Madrigal

Chapter One

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

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

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

1 Copyright 1999-2007 by Chimera Entertainment, Inc.

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

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

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

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

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

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

2 Copyright 1999-2007 by Chimera Entertainment, Inc.

Madrigal

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

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

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

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

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

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

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

3 Copyright 1999-2007 by Chimera Entertainment, Inc.

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

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

Inc. 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.Madrigal cannot use any game skills or converse with any one else. . 6 Copyright 1999-2007 by Chimera Entertainment. You must follow the spirit guide until you exit through another gate and assume your normal form once again.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Inc. 28 Copyright 1999-2007 by Chimera Entertainment. Modifiers don't stack." are exceptions to this rule. You choose one modifier for a particular attack and use only that modifier. 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.Madrigal or armor.. Only skills that specifically say "This modifier stacks with.

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

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

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

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

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

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

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

The alchemy formula must explain that you can learn it for this skill to work. You may only have one oil active at any time. Oil of Fire Resistance 1 You prepare a substance that can be applied to your clothing or armor to protect you from fire. touch the packet to your armor and call "Grant 'Shield Fire' by Alchemy" to apply the oil. 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. touch the packet to your weapon and call "Imbue 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. Touch a packet to the opening of your alchemy flask. touch the packet to your armor and call "Grant 'Shield Lightning' by Alchemy" to apply the oil. The formula is added to your formula list. but once it negates an attack it is consumed. You may spend time between events learning one formula. Oil of Iron Skin 2 You prepare a substance that can be applied to your clothing or armor to protect you from weapons. Oil of Lightning Resistance 1 You prepare a substance that can be applied to your clothing or armor to protect you from lightning. Oil of Acid Resistance 1 You prepare a substance that can be applied to your clothing or armor to protect you from acid. 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 a packet to the opening of your alchemy flask. You must call "Shield" to negate the next attack with the Disarm effect that strikes you. You consume one use of the formula. . 36 Copyright 1999-2007 by Chimera Entertainment. touch the packet to your armor and call "Grant 'Shield Weapon' by Alchemy" to apply the oil. Inc. You may now make one dose of the substance per event without needing the formula or consuming uses of a formula. You may only have one oil active at any time. The oil fades at the end of the event if it is not used. You may spend one minute and consume one measure of Alkahest preparing this substance to place it into your alchemical flask. The protection lasts so long as you carry your alchemy flask and do not put down the weapon. Oil of Stickiness 1 You prepare a substance that can be applied to your weapon to protect you from disarms. You must consume a use of a special formula each time you use this skill. You may learn one additional formula or to learn to make one additional dose of a substance each event. 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 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 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 two measures of Alkahest preparing this substance to place it into your alchemical flask. If it hits the target. You must call out "Avoid" when you use this skill. You cannot use this skill if you end an event with a condition that prevents the use of game skills. A Disarming Shot 4 You are capable of precise shots that knock weapons and items from the hands of your targets. Web Dissolution 1 You can prepare a solvent that dissolves webs and store it in your alchemical flask. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. So long as you do not maintain the trappings of civilized lands. You exhaust a point of Water. and your clothing and accessories appear as though they were scavenged out of ruins. Archer Skills 3 The Crucial Shot 1 You exhaust one point of Air to make a critical strike firing a bow or crossbow. The strengthening of the bow lasts until the event ends or until you refresh your attributes.Madrigal Quicken Reaction 2 Your alchemy lab is empowered to quicken the alchemical reactions used to create substances. 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 may create up to 8 substances per event instead of the usual 5. Inc. You call "5 Damage" and fire the weapon. You may spend one minute and consume one measure of Alkahest preparing this substance to place it into your alchemical flask. you do not have to pay monetary or food maintenance costs. call out "Disarm <limb>" and fire an arrow. You may not under any circumstance strike an opponent with your bow prop. . Touch a packet to the opening of your alchemical flask. Web Patch 2 Once per event you may throw a substance from your alchemical flask that quickly forms into sticky webs. touch a recipient and call out "Cure Web by Magic" to destroy the web. 37 Copyright 1999-2007 by Chimera Entertainment. You can cast forth the substance by touching a packet to the opening of your alchemical flask and immediately throwing it at an enemy. You must role play polishing and working with the bow for at least one minute to strengthen the bow. 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 can create only one measure of web at a time. the target takes the effect of a Disarm. calling out "Quick Root by Web." Knowing Nature's Bounty 2 This skill allows you to live in the wild. Duck For Cover 4 You may exhaust 3 points of Water to negate any one missile or packet attack. You can pour this substance forth later to free people from effects with the Web trait. You can create only one measure of solvent at a time.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

These points of Karma are used to cast divine spells. You may exhaust a point of Karma in place of a point of Air. that is at the discretion of the saints. Divine Power 3* This skill gives you 1 point of Karma for each time it is purchased. and you are rewarded with divine powers. 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. Inc. If you have this skill and use it as part of your post event letter. and you can be interrupted by an attack. You may use this skill even if you are unconscious. These points are refreshed when you refresh Attributes with Void. This skill does not guarantee response. Umbral Strike 2 Prerequisite: Paladin of Shadow You exhaust 2 points of Earth to make a strike of deepest shadow with a melee attack. casting when you use this ability. 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. Fire. the Black Court. Instead of being struck dead. You may refresh this ability an unlimited amount of times so long as you can visit a consecrated area. 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 have the Devout trait and all spells purchased under this header are divine spells. You follow the White Court. You cannot throw packet delivered effects while you have a full sized shield in your hand. . You are considered to be 58 Copyright 1999-2007 by Chimera Entertainment. 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 may touch a packet to an ally and call out "Heal by Faith" up to 4 times. you might receive boons and blessing from the saints of that place related to the task that you submit. You derive magical power from your faith in that god. Priest Skills 3 You are a priest of one of the Gods that allow followers. You cannot choose this header if you have a header that gives you the Druidic or Shamanic trait.Madrigal Shield 2 Prerequisite: Buckler This skill allows you to use a full sized shield. In this case you must spend a point of Air and role play asking the saints for aid. You do not specify the type of blessing. This ability may be refreshed by spending one minute in an area consecrated to your patron. You then leave a scroll with your request at that place or with the spirit that appears. 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. You cannot use this skill if you end an event with a condition that prevents the use of game skills. or one of the forbidden gods. or Water when casting Aura of Healing 4 Prerequisite: Sphere of Legacy You can call upon your faith to heal wounds. You cannot have weapons in your hand unless you have a skill that allows you to cast while holding a weapon. Earth. You call "5 Damage by Shadow" and strike with the attack. nor will it protect you if you die from bleed out. This skill does not work against a Death Strike. The area must be marked with an Information tag stating it is so empowered.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Madrigal

Chapter Six

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

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

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

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

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

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

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

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

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

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

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

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Madrigal

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

98 Copyright 1999-2007 by Chimera Entertainment, Inc.

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

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

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

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

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

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

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

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

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

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.

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

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 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. . 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.Madrigal Once per event you may role play for one minute and call out "Imbue Soulbound by Will" to link with a willing recipient. 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. but this role playing effect is not required. the folk that have come to this realm through the Crimson Gate. The chin usually has a swirl pattern that connects with the rest. a noble folk bound in spirit to an Ethereal Court you cannot quite remember. unable to pass through the Gate to return to your place of origin. This person becomes your Patron and this link lasts for the rest of the event. If you are not linked to anyone your Vitality is decreased by one. You are trapped in this realm without knowledge of your former home. Some of you kin have patterns on other parts of their bodies. 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. Strength of the Shiven You draw on the spirit of your Patron for strength. Bound in Health 1 You may sacrifice some of your life force to heal your Patron. Twice per event if you are linked you may call out "Resist by Soulbound" to negate one attack with a Mental trait. You have a pattern of black lines upon your face that bind your spirit to the Court. and your kin are crowned and blooded with a regal nature. Touch your patron with a packet and call out "Heal to Soulbound and 1 Damage to Self" to heal them. Inc. You know this pattern marks your spirit and binds you to the Ethereal Court. You can feel the tendril of spiritual energy extend from your form back to the Crimson Gate. and the women sometimes wear color on their lips to contrast your stark white features. You know you are one of the Embrech. The Embrech EM-brek You are one of the Wayward. Many of your kin decorate their hair with a stripe of bright color. Your skin is bleached white and your hair devoid of color. Air. 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. Dreams of the Court You still dream about the Ethereal Court and carry a passion and noble bearing despite your forced exile. gray or white or black. Your Spirit is Safe 3 Your link is stronger than death. Fire or Water. Two times per event you may use this skill in place of a point of Fire when paying 112 Copyright 1999-2007 by Chimera Entertainment. You know you are bound to this Court in word and spirit. Twice Strong 2 While you are soulbound your will is strengthened. Although the line pattern on the faces of your kin are distinctive. Earth. Once per event choose one attribute." One Bound. Bound in Soul.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

” Wild. The Elemental Lords have no priests among the Gifted Races. They often argue among themselves. Inc. They watch the heavens and The Elemental Lords Arasha. 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. Nielus takes no sides in the war. Khormed. and take no part in the war unless it will bring benefit to them. and there are still those druids and elves which follow ancient ways. . the earth. in everything this is not bound by the hands of the Gifted. It is said. Lord of Water Urgroth. 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. act as his voice and. and they pay little attention to the cults who follow them unless their own war spills into this realm. chaotic. Lady of Fire Qualash. They dwell all around us.Madrigal fallen god of the primal elements. The Pale The natural world is full of free spirits. Nielus The Lord of the Dead “All things must die. the druids intrigue the spirits by finding them and calling out to them directly. Lady of Air Karakesh. the Elemental Lords have inherited the power of the 140 Copyright 1999-2007 by Chimera Entertainment. that the Ancestor Spirits of the Barbarian Tribes and the Animal Lords of the Shoathri also dwell within the Spirit world beyond the Pale. As a result. and temperamental. Rather than inspiring the spirits to appear to them with song and dance and history. ways long since discarded by the more civilized folk of the Kingdoms. The Reapers carry out the business of their lord. there are many gates to the Realm of Death in the land of Aerune. The veil that separates this world from the spirit world is called the Pale. eternal and ever-changing. and they appear in many places where violent or suspicious death is common. He is the god of the dead. The Elemental Lords were born when the Prince of Elements could no longer contain the conflicting elements within himself. Nielus calls none of the Gifted Races his servants. too. and he oversees the spirits of the dead. The Elemental Lords grew in power quickly. act as his hand. Of the six Kingdoms.” Grim and foreboding. Symbol Three silver needles intersecting at their midpoint and pointing east. and it is common for one of them to aid the enemy of another to prevent the sibling from gaining too much power. and sometimes a watching eye is placed in front of the intersection. The elemental servants of these lords are constantly at war. Lord of Earth “Gentle and fierce. the rivers and the wind. Gates to the Realm of death draw the spirits of the dead. and south. if need be. He takes those who have died from age or natural illness. The lords have a delicate balance of power between them. Sometimes a scroll is behind them. and he was destroyed from the effort of creating his successors. The druids have learned to listen and watch around them to track the spirits of the Pale. They dwell in the trees. the seething elements make up the essence of the world and the Elemental Lords are every bit as chaotic as their namesakes. southeast. He is served by beings called the Reapers. fickle.

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

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

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

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

. touch it to the crossbow.or it could be an additional layer of pipe foam. It may be open celled foam that extends at least 1" from the shaft. The striking surface is the padded area of the weapon above the grip. Claws are not affected by Fumble effects. Weapon Lengths Type Minimum” Short Claw 25” Weapon Lengths Size Bow Arrow Minimum” 36” 2” + 8” Maximum” 48” 2” + 8” Crossbows These weapons use thrown type projectiles and a prop for the crossbow made from padded PVC. The striking surface is at least 6" long. You must draw the arrow prop. The striking surface must cover at least 12". Maximum” 24” 36” 46” 64” Claws These weapons represent some kind of natural weaponry. and draw it back to your ear. Maximum” 72” Weapon Lengths Size Minimum” 4” 2” 8” Maximum” 12” 12” 36” Dagger Dart Javelin Clubs These weapons represent weapons made entirely from wood. open cell foam and tape projectiles with an 8” streamer. darts. A club needs padding that covers at least 1/2 of its entire length. The arrows are round. Larger thrown weapons may be weighted with birdseed. 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. the character will take a Maim effect to the limb holding the claw.Madrigal Polearms Covering all types of longer pole weapons. polearms have the advantage of reach . You may then throw it to represent the bolt. You may then throw it to represent the arrow. but larger thrown weapons such as javelins are allowed if the staff deems them safe. open cell foam and tape projectiles with an 8” streamer. Weapon Lengths Type Minimum” Polearm* 60” Medium Claw Long Claw 37” 37" 42” 46" Thrown Weapons These weapons represent daggers. The bolts are round. A claw needs padding that covers at least 2/3 of its entire length. A polearm must have padding that covers down the striking end at least 1/2 of its entire length. These weapons must be at least 2” in length. You must draw the bolt prop. and javelins. and draw it back to your ear. but at least 5/8” of foam must be between the birdseed and the surface. If a claw is affected by a Destroy effect. Inc. The crossbow must have a Maximum” 36” 145 Copyright 1999-2007 by Chimera Entertainment. 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 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. Your core materials depend on the length of the weapon. This core can also be bent into bows by applying very hot water. which you determined in step one. but light shields might only have a single handle. Some types of CPVC might be stiff enough for slightly longer weapons.Madrigal length between 18” and 36” and a bow width between 18” and 24”. or softening it if you are good with the heat of a stove or gas burner. Most shields use a handle and an arm strap. The core materials we allow are described below. Each end must be capped with a coin or strapping tape so there is no hole at the end. This material is not good for any other type of weapon. A full sized shield cannot be more that 36" at its longest dimension. Inc. 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. but it can be used for weapons up to 42" in length. or softening it if you are good with the heat of a stove or gas burner. Aluminum This material has no give. but you will have to watch the whip closely or the weapon will likely fail inspection. They cannot be used to strike another player. This core can also be bent into bows by applying very hot water. For thrown weapons you skip this step. length. 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. CPVC has more whip than PVC. A buckler is a small shield that cannot be more that 24" at its longest dimension. CPVC can be used with aluminum in two handed weapons as well. The purpose of aluminum is to give two handed weapons less whip. Shield Maximum Dimensions Size Buckler Shield Maximum Dimension 24” 36” 2 . You will want to find schedule 20 PVC pipe with a thin wall. There are schedule 40 pipes with thicker walls that are too heavy to make good weapons. . There are schedule 40 pipes with thicker walls that are too heavy to make good weapons. The weapon core will need to be 4” shorter than the overall length of the weapon. but weapons as long as 36" might be safe with a 1/2" core. You will want to find schedule 20 CPVC pipe with a thin wall. and all exposed edges must be protected with 5/8" thick foam piping.Create the Core Next you must create the weapon core. 3/4” CPVC This core can be used for one handed weapons and is used with aluminum to make two handed weapons. 3/4” PVC This common core can be used for one handed weapons and is used with aluminum to make two handed weapons. They are constructed from light wood or plastic. Two handed weapons use a 7/8" galvanized aluminum and 3/4" CPVC core. so it cannot be used for one handed weapons. 1/2” PVC This core is too whippy to use for longer weapons.

Though we allow the use of these cores.mcmastercarr. Inc. Suggested lengths for long weapons are as follows. With 3” of overlap this gives you a core that is 60” long. With 3” of overlap you have a core that is 68” long. 64” weapons are a little shorter. Intended to be used as a kite pole. . If you wish to order it. I would suggest both the adhesive and a small amount of strapping tape.505. but it is needed if you intend to make ultralight two handed weapons. The product numbers for un-slit foam that fits various cores are below: Ultralight . Role Play your swings. Search for polyethylene pipe insulation. we are especially careful to insure that those using these weapons role play their swings properly. 3 . Suitable replacement foam can be found through McMaster-Carr at 732-329-3200 or online at www.com. Because ultralight weapons are so light. This leaves you room for the required 1” overlap of pipe foam on each end and a 2” thrusting tip. Two handed weapons of different lengths should use similar ratios so they are not too whippy but have give at the striking end. It is almost twice as expensive as .505 core #4530K161 Ultralight .Madrigal so the CPVC fits snugly into the aluminum.410 and . but the parent company has discontinued that foam.505 diameter pole that sells for under $5.505 Ultralight The core this refers to is actually called spiral wound fiberglass tubing and can be purchased from a company called Into the Wind. One handed weapons use the .610 core #4530K162 Ultralight .00. The staff should have aluminum in the middle of the weapon with CPVC on either side where the striking ends are. the core is light. . 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. You should use 36” of aluminum and 27” of CPVC. The staff should use the ratio of half its length as aluminum in the middle and one fourth as CPVC on each side. and has give. this is considered a privilege and players who perpetually swing from the wrist and machine gun will lose this privilege. the part number is 4409. This leaves you room for the required 1” overlap of pipe foam on each end and a 2” thrusting tip. 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. . The padding should be 5/8” pipe insulation. 72” weapons should have 48” of aluminum and 23” of CPVC.610 Ultralight This core is a thicker version of the spiral wound fiberglass tubing that is purchased from the company called Into the Wind. Weapons have traditionally used 5/8" green Climatube 80 pipe insulation. so you can use a little more CPVC.Pad the Striking Area Next you will have to add the padding to the striking surface of the weapon.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. 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. durable.

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

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

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

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

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

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

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

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

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

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

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

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

We are gracious to all our players who volunteer to staff Madrigal on occasion and we would not want them to unduly learn a big game secret and spoil their fun.Madrigal game. So even though you might want to give them the behind the scenes story about the Hyena raid. 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. . If you are killed as your role. Please be reasonably modest and let the players have their moment in the spotlight. exit the encounter in the appropriate manner. As well. 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. 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. and other minions of darkness. Many creatures that serve darkness will only remain down for one minute. 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. rise slowly with your weapons tucked under your arm or hanging loosely by your sides. stay down for the full five minutes. Inc. keep your head bowed and walk in a slow manner to your regrouping encounter point or Monster Camp. please refrain where possible. All staff are required to keep what is learned as a staff character secret. You may learn things in monster camp or while playing a role that the players have yet to discover. 160 Copyright 1999-2007 by Chimera Entertainment. Remember that anything a player learns out of game they know in game. As quickly and quietly as you can. Once your down time is up.

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