the harmonic focus fades at the end of the event. If the recipient has the Initiate trait you may inspire them with a performance to refresh a point a Void. The second troubadour may cure a person each time they sing that verbal in harmony with their partner and need not wait between uses of the skill. So long as you sing and do not move your feet you may touch a packet to a recipient and call out "Cure Fear by Inspiration" as part of the song you have prepared. You may role play for 3 seconds and touch a packet to a recipient to call out "Cure Trance by Will." Awakening the Young Heart 2 The less experienced are said to be blessed by the fates and more easily inspired and renewed. To use this ability you must deliver a performance to a live audience. . exhaust two points of Fire and begin to sing. The song is interrupted if you are struck by any hostile melee. Break Trance 2 You have some method of snapping people out of effects with the Trance trait. missile or packet strike. Exhaust a point of Air or Song of the Arcanum for each person without this skill that you include. Bringing Music to the Hearth 4 Your performance carries magical power and can heal those who listen. If someone with this skill has already used it they may still help you with your chorus but they can only benefit from this effect once per event. At the end of that time you may touch a willing and conscious recipient with a packet to Diagnose the Initiate trait. If you cannot find 2 others with this skill you may substitute one or two other people who are willing to perform with you. The performance must be at least one minute in length though most are longer. You may role play for a minute with a character to determine if they can be affected by this skill. You may not interrupt the song to say the verbal and you must have at least 8 words between each use of the verbal. You plant your feet. 72 Copyright 1999-2007 by Chimera Entertainment. You need only touch the recipient with a packet and say the verbal to cast the spell. If you already have two others involved who have this skill you Aria of Courage 4 Your songs bolster courage and give aid to faltering spirit. After a performance you exhaust a point of Water. Prepare a musical performance with at least 2 others who have this skill. Each performer must have a part that compliments the others involved. After a successful performance you may spend two points of Fire to call out "By My Voice. Heal by Magic. as described above. touch the recipient with a packet and call out "Refresh Void to Initiate." You must explain to the recipient that they may only be affected by this skill once per event. You may expend this focus to touch cast one beneficial spell without an incantation. In this case each troubadour need only exhaust a single point of Fire. Inc. One may sing a verse while the other harmonizes by singing the "Cure Fear by Inspiration" verbal. You cannot be empowered with more than one focus at a time. If you perform your piece and the audience applauds then you may refresh 2 points of Harmony from Song of the Arcanum and you are empowered with harmonic focus. If two troubadours both have this skill they may work in tandem so long as both are in arm's reach and obey the restrictions of the skill." Chorus of Harmonic Focus 2 One time per event you use the magic of shared performance to empower yourself with harmonic magic.Madrigal points cannot be refreshed and fade at the end of the event.

. If the question is appropriate for the troubadours that travel the merchant's road you may receive knowledge appropriate to your question. If you spread some money around you often hear rumors or tales about the things other traveling troubadours have seen and legends they might have heard. Musical Focus 1 Your performance charges you so that you may shake off effects based on Despair. Raise Banners With Song 1 Your song can be used with a Herald's banner to inspire a Company. the more information this skill will return.Madrigal may freely include others without cost if they are only involved to add to the quality or scope of the performance. You cannot inspire yourself with the second use of this skill. If you successfully use a "By My Voice" delivered skill you may change the trait in the verbal to "to <Company Name>" so it only affects members of the Company. You cannot use this skill if you end an event with a condition that prevents the use of game skills. Fear or Will. If you use this skill between events. Second. it cannot 73 Copyright 1999-2007 by Chimera Entertainment. The performance must have occurred during the current event. Fear or Will. At the end of the song you may touch the Herald and call out "Refresh Eloquence by Inspiration" to refresh the Eloquence of the Herald. you do not have to pay monetary or food maintenance costs. be used again until you have completed another performance. To inspire a Company with music you must either be a permanent member of that Company or you must be accepted by the Company with the aid and approval of their Herald. The more legendary the information is. To use this ability you must empower it with a performance. While you are so Affiliated your ties and Legend Lore 3 You know many of the bards and storytellers that travel the merchant's road. spreading tales and gathering bits of news and lore. You submit a question between events as described in the Information Skills section above. If you are not a permanent part of a Company you may activate this skill by giving a performance with a Herald and as many members of the company as possible in attendance. as described above. First. This is an information skill that requires you to spread around some money to loosen lips. Once you are Affiliated with a Company you may use this skill in two ways. Entertainer 2 You are skilled at entertaining so that you may earn a living performing between events. At the end of the performance. If you are a permanent member of a Company and you find the need to act as the troubadour for a different company then you may use this ability to become Affiliated to one other company. You must call out "Purge Despair" or "Purge Fear" or "Purge Will" as appropriate when this ability is used. Activating this skill with another performance replaces an existing Affiliation. you may exhaust a point of Fire or Song of the Arcanum and sing an incantation with at least 24 syllables that you create to inspire the Herald of the Company. Once the ability is used. Once empowered you may use this ability one time to purge all effects based on Despair. Inc. You may only be Affiliated to one company at a time. You may also end an Affiliation by resting for one minute if that is your intent. if the Herald gives you approval. you are Affiliated with the company. You may research the legends and stories of the land to look for information on a particular subject or item. you may substitute the trait of any "By My Voice" delivered effect with the company name.

Your songs require 16 syllables plus an additional 8 syllables for each character point of spell cost. This could cause a drop in reputation. nor may you use any power on others that come from spells with an Imbue effect. between events. This skill will make life more difficult for the target. All arcane spells are bound to your weapon whether they are purchased under this skill set or not. and this allows you to cast all sorts of spells more easily. These spells are purchased and used like skills except that the incantations are longer and must have a musical or performance component. You may not deliver Imbue or Inflict effects to other people while your weapon is so attuned. You must spend one minute attuning a weapon to your magical energies.usually in the form of armed thugs with little concern about the time of day or night. Spells cast using Harmony points do not use normal incantations. You may have one weapon so attuned. Each spell must have a unique musical incantation that is at least four times as long as a normal spell. This song replaces the normal incantation of the spell. you do not cast forth bolts of arcane power when using Warlock spells. cause an increase in those who challenge the figure. or cause others to investigate the movements of that figure more carefully. To use Imbue effects upon yourself you must touch your attuned weapon to your forehead. Music and lyrics for arcane and divine spells must be submitted and approved before you use this skill to cast them. Inc. Your weapons must be decorated with arcane runes. and you gain the Arcane trait. The Sphere of Legacy 3 This skill allows you to learn spells from the Legacy sphere. The Sphere of Wayfare 3 This skill allows you to learn spells from the Wayfare sphere. Warlock Skills 5 Although you practice arcane magic and cast spells. While you are attuned to a weapon you can no longer use packets to deliver any type of spell. social. You are publicly attempting to cause the figure to lose face. 74 Copyright 1999-2007 by Chimera Entertainment. or political figure. Each level of this skill gives you 1 point of Harmony that can be exhausted instead of Air. You can use these points of Harmony for devotion spells learned as a Troubadour. although if you have the ability to use a second weapon in your off hand you may attune one additional weapon for that purpose. You may spend one minute de-attuning your weapon and unbinding your Song of the Arcanum 2* You gather magical power by singing. Instead you deliver arcane spells with weapon strikes. You cannot attune to a weapon unless you have the skill to use it in combat. but it is common knowledge who is doing the slander so most powerful figures will attempt to return the favor . All Harmony points are refreshed when you use Void to refresh attributes. submit to plot small snippets of your lyrics or art that somehow slander or trash talk some corporate. Earth. Fire. but you can also use these Harmony points to cast arcane and divine spells so long as you use song to invoke that magic. These spells are purchased and used like skills except that the incantations are longer and must have a musical or performance component. or Water when casting spells. .Madrigal Affiliation to your normal Company are suppressed and you cannot use this skill with your normal Company until you rest to end your temporary Affiliation. Slander 1 You may. Instead you channel magical energies through your weapons.

The Sphere of Primal 3 This skill allows you to learn spells from the Primal sphere. You must have a proper armor prop to use this skill. though you cannot have more than one spell active at one time. These points of Arcane are used to cast arcane spells. If you are struck by an attack during an incantation that spell is interrupted. With the Arcane Blade 5 If you are wielding an attuned melee weapon you may use an empowered blade to parry packet attacks. If you are interrupted you do not exhaust attributes but you must start the incantation over to activate the spell. you may exhaust one point of Water to call out "Disengage" as described in the effects section. Once activated it is stored in one of your weapons. The Sphere of Wayfare 3 This skill allows you to learn spells from the Wayfare sphere. 75 Copyright 1999-2007 by Chimera Entertainment. These spells are purchased and used like skills. Arcane Power 3* This skill gives you 1 point of Arcane for each time it is purchased. You must call out "Parry by Magic" when you use this skill. the amount of points you may wear is increased by 1 up to a maximum of 4. Warrior Skills 4 Armored for War 2* This skill allows you to wear more than 2 points of armor. Fire. The attributes are exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. This does not exhaust attributes or Arcane of the previous spell. These points are refreshed when you refresh Attributes with Void. You may exhaust 3 points of Fire to negate any packet attack that strikes you. Inc. You cannot exhaust a point of Arcane Power in place of a point of Void. you may exhaust one point of Water to call out "Disengage" as described in the effects section. If the packet actually hits the blade or striking surface of your weapon you may reduce this cost to 1 point of Fire. These spells are purchased and used like skills. You do not exhaust the attributes but you must call out the incantation again. Each time the skill is bought. You may exhaust a point of Arcane in place of a point of Air. You may swing your weapon and call out the verbal for the spell. These spells are purchased and used like skills.Madrigal magical energies to restore your ability to deliver spells from other skill sets by packet. Back to Guard 2 If you are fighting with a melee weapon. If you are disarmed or lose your attuned weapon the spell fades. Back to Guard 2 If you are fighting with a melee weapon. You call out the incantation of the spell to activate it. or Water when casting arcane spells. . If you have an active spell you may cancel that spell and activate a new spell by calling out the new incantation. The Sphere of Gloaming 3 This skill allows you to learn spells from the Gloaming sphere. Earth. If you have two attuned weapons you can deliver an active spell with either weapon.

Madrigal

Battlefield Repair 1*
You spend free time gathering together scraps of armor repairing materials and learning the intricacies of your own armor. Once per event you can rest and role play fixing your armor for at least one minute to repair it and refresh your armor points. You need not remove the armor. If this rest and role play is interrupted then the armor points are not refreshed but the skill is not used up. You must simply start again from the beginning when you get the chance. You may repair your own armor once for each time you purchase this skill.

A Crippling Blow 1
You may attempt to make a crippling attack with a melee attack against a foe's limb. You call out "Maim" and strike a limb. If the blow lands you spend a point of Earth and the opponent will suffer the effects of a Maim on that limb. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense.

Critical Strike 2
You exhaust 2 points of Earth to make a critical strike with a melee attack. You call "5 Damage" and strike with the attack. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense.

Buckler 2
This skill allows you to use a buckler. You cannot use a larger shield with this skill.

Celerity 3
Your quick wits and reflexes protect you from damage. You may spend 1 point of Air and rest for one minute to give yourself 2 armor points. These armor points can also be refreshed by resting for 1 minute. Choose how you role play your resting time. You cannot use this spell if you are already protected by armor points, and these points are lost if you put on or activate any other armor or ability that gives you armor points. These armor points last until the end of the event or until you refresh attributes with Void.

A Desperate Defense 2
If you are wielding a melee weapon you are skilled with, you may exhaust 2 points of Earth to negate any melee attack that strikes one of your limbs. Ranged attacks cannot be negated, nor can attacks that strike the torso. You must call out "Parry" when you use this skill.

A Flurry of Strikes 2
You may exhaust a point of Water to call "2 Damage" with a melee attack up to two times. You exhaust the attribute the first time you swing using this effect. One use is consumed if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. You need not use the strikes consecutively. Uncalled strikes and other skills may be used between uses of this skill. Any remaining strikes are lost when the event ends or when you refresh attributes.

Combat Anticipation 4
You are skilled at protecting vulnerable areas and twisting with blows to quickly recover from debilitating strikes. You may purge one Agony or Maim effect by role playing a painful recovery for 3 seconds and exhausting a point of Air. You must call out "Purge" when you use this skill.

Heart of the Lion 1
You exhaust one point of Fire to resist one attack based on Fear. 76 Copyright 1999-2007 by Chimera Entertainment, Inc.

Madrigal

A Little Something Extra 2
This skill allows you to use a small melee weapon in your off hand.

A Steel Shell 3
Prerequisite: Armored For War 2 If you are wearing an armor prop worth 4 points of armor that is also articulated or has prominent shoulder pauldrons you may exhaust a point of Fire and call out "Resist" to negate one melee attack with the Agony, Damage, or Maim effect. This skill can only be used once per armor reset. Once your armor is fixed and the points refreshed the skill can be used an additional time before a new armor refresh is required.

Reinforced Armaments 1
Twice per event you may resist a Destroy effect that would destroy your buckler or shield. If you are not using a buckler or shield you may resist a Destroy effect that would destroy a weapon you are wielding.

Resilience 3
You are tough. So long as you are conscious you may spend 3 seconds of role playing - wiping blood from your face, shaking your head clear, or similar actions - to shrug off your wounds. You exhaust a point of Water and call out "Heal 2 to Self" to Heal 2 of your Vitality. This ability will not heal effects other than damage.

The Twin Threat 2
Prerequisite: A Second Weapon This skill allows you to use any one handed melee weapon in your off hand.

The Will To Live 3
This skill allows you to survive if you are struck by an attack that inflicts the Death effect. Instead of being struck dead, you may exhaust 2 points of Fire and collapse in an unstable state with no Vitality. This skill does not work against a Death Strike, nor will it protect you if you die from bleed out. You may use this skill even if you are unconscious.

A Second Weapon 2
Prerequisites: A Little Something Extra This skill allows you to use a medium sized melee weapon in your off hand.

Shield 2
Prerequisite: Buckler This skill allows you to use a full sized shield. You cannot throw packet delivered effects while you have a full sized shield in your hand.

Wizard Skills 3
Characters with the Wizard header gain the Arcane trait. All spells purchased under this header are arcane spells

Steel Over Sorcery 2
Once per event call out "Resist" to negate one packet attack that strikes your weapon, buckler or shield. If you have no skills that allow you to cast spells or use packet delivered Heal effects you may refresh this skill once per event when your armor is refreshed.

Arcane Fury 5
You create an Arcane Sanctum where you focus your magical power. The sanctum must have at the minimum a large circle on the floor decorated with runes and arcane symbols. It is set up at the beginning of the event and it cannot be moved during an event. You gain a single point of Arcane that can be used in place of Air, Earth, Fire, or Water when casting an arcane spell that

77 Copyright 1999-2007 by Chimera Entertainment, Inc.

Madrigal
does not have an Imbue, an Inflict, or a beneficial effect. This single point of Arcane can be refreshed by spending one minute concentrating within the circle in your Arcane Sanctum. Arcane casters can share this circle, pooling their talents to decorate and maintain this sanctum.

Arcane Power 3*
This skill gives you 1 point of Arcane for each time it is purchased. These points are refreshed when you refresh Attributes with Void. These points of Arcane are used to cast arcane spells. You may exhaust a point of Arcane in place of a point of Air, Earth, Fire, or Water when casting arcane spells. You cannot exhaust a point of Arcane Power in place of a point of Void.

The Sphere of Primal 3
This skill allows you to learn spells from the Primal sphere. These spells are purchased and used like skills.

The Sphere of Sovereign 3
This skill allows you to learn spells from the Sovereign sphere. These spells are purchased and used like skills.

The Sphere of Wayfare 3
This skill allows you to learn spells from the Wayfare sphere. These spells are purchased and used like skills.

Staff of the Arcane 3
This skill allows you to hold and use any staff while you are casting spells, overriding the restriction that casting requires both hands to be empty. You must have a skill with the weapon in question to use this ability.

78 Copyright 1999-2007 by Chimera Entertainment, Inc.

empty and both arms must be free to move to cast spells. while rational and logical thought disperse it. The name does not have to be incanted exactly. Both hands must be 79 Copyright 1999-2007 by Chimera Entertainment. While certain skills might allow you to hold a weapon in your off hand while casting. Only after both are completed can you throw the packet. An incantation must be personalized. and if an effect prevents you from speaking you normally cannot cast a spell. and Weald. Although mages create their own incantations when they learn a spell. If you are damaged or rendered unable to cast the spell during the incantation or the verbal. Sovereign.Madrigal Chapter Four Magic Arcane is the magical energy that flows from place to place. The incantation should contain the sphere of the spell and also some form of the name. Different types of mages learn to manipulate Arcane from different spheres. This realm is divided into seven spheres. and it must be approved as part of the learning process. called an incantation. but they have limitations. Mages speak of another realm of magic called the Arcanum from which all Arcane flows. Gloaming. the hand and arm delivering the spell must be free. before calling out the verbal. It is a crime to use spells of Malediction by decree of the Inquisition of the High Church and by the College of Wizardry. . The incantation is an in game phrase. Spells require a good deal of concentration to invoke. Each spell is purchased and used like a skill. Wayfare. Using Magic Magical spells all allow you to summon a tremendous amount of power. Legacy. the most depraved casters use magic from the forbidden sphere of Malediction to enslave and eat away at the very spirit. In addition. Primal. Inc. You must be able to speak to cast a spell unless you may cast that spell without an incantation. You cannot deliver spells with an arm that cannot use game skills. the spell is ruined. Furthermore. Mystery and wonder cause Arcane to gather. Priest characters must include the name of their patron in the Incantation instead of the sphere of the Gaining Magic Certain skill headers allow you to purchase specific spheres of magic. you can purchase any of the spells available under that sphere. The spheres are Chimera. You do not exhaust attributes (or the equivalent) if a spell is interrupted. You cannot invoke spells while you are being struck by an attack that damages you. but the incantation should indicate at least part of the name. Casting spells is the process of using Arcane to cause some effect to occur. A mage learns to shape Arcane through creativity and imagination. they cannot simply make up incantations as they see fit. and so Arcane is divided into seven spheres. spells that are delivered by packet have all of the restrictions of that attack form. When you purchase a sphere of magic. Casting a spell requires you to recite a short phrase.

If you wish this level of mastery. the target takes the effect of Slow. Without the time required to speak the incantation. when you use Void to refresh attributes. Inflicts. Inc. use this ability. You speak the incantation. . perceptions. manifest headers. this magic is quick and therefore deadly. and you cannot cast this spell on others. and at the end of the event. If it hits the target. concentrate for one minute. If there is a skill with an additional restriction on how many times it can be used during an event it cannot be used. This spell gives you the Chimera trait while it is active. You exhaust a point of Air.Madrigal spell. Both you and the willing recipient of the spell must be fully refreshed and no attributes except Void can be spent when you The Illusion Exposed 1 You cause creatures created or masked by illusion to cry out. If a spell costs 2 character points. While active you cannot refresh attributes using Void and you are unaffected by Refresh effects. When the spell is activated you switch character cards and both of you gain the Chimera trait. You gain all the skills and attributes of the recipient. Imbues. you must find the knowledge and skill during the course of the game. This spell needs no effect card because it cannot be cast on others. Dreams of Another 5 Once per event you may call out the dreams. An incantation must have a number of syllables equal to twice the cost of the spell plus 4. Expose Chimera by Magic. This spell ends when it is used. You must call out "Shield" to indicate that the attack has been negated. If there is a skill on the card that is unfamiliar to you it cannot be used. cry out "Slow by Confusion" and throw a packet at an opponent. Hallucinatory Terrain 1 The terrain around the recipient seems to warp and twist making quick movement impossible. for example. Spells of Chimera The Displaced Image 3 You create an illusionary image that blurs your true location. any character 80 Copyright 1999-2007 by Chimera Entertainment. and say "Imbue by Chimera" to activate the spell. It is common for characters under this effect to demonstrate quirks and passions of the personality of the character they have swapped with. and cry out "By my Voice." As with any Expose effect. You exhaust a point of Earth. Otherwise the effect lasts until the end of the event. and active effects remain unchanged. the incantation length will be at least 8 syllables. You may only have one of these spells active at any time. It has been observed that powerful casters can use spells without incantations. Any ability that ends when you refresh attributes with Void ends when you use this ability. call out "Imbue by Chimera" and exhaust two points of Water. and they gain all your skills and attributes. and passions of another willing character who is familiar with this spell and understands its effect. missile or packet that strikes you will miss you and this ability will be consumed. You speak the incantation. the first melee. You may end the effect by spending one minute of concentration with the willing recipient and calling out "Imbue by Chimera" to swap character cards. When the effect ends the attributes of both characters are fully exhausted as well as any effect granted by one of the swapped skills. Racial skills and traits. Although your form appears as it normally would. This arch-magic comes when a mage is so skilled that they may set reality aside and bind Arcane with sheer force of will.

You must obtain a mask that covers your face and appears to be an undead. The act of preparing and putting on the mask represents masking your face with illusion. This dream is sent. throw a packet at the recipient. cast this spell in the presence of a willing character so infused with the Dream Realm. Inc." Send Dreams 1 You conjure dreams and send them forth into the Dream Realm to find their way to others. You may end the effect when you choose to. Exhaust 2 points of Air and speak the incantation to throw a packet at an enemy and call out "Drain by Confusion. If you convince these characters to help. You exhaust a point of Fire. You gain the Chimera trait while this spell is in effect. and call out "Cure Mental by Magic" to clear their mind of falsehoods. A Mask of Fright 1 You insert yourself within the target's deepest fears. the target takes 10 points of damage. If it hits the target.Madrigal with the Chimera trait must respond as loudly as you cried out. Exhaust 1 point of Fire. A Moment of Clarity 4 You invoke Chimera to give a recipient a moment of focused clarity where you reveal for the briefest moment the true nature of the world. and it cannot be cast if you are aware of anyone watching you. There may be creatures and effects that can block or intercept attempts to Send Dreams. Exhaust a point of Air and The Tearing of the Dream 1 You call magic power to rip at illusions and those masked by them. You must exhaust a point of Air. You may hand the manifestation of the dream to them to complete the spell. attract energies and spirits of the Dream Realm. If you use this skill between events you may prepare a description of the dream to be sent to a specific recipient you know by name. and plot must approve this mask when you purchase the spell. call out "10 Damage to Chimera" and throw a packet at an opponent. The Shattered Mirror 4 You shatter the perceptions and passions of an opponent leaving them unable to act. You may send one dream between events. though powerful magic or natural gifts. This description is not a letter. The parchment and writing must be of reasonable quality. In time the dream will be sent forth into the Dream Realm and find its way to the recipient. but instead must be written as one might experience a dream. There are certain characters who. but you must once again find solitude and take the time to remove the mask to unshape the Arcane. The spell is cast in solitude. call out "Repel by Fear" and throw a packet at an opponent. the target takes the effect of Repel. Prepare a physical manifestation of your dream on parchment. You must include the name and description of the recipient at the top of the dream and a description of the dream underneath. A spirit of the Dream Realm attempts to visit the recipient and deliver the dream to them. You must use that particular mask anytime you cast this spell. to plot. You cannot use 81 Copyright 1999-2007 by Chimera Entertainment. If it hits the target. You exhaust a point of Fire. along with the name and description of the recipient. An Undead Visage 2 You create an illusionary visage that makes you appear as an undead. . say "Imbue by Magic" and put on the mask. preventing them from attacking you. you can cast this spell during an event. speak the incantation. and the target has the Chimera trait.

You must call "2 Damage by Disease" and throw a packet when you use one of these bolts. You exhaust two points of Fire. Spells of Gloaming Contagion 3 You can take a disease effect from someone and twist its power to deliver it to another foe. speak the incantation and call out "Imbue by Chimera" to prepare the way. Any attack that is "to Chimera" or "to Spirit" will affect you and. The Dread Gaze 2 You invoke mind-numbing fear within the target. if it is not beneficial. You retain the Chimera trait and also gain the Spirit trait. If you are empowered by this spell the effect will end when you use it to take spirit form. becoming insubstantial to the real world so long as you do not move. The Unweaving 2 Mindless creatures and characters who throw themselves into mindless states remove themselves from the passions of the Dream Realm. If it hits the target. call out "Root to Undead" and throw a packet at the target. Otherwise you will stay in spirit form until you choose to move. you refresh attributes with Void. and at the end of the event. or when the event ends. You are empowered to seek shelter someplace in between realms. If you believe the target to be undead. when you use Void to refresh attributes. This spell ends when those two attacks are used. Exhaust a point of Earth. causing them to freeze in their tracks. and the target has the undead trait. Inc. Once empowered you may act normally until you need to step from this realm. speak the incantation and call out "2 Damage by Chimera" to unravel the form of that creature. each with a different Mental trait. Exhaust 2 points of Earth. When a creature calls No Effect to at least two attacks. You are empowered to cast that disease forth by hurling two bolts to spread the contagion. the target takes the effect of Root. So long as you do not move you gain the Spirit defense. If it hits the target. At that point you may call out "Imbue by Chimera" and clasp your hands in front of you to turn to spirit. Exhaust a point of Water. the effect ends after the third casting. You gain the Chimera trait and the ability to instantly step into the Realm of Dreams. knock you out of Spirit Dance of Undeath 2 You may force an undead creature to be rooted to the spot. If you lose sight of the creature or become unsure of which creature was immune the effect ends. You cannot use this spell if you do not have a diseased target to draw the disease from.Madrigal Void until the spell ends. . call out "Paralyze by Fear" and throw a packet at an opponent. you may exhaust a point of Air. form. These extra spells cannot be renewed like the original casting. The World Is an Illusion 5 You call on the power of Chimera to step to the very edge of the Realm of Dreams. 82 Copyright 1999-2007 by Chimera Entertainment. but they also become vulnerable to the pure essence of Chimera. the target takes the effect of Paralyze. The spell ends at the end of the event. but you need speak the incantation of the spell only when it is first cast. If the spell strikes the creature and it does not negate the effect with a defense you may continue the unraveling by casting the spell on the same creature two more times with no attribute cost and no incantation. you may use Chimera to unravel their physical form. touch the target and call out "Cure Disease by Gloaming" to draw the disease from their veins and twist it into the power of gloaming.

and the target has the undead trait. the target takes the effect of Maim. You must exhaust a point of Earth. If it hits the target. Expose Undead by Will" as loud as you wish. call out "Imbue by Magic" and exhaust a point of 83 Copyright 1999-2007 by Chimera Entertainment." If the target is affected by the damage you store the life force and can return it them later by touching them and calling "Heal 2 by Gloaming. You exhaust a point of Fire. You exhaust a point of Air and cry out "By my Voice. If it hits the target. if you use this spell again. and the ability to heal with it. If it hits the target. preventing them from attacking you. If it hits the target. of course. With the Tongue of the Grave 1 You are granted the ability to converse with a spirit of the dead. Anyone who hears the cry and has the Undead trait must also cry out. You exhaust a point of Air. First Aid will be useful against this spell if it is used to cure the Maim effect. Exhaust 3 points of Fire. the target takes the effect of Agony. This spell does not force the spirit to speak. That life force is lost. You exhaust a point of Air. Wrack the Flesh 1 You force writhing pain upon the target. when the event ends. speak the incantation. nor will it prevent the spirit from continuing on it's journey. call out "Repel by Fear" and throw a packet at an opponent. call out "Speak to Dead" and throw a packet at a spirit. You speak the incantation. Spells of Legacy A Blessing of Health 1 You summon energies that restore health and vigor to their targets. of when you refresh attributes with Void. Inc. sending it to its final rest. You exhaust a point of Fire. A Mask of Fright 1 You insert yourself within the target's deepest fears. call out "Repel to Undead" and throw a packet at a target. the target takes the effect of Repel. The Undead's Torment 1 You may cause any undead to cry out in anguish. A Withered Limb 2 You infect a limb with vile taint. throw a packet at the undead creature and call out "Death to Undead" to destroy it. You can only store the life force of one person. The attribute cost is exhausted only if the subject acknowledges the use of the spell through role playing or negates it with a defense. call out "Agony by Disease" and throw a packet at an opponent. If it hits the target.Madrigal Eternal Rest 4 You call on the power of Gloaming to destroy an undead abomination. You exhaust a point of Earth and speak the incantation to throw a packet and call out "2 Damage by Aging. call out "Maim <limb> by Disease" and throw a packet. Proscribe Undead 1 You threaten undead with eternal torment greater than what they already know. the target may speak with you if it wishes to." Once you have the life force you may choose to exhaust another point of Earth and call "Heal 2 to Self" to consume the life force yourself. Life Steal 3 You steal life essence from a target and store it within yourself to restore at a later time. . You can. use this spell on an enemy and choose to never return the energy. the target takes the effect of Repel.

call out "Imbue by Magic" and exhaust a point of Water. when you use Void to refresh attributes. The person so touched might remember details about the place and elaborate after the spirits have left them. You may deliver two healing effects by packet. Inc. . the target takes the Cure effect and all metabolic effects are removed from them unless. Invoking each healing effect is considered to be casting. Drain by Fate" to bring them back to life. and you cannot cast this spell on others. You speak the incantation. You speak the incantation. and at the end of the event. gaining visions about an area you might visit. cleansing their form. and call out "Speak with Fate" to whisper a question to the individual. You attempt to find those strands and read them. You may only have one of these spells active at any time. You also take a Drain effect when you use this spell. Divining Sight 5 Many beings are touched by the strands of Fate as they move from place to place. Your question must be short. and at the end of the event. You must call out "Heal by Magic" for each. when you use Void to refresh attributes. and some questions may fall on deaf ears and simply fail. calling out "Drain to Self" immediately thereafter. You may only have one of these spells active at any time. touch a willing subject. Sometimes the strands of Fate will be empowered and spirits will enter the individual and whisper some bit of knowledge about what you might face. The Soothing Touch 2 This spell empowers you with the ability to stabilize bleeding characters simply by touching them. The Smile of Good Fortune 2 You call the blessings of Fate down upon you to prevent your unstable form from dying.Madrigal Earth. and you cannot cast this spell on others. This spell needs no effect card because it cannot be cast on others. touch a person who is dead. This spell ends when you use Void to refresh attributes. You exhaust a point of Water. they are affected by a Stricken effect. of course. This spell ends when it is used. If it hits the target. When a character comes forth to lead you someplace out of town or through a gate you may attempt to look at the strands of Fate that might cling to them. Invoking each stabilize The Gift of Life 5 You can bring someone back from death but manipulating Fate leaves both of you weak from the effort. Purity of Form 4 Your magic purifies the blood and flesh of the recipient. Exhaust 2 points of Air. This spell ends when those two effects are used. and you can be interrupted by an attack. Some powerful casters can ward areas against this kind of divination. and the whispers will generally be no more than a sentence or two in return. You may. and you cannot cast this spell on others. if you are unstable for a minute and about to die due to blood loss the spell will cause you to become stable rather than dying. use the healing effect on others." This spell needs no effect card because it cannot be cast on others. Exhaust 4 points of Fire. of course. You may stabilize any number of people by touching them with a packet and calling out "Stabilize. but you need speak the incantation of the spell only when it is first cast. While the spell is active. and at the end of the event. You may only have one of these spells active at any time. and call out "Cure Death and 84 Copyright 1999-2007 by Chimera Entertainment. call out "Imbue by Magic" and exhaust 2 points of Fire. call out "Cure Metabolic by Magic" and throw a packet at a target. You cannot have weapons in your hand unless you have a skill that allows you to cast while holding a weapon.

Spells of Malediction All Hope Gone 3 You strike such devastation to the spirit that the very will to act is destroyed. then you may exhaust a point of Air. when you use Void to refresh attributes. and at the end of the event. call out "Root to Dead" and throw a packet at the target. To Walk Death's Realm 5 Once per event you attempt to manipulate Fate by giving your blessing to a Spirit of the Dead who has begun the journey to the Gate of Death. the spirit will be allowed to negate the effects of one draw if they wish to do so and take a second draw to replace it from the Deck of Fate. and Water. This spell ends when those two effects are used. You exhaust 1 point of Fire. and the target is a spirit of the dead. the target takes the effect of Drain. To cast this spell. throw a packet at the target. Corrupted Flesh 1 Your corrupted power sustained the Strength of undead. and call out 85 Copyright 1999-2007 by Chimera Entertainment. Inc. and you can be interrupted by an attack. Heart of Corruption 4 You corrupt the essence of the target and form a link of corruption to their spirit. and the target has the undead trait. If it hits the target. The corruption continues to stream towards the linked character until that link is broken. call out "Imbue by Malediction" and exhaust a point of Earth. Exhaust one point each of Air. and you can be interrupted by an attack.Madrigal effect is considered to be casting. The request must be rolled or neatly folded and sealed with wax or ribbon. use the healing effect on others. Dance Macabre 4 You may force a spirit of the dead or an undead creature to be rooted to the spot. If it hits the target. call out "Drain by Despair" and throw a packet at an opponent. If you believe the target to undead. and call out "Imbue to Spirit" and hand them the scroll. touch a willing spirit of the dead traveling to the Gate. If it hits the target. call out "Root to Undead" and throw a packet at the target. but you need speak the incantation of the spell only when it is first cast. of course. You cannot have weapons in your hand unless you have a skill that allows you to cast while holding a weapon. . You may deliver two healing effects to undead by packet. You may only have one of these spells active at any time. and you cannot cast this spell on others. You may. the caster must prepare at some time before the spell is needed a written request to the keeper of the Gate of Death that the spirit be returned safely. you may exhaust a point of Air. Some say that the purpose of this application is to trap the dead spirit while some more horrible magic is performed. the target takes the effect of Root. The spirit will have to abide by the results of the second draw if they choose to do this regardless of the result of the first draw. If nothing removes the spell and the request pleases the keeper. Earth. Fire. and their passion in this reading may affect the decision of the Keeper. Instruct the spirit that they must read the scroll to the keeper of the Gate if requested to do so. You speak the incantation. You must call out "Heal 2 to Undead" for each. You cannot have weapons in your hand unless you have a skill that allows you to cast while holding a weapon. Invoking each healing effect is considered to be casting. Exhaust two points of Water. the target takes the effect of Root. If you believe the target to be a spirit of the dead. You must prepare the scroll and use this spell before they are called into the Gate.

and they will be compelled to read it. If it hits the target. causing the victim to become a spirit of the dead and ending any hope of saving that life. Rage of the Undead 5 You inflict such corruption upon a dead body and spirit that it rises as an undead and attacks any creature that is not obviously undead or a spirit. the target takes the effect of Repel. and this card must be attached to the bottom of the scroll. You exhaust a point of Fire. A practitioner of Malediction may find all sorts of twisted uses for the spell. you lose consciousness. and the target has the undead trait. You may request an Inflict card at the beginning of the event. If someone else moved to block or intercept the packet you may choose to either continue to attack the original target or change the link to the new target and start throwing corruption at them. and they will be compelled to read it. . Place the scroll into the hand of the victim. You exhaust a point of Void. or you cannot determine who exactly you have been hitting. You exhaust a point of Fire. If it hits the target. The spell severs the link between body and spirit. Once per event you may prepare a Scroll of Maleficence and defy the will of Death to sever a spirit from a dead body. Inc. you refresh attributes with Void. and this card must be attached to the bottom of the scroll. touch the scroll to the torso of the dead individual and say “Inflict to Spells of Primal 86 Copyright 1999-2007 by Chimera Entertainment. You may request an Inflict card at the beginning of the event. the target takes the effect of Agony.Madrigal "2 Damage by Malediction" to form the link. call out "Agony to Spirit" and throw a packet at an opponent. Proscribe Undead 2 You threaten undead with eternal torment greater than what they already know. Exhaust 3 points of Earth. and the target has the spirit trait. You exhaust a point of Void. You prepare a scroll with intricate designs of blood red circles and runes. Some use it to coerce spirits into obeying them. The effect ends only if one of the attacks is negated by a called defense. If you miss the target and hit someone else who did not move to intercept your attack the link is broken and the effect ends. and the undead will also be forced to avoid you as it remembers the torment you have inflicted upon it. The body will rise as an angry undead. touch the scroll to the torso of the dead individual and say “Inflict to Dead” to use this spell. If the packet strikes the opponent and they acknowledge it with role play the link is formed. call out "Repel to Undead" and throw a packet at a target. throwing a packet at the target and call out "Death by Malediction" to snuff out their life like a candle. The scroll must proclaim the corruption of this spirit. A Spirit's Torture 3 You may inflict terrible torment upon the very spirit of the target. Dead” to use this spell. while others use it on spirits of the dead for the pleasure of inflicting further punishment to the spirit. causing the body to immediately fade and become a spirit of the dead. The undead will have only Earth to use in its rampage. You may continue to throw "2 Damage by Malediction" at them at no additional cost. Maleficent Destruction 5 Your annihilate the unfortunate target with a wave of corruption. The Severing 5 You tear the lingering tether between a spirit and a dead body. Place the scroll into the hand of the victim.

You exhaust two points of Earth. You exhaust a point of Water. you are considered to be casting. even if you are only invoking it. and you can be interrupted by an attack. and at the end of the event. Spells of Sovereign 87 Copyright 1999-2007 by Chimera Entertainment. the target takes the effect of a Agony.Madrigal The Drowning Foe 1 You summon up the essence of water to choke your foe. This spell needs no effect card because it cannot be cast on others. It lasts as long as the cylume stick lasts. It is said that some casters are able to study ways to create brighter or different colored light. You may hurl ten bolts of flame each causing 2 points of damage. You exhaust a point of Air. Warding Off the Elements 3 You call on Primal magic to protect you from the elements. call out "5 Damage by Ice" and throw a packet at a target. and you cannot cast this spell on others. The light is a red cylume stick. This spell ends when those ten attacks are used. Inc. Whenever you use this effect on someone else. the target takes the effect of a Paralyze. The Fire's Spark 1 You may summon forth a red light so long as you have a cylume stick as the prop for that light. If it hits the target. Attributes are exhausted when a spell is first cast. and it cannot be broken open or disguised to appear as another type of prop or effect. call out "Imbue by Magic" and exhaust a point of Earth. You may only have one of these spells active at any time. call out "Paralyze by Earth" and throw a packet at an opponent. You exhaust a point of Earth. call out "Imbue by Fire" and exhaust two points of Fire. The light does not exhaust any attribute. and you cannot cast this spell on others. the target takes the Root effect. If it hits the target. You may only have one of these spells active at any time. You cannot have weapons in your hand unless you have a skill that allows you to cast while holding a weapon. If it hits the target. . You may negate any attack with an elemental trait. Winter's Breath 1 You evoke a bolt of ice to destroy a foe. a priest of Wyrlok cannot use Blood Lust with the Heart of the Inferno because by the time the packet is thrown the attributes are already exhausted. when you use Void to refresh attributes. This spell ends when it is used. You speak the incantation. Because of this. Engulf 3 You call forth the very Earth to engulf and entrap your foes. You must call "2 Damage by Fire" and throw a packet when you use one of these bolts. This spell needs no effect card because it cannot be cast on others. but you need speak the incantation of the spell only when it is first cast. call out "Agony by Water" and throw a packet at an opponent. If it hits the target. rooting them to the ground. Roots Run Deep 1 You call upon the very Earth to entrap a foe. the target takes the 5 points of Ice damage. and at the end of the event. but it cannot be thrown. You speak the incantation. when you use Void to refresh attributes. The light may be set aside or passed to another character. The Heart of the Inferno 4 You summon forth a whirlpool of magical fire to hurl at your foes. call out "Root by Earth" and throw a packet at a target. You must call "Resist" when you use this spell.

Fortified Will 3 You call forth magic to weave a mystical shield of will to protect your mind. Clueless minions might not respond. Exhaust 3 points of Water. You exhaust 3 points of Fire. Imprison 5 You imprison an opponent in magical bonds. or dead subject. This spell needs no effect card because it cannot be cast on others. the target takes the effect of Death. the target takes the effect of Silence. You attempt to find those strands and read them. gaining visions from enemies about who might be ultimately responsible for their actions. attempt to find strands that reveal those plans. The Swift Hand of Vengeance 5 You call forth magic to end the victim's life. If it hits the target. You speak the incantation. If it hits the target. call out "Silence by Will" and throw a packet at an opponent. This spell ends when it is used. The Unseen Hand 5 Many beings are touched by the strands of Sovereign as they make deals and receive orders by someone with more purpose. You exhaust a point of Air. and you cannot cast this spell on others. If it 88 Copyright 1999-2007 by Chimera Entertainment. call out "Cure Mental by Magic" and throw a packet at an target. You exhaust 2 points of Earth. When an enemy has been defeated and you feel that there might be some complex act behind their actions you may. call out "Imbue by Sovereign" and exhaust one point of Air. call out "Death by Magic" and throw a packet at an opponent. Exhaust 1 point of Air. You may only have one of these spells active at any time. hits the target. For some enemies the strands of Sovereign will be empowered and Free the Mind 3 You free the recipient of all effects based on mind traits. yelling. you prevent the opponent from using one hand. or making any type of verbal noise. once per event.Madrigal A Command to Step Aside 1 You call forth magic to send away an antagonist. the target takes the effect of Paralyze. This skill is better used on more intelligent foes who are more likely to have an understanding of the plans in motion and thus more likely to be touched by the strand of Sovereign you must read. Inc. If it hits the target. If it hits the target. You exhaust a point of Air. call out "Repel by Will" and throw a packet at an opponent. when you use Void to refresh attributes. touch a helpless. all effects on the target with a Mental trait are negated. Disarm 1 By overriding the functions of the brain. and call out "Speak with Sovereign" to whisper "Who is responsible for this?" to that individual. and at the end of the event. call out "Disarm <hand> by Will" and throw a packet at an opponent. You must call out "Shield" to indicate that the attack has been negated. This protection will negate the first attack that affects you that has a Mental trait. call out "Paralyze by Force" and throw a packet at an opponent. unconscious. or they might call out "No Effect" and waste your use. . the target takes the effect of Repel. This is a difficult power to use because mindless creatures and minions that have not dealt directly with the enemy you seek will lack the strands of magic you wish to read. the target takes the effect of a Disarm. Struck Silent 2 You may take control of the mind and prevent a foe from speaking. If it hits the target. You exhaust a point of Water.

the target takes the effect of Repel. Exhaust 2 points of Water. Exhaust 1 point of Water. the target takes the effect of Slow. You gain the Spirit defense while you travel. call out "Repel by Will" and throw a packet at an opponent. Seven Mile Step 4 Spells of Wayfare The Broken Path 3 The path beneath the recipient becomes unstable and treacherous.Madrigal spirits will enter the individual and whisper some bit of knowledge to you about who might be leading. Inc. Your life is forfeit and you become a Spirit of the Dead and must travel to the Gate of Death. the target takes the Cure Maim <limb> effect. The ring is a throwing weapon that is 6" across. This spell will work on one maimed limb. call out "Cure Root by Magic" and throw a packet at a target. and afflictions that might hamper or prevent their movement or action. although the prop for the "ring" can also be a disk or a ball. You exhaust a point of Water. and call out "Cure Physical by Magic" to free the target from all types of physical effects including those delivered with the Weapon trait such as Maim. If there are too many combatants in your way you may pause until a safe opening appears for you to continue. call out "Cure Maim <limb> by Magic" and throw a packet at a target. ailments. You exhaust a point of Fire. If it hits the target. You exhaust a point of Air. If you cannot find the ring or cannot reach the ring within 5 minutes then your spirit is lost to the spirit realm. and you cannot pass through a gate while you are in spirit form. If the ring passes through any kind of Gate then this spell fails. So long as a throng of characters engaged in combat do not bar your way you will travel as directly and quickly to that ring as possible. The spell requires a small gold or yellow ring to represent a portal. If it hits the target. and call out "Imbue by Wayfare" to take spirit form and travel to the place where the ring came to rest. throw a packet at the recipient. hiring. . A Command to Step Aside 1 You call forth magics to send away an antagonist. and even Stun. On Your Feet Again 1 You cure one maimed limb. throw your ring at some safe destination. cry out "Slow by Magic" and throw a packet at an opponent. the target takes the Cure Root effect. If it hits the target. Once you invoke the spell and throw the ring you are bound to get to the ring as directly and quickly as possible. You can slip into the spirit realm and travel for a short distance safely before you are forced back into the real world. The ring you use for this spell 89 Copyright 1999-2007 by Chimera Entertainment. Mark the ring with a red circle to show that others cannot touch your ring. Freedom of Movement 5 You can free your charges from physical bindings. Any effect with the "to Spirit" trait that is not beneficial will knock you out of spirit form and end this effect where ever you were struck. If it hits the target. Some powerful casters can ward minions against this kind of divination and sometimes the strands of Sovereign necessary for this divination are simply not present to read. While traveling you cannot attempt to interfere with any actions by blocking or catching attacks. or empowering your enemies. You exhaust a point of Fire. Agony. The Clear Road 1 You free someone from a Root effect. Upon arriving call out "Imbue to Spirit" to step back into this world to end the effect.

Mystical Protection 3 You weave mystical energy to protect your form with unseen armor. It is said that some casters are able to study ways to create brighter or different colored light. The light is a green cylume stick. After the feast has lasted for at least one minute exhaust 1 point of Water to bless the participants of a meal. You rest for a minute. Choose how you role play your resting time. This spell ends when you use Void to refresh attributes. call out "Imbue by Magic" and exhaust a point of Water. You cannot use this spell if you are already protected by armor points. These armor points can be refreshed by resting for 1 minute. Choose how you role play your resting time. and you cannot cast this spell on others. You gain two points of armor. The light does not exhaust any attribute. and you cannot cast this spell on others." This spell needs no effect card because it cannot be cast on others. speak the incantation. to appear as another type of prop or effect. and marked with a red circle to prevent other characters from moving it. You rest for a minute. and these points are lost if you put on or activate any other armor or ability that gives you armor points. Inc. and these points are lost if you put on or activate any other armor or ability that gives you armor points. These armor points last until the end of the event or until you refresh attributes with Void. You may only have one of these spells active at any time. You may only have one of these spells active at any time. You may stabilize any number of people by touching them with a packet and calling out "Stabilize. Bounty of the Wood 3 Once per event you may bless a feast in a wild or sacred place and provide magical nourishment for all involved. and it cannot be broken open or disguised 90 Copyright 1999-2007 by Chimera Entertainment.Madrigal must be yellow or gold. the maintenance is not waived. call out "Imbue by Magic" and exhaust a point of Water. You gain two points of armor. and you cannot cast this spell on others. At the start of the event you may get a number of bounty tags equal to the total of your Earth and Air attributes. call out "Imbue by Magic" and exhaust a point of Air. decorated with a unique marking. You cannot use this spell if you are already protected by armor points. These armor points can be refreshed by resting for 1 minute. speak the incantation. If the blessing and card is not received. but it cannot be thrown. Each participant must receive an Imbue tag. The food and drink will be enchanted with such nourishment that the next standard maintenance cost of all involved will be waived. These armor points last until the end of the event or until you refresh attributes with Void. Touch each in turn and call out "Imbue by Magic" to give them the nourishment tag. It lasts as long as the cylume stick lasts. Wizard's Light 1 You may summon forth a green light so long as you have a cylume stick as the prop for that light. You speak the incantation. The light may be set aside or passed to another character. You may only have one of these spells active at any time. The Soothing Touch 2 This spell gives you the ability to cause bleeding characters to become stable simply by touching them. and at the end of the event. . Spells of Weald Barkskin 3 You mark your face with at least three bark-like stripes to gain the toughness of oak and protect your form with armor.

You need not use these strikes immediately. call out "5 Damage by Lightning" and throw a packet at a target. Driving Off the Predator 1 You use the power of Weald to drive an animal away from you. call out "Speak to Plant" and throw a packet at an animated plant. You exhaust a point of Earth. . Inc. You exhaust a point of Air. If it hits the target. The attribute cost is exhausted only if the subject acknowledges the use of the spell through role playing or negates it with a defense. growing claws. The claw venom is only used if you strike an opponent and they acknowledge the hit through role play or negate the attack with a defense. The attribute cost is exhausted only if the subject acknowledges the use of the spell through role playing or negates it with a defense. You exhaust a point of Fire. you can save them to use later but they fade if you refresh attributes with Void. the target may speak with you if it wishes to. You may use these claws as if you had the skill Armed as the Hunter. If it hits the target. the target takes the 5 points of lightning damage. You exhaust a point of Air. This spell does not force the creature to speak. With the Tongue of the Wild 1 You are granted the ability to converse with one animal. then the target takes the effect of Repel. You exhaust a point of Fire and prepare your legal claw props. You exhaust a point of Water. nor will it prevent the creature from taking action. use this spell again. This spell does not force the animal to speak. The process takes time. Exhaust 1 points of Water. and while you are getting out your claws your body is busy growing them. call out "Repel to Beast" and throw a packet at an opponent. Draw Forth the Serpent 4 You can draw a poison effect from someone and change its nature to envenom your own claws. calling "2 Damage by Poison" for each of the two swings. You cannot use this spell if you do not have a poisoned target. and the target has the Plant trait. call out "Root by Earth" and throw a packet at a target. and the target has the Beast trait.Madrigal Claw Shape 1 You will your body to assume it's primal shape. If it hits the target. call out "Cure Root by Magic" and throw a packet at a target. The claws last until the event ends or until you refresh your attributes. If it hits the target. the target may speak with you if it wishes to. The Running River 1 You free someone from a Root effect. You are empowered to envenom your claws. Roots Run Deep 1 You call upon the very Earth to entrap a foe. or when the event ends. and the target has the Beast trait. If it hits the target. nor will it prevent the animal from taking an action. the target takes the Cure Root effect. rooting them to the ground. The Storm's Anger 2 You evoke a bolt of lightning to destroy a foe. You exhaust a point of Air. call out "Speak to Beast" and throw a packet at an animal. the target takes the Root effect. If it hits the target. 91 Copyright 1999-2007 by Chimera Entertainment. A Whispering of Leaves 1 You are granted the ability to converse with one animated plant. touch the target and call out "Cure Poison by Magic" to draw the poison from their veins and change it into a venom.

They are useless to other characters and cannot be stolen. The runes can be etched onto a piece of armor rather than a whole suit. and hand the effect card to the owner of the weapon. Runes will last approximately one year before the magic fades so the must be carved into a surface before they are lost. Weapons so etched can be stolen and are treated as yellow tagged items so long as the rune remains on the weapon. Making a rune will consume one charge of the runestone. Weapon Runes These runes are etched onto weapons. a rune cannot be moved to another surface. and do not count towards this limit. call out Imbue by Runecarving. The runesmith may obtain round yellow stickers at any office supplies store. you must have the Runecarving skill and you must obtain a runestone for that rune. Weapon runes that enhance a strike will only enhance a strike from the weapon they are etched upon. The person intending to use the rune must be wearing the piece of armor to use the rune. The person intending to use the rune must be wielding the weapon and must have the skill to do so. Once carved. Carving any rune takes one minute of role playing. The props represent a very heavy workshop and cannot be moved during an event. . the runes can be used. As long as the prop is worn. You cannot etch runes onto claws or natural weaponry. You submit an Runecarving Sheet with the required true elements at check out to create runes between events. The runestone will be destroyed when all charges are consumed. The props for a forge require at the very least a small table and tools. Runecarving takes a lot of time to prepare. Inc. Mark the weapon with the sticker. The person wearing the armor carries the effect card until the effect of the rune ends. These props are not marked with stickers. 92 Copyright 1999-2007 by Chimera Entertainment. The runestone also lists the level of Runecarving required to use it. Portal runes invoke themselves. It does not matter if the armor has any armor points left.Madrigal Chapter Five Runes To create a rune. but you may not invoke any more runes until you rest. When a rune is etched onto a weapon that weapon is marked with a round yellow sticker decorated with a stylized glyph. You may not invoke more than three runes without resting for five minutes. The runesmith must have and use props to represent the forge where they work their magic. At the start of the next event you present the runestones at check in and you are given your rune. You may use any other skills or ability. Each runestone has a number of charges. If the Armor is removed and put on another character the runes upon are destroyed. The runestone lists the true elements and carries the magic needed to empower the creation process. Armor Runes These runes are etched onto armor.

The process of attunement is ruined if interrupted and must be started over. You take one minute to role play the carving and write their character name on the back of the information card. You may attune more than one character at a time so long as all affected characters are touching the plaque. A runesmith is always attuned to their own portal rune. You may protect other characters from a portal rune you have carved in two ways. and an official effect sign must be hung in the portal in a clearly visible spot. The rune is active so long as the information sign is hung in the portal. but when the rune is invoked it slowly fades leaving no scar. You tell them that they are attuned to the rune. Once this is done the rune is once again activated. . They must be placed at the edge of the doorway or opening. 93 Copyright 1999-2007 by Chimera Entertainment. even if they did not entirely pass through. You may deactivate your portal rune. After the role playing is complete you write the name of each character on the back of the information card. Attuning others to your portal rune takes one minute of role playing. Each portal rune requires a separate rune plaque.Madrigal Portal Runes These runes are etched onto portals. You deactivate your portal rune by spending at least three seconds of role playing tracing the runes on the plaque with your finger or with a runeweaving tool. During this time the rune plaque is hung on the portal and an information card is hung so it is clearly visible in the portal. If anyone involved breaks contact with the plaque then the attunement attempt ends unsuccessfully. Flesh runes must be at least 1" in any direction. If an attuned character spends three seconds tracing the runes they must pass through the portal before they move from the plaque. You may activate the portal rune by spending three seconds of role playing to trace the runes of the plaque and hang the information card. during which time you and the character to be attuned must be touching the plaque. and disdain other runesmiths who use them. The prop for a portal rune requires a plaque of runes at least 6" in length. If they leave arm's reach of the plaque then they must retrace the runes when they return. The runesmith draws the rune onto the target with some type of water soluble makeup and puts the sticker onto the character's card. Attuned characters may spend three seconds tracing the runes on the plaque with their fingers to pass through the portal without invoking the portal rune. Anyone who passes through the portal will invoke the rune. At this point the rune is deactivated and anyone may pass through the portal. Carving a portal rune requires one minute of role playing. When a recipient receives a flesh rune they also gain the "Flesh" trait for the remainder of that event. or you may carve the essence of others into the rune. They are painful. allowing them to pass through the portal unharmed. The process of attunement cannot be reversed. A flesh rune must be exposed and visible when it is invoked or it will not work. During this time you take down the information sign in the doorway or opening. the person with the rune must wipe it off at their earliest convenience. Attuned characters must spend three seconds tracing runes on each plaque if there is more than one rune on the portal. The effect sign will describe the effects of the rune. After the rune is invoked. Another flesh rune cannot be added until all faded runes are removed. Flesh Runes These runes are burned onto the flesh. You attune other characters to the portal rune by carving their essence into the rune. Inc. Many runesmiths find the use of Flesh runes distasteful.

A creature who is healed by fire will not invoke the rune. Armor Rune of Protection This rune increases the protective value of one piece of physical armor by 1 full point. You may not use more than 3 runes without resting. Your hands do not need to be empty. This rune lasts until the end of the event." Anyone standing in the portal will invoke the rune once per second. prop. and this point acts as though it were a normal point of armor. You may not use more than 3 runes without resting. The point can exceed limits for skill. At the end of that time. This rune fades at the end of the event. This rune fades when it is invoked and at the end of the event. Flesh Rune of Spellcasting Inflict Flesh by Rune. This rune fades at the end of the event. but you cannot be moving your feet or using game skills while your armor refits. Level 2 Runes Armor Rune of Forging You may invoke this rune by calling out "Rune of Forging" as you raise your hands high above your head for three seconds. Any character who passes through the portal with an active Rune of Alarm must represent the rune by yelling "Rune of Alarm! Rune of Alarm! Rune of Alarm" as loud as they can. so the player must yell this even if the character is under the effects of Silence or cannot speak. This rune fades when it is invoked and at the end of the event. This rune delivers fire damage to anyone who steps through the portal while the rune is active. Flesh Rune of Luck Inflict Flesh by Rune. but your total armor points cannot exceed 4. The rune will fail if the recipient has any other enhancement to their armor points. It may be fixed or refreshed when your regular armor points are restored. When you have been Unstable too long and are about to die consume this rune.Madrigal Portal Rune of Fire Level 1 Runes Armor Rune of Heat Tolerance This armor is attuned to the forge and does not need to be removed to be repaired. You may consume this rune instead of an attribute point when casting a 94 Copyright 1999-2007 by Chimera Entertainment. Flesh Rune of Healing Inflict Flesh by Rune. Weapon Rune of Fire Call "5 Damage by Fire" and strike with this weapon. This rune fades when it is invoked and at the end of the event. If the effect was delivered by touch you may use this effect one additional time. This rune fades when it is invoked and at the end of the event. This noise represents the alarm of the rune. . You become Stable and begin your 5 minute count. Consume this rune to increase one of your Heal effects by 2. The rune is consumed only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Inc. Any person passing through the portal will invoke the rune and take "5 Damage by Fire. Portal Rune of Alarm This rune will raise an alarm if a character passes through the portal while the rune is active. or even type of armor. all physical armor points are refreshed.

fades when it is invoked and at the end of the event. Weapon Rune of the Iron Grip Consume this rune when someone tries to use a Disarm effect on this weapon. The Rune of Cancellation and the target Rune are destroyed. your next 3 Heal effects are increased by 4. One use is consumed only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Level 4 Runes Portal Rune of Cancellation This rune is carved on a portal to erase one other rune. The rune is consumed only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. the runesmith may remove one portal rune from that portal. This rune fades at the end of the event. Weapon Rune of Venom You may apply a venom to this weapon and use the weapon freely without using the venom. You may not use more than 3 runes without resting. Weapon Rune of Sharpening Activate this rune to increase your next two called damage effects with a Physical trait by 3. This rune fades when it is invoked and at the end of the event. Portal Rune of Forbiddance This rune will prevent anyone from passing through the portal while the Rune of Forbiddance is active.Madrigal spell. This rune fades when it is invoked and at the end of the event. Flesh Rune of Greater Healing Inflict Flesh by Rune. Weapon Rune of Slaying Call "Death by Magic" and strike with this weapon. This rune fades when it is invoked and at the end of the event. You may not use more than 3 runes without resting. Level 3 Runes Armor Rune of Countermagic The character wearing a piece of armor with this rune may negate one attack with the Magic trait by calling out "Resist" after they are struck. You may not use more than 3 runes without resting. Inc. . If the effect was delivered by touch you may use this effect one additional time. Weapon Rune of Channeling Consume this rune to activate one channeled apell without needing an incantation. This rune is consumed when the venom is consumed. This rune fades when it is invoked and at the end of the event. You may call out "Resist by Magic" to negate the effect. After one minute of runecarving. This rune 95 Copyright 1999-2007 by Chimera Entertainment. The target may choose which attack they will negate. When this rune is consumed. You may not use more than 3 runes without resting. regardless of the type of spell. The runesmith removes the rune and any information signs and places them on the ground next to the doorway. You call out "Runeweave" and the verbal instead.

Madrigal

Chapter Six

Alchemy
Alchemists have the ability to create substances by finding and mixing natural components that have been infused with arcane. Components are gathered during game and mixed between events into elixirs, catalysts, and venom. components. Gathered components last until the end of the year. When the Night of Dreams comes to an end the magical properties of all components fade. Components must be turned in at the end of the year. To create a substance, you must have the Alchemy skill and you must obtain an alchemical formula for that substance. The formula lists the components and carries the magic needed to empower the creation process. The formula also lists the level of Alchemy required to use it. You must have a game skill to copy or memorize a formula. Each formula has a number of charges. Making a substance will consume one charge of the formula. The formula will be destroyed when all charges are consumed. Alchemy takes a lot of time to prepare. You submit an Alchemy Sheet with the required components at check out to create substances between events. You may create 5 substances per event. At the start of the next event you present the formulas at check in and you are given your substances. Substances will last approximately one year before the magic fades. Complex elixirs have an Imbue or Inflict effect. Simple elixirs have a standard verbal and you may mix then directly into your alchemy flask. You may deliver elixirs from your flask by touching the recipient with a packet. Using them in this manner does not require light and the recipient is not disoriented because they have no tag to read. Two flask elixirs count as one

Using Alchemy
Alchemy comes in small vials containing rolled up effect tags. You cannot open a substance until it is used. You cannot take the tag out of the vial and read it unless you have used the substance. If you want to know what the substance is, then the substance must be identified by the outer runes. If it has no runes, it cannot be identified. If you use a substance improperly, like drinking a venom or smearing an elixir on a blade, the substance is destroyed with no effect. If you drink an elixir and read the tag you must accept the effect, although you could negate it if you had an appropriate defense. Some substances might have been created improperly, or created with tainted components. Some of these substances will have side effects. If a potion has a section labeled "Side Effect:" then whoever imbibes the potion will also take the additional effects described in this section.

Components
Alchemical components can be found in all sorts of places. Some grow wild and can be obtained by searching the woods. Others might be found underground. Characters may gather and trade

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Madrigal
substance when you are determining how many substances you can make between events, though you must still use components and formula charges for each. Using a skill to apply a venom takes 5 seconds of role playing. You have the "Venom" trait while you carry a weapon with a venom applied. The expiration date of a venom assumes it is not yet applied to a blade. Once applied, a venom is delivered on the next blow with that weapon, and applied venom that goes unused fades at the end of the event. A blade venom is used up only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. A venom is destroyed if its weapon is affected by a Destroy, someone mistakenly swings the weapon and does not call out the venom effect, or if you leave the weapon unattended.

Elixirs
These magical potions cause some strange effect upon the person who drinks them. Elixirs are given out in sealed containers. To use an elixir, you must open the container, drink the potion, and read the effect card. The nature of alchemical elixirs requires time and light for them to work. Opening the potion bottle in the presence of light starts the alchemical reaction. Once the elixir is consumed it takes some small amount of time for it to work its magic. The light and time required to take out and read the potion tag represent these processes. When you use a substance, you must stop and read the tag. All of the tag. You might think it is an Elixir of Healing, and the runes might even say it's an Elixir of Healing, but it might have a side effect so it will not take effect until you read the whole description. In game, the potion will cause disorientation that is represented by the time it takes to read the effect card. Once the container is opened, the elixir must be consumed. You may feed an elixir to a willing or unconscious individual instead of drinking it yourself. In this case you must open the potion, role play feeding it to them, and hand them the effect card.

Catalysts
These substances are magical oils and powders with magical properties that perform some other function. Some of these substances are used to make other types of items, like traps, and others will transform or enhance items they are applied to. Each catalyst has its own purpose and use, but all catalysts take one minute of role playing by an alchemist who could make the substance to use.

Level 1 Substances
You must have an Alchemy skill of 1 to use formulas to create these substances.

Elixir of Bravery
The effect of this elixir is Grant "Shield Fear" by Magic.

Venom
Venoms are toxic substances applied to blades. They are illegal in most civilized lands. Venom is delivered with a melee attack. You must have a special skill to apply and use venom. Attempting to apply a venom without this skill destroys the venom. Alchemists can learn to create these substances, but it takes special training to know how to employ them.

Elixir of Minor Healing
The effect of this elixir is "Heal 2 by Magic."

Elixir of Splinting
The effect of this elixir is "Cure Maim by Magic."

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Madrigal

Elixir of Striding
The effect of this elixir is "Cure Root by Magic."

Blue Lightning Venom
A blue paste that crystallizes in a cracked pattern when applied to a blade. This venom strikes for "Quick Paralyze by Poison" if you have the skill to apply and use blade venom.

Intoxicant
You become intoxicated. You feel good and as you take more doses you are less and less likely to retain good judgement. If you imbibe a number of doses equal to your Earth you are likely to become a little wild or overly emotional. If you exceed your Earth you are likely to pass out for a time. Real danger tends to awaken and sober you quickly.

Elixir of Good Health
The effect of this elixir is "Cure Disease by Magic."

Elixir of Iron Limbs
The effect of this elixir is Grant "Shield Maim" by Magic.

Preservative Catalyst
This oil is bottled with a component to preserve that component indefinitely. The component is bottled and will not fade at the end of the year.

Elixir of Moderate Healing
The effect of this elixir is "Heal 5 by Magic."

Scorpion Sting Venom
An oily black paste that smells like mint. This venom strikes for "Agony by Poison" if you have the skill to apply and use blade venom.

Elixir of Pain Resistance
The effect of this elixir is Grant "Shield Agony" by Magic.

Elixir of Antidotes
The effect of this elixir is "Cure Poison by Magic."

Snake Bite Venom
A green paste with a musky smell. This venom strikes for "5 Damage by Poison" if you have the skill to apply and use blade venom.

Level 3 Substances
You must have an Alchemy skill of 3 to use formulas to create these substances.

Level 2 Substances
You must have an Alchemy skill of 2 to use formulas to create these substances.

Amber Prison Venom
A golden paste that crystallizes in an amber sheen when applied to a blade. This venom strikes for "Paralyze by Poison" if you have the skill to apply and use blade venom.

Alkahest Catalyst
This catalyst restores 5 measures of Alkahest to your lab. You must have enough free space to hold these measures. If you do not then extra measures are lost when you use this catalyst.

Elixir of Greater Healing
The effect of this elixir is "Heal 10 by Magic."

98 Copyright 1999-2007 by Chimera Entertainment, Inc.

This counts as a Grant effect and cannot stack or be stacked with another Grant effect that targets the Fear trait. Elixir of Elemental Purity The effect of this elixir is "Cure Elemental by Magic. The object can be no larger than a dagger." 99 Copyright 1999-2007 by Chimera Entertainment. Inc. Doom of Kings Venom A sparkly white powder that adheres to metal. The effect of this elixir is "Cure Death by Magic. Golden Touch Catalyst This magical liquid can be applied to a small metal object between events to turn that object into gold. This venom strikes for "Frenzy by Poison" if you have the skill to apply and use blade venom. The item becomes solid gold and can be sold in game for one piece of gold. and objects so affected will become valuable ornamental items but will lose all game functions and magical enchantments." You may call out “Shield” to negate the next two attacks with the Fear trait that strike you. The Golden Touch is turned in with the item at the end of the event when you wish to use it." Red Fury Venom A blood red paste that appears wet even when it is applied. This venom strikes for "Death by Poison" if you have the skill to apply and use blade venom. Elixir of Supreme Healing The effect of this elixir is "Heal 20 by Magic." Elixir of Clarity The effect of this elixir is "Cure Mental by Magic. . Elixir of Stone Skin The effect of this elixir is Grant "Resist Damage" by Magic. Elixir of Anti-venom The effect of this elixir is Grant "Shield Poison" by Magic. Level 4 Substances You must have an Alchemy skill of 4 to use formulas to create these substances. Some magical items will resist this enchantment.Madrigal Elixir of Courage The effect of this elixir is "Imbue by Magic." Elixir of Life Administer this elixir to a dead body.

Once per event you may reduce the resting time to use Void to refresh your attributes. and others that may change into a form with heavy make up requirements and back again for players that might want a race that allows for that. each with it's own unique set of viewpoints and strengths. There is a great variation in the culture and physical distinction of these races. has both the Elf trait and the Leindrel trait. Some races have distinct variations or cultures. for example. If the racial skill does not have a cost listed then members of that race get it for free. You need not purchase your racial skills but some members of your race might fully expect you to be able to use your racial skills and might find it odd if you cannot use them. Determination You are determined to succeed where others might back down. each kingdom and culture has an additional skill that distinguishes it from other humans. Races that transform in this manner cannot use their racial skills unless they are so transformed. This section has a summary of the races that are allowed for player characters and a list of their racial skills. The Six Kingdoms 100 Copyright 1999-2007 by Chimera Entertainment. In addition to these skills. Some races are given additional traits in their description. A more complete description of the culture of each races and information about races that are not allowed to players follows. Humans has no racial requirements. All humans have the following racial skill in common. You need rest only one minute to refresh attributes when you use this skill. There are six major Human kingdoms. Humans Willful and determined. You are required to abide by your racial make up requirements at all appropriate times. You gain your general race and your specific racial variant as a trait. Energetic 1 Humans are an energetic folk filled with passion and impatience. These people that populate Aerune are known as the Gifted Races. humans are the most numerous of the races. They tend to be highly adaptable and creative. and other Human cultures outside these kingdoms. Each race has racial skills that they may purchase.Madrigal Chapter Seven Races of Aerune The lands of Aerune are home to a variety of distinct races. Inc. . A Leindrel elf. If you cannot consistently wear racial make up for whatever reason then we have included races that don't have racial requirements. Once per event when one of your skills or spells is negated by a called defense you may choose to use this skill instead of exhausting attributes for that ability.

Trechele You are from the Kingdom of Trechele. Inc. This skill does not refresh with Void. Two times per event you may use this skill in place of a point of Air when 101 Copyright 1999-2007 by Chimera Entertainment. or ability. Defiant 1 Your people are hardened by the constant threat of enslavement or physical punishment from cruel Slave Lords. Naporea You are from the Kingdom of Naporea. Vigilant 1 Your people live in the Shadow of the Malekyrg elves. spell. Mhurkiel You are from the Kingdom of Mhurkiel. Two times per event you may use this skill in place of a point of Air when paying for a skill. This skill does not refresh with Void. Your people are the only kingdom that remembers the old ways of the Pale. spell. This skill does not refresh with Void. and your ancestors broke from the corrupted barbarian Blood Tribes and embraced druidic ways. paying for a skill. Rhoemurg You are from the Kingdom of Rhoemurg. or ability. your politics and passions are volatile and you must be prepared to respond to threat and insult. Cunning 1 Politics and fierce pride have made you quick witted and adaptable. ever watchful for their treachery. Locksmoor You are from the Kingdom of Locksmoor. or ability. Faithful 1 You cling to the old ways with a fierce determination that makes it difficult to sway you from your path. . the heart of civilization blessed with fortunate bounty that allows culture and art to flourish. spell. Two times per event you may use this skill in place of a point of Earth when paying for a skill. Two times per event you may use this skill in place of a point of Fire when paying for a skill. or ability. and you are guarded against attempts to deny your belief. a hardened northern land blessed with the gift for warfare and fortitude to fight the endless war against the corrupted Blood Tribes to the north. Though your folk are proud and quick to anger. Steadfast 1 Your people are hardened by the constant war against the Blood Tribes. and although the common folk suffer under the Slave Lords of that land the people find ways to exist and prosper. This skill does not refresh with Void. where you have risen from humble beginnings to seek a greater destiny.Madrigal Avanlei You are from the Kingdom of Avanlei. spell. This skill does not refresh with Void. or ability. Two times per event you may use this skill in place of a point of Earth when paying for a skill. a land that stands with strong will against the shadow and despair of the Malekyrg kingdom. a land that both lost its noble purpose and regained its heritage. spell. Your land exists under the watchful and powerful eye of your mysterious Queen.

Inc. I Curse You With. Instead increase the next 3 Heal effects by 2. It is rare for them to walk the civilized lands.. Your constant wandering has made you Heart of Light 2 Twice per event you may change any one of your skills or spells to use the Light trait. If you are using a Damage or Heal effect that already has the Light trait you may exhaust one use of this skill to add 3 to the effect. call out "By My Gypsy Blood. The Elves Reclusive and magical. Acuity of the Elves You have a keen and quick mind. The Gypsies You are one of the Gypsy folk.. Your people have aligned themselves with Light and hold themselves to the ideals of Erionth. The Gypsy Curse 2 You call forth a curse against someone who has offended or attacked you or another Gypsy. If you have during this event performed some art in front of an audience for at least one minute then the power of this skill is increased. also called the Shining Lands. This skill does not refresh with Void. the elven hero of old. Once per event you may activate this ability." and choose either "Silence by Magic" or "Weakness by Magic" to curse an enemy of your folk. The Wanderers The Barbarians You are one of the barbarian folk living on the edge of the realm in the wilderness and mountains outside the kingdom. Two times per event you may use this skill in place of a point of Fire when paying for a skill. spell. or ability. much has been written and speculated about the elves.Madrigal Passionate 1 Your people are surrounded by the finest artisans. All elves have pointed ears revealing their Fey heritage. This skill does not refresh with Void. If the Heal effects are yours you must call out the increased Heal total in your verbal. Your senses are sharp. dark Malekyrg elves. and culture to inspire your passion. You may purchase the following skills. Your The Eluviar You are an elf from the Kingom of Eluviar. There are four realms of elves in Aerune. and many humans go through their lives without ever seeing one of the fair folk. . though players cannot play one of the The Kh'rewyn You are one of the Kh'rewyn elves who followed Queen Delphestra into the heart of the Great Web 102 Copyright 1999-2007 by Chimera Entertainment. or ability. All elves have the Fae trait and share one racial skill. Replace the normal trait of the effect with Light. Two times per event you may use this skill in place of a point of Air when paying for a skill. The next 2 Heal effects that are used upon you or that you use upon another person are increased by 2. spell. crafts folk. Durable 3 You gain one additional Vitality point. Remember the Light 2 The light of the Seely Court flows in your veins. throw a packet. Once per event. constantly wandering the land and calling no place home for long.

So long as you wear at least 3 feet of gray and silver vine as part of your costume you will not gain the Flesh or Blood trait from effects that inflict those traits upon you. If you are not wearing at least 3 feet of gray and silver vine as part of your costume you will gain the Flesh trait for the rest of the event. Your kin are constantly besieged. Caress of the Thorn 1 Twice per event you may take a point of damage instead of exhausting an attribute point when using a skill or spell. if not by the servants of the corrupted Spider Lord trying to take the Great Web and destroy your folk. You form seethes with elemental power and many of your folk were once masters of the forge when you worked your power at heart of the world. Born of the Elements Twice per event you may resist any attack with an Elemental trait that strikes you. You have embraced the Cinereal Thorn to protect you from the corruption of the Great Web. Druid or Ranger skill with which 103 Copyright 1999-2007 by Chimera Entertainment. You may refresh one use of this skill by consuming one True Element that matches your elemental focus. more likely to hear the voice of the animal lords than civilized man. the silvery vine that grows to form the Twisted Garden. . Instead increase the next 3 Heal effects by 2. The Forest Lord 3 Once per event if you are in the wilderness where you can see no buildings you can use any Beastmaster. You may purchase the following skills.Madrigal to reclaim that ancient place from corruption. You may purchase the following skills. The next 2 Heal effects that are used upon you or that you use upon another person are increased by 2. embracing your elemental nature to find strength and balance. and now their master Lord Wickford sits on a throne in the heart of those ancient halls. You are wild and reclusive. you are familiar. If you have during this event performed some art for at least one minute in the wilderness where you could see no buildings then the power of this skill is increased whether you had an audience for it or not. Your kin cultivate the Twisted Garden as a physical and spiritual fortress against assault. All Eurvein share one racial skill. then by the politics and looming threat of the Kingdom of Malekyrg. The Cinereal Embrace 3 You have embraced the Cinereal Thorn. Remember the Wood 2 The nature of the Seely Court flows in your veins. The Eurvein You are kin to the elements themselves. Inc. True elements so consumed are destroyed and must be turned in at check out. The Liendrel You are an elf among the Liendrel tribes. Once per event you may activate this ability. You need not pay the attribute cost of this ability. including Flesh runes. You have been driven from the ancient halls under the world by the undead of the Ebon Throne. but the skill will fade from you within 10 seconds. You may also exhaust 2 points of Earth to resist any attack with the Blood or Malediction trait. If the Heal effects are yours you must call out the increased Heal total in your verbal. Only the constant vigil of your kin at the edge of the Twisted Garden staves off disaster.

rooting yourself like the mountain. Like the Mountain 2 You can turn your form iron hard. This skill does not refresh with Void. The Wind's Fearsome Touch 2 You can manifest fearsome winds to force your enemies away from you. you may affix a unique pattern of crystals to you face or use silver glitter over your colored veins." So long as you do not move your feet you can call "Shield by Earth" to negate the next 4 called attacks with a Physical or Elemental trait. Embrace the Earth 1 You have seething elemental Earth coursing through you veins. spell. . Some Eurvein have white hair or light gray hair. The crystal in your skin is deep red. You may purchase two skills. The Eurvein of Fire You have embraced flame and ash as your elemental focus. You may choose to negate an uncalled attack if you must but this uses one of your 4 defenses. or ability. or the dark gray and metallic colors of metal with deep silver highlights of crystal. Twice per event you raise one foot and stomp it down into a wide stance as you call out "Imbue by Earth. You may purchase two skills. You may purchase two skills. Embrace the Wind 1 You have seething elemental Air coursing through you veins. The Eurvein of Earth You have embraced stone and metal as your elemental focus. or ability. paying for a skill. The crystal in your skin is clear or silver. Inc. Once per event raise one foot and stomp it down into a wide stance as you call out "Imbue by Fire." So long as you do not move your feet you can throw a packet or swing a weapon and call "2 Damage by Fire" up to 10 times to burn your opponents. This ability ends when you move your feet or you have negated 4 attacks. spell. Your skin is veined with either the earthen colors of stone. Some Eurvein even have gray hair or black hair streaked with silver. you may affix a unique pattern of clear crystals to your face or use silver glitter over your colored veins. tinged with pale light blue. Embrace the Fire 1 You have seething elemental Fire coursing through you veins. Your skin is veined with either the red and orange and yellow of flame. Your skin is veined with the white and gray of clouds and mist.Madrigal The Eurvein of Air You have embraced wind and sky as your elemental focus. or the black and gray of ash with deep red highlights of crystal. with clear or silver highlights of crystal. or ability. Two times per event you may use this skill in place of a point of Earth when 104 Copyright 1999-2007 by Chimera Entertainment. Two times per event you may use this skill in place of a point of Air when paying for a skill. spell. you may affix a unique pattern of crystals to you face or use dark red glitter over your colored veins. The crystal in your skin is deep silver. This skill does not refresh with Void. Two times per event you may throw a packet at an opponent to call out "Slam by Wind" to knock your enemies down. Some Eurvein even have fiery red hair or ashen gray hair. This skill does not refresh with Void. The Fire's Seething Touch 2 You can manifest raw elemental fire and cast it forth to destroy an enemy before you. Two times per event you may use this skill in place of a point of Fire when paying for a skill.

with deep blue highlights of crystal. Your skin has a subtle golden sheen with golden sparkles. Two times per event you may use this skill in place of a point of Water when paying for a skill. Vapors of Clarity 2 You have been trained to gather the components to create a poison that seethes with mind altering vapors. The Aneketh You come from the outcast people that live in the mountainous badlands to the north of the world. You are resistant to such threads. Inc." So long as you do not move your feet you can throw a packet and call "Repel by Water" or "Repel by Ice" up to 10 times to force opponents away from you. You apply this clear substance over your golden hue. however. and the vapors help keep your mind clear. Once per event raise one foot and stomp it down into a wide stance as you call out "Imbue by Water. and rivers as your elemental focus. This skill does not refresh with Void. . Embrace the Water 1 You have seething elemental Water coursing through you veins. Once an enslaved house of a lost desert realm. taking the noble appearance of your Court of the Sun from the time when you were free. etched into their faces The Aneketh of Dust You are one of the Aneketh that has retained the appearance of your outcast and cursed people. Grace of the Aneketh Your people are graceful and quick. In recent times. and are adept at surviving in the harsh northern badlands. you may affix a unique pattern of crystals to you face or use blue glitter over your colored veins. spell. your people still remember when they were noble and free. This skill does not refresh with Void. Once per event you may call "Resist" to negate one attack with the Poison trait. Some Eurvein even have blue hair or green hair streaked with seaweed. or ability. Your people once bore the physical signs of their enslavement. spell. The Eurvein of Water You have embraced the waters of the sea. or ability. lakes. You may purchase two skills. as deep lines and wrinkles. Both the Aneketh of Sun and the Aneketh of Dust share the following two skills. many of your folk have changed. You cling to your freedom fiercely. The crystal in your skin is deep blue. The Water's Tidal Rush 2 You can manifest all the power of the sea and tide to hold back a host. Two times per event you may use this skill in place of a point of Water when paying for a skill. Fortitude of a Harsh Land 2 You have chosen the badlands of the north because they are not unlike your homeland. Once per event you may call "Purge Mental by Poison" to clear your mind. The Aneketh of Sun You are one of the Aneketh that has regained the noble bearing and visage of your people and your house. Woman have eyes that are lined in black. This ability ends when you move your feet or you have thrown all 10 attacks. full of venomous beasts and toxic plants. Your skin is veined with the deep blues and greens of the sea. and your lips and eyes are etched in metallic gold. You skin is tan and deeply wrinkled with darker 105 Copyright 1999-2007 by Chimera Entertainment.Madrigal This ability ends when you move your feet or you have used all 10 attacks.

You may purchase the following skill. but you may not fight with claws and other weapons or a shield. They left the Fey realm to escape the sorrow of the war and hatred between the Seely and the Unseely court. Once applied the venom is only consumed if the strike lands and the opponent acknowledges it through role play or negated it with a defense. The Korred This race is young in Aerune. You may spent 3 seconds of role playing and call out "Purge Metabolic" to end an effect that might hamper a creature that is truly living. The Korred now dwell in the Whisperhaunt wood. Your eyes are circled with darker brown the bleeds into your wrinkles. and it is common for the low Aneketh to hide their faces in wrappings. You are one the the Ghul. . The Korred were one of the Fey races who had members on both courts. During the day you are weak. You may use two full length long claws. Although you have escaped the undead lords of that dark land. Not Truly Alive 2 Twice per night your undead form casts off an effect that would weaken the living. Perhaps the worst thing about Ghuls is that they sometimes fall into a mindless rage in the presence of the Foul. You instead have been trained to gather the components to create a nasty venom and you can apply it in active combat. but you can only use them while you are transformed. At the end or your transformation your Vitality is instead increased by 1 and the two point difference is restored to you. You have pointed ears and horns protruding from your forehead. neither living nor dead. The Ghul You have spent time in the Lands of the Dead to the south. At night you become stronger. Some Ghul become white or gray and have rotting skin. your Vitality is reduced by 1. You may purchase the following skills. The maximum length for these claws is the same as the length of a one handed sword. The time it takes to prepare the claws or put them away is the time it takes to grow or retract the claws. Manifest Claws 4 You grow and retract claws in both hands. You may attack and parry with these claws. You are a reminder of the shame and suffering your house and people have endured. If you purchase Armed as the Hunter or a similar ability that normally gives you claws your claws are enhanced. and your horrific existence is the price you have paid for escaping from that dread place. You may fight with a claw in each hand at the same time. During the day you appear to be human. Sting of Dust 2 You react poorly to the vapors of the Aneketh of the Sun. Your kin wear their hair wild and tend to wear earthy 106 Copyright 1999-2007 by Chimera Entertainment. The liquid nature of the venom allows you to use it instantly without stopping to apply it. having left the Realm of the Fey only a century ago. Once per event you may call "Agony by Poison" with any bladed weapon. You have the Undead trait.Madrigal brown lines. the land itself has bled your very life force and corrupted your spirit. Inc. You may use one medium claw and one short claw. Corrupted Rage If you are struck by an effect with the Malediction trait you may choose to call out "Reduce to Frenzy" to negate the attack and allow the Malediction to cast you into a mindless rage. but when night falls you take the appearance of an undead with dark rings around your eyes and blackened lips. and they fled that realm rather than letting that hatred set them against each other.

You were once human. 107 Copyright 1999-2007 by Chimera Entertainment. All Shoathri may purchase the following skill. Fire. If you purchase Armed as the Hunter or a similar ability that normally gives you claws your claws are enhanced. The character might snort. and the eyebrows are often darkened and made larger. but strong emotions that tap into your primal being can cause you to become more Boar Tlorulo is the boar spirit. The maximum length for these claws is the same as the length of a one handed sword. A Shoathri so affected will grow agitated and feel the need to be alone. You may attack and parry with these claws. flattened nose. and tend to have more difficulty using finesse in situations where a straightforward approach might work. Inc. You bear a blood red mark on your face that appears in both your human and animal form. You role play the effects of Intoxicant as if your Earth was 3 points higher. or the desire to hunt. Those taken by Tlorulo become aggressive and more easily provoked to anger. fear. You will transform during this restless and animalistic state. Two times per event you may use this skill in place of a point of Fire when paying for a skill. The Merciful Vine 1 Whenever you drink an Intoxicant elixir or any substance with an Intoxicant effect you are also healed one point of Vitality. You may use two full length long claws. Once per event you may. Manifest Claws 4 You grow and retract claws in both hands. role play being grumpy with a slight headache. and you can manifest the physical features and mental characteristics of an animal spirit. You may appear as a humans with the blood red mark. You may fight with a claw in each hand at the same time. Earth. You may purchase the following skills. Many have the full. taking the physical and mental characteristics of your animal spirit. This skill does not refresh with Void. The time it takes to prepare the claws or put them away is the time it takes to grow or retract the claws. This emotion could be anger. Choose the Animal Lord who has touched you to determine your appearance. You have the Fae trait. or Water.Madrigal tones. animal like. if you have imbibed enough Intoxicant to role play a drunken stupor. choose to refresh one point of Air. That Pain Is Nothing 2 When you wake after a night when you where affected by an Intoxicant at least once. Shoathri racial skills can be used only in their animal form. You may purchase the following skills. Once during that day before you sleep again you may call out "Bah! Resist" in an unimpressed tone to negate one Agony effect. but you are marked by one of the Animal Lords. The Shoathri You are one of the rare folk who have been inhabited by an animal spirit that can manifest within you. You have the Beast trait while you are in your animal form. passion. but you may not fight with claws and other weapons or a shield. A Korred's Passion Your people are full of passion and joy. You may use one medium claw and one short claw. Characters who choose this spirit will take the facial characteristics of a boar when they change. They will have a blackened boar-like nose and protruding lower tusks. spell. They also will tend to be more stubborn. . or ability.

Madrigal

Tlorulo's Will
The boar is full of determination. Two times per event you may use this skill in place of a point of Fire when paying for a skill, spell, or ability. This skill does not refresh with Void.

ability, is lost when you return to familiar territory.

Crow
Choenta is the crow spirit. Shoathri in the form of Choenta will grow prominent black feathered eyebrows and their faces will become marked with a pattern called crow’s feet. The marks consist of three thick black lines extending from each eye. One extends out toward the ear, one extends down on the cheek, and the last extends diagonally between the two. Some Shoathri also have darkened feathered hair or black feathered sideburns when they take the form of Choenta. When changed, these Shoathri tend to cause all types of mischief. They will switch small items to cause confusion. They will attempt to trick their enemies. Some might even try to trick their companions. If forced to fight many use traps and ambushes rather than straight combat. You may purchase the following skills.

Wild Fortitude 3
You gain one additional Vitality point.

Cat
Bayastri is the cat spirit. Characters who choose this spirit will take the facial characteristics of a hunting cat when they change. They will have a cat-like nose, whiskers, and cat-like stripes. Some grow fangs. When they have changed they will tend to move with as much smoothness as possible. Purring and slurring R’s is not uncommon. Shoathri taken by Bayastri tend to be extremely curious. They tend to enjoy the hunt, even going so far as to prolong it for pleasure. You may purchase the following skills.

Bayastri's Grace
The cat is graceful and quick. Two times per event you may use this skill in place of a point of Water when paying for a skill, spell, or ability. This skill does not refresh with Void.

Choenta's Acuity
The crow is clever and observant. Two times per event you may use this skill in place of a point of Air when paying for a skill, spell, or ability. This skill does not refresh with Void.

Curiosity Kills 4
Once per event you may choose to be curious... or to be lazy. If you choose to be lazy, stretch out in some warm place and take twice as long, a full 10 minutes, to refresh your attributes using Void. You gain one extra point of Vitality for the rest of the event. If you choose to be curious you must be entering a gate or some other mysterious and remote area where you have no idea what to expect. You gain the ability to negate any one melee, missile or packet attack by calling "Avoid" but only while you are through the gate or within that area. Your curiousity, and this

Taking Flight 2
You are difficult to trap. Once per event you may role play for 3 seconds and call out "Purge" to escape one Paralyze, Root, or Slow effect.

Rat
Skaleen is the rat spirit. Characters who choose this spirit will gain a rat-like tail, a round black nose, whiskers, and gray or brown rat-like facial features when they change. Some have pronounced front teeth. The character will tend to move lower to the ground with quick nervous motions. The character will tend to gather to

108 Copyright 1999-2007 by Chimera Entertainment, Inc.

Madrigal
themselves as many small valuables as possible when taken by Skaleen. The character will also tend to prefer stealth to outward aggression if possible. You may purchase the following skills.

Strength of the Pack 2
You are stronger when you are with your pack. Once per event you may use this skill to lend strength to yourself or another. You may howl like a wolf and either call out "Heal 2 to Self" or touch another character to call out either "Heal 4 to Beast" or "Cure Physical to Beast" and give them the pack's strength.

Skaleen's Acuity
The rat is clever and observant. Two times per event you may use this skill in place of a point of Air when paying for a skill, spell, or ability. This skill does not refresh with Void.

The Trolls
You are a Troll that has wandered down from one of the mountain clans that dwell high above Locksmoor. Since the humans have opened the borders there have been many more travelers for your folk to trade with, raid for loot, and just bully into a good fight. You have large over sized lower tusks protruding out and large horns. The horns of your people vary wildly in size but you pick on your kin who were cursed with smaller horns. The best horns are large horns that curve and sweep back off the forehead. You are a great drinking companion once someone gets to know you, but the travelers seem somewhat touchy and ill tempered around your folk. They seem to think your clans folk are overly violent, but they are lucky the Iron Trolls don't come down for a brawl. The skin of your Stone Troll kin is slate gray and black. The Mountain Trolls, on the other hand, are tan and brown. If any troll ever purchased the Highborn header a thousand of your brethren would storm down from the mountains and drag the drunken sot away to be kicked and beaten until the rampant violence had restored them to their senses. There are probably other skills you would pick on a troll for learning but sometimes your kin do things like that just to be stubborn. All trolls may purchase the following skills.

I Have Eaten Worse 2
You are used to unsanitary conditions. Once per event you may role play for 3 seconds and call out "Purge" to escape one Metabolic effect.

Wolf
Urugar is the wolf spirit. Characters who choose this spirit will gain the facial characteristics of a wolf when they change. They will have a wolflike nose, and gray and white wolf-like coloration. Many have ears that are larger and pointed. Some have fangs. The character might snarl, and howls are not uncommon to express emotion, especially when the moon is showing. Shoathri taken by Urugar become more concerned with survival and loyalty to the pack. They will respond to threats with violence, and will become very protective of their friends. They tend to have an instinct to attack if anyone seems like a threat to them or their companions. You may purchase the following skills.

Urugar's Will
The wolf is known for stamina. Two times per event you may use this skill in place of a point of Earth when paying for a skill, spell, or ability. This skill does not refresh with Void.

Troll's Might
You're tough. You love to fight. No one is surprised that you can call extra strength when 109 Copyright 1999-2007 by Chimera Entertainment, Inc.

Madrigal
you need it. Two times per event you may use this skill in place of a point of Earth when paying for a skill, spell, or ability. This skill does not refresh with Void. leaving their lives and memories behind them. You are trapped in this realm without knowledge of your former home, unable to pass through the Gate to return to your place of origin. You know your own name, the name of your race, and the skills you learned in your previous life. You cannot remember anything of your previous realm or your life there. It has not been long since you have come through the Gate. Although you instinctually remember your race and your skills, your memories are gone except for vague visions of a few details. You may choose 1 to 3 indistinct memories you keep from your previous life. If another player is playing one of the Wayward you may also choose to remember some kind of tie to them. They seem familiar, but why you do not know. In this place where you have been cast adrift can you afford to forego any connection to your previous life? Otherwise your history is only what you have encountered in this realm. You have heard tales of kinsfolk who have found relics or keepsakes from beyond the Gate that have restored bits of their memory, but what precious memories you have are fleeting at best.

Troll's Strength 3
You call upon untapped reserves of strength to tear free from or shake off physical effects. Once per event role play a roar and call out "Purge" to end any effect with a Physical trait.

Mountain Trolls
Your coloration is tan and brown. Your male kin often have facial hair. Mountain Trolls can purchase the following skill.

Troll's Toughness 3
You gain one additional Vitality point. Yeah, you're just that tough.

Stone Trolls
Your coloration is slate gray and black. Your male kin often have facial hair, and many have unkept black or gray hair. Stone Trolls can purchase the following skill.

Stone-like Hide 3
Your hide increases the protective value of any armor you wear or armor effect you use by one, regardless of prop or limitation. Yeah, if you aren't wearing any armor this skill will act as a single point of armor that can be refreshed by taking a minute to drink something strong, but come on what kind of troll are you if you can't find some kind of decent armor protection to soak up strikes?

The Vorace
vor-ACE You are one of the Wayward, the folk that have come to this realm through the Crimson Gate, leaving their lives and memories behind them. You are trapped in this realm without knowledge of your former home, unable to pass through the Gate to return to your place of origin. You know you are one of the Vorace, and you kin were sometimes called the shadow bound. You skin is jet black and your hair is black, gray, or white. You face is marked with a pattern of deep purple crystals. Your pattern is distinct from your kin. Although rare, some of your kin have a pattern or weave of glittering purple lines rather than

The Wayward
You are one of the Wayward, the folk that have come to this realm through the Crimson Gate,

110 Copyright 1999-2007 by Chimera Entertainment, Inc.

but you also have a craving for the life force of other creatures. the folk that have come to this realm through the Crimson Gate. sometimes they will inflict traits on Vorace foolish enough to feed on their spirits. Many Shiven link with only one other individual for life. more angry. so you must wear the vestigial remnant of a claw on one hand. The Shiven SHEE-ven You are one of the Wayward. You can link to another willing member of the Gifted Races. The maximum length for these claws is the same as the length of a one handed sword. drawing strength from their spirit. To many it may seem like you are simply in a bad mood. never to feed on the life force of another creature. You know you are one of the Shiven. The person you link to becomes your Patron. You are trapped in this realm without knowledge of your former home. and slightly more prone to make rash and violent decisions. Inc. Many of your kin have chosen to set this desire aside. but you may not fight with claws and other weapons or a shield. Air. Refresh 2 points of that attribute by calling out "Refresh 2 <Attribute> by Gloaming. Call out "I consume your spirit" before 111 Copyright 1999-2007 by Chimera Entertainment. Your desire for life force is dangerous. in the back of your mind. You must be careful using this ability on creatures of the Foul. unable to pass through the Gate to return to your place of origin. divided in spirit and form. This calms you and makes you more serene. You can not link to someone who is already a Patron. Souldrinker 4 You may feed on the spirit of dying creatures. you deliver a death strike. leaving their lives and memories behind them." Manifest Claws 4 You grow and retract claws in both hands. This tenebrous side has a different hue. You may use one medium claw and one short claw. If you successfully complete the death strike and the creature does not call "No Effect" because it is already dead you call out "Heal to Self" to feed on the life force of the creature. . If you purchase Armed as the Hunter or a similar ability that normally gives you claws your claws are enhanced. and an Vorace under the effect of a Frenzy who takes down a friend or foe will attempt to deliver a death strike to the unfortunate victim before moving on to another foe. Your tenebrous hand is clawed. Earth. and link with different individuals at different times of the year. Choose one side of your body that will be your tenebrous side.Madrigal distinct crystals. You may fight with a claw in each hand at the same time. The edge of your tenebrous side is a precise line down the center of your face and your body. The time it takes to prepare the claws or put them away is the time it takes to grow or retract the claws. Without this link you are more abrupt. and you can only be linked to one person at a time. hungering. Fire or Water. You sustain yourself with normal food. forever changed in spirit and hue. One side of your body is tenebrous. or rarely jet black. You may use two full length long claws. consuming their life force to increase your strength. Others are more free spirited. midnight blue. Your spirit is stronger when it is linked to another being. You may attack and parry with these claws. but the desire is always there. blood red. Deathwatch Once per event when you see an attack with the Death effect strike another creature and that creature role plays the effect without negating it with a defense you may choose one attribute.

Madrigal Once per event you may role play for one minute and call out "Imbue Soulbound by Will" to link with a willing recipient. You have a pattern of black lines upon your face that bind your spirit to the Court. Earth. If either person linked by the Soulbound trait dies their final time while this link is in place then the shadow of the Tower falls on the other unfortunate individual. When they learn of the death they know some piece of their spirit is missing and that their next trip through the Gate of Death will be their last. You also gain the Soulbound trait. leaving their lives and memories behind them. and your kin are crowned and blooded with a regal nature. but this role playing effect is not required. Bound in Soul. The chin usually has a swirl pattern that connects with the rest. gray or white or black. The Embrech EM-brek You are one of the Wayward. unable to pass through the Gate to return to your place of origin. If you are not linked to anyone your Vitality is decreased by one. You are trapped in this realm without knowledge of your former home. Two times per event you may use this skill in place of a point of Fire when paying 112 Copyright 1999-2007 by Chimera Entertainment. Air. Bound in Health 1 You may sacrifice some of your life force to heal your Patron. Your skin is bleached white and your hair devoid of color. Your Spirit is Safe 3 Your link is stronger than death. Strength of the Shiven You draw on the spirit of your Patron for strength. You know you are bound to this Court in word and spirit. Once per event choose one attribute. Although the line pattern on the faces of your kin are distinctive. Once per event if you are linked you may touch a packet to your Patron and call out "Cure Death to Soulbound" to restore them to life. Dreams of the Court You still dream about the Ethereal Court and carry a passion and noble bearing despite your forced exile. Twice per event if you are linked you may call out "Resist by Soulbound" to negate one attack with a Mental trait. and the women sometimes wear color on their lips to contrast your stark white features. Many of your kin decorate their hair with a stripe of bright color. If you end an event linked to another character you may begin the next event still linked to that character if both of you agree on this before game starts." One Bound. a noble folk bound in spirit to an Ethereal Court you cannot quite remember. You know you are one of the Embrech. You may refresh 2 points of that attribute by calling out "Refresh 2 <Attribute> to Self. You can feel the tendril of spiritual energy extend from your form back to the Crimson Gate. Inc. all of them go from the hair line to the eyes and down to the bottom of your face. the folk that have come to this realm through the Crimson Gate. . You know this pattern marks your spirit and binds you to the Ethereal Court. You may choose one aspect of that person's personality to adopt as a result of the link. Fire or Water. Touch your patron with a packet and call out "Heal to Soulbound and 1 Damage to Self" to heal them. This person becomes your Patron and this link lasts for the rest of the event. Twice Strong 2 While you are soulbound your will is strengthened. Some of you kin have patterns on other parts of their bodies.

Your link to the Ethereal Court is cut and you go to the Gate of Death instead. Call out "20 Damage to Self" if the weapon is affected by a Destroy effect. The Ethereal Dance 5 You may entrust your spirit to the Ethereal Court. You lose all skills. The type of the weapon is entirely up to you but you only get one. The Zhuriel You are one of the Wayward. If your weapon is affected by a Destroy effect you also take 20 points of damage. You cannot choose skills unless you also choose any prerequisites those skills might require.Madrigal for a skill. and it is reflected in your visual appearance. While your spirit is in the care of the Ethereal Court you do not travel to the Gate of Death if you are slain. You and all your kin are bound to crystal weapons. You hair is wild. or maybe you are completely shaven. leaving your true essence in the care of that Court to protect you from death. Many of your kin have blue lips. So long as you have not reformed at the Crimson Gate a third time you may send your spirit to the Ethereal Court or call it back as often as you wish. unable to pass through the Gate to return to your place of origin. spell. You crystal weapon is blue with white diamonds or white with blue diamonds. Inc. It is not uncommon for the Zhuriel to have multiple piercings on their ears and lips. It takes 5 minutes to reform at the Gate. the folk that have come to this realm through the Crimson Gate. Once per event if you are struck by a Death effect you may call out "Reduce to 5 Damage" to negate the effect and instead take 5 points of damage. Instead. you travel to the Crimson Gate up to 3 times to reform. . attributes and abilities except the 15 character points worth of skills you have marked on your card. You may go to the Crimson Gate and role play for one minute to release your spirit into the Gate to travel to the Ethereal Court. Your face is covered with blue swirl patterns. Upon your third death you are too weak to reform without your full spirit and while reforming your spirit and thus your skills are restored. even if you must choose a crystal dagger because you have no weapon skills. 113 Copyright 1999-2007 by Chimera Entertainment. You are trapped in this realm without knowledge of your former home. This skill does not refresh with Void. My Life Belongs to the Court 3 You spirit belongs to the Ethereal Court. During this time you are a Spirit of the Dead and must abide by the restrictions of such a state. and your kin wear many piercings on their body. Some of your kin wear ritual scars to commemorate important victories. like traditional Celtic or Norse spiral decoration. even if your attributes are lower. leaving their lives and memories behind them. You may return to the Gate at any time and spend one minute to call your spirit back from the Ethereal Court and restore your skills and attributes. Whatever weapon you choose you must start game with the skill to use it. and despite your loss of memories violence and action still brings you a sense of joy. Your Vitality remains unchanged. You have a wild nature. You can no longer send away your spirit if you have reformed a third time. If you die with the Malediction trait. You know you are one of the Zhuriel. Don't lose it. or gain the Malediction trait while you are reforming you do not reform at the Crimson Gate. Mark this skill and 15 character points of skills and attributes on your character card when you check in. You brought yours with you through the Crimson Gate and you guard against its theft and destruction. or ability.

Fire.Madrigal Crystal Violence If you name your weapon and talk to it really nicely it will empower you. After all the piercing and scarring your weapon would lose complete respect for you if you show that kind of weakness. 114 Copyright 1999-2007 by Chimera Entertainment. Call out "Resist and Frenzy to Self" to negate the attack. Inc. In addition once per event if you are holding your weapon you may negate one attack with a Mental trait and take a Frenzy effect instead. but only if you spend some time explaining to your weapon what is going on. . or Water when using a skill or ability involving your weapon. Earth. A Matter of Pride 2 Once per event if you are holding your weapon call out "Resist" to negate an attack with the Agony effect. It's All In the Head 3 You are immune to Madness effects no matter what anyone else thinks. The weapon gets upset if people try to mess with your head. Otherwise it gets upset and you get nothing. Each event you gain 2 points which may be spent in place of Air. Or maybe you are already there.

The family members are known as bards and storytellers. . There are many variations even within each race. The people of Avanlei have built and maintain ancient walled gardens in the sloping hills of the vale. Avanlei borders the elven kingdom of Malekyr and the kingdom Mhurkiel To the southeast lies the kingdom of Mhurkiel. and grow fruits and spices that are traded all over the Five Kingdoms. fiercely loyal and well trained. Where Trechele encourages 115 Copyright 1999-2007 by Chimera Entertainment. It is the only kingdom that allows slavery. Diardha. Kylar Lirannon is a bard and warrior and rules the kingdom with wisdom and the love of his people. and the contrast between the rich and the poor is great. but the kingdoms have a pact to unite against the Malekyrg Elves and the invasions of the Blood Tribes. The Morbhain wear no colors. and maintains only enough knights to satisfy the warriors of the immediate family. Whatever the case. and some claim they are the last remnants of the lost kingdom of sorcery. called the Kingdom of Sin.Madrigal Cultures and Kingdoms The races have settled the lands of Aerune. and some whisper that the royal family of Lirannon has the favor of the Seely Court. While the queen attends to a lavish and darkened court. and the Queen forbids the open worship of any god within its borders. The The Gifted Races that have settled in the northern continent of Aerune are varied by culture and by the distinction of physical race. The Five Kingdoms At the Heart of Aerune lies the Five Kingdoms. the court of Mhurkiel is openly decadent. but instead carry magical light that glows blue on their staves or in blue lanterns. The kingdom is the smallest of the Five Kingdoms. These human kingdoms each have their own government and sometimes war with each other. The family Galanar wears the same blue with a white swan. The royal family of Lirannon wears blue with a white lion rampant. Inc. What follows are the races and racial variants that are allowed as player characters. They are strange and do not dwell in the court. His line is derived from Aradach. Where Trechele could be said to suffer from excess. The Morbhain are said to have Faerie blood. Avanlei The kingdom of Avanlei derives its beauty from its natural forests and the gardens built around the cities. The magical knowledge of Avanlei comes from the mysterious Morbhain family. but instead are said to dwell in Whisperhaunt until one of their family is needed for advice or for magical power. The Galanar family provides the best knights of Avanlei. The royal family of Lirannon is small. The King. The Galanar also has an order devoted to Aradach and those priests travel the lands of Avanlei bringing restorative magic to its people. and many of the races have adopted certain physical characteristics due to magical influences that distinguish them and separate them from others of their ilk. and he is devout to that god. built into a series of vales between the Griffin Peaks and Whisperhaunt in the northeast of the Five Kingdoms. her people toil outside her palace to feed themselves. is the first line of defense when those dark folk come forth for war. Avanlei is the only kingdom to maintain contact with the reclusive elven kingdom of Eluviar.

The priests rarely speak of their faith. The ancient pact binds them. . The secretive family of Xerberes also serves the Queen. and it is said that those with the power of that blood sometimes see into the past and the future. but the power of the Queen keeps most problems in check. and they are capable and paranoid as a rule. and the pale Queen Khelaine Chartys keeps her elite guard close to her. Art must meet the approval of the Queen’s people or it is destroyed. The Thalik wear no badge except in the most formal situations. The Xerberes have very capable wizards. and then they are allowed to wear the badge of the Queen. nor do they share knowledge outside their family. The power of Khelaine’s magic has not been questioned since she turned it against Selarno troops in a short skirmish some 60 years ago. The Melekite family serves as both the common fighting force and keepers of the peace. They carry out the Queen’s wishes wherever her gaze may fall or her wishes take them. has true blood and claims a lineage to Myrkorim. Those who commit crimes or who cannot support themselves are quickly pressed into slavery. His house controls the armies of Rhoemurg and most of his knights come from his own family. and more than once the deadly elite troops of Mhurkiel have arrived to rescue the northern kingdoms from the ravages of the Blood Tribes or the elven kingdom of Malekyrg. 116 Copyright 1999-2007 by Chimera Entertainment. They also bring slaves into Mhurkiel. Rhoemurg has long winters and a sturdy people. but some whisper that they practice and experiment on live subjects. was a general and knight and a veteran of many battles. and her moods can quickly turn from delight to rage. House Vlariev. The loyalty of the Thalik is not questioned. The other kingdoms resent and sometimes openly challenge the policies of Mhurkiel. The royal family has the blood of Arcalia. Rhoemurg The northernmost of the Five Kingdoms. and the sorcerers do not contribute to the College in Trechele. and they have proven loyal through pain and death. however. The Thalik family has some of the most skilled assassins in Aerune. The royal family is House Chartys. The Thalik family serves as the Queen’s elite guard and they deal with difficult missions that require subtlety and swift execution. for it is said that she holds many of the secrets lost when Diardha was destroyed. Ossek Vlariev. The other kingdoms also fear the sorcery of the Queen. The Queen does not tolerate any race but humans. The royal family of Rhoemurg. The Queen wears a black badge with a white Unicorn rearing to the left. How the Queen has obtained these is unknown. and are not particular about where they obtain those slaves. Mhurkiel stifles it. There is great hatred for the Melekite within the other kingdoms. and the king of Avanlei has a particular hate for the Queen. but the fact that she appears young after 180 years lends credence to the rumor. The family is a collection of priests and sorcerers. The kingdom is closest to the Blood Tribes and many times bears the brunt of their raids. and those who show characteristics of other races are pressed into slavery as well.Madrigal freedom. The Melekite wear a black badge with a sword wrapped with a chain. but they all wear necklaces or rings with an eyeball and many have tattoos of eyes. Inc. The Melekite take a perverse pleasure in that hatred. The king of the land. The Queen’s art at diplomacy is as effective as her magic. The Xerberes do not wear badges or colors.

. and power. Many of the luxuries of the southern kingdoms are largely unavailable in Rhoemurg. The symbol of House Vlariev is a gray bear rearing on a dark green field. and their wines are the most widely tasted. The Trechele have some of the more expensive and finer wines. There are some merchants from other kingdoms that wonder what makes the merchant trails more dangerous – the Blood Tribes or the Berellen who are paring down their competition. The Ovorn wear a gray dagger. planning. The Rhoemurg tend to scoff at bright dyes. Some claim that the youngest daughter of Reggario Naporea survived the coup and that the blood of Naporea lives on. The Berellen family controls the shipping of the southern harbor and owns the most caravans that make the dangerous journey to the north. Selarno This kingdom is a collection of merchant houses ruled by the iron fist and constant vigil of the notorious and ruthless House Selarno. slaughtering the entire royal family of Naporea that had ruled by true blood for centuries. but the truth is that the harsh winters and constant fear of raids make the people very practical. House Selarno denies this. but the Noro wines are by far the most widely distributed. It is said that the Noro also deal in other substances forsaken by all the kingdoms save Mhurkiel. The Bjurik use a gray crescent moon with three white stars in its confines on a field of dark green. The Noro family has long had the largest vineyards in Aerune. The Stefolare are best known as the largest patrons of the arts outside of Trechele. The Ovorn have a dark reputation. Nachael Selarno.Madrigal Selarno took over in a bloody coup almost a quarter century ago. Hidden among the citizens of Selarno are those who called themselves loyalists and wish the return of the Naporea family. The Bjurik family handles matters magical. and the other four great merchant houses rule underneath him. and when they are brought there they are expensive. King Nachael Selarno rules with ruthless intelligence. wrapped with a serpent on the green of Vlariev. spices. The people of Rhoemurg have been called bland and dour. Some loyalists still blame the family Ovorn for leaving the kingdom and attribute the success of the coup to their defection. leaving the kingdom of Selarno to do so. and gathers and schools the sorcerers of Rhoemurg. Inc. The king. sugars. The family is small. They swore fealty to the Vlariev only a century ago. but the wizard Verrekan is said to be very powerful and fiercely loyal to the Vlariev line. Rhoemurg is unequalled in distilling hard liquor and the kingdom has some of the best smiths outside of the Eurvein. House 117 Copyright 1999-2007 by Chimera Entertainment. Even the royal house wears a sensible gray and dark green. The Ovorn are well versed in Selarnian practices and philosophies. and rumor has it that they deal with problems that need to go away quietly. and squelches anyone within its borders who foster such lies. and his house are the only royal family that does not have true blood. and he is called a mercenary king because of it. The Ovorn keep a strict eye on the movements of merchants and traders and control the taverns of Rhoemurg. and other fineries. point down. The Berellen family is often hiring guards to protect their merchant wagons against the Blood Tribes and other dangers. but their real money comes from their wools and cottons Two additional families serve the royal line. He is a firm believer of pragmatic solutions rather than moral dilemmas.

screaming towards the east on a field of dark wine or purple. swore fealty to House Mercenes and the Queen was married to the son of Adrienne just one year before the king died of old age. and great distance from both the Blood Tribes and the Malekyrg Elves has made this kingdom the richest in goods. and that symbol also adorns their wine. The priests of Aradach. He is unmarried. and the family of Rouen who are known for their devout worship of Aradach. and some claim they use magic in its weaving. advise the various temples on conduct and religious Trechele This large and prosperous kingdom rests in the southwestern corner of Aerune. and the court in the capital of 118 Copyright 1999-2007 by Chimera Entertainment. including slavery into Mhurkiel. House Mercenes has many knights and many artisans in its ranks. and often comes at a price. on purple. The Kordova family. Not inconsequentially. The Einedes wear a gray dagger crossed with a gray lightning bolt. The kingdom is divided in two halves. The Stefolare consider themselves the protector and savior of the craftsman. The royal Selarno family wears a gray hawk. and it has been said that not a war passes which does not see the blades of the Einedes blooded. moves through his court with a grace and confidence matched by no man or woman. Even the artists of Trechele prefer the cloth of Stefolare. while the people from the Barony of Kordova are dark haired and have skin that is of deeper hue. dagger pointing southeast. all gray on purple. Even warfare and combat are treated as an art. The Einedes are known for their well trained mercenary guards and soldiers. If there is a place with a true appreciation of the arts. on a purple field. and culture of all the Five Kingdoms. Many lords go to the Einedes to supplement their own troops in war. The Stefolare also deal in leather and a great number of crafted goods. and the duelists of the court and the streets of Trechele are respected for their skill with blade and tongue. but that protection often comes unwanted. wings out. which makes him a target for many enterprising young women. well known for its skill in sorcery. The Rouen family is also known as the religious center of the Five Kingdoms. The Stefolare wear two gray masks of the theatre. The crown might not be his except for the Einedes family. Aviogne is known for its intrigue and excess. lightning pointing southwest. The royal family is a great patron of the arts.Madrigal and cloth dyes. successful war campaigns. After too many years of bloody conflict between Adrienne Mercenes and Herenan Kordova. The Noro wear a gray ram’s head on a purple field. The combination of mild weather. . The people of northern Trechele have fair hair and fair skin as a rule. who themselves had true blood going back to Sereness. sovereign to the gods. for the color and texture is the best of the north. Einedes became a great family because of the rise of Selarno. It is also said that the Einedes are extremely loyal to Selarno. and many of the knights of the house tend to stay closer to the borders and further from the court. Petrieve Mercenes. House Mercenes is also served by the Aquitaire family. There are still prejudices between the Kordova provinces and the rest of Trechele. one happy and one sad. money. The House Kordova serves Mercenes and provide almost as many knights to the king. The rise of Trechele started at the end of Adrienne’s March. It is said that the Einedes secretly deal in other human services. a seventy three year war with the kingdom of Kordova. the war ended with Trechele victory. it is Roechere and the court of House Mercenes. The King of Trechele. Inc. The Berellen wear the talon of a hawk raised and holding a scroll.

the White Crow are reverent and have forsaken blood magic and necromancy. The leaders of the tribe are a council of shamans. Members of the White Crow tribe are the descendents of the shaman known as Ghost Whisper. Once known as the Ebon Snake. and the current Speaker is a woman named Yanuala. The Rouen family also maintains the Inquistion. the Stone Snake tribe are hunters and warriors who travel the plains near Blackthorn. House Aquitaire wears a gold sun surrounded separated from its own rays on the royal red. The tribe is known for its warriors and shamans who hunt undead. dances. it’s symbol a gray gauntlet curled into a fist. Some minor tribes exist as part of the Winter Tribes as well. live somewhere in the sacred plains and protect the spirits of that place still. and this tribe of warrior woman is rumored to dwell in a hidden valley somewhere in the Bones of Nalgeth. The Ebon Snake was nearly destroyed by the vampire named Shranoki. Although there are numerous small tribes of Barbarians. Like most of the Winter Tribes. The royal House Mercenes wears a gold crown above a gold griffon on a red field. The Winter Tribes have forsaken the ways of the civilized families and still follow the old ways and talk to the spirits of the land.Madrigal doctrine. two great tribes are known to exist and some seek the wisdom of their shamans. The Vaurelis are the legendary daughters of the goddess Arcalia. at least to start. Kordova still wears it’s dark maroon. a religious organization that watches for the worship of forbidden gods in the Five Kingdoms. . but these tribes are not well known. and prey upon the civilized people in raids and in war. The warriors of the White Crow protect the tribe and fight against the Blood Tribes. The Shakek is a tribe that dwells in the frigid passes and vales of the highest peaks of the Bones of Nalgeth. The Inquistion acts on the authority of Mercenes and has the backing of many of the other houses of the Five Kingdoms. The Stone Snake thrived under his leadership. Some are too reverent to embrace civilization. Inc. and now the tribe is known for its restorative magic and its hatred of necromancy. Some even claim that the Silver Elk tribe. between Urgroth’s Bones and the Grayfang Forest. preferring instead the simple beauty of nature and the whispers of the spirits of old. moving down the mountain in the winter and back up in the summer. Others are too wild for civilized lands. Any character from this area is assumed to be running from them and no character will be allowed to wear the mark of any of the Blood Tribes unless they gain that mark during the course of the game. and only the heroics of the great hero Stonebones saved the tribe. Their influence. is considerable. The Winter Tribes These Barbarians dwell to the west of the Five kingdoms. long thought to have been destroyed. and thus the influence of House Rouen. They live in perpetual winter and combat the Wendigo of the mountains. House Rouen wears a gold ring encircling a white flame on a red field. The Barbarians At the fringes of the kingdom uncivilized peoples still dwell. a legendary shaman who first called on his ancestors for aid and wisdom. The White Crow have many seers and shamans and teach those who are trusted with the secrets of their The Blood Tribes No player character can be part of the Blood Tribes. The Blood Tribes are included here so that the player understands 119 Copyright 1999-2007 by Chimera Entertainment.

and they expect and accept no quarter. The kingdom had fallen on hard times.Madrigal the threat and impact these tribes have had on Aerune. either jagged like one might carve a Jack O’Lantern or stylized with large teeth and a jeering snarl. vertical stripe over their left eye and a black wolf paw on the face. . They make no noise when they fight. Inc. The Barbarians of the Blood Tribe revel in destruction and claim to gain strength in the deaths of their enemies. not realizing that once honest men were enslaved for stealing bread. The Blood Tribes take no prisoners. The gypsies are spread throughout the land in many families. but in some ways more ruthless. and their sacrifices are done to the moon. a swordsman and bard named Korianth. The Blood Scream tribe occupies the western territories of the Blood Tribes and is often at odds with the Highlanders. The Shadow Wolf tribe is marked with a black. In this way are the gypsy families connected. The people of Rhoemurg suffered at that time. The warriors of the Burnt Skull believe that if they kill a sleeping opponent they can feed off their dreams and steal their power. Bholin Vlariev used slaves to produce the goods needed for the war on both fronts. but more often they howl when the hunt begins. the gypsies have learned to stay on the move and form loyal families to survive outside the protection of the knights of the Five Realms. Worse. It is said that the impact the Blood Tribes have had on the history of Aerune is unequalled. and when the Shadow Wolves came howling from the north the king was hard pressed to stop them. They worship dark gods forbidden in the Five Kingdoms. the slavers of Mhurkiel drew upon 120 Copyright 1999-2007 by Chimera Entertainment. Many are skilled in killing by stealth. It’s war with Trechele over the gold mines of Rouven had drained the resources of Rhoemurg. and all members of the Blood Tribes wear the black symbol of their god on their face. using terror to give them an edge. The need for slaves drove the king to the prisons. The Blood Scream tribe rarely uses stealth once it enters combat and they kill their enemies and steal their strength by eating their hearts. The gypsies tell tales of their first Gypsy King. The King of Rhoemurg. The Shadow Wolf is much more likely to be active at night. The Shadow Wolf can move silently. but all the gypsies call the Gypsy King their only liege. The Blood Scream tribe is known for their blood curdling war screams. even by the Malekyrg elves. The war drained much from the kingdom. and many people were hungry. It was a time when slavery was still legal in the kingdom of Rhoemurg. and there have been whole villages destroyed mostly in their sleep by this vicious tribe. They paint their faces with enlarged mouths. The Burnt Skull tribe is fewer in number. While the Malekyrg may retire and wait for many years without interacting with its human neighbors. The constant threat of their ruthless and merciless raids has always tempered the civilized lands. and they paint a black skull over their face to show their dedication to their dark god. The Gypsies Homeless wanderers. Some claim that there are members of this tribe who can take on the features of the wolf and tear apart their enemies. and bring grievances to him. It was three hundred year before when they crowned him. Mhurkiel purses grew heavy with Rhoemurg coin and many slaves were brought north. the Blood Tribes are always ready to strike.

The king came forth and seeing the spirit of the wanderers. To this day those who incur the Gypsy wrath and are marked as Gypsy enemies suffer much until they makes amends – such is the Gypsies tradition. The Eluviar remember the dark ways of the Malekyrg and have set their minds against it. led these people out of the lands of the Malekyrg and towards the land that would become Eluviar. much has been written and speculated about the elves. All elves have pointed ears revealing their Fey heritage. so the gypsies might have a place to bring grievances against them. and the Gypsy King was born to settle disputes and to gather all the gypsies to him when the gypsies are wronged. So were a great many people of Rhoemurg enslaved. Each elf is marked with the symbol of their animal spirit as described in the religion The Elves Reclusive and magical. There are three groups of elves in Aerune. He defied the king and freed many of the slaves. and the wanderers who would be gypsies were hit the hardest. . and each elf practices an art. Amidst this rose a man and wanderer who fought for those enslaved. Instead the gypsies took both. and many humans go 121 Copyright 1999-2007 by Chimera Entertainment. Those who do not are considered closer to the Malekyrg and are frowned upon and watched with suspicion. or the Shining Land. and each clan follows the path of one of these animal spirits. Many of the Eluviar who are descended from Erionth or his guard have the white. So were pens opened and all those who hungered were given food and weapons and came like a wave upon the Shadow Wolves and sent them home. The Leindrel Called the Wild Elves by the humans. Each of the Eluviar are marked with light that appears as a white mark or tattoo upon their face. gray. and all the gypsies in all the kingdom rise at his anger and make that anger their own. He told them they should not have a king and offered them freedom instead. though players must come from the Eluviar or the Leindrel.Madrigal the villages of Rhoemurg for the demands of the king. King Vlariev abandoned the mines to Trechele and the gypsies made Korianth their king. these elves came to the forests long ago and dwell deep within them still. The Leindrel Elves have a great affinity towards the animals of the forest. The elves are steeped in music and other arts and prepare themselves so that they might oppose their dark cousins when war comes once again. All the gypsy families pay tribute to their king. You must have an Air of at least 3 if you wish to play one of these types of elf. gathering them to himself and organizing them to free their kin. the great elven hero. The Eluviar These elves are dedicated to creation and forsake the dark ways of their northern cousins. or silver hair of those people. The gypsies rose in rebellion and stormed the castle of Vlariev and demanded that the people of Rhoemurg be set free. declared slavery to be ended in his kingdom for all time. The Gypsy King holds power still. through their lives without ever seeing one of the fair folk. It is rare for them to walk the civilized lands. some Kings and some Queens. In ancient times. Erionth. Inc. The Eluviar are all taught an least one art to center them and balance the training they receive in war. Erionth proclaimed that his elves would learn to create as well as destroy. and the title passes from gypsy to gypsy.

except that their marks are forest green rather than blood red. and instead wear cottons and wools and metals and even clothing and armor woven of living roots. pebble-like marks of gray or brown or even black. Some believe that they are humorless and lack passion. Some of the more prominent tribes include the Grey Thorn. The Eurvein wear elaborate jewelry and head dresses of beads and gems. the Malekyrg elves are included here so players know of these dark folk. It is said that the Eurvein smiths are unequaled in their craft. Most of the Eurvein disdain armor made from leather and prefer the metals of the earth instead. and each root shares the same group of tunnels and halls hollowed out of a mountain or a set of hills if the stone is particularly good. and the Mal’Kharad root in the northern mountains between the Blood Tribes and the Highlanders. eight-pointed star. the Moon Guard. 122 Copyright 1999-2007 by Chimera Entertainment. The mother carries that life and when the child is ready. but they reject the more civilized ways of the Eluviar. and Aerkome root overlooking Trechele. They call these markings veins. over one side of their face. and others have a vein over the eye and down past the side of the mouth. but is made up of many round. These elves worship Azerial and occasionally spill from their homeland to wreak havoc on the human kingdoms and tribes. the mother senses it and travels to the deepest cave of the root. the Aurei root in the western mountains above the Winter Tribes. somewhere on their face. They tend to wear loose robes of intricate design. but neither do they trust the Malekyrg. Each group of Eurvein is called a root. Once it does it burns longer and some say with more fervor than the other races. each with their own leader and their own animal spirit. The vein of an Eurvein is not solid color. The Eurvein first learned Rune magic and introduced it to the outside world. Sometimes the vein runs down the side of the face near the ear and over the cheek. the Morning Hawk. Some veins have a sparkle to them The Malekyrg Although not available as a player character option. All Malekyrg elves wear a mark to signify their dedication to the god and their lineage. They tend to be patient and have long attention spans. . although the warriors do wear loose clothing. and down their neck like a stripe made up of many pebble like circles. These elves are descendents of the Unseely who were banished from the Fey realm in times long passed. The Eurvein have a gender. and that they have a great attention to detail. There are a great many small tribes of Leindrel elves. The Eurvein This ancient race dwells deep beneath the ground in halls and tunnels carved from the stone of mountains and only the most adventurous come forth. The Eurvein as a rule love gemstones and use them in their art. The Eurvein are contemplative and slow to act as a rule.Madrigal section. The Eurvein have patterned stripes on their faces that run down their forehead. a black. The Eurvein find wearing the remains of other living creatures to be curious and somewhat barbaric. Inc. The largest roots in Aerune are the Boerule root in the mountains above Mhurkiel. The child is born from the hardest stone of that deepest tunnel. They are friendly with the Eluviar. but the truth is that they are more careful about letting passion rise within them. and the Black Ash. The Leindrel are suspicious of humans and civilization. and it is said the Eurvein procreate in a manner where they lock into an embrace for many hours and the essence of each of the Eurvein meld together and create new life.

Any player who wishes to play a Ghul must be prepared to come. You must have an Earth of 3 and an Air of 3 to play one of the Eurvein. The Aneketh appear to have wrinkled faces with yellow highlights. The Aneketh are quiet and keep to themselves. Worse of all. called Uthdrasil that dwells in the mountains near the Gate. They watch the Gate to this day. The Outcasts The Aneketh In the years during the War of the Gate. to a violent and terrible end. The lines of the face should be traced in a wide yellow and then a thin and darker brown so that each wrinkle has a yellow tinge to it. even though they live and breathe. The Aneketh aided the Five Kingdoms and aided even the Malekyrg against the Reavers. though the sunlight causes them discomfort and hurts their eyes. The undead denizens of Onhur are said to fear the light of the Sun. and become ravenous beasts who have lost compassion and reason. and in the end their aid helped to end the war and drive the Reavers back through the Gate. When a human has lived too long in the dead land of Onhur they are tainted by the essence of that place. A Ghul is affected by spells that target undead. The Aneketh had been long enslaved by the Reavers in their own world. Inc. and they wear hoods and masks during the day to protect against it. The Korred were one of the Fey races who had members on both courts.Madrigal like quartz. Most of their armor is made from wrapped strips of leather. and when they can construct metal armor it tends to be ornate. The Aneketh wear simple clothing with drab colors as a rule. while others are a flat color. at any time. when the Reavers waged war on Aerune and the Crimson Gate was still active. The sun is painful to them. They are considered to have the undead trait. The Aneketh have a single family Korred This race is young in Aerune. The Ghul In the south there lies the ruined and dead kingdom of Onhur where the last Pharoah still rules over subjects killed many centuries ago. Ghuls appear as a normal human during the day. Humans are taken to that place to labor as slaves and to feed the Vampire lords. fearful that the curse will be passed. The Ghul cannot have an heir once the taint has taken hold of them. the Aneketh slipped out of the gate and fled their Reaver masters to search for freedom in this world. having left the Realm of the Fey only a century ago. but a human becomes a Ghul. Some of the Eurvein have hair that is dark stone gray. and they are constantly moving to keep ahead of the Blood Tribes. The taint of the Ghul is indeed a curse. some Ghuls have degenerated into true undead. Although seven generations have passed. Even the young Aneketh are wrinkled in this manner. and the refugees fled into the mountains and tasted freedom for the first time. Elves seem to be immune to this taint. and they fled that realm rather than letting that hatred set them 123 Copyright 1999-2007 by Chimera Entertainment. and they hide during the day. . but the chiefs teach their children to hate slavery and savor their freedom. The Korred left the Fey realm to escape the sorrow of the war and hatred between the Seely and the Unseely court. The Aneketh still remember the tales of their dark homeworld and the slavery they endured under the yoke of the Reavers. Many shun the Ghul. There are still not many Aneketh. fearful and full of hatred. At night the skin around the eyes darkens and the lips blacken and the taint of the Ghul is revealed.

The character is fully intelligent and may use all skills and tactics. They will attempt trick their enemies. The Shoathri will spend time alone in a restless state and at this time it is dangerous to interrupt the Shoathri. This can cause all sorts of problems when the Korred drink heavily. will transform and take the physical and mental characteristics of the one animal spirit chosen during character creation. The character must have some human facial features showing. The Korred wear their hair wild and tend to wear earthy tones. The animal makeup for this race can be elaborate. A character chooses one of the described animal spirits when they are created. and the last extends diagonally between the two. . This emotion could be anger. whiskers. Although the Leindrel elves often have animal guardians. their reflexes and physical prowess do not. but strong emotions that tap into their primal being can cause them to become more animal like. They will switch small items to cause confusion. Inc. The elves themselves do not experience this. one extends down on the cheek. They are known for their wild celebrations and sometimes forget that in this realm their actions can have consequences. If forced to fight many use traps and ambushes rather than straight combat. The Korred have pointed ears and horns protruding from their foreheads. but the humans can sometimes manifest the physical features and mental characteristics of an animal spirit. One extends out toward the ear. or the desire to hunt. passion. Each character is given a blood red mark on their face that appears in both their human and animal form. When they have changed they will tend to move with as much smoothness as possible. Choenta is the crow spirit. Some Shoathri also have darkened feathered hair or black feathered sideburns when they take the form of Choenta. Shoathri in the form of Choenta will grow prominent black feathered eyebrows and their faces will become marked with a pattern called crow’s feet. Characters who choose this spirit will take the facial characteristics of a hunting cat when they change. fear. The Korred now dwell in the Whisperhaunt wood. but it cannot be a full mask. but the role playing should change to match the way this spirit would act and react. Shoathri These rare folk are humans who have been inhabited by an animal spirit that can manifest within them. Although their judgement becomes impaired like a human. they found that some humans became infused with the power of the spirit and are changed. They tend to enjoy the hunt. The Korred have vowed to set the sorrow of the Fey behind them. They will have a cat-like nose. Purring and slurring R’s is not uncommon. The Shoathri appear as humans with the blood red mark most of the time. They tend to be violent and unreasonable if disturbed. Shoathri taken by Bayastri tend to be extremely curious. The Korred can drink a great deal of alcohol. even going so far as to prolong it for pleasure. A Shoathri so affected will grow agitated and feel the need to be alone. The marks consist of three thick black lines extending from each eye. Some grow fangs. Some might even try to trick their companions.Madrigal against each other. Bayastri is the cat spirit. and cat-like stripes. When changed. After the source of emotion has passed the Shoathri will go off alone to rest and the player may remove their “features” at this time. You must have a Fire of 3 to play a Korred. They 124 Copyright 1999-2007 by Chimera Entertainment. During this time the player applies makeup to look like that animal spirit. these Shoathri tend to cause all types of mischief.

Urugar is the wolf spirit. Characters who choose this spirit will gain the facial characteristics of a wolf when they change. They also will tend to be more stubborn. Some have pronounced front teeth. Inc. and gray and white wolf-like coloration. Many have the full.Madrigal Skaleen is the rat spirit. They will have a wolflike nose. They will respond to threats with violence. It is said that there are other animal spirits. Tlorulo is the boar spirit. Shoathri taken by Urugar become more concerned with survival and loyalty to the pack. Many have ears that are larger and pointed. and the eyebrows are often darkened and made larger. The character will tend to move lower to the ground with quick nervous motions. Characters who choose this spirit will take the facial characteristics of a boar when they change. and will become very protective of their friends. especially when the moon is showing. whiskers. Characters who choose this spirit will gain a rat-like tail. The character might snort. The character will tend to gather to themselves as many small valuables as possible when taken by Skaleen. . a round black nose. The character will also tend to prefer stealth to outward aggression if possible. 125 Copyright 1999-2007 by Chimera Entertainment. but Shoathri of these spirits are not known and they are not allowed as player characters. flattened nose. and tend to have more difficulty using finesse in situations where a straightforward approach might work. The character might snarl. and howls are not uncommon to express emotion. Some have fangs. and gray or brown rat-like facial features when they change. They will have a blackened boar-like nose and protruding lower tusks. Those taken by Tlorulo become aggressive and more easily provoked to anger. They tend to have an instinct to attack if anyone seems like a threat to them or their companions.

or spiritual paths that lack true divinity. Decrying these gods is blasphemy and carries with it a punishment of death for any who do not repent. Those worshippers who wish to be fully embraced by the church seek favor so they may become Ordained and thus be recognized by the High Church. Some gods accept no worshippers at all. Inc.Madrigal Chapter Eight Mythos of Aerune There are many divine and spiritual paths in the realm of Aerune. The High Church supports and lends aid to all worshippers of the White Court. Other follow Forbidden Gods that walk with no others. The White Courts consists of gods that seek to foster the purpose and spiritual strength of the Gifted Races of Aerune. The other gods are either blasphemous. The Inquisition has been tasked to hunt and destroy the blasphemous gods and the dark knowledge that supports and empowers them. Some worshippers never become Ordained. Priests and Templars act as the spiritual advisors for the High Church. Justice 126 Copyright 1999-2007 by Chimera Entertainment. It is said that these gods dwell in the heavenly gardens of Auralis and recognize the god Aradach as their sovereign lord. Volition. and High Patriarch or Matriarch of Aradach acts as the spiritual voice for the entire church. and although many expect the Templars to focus on more militant matters this is not always the case. and they seek to guide them so that the Gifted Races will flourish.. The gods of the White Court are the most powerful and prevalent. . then Patriarch or Matriarch. The church will sometimes promote their most devout to positions of higher responsibility. These gods are called the Ordained and these are the only gods recognized by the Church Aradach The Sovereign Lord Sovereign. The High Church is tolerant of those ancient spiritual paths that are not forbidden. These gods recognize the potential of the Gifted Races. and even Priests and Templars may be devout without becoming Ordained and entering into the service of the High Church. Some folk are empowered to see the spirits of the past. The High Church recognizes only these gods as truly divine. There are those who follow the old gods. Some priests so fully embrace the ideals of their god that they become High Priests and their divine powers grow. such as the Pale and the Shamanic traditions. The White Court The most powerful and prevalent mythos of Aerune consists of the gods of the White Court. and future and they become Shamans. There is only one High Patriarch or Matriarch for each god. granting the title of Prelate. present. then Archprelate. and the Inquisition. the great Pale spirits of the Green Man or the Gray Man. but it actively searches out and destroys the blasphemous religions of the Black Court and the Forbidden Gods. warring with the forbidden gods of the Black Court. Honor. such as the Black Court.

it is certain that the unquestioned support of Myrkorim provides additional incentive to follow his judgement. With Clear Judgement 3 You may dispel powers that bend the will of the victim so that all those about you may act of their own free will. The sword is usually pointed up. Cure Mental by Magic” and all who hear your commanding voice shall be free of any effect based on Mental traits. and he is also the god of truth. They are expected to act as the impartial judge. He has visited divine inspiration on the smiths of his church to create six divine blades to help his followers in Symbol A gray sword wrapped with knotwork or a cord woven of black and white. Vigilance. and Aradach provides that guidance through inspiration and his servants. it is harder still to lead others down that path.” A war rages across Auralis and Oeruin. . Aradach must settle disputes and his word is not questioned. or watch the war and do nothing. The servants of Aradach acts as advisors to rulers and leaders and. and the other gods admit. but there is no greater sin than betrayal in the eyes of Aradach. but he knows that victory is paid for with blood. Inc. Sovereign Will 4 Once per event you may deny a foe by calling "Resist by Divine" to negate one melee. Myrkorim does not advocate violence for the sake of violence. He is the patron of those who would guide others as sovereign rulers. As ruler of the gods. Exhaust a point of Fire and cry out “By my voice. He prefers a clean. Myrkorim has never been bested in personal combat. missile or packet attack. Spheres Legacy. Aradach has ruled than none of the gifted races should pay twice for one crime. His priests loathe deceit. The servants of Myrkorim are expected to train themselves and prepare others for the war. Sovereign. Myrkorim has continued the war with a stoic determination. Sometimes the cord is tied to the pommel of the sword. Priests usually wear white. but he knows the other side fights dirty. and many go to the priests to settle disputes. War “Whether you raise a sword against me. and Myrkorim is always ready to fight it. honorable fight. Beset from both sides by the Black Court and the Forbidden Gods. when the need arises. Though few would challenge his wisdom.Madrigal “While it is difficult to follow the path of good and righteousness with an unerring step. Myrkorim The Lord of Six Blades Protection. gray. Wayfare 127 Copyright 1999-2007 by Chimera Entertainment. His priests will almost always have combat related skills and be ready for battle. act as leaders themselves. or black.” Souls can be lost without guidance. The servants of Aradach watch for those who are leaders and provide support and guidance to them. or they will have a good reason why not. perhaps begrudgingly. that it is Myrkorim’s personal prowess and sense of tactics that has kept the host of Oeruin at bay for so long. you serve the darkness in either case. and thus when one pays for their crimes with their life they are seen from that point forward as innocent in the eyes of the Ordained.

.Plant your left foot and call out "Whirlwind" to activate this ability. Inspiration. This ability is used up only if you strike the opponent and they role play the effect or negate it with a defense. Travel. Call On the Six 3 Once per event you may call on one of the Six Blades to aid you in combat. It is said that the devout might seek one of these weapons in times of great need. You must call out the name of the blade you wish to invoke when you use this power. a broad sword called Defender. a spear called Impale and a great axe called Headsplitter. Cleave . and both merchants and artists 128 Copyright 1999-2007 by Chimera Entertainment. but the damage effect must come from one of your skills. missile or packet attacks. Sovereign. once for each blade that Myrkorim sent into the world. Sunder . He is the patron of material and spiritual wealth. Inc. You may make up to 3 strikes with a weapon.Strike an opponent's weapon and call out "Sunder! Destroy" to destroy an opponent's weapon. This power resets on the Night of Dreams and after that you may once again call on the power of any of the six blades. This ability is used up only if you strike the opponent and they role play the effect or negate it with a defense. Headsplitter .” The Lord of Bounty nourishes both the body and the spirit. This ability works with melee.Madrigal times of need. Sometimes a gray gauntlet is used instead.If you strike an opponent with a called damage effect and that opponent role plays the effect you may called out "Cleave" and swing the Naveril Lord of the Four Winds Bounty. Symbol An iron fist. same effect once at another opponent who is within weapon reach. Spheres Primal. You must make the second attack immediately and the ability is used up only if you strike that opponent and they role play the effect or negate it with a defense. a long axe called Sunder. This ability ends when you use all 3 attacks or move your left foot. You add 3 points to any one called damage effect from one of your skills that would normally cause 3 or more points of damage. This ability is used only if you strike the weapon and it is destroyed or the opponent negates the strike with a defense. You cannot enhance an effect granted to you by an item. Freedom “One cannot feed a belly or a soul with virtue alone. elixir. Whirlwind . rune. Defender . missile or packet attack that strikes you. a polearm called Whirlwind. or some boon from another. calling "2 Damage" for each. spells or abilities.Call out "Impale! 5 Damage and Agony" and strike an opponent.Call out "Parry by Divine" to negate one melee. Impale . Priests often wear blood red trimmed with dark gray.If you are using a two handed weapon call out "Headspliter! 10 Damage" and strike an opponent. Once you have used the power of one of the six you cannot call upon that particular blade for the rest of the year. If you cannot remember the name of the blade you cannot use this power. A great sword called Cleave. Wayfare Blood That Is Spilt 3 You may use this skill 6 times per event. Art.

and provide the priesthood with a good living. when Myrkorim faltered and Azerial rose above him. a time when folk must save what they have for the coming slumber. and those who are seeking to create call him for inspiration. comfortable. Inc. After you refresh you will have those two extra attribute points in addition to your newly refreshed attributes. and he has gathered many new priests who act as wandering mendicants aiding those in need. You may choose one of the following powers to invoke when you use this skill. With the East Wind comes the smell of the sea and the promise of Spring. This turns of events has not been without problems. These taverns are filled with music and act to support the arts. When you prepare to refresh attributes with Void choose one attribute: Air. and is sometimes seen as the patron of romantic love. Many traveling priests use a tipped chalice of gold backed by a compass mark. In recent times Naveril has left Auralis to travel to the four corners of the world. . Naveril promotes the concept of charity and the concept that hard work is rewarded. Passionate to a fault." Symbol Traditionalists use a gold chalice tipped to the right with gold coins spilling from the chalice. Call out "I call on the North Wind" to exhaust this skill and save those unused attribute points. The priests of Naveril sometimes travel to inspire passion in others. Rumors speak of a Freehold at the edge of that kingdom that has become a haven for those freed by the priests of Naveril. Fire. Weald Following the Four Winds 3 You gain inspiration from the travels of your lord. providing instead inns and taverns that are warm. has no patience for those who are lazy or whose greed harms others. or the event ends. The High Patriarch of Naveril shocked the church and High Court when he was heard to say "With our beloved sister Elshea in exile someone has to pick up the slack. the priests do not engage in handouts and instead would try to find work for those who are down on their luck. Naveril has come to encompass travel and wanderlust as a result. Earth. he inspires passion. traveling about to view for themselves the plight and condition of the common folk. It is said that in the darkest moment of the War of Tears. The priests are not entirely free of mischief. Wayfare. Many of his priests have been inspired to do the same. Once per event you may call on the wisdom of one of the four winds. He is the god of creative energy. you use Void to refresh attributes. Priests often wear green trimmed with gold. 129 Copyright 1999-2007 by Chimera Entertainment. calling on the wisdom that Naveril gains as he travels the four corners of the world. most notably in Mhurkiel where Naveril priests have been sneaking into that kingdom and liberating slaves." With the North Wind comes the threat of winter. The points last until they are used. Although those who are in need can find help. Call out "I call upon the East Wind" and touch a recipient with a packet to exhaust this skill and call out "Refresh 2 Fire by Inspiration. The world awakens and is renewed. Still others are reserved and reclusive.Madrigal pay him homage. The priests of Naveril forego the traditional temples. that it was the music of Naveril that empowered his spirit and turned the tide of the dark host. Spheres Legacy. or Water with up to 2 unused points remaining. devoted to their arts. while pursuing their own excellence in some form of art. The god does not believe in decadence.

She has no patience or love for apathy. If you have already spent at least 30 character points on the Rogue and Troubadour headers. The Dreamscape remains divided between the Goddess of Dreams and the Princess of Nightmares. Hearth “Remain pure of spirit. You are likewise well nourished. If the skill could normally be used any time. for this skill. allowing them to perform similar tasks. Choose a skill that can be used only a limited number of times per event where you have exhausted all of those uses except. Khelvaan. through her priests. was forced to retreat across the 130 Copyright 1999-2007 by Chimera Entertainment. for you must walk the landscape of your soul each night. you may exhaust 1 point of Air to perform any skill from the Rogue or Troubadour headers. It is also said that the priests of Vespera sometimes Wit of the Scoundrel 3 Once per weekend. jealousy. The priests of Vespera are also steeped in Chimera and wield similar magic. She is also the goddess of the Hearth.” As the goddess of dreams. from violence and theft during the late night hours. Sereness Princess of Dreams and Hearth Dreams. Hope. Call out "Resist. not become obsessed with the accomplishments of others. When her sister. of course. She encourages people to find and follow their own dreams. then you may use this ability to perform any skill listed in this book that is not a mythos skill or racial skill using the costs and guidelines listed above. You will only be able to use that skill upon the chosen target once. Many expect the priests of Sereness to take a less active role in the church. They work to inspire courage and to protect the homes of the faithful. This does not sit well with the priests of Sereness who are inspired to take an active role in the War of Dreams and the fight against the evils of the waking world. acting instead to guard homes and temples. As goddess of the Hearth she lends courage to her priests so they may lead by example. Courage. it has fallen more to Sereness and her servants to protect the homes and lands of the faithful. Dreamscape. The priests of Sereness have grown wary in recent times of the Vesperan church. and Myrkorim tirelessly fighting both the Black Court and the Forbidden Gods. With the West Wind comes the hint of Autumn. and envy. and she is invoked to protect children and homes against invaders. You must also pay any attribute costs for the skill in question. Sereness inspires people to conquer their fears and gives them the courage to create and protect in spite of their fears. when the world is warm and well nourished. With the war waged on two fronts. Sereness was given the task of maintaining that realm against her. Her priests work to raise the spirits and the hopes of the faithful. you must choose a target upon which it will be used. So I am nourished by the South Wind" to resist one Drain effect. The priests of Sereness work tirelessly to inspire and fortify the Gifted Races and are occasionally called to the Dreamscape to serve the goddess and the Ordained. Call out "I call on the West Wind" to use that skill an additional time this event. Inc. Each night the Goddess visits upon each sanctified home protection. It is your time to work as well. . including the headers themselves. Sereness is responsible for inspiring the gifted to follow their dreams in the waking world and for protecting the dreams of the sleeping.Madrigal With the South Wind comes the hot breezes of summer. when it is time to work on the harvest.

Legacy. Some wear stars on some small piece as decoration. The person you so empowered will be able to call "Imbue by Sereness" and hang the Dreamcatcher and the Information Card on the doorway after 2:00 am to activate the blessing. If someone who stays within that dwelling is The Blessed Hearth 1 Every hearth that you protect is sacred to you." Symbol A dream catcher with a blue feather. Spheres Chimera. Five times per day. Wayfare The Hearth's Good Fortune 2 You may protect a hearth from harm during the late evening. those who are staying in an area without bath facilities may touch the Dreamcatcher during the time when this ability is active and travel to the facilities in spirit form. you may refresh your Aura of Healing in any hearth that has been blessed with The Hearth's Good Fortune. If the dwelling is not lit the Dreamcatcher must be marked with a light of some kind. but the protection only lasts from 2:00 am to 10:00 am. a fact that the priests of Sereness are not comfortable with.you are on your own. Priests often wear dark blue with silver or gray trim. In a strange turn of events the servants of Khelvaan are likewise concerned by the presence of the Vesperan church in the Dreamscape. Though this edict has hampered the Vesperan church.Madrigal walk the Dreamscape using their own Chimera magic. In this case you must touch the Dreamcatcher to empower it and set it aside with the Information Card someplace safe. . until you return to the cabin and touch the Dreamcatcher once again. While in spirit form you must press your palms together and keep your head bowed. you may empower that dwelling with the protection of Sereness. Either way all effects of this ability last only one night and end at 10:00 am. The High Patriarch of Sereness has put forth an edict that no one shall travel the Dreaming unless they travel with a priest of Sereness as an advisor and guide. This ability will not work during the time when the Blessing is not in effect . You may empower the dwelling at any time. If any of the Gifted Races sleep within a building and call it home. If an attack strikes you you reply "Spirit. Both must be visible. When the blessing is in effect. Some decorate the dream catcher or the feather with stars. Each day you will need to visit each dwelling once again to bless it. The person who activated the blessing is also responsible for making sure that the Dreamcatcher is taken down in the morning before 10:00 am. it has also set the church at odds with the Sorcerers and Shamans steeped in Chimera magic who sometimes walk in the Dreamscape. familiar with this ability then you may use this ability at any time during the day and empower that individual to activate the power sometime after 2:00 am. Inc. You cannot role play while traveling back and forth to the bathroom. 131 Copyright 1999-2007 by Chimera Entertainment. from 2:00 am to 10:00 am. You must return the same way. If you empower the dwelling during the time of protection you call out "Imbue by Sereness" and hang a Dreamcatcher in a prominent place on the doorway along with a Safe Hearth information card. The church will not have the War of Dreams against Khelvaan endangered. There have already been rumors of skirmishes within the Dreaming. once for each White Court god. nor can you linger or wander off a straight path to the bath area and back. You do not reform. This skill refreshes once per day when you sleep for the evening.

Earth. Her priests both reveal secrets that might endanger the Church. including the eldest lord of House Rouen who became a supporter of the church. One aspect of the church that has made it popular is that Vespera as the patron of secrets has become a champion of unrequited and forbidden love. the High Church has been watchful of the arcane guilds. and the wisdom to know which secrets to keep. Many priests of Vespera join the church when their love for another is spurned.Madrigal Hope and Courage 1 Three times per event you may either resist or cure effects with the Despair or Fear trait. Fire. imparting whatever knowledge that position requires. Priests of the Vesperan church acted to save many folk during the War of the Maw. simply disappeared when the church came to question them. It is said that no secret is safe from the followers of Vespera. . This aspect has made the church popular among young lovers. Call out "Sereness lend me strength in this place of dreams! Imbue by Dream" to refresh your Air. known for their masked mages. The noble guilds compromised by accepting an advisor from the church onto their council. Vespera is the patron of arcane magic. Most notably. In the aftermath of the fall and betrayal of the Archmage Wickford. for it is their task to gather knowledge for the High Church. and they guard the secrets of forbidden arts that might corrupt the spirit. but many of the smaller guilds and guilds who lacked noble influence were disbanded. some are tasked with finding deeper secrets and these act as scouts and spies. Magic "Have the persistence to reveal the mysteries around you. the goddess of both secrets and knowledge. Walking the Dreamscape 2 Twice per event while you are in the Dreamscape you may refresh your Attributes to renew your strength. Priests of Vespera tend the Veiled Library. For many years the Lady of Mystery traveled outside Auralis gathering dark knowledge. You may exhaust one use of this skill and call out "Resist by Dream" to negate one attack with the Despair or Fear trait that strikes you. Her servants are often trained in intrigue and act as spies and hidden agents who watch the common. Alternately you may exhaust one use of this skill to call out "Cure Despair by Dream" or "Cure Fear by Dream" to bolster one of the faithful. many mages objected to the interference and questioning of the church. especially those who object to the common practice of arranged marriages among Vespera The Lady of Mystery Secrets. noble folk of the land. While many of these priests as seekers of knowledge and truths travel noble courts and gutters alike to observe what goes on there. but it is said she has returned from her sojourn and her church has once again joined the White Court. and Water attributes. the Seven Veils Guild. Knowledge. even knowledge some would rather keep hidden. The Vesperan church claims it is their divine right to question a source of magic and that only guilds that practiced the forbidden arts would object to their council. Although the High Church claims arcane magic is the providence of Vespera. a hidden place that holds the dark knowledge that presents a danger to the followers of the White Court. The High Patriarch of Vespera whispers directly to the High Patriarch of Aradach. merchant. 132 Copyright 1999-2007 by Chimera Entertainment. Mystery." Vespera is the Lady of Mystery. an aspect which many mages resent. Inc. The priests of Vespera are often distrusted. Especially knowledge some would rather keep hidden. and thus no secret is safe from the High Church.

Madrigal
the Kingdoms. It is not uncommon for the Vesperan church to act as advisors or arbitrators in matters of the heart, especially when such matters will interfere with noble tradition. perform the last rites on unfortunate individuals who bear the Writ of Secrets.

Secrets Revealed 1
You may unlock the secrets of the church, briefly restoring the memories of someone carrying forbidden knowledge. Touch a willing or helpless recipient with a packet and call out "Silence and Imbue to Reticent" to allow them to remember and whisper that knowledge to you. They will remember the information locked away on the scroll, but they are unable to speak unless it is whispering to you while this effect is in place. The effect lasts so long as you continue to touch the person with a packet.

Symbol
A white expressionless mask shaped like the face of one of the Gifted Races. Priests usually wear dark gray trimmed with silver, although some trim their gray with purple.

Spheres
Chimera, Legacy, Wayfare

Secrets That We Keep 4
You may gather at least 3 other Vesperan priests who also have this skill to prepare a Writ of Secrets. Prepare a writ that describes some secret, memory or forbidden knowledge. Have each priest who will support you read the writ and, if they support this act, exhaust a point of Air to sign the writ. Attach an Inflict card to the writ when three others have signed it. Touch a willing or helpless victim, exhaust 3 points of Air, and call out "Inflict by Divine" to lock their memories into the scroll. The recipient will lose all memory of the subject outlined on the scroll, the memories locked away by divine power into the words on the scroll. The recipient is forced to carry the scroll. The recipient knows that they carry the scroll, but will not remember the information locked in the scroll. The scroll cannot be opened, unrolled, or destroyed unless the divine power is somehow removed. This power cannot remove actual skills, spells, or abilities. The recipient gains the Reticent trait and only effects "to Reticent" can affect this divine power. It is unclear what happens if the recipient under this effect suffers a final death. Some say the secret is lost beyond the Gate of Death. Some say the scroll passes back into the realm of the living at the time of death. Vesperan priests often

The Black Court
The Black Court dwells in the Labyrinth of Oeruin, forever exiled from the gardens of Auralis. The Black Court look on the world with disdain, and see it only as way to satisfy their appetites and to bring them the power to fuel their hatred and spite. The Gifted Races are as puppets and slaves to them, and the Black Court recognizes no potential or glory other than their own.

Azerial

The Tyrant, the Lord of Oeruin
“The Gifted Races have not the heart nor the stomach to reach their true potential. Only those with the strength and vision to rule can lead them from chaos to excellence.” It takes will and power to build, and those with weak wills and lack of vision threaten the progress of the world. It is the responsibility and right of the strongest to lead the flock to greatness. Each person has their part to play, and Azerial’s part is to be the lord and ruler of all. He

133 Copyright 1999-2007 by Chimera Entertainment, Inc.

Madrigal
is the Lord of Oeruin, the Tyrant, and the Dominator. He leads the Dark Gods with an iron will and an unyielding grip. He plans the day when he will once more rule supreme among all the Lords of Aerune, and will not rest until all pay homage to him. The servants of Azerial are rulers or advisors to rulers who lead through force and power. His servants support slavery, and those who have prejudices and see other castes or races as inferior pay homage to the Tyrant. His priests consider their inferiors disposable, and they follow their superiors with great fervor until they can, one day, prove themselves to be greater by eliminating or discrediting those above them who show weakness. saying “Affliction One, Affliction Two, Affliction Three, Inflict by Azerial.” The target is marked and gains the Enslaved trait until it is somehow removed. Even death will not removed the mark, although if the spirit goes to the realm of death and is weakened then the effect will likely be removed by those servants encountered beyond.

Khelvaan

Princess of Nightmares
“Everyone, deep down, fears something.” The Princess of Nightmares is the goddess of terror, and she reveals the fears of the Gifted Races and feeds off despair and horror. She has been charged with weakening the servants of Auralis by inflicting such doubt and fear that they fail to act against the Lords of Oeruin. She is loyal to Azerial and, like the Tyrant, she knows the world is in need of true guidance, which the gods of Auralis are unable or unwilling to provide. She also controls the dark side of the Dreamscape, and her creations roam its borders urging and coaxing sleeping spirits away from the Realm of Sereness. The servants of Khelvaan serve their lady by inspiring terror and fear and doubt to prevent would be heroes from opposing the other servants of the Black Court. They are sometimes brought into the Dreamscape to serve their lady or to accomplish some dark mission that the gods of the Black Court consider important. The priests of Khelvaan gain the Sphere of Chimera as their divine sphere.

Symbol
A black, scarred crown encircled with a blood red chain. Priests wear black with red trim.

Spheres
Legacy, Primal, Sovereign

The Mark of Servitude 3
You may mark a helpless victim as a servant and visit pain upon them if they do not appease you. If you have marked a victim with a Mark of Servitude, you may inflict Agony on that victim by calling out to them “By my voice, Agony to Enslaved.” You may use this any time you recognize an individual marked by you or another, and they will take the Agony effect. You may exhaust a point of Fire to deliver a Mark of Servitude to a helpless or willing target. You may request an Inflict card at the beginning of the event, and this card is given to the target when you use this ability. You must use the Affliction delivery as described in the rules by touching a weapon or packet to the target and

Symbol
A silver mirror framed in obsidian. Priests wear many colors, but decorate themselves with shiny or gem like materials.

134 Copyright 1999-2007 by Chimera Entertainment, Inc.

Madrigal

Spheres
Chimera, Gloaming, Wayfare

Walking the Dreamscape 2
Twice per event while you are in the Dreamscape you may refresh your Attributes to renew your strength. Call out "Khelvaan grant me strength in this place of nightmare! Imbue by Nightmare" to refresh your Air, Earth, Fire, and Water attributes.

The Nightmare Realm 2
While you are in the Dreamscape, you may exhaust a point of Fire to duplicate the priest power of any other god or goddess. You may only gain one other power in this manner. If you use this ability again, the previous use ends. The power ends when you leave the Dreamscape and at the end of the event.

seek the finest clothes, and richest foods, and the most exquisite wines and poisons. Second best simply won’t do. Many will attempt to reach a level of heightened experience with poisons and drink and attempt to create art. Some succeed at first, but most succumb to their decadence. Murthean has many unwitting servants, who serve him without realizing they spread his influence. Murthean has few priests, and those that consciously serve him tempt others down paths of excess.

Symbol
Green glowing eyes within ever hungry, ever consuming black flames. Priests wear dark green and black.

Spheres
Gloaming, Malediction, Wayfare

Murthean

The Voracious Prince
“The world is for the taking, and only those with the proper appetites will be driven to take what they wish.” Murthean is the ever-hungry, a dark god who believes that it is the appetites of the Gifted Races that drive them to greatness. It is only by seeking indulgence that the gifted races may find absolution. Only the desire for what is around them will drive them to change the world, and it does not matter if that change is for better or worse. To Murthean the passion of a soul is a lie, and it is greed that drives all of the Gifted. The greatest show of strength is to pursue those desires and hungers, even if it causes one’s own destruction. The servants of Murthean seek to reach their potential by fulfilling their own decadent desires. Many are willing to kill or steal for wealth. They

Insatiable Thirst 2
Your divine hunger allows you to derive extra sustenance from magical elixirs. All alchemical elixirs give you a Heal effect, restoring one point of Vitality, in addition to the normal effect of the substance.

Only the Finest 1
Whenever you pay extra maintenance, you gain 2 extra points of Vitality for the event instead of the normal 1 extra point.

Wyrlok

Prince of the Beasts
“Every being has locked deep inside a primal, savage hunter waiting to be set free.” The Prince of the Beasts is the merciless hunter, and his favorite prey is the Gifted. Wyrlok does not hunt for food or for survival – he hunts for enjoyment. He is brutal and enjoys cruelty and

135 Copyright 1999-2007 by Chimera Entertainment, Inc.

Weald. He is the god of madness. Wyrlok hates the animal spirits and takes particular pleasure in killing the Shoathri. If that individual is taken down by someone else before you break line of sight and while the effect is upon them. and hunt for fun. for in the end. The priests entertain themselves at the expense of others. The servants of Xerelos are often deformed or have broken spirits. Sometimes a skull is portrayed with a jester’s cap. Malediction. They are almost always violently brutal. Agony. Priests tend to wear brown or black furs that are often stained with blood. Xerelos has a biting. Spheres Gloaming. Inc. Sometimes he will twist their forms and their minds into rampaging beasts or fill them with a frenzied desire to kill. even delivering pain and death to satisfy their sardonic tastes. Court of Azerial. Symbol A skull. . Many delight in the pain of others.Madrigal slaughter. Wayfare Xerelos Ill Fortune of Others 3 Watch when you affect one of the Gifted Races with a Slow. Wayfare Blood Lust 3 If you use any skill with the damage effect and the opponent drops from it. Symbol A brown disk with a blood red. you may laugh or make a biting remark right after they drop to refresh those attributes exhausted by your attack. Some are mad. and he is particularly fond of visiting these torments on the Gifted and laughing at their expense. Priests wear any number of dark colors in patterns and patches and twisted designs in a fashion similar to a jester only darker. The servants of Wyrlok are few and far between. Drain. if only to forget their own pain for a time. and he sees the world as a dark joke. A few carry more reputable facades and stalk victims in another guise. you need not exhaust any attributes for using the skill. he is the god of disease and deformity. Those priests who serve him gain the sphere of Weald as their divine sphere. but does not always kill his prey. the blackest humor. If you break line of sight. or the effect appears to end you exhaust the attributes normally. Wyrlok is the progenitor of lycanthropes and all sorts of twisted races bent on slaughter and destruction. Life is a comedy of errors. He has little concern with the courts unless he can gain some advantage or twisted amusement from some aspect of the war. The Black Jester “Wisdom is in the tongue and heart of the fool who laughs at the tragedy around him. what else can we do but look on it and laugh?” The Jester holds a special place in the Black Court. fail to role play immediately after the victim drops. quartered and painted black and white like a Harlequin. Jesters must be particularly careful of using dark humor lest they be accused of serving Xerelos and put to the sword. or Root effect. Spheres Gloaming. He is able to say things in the court none of the other gods would dare say in the Black 136 Copyright 1999-2007 by Chimera Entertainment. open talon or claw striking downward. sarcastic wit.

using their writs to exact justice upon them. always staying one step ahead of the Inquisition and the agents of the Goddess of Mystery. but she will not set aside her birthright or her divine sight. It was the church of Vespera that brought the charge that the writ of Elshea breaks the sanctity of Fate by twisting the death process. She knows she is alone. These bounty hunters and bandits have further tarnished the name of the Huntress. Those who hunt for glory or money have come to invoke the huntress. The followers of Elshea refused to set aside the divine right of Elshea by outlawing her writs. It is said that priests of Elshea support the Kordova Rebellion and aid the rebellious nobles in that conflict. Spheres Gloaming. disillusioned or dissuaded by a life of hardship and secrecy. They have been known to incite dangerous rebellion when they find a ruler unjust. The priests of Elshea are not well liked. .Madrigal The Forbidden Elshea The Huntress “It is my divine right and duty to hunt those who are undeserving of the Gifts. Elshea accepts neither the purification of the soul through the rite of resurrection. Still others have entered Mhurkiel and hide their worship among a people who have outlawed religion. It is thought that many Elshean worshippers have found refuge among the Winter Tribe barbarians. In many places the priest of Elshea have turned dangerously violent. The church has been outlawed. Symbol A tiger’s eye. None shall deny my birthright nor my divine sight. her priests are cast out. In recent years the worship of Elshea has attracted a darker sort. There are tales from the west. among the Winter Tribes. persecuted. Inc. In the ensuing intrigue the church of Elshea went against the orders of the High Patriarch and started open warfare by destroying several churches of Vespera and slaying the priests there. Many have left the priesthood. nor does she accept the sanctity of the spirit in Death. Legacy. and hunted themselves. Her worship is illegal. whether or not they visited the Gate of Death. and the worship forbidden. Sometimes the eye is set into a disk with tiger stripes. Her priests are sure to keep an eye out for those who have not turned from their wicked ways. Sometimes a Tiger eye gemstone is used. that the Huntress stalks evil with the Cat Lord Bayustri. They are vigilantes who step in when law can or will not do so. The barbarians sing tales of that hunt and the destruction they have wrought on the evils of the world. Those criminals who are found innocent must still watch their backs if there are those who would testify against them. Wayfare 137 Copyright 1999-2007 by Chimera Entertainment. Priests often wear black with some amount of tiger striped material like a headband or a belt. especially among the noble classes. and many find the Vesperan Writ of Secrets far more appalling.” The Huntress stalks the edges of the shadows seeking those who are unworthy of the Gifts. The secret church of Elshea has no love for the Church of Vespera and considers all who worship her thoroughly evil and corrupt. much to the disgust of those who consider themselves true priests of Elshea. vigilantes of the worse sort. Those that remain carry on her work or pray to her for strength in their own path of vengeance or hunting.

The Nylachia are like a darkness across the heavens and the earth. His essence manifests throughout the lands like grasping talons. Everything they see. and an arrow that misses or is blocked will not cause this skill to be used.Madrigal When the lord of the Obsidian Heart ascended he took for himself the Foul and all of Malediction as his providence. those that remember bear the power of the Orders to honor their sacrifice. gnawing at the Tapestry where ever they can. Malediction. Although gates of Obsidian manifested throughout the lands. The Nylachia The Obsidian Host Lord of the Obsidian Heart Foul. You may request an Inflict card at the beginning of the event. the Lord of the Obsidian Heart is the power behind them all. You must touch a blade to the torso of a dead individual who has not yet turned to spirit and say “Inflict to Dead” to use this skill. Undead "The Obsidian Heart resonates throughout the Foul like the drums of war that call those who are worthy to war against the undeserving. The host of the Foul is called the Nylachia. Each corruptor and dark spirit are a set of eyes and ears bringing dark knowledge to their lord. there was no voice to call forth the dark host that hungered behind them. Wherever his will is greatest. It is said that the heroes of the War of the Gate prophesied the coming of the Nylachia. and it is intoned by his worshippers to call his favor and bring him power. Although they disappeared and faded from history. you may condemn them for their crimes and deliver them to Death to be judged more harshly. His divine voice is sometimes called Nylachim. This skill is used up only if you strike your target and the effect is acknowledged through role play or negated by a defense. Everything they corrupt brings him power. As he stepped into the divine realm his essence became a host of dark spirits and corruptors rather than a single divine being. he sees. there the Heart can be heard beating with the power of the Foul. Although many dark spirits carry his divine shadow. They prepared three Orders to war with him. each one a part of him. Once per event you may prepare a Writ of Condemnation that names the individual and lists their crimes. Call out "Death by Magic" and make your attack. Place the writ into the hand of the guilty. In the War of the Gate the heroes of Shadowfane took up the call of the Orders and destroyed the champions of the Nylchia. and they will be compelled to deliver the writ to those who await them beyond Death’s door. He has taken this name for himself. Three individuals have risen above all others to serve Strike of the Huntress 5 Once per event you make a deadly strike with a melee or missile attack. This is the case for arrow attacks as well. This skill cannot be used on spirits who have risen to walk to Death's door. Vengeance of the Righteous 4 If purification of death is not enough for a particularly vile individual. The huntress strikes true. In the years to follow the Lord of the Obsidian Heart has endeavored to raise new champions among his followers. This condemnation must have the passion to convince the servants of Death to judge this individual harshly." 138 Copyright 1999-2007 by Chimera Entertainment. . The Lord of the Obsidian Heart binds them all. Inc. Whispers say they knew the name he would take. and this card must be attached to the bottom of the Writ. The Orders destroyed each Champion in turn.

All things are recorded in the Tapestry. destroying his corruption of the elements. Many who are inspired by the sisters will travel into danger for the chance to witness history in the making. but when that power is spent the Knight passes the title and the regalia to another who is worthy. The Knight of Absolution combats the Banshee Queen. Those who desire to serve them travel to chronicle the events of the day. but with his insatiable hunger he was lured to serve the Voracious Prince. The battle is tireless. The Lord of the Obsidian Heart has a particular hatred for Murthean. and Sciath. The priests of the Black Court also destroy the followers of Nylachim. Xerelos revels in the increased power of Malediction. Those abominations corrupted by the Foul wield greater weapons of corruption and despair. The three Foul Regents have called forth new types of undead. for the first champion to rise in favor was the Ghoul King. The Lich King Wickford. and one prepares the loom for the future. The memory of the heroes has been honored by maintaining a Knight for each the three Orders. One weaves the present. The Knight of Forbiddance hunts the Wraithlords.” Three sisters share the power of the goddess of fate. Inc. The Knight of Purification fights the Lich King. Symbol A black heart. They have taken up the tapestry of their mother. each stroke of the blade or of the pen changes the weave of the Tapestry. They often switch positions so they remain attentive to their task. one watches the past for loosened threads. and the Wraith King. her power was passed to her three children. and is it said that a full third of the Malekyrg have risen to the call of the First King. and only the three sisters may look upon it in its entirety. . Despite this. The sisters have no priests. cracked by strands of deep purple. Each Knight uses the power of the regalia of the Order. Ciarda. called the Insatiable. and each Knight has been gifted by a Gelid Serpent with a symbol of power to remember their Order. and forever affects the world. and their desire to destroy has been tempered with a dark cunning. and all creatures of the Foul have been blessed by the Nylachia.Madrigal the Nylachia. the Banshee Queen. stealing away that foul essence and cursing the followers of the Nylachia with madness and corruption. The Unaligned Ciarda. and the High Church combats the Host and those followers where ever they appear. Many undead grow in rage when more than three of the living are attacking them. for destroying even one has become more difficult. each breath. though seers and historians sometimes call upon them for aid. unbinding those souls she twists with regret and despair. barring them from corrupting sacred places and creatures. The Nylachia war with White Court. They appear as three hideous old crones. With the ascension of the Obsidian Heart and its call to the Nylachia. Fainche. 139 Copyright 1999-2007 by Chimera Entertainment. & Sciath Three Sisters of Fate “Each step. Even the mindless undead are a threat to the knights of the realms. Fainche. and this makes them stronger. the Foul has grown in power. The Gifted must constantly guard against the creatures of the Foul. Those who still secretly follow the Huntress also seek to destroy the Nylachia. When Arcalia fell in the War of Tears. many of the Blood Tribes have united under the strength of Nylachim.

Sometimes a scroll is behind them. The lords have a delicate balance of power between them. the rivers and the wind. Lady of Air Karakesh. Of the six Kingdoms. Gates to the Realm of death draw the spirits of the dead. the Elemental Lords have inherited the power of the 140 Copyright 1999-2007 by Chimera Entertainment. in everything this is not bound by the hands of the Gifted. Nielus calls none of the Gifted Races his servants. The elemental servants of these lords are constantly at war. the druids intrigue the spirits by finding them and calling out to them directly. and they pay little attention to the cults who follow them unless their own war spills into this realm.Madrigal fallen god of the primal elements. Rather than inspiring the spirits to appear to them with song and dance and history. Lord of Water Urgroth. It is said. . The Pale The natural world is full of free spirits. Inc. eternal and ever-changing. The veil that separates this world from the spirit world is called the Pale. The Reapers carry out the business of their lord. He takes those who have died from age or natural illness. southeast. chaotic.” Wild.” Grim and foreboding. and he oversees the spirits of the dead. act as his hand. Nielus The Lord of the Dead “All things must die. if need be. fickle. The druids have learned to listen and watch around them to track the spirits of the Pale. too. As a result. but he will allow those who have died from the hand of another of the Gifted to return to life if their spirit and will is strong enough. and he was destroyed from the effort of creating his successors. Nielus takes no sides in the war. the earth. there are many gates to the Realm of Death in the land of Aerune. They watch the heavens and The Elemental Lords Arasha. They dwell in the trees. The Elemental Lords have no priests among the Gifted Races. He is served by beings called the Reapers. and they appear in many places where violent or suspicious death is common. Lady of Fire Qualash. and without the guidance or teaching of the older lord they became wild and untamed. Symbol Three silver needles intersecting at their midpoint and pointing east. and sometimes a watching eye is placed in front of the intersection. and temperamental. act as his voice and. The Elemental Lords grew in power quickly. They dwell all around us. and there are still those druids and elves which follow ancient ways. and take no part in the war unless it will bring benefit to them. and south. the seething elements make up the essence of the world and the Elemental Lords are every bit as chaotic as their namesakes. Khormed. He is the god of the dead. and it is common for one of them to aid the enemy of another to prevent the sibling from gaining too much power. The Elemental Lords were born when the Prince of Elements could no longer contain the conflicting elements within himself. Lord of Earth “Gentle and fierce. that the Ancestor Spirits of the Barbarian Tribes and the Animal Lords of the Shoathri also dwell within the Spirit world beyond the Pale. They often argue among themselves. ways long since discarded by the more civilized folk of the Kingdoms. only the lords of Locksmoor still venerate these ancient ways.

Fences and walls and borders drive them from the land. and woe are those who seek to reach beyond their place in nature and transgress into his world. a natural balance to his brother and the unyielding harshness of the natural world. The druids and shamans must seek free and wild lands to teach their craft for the spirits are not present in the civilized lands unless one already knows how to call them forth. but if this is true it is lost and it cannot be embraced in the same manner. the land. There are rumors that there is a third path. A Ranger who does so gains the Druidic trait and cannot purchase Devout or Shamanic headers or skills. except those who have cast aside their gifts and fallen to corruption. and religions toward their goals. 141 Copyright 1999-2007 by Chimera Entertainment. Their spells are sometimes chanted or sung. His is the realm of courage and preservation. Followers of the Grey Man tend to be wrathful and dire. There have been whispers that there are those who pursue knowledge of the ancient holidays. Gifts of the Green Prerequisite: Druid or Ranger Pale Encampment 2 You may protect an emcampment from harm during the late evening. call primarily to two Aspects of the Pale. of cool. but. aged protectors of the ancient world. The ancestors of the barbarians watch over them and enlist the aid of the spirits of the Pale to help their tribes. There are whispers of an awakening. There are deep and lasting rumors of a Third. In recent times there has been a resurgence of these ancient ways. replenishing rains and warm summer days. Inc. The Grey Man holds the Fall and Winter months. With this awakening the Druids and Rangers of the Pale have found inspiration. They embrace only the wildness of nature. and their mercy is thin for any who dare to trangress into their lands in number. You can only truly embrace one of these paths. Pollution of the earth or air destroys them. The druids spend much of their time bargaining with the natural spirits for aid. full of grim prognostications and uneasy tidings. and the spirits are moved to help them. cultures. The shamans remain reverent to the spirits.Madrigal world around them until they instinctively know where and when the Pale is thinnest. His is the court of Truth and Destruction. where the legendary White Spring has been found and empowered. little is known of who this mysterious figure might be. Those shamans and druids who can hear beyond the Pale guard the sanctity and freedom of the land around them.The Pale The Druids. lost Brother. In the sacred grounds of their tribes the most powerful shamans can even call their own ancestors to give them guidance or aid. The barbarian shamans instead use art and sometimes dance to inspire the spirits of the Pale. The Green Man is the embodiment of the Spring and Summer months. aside from some of the Elves. Spirits of the Pale cannot abide having their freedom destroyed. of the Pale. . and followers of the Green Man are willing to work with all races. If there is a tent where a follower of the Pale sleeps you may empower that dwelling with the protection of the Green. Druids and Rangers who do not have the Devout or Shamanic trait may embrace the Green or the Gray. and where he might have gone. the Green Man and the Grey Man. and in return they agree to keep the land wild and free. and their ancestors.

Each day you will need to visit each tent once again to bless it.Madrigal You may empower the tent at any time. Gifts of the Gray Prerequisite: Druid or Ranger The Blackest Wood 3 This skill allows you to apply and use blade venoms on claws or any wooden weapon. it is likely that there will be in game consequences as a result. For the convenience of players we allow this to work on encampments within sight of buildings. The use of this ability comes with roleplaying effects. though it can be enraged immediately thereafter if the condition that caused its anger still exists or happens again. Malediction. Inc. Exhaust a point of Earth and throw a packet to call out "Heal 10 to Pale Hunter" or exhaust a point of Fire and throw a packet to call out "Refresh 10 Fury to Pale Hunter" to strengthen the Pale Hunter. but you must have trees all around you. or if you are under the effects of a Frenzy. The person you so empowered will be able to call "Imbue by Weald" and hang the Green Man and the Information Card on the doorway after 2:00 am to activate the blessing. Either way all effects of this ability last only one night and end at 10:00 am. If someone who stays within that tent is familiar with this ability then you may use this ability at any time during the day and empower that individual to activate the power sometime after 2:00 am. Cure Frenzy to Pale Hunter" as a gesture effect. Calm the Grey Fury 
 2 If you feel a group is undeserving of the Grey Man's wrath. The person who activated the blessing is also responsible for making sure that the Green Man is taken down in the morning before 10:00 am. After three seconds you may point at the Pale Hunter and call out "By My Gesture. . You must spend three seconds trying to calm the creature through role playing. You call out the effect of the poison when you make an attack. This ability only works on tents in the woods and will not work on permanent structures. but the protection only lasts from 2:00 am to 10:00 am. or Foul trait. 142 Copyright 1999-2007 by Chimera Entertainment. You cannot use this ability if you have the Undead. If you use it when rage is warranted or deserved. The poison is used up only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. The Pale Hunter will be calmed. Those who grant this ability and those affected by this ability expect that you will use it wisely. If you empower the tent during the time of protection you call out "Imbue by Weald" and hang an image of the Green Man in a prominent place on the doorway along with a Safe Hearth information card. The Green Man image must be marked with a light of some kind. you may exhaust two points of Fire to calm a Pale Hunter who has been enraged. In this case you must touch the Green Man to empower it and set it aside with the Information Card someplace safe. Feeding the Fury 1 You may strengthen one of the blessed Pale Hunters. Both must be visible.

so you should check them yourself during the course of an event. Weapon Lengths Type Minimum” Dagger Short Sword Long Sword Great Sword* 18” 25” 37” 50” Maximum” 24” 36” 46” 64” Weapon Construction Constructing a weapon requires time and patience.Choose Your Weapon First. Axes These weapons represent hatchets and all types of axes. you have to figure out what type of weapon you are making and determine the length and construction requirements. Two handed weapons are marked with a “*” in the length table. both PC and NPC. is responsible for bringing their own weapons and packets. We reserve the right to fail any weapon or packet we deem unsafe. Weapons and packets must be checked at each and every event where they might be used. The weapon may have a cross guard or hand guard. but the guard must be made entirely of pipe foam or the equivalent. . The various weapon types are explained below. but it is not that hard once you have practiced a bit. so you should try to bring a backup weapon and materials to repair your props. but we can make no guarantees about the availability of these props. It is not uncommon for weapons to fail or break. You are responsible for the safety of any prop you swing or throw in combat. We describe the steps to create the various weapons below. We will try to have weapons and packets to rent at our events. If you follow the suggestions. and include the details along the way. The striking surface is a head of open celled foam at least 8" in length that extends at least 4" from the shaft. Blades These weapons represent daggers and all types of swords. even within the same brand name. An axe needs padding that covers at least 1/2 of its entire length. 143 Copyright 1999-2007 by Chimera Entertainment. Each type requires its own skill. it is remotely possible that a weapon could fail because of a strange inconsistency in the core or foam. but anyone can use small weapons under 24” in length. Every player. One problem with weapon materials is that they vary wildly. and looks like an axe blade. In order to ensure that these props are safe. certain guidelines on their construction are necessary.Madrigal Chapter Nine Core Rules Fighting Props Combat is resolved with a staged system that uses props for weapons and spells. 1 . A bladed weapon has a striking surface that covers at least 2/3 of its entire length. Inc.

and the blade itself must be at least 18". the middle of the staff is aluminum and each end has PVC or CPVC. All glaives are two handed weapons. Each striking surface covers at least 1/3 its entire length. the middle of the staff is aluminum and each end has PVC or CPVC. although you can use 3/8” padding for the grip of the staff so long as the full 5/8” is used for the striking surfaces. A hammer needs padding that covers at least 1/2 of its entire length. hammers. . Weapon Lengths Type Minimum” Staff* 48” Maximum” 24” 36” 46” 64” Maximum” 64” Glaives Glaives and shafted weapons that have a blade on both sides of the weapon. It cannot be used to swing. You cannot use it with one hand. If you are skilled with a war glaive you can hold the weapon along the shaft and block attacks with one hand. If you have the proper skill to can Spears The spear is the only long weapon that may be used one handed. although you can use 3/8” padding for the grip of the staff so long as the full 5/8” is used for the striking surfaces. Because both ends of the staff are striking surfaces. although this could be 2" on both sides for a mace. Weapon Lengths Type Minimum” Blackjack Short Hammer Long Hammer Maul* 18” 25” 37” 50” Staves Staves have a striking surface on both sides of the weapon. Each striking surface covers at least 1/3 its entire length. The middle section of the staff must also be padded. The great glaive is a two handed weapon. If you are using a spear one handed you may not thrust at any target above the arm pit of the opponent. A spear must have padding that covers down the striking end at least 1/2 of its entire length. A spear can only be used to stab an opponent. Weapon Lengths Type Minimum” Spear 48” Maximum” 64” 144 Copyright 1999-2007 by Chimera Entertainment. You cannot fight a spear and another weapon if that weapon is longer than 36”. You can choke up to one end and grasp the blade of a glaive only if you are wearing thick gauntlets. Because both ends of the glaives are striking surfaces. You cannot attack while using a war glaive used in this fashion.Madrigal Weapon Lengths Type Minimum” Hatchet Short Axe Long Axe Great Axe* 18” 25” 37” 50” Maximum” 24” 36” 46” 64” also fight with a medium weapon in your other hand while blocking. and all types of smashing weapons with metal heads. The glaive has a thrusting tip on both ends. The middle section of the glaive must also be padded. Inc. The staff has a thrusting tip on both ends. Weapon Lengths Type Minimum” War Glaive* 48” 60" Great Glaive* Maximum” 64" 72" Hammers These weapons represent maces. The striking surface is a head of open celled foam at least 6" long that extends at least 4" from the shaft.

. the character will take a Maim effect to the limb holding the claw. You may then throw it to represent the arrow.or it could be an additional layer of pipe foam. A club needs padding that covers at least 1/2 of its entire length. It may be open celled foam that extends at least 1" from the shaft. and javelins. The crossbow must have a Maximum” 36” 145 Copyright 1999-2007 by Chimera Entertainment. touch it to the crossbow. but larger thrown weapons such as javelins are allowed if the staff deems them safe. Weapon Lengths Type Minimum” Short Claw 25” Weapon Lengths Size Bow Arrow Minimum” 36” 2” + 8” Maximum” 48” 2” + 8” Crossbows These weapons use thrown type projectiles and a prop for the crossbow made from padded PVC. The bolts are round. If a claw is affected by a Destroy effect. touch it to the bow. The striking surface must cover at least 12". You may then throw it to represent the bolt. Weapon Lengths Type Minimum” Blackjack Short Club Long Club Great Club* 18” 25” 37” 50” Bows These weapons use thrown type projectiles and a prop for the bow made from padded PVC. The striking surface is at least 6" long. Claws are not affected by Fumble effects. These weapons must be at least 2” in length.Madrigal Polearms Covering all types of longer pole weapons. The striking surface is the padded area of the weapon above the grip. Weapon Lengths Type Minimum” Polearm* 60” Medium Claw Long Claw 37” 37" 42” 46" Thrown Weapons These weapons represent daggers. darts. polearms have the advantage of reach . and must include additional padding of open celled foam that extends at least 1" from the shaft or another layer of pipe foam cut in half. Inc. Larger thrown weapons may be weighted with birdseed. open cell foam and tape projectiles with an 8” streamer. You must draw the bolt prop. but at least 5/8” of foam must be between the birdseed and the surface. The arrows are round. Maximum” 24” 36” 46” 64” Claws These weapons represent some kind of natural weaponry. and draw it back to your ear. and draw it back to your ear. Maximum” 72” Weapon Lengths Size Minimum” 4” 2” 8” Maximum” 12” 12” 36” Dagger Dart Javelin Clubs These weapons represent weapons made entirely from wood. You must draw the arrow prop. A claw needs padding that covers at least 2/3 of its entire length. open cell foam and tape projectiles with an 8” streamer. A polearm must have padding that covers down the striking end at least 1/2 of its entire length.

This core can also be bent into bows by applying very hot water. or softening it if you are good with the heat of a stove or gas burner. 1/2” PVC This core is too whippy to use for longer weapons. Your core materials depend on the length of the weapon. Shield Maximum Dimensions Size Buckler Shield Maximum Dimension 24” 36” 2 . Each pipe insulation overlap will need to be 1” and the foam thrusting tip must be 2” in 146 Copyright 1999-2007 by Chimera Entertainment.Create the Core Next you must create the weapon core. so it cannot be used for one handed weapons. 3/4” CPVC This core can be used for one handed weapons and is used with aluminum to make two handed weapons. A buckler is a small shield that cannot be more that 24" at its longest dimension. We also allow NERF type crossbows if they meet the size requirements and the crossbow and bolts are painted so they are not brightly colored. 3/4” PVC This common core can be used for one handed weapons and is used with aluminum to make two handed weapons. which you determined in step one. but it can be used for weapons up to 42" in length. and all exposed edges must be protected with 5/8" thick foam piping. The core materials we allow are described below. Aluminum This material has no give. A full sized shield cannot be more that 36" at its longest dimension. The cores should be picked Weapon Lengths Size Crossbow Bolt Minimum” 18” by 18” 2” + 8” Maximum” 36” by 24” 2” + 8” Shields Shields are defensive props used to block weapon blows. Inc. but light shields might only have a single handle. There are schedule 40 pipes with thicker walls that are too heavy to make good weapons. CPVC has more whip than PVC. CPVC can be used with aluminum in two handed weapons as well. . This material is not good for any other type of weapon. You will want to find schedule 20 PVC pipe with a thin wall. You will want to find schedule 20 CPVC pipe with a thin wall. or softening it if you are good with the heat of a stove or gas burner. length. This core can also be bent into bows by applying very hot water. Each end must be capped with a coin or strapping tape so there is no hole at the end.Madrigal length between 18” and 36” and a bow width between 18” and 24”. There are schedule 40 pipes with thicker walls that are too heavy to make good weapons. Most shields use a handle and an arm strap. but you will have to watch the whip closely or the weapon will likely fail inspection. They are constructed from light wood or plastic. They cannot be used to strike another player. Some types of CPVC might be stiff enough for slightly longer weapons. Two handed weapons use a 7/8" galvanized aluminum and 3/4" CPVC core. For thrown weapons you skip this step. The weapon core will need to be 4” shorter than the overall length of the weapon. but weapons as long as 36" might be safe with a 1/2" core. The purpose of aluminum is to give two handed weapons less whip.

Suitable replacement foam can be found through McMaster-Carr at 732-329-3200 or online at www. They should overlap about three inches and be secured together with an adhesive like Plumber's Goop or with a good amount of strapping tape wrapped around the seam. With 3” of overlap this gives you a core that is 60” long. Suggested lengths for long weapons are as follows. 72” weapons should have 48” of aluminum and 23” of CPVC.mcmastercarr. The padding should be 5/8” pipe insulation. The product numbers for un-slit foam that fits various cores are below: Ultralight .com. the core is light.Pad the Striking Area Next you will have to add the padding to the striking surface of the weapon. . With 3” of overlap you have a core that is 68” long. If you wish to order it. I would suggest both the adhesive and a small amount of strapping tape.505 Ultralight The core this refers to is actually called spiral wound fiberglass tubing and can be purchased from a company called Into the Wind. this is considered a privilege and players who perpetually swing from the wrist and machine gun will lose this privilege. You should use 36” of aluminum and 27” of CPVC.505 core #4530K161 Ultralight . durable. Ultralight two handed weapons require extra padding down one side of blade consisting of 1" of open cell foam or an extra layer of 5/8" pipe foam. The staff should have aluminum in the middle of the weapon with CPVC on either side where the striking ends are. You will have to cut the core a full 6” shorter to give room for 1” of overlap and 2” of thrusting tip on both sides.410 and . but the parent company has discontinued that foam. and has give. so you can use a little more CPVC. but it is needed if you intend to make ultralight two handed weapons. It is almost twice as expensive as . we are especially careful to insure that those using these weapons role play their swings properly. . the part number is 4409. 3 . .505.00.610 Ultralight This core is a thicker version of the spiral wound fiberglass tubing that is purchased from the company called Into the Wind. Though we allow the use of these cores.505 diameter pole that sells for under $5.750 core 3/4" CPVC 3/4" PVC #4530K163 1" PVC and 7/8" Aluminum #4530K165 Part Part Part Part 147 Copyright 1999-2007 by Chimera Entertainment. One handed weapons use the . Weapons have traditionally used 5/8" green Climatube 80 pipe insulation. This leaves you room for the required 1” overlap of pipe foam on each end and a 2” thrusting tip.Madrigal so the CPVC fits snugly into the aluminum. This leaves you room for the required 1” overlap of pipe foam on each end and a 2” thrusting tip. The staff should use the ratio of half its length as aluminum in the middle and one fourth as CPVC on each side. 64” weapons are a little shorter.610 core #4530K162 Ultralight . Role Play your swings. Search for polyethylene pipe insulation. Intended to be used as a kite pole. Two handed weapons of different lengths should use similar ratios so they are not too whippy but have give at the striking end. Inc. Because ultralight weapons are so light.

Attach the extra padding with strapping tape to prepare it for the final layer of duct or kite tape. attaching the tip to the weapon. Pipe insulation must extend past both ends of the core by at least 1” and the resulting hole must be filled with a rolled up bit of pipe insulation. 148 Copyright 1999-2007 by Chimera Entertainment. It is suggested that two handed weapons. If the tip is round. particularly staves. This is not required unless a player is reported to hit opponents frequently with the grip of the weapon. self sealing foam that is easy to apply around the edges of a shield. The pipe foam should fit snugly over the pipe without rattling. Other weapons may have a small hand guard if it only protects that hand. You may also use a narrow strip of open cell foam. Weapon heads are also made from open cell foam. We prefer to use weapons with a diameter of around 2”. 4 . use a razor to cut the corners so the tape conforms to the tip. but if the player can show us an example of a medieval weapon with a similar feature we might consider it if the cross guard is deemed safe. poke many tiny holes all over the tip so the air can escape and the tip can contract and expand freely. but we allow a wedge to be removed from the pipe foam to be so long as the diameter of the weapon is no less than 1 and 3/4”. Once the tip is in place. Now add another piece of tape so it goes across the end and down the exposed sides of the foam tip. Longer thrusting tips tend to bend. use duct tape or kite tape to cover the tip. you may add extra padding to two handed weapons using another layer of pipe insulation cut in half to fit over the foam. The pipe insulation must extend past the end of every core by at least 1” and the resulting hole must be filled with a rolled up bit of pipe insulation. cover the grip area or at least most of the grip area with a thin walled pipe insulation to protect against accidental contact with the grip. Inc. For shield edges. Use a razor to cut the corners so the tape overlaps slightly and conforms to the tip. Take a length of tape and place it so it goes across the end of the tip and down both sides.Madrigal All wall thicknesses are _ inch which will last longer and provide more safety padding than the Climatube 5/8". use part #4734K151 which is a slit. All guards must have give and be deemed safe by the staff. you may add a strip of weather insulation to the core or use strapping tape to pad out the core at three or four points. Cut the foam to cover the tip.Add the Pommel If the weapon is a blade it will need a pommel. Use strapping tape to hold in the filler. . If the weapon uses other open cell foam. Use strapping tape to hold in the filler. you might find that when the foam compresses that the tape wrinkles as it sticks to itself. We discourage cross guards on other types of weapons. 6 – Add a Thrusting Tip The tip of the striking surface must have a thrusting tip. We reserve the right to restrict such weapons if this proves to be problematic.Add Cross Guards Cross guards and hand guards may be added to blades using pipe insulation or similar materials. If the foam is too big. This tip is 2” of open cell foam. Finally. Once the basic padding is added. 5 . You can prevent this by covering the open cell foam with plastic wrap used for food storage before taping over the foam.

Inc.Cover with Tape You may now cover the entire weapon with duct tape. . A square of fabric is pulled around the birdseed and its corners are gathered together to form a “tail” and closed up with strapping tape. You may also sew a packet shut. Packets with any other material inside will not be allowed. and black or brown where there is wood. They should be made of stretchable fabric and filled with birdseed. though decorations are allowed. and the tail behind the tape should not be longer than 3 inches. The majority of the weapon should be black or gray where there is metal. It should not be wrapped in a spiral around the blade. light tape. Kite tape is also allowed. You should be able to squeeze the center of the packet and almost touch your fingers together.5 inches in diameter. so you should look for a thinner. The tape should run down the length of the weapon and have a slight overlap. The fabric must be stretchable and cannot be pulled so tight that it no longer has give. Even duct tape varies in weight and thickness. Packets Packets are small bean bags that are thrown to represent magical attacks or special powers. You should use only small birdseed with no larger or sharper seeds. The head of the packet should be between 1 and 1. Sealing the packet with rubber bands or other types of tape will be allowed on a case by case basis. 149 Copyright 1999-2007 by Chimera Entertainment. Bright colors are not allowed as the primary color of the weapon. and the packet should have give in any case.Madrigal 7 .

you will receive a character card and any items created using game skills. Why waste valuable playing time doing this? How Do I Check In? When you arrive at the campsite. . If not. you will have to sign a waiver and. but only so long as the event doesn't sell out. Inc. If the event fills up then those players who have paid for the event are given space over those players who have registered but have not paid. bring your membership up to date. No creation skill or information skill requests will be prepared unless you pre-register for the event. then the check-in staff will check to see if there is room at the event for you. Players who arrive without any knowledge of the rulebook will be taken aside until they have some familiarity of the rules. You must tell us you are attending an event and pay for that event in advance. If you are pre-registered. If not. If you are not pre-registered. The check-in staff will check to see if you are a current member. These are the most common logistical questions and the answers explain how the logistical process is handled. You must also be familiar with at least the first two chapters of the core rulebook so you will have some idea how to respond to the various game effects we use. You can send payments to the following address. you will pay at the door and get your character card and yellow tagged items. Those who preregister are also more likely to be targeted by plot.Madrigal Chapter Ten Player Logistics Communicating with the Madrigal staff is a necessary and important step in playing the Madrigal game. Until you pay or contact us to make special arrangements we can reserve a space. Lawrence. you should proceed to the check-in area that will be marked with signs. Madrigal Registration 170 Salem Street 150 Copyright 1999-2007 by Chimera Entertainment. You will also get a cabin assignment. if necessary. MA 01843 Why Should I Pre-register For Events? We have a limited amount of space and often sell out events. the check-in staff will be glad to check to see if there is room for staff players if you wish to participate in that manner. then you are guaranteed a place at the event. If you are not pre- How Do I Register For Events? In order to register for events you must have an active membership. If there is. You will receive any yellow tagged items you turned in at the end of a previous event. You can inform us you intend to play by sending email to madrigal@larp. If we don’t know you are coming we can’t plan to include you in plots. If you are pre-registered. so you should read through this material before you arrive. Can I Play Madrigal? You must be 18 or older to play Madrigal.com.

You should make every attempt to enter and leave the game area as your character during game play. When you have checked in there is a cart to help you move your things to the area where you will be staying. This is an in game orientation and there is no out of game rule preventing you from leaving the orientation. and at 7pm on Wednesday Adventure Nights. Players who arrive late enter game in costume as spirits and proceed to the gate within the Mage's Guild. Do not drive anywhere but the dirt roads on the site. There they ring the bell and await a staff person to appear and check them in. High maintenance is paying more money for maintenance. . It is our goal to move you into the ongoing game as smoothly as possible. Recovering requires you to pay all previous costs. How Do I Check Out? At the end of the event there is a check out area in the same place where check in took place. If you arrive before the start of game and have a lot of gear to move. To this end you will be asked to move into your cabin in game. Parking occurs in the first wooded lot before you get to the site proper. All yellow marked items must be turned in at check out. but you should move your car to the lot by 8pm on Weekend Events or 7pm on Adventure Nights. you are more than welcome to pull up into the site. You may turn in your character card. Inc. and more secure lifestyle. Once game starts it is the staff’s goal to prevent the game flow from being interrupted for any reason. You are In Game at all times. and register for future events at that time. healthier. The payment is one silver piece. What If I Show Up After Game Starts? Game starts at 9pm on Fridays of Weekend Events. If your Void is ever reduced to 0 because of Starvation you will perish and you must visit the Gate of Death when you enter game on the event that this has happened. High 151 Copyright 1999-2007 by Chimera Entertainment. When traveling as a Spirit you should walk slowly with your head tilted down and hands What Happens During a First Event? At the beginning of your first event you are encouraged to attend the new player orientation. make submissions. except while you are in the bathrooms. If you are spoken to or attacked you should simply reply “Spirit” and continue walking. although this cost may vary due to in game events. No staff or player is allowed to park beyond the yellow rope. This way you are never interrupting the flow of the game for other players as you arrive. and those who fail to pay this cost will find themselves weaker by one Void point to represent the effects of starvation and exposure to the elements. but players who attend this orientation will likely have an easier time playing their first event. The cost is paid at the beginning of every event. we ask that you come to the game in costume so you don't disrupt the flow of the game.Madrigal registered we will not prepare your creation items for the event. If this is impossible. What Is Maintenance? Maintenance is a payment that represents the in game cost of living. folded. It is for this reason that we strongly suggest that you arrive before game starts. This reduction is cumulative for each event this cost is not paid. You are paying for a richer. Parking and driving is prohibited at all times down the South Village Road. Drive slowly.

Inc. although an email with the appropriate information will do. we highly suggest that you follow up the request with an email. There may also be opportunities to use creation skills at special times during the course of the game if you have the skill and the required materials are available. Game effects and campaign conditions may change the cost of high maintenance.Staying after an event to help clean up extra areas will gain you 1/4 character points or 1/2 character points if there is a lot of work that needs to be done. You must submit any necessary money when you submit the question.Participating in a related game as a staff will also gain you character points that can be applied to Madrigal character. There is a submission form on the web site. although an email with the appropriate information will do. it will come during an 152 Copyright 1999-2007 by Chimera Entertainment. Adventure Nights are just for fun and give you no character points. You can only earn points How Do I Use Knowledge Skills? Knowledge skills are submitted as questions pertaining to the appropriate skill after the end of an event. There are a number of ways to gain character points. You must show any required tags and submit required materials whenever you make an item.Madrigal maintenance usually costs 4 silvers at the beginning of an event rather than 1 silver. There is no guarantee that you will receive an answer at the next event.If you submit a summary letter after an Adventure Weekend or an Adventure Night you gain 1/2 character points from it. but no character may receive more than 15 character points in a year. event through a character who will seek you out in game. How Do I Use Creation Skills? Creation skill uses are submitted after the end of an event either at check out or later via the internet. You must be given a task by the clean up staff to gain this award. There are check out sheets for creation skills and there is a submission form on the web site. Character points can be used to buy new skills and to raise attributes. Character points can be applied to any of your characters. If the answer does come. The items you create are available at the beginning of the next event for which you pre-register. Summary letters must be submitted within one week of an Adventure Night and within two weeks of an Adventure Weekend to gain this award. .Each Adventure Weekend you attend as a player or a staff earns you one character point. In order to best handle logistics in a timely and efficient fashion. . depending on the question and other in game considerations. . . or during the next event for which you preregister if you submitted it over the internet. or when you receive items if you submitted the request using the internet. reducing it to 3 silvers. How Do I Get More CPs? Players earn character points by playing the game and helping out in various ways. or at all. We highly suggest that you mention these submissions in your summary letter. and the submission for an Adventure Weekend must be in before the end of the previous Friday. If you do make a creation skill request at the end of an event. players must submit creation and knowledge skills at least one week before any event. You gain one extra Vitality point for that entire event. . either at check out or later via the internet. Skills that pay for maintenance costs also reduce the cost of high maintenance. The submission for an Adventure Night must be in before the end of the previous Wednesday.

Characters who gain character points in game are said to gain Inspiration. and clean up for that game. Character points are meant only to add to the flavor of the game. Players cannot get CPs for cash donations. gossip. or advice on survival or plot might be overheard from your character? Our goal is to use the answers to these questions to run a more enjoyable game. The best way to submit a summary letter is through the forms on this website. the subject of your letter should say "Summary Letter:" and the name of your character and the date of the event. Summary letters also earn you character points if they are submitted within a certain time after the event.Which plots were you involved with during the event? . we prefer if they are submitted on the internet as this makes it easier for us to distribute the information to the appropriate staff. In game comments. . This award is transient.Which plots or staff characters do you want to see more of? .What goals or unfinished business does your character have? . a summary letter must be submitted within one week of an adventure night and within two weeks of an adventure weekend. To earn character point awards. and you might play for years without seeing them. . All players are encouraged to submit summary letters after each event they attend. since your character could die at any time. Embed it right in the body of the message so there are no formatting or attachment problems. We won't post How Do I Write a Summary Letter? One of the tools of communication Madrigal uses is the summary letter. These comments will not be attributed to you unless you specifically state otherwise.What actions did you take towards those goals? . The real reward for playing Madrigal is the time you have spent at the game. They will often offer CP awards for players who create these props. Inc. Arrangements must be made on a case by case basis. trouble submitting the forms.Do you have any other comments about the game? . There is still a maximum to the number of points that can be applied to your character.Madrigal from staffing. and follow up the answers with any in game commentary you wish to include.Sometimes the staff posts lists of props they need to the mailing list. You should try to answer the questions with brevity. .What in game comments. and gossip will be considered for inclusion in the "Talk of the Town" section of the web page. Monetary costs for the materials for these props are reimbursed. You should answer the following questions: . Although players without internet access can mail us summary letters.Players may gain character point awards by helping out in other ways. If you have 153 Copyright 1999-2007 by Chimera Entertainment. but this should be included after the answers to these questions. We enjoy in game journals and views and commentary and try to read it all. only for donations of time.There may be ways to gain character points within the game itself. rumors. up to a maximum of 2 character points for each event you attend. you can submit the summary letter by sending an email to madrigal@larp. For players who attended as a character.com. We make no guarantees about the value of character points. rumors. . Inspiration awards are rare. submitting a summary letter.

Include where you are from and why you have some to Shadowfane.Madrigal comments that are insulting or embarrassing to another character. . When writing a character history.Do not have the gods appear or contact you directly.Do not include statistics for characters from your history. . 154 Copyright 1999-2007 by Chimera Entertainment.Submit a history that takes into account that your starting character is not very experienced and has limited resources.Do not include elements or magical effects in your character history that would be impossible to represent during the actual game. and do not include characters that accomplish deeds that are impossible without a very high set of statistics or skills. . How Do I Submit a Character History? A character history can be submitted to madrigal@larp. Try to keep in mind the following. Inc. Avoid writing a history where you accomplish great and heroic deeds. .Do not write magical items or special skills into your history. . Save that for the actual game-play. We prefer internet submissions because the information is easier for us to distribute to the appropriate staff.com. .Do not introduce a great destiny or prophecy that involves your character unless it comes from a source that could be unreliable. . you want to include your motivations and the characters that have affected you in the past. although the Slander skill could be used for this purpose. Players without internet access can submit a character history through regular mail.

If you are not pre-registered. are those players who attend events and are assigned to a Plot Staff member for roles. Once you reach the Staff Camp you will be given a sleeping assignment. If not. staff members. You must also be familiar with at least the first two chapters of the core rulebook so you will have some idea how to respond to the various game effects we use. arrive. Can I Play Madrigal? You must be 18 or older to play Madrigal. You can send payments to the following address. You must also be familiar with at least the first two chapters of the core rulebook so you will have some idea how to respond to the various game effects we use. Inc. Why waste valuable playing time doing this? You can inform us you intend to play by sending email to madrigal@larp. How Do I Check In? When you arrive at the campsite. or non-player character. If there is. You will have to sign a waiver and bring your account up to date. then the check-in staff will check to see if there is room at the event for you. We have. The term “Staff” includes all plot staff as well as NPC.Madrigal Chapter Eleven Staff Logistics Staff players are players who participate in the game under the direction of the plot persons who run the events. or NPCs. Staff players are given roles to help maintain the atmosphere and plot of the game. “Plot Staff” members are those players who attend regular weekly meetings and have additional responsibilities including. . “NPC Staff “ members. MA 01843 Why Should I Pre-register For Events? Staff members who pre-register are more likely to get good roles. you can play as a staff but you How Do I Register For Events? You must be 18 or older to play Madrigal. Madrigal Registration 170 Salem Street Lawrence. in the past. you should proceed to the check-in area that will be marked with signs. If you do not have an up to date membership. so you should read through this material before you arrive. you are welcome to participate. those with an up to date membership and insurance waiver can proceed directly to the Staff Camp.com. so you should read through this material before you 155 Copyright 1999-2007 by Chimera Entertainment. Players who arrive without any knowledge of the rulebook will be taken aside until they have some familiarity of the rules. producing and executing plot and logistics. filled our staff sleeping areas and pre-registering guarantees you sleeping space. Players who arrive without any knowledge of the rulebook will be taken aside until they have some familiarity of the rules. but not limited to.

Madrigal will have to commute to the game or provide your own sleeping arrangements by tenting. and at 7pm on Wednesday Adventure Nights. How Do I Check Out? At the end of the event you should check out at the Staff Camp. Do not drive anywhere but the dirt roads on the site. There may be special instructions for you during this time. This way you are never interrupting the flow of the game for other players as you arrive. Many of our staff develop simple characters such as a local farmer or caravan guard to help move around. Parking and driving is prohibited at all times down the South Village Road. This is an in game orientation and your role will be to attend the orientation and return to the Staff Camp when it is done. How Do I Write a Summary Letter? One of the tools of communication Madrigal uses is the summary letter. To this end you will be asked to move into your cabin in game. It is our goal to move you into the ongoing game as smoothly as possible. Drive slowly. but you should move your car to the lot by 8pm on Weekend Events or 7pm on Adventure Nights. who are pre-approved to do so. We cannot accept new staff players once game has begun. Once game starts it is our goal to prevent the game flow from being interrupted for any reason. except while using designated OOG staff areas or the bathroom facilities. What Happens During a First Event? At the beginning of your first event you will attend the new player orientation with an assigned role. If you are spoken to or attacked you should simply reply “Spirit” and continue walking. you may walk to the parking lot instead of death. Staff players who arrive late enter game in costume as spirits and proceed to the Staff Camp. If you get killed. Staff. You should make every attempt to enter and leave the game area as a character during game play. It occurs at Staff Camp at 8:30pm on Friday night. You are In Game at all times. Simply becoming a spirit and walking off the site is not acceptable. No staff or player is allowed to park beyond the yellow rope. All players are encouraged 156 Copyright 1999-2007 by Chimera Entertainment. Inc. Parking occurs in the first wooded lot before you get to the site proper. If this is impossible. off or onto the site when not cast in a role. we ask that you come to the game in costume so you don't disrupt the flow of the game. It is for this reason that we strongly suggest that you arrive before game starts. Out of Game Staff opening at Monster Camp is mandatory for all staff. Out Of Game opening is mandatory for staff as well as players. . If you arrive before the start of game and have a lot of gear to move. Out of Game opening occurs at 9pm at the Temple of Naveril. When you have checked in there is a cart to help you move your things to the area you will be staying. Unfortunately we do not have the resources to properly debrief and instruct new staff players once the game begins. you are more than welcome to pull up into the site. may enter game as a farmer and proceed to the Staff Camp. What If I Show Up After Game Starts? Games starts at 9pm on Fridays of Weekend Events. When traveling as a Spirit you should walk slowly with your head tilted down and hands folded.

it is left to the players to provide the weapons they will feel comfortable using for the majority of their roles. Inc. Embed it right in the body of the message so there are no formatting or attachment problems. What Should I Bring to the Game? Because our game system is predominately human. If you have trouble submitting the forms. We recommend bringing your own distinct costuming if possible. These comments will not be attributed to you unless you specifically state otherwise. Although players without Internet access can mail us summary letters. we rely heavily on costume and character behavioral changes to distinguish characters.Which plots were you involved with during the event? . We enjoy in game journals and views and commentary and try to read it all. but this should be included after the answers to these questions.Do you have any other comments about the game? . To earn character point awards. In game comments. the subject of your letter should say "Summary Letter: Staff" and the date of the event.Did you feel you contributed to the enjoyment of the PCs? . Although Madrigal will provide special weapons for special roles.Which plots or staff characters do you want to see more of? . Playing several dominant characters within a weekend event becomes a challenge to both the Plot and NPC staff. although the Slander skill could be used for this purpose. Summary letters also earn you character points if they are submitted within a certain time after the event. For players who attended as staff. Staff are expected to provide the basic costume elements for themselves that will be used during the weekend. gossip. We won't post comments that are insulting or embarrassing to another character. We do have a costuming section at monster camp that contains cloaks. You should try to answer the questions with brevity. You are always welcome to ask the monster desk if they can outfit you appropriately for a role. . and gossip will be considered for inclusion in the "Talk of the Town" section of the web page.Did you get enjoyable roles? . we prefer if they are submitted on the internet as this makes it easier for us to distribute the information to the appropriate staff. The best way to submit a summary letter is through the forms on the Madrigal website.What goals or unfinished business do your staff characters have? .Madrigal to submit summary letters after each event they attend. We recommend wearing sturdy hiking boots or combat boots that have 157 Copyright 1999-2007 by Chimera Entertainment. you can submit the summary letter by sending an email to madrigal@larp. This includes one all black outfit and all weather shoes.com. rumors. a summary letter must be submitted within one week of an adventure night and within two weeks of an adventure weekend. You should answer the following questions: .What actions did those characters take towards those goals? . or advice on survival or plot might be overheard from any of your staff characters? Our goal is to use the answers to these questions to run a more enjoyable game. Staff are expected to provide the basic weapons that they will be using during the weekend. shirts and robes. hats.What in game comments. and follow up the answers with any in game commentary you wish to include. rumors.

they will at least know how to obtain one. There will be one member of Plot Staff assigned to the desk at a time. The Staff Camp desk. Our goal is to provide an exciting and challenging role-playing experience while you staff a Madrigal event. Feel free to ask any questions to the person at monster desk. 158 Copyright 1999-2007 by Chimera Entertainment. Please be courteous to players who may be walking around your buildings and keep noise to a non-intrusive level. We also recommend bringing black gloves.Madrigal mid to high ankle support. We do not allow clothing with designs or decals. As a courtesy to our players we request the minimum amount of noise at any given time. Monster desk will also provide you with stats. or monster desk. We What Happens at Staff Camp? Plot Staff shares the responsibility of the Staff Camp desk shifts for the weekend events. We recommend leaving all expensive watches and jewelry at home. Since a player must come extremely close to Staff Camp to approach the Gate of Death. once that bell rings it is too late to be quiet for the player. a black mantle and any black fleece pullovers you may have during the colder months. Since the plot staff will be single mindedly focused on the event and timeline it is often extremely difficult for us to detect any problems that may be concerning our staff. You should also bring lots of black socks. Please let the monster desk know immediately if any problems or concerns arise so that we can guarantee the best experience for all our staff. We recommend that you utilize your assigned housing as a lounge to relax and unwind. The monster desk is designed to handle all your needs to make your weekend with us pleasurable. or vice versa. Other items to bring include the following: Black shoes WITH ankle support Weapons (and shields) Spell Packets (there can never be enough) Black clothing Extra socks Gloves Toilet paper Toiletries Towel Bug spray Sleeping bag and Pillow Blanket Water (many small water bottles seem to work better than the gallons) Food Small Flashlight with colored light filter cover Did I mention socks? These items are good to bring if you have them: Belts Pouches Costuming Elf ears Horns Props Makeup Makeup remover Please be courteous and patient as the monster desk shift is probably the most complicated and stressful job. Many of these shifts will have one or more staff members who are in training. costuming and any props you may require. will assign you roles if you have any available time. treasure. . but once in a while you may become bored or frustrated. you may want a heavy fighting role to begin with and then wish to switch to an intense role-playing role. Your desires may change over time as well. Most often you will find your roles varied and challenging at Madrigal. Inc. Monster Camp is located within the same building as Death to ease the strain of the job. If that person cannot immediately give you an answer.

Stay in What Is Expected of Staff? At Madrigal you are expected to be in game at all times when you are outside the bathrooms and staff areas. Don’t push masks up on your head. lighting and costuming in a very small area. . Stay in game and in costume at all times. Players at Madrigal are in game at all times. It is your cool head and restraint when appropriate that makes Madrigal so fun to play. This allows us to assign you to roles appropriate to your desires. Everything you do in game can have profound impact on the game. please inform a campaign staff person. feel free to ask the monster desk. you should do your best to defer to the players benefit at all times. It is your job to watch the signs from the players. Bring up the problem to plot staff immediately following the encounter. Madrigal maintains an in game atmosphere at all times. 159 Copyright 1999-2007 by Chimera Entertainment. There is time for that after the event. There will be a time where you believe you see a player incorrectly react to a combat or roleplaying encounter. Characters who are portrayed with silly or out of game characteristics will not be tolerated. It is your job to populate this world and maintain an atmosphere that provides a suspension of disbelief and provides the players with fun. We try to give every character a purpose within the game world.Madrigal have designed a staff questionnaire to help us find the roles you will most enjoy. Don’t talk to other staff in an out of game manner while you are outside staff areas. Only the active monster desk person and certain Plot Staff members are allowed to enter the trailer or the back rooms. the monster desk person can retrieve costume pieces for you. once you have returned to Monster Camp. will have a set of goals and usual behavior. If you are interested in becoming a monster desk person and taking one shift during weekend events. Every encounter. As always if you do not understand or have questions about anything at all. One of the greatest challenges at a live action event is the interaction between players and staff. When utilizing costuming for a specific role. She will have additional information. Do not argue about rules or accuse players of cheating. Feel free to ask the monster desk to retrieve or place your objects back into the correct position. We want the staff to have fun and to provide fun for the players. We try to maintain a serious atmosphere. Inc. Ask yourself if you would find this fun as a player. even if you believe the player is incorrect. There is a very fine line between an encounter that is challenging or frustrating. We have an astounding amount of props. More often it is the threat of violence that thrills the player than the actual thrashing they may eventually receive. Try to remember that having the stats to crush a group of players is not always the correct response. At some point you may be asked to either grab something out of the props trailer or you may need costuming for an upcoming role. whether you’re playing a Black Sun Barbarian or a Fire Toad. Are they bored? Are they frustrated? Are they having fun? Try to keep the story that is being told in the forefront of your mind. so thanking the players in an out of game manner after fights or other encounters is inappropriate. Arguing about hits or rules on the field is inappropriate. Once your role is finished you should return the pieces promptly to the desk. In addition. This way the maximum amount of staff can use the costuming to the best of our abilities. At your first Madrigal weekend the monster desk will give you the questionnaire to fill out.

We are gracious to all our players who volunteer to staff Madrigal on occasion and we would not want them to unduly learn a big game secret and spoil their fun.Madrigal game. exit the encounter in the appropriate manner. As quickly and quietly as you can. keep your head bowed and walk in a slow manner to your regrouping encounter point or Monster Camp. and other minions of darkness. So even though you might want to give them the behind the scenes story about the Hyena raid. undead. there is a great companionship felt by all at the end of every event when the game ends and the players wish to express their heartfelt thanks for your wonderful performances. rise slowly with your weapons tucked under your arm or hanging loosely by your sides. All staff are required to keep what is learned as a staff character secret. Remember that anything a player learns out of game they know in game. If you are killed as your role. You may learn things in monster camp or while playing a role that the players have yet to discover. This is extremely important as the players may be morning the loss of a loved one or may be attempting to resolve a highly stressful situation. Inc. please refrain where possible. . We ask all staff to be cautious while in monster camp because the person next to you may play Madrigal as a character at some point. Many creatures that serve darkness will only remain down for one minute. Please be reasonably modest and let the players have their moment in the spotlight. Try to remember to ask your staff leader for every encounter what the down time is since it is easy for us to forget what the count should be for blood tribes. As well. stay down for the full five minutes. Once your down time is up. 160 Copyright 1999-2007 by Chimera Entertainment.

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