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.

You cannot pick up weapons and try to fight unless you have the skill to do so. item props. If a prop is attached to a wall by a chain. Small circular stickers indicate special rules about handling an item. 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. for example. Violators will be asked to leave the game. It cannot be Rules Restrictions As you play the game and wander around the world. Props may be handled but must be put back where they are found unless they have a sticker. Effects can be inflicted upon you in a variety of ways. you must play as if that condition was real. Most props have no in game worth. jewelry. If an effect has been inflicted upon you. The third is a skill restriction. you cannot attempt to break or detach that chain in any way. are described below. Inc. The first is an environmental restriction. and you cannot enter areas marked out of game. 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. and area props cannot be moved from the area they are placed in except by the owner. and you might attempt to do the same to them. The Destroy effect does not change the basic structure of a prop. All skills are listed below. tags. there are lots of effects that can change how you play the game. or take apart any prop. If an item has a red circle. such as tarp walls representing solid walls. 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. weapons. Conversely. You cannot move tarp walls. you cannot walk across black pits. you must abide by the restriction of that effect until it is removed. When you come across props that represent certain environments. it just makes the item unusable for any game related purpose.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. You cannot attempt to duplicate or forge game money. If there is a skill that specifically allows you to manipulate a prop or perform some action. and how they are given to you. If you have the Maim effect you cannot use the maimed limb. . If you have a Slow effect. There are three restrictions on your activities. You cannot be under the influence of these while on the premises of the game. 4 Copyright 1999-2007 by Chimera Entertainment. The second is an effect restriction. there is a lot you can do to affect the game environment around you. you cannot run. or logistical documents such as character or monster cards. you cannot attempt to perform that action or manipulate that prop unless you have that skill. These props provide no in game benefit and disallowing their removal ensures these props are not broken or lost. destroy. All effects. it cannot be moved at all. although you can attempt to avoid them. Other characters may attempt to inflict unpleasant fates upon you. Costuming. You are not allowed to break. All of the environmental restrictions are explained below. You cannot manipulate traps unless you have the skill to do.

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

You must follow the spirit guide until you exit through another gate and assume your normal form once again.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. Inc. You are visible to others. 6 Copyright 1999-2007 by Chimera Entertainment. .

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

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

Death There are four ways you can die in this game. This verbal must be spoken clearly and at a normal speaking pace. special areas might cause your death if you have a mishap. and have that effect upon you. A Stabilize effect will change your condition to stable. death strike three". Second. they are totally separate statistics. . and then you may inflict a death strike. Unconscious You are incapacitated and must collapse to the ground. The victim can be unconscious or immobile because of a game effect. You cannot use game skills unless a skill explicitly explains that it can be used while unconscious. If healing raises your Vitality above 0 then you will become conscious. Only effects with "to Spirit" or with "to Dead" traits will affect a spirit of the dead. you can be knocked unconscious and unstable and remain that way for a full minute. It is important for players to be able to protect themselves during these times. If an attack inflicts some other effect upon you. Finally. you can be killed if someone delivers a successful death strike to your torso. Exhausting Earth or Void points does not affect Vitality and taking damage does not reduce Earth or Void. unstable. Inc. Vitality is always rounded down. the victim can prevent a death strike. Third. 9 Copyright 1999-2007 by Chimera Entertainment. If they call Stabilize you become stable and start your five minute count. First you must render the victim unconscious or immobile. 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. 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. nor can you inflict a death strike on a helpless but struggling victim. each character has a number of Vitality points equal to the average of the Earth attribute and the Void attribute. your count will be suspended until they stop the First Aid. If the victim can move. If someone begins to use First Aid on you. To inflict a death strike. You do not need to have skill with the weapon to inflict a death strike. all active effects on your person end unless an Imbue or Inflict effect specifically says otherwise on the effect card. death strike two. When you die. but you cannot inflict a death strike on a body until it comes to rest after an attack. A death strike successfully delivered to your torso will kill you. You must close your eyes and you cannot move or speak while you are unconscious. In Madrigal. You must touch a weapon to the torso of the victim while saying "Death strike one. your one minute death count will continue where it was before they started using the skill. First. This is referred to as "bleeding out" and is described above. Although Vitality is based off of two attributes. Death Strike A death strike is used to kill an unconscious or immobile victim.Madrigal linger for one minute before dying. 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. If they do not finish the First Aid. you will be unconscious. the victim must be immobile. 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 adds an air of danger to the game by threatening your in game persona. then the character passes beyond this world and is said to have taken a final death. Effects that 10 Copyright 1999-2007 by Chimera Entertainment. removing these effects will end them. You cannot stray from your path or use any game skill. The only effects that will work are effects with "to Spirit" or "to Dead" in the verbal. missile or packet attack. You cannot drop items. . there are very few effects that will work on you. When you rise as a spirit you must proceed directly to the gate of Death.Madrigal To interrupt a death strike. The "Death" Effect Any effect that successfully inflicts a Death effect kills you immediately. The Death effect may be nullified by an appropriate defense. These areas will be marked or made clear to you during the course of the game. ignore the attempt. The effect is the first part of any verbal. You cannot walk or run. While you are a spirit of the dead. A death strike that is interrupted is canceled and has no effect. You must walk with your head bowed and your arms at your side. deep pits. These are Bane effects specifically designed to affect spirits. reply "Spirit" and continue on your way. a dead character becomes a spirit of the dead. If someone tries to communicate with you. or kneeling to rest. 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. the spirit and everything that spirit still carries is drawn to Death. You are not compelled to communicate." 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. The most common is a "Speak to Dead" effect. Although dying removes all active effects upon you. you must strike the person attempting to deliver the death strike with a melee. Final death means that you can no longer play the character in question. You cannot interact with any other character unless they use an ability that allows you to do so. Other effects might include "Imbue to Spirit" and "Inflict to Spirit. This instance of the "Speak" effect will allow you to converse quietly with the character who used the effect. Although these effects are given a duration. only the Death effect will kill you outright. challenges. you may use innate defenses to protect you against effects even if you are a spirit. Mishaps There might be large scale traps. and mishaps in special areas that can cause you to perish if you are unfortunate enough to stumble into them. but you may do so. You must be sitting. Some effects target items rather than characters. You do not have to force the weapon away. Because of the influence of the Realm of Death. Many attacks last until you rest for five minutes. Closing walls. and other deadly traps might kill you outright. You may also interrupt the death strike by striking the weapon used to perform the death strike with a weapon of your own. Of all the various game effects. Spirits of the Dead After 5 minutes of death. You cannot use any game skills while you are resting. lying. The spirit will even pick up its own weapons if they are within reach unless someone else possesses them. Spirits. Final Death If the spirit is too weak to return from the Realm of Death. You cannot use any game ability. Inc. All effects used in the game are described below.

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

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

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

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

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

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

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

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

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

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

You must walk with your head bowed and your hands at your side. Chained Defense A chained defense has an effect that is called immediately after the defense. Armor points are lost before Vitality points. Example: A strong creature can tear out of some physical effects but it takes damage doing so. while effects with the trait "to Dead" affect only spirits of the dead. Effects with the trait "to Spirit" affect all spirits. 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. but these abilities usually have special restrictions or will not be absolute in their protection. 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. Inc. Using the additional effect could be optional or required. 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. calls out "Parry and 3 Damage. Example: A Fire based attack strikes a Fire Elemental. or to allow other skills to key off certain defenses. Defense Traits A defense might have a trait associated with it. Armor Armor provides points of protection that act as a buffer against damage effects. Some of these skills last until you move. Characters who have died and are traveling to the Realm of Death are spirits. The creature is struck by a "Paralyze by Magic.Madrigal form will be repositioned so you are no longer blocking that area. The character is struck by a successful melee attack. Example: A character has an ability that simulates a Riposte. . The verbal should include the defense and the additional effect with an "and" between them. calls out "Purge and 2 Damage to Self" and then role plays the damage effect." and immediately swings at the person who attacked her. The creature is struck by the appropriate attack. Some abilities allow a living character to become a spirit for a time. You might gain a trait and become vulnerable to attacks with that trait even though you are a spirit." The character calls "Resist and Paralyze by Magic" and throws a packet back at the attacker. immediately as the defense is called. In these cases you cannot move or speak without ending the effect. Armor points are removed by damage in a manner similar to Vitality. If the additional effect is an attack then that attack must be launched 21 Copyright 1999-2007 by Chimera Entertainment. 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. role plays for 3 seconds. Example: A creature has an ability that can reflect attacks with the Magic trait back at the attacker. 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. 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. to differentiate two similar skills.

scale mail. Travis. is wearing a 2 point of suit of armor. the armor type with the lower number of active armor points will be exhausted. and streamer packets that represent arrows and bolts.Madrigal You may only have one base type of armor active at a time. he will have to have the armor suit repaired. The maximum any character can wear for armor is 4 points. 22 Copyright 1999-2007 by Chimera Entertainment. The armor points from the suit of armor are exhausted and he has 3 armor points from his skill. The weapon marshal evaluates armor. Melee weapons cannot be thrown. Armor is divided into light armor and heavy armor. You may wear a prop worth more points without this skill. projectile weapons such as bows and crossbows. He role plays and activates a skill that gives him 3 points of armor. articulated leather. Points awarded for armor are based on the type of armor and the body coverage it provides. You must have both hands on a two handed weapon in order to use it in combat unless some game ability specifically states otherwise. To be evaluated as heavy armor. You must be skilled in the use of armor to effectively wear any more than two points. then the new armor points will be immediately exhausted. and plate armor are usually evaluated as heavy armor. Inc. stiff. The values for armor coverage are given below. for example. If he wants to use the armor points from his suit of armor later. Exhausted armor points are gone and must be restored just as if they were exhausted by Damage. it cannot be used in melee combat. If a weapon is designed as a thrown weapon or projectile. chain mail. In Madrigal. 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. but the protection it will provide will be limited by your armor skill. In Madrigal. the armor must look heavy. The more the appearance of the armor adds to the atmosphere of the game. . The armorsmith must role play for one minute at a forge to fix the suit of armor. all characters may wear up to two points of physical armor. the more likely it will be evaluated in the heavy category. Thick. If there is a tie. Missile attacks use special thrown weapons. armor is awarded points based on its type and its coverage. 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. A character with the Armorsmith skill can restore physical armor. If you try to restore or activate or wear one type of armor while you have active points from another type of armor.

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

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

These traps cause 5 Damage to whoever sets them off. The trap will affect you if any part of you is within the room when the trap goes off. Whoever set the trap off must take the effect of that verbal. while some will work once. Inc. Buzzer Trap These traps make an electronic sound of some kind when they are set off. 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. If the trap affects the entire room or corridor. then the object will take the affect instead. If no verbal is present. They are represented by mousetraps. and snaps. items. for safety.Madrigal components unless they have a skill that allows them to do so. the jelly cannot be scraped off onto another object. Coins. Gas Trap As a magical trap. Snap Trap These traps make a snap sound when they go off. party poppers. Only a character with an appropriate skill may wipe the substance off a surface with a cloth or cloth like substance. paper. If someone manages to trigger a trap with a thrown object." 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. chest. and everything else inside will be destroyed and cannot be removed from the box. These traps cause 2 Damage to whoever sets them off. . you will take an effect of "5 Damage by Poison. buzzers. This trap only works in an enclosed room with normal doorways and corridors leaving it. then the sound determines the type of trap as described above. Some traps will work multiple times. If a trap is set in a small box. associated with them. If an item is causing a trap to go off continuously then anyone who touches the item will take the effect. even to a character who is immune to it.. If you touch the jelly with bare skin. Most traps will cause an effect to the person who set them off. Contact Poison This attack is represented by petroleum jelly. Sounds used for these traps include beepers. but the verbal will begin with the words "To the Room. The prop must be loose enough to remain comfortable and. The fumes and burning of the poison are overwhelming.. 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. 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. There are four types of traps. and electronic sound effects like the moaning of a rigged welcome mat you might find at Halloween." Everybody in the room will take the effect. Once applied to a surface. Shackles Shackles are a prop that binds the wrists or legs of a character. but the contact poison is destroyed in the process. or other enclosed area no larger than 3 feet in any dimension then setting it off will destroy everything inside the area. 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.

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

Example: A wizard calls out "Triple 10 Damage by Fire" and throws a packet that hits you. 27 Copyright 1999-2007 by Chimera Entertainment. The verbal should name the effects with an "and" between them. missile. Inc. 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 Fear" would negate the Paralyze effect. but the character would still be affected by the Drain effect. or add the Double delivery to an attack. Ignore the standard duration of the effect. The attack only works in an enclosed room with normal doorways and corridors leaving it. or packet will negate the entire attack. while "Triple" causes three attacks to be delivered. The defense "Resist Slow" would negate the Slow effect. This type of attack never sets off Shield defenses. Chained Effects Two effects can be chained in one attack. Doorways and gates act as room dividers. You may use multiple defenses against these attacks. Quick can only be used with effects that last until you rest for five minutes or effects that last the rest of the event. If both effects have different traits then a trait is called for each effect. . If both effects have the same trait then the trait is called only at the end of the attack. including numeric effects such as Damage. The effect will last until you rest for 10 seconds. Room Someone calls out "To the room" and an effect and everyone in that room will be affected by it. Example: A spider calls out "Drain and Slow by Poison" and hits a player with a packet. "Double" causes two of the specified attack to be delivered. "Resist Fire" would negate one of these attacks and you would still take two attacks. This delivery is commonly used for traps and performances. Double and Triple Attacks One single delivery causes multiple attacks to affect the target. The defense "Resist Weapon" would negate the Damage effect. You must take three "10 Damage by Fire" attacks. or packet attack so a defense that negates a hit from a specific delivery such as melee. You might have the ability to increase a Damage or Healing effect. 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. The attack is still considered a single melee. Quick effects may still be removed by the Cure effect. 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. 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. No game skill. A skill that negates one melee strike would negate the entire attack. Example: A wraith calls out "Paralyze by Fear and 2 Damage" and hits the player with a melee attack. Each attack requires a separate defense.Madrigal Quick Someone precedes an attack verbal with "Quick" and calls out the verbal. Modifiers Some skills might increase the effectiveness of another skill or ability. however. Heal. In the case where both effects have the same trait. missile. a defense that negated the appropriate trait would negate all effects.

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

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

You can purchase any skill from this book. or cast spells does not take 5 minutes and does not refresh your other attributes. Some skills have additional requirements that must be met before the skill is purchased. use abilities. You cannot purchase a skill under a header unless you have purchased the header first. You must pay the cost of the skill each time you purchase it. Some skills can be purchased multiple times. Skills are divided under headers. There are many variations even within each race. Some skills will limit the number of times you may purchase them. with the "Warrior Skills" header would have the Warrior trait. If an attribute is 3.Madrigal other activities. certain skills may exhaust more than one point or even exhaust points from more than one attribute. Open skills are all the skills that do not have a header. and these are described in the description of the skill. These skills are called 30 Copyright 1999-2007 by Chimera Entertainment. This limit will be in the description. Each header gives you the name of the skill set as a trait. it would cost 5 character points to raise it to 5 and another 6 character points to raise it by another point to 6. These headers represent basic training necessary to use the skills that fall under that header. Once you have begun to play a character. you can raise it to 4 by spending 4 character points. 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 many of the races have adopted certain physical characteristics due to magical influences that distinguish them and separate them from others of their ilk. Skills The measure of your knowledge and training are defined by skills. Inc. Special skills might exhaust attribute points. A character Information Skills Some skills allow you to pursue answers to questions between events. then you may not attempt that action unless you have that skill or a specific ability that allows you to do so. Although many skills will exhaust a single point from one of your attributes. Spending Void to use skills. there are certain activities that the game does not allow you to attempt if you do not have the skill for it. You must spend a number of character points equal to the new attribute value to raise it one point. you will accumulate more character points and may attempt to gain additional skills. To simulate various levels of skills. but skills that are not listed in this book are called hidden skills. . These skills are marked with an asterisk. with each additional purchase increasing the effectiveness of the skill. Anyone may purchase open skills. You can spend character points to raise Attributes. You cannot purchase hidden skills unless you have received training in that skill by someone who has already purchased the skill. 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. If an attribute is 4. You may not use a skill if it would exhaust an attribute point that you do not have. If a skill exists for a certain type of activity or to manipulate a certain type of prop. The Gifted Races are described in chapter 7. You might do a combination of these things. These points are removed temporarily from the attribute in question.

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

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

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. or brushing up against something you shouldn't. 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. 33 Copyright 1999-2007 by Chimera Entertainment. Uncalled strikes and other skills may be used between uses of 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. The armor points you gain from Celerity are increased to 3. 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. Death Defying 3 Once per event you can recover from grievous injury. You exhaust 2 points of Earth to call out "Weakness" and strike at an opponent with a staff or a one handed club. If you spin all the way around or cartwheel that strike is not counted as consumed.Madrigal skill to resist any effect delivered by an actual player. 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. Inc." Duck For Cover 4 You may exhaust 3 points of Water to negate any one missile or packet attack. Escape Artist 2 You exhaust one point of Water to purge one Paralyze. . One use is consumed if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. This skill lets you resist one effect detailed on a yellow triangle. You cannot linger in place after using this skill or you will take the effect. Any remaining strikes are lost when the event ends or when you refresh attributes. leaving them weak. a trap. You must call out "Avoid" when you use this skill. mistakenly touching a web or other dangerous surface. 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. Evasive 5 You have an exceptional ability to evade damage. You exhaust the attribute the first time you throw using this effect. or contact poison. Root. You must call out "Avoid" when you use this skill. You need not use the strikes consecutively. You cannot be carrying anything in the hand you use to catch the projectile or wearing any kind of extended glove. 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. or Slow effect with a Physical trait. Twice per event you may spin around or cartwheel right after you have made a successful attack using this skill. Staggering Strike 4 You use your speed to build momentum and deliver a strike to stagger an opponent. 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.

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

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

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

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

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

the name of the skill is for flavor only. (You do not strike at the throat. . You submit a question between events as described in the Information Skills section above. You call out the effect of the poison when you make an 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. You call out "Stun" and tap that opponent on the back of the shoulder with a melee weapon. If the question is appropriate for this dangerous element you may receive knowledge appropriate to your question. You must be behind an opponent and be able to see both shoulder blades.Madrigal exhaust a point of Earth and the opponent will suffer the effects of a Maim on that limb. Inc. You call out "Agony" and strike with the weapon. Exhaust a point of Fire.) 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 manifest powers by drawing on your own bestial nature. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. All spells purchased under this header are devotion spells. You must be behind an opponent and be able to see both shoulder blades. Beastmaster Skills 2 You draw strength and magical power from your affinity with natural beasts. 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 attack causes "5 Damage" and can be made with any melee weapon. Waylay 1 This skill represents a crack on the back of the head of a victim to knock the victim out. You must be behind an opponent and exhaust a point of Air to use this skill. the strike lands and the opponent acknowledges it through role playing or negates it with a defense. The Serpent's Touch 2 This skill allows you to apply and use blade venoms on any bladed weapon. This skill cannot be used while running. Striking the Nerve 2 You may exhaust a point of Air to make a nerve strike with a melee weapon. 39 Copyright 1999-2007 by Chimera Entertainment. The poison is used up 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. call "Silence" and strike with the weapon. The skill can be used on melee weapons or thrown weapons or even projectile weapons that are bladed. 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. 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. Throat Slit 4 If you are behind your opponent you deliver a slice in a manner that prevents the opponent from calling out. 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. 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.

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. Claws Like Lightning 2 You may exhaust a point of Water to call "2 Damage" with your claws up to two times. and your clothing and accessories appear primitive. You need rest only one minute to refresh attributes when you use this skill. . Choose how you role play your resting time. You call "5 Damage" and strike with the claw. Inc. Celerity 3 Your quick wits and reflexes protect you from damage. You must call out "Purge" when you use this skill. Claw Frenzy 2 You exhaust two points of Earth to make a critical strike with a claw. So long as you do not maintain the trappings of civilized lands. You need not use the strikes consecutively. but you may not fight with claws and other weapons or a shield. These armor points can also be refreshed by resting for 1 minute. You call "Slow" and strike with the weapon. Knowing Nature's Bounty 2 This skill allows you to live in the wild. The time it takes to prepare the claws or put them away is the time it takes to grow or retract the claws. you do not have to pay monetary or food maintenance costs.Madrigal You may fight with a claw in each hand at the same time. You may spend 1 point of Air and rest for one minute to give yourself 2 armor points. You may purge one Agony or Maim effect by role playing a painful recovery for 3 seconds and exhausting a point of Air. Any remaining strikes are lost when the event ends or when you refresh attributes. You may use one medium claw and one short claw. 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. 40 Copyright 1999-2007 by Chimera Entertainment. between uses of this skill. You exhaust the attribute the first time you swing using this effect. Heart of the Lion 1 You exhaust one point of Fire to resist one attack based on Fear. You cannot use this spell if you are already protected by armor points. The attribute cost is exhausted only 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. you may exhaust one point of Water to call out "Disengage" as described in the effects section. One use is consumed if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Combat Anticipation 4 You are skilled at protecting vulnerable areas and twisting with blows to quickly recover from debilitating strikes. 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. You cannot use this skill if you end an event with a condition that prevents the use of game skills.

strike an opponent's shield calling "Shield Slam" to knock them down. your Void is simply the limit to how many times this skill can be used. are already protected by armor points. You need not use the strikes consecutively. You must step back after using this skill and you cannot advance on that opponent for 3 seconds. 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. shaking your head clear. 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 hammer that is two handed. Crushing the Shield 1 Once per event you exhaust two points of Water to send an opponent with a shield reeling. Using a sword.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 can also be refreshed by resting for 1 minute. 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. you may exhaust one point of Water to call out "Disengage" as described in the effects section. You call "5 Damage" and strike with the weapon. Any remaining strikes are lost when the event ends or when you refresh attributes. Celerity 3 Your quick wits and reflexes protect you from damage. So long as you are conscious you may spend 3 seconds of role playing . or similar actions . This throws you off balance as well.to shrug off your wounds. These armor points last until the end of the event or until you refresh attributes with Void. Berserker Skills 4 Back to Guard 2 If you are fighting with a melee weapon. 41 Copyright 1999-2007 by Chimera Entertainment. The Sphere of Weald 3 This skill allows you to learn spells from the Weald sphere. Inc. You exhaust the attribute the first time you swing using this effect. dramatically reducing the time it takes you to recovery from ill effects. You do not spend Void to use this skill. One use is consumed if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. A Flurry of Strikes 2 You may exhaust a point of Water to call "2 Damage" with a melee attack up to two times. axe. 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.wiping blood from your face. 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. You may spend 1 point of Air and rest for one minute to give yourself 2 armor points. 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. These spells are purchased and used like skills. This ability will not heal effects other than damage. .

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

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

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

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

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

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

You have contacts in the Guild of Heralds that help you with your duties. 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. Heralds wear scarves or other pieces of costume that prominently display a checkered pattern. A Second Weapon 2 Prerequisites: A Little Something Extra This skill allows you to use a medium sized melee weapon in your off hand." when officially introducing the group. If another Herald feels your standard in inadequate they may file grievance with the Guild of Heralds. its goals. To avoid confusion. This standard must be large enough to be visible on the battlefield among the waves of violent chaos. Earth. You choose a unique pose and slogan that go together and take at least 3 seconds to perform. By registering your Company name. 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. Heralds also pick up skills that help groups function. It is 48 Copyright 1999-2007 by Chimera Entertainment.. or that the name does not fit with the flavor of the game. The Guild must often reject Company names for various reasons. The Twin Threat 2 Prerequisite: A Second Weapon This skill allows you to use any one handed melee weapon in your off hand. 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. It is for this group that you work your magic. Many companies are military. One time you can do this move to Refresh 1 point of Air. Many of the Herald skills allow you to support a group of individuals called a Company. and its colors with the Guild of Heralds you help to build the legend and the reputation necessary to power your magic. In order to do this you must spread tales of their deeds and their goals to empower the magic in their name. You must create and maintain a standard that displays the colors of the Company in order to use standard magic. the trait need not be lengthened to include this formality to keep verbals brief. that the name is too close to a common trait. You act as organizer and standard bearer for the Company.. and some form to support a personage of noble bearing. Inc. This skill refreshes when you use Void to refresh your attributes. .Madrigal Rile Up the Crowd 3 You have developed a unique way to excite the crowd and restore your ability to fight. Although the official title for a Company is often preceded by "The Company of. The Company name will become a trait for members of your group. Fire or Water. When you help to form a new Company you must approve the Company name with plot. 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. Plot may decide that a proposed name is too close to an existing Company or group. The Guild of Heralds maintains a strict neutrality in its dealings. You may become an official Herald for only one Company at a time. Herald Skills 3 You are the voice and heart for a group of individuals called a Company. A Company is a group of people that form for some common purpose. the name cannot have one of the standard traits in its title. If a name is rejected then the Guild of Heralds rejects the name.

The Guild of Heralds welcomes them and they share a common magic despite the difference in culture. You may only have one of these abilities active at any time. This magic ends when those two effects are used. when you use Void to refresh attributes. 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. Call out "Imbue by <Company Name>" and exhaust a point of Water. You can only become the Herald for one Company at any time. There is a chapter of the Guild of Heralds in Locksmoor that specifically supports Heralds among the Druids and Barbarians and wilder folk. 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. As a show of solidarity the wilder folk also carry a checkered pattern when traveling outside the lands where they are known. These Heralds carry on the storytelling traditions of their ancestors. Some carry banners decorated with fur and bone. 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. Gather in a circle with the banner of another company and at least 3 members of that company. They call themselves Skalds or Ghost Talkers. and at the end of the event. You must call out "Heal by Magic" for each. though sometimes a Herald will use the colors of the Company in this pattern. 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. It can also get you in trouble with the Guild of Heralds and that makes your own Herald's life more difficult.Madrigal This pattern is often black and white. They call their groups Circles rather than a Companies. When the ritual is complete you lose your own Company trait and replace it with the trait of the new Company. 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. when you drop the banner. Cure Fear to <Company Name>" and give them courage. 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. So long as you are holding your battle standard you may deliver two healing effects by packet. although for them it is usually a long strip that is folded and hung off their belt. 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. . Concentrate or role play for one minute to draw on the magic of that company and their banner. touch at least three willing members of that company and say "Imbue to <Company Name>" to draw magic from each of them. You are now part of the new Company and may use your skills to empower this Company. Stabilize to <Company Name>" and prevent them from bleeding out. Inc. Heal 2 to <Company Name>" to heal their wounds. 49 Copyright 1999-2007 by Chimera Entertainment.

This skill gives you 1 point of Eloquence for each time it is purchased. question is appropriate for the Guild of Heralds and the Companies they might belong to you may receive knowledge appropriate to your question. You cannot exhaust a point of Eloquence in place of a point of Void. 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. 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. If the Heraldic Eloquence 3* You may purchase this skill up to three times. You empower the initiation to induct new members into the group. 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. This also requires and consumes one True Void which must be turned in by the end of the event. Your company must perform a ritual of initiation in your presence. You may spend a full minute of concentration to end this effect and restore your own Company trait. These points are refreshed when you refresh Attributes with Void. Inc. You must know where the letter must be sent. Fire. the Guild of Heralds sends it along to it proper place. You may also use this skill to remove your Company trait from an individual who is currently in the Company. 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.Madrigal empower your old Company. These points of Eloquence are used with Herald skills. that magic is temporarily suppressed. 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 may pay the cost and you may send an electronic copy of the physical letter to plot between events. consuming one True Void for each member initiated into the group. 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. and you are constantly gathering information with other Companies and trading knowledge with other members of the Guild of Heralds. You need not attempt to deliver the letter yourself. Ears of the Company 3 You are the eyes and ears of your Company. You may get Imbue tags at check in or when you turn in the True void. Courier 2 Between events you may pay 1 silver to attempt to send letters to other characters in the world. The ritual must be at least one minute long but most are longer and most are elaborate. 50 Copyright 1999-2007 by Chimera Entertainment. Earth. You submit a question between events as described in the Information Skills section above. or Water when using Herald skills. You may exhaust a point of Eloquence in place of a point of Air. You may also turn in a physical prop to plot if the physical presentation has some significance. . This is an information skill that requires you to spread around some money to loosen lips. The Herald must turn in these True Void by the end of the event. Initiation 3 You can empower an initiation ritual so that up to 14 members can be mystically linked to your Company.

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. this skill fails. however. Strength of the Company 3 You may exhaust one point of Air. When you are finished you bow or indicate somehow that the story is complete. Exhaust the attribute and touch the recipient to call out "Refresh <Attribute> to <Company Name>" to restore their strength. You may touch a willing subject to diagnose the Initiate trait. If you are searched you do not have to reveal the presence of the item. Inc." This is usually done only if there is some question as to the validity of the individual in question. You not only are well versed in the political and social interplay of those courts. once you purchase this skill you cannot be refreshed by it. Earth. The person must be clearly displaying the checkered pattern and in decent view. You cannot use any Highborn skill if you have the Uncivilized trait. 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. 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. Fire or Water. If the item is actually spotted by someone. 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. If you do this in court to a prominent Herald you might be considered a buffoon or fool. 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 skill will work for five minutes even if you are killed during that time. This conviction gives you strength of will and the ability to draw on the magic that flows between the Courts of the civilized lands. Now You See It. Expose Herald by Magic. Highborn Skills 2 The flow of social activities in the High Courts of the various kingdoms have a magic of their own. When you are finished you bow or indicate somehow that the story is complete. Refresh <Attribute> By Inspiration" to strengthen your audience. 51 Copyright 1999-2007 by Chimera Entertainment. Earth. The item cannot be in plain sight. or the Accomplished trait. Heal By Inspiration" to offer your audience respite from their wounds.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. Fire. but using the skill on the road or in times of danger is certainly warranted. You may use this skill to gauge the strength of willing Company members. You may either be inspired or inspirational. 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. or Water to refresh that same attribute to someone in your Company. . the Experienced trait. Tale of Restoration 1 Your tales inspire those who listen to them and the entertainment can soothe their wounds. You cannot use this skill to refresh Void. Choose one of Air. If the crowd reacts with laughter or applause you may call out "To the Room.

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

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. You gain the Spirit trait and the Chimera trait and become immune to most attacks. Acts of war and even acts of treachery are understandable so long as they are not petty or uninspired. The skill ends when you reach your destination and enter the function. uncivilized. or by haranguing them. and call out "On your way. You cannot tarry once you use this skill on other concerns. Each additional Highborn On Your Way 2 Exhaust a point of Air. To use this skill you thank the performer while complimenting them on the performance. If you do this in court to a prominent noble you might be considered a buffoon or fool. Are a Cur 4 In the unfortunate event that another Highborn that has demonstrated skills under this header proves to be barbaric. Call out "Refresh <attribute> by Inspiration" to reward their art. and let's face it you will know if it isn't." This is usually done only if there is some question as to the validity of the individual in question. 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. You must have good reason to accuse another Highborn in such a manner. then you may choose a Mental trait and exhaust a point of Water to call out "Purge <trait>" and end that effect. 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. 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. or Water. You. Earth. With Noble Bearing 3 Your decorum is such that the base acts of Frenzy and effects based on Fear are against your very nature. 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. but using the skill on the road or in times of danger is certainly warranted. If your verbal banter is pleasing. If you are unsure or unsatisfied with your retort you will lack the confidence to use this skill. You must spend at least 10 seconds saying something appropriately witty to activate this skill. 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. throw a packet.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. Fire. . 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. Repel by Awe" to send some bothersome creature away from you. Inc. Expose Highborn by Awe. Not all nobles are Highborn. Sir. 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. If they are willing to receive your praise you may touch them and choose either Air. either by engaging in some kind of conversation to focus 53 Copyright 1999-2007 by Chimera Entertainment. You must travel directly to the function. Choose one Highborn as the accuser in this inquiry.

" Empathic Healing 4 You can channel the essence of life. You gather three other Highborn who must agree with you and empower you in the manner described above. or a Highborn declared uncivilized has shown proper remorse. hovering at the brink of death. Combat Anticipation 4 You are skilled at protecting vulnerable areas and twisting with blows to quickly recover from debilitating strikes. and these points are lost if you put on or activate any other armor or ability that gives you armor points. If a Highborn has been unjustly persecuted. Inflict Uncivilized to Highborn" to show they are unworthy. Inc. Mystic Skills 3 Break Trance 2 You have some method of snapping people out of effects with the Trance trait. Celerity 3 Your quick wits and reflexes protect you from damage." If this removes your last point of Vitality you fall unstable. and call out "By My Gesture. It's all about the panache with which you accuse them. You must confront them with a short declaration of why they are condemned. press your palms 54 Copyright 1999-2007 by Chimera Entertainment. You must call out "Purge" when you use this skill. 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 also use this skill to exonerate them. transferring your life force to another without drawing blood or cutting flesh. . and calls out "Imbue by Will" to show they have empowered the accuser. Choose how you role play your resting time. are already protected by armor points. If you are the accuser and you are empowered by three other Highborn you can confront the errant Highborn and reveal their base acts. Chi Strike 2 You exhaust 2 points of Air to make a critical strike with a staff. 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. 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.Madrigal who has heard the evidence and supports this act touches the accuser. You must call out "Resist" when you use this skill. point at the Highborn. 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. Exhaust 3 points of Fire. You exhaust 3 points of Air. You may role play for 3 seconds and touch a packet to a recipient to call out "Cure Trance by Will. exhausts a point of Fire. You may spend 1 point of Air and rest for one minute to give yourself 2 armor points. 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. These armor points last until the end of the event or until you refresh attributes with Void. and call out "Cure Uncivilized to Highborn" to remove the 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. These armor points can also be refreshed by resting for 1 minute. You call "5 Damage" and strike with the staff. exhaust 3 points of Fire.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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. touch the recipient with a packet and call out "Refresh Void to Initiate. exhaust two points of Fire and begin to sing. In this case each troubadour need only exhaust a single point of Fire. If you cannot find 2 others with this skill you may substitute one or two other people who are willing to perform with you. 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. missile or packet strike. You may role play for 3 seconds and touch a packet to a recipient to call out "Cure Trance by Will. 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. as described above. Each performer must have a part that compliments the others involved. Exhaust a point of Air or Song of the Arcanum for each person without this skill that you include. The song is interrupted if you are struck by any hostile melee. If you do not use it the harmonic focus fades at the end of the event. Heal by Magic. Prepare a musical performance with at least 2 others who have this skill. Inc." Chorus of Harmonic Focus 2 One time per event you use the magic of shared performance to empower yourself with harmonic magic. 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 plant your feet. After a successful performance you may spend two points of Fire to call out "By My Voice. One may sing a verse while the other harmonizes by singing the "Cure Fear by Inspiration" verbal. You may expend this focus to touch cast one beneficial spell without an incantation. 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. 72 Copyright 1999-2007 by Chimera Entertainment. At the end of that time you may touch a willing and conscious recipient with a packet to Diagnose the Initiate trait. To use this ability you must deliver a performance to a live audience. 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 cannot be empowered with more than one focus at a time." Awakening the Young Heart 2 The less experienced are said to be blessed by the fates and more easily inspired and renewed. After a performance you exhaust a point of Water. You need only touch the recipient with a packet and say the verbal to cast the spell. Break Trance 2 You have some method of snapping people out of effects with the Trance trait. 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.Madrigal points cannot be refreshed and fade 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. Bringing Music to the Hearth 4 Your performance carries magical power and can heal those who listen." You must explain to the recipient that they may only be affected by this skill once per event. . 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.

you are Affiliated with the company. the more information this skill will return. If the question is appropriate for the troubadours that travel the merchant's road you may receive knowledge appropriate to your question. if the Herald gives you approval. To use this ability you must empower it with a performance. Raise Banners With Song 1 Your song can be used with a Herald's banner to inspire a Company. spreading tales and gathering bits of news and lore. You must call out "Purge Despair" or "Purge Fear" or "Purge Will" as appropriate when this ability is used. Entertainer 2 You are skilled at entertaining so that you may earn a living performing between events. 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 may only be Affiliated to one company at a time.Madrigal may freely include others without cost if they are only involved to add to the quality or scope of the performance. You may also end an Affiliation by resting for one minute if that is your intent. it cannot 73 Copyright 1999-2007 by Chimera Entertainment. be used again until you have completed another performance. 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. 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. Fear or Will. Once empowered you may use this ability one time to purge all effects based on Despair. Second. If you use this skill between events. At the end of the performance. First. 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. This is an information skill that requires you to spread around some money to loosen lips. 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. Activating this skill with another performance replaces an existing Affiliation. Inc. You submit a question between events as described in the Information Skills section above. Fear or Will. You may research the legends and stories of the land to look for information on a particular subject or item. 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. Musical Focus 1 Your performance charges you so that you may shake off effects based on Despair. you do not have to pay monetary or food maintenance costs. The more legendary the information is. 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. 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. Once you are Affiliated with a Company you may use this skill in two ways. you may substitute the trait of any "By My Voice" delivered effect with the company name. The performance must have occurred during the current event. You cannot use this skill if you end an event with a condition that prevents the use of game skills. as described above.

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

If an attuned character spends three seconds tracing the runes they must pass through the portal before they move from the plaque. Another flesh rune cannot be added until all faded runes are removed. the person with the rune must wipe it off at their earliest convenience. but when the rune is invoked it slowly fades leaving no scar. The prop for a portal rune requires a plaque of runes at least 6" in length. Many runesmiths find the use of Flesh runes distasteful. and an official effect sign must be hung in the portal in a clearly visible spot. during which time you and the character to be attuned must be touching the plaque. Inc. Flesh Runes These runes are burned onto the flesh. Attuned characters must spend three seconds tracing runes on each plaque if there is more than one rune on the portal. or you may carve the essence of others into the rune. The effect sign will describe the effects of the rune. 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. 93 Copyright 1999-2007 by Chimera Entertainment. 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.Madrigal Portal Runes These runes are etched onto portals. You may attune more than one character at a time so long as all affected characters are touching the plaque. and disdain other runesmiths who use them. You tell them that they are attuned to the rune. allowing them to pass through the portal unharmed. They must be placed at the edge of the doorway or opening. At this point the rune is deactivated and anyone may pass through the portal. Carving a portal rune requires one minute of role playing. You may protect other characters from a portal rune you have carved in two ways. The rune is active so long as the information sign is hung in the portal. After the rune is invoked. Anyone who passes through the portal will invoke the rune. During this time you take down the information sign in the doorway or opening. 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. When a recipient receives a flesh rune they also gain the "Flesh" trait for the remainder of that event. 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. The runesmith draws the rune onto the target with some type of water soluble makeup and puts the sticker onto the character's card. A runesmith is always attuned to their own portal rune. You may deactivate your portal rune. If anyone involved breaks contact with the plaque then the attunement attempt ends unsuccessfully. even if they did not entirely pass through. They are painful. . A flesh rune must be exposed and visible when it is invoked or it will not work. Once this is done the rune is once again activated. If they leave arm's reach of the plaque then they must retrace the runes when they return. Each portal rune requires a separate rune plaque. The process of attunement is ruined if interrupted and must be started over. The process of attunement cannot be reversed. You take one minute to role play the carving and write their character name on the back of the information card. You attune other characters to the portal rune by carving their essence into the rune. Flesh runes must be at least 1" in any direction.

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

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

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.

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

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

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

All elves have the Fae trait and share one racial skill. spell. call out "By My Gypsy Blood.. constantly wandering the land and calling no place home for long. much has been written and speculated about the elves. and culture to inspire your passion. Two times per event you may use this skill in place of a point of Air when paying for a skill. There are four realms of elves in Aerune. Once per event you may activate this ability. 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. It is rare for them to walk the civilized lands. Instead increase the next 3 Heal effects by 2. spell. and many humans go through their lives without ever seeing one of the fair folk. 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. Once per event. The Gypsies You are one of the Gypsy folk. Your senses are sharp. dark Malekyrg elves. 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. This skill does not refresh with Void. crafts folk. Two times per event you may use this skill in place of a point of Fire when paying for a skill. Your people have aligned themselves with Light and hold themselves to the ideals of Erionth." and choose either "Silence by Magic" or "Weakness by Magic" to curse an enemy of your folk. or ability. The Elves Reclusive and magical. I Curse You With. You may purchase the following skills. Acuity of the Elves You have a keen and quick mind. 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. If the Heal effects are yours you must call out the increased Heal total in your verbal. Durable 3 You gain one additional Vitality point. 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. the elven hero of old. Your The Eluviar You are an elf from the Kingom of Eluviar. throw a packet. The next 2 Heal effects that are used upon you or that you use upon another person are increased by 2.Madrigal Passionate 1 Your people are surrounded by the finest artisans. also called the Shining Lands. Remember the Light 2 The light of the Seely Court flows in your veins. . All elves have pointed ears revealing their Fey heritage.. Inc. This skill does not refresh with Void. or ability. Replace the normal trait of the effect with Light. The Gypsy Curse 2 You call forth a curse against someone who has offended or attacked you or another Gypsy.

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. Born of the Elements Twice per event you may resist any attack with an Elemental trait that strikes you. Once per event you may activate this ability. You may also exhaust 2 points of Earth to resist any attack with the Blood or Malediction trait. 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. The Eurvein You are kin to the elements themselves. You have embraced the Cinereal Thorn to protect you from the corruption of the Great Web. True elements so consumed are destroyed and must be turned in at check out. but the skill will fade from you within 10 seconds. If the Heal effects are yours you must call out the increased Heal total in your verbal. 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 refresh one use of this skill by consuming one True Element that matches your elemental focus. Only the constant vigil of your kin at the edge of the Twisted Garden staves off disaster. The Cinereal Embrace 3 You have embraced the Cinereal Thorn. 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. Your kin cultivate the Twisted Garden as a physical and spiritual fortress against assault. You may purchase the following skills. The Liendrel You are an elf among the Liendrel tribes. you are familiar. You need not pay the attribute cost of this ability. Druid or Ranger skill with which 103 Copyright 1999-2007 by Chimera Entertainment. then by the politics and looming threat of the Kingdom of Malekyrg. You may purchase the following skills. the silvery vine that grows to form the Twisted Garden. . Instead increase the next 3 Heal effects by 2. Inc. if not by the servants of the corrupted Spider Lord trying to take the Great Web and destroy your folk. You are wild and reclusive. 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. 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. Your kin are constantly besieged. You have been driven from the ancient halls under the world by the undead of the Ebon Throne. The next 2 Heal effects that are used upon you or that you use upon another person are increased by 2.Madrigal to reclaim that ancient place from corruption. All Eurvein share one racial skill. and now their master Lord Wickford sits on a throne in the heart of those ancient halls. including Flesh runes. embracing your elemental nature to find strength and balance. Remember the Wood 2 The nature of the Seely Court flows in your veins. more likely to hear the voice of the animal lords than civilized man.

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

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

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

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

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.

so you must wear the vestigial remnant of a claw on one hand. sometimes they will inflict traits on Vorace foolish enough to feed on their spirits. unable to pass through the Gate to return to your place of origin. Many Shiven link with only one other individual for life. or rarely jet black.Madrigal distinct crystals. The Shiven SHEE-ven You are one of the Wayward. Many of your kin have chosen to set this desire aside. . You may fight with a claw in each hand at the same time. Your tenebrous hand is clawed. Fire or Water. Call out "I consume your spirit" before 111 Copyright 1999-2007 by Chimera Entertainment. You may attack and parry with these claws. This calms you and makes you more serene. forever changed in spirit and hue. consuming their life force to increase your strength. Without this link you are more abrupt. drawing strength from their spirit. You must be careful using this ability on creatures of the Foul. Your spirit is stronger when it is linked to another being. blood red. You are trapped in this realm without knowledge of your former home. divided in spirit and form. If you purchase Armed as the Hunter or a similar ability that normally gives you claws your claws are enhanced. the folk that have come to this realm through the Crimson Gate. and slightly more prone to make rash and violent decisions." Manifest Claws 4 You grow and retract claws in both hands. You sustain yourself with normal food. Refresh 2 points of that attribute by calling out "Refresh 2 <Attribute> by Gloaming. but you also have a craving for the life force of other creatures. Souldrinker 4 You may feed on the spirit of dying creatures. You can not link to someone who is already a Patron. Inc. Your desire for life force is dangerous. leaving their lives and memories behind them. You can link to another willing member of the Gifted Races. you deliver a death strike. in the back of your mind. more angry. but you may not fight with claws and other weapons or a shield. Others are more free spirited. The person you link to becomes your Patron. The time it takes to prepare the claws or put them away is the time it takes to grow or retract the claws. You may use two full length long claws. but the desire is always there. To many it may seem like you are simply in a bad mood. The maximum length for these claws is the same as the length of a one handed sword. Earth. This tenebrous side has a different hue. never to feed on the life force of another creature. Choose one side of your body that will be your tenebrous side. 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. hungering. and link with different individuals at different times of the year. and you can only be linked to one person at a time. midnight blue. One side of your body is tenebrous. 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. The edge of your tenebrous side is a precise line down the center of your face and your body. Air. You may use one medium claw and one short claw. You know you are one of the Shiven. 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.

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

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

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

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

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

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

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

The leaders of the tribe are a council of shamans. . the Stone Snake tribe are hunters and warriors who travel the plains near Blackthorn. They live in perpetual winter and combat the Wendigo of the mountains. The warriors of the White Crow protect the tribe and fight against the Blood Tribes. Once known as the Ebon Snake. two great tribes are known to exist and some seek the wisdom of their shamans. 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. long thought to have been destroyed. and this tribe of warrior woman is rumored to dwell in a hidden valley somewhere in the Bones of Nalgeth. The Blood Tribes are included here so that the player understands 119 Copyright 1999-2007 by Chimera Entertainment. Others are too wild for civilized lands. The Winter Tribes These Barbarians dwell to the west of the Five kingdoms. The Shakek is a tribe that dwells in the frigid passes and vales of the highest peaks of the Bones of Nalgeth. Some minor tribes exist as part of the Winter Tribes as well. preferring instead the simple beauty of nature and the whispers of the spirits of old. and the current Speaker is a woman named Yanuala. 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. and only the heroics of the great hero Stonebones saved the tribe. House Rouen wears a gold ring encircling a white flame on a red field. it’s symbol a gray gauntlet curled into a fist. a religious organization that watches for the worship of forbidden gods in the Five Kingdoms. The Stone Snake thrived under his leadership. The Barbarians At the fringes of the kingdom uncivilized peoples still dwell. moving down the mountain in the winter and back up in the summer. live somewhere in the sacred plains and protect the spirits of that place still. Like most of the Winter Tribes. dances. Their influence. a legendary shaman who first called on his ancestors for aid and wisdom. House Aquitaire wears a gold sun surrounded separated from its own rays on the royal red. Inc. and thus the influence of House Rouen. Some even claim that the Silver Elk tribe. The royal House Mercenes wears a gold crown above a gold griffon on a red field. Members of the White Crow tribe are the descendents of the shaman known as Ghost Whisper. but these tribes are not well known. The tribe is known for its warriors and shamans who hunt undead. Although there are numerous small tribes of Barbarians. 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 prey upon the civilized people in raids and in war. The Inquistion acts on the authority of Mercenes and has the backing of many of the other houses of the Five Kingdoms. at least to start. Some are too reverent to embrace civilization. between Urgroth’s Bones and the Grayfang Forest. the White Crow are reverent and have forsaken blood magic and necromancy. The Ebon Snake was nearly destroyed by the vampire named Shranoki. and now the tribe is known for its restorative magic and its hatred of necromancy. is considerable. The Vaurelis are the legendary daughters of the goddess Arcalia.Madrigal doctrine. The Rouen family also maintains the Inquistion. Kordova still wears it’s dark maroon.

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

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

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

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

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

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

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

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

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

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

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

Some wear stars on some small piece as decoration. once for each White Court god. You cannot role play while traveling back and forth to the bathroom. you may refresh your Aura of Healing in any hearth that has been blessed with The Hearth's Good Fortune." Symbol A dream catcher with a blue feather.you are on your own. it has also set the church at odds with the Sorcerers and Shamans steeped in Chimera magic who sometimes walk in the Dreamscape. If someone who stays within that dwelling is The Blessed Hearth 1 Every hearth that you protect is sacred to you. When the blessing is in effect. You may empower the dwelling at any time. Though this edict has hampered the Vesperan church. 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. 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. . Five times per day. Wayfare The Hearth's Good Fortune 2 You may protect a hearth from harm during the late evening. There have already been rumors of skirmishes within the Dreaming. While in spirit form you must press your palms together and keep your head bowed. The church will not have the War of Dreams against Khelvaan endangered. until you return to the cabin and touch the Dreamcatcher once again. 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. nor can you linger or wander off a straight path to the bath area and back. This skill refreshes once per day when you sleep for the evening. This ability will not work during the time when the Blessing is not in effect . If the dwelling is not lit the Dreamcatcher must be marked with a light of some kind. If an attack strikes you you reply "Spirit. Each day you will need to visit each dwelling once again to bless it. you may empower that dwelling with the protection of Sereness. Spheres Chimera. from 2:00 am to 10:00 am. Legacy. but the protection only lasts from 2:00 am to 10:00 am. Either way all effects of this ability last only one night and end at 10:00 am. Priests often wear dark blue with silver or gray trim. Both must be visible. 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. You must return the same way. 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. In this case you must touch the Dreamcatcher to empower it and set it aside with the Information Card someplace safe. In a strange turn of events the servants of Khelvaan are likewise concerned by the presence of the Vesperan church in the Dreamscape. Some decorate the dream catcher or the feather with stars.Madrigal walk the Dreamscape using their own Chimera magic. Inc. 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. a fact that the priests of Sereness are not comfortable with. 131 Copyright 1999-2007 by Chimera Entertainment. If any of the Gifted Races sleep within a building and call it home. You do not reform.

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

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.

Madrigal slaughter. The servants of Wyrlok are few and far between. He is the god of madness. fail to role play immediately after the victim drops. you need not exhaust any attributes for using the skill. The Black Jester “Wisdom is in the tongue and heart of the fool who laughs at the tragedy around him. Symbol A skull. Sometimes a skull is portrayed with a jester’s cap. Wyrlok is the progenitor of lycanthropes and all sorts of twisted races bent on slaughter and destruction. If you break line of sight. The servants of Xerelos are often deformed or have broken spirits. Drain. open talon or claw striking downward. They are almost always violently brutal. what else can we do but look on it and laugh?” The Jester holds a special place in the Black Court. . Xerelos has a biting. Inc. for in the end. 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. Agony. Court of Azerial. and he sees the world as a dark joke. Malediction. Wayfare Blood Lust 3 If you use any skill with the damage effect and the opponent drops from it. if only to forget their own pain for a time. Priests tend to wear brown or black furs that are often stained with blood. Many delight in the pain of others. you may laugh or make a biting remark right after they drop to refresh those attributes exhausted by your attack. A few carry more reputable facades and stalk victims in another guise. Symbol A brown disk with a blood red. sarcastic wit. The priests entertain themselves at the expense of others. the blackest humor. or the effect appears to end you exhaust the attributes normally. Jesters must be particularly careful of using dark humor lest they be accused of serving Xerelos and put to the sword. Wayfare Xerelos Ill Fortune of Others 3 Watch when you affect one of the Gifted Races with a Slow. He has little concern with the courts unless he can gain some advantage or twisted amusement from some aspect of the war. or Root effect. Some are mad. he is the god of disease and deformity. and hunt for fun. quartered and painted black and white like a Harlequin. but does not always kill his prey. Spheres Gloaming. Priests wear any number of dark colors in patterns and patches and twisted designs in a fashion similar to a jester only darker. Wyrlok hates the animal spirits and takes particular pleasure in killing the Shoathri. Spheres Gloaming. Life is a comedy of errors. and he is particularly fond of visiting these torments on the Gifted and laughing at their expense. Sometimes he will twist their forms and their minds into rampaging beasts or fill them with a frenzied desire to kill. Those priests who serve him gain the sphere of Weald as their divine sphere. even delivering pain and death to satisfy their sardonic tastes. If that individual is taken down by someone else before you break line of sight and while the effect is upon them. Weald.

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

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

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

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

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

Feeding the Fury 1 You may strengthen one of the blessed Pale Hunters. but the protection only lasts from 2:00 am to 10:00 am. This ability only works on tents in the woods and will not work on permanent structures. you may exhaust two points of Fire to calm a Pale Hunter who has been enraged. 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. The Green Man image must be marked with a light of some kind. You call out the effect of the poison when you make an attack. Both must be visible. it is likely that there will be in game consequences as a result. or Foul trait. Malediction. The Pale Hunter will be calmed. 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. The poison is used up only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Cure Frenzy to Pale Hunter" as a gesture effect. 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. 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. You cannot use this ability if you have the Undead. 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. Either way all effects of this ability last only one night and end at 10:00 am. Each day you will need to visit each tent once again to bless it. The use of this ability comes with roleplaying effects. but you must have trees all around you. or if you are under the effects of a Frenzy. though it can be enraged immediately thereafter if the condition that caused its anger still exists or happens again. 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. For the convenience of players we allow this to work on encampments within sight of buildings. 142 Copyright 1999-2007 by Chimera Entertainment. Calm the Grey Fury 
 2 If you feel a group is undeserving of the Grey Man's wrath. . Inc. If you use it when rage is warranted or deserved. You must spend three seconds trying to calm the creature through role playing.Madrigal You may empower the tent at any time. In this case you must touch the Green Man to empower it and set it aside with the Information Card someplace safe. After three seconds you may point at the Pale Hunter and call out "By My Gesture.

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

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

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

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. but you will have to watch the whip closely or the weapon will likely fail inspection. The purpose of aluminum is to give two handed weapons less whip. Most shields use a handle and an arm strap. 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. which you determined in step one. Two handed weapons use a 7/8" galvanized aluminum and 3/4" CPVC core. 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. Some types of CPVC might be stiff enough for slightly longer weapons. The weapon core will need to be 4” shorter than the overall length of the weapon. so it cannot be used for one handed weapons. They are constructed from light wood or plastic. or softening it if you are good with the heat of a stove or gas burner. 3/4” CPVC This core can be used for one handed weapons and is used with aluminum to make two handed weapons. Inc. Each end must be capped with a coin or strapping tape so there is no hole at the end. 3/4” PVC This common core can be used for one handed weapons and is used with aluminum to make two handed weapons. Aluminum This material has no give. They cannot be used to strike another player. CPVC can be used with aluminum in two handed weapons as well. A buckler is a small shield that cannot be more that 24" at its longest dimension. Shield Maximum Dimensions Size Buckler Shield Maximum Dimension 24” 36” 2 . or softening it if you are good with the heat of a stove or gas burner.Madrigal length between 18” and 36” and a bow width between 18” and 24”. 1/2” PVC This core is too whippy to use for longer weapons. CPVC has more whip than PVC. You will want to find schedule 20 CPVC pipe with a thin wall. length. There are schedule 40 pipes with thicker walls that are too heavy to make good weapons. but light shields might only have a single handle. Your core materials depend on the length of the weapon.Create the Core Next you must create the weapon core. This core can also be bent into bows by applying very hot water. You will want to find schedule 20 PVC pipe with a thin wall. A full sized shield cannot be more that 36" at its longest dimension. There are schedule 40 pipes with thicker walls that are too heavy to make good weapons. This core can also be bent into bows by applying very hot water. but weapons as long as 36" might be safe with a 1/2" core. The core materials we allow are described below. . This material is not good for any other type of weapon. For thrown weapons you skip this step. 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.

Intended to be used as a kite pole.505 diameter pole that sells for under $5. I would suggest both the adhesive and a small amount of strapping tape. The staff should use the ratio of half its length as aluminum in the middle and one fourth as CPVC on each side. durable. 64” weapons are a little shorter. the core is light.410 and . Weapons have traditionally used 5/8" green Climatube 80 pipe insulation. The padding should be 5/8” pipe insulation. 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.com. You should use 36” of aluminum and 27” of CPVC. With 3” of overlap you have a core that is 68” long.mcmastercarr. Role Play your swings. 72” weapons should have 48” of aluminum and 23” of CPVC.610 Ultralight This core is a thicker version of the spiral wound fiberglass tubing that is purchased from the company called Into the Wind. . One handed weapons use the .00. so you can use a little more CPVC. . and has give. Inc.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. If you wish to order it.505. Search for polyethylene pipe insulation. but the parent company has discontinued that foam. This leaves you room for the required 1” overlap of pipe foam on each end and a 2” thrusting tip. With 3” of overlap this gives you a core that is 60” long. The staff should have aluminum in the middle of the weapon with CPVC on either side where the striking ends are. Suggested lengths for long weapons are as follows.505 core #4530K161 Ultralight . Because ultralight weapons are so light. Suitable replacement foam can be found through McMaster-Carr at 732-329-3200 or online at www. Though we allow the use of these cores. this is considered a privilege and players who perpetually swing from the wrist and machine gun will lose this privilege.610 core #4530K162 Ultralight . 3 .Madrigal so the CPVC fits snugly into the aluminum. but it is needed if you intend to make ultralight two handed weapons. 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. 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. we are especially careful to insure that those using these weapons role play their swings properly. The product numbers for un-slit foam that fits various cores are below: Ultralight . .Pad the Striking Area Next you will have to add the padding to the striking surface of the weapon. It is almost twice as expensive as .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. Two handed weapons of different lengths should use similar ratios so they are not too whippy but have give at the striking end. the part number is 4409. This leaves you room for the required 1” overlap of pipe foam on each end and a 2” thrusting tip.

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”. Inc. 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. All guards must have give and be deemed safe by the staff. you might find that when the foam compresses that the tape wrinkles as it sticks to itself. Other weapons may have a small hand guard if it only protects that hand. use duct tape or kite tape to cover the tip. It is suggested that two handed weapons. You may also use a narrow strip of open cell foam. We reserve the right to restrict such weapons if this proves to be problematic. Weapon heads are also made from open cell foam. 4 . 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. You can prevent this by covering the open cell foam with plastic wrap used for food storage before taping over the foam. Cut the foam to cover the tip. Take a length of tape and place it so it goes across the end of the tip and down both sides. If the tip is round. Attach the extra padding with strapping tape to prepare it for the final layer of duct or kite tape. 5 . Now add another piece of tape so it goes across the end and down the exposed sides of the foam tip. Once the basic padding is added. 148 Copyright 1999-2007 by Chimera Entertainment. use part #4734K151 which is a slit. We discourage cross guards on other types of weapons. The pipe foam should fit snugly over the pipe without rattling. If the weapon uses other open cell foam. . Longer thrusting tips tend to bend. If the foam is too big. poke many tiny holes all over the tip so the air can escape and the tip can contract and expand freely. This tip is 2” of open cell foam. use a razor to cut the corners so the tape conforms to the tip. Once the tip is in place. This is not required unless a player is reported to hit opponents frequently with the grip of the weapon. Use a razor to cut the corners so the tape overlaps slightly and conforms to the tip. attaching the tip to the weapon. For shield edges.Add the Pommel If the weapon is a blade it will need a pommel. Finally. 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. Use strapping tape to hold in the filler. you may add extra padding to two handed weapons using another layer of pipe insulation cut in half to fit over the foam. 6 – Add a Thrusting Tip The tip of the striking surface must have a thrusting 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.Madrigal All wall thicknesses are _ inch which will last longer and provide more safety padding than the Climatube 5/8". self sealing foam that is easy to apply around the edges of a shield. 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. We prefer to use weapons with a diameter of around 2”.Add Cross Guards Cross guards and hand guards may be added to blades using pipe insulation or similar materials. Use strapping tape to hold in the filler. particularly staves.

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

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

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

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

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

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

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

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

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

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. or vice versa. or monster desk. once that bell rings it is too late to be quiet for the player.Madrigal mid to high ankle support. We recommend leaving all expensive watches and jewelry at home. Inc. Most often you will find your roles varied and challenging at Madrigal. The monster desk is designed to handle all your needs to make your weekend with us pleasurable. The Staff Camp desk. Feel free to ask any questions to the person at monster desk. As a courtesy to our players we request the minimum amount of noise at any given time. Our goal is to provide an exciting and challenging role-playing experience while you staff a Madrigal event. Since a player must come extremely close to Staff Camp to approach the Gate of Death. but once in a while you may become bored or frustrated. treasure. Your desires may change over time as well. 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. We What Happens at Staff Camp? Plot Staff shares the responsibility of the Staff Camp desk shifts for the weekend events. 158 Copyright 1999-2007 by Chimera Entertainment. You should also bring lots of black socks. Please be courteous to players who may be walking around your buildings and keep noise to a non-intrusive level. . they will at least know how to obtain one. We also recommend bringing black gloves. Monster Camp is located within the same building as Death to ease the strain of the job. will assign you roles if you have any available time. Monster desk will also provide you with stats. We recommend that you utilize your assigned housing as a lounge to relax and unwind. costuming and any props you may require. We do not allow clothing with designs or decals. you may want a heavy fighting role to begin with and then wish to switch to an intense role-playing role. 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. a black mantle and any black fleece pullovers you may have during the colder months. If that person cannot immediately give you an answer. There will be one member of Plot Staff assigned to the desk at a time. Many of these shifts will have one or more staff members who are in training.

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

Please be reasonably modest and let the players have their moment in the spotlight. 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. 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. . 160 Copyright 1999-2007 by Chimera Entertainment. please refrain where possible. All staff are required to keep what is learned as a staff character secret. You may learn things in monster camp or while playing a role that the players have yet to discover. If you are killed as your role. stay down for the full five minutes. 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. Once your down time is up. So even though you might want to give them the behind the scenes story about the Hyena raid. keep your head bowed and walk in a slow manner to your regrouping encounter point or Monster Camp. As quickly and quietly as you can. undead. Inc.Madrigal game. Remember that anything a player learns out of game they know in game. 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. exit the encounter in the appropriate manner. As well. and other minions of darkness. 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. Many creatures that serve darkness will only remain down for one minute.

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