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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

A free arm cannot have props tucked under it or tied to it other than armor. If you are holding a claw that is struck by a melee or missile attack. the defender can call out "costume. If a packet clearly strikes a target and they do not acknowledge the hit through role playing or by negating it with a defense. psychic. If the packet misses. They will indicate this by saying "Innate" before the packet verbal when they make the attack. To deliver a packet attack. If the packet hits the target. If someone is carrying packets and you see the packets. or supernatural ranged attack form. and cannot be used with skills or effects that require bladed weapons. disarming it. Packets are not solid objects and cannot be affected by Disarm or Destroy. If a packet attack clearly misses a target and passes by the body. The ability is not used up and attributes or their equivalent are not wasted. . Traps Traps are devices or substances set to deliver an effect to anyone who disturbs them or attempts to get past them.Madrigal empty except for the packet itself. then the effect is delivered to the target. 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." This rule cannot be used if the costuming is in front of the defender or if the packet has not already passed the body. Because of this. you can assume they have some sort of aura that makes you realize they are capable of something special. or if the arm is affected by something that prevents its use such as a Maim effect or shackles. yet that packet hits a cloak or costuming piece after it has gone past. Claws and natural weaponry are not bladed weapons. 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. then attributes or resources are exhausted normally. in game effect. If you are winding up to throw the packet then you are throwing too hard. Packet attacks cannot be used while you are being hit. back banners. You cannot throw packets too hard. you cannot carry or throw packets unless you have the power to use them for something. Some packet based skills have additional requirements as well. we have the Costume Rule. Melee. You call a verbal and throw a packet at a target to deliver the attack. Anyone can avoid a trap. or any direct possession of the target. Inc. Using Packet Attacks A packet is a small bean bag filled with bird seed that represents some sort of mystical. The rule is in place to encourage cloaks. missile and packet attacks will interrupt your verbal if they land while you are speaking it. but they are a visible. or affecting the individual 24 Copyright 1999-2007 by Chimera Entertainment. or you cannot tell whether the packet hit. you will be affected by the attack since you cannot drop the claw in response to the strike. and you cannot legally block with the claw due to some game effect. but the ability is interrupted and you must begin the verbal again. the attributes or their equivalent are not exhausted. You cannot deliver packet attacks if you cannot use game skills. but no one can attempt to manipulate a trap by moving it. Packets have strict construction guidelines.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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. You call "5 Damage" and strike with the staff. Inc. hovering at the brink of death. point at the Highborn. You gather three other Highborn who must agree with you and empower you in the manner described above. Inflict Uncivilized to Highborn" to show they are unworthy. Choose how you role play your resting time." If this removes your last point of Vitality you fall unstable. You exhaust 3 points of Air. You may purge one Agony or Maim effect by role playing a painful recovery for 3 seconds and exhausting a point of Air. 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. It's all about the panache with which you accuse them. These armor points can also be refreshed by resting for 1 minute. Exhaust 3 points of Fire. . If you are the accuser and you are empowered by three other Highborn you can confront the errant Highborn and reveal their base acts. Celerity 3 Your quick wits and reflexes protect you from damage. exhausts a point of Fire. transferring your life force to another without drawing blood or cutting flesh. press your palms 54 Copyright 1999-2007 by Chimera Entertainment. You must call out "Purge" when you use this skill. Combat Anticipation 4 You are skilled at protecting vulnerable areas and twisting with blows to quickly recover from debilitating strikes. Chi Strike 2 You exhaust 2 points of Air to make a critical strike with a staff. You may role play for 3 seconds and touch a packet to a recipient to call out "Cure Trance by Will. and these points are lost if you put on or activate any other armor or ability that gives you armor points. you may also use this skill to exonerate them.Madrigal who has heard the evidence and supports this act touches the accuser. and call out "Cure Uncivilized to Highborn" to remove the trait. and calls out "Imbue by Will" to show they have empowered the accuser. 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 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. Mystic Skills 3 Break Trance 2 You have some method of snapping people out of effects with the Trance trait. 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. You must call out "Resist" when you use this skill. or a Highborn declared uncivilized has shown proper remorse. These armor points last until the end of the event or until you refresh attributes with Void. You may spend 1 point of Air and rest for one minute to give yourself 2 armor points. and call out "By My Gesture. exhaust 3 points of Fire. You must confront them with a short declaration of why they are condemned. are already protected by armor points." Empathic Healing 4 You can channel the essence of life. If a Highborn 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. You may choose to walk the Path of Light and draw power from the weave. You must call out "Resist" when you use this skill. It is said that it weakens corruption. You exhaust the attribute the first time you swing using this effect. Staff of the Arcane 3 This skill allows you to hold and use any staff while you are casting spells. or to walk the Path of Shadow and draw power from the shadowed places between the strands of creation. You must have a skill with the weapon in question to use this ability. and it is strongest supporting clarity and dedication of purpose. Uncalled strikes and other skills may be used between uses of this skill. with life or retrieve a needed item before it fades with you. So long as you do not move you gain the Spirit defense. and become motionless. your spirit is in such harmony with the world that you do not have to become a spirit after 5 minutes. . 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 must call out "Disarm" when you hit the weapon. A Spirit's Harmony 3 When you are slain. You may linger in hopes that someone Imbue your body 55 Copyright 1999-2007 by Chimera Entertainment. nor will it protect you if you die from bleed out. you draw on the manifestation of all the strands of the Tapestry and the pattern of that weave. Instead of being struck dead. although you may choose to become a spirit at any time after the 5 minutes has passed. You need not use the strikes consecutively. you may exhaust a point of Air to resist one attack based on a Mental trait. you may exhaust 2 points of Fire and collapse in an unstable state with no Vitality. This attack is treated as a limb hit in that it may be negated with a Parry.Madrigal together. Mental Fortitude 4 Due to your mental discipline. Light draws strength from the integrity of the Tapestry. You may use this skill even if you are unconscious. Paladin Skills 5 You have been touched by creation. Any attack that is not beneficial with "to Spirit" in the verbal that strikes you will immediately end this ability. When you as a Paladin draw on Light. Using Light strengthens the Tapestry. You may not purchase skills of Shadow. You may wait for up to an additional 5 minutes to become a spirit. It is the visual manifestation of Creation itself. Any remaining strikes are lost when the event ends or when you refresh attributes. Only game effects that specifically include "to Spirit" in the verbal will work on you. Spinning Staff 2 You may exhaust a point of Water to call "2 Damage" with a staff up to two times. The Will To Live 3 This skill allows you to survive if you are struck by an attack that inflicts the Death effect. and have received power and clarify by a single instant of inspiration where the enormity of the Tapestry itself was revealed to you. Inc. overriding the restriction that casting requires both hands to be empty. This skill does not work against a Death Strike.

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

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

Earth. You then leave a scroll with your request at that place or with the spirit that appears. This ability may be refreshed by spending one minute in an area consecrated to your patron. You follow the White Court. You cannot throw packet delivered effects while you have a full sized shield in your hand. or Water when casting Aura of Healing 4 Prerequisite: Sphere of Legacy You can call upon your faith to heal wounds. you might receive boons and blessing from the saints of that place related to the task that you submit. nor will it protect you if you die from bleed out. You cannot have weapons in your hand unless you have a skill that allows you to cast while holding a weapon. . You have the Devout trait and all spells purchased under this header are divine spells. This skill does not work against a Death Strike. You are considered to be 58 Copyright 1999-2007 by Chimera Entertainment. This skill does not guarantee response. casting when you use this ability. and you can be interrupted by an attack. and you are rewarded with divine powers. you may exhaust 2 points of Fire and collapse in an unstable state with no Vitality. The Will To Live 3 This skill allows you to survive if you are struck by an attack that inflicts the Death effect. the Black Court. You cannot use this skill if you end an event with a condition that prevents the use of game skills. These points are refreshed when you refresh Attributes with Void. Divine Power 3* This skill gives you 1 point of Karma for each time it is purchased. If you have this skill and use it as part of your post event letter. You may touch a packet to an ally and call out "Heal by Faith" up to 4 times. In this case you must spend a point of Air and role play asking the saints for aid. You may use this skill even if you are unconscious. 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 cannot choose this header if you have a header that gives you the Druidic or Shamanic trait. You may exhaust a point of Karma in place of a point of Air. You may refresh this ability an unlimited amount of times so long as you can visit a consecrated area. 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. that is at the discretion of the saints. You derive magical power from your faith in that god. There may be places of divine power where you may invoke the aid of the saints of the Pyre during the game if you visit that place at the correct specific time. You do not specify the type of blessing. The area must be marked with an Information tag stating it is so empowered. Fire. These points of Karma are used to cast divine spells. Inc. 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.Madrigal Shield 2 Prerequisite: Buckler This skill allows you to use a full sized shield. Priest Skills 3 You are a priest of one of the Gods that allow followers. or one of the forbidden gods. You call "5 Damage by Shadow" and strike with the attack. Instead of being struck dead. 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 are familiar with their racial skills you may use them as if you also had them. Inc. nor can attacks that strike the torso. You are self sufficient and skilled at survival in the wilderness. abide by any restrictions. You may also touch a willing or helpless Shoathri and call out "Diagnose Companion" to see if they are linked with this skill. Break Trance 2 You have some method of snapping people out of effects with the Trance trait. Once per event you may concentrate with a willing Shoathri character for one minute 59 Copyright 1999-2007 by Chimera Entertainment. Divine Sphere 3* Choose one sphere available to priests of the god you worship. The effects vary depending on the nature of your patron. asking for guidance from 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. The cost for this ability varies. Divine Empowerment Varies This skill gives you an ability from your patron. Rangers are particularly adept at using spears. . and that Shoathri cannot already have the Companion trait. You can touch a packet to this companion and call out "Stabilize to Beast" if they are down. although you must pay any costs. You cannot exhaust a point of Karma in place of a point of Void. and obey limits to the number of times they may be used when using them. 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 role play for 3 seconds and touch a packet to a recipient to call out "Cure Trance by Will. You may only link with one Shoathri in this manner. Ranged attacks cannot be negated. adept at combat and survival. You can exhaust a point of Fire and touch your companion with a packet to call out "Heal 2 to Beast. you may exhaust one point of Water to call out "Disengage" as described in the effects section. You may purchase this skill once for each sphere available to priests of your god. This is an information skill that does not require you to pay money.Madrigal divine spells. you may exhaust 2 points of Earth to negate any melee attack that strikes one of your limbs. You cannot use a larger shield with this skill. 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. So long as they are in beast form you draw strength from them. This ability lasts until the end of the event. Animal Companion 5 Your understanding of beasts allows you to form a mystical link with another character who is a Shoathri. and call "Imbue Companion by Nature" to form this link. This skill allows you to learn spells from that one sphere. You may pursue knowledge about religious matters in a temple or other holy place. Wisdom of the Saints 3 You may call upon the wisdom of the Saints of your god. You must call out "Parry" when you use this skill. These spells are purchased and used like skills." Buckler 2 This skill allows you to use a buckler.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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."

97 Copyright 1999-2007 by Chimera Entertainment, Inc.

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

and take no part in the war unless it will bring benefit to them. act as his hand. 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.” Wild. Khormed. Lord of Earth “Gentle and fierce. if need be. It is said. the Elemental Lords have inherited the power of the 140 Copyright 1999-2007 by Chimera Entertainment. southeast. and they appear in many places where violent or suspicious death is common. and sometimes a watching eye is placed in front of the intersection. 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. that the Ancestor Spirits of the Barbarian Tribes and the Animal Lords of the Shoathri also dwell within the Spirit world beyond the Pale. and he was destroyed from the effort of creating his successors. The veil that separates this world from the spirit world is called the Pale. too.” Grim and foreboding. Nielus The Lord of the Dead “All things must die. The Reapers carry out the business of their lord. The Pale The natural world is full of free spirits. and it is common for one of them to aid the enemy of another to prevent the sibling from gaining too much power. They watch the heavens and The Elemental Lords Arasha. As a result. Inc. ways long since discarded by the more civilized folk of the Kingdoms. The Elemental Lords were born when the Prince of Elements could no longer contain the conflicting elements within himself. the druids intrigue the spirits by finding them and calling out to them directly. They dwell in the trees. Of the six Kingdoms. Rather than inspiring the spirits to appear to them with song and dance and history.Madrigal fallen god of the primal elements. They often argue among themselves. Lady of Air Karakesh. and temperamental. and he oversees the spirits of the dead. the rivers and the wind. in everything this is not bound by the hands of the Gifted. The lords have a delicate balance of power between them. the seething elements make up the essence of the world and the Elemental Lords are every bit as chaotic as their namesakes. Symbol Three silver needles intersecting at their midpoint and pointing east. there are many gates to the Realm of Death in the land of Aerune. and they pay little attention to the cults who follow them unless their own war spills into this realm. and south. and without the guidance or teaching of the older lord they became wild and untamed. only the lords of Locksmoor still venerate these ancient ways. The Elemental Lords have no priests among the Gifted Races. The elemental servants of these lords are constantly at war. and there are still those druids and elves which follow ancient ways. Nielus takes no sides in the war. eternal and ever-changing. They dwell all around us. He is served by beings called the Reapers. Lord of Water Urgroth. Sometimes a scroll is behind them. Gates to the Realm of death draw the spirits of the dead. Lady of Fire Qualash. He is the god of the dead. He takes those who have died from age or natural illness. act as his voice and. the earth. chaotic. The Elemental Lords grew in power quickly. fickle.

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

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

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

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

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

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

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

Once the basic padding is added. Take a length of tape and place it so it goes across the end of the tip and down both sides. We reserve the right to restrict such weapons if this proves to be problematic. If the tip is round. You may also use a narrow strip of open cell foam. We discourage cross guards on other types of weapons. Other weapons may have a small hand guard if it only protects that hand. use duct tape or kite tape to cover the tip. particularly staves. you might find that when the foam compresses that the tape wrinkles as it sticks to itself. 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. . 148 Copyright 1999-2007 by Chimera Entertainment. We prefer to use weapons with a diameter of around 2”. If the foam is too big. You can prevent this by covering the open cell foam with plastic wrap used for food storage before taping over the foam. 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”. Longer thrusting tips tend to bend. poke many tiny holes all over the tip so the air can escape and the tip can contract and expand freely. Attach the extra padding with strapping tape to prepare it for the final layer of duct or kite tape. Finally. Use strapping tape to hold in the filler. 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. Use a razor to cut the corners so the tape overlaps slightly and conforms to the tip. 6 – Add a Thrusting Tip The tip of the striking surface must have a thrusting tip. attaching the tip to the weapon. The pipe foam should fit snugly over the pipe without rattling. 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.Add the Pommel If the weapon is a blade it will need a pommel. If the weapon uses other open cell foam. self sealing foam that is easy to apply around the edges of a shield. 4 . This tip is 2” of open cell foam. Inc. For shield edges. This is not required unless a player is reported to hit opponents frequently with the grip of the weapon. Pipe insulation must extend past both ends of the core by at least 1” and the resulting hole must be filled with a rolled up bit of pipe insulation. Now add another piece of tape so it goes across the end and down the exposed sides of the foam tip. you may add extra padding to two handed weapons using another layer of pipe insulation cut in half to fit over the foam. use part #4734K151 which is a slit. Cut the foam to cover the tip. Weapon heads are also made from open cell foam. Use strapping tape to hold in the filler. It is suggested that two handed weapons. 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. use a razor to cut the corners so the tape conforms to the tip. 5 .Madrigal All wall thicknesses are _ inch which will last longer and provide more safety padding than the Climatube 5/8". All guards must have give and be deemed safe by the staff.Add Cross Guards Cross guards and hand guards may be added to blades using pipe insulation or similar materials. Once the tip is in place.

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

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

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

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

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

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

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

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

You should answer the following questions: . rumors. but this should be included after the answers to these questions.What goals or unfinished business do your staff characters have? . This includes one all black outfit and all weather shoes.Did you feel you contributed to the enjoyment of the PCs? . you can submit the summary letter by sending an email to madrigal@larp.Do you have any other comments about the game? . We recommend bringing your own distinct costuming if possible.Which plots or staff characters do you want to see more of? . Staff are expected to provide the basic weapons that they will be using during the weekend. shirts and robes. We won't post comments that are insulting or embarrassing to another character. rumors. These comments will not be attributed to you unless you specifically state otherwise. it is left to the players to provide the weapons they will feel comfortable using for the majority of their roles.What in game comments. we rely heavily on costume and character behavioral changes to distinguish characters. If you have trouble submitting the forms. Although players without Internet access can mail us summary letters. Although Madrigal will provide special weapons for special roles. To earn character point awards. What Should I Bring to the Game? Because our game system is predominately human. Summary letters also earn you character points if they are submitted within a certain time after the event. although the Slander skill could be used for this purpose.com. For players who attended as staff. Staff are expected to provide the basic costume elements for themselves that will be used during the weekend. a summary letter must be submitted within one week of an adventure night and within two weeks of an adventure weekend. The best way to submit a summary letter is through the forms on the Madrigal website. We recommend wearing sturdy hiking boots or combat boots that have 157 Copyright 1999-2007 by Chimera Entertainment.Madrigal 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. the subject of your letter should say "Summary Letter: Staff" and the date of the event.What actions did those characters take towards those goals? . You should try to answer the questions with brevity. gossip. In game comments. . and gossip will be considered for inclusion in the "Talk of the Town" section of the web page.Which plots were you involved with during the event? . Inc.Did you get enjoyable roles? . 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. You are always welcome to ask the monster desk if they can outfit you appropriately for a role. We enjoy in game journals and views and commentary and try to read it all. hats. and follow up the answers with any in game commentary you wish to include. Playing several dominant characters within a weekend event becomes a challenge to both the Plot and NPC staff. 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.

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

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

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

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