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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

" are exceptions to this rule. Only skills that specifically say "This modifier stacks with. 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.Madrigal or armor. Inc. 28 Copyright 1999-2007 by Chimera Entertainment.. Modifiers don't stack. Even skills that already have the Double effect in their description cannot accept additional modifiers. .

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

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

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

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

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. Escape Artist 2 You exhaust one point of Water to purge one Paralyze. 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. Root. One use is consumed if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. If you spin all the way around or cartwheel that strike is not counted as consumed. You must call out "Avoid" when you use this skill.Madrigal skill to resist any effect delivered by an actual player. You need not use the strikes consecutively. 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. or contact poison. or brushing up against something you shouldn't. This skill lets you resist one effect detailed on a yellow triangle. Evasive 5 You have an exceptional ability to evade damage. You exhaust 2 points of Earth to call out "Weakness" and strike at an opponent with a staff or a one handed club. Twice per event you may spin around or cartwheel right after you have made a successful attack using this skill. or Slow effect with a Physical trait. 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. You cannot use this Tumbling 4 When using the Duck For Cover skill you may exhaust an additional point of Water to negate any one melee attack. You cannot be carrying anything in the hand you use to catch the projectile or wearing any kind of extended glove. The armor points you gain from Celerity are increased to 3. . mistakenly touching a web or other dangerous surface. 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." Duck For Cover 4 You may exhaust 3 points of Water to negate any one missile or packet attack. You cannot linger in place after using this skill or you will take the effect. 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. 33 Copyright 1999-2007 by Chimera Entertainment. 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. Uncalled strikes and other skills may be used between uses of this skill. Inc. a trap. leaving them weak. Death Defying 3 Once per event you can recover from grievous injury. 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 use Alchemy to create simple elixirs directly into your flask. The light and time required to take out and read the potion tag represent these processes. Alkahest is relatively easy to make. It is decorated with bottles and mixing tools. The flask must be at least 6" tall and at least 3" wide. It cannot be stolen or used by another alchemist. If it is stolen then the prop is returned to you and you may prepare a new one between events. Once the elixir is consumed it takes some small amount of time for it to work its magic. The flask is a yellow tagged item.Madrigal easily than a bottled elixir. Many alchemical processes require Alkahest. The easiest way to create Alkahest is to spend time between events to create it and store the substance in your Alchemy lab for your own personal use. You must prepare your own alchemical flask. and call out the verbal for the potion. An alchemical flask is a special prop that allows you to use certain alchemical skills. Opening the potion bottle in the presence of light starts the alchemical reaction. Bottled Alkahest is often traded and sold. and you may use the Elixir Transference skill to add existing elixirs to your flask. You may store up to 10 measures of elixir or catalyst at any one time in your flask. The flask is decorated with alchemical runes and symbols. Alkahest stored in your lab bubbles and froths and radiates power through all your alchemical instruments. touch the packet to the recipient. The nature of bottled elixirs requires time and light for them to work. The lab cannot be moved during an event. It must be set up in an area that is at least 1' by 2'. You simply touch a packet to the opening of your flask. You may store them in your flask without worry that they may mix or become unstable. a universal solvent used to mix otherwise inert ingredients into many alchemical substances. It cannot be made of glass or another substance that can be broken into sharp bits. You may prepare an alchemical flask and an alchemy lab. Pouring forth elixirs from your flask requires at least one free hand and freedom of motion. the lab requires the area to undergo extensive purification processes. The process is interrupted if you are struck by an attack while you are trying to administer an elixir. An alchemy lab is a special place where you can prepare certain 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. but it is not a game skill and can be used while under the effects of Drain. You can store simple elixirs in your flask and administer them more quickly without needing light. Your alchemy lab stored up to 20 measures of Alkahest. Inc. Your flask is enchanted to hold multiple elixirs or catalysts. but it takes time and a small amount of money to create it. Once an elixir is added to your flask you may administer it from your flask more 34 Copyright 1999-2007 by Chimera Entertainment. You gather these components by searching for them and trading others for component they might have gathered. . 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. You maintain an alchemy lab that is purified and prepared for you to mix your elixirs and catalysts. 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. 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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Instead of being struck dead. You need not use the strikes consecutively. 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 choose to walk the Path of Light and draw power from the weave. This attack is treated as a limb hit in that it may be negated with a Parry. Inc. One use is consumed if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Mental Fortitude 4 Due to your mental discipline. You exhaust the attribute the first time you swing using this effect. you may exhaust 2 points of Fire and collapse in an unstable state with no Vitality. Paladin Skills 5 You have been touched by creation. You may use this skill even if you are unconscious. overriding the restriction that casting requires both hands to be empty. and become motionless. your spirit is in such harmony with the world that you do not have to become a spirit after 5 minutes. You must call out "Disarm" when you hit the weapon. Any attack that is not beneficial with "to Spirit" in the verbal that strikes you will immediately end this ability.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. Staff of the Arcane 3 This skill allows you to hold and use any staff while you are casting spells. Only game effects that specifically include "to Spirit" in the verbal will work on you. 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 said that it weakens corruption. This skill does not work against a Death Strike. you draw on the manifestation of all the strands of the Tapestry and the pattern of that weave. Light draws strength from the integrity of the Tapestry. You may wait for up to an additional 5 minutes to become a spirit. It is the visual manifestation of Creation itself. You must have a skill with the weapon in question to use this ability. or to walk the Path of Shadow and draw power from the shadowed places between the strands of creation. A Spirit's Harmony 3 When you are slain. Using Light strengthens the Tapestry. When you as a Paladin draw on Light. Uncalled strikes and other skills may be used between uses of this skill. . with life or retrieve a needed item before it fades with you. You must call out "Resist" when you use this skill. You may not purchase skills of Shadow. and it is strongest supporting clarity and dedication of purpose. Spinning Staff 2 You may exhaust a point of Water to call "2 Damage" with a staff up to two times. although you may choose to become a spirit at any time after the 5 minutes has passed. you may exhaust a point of Air to resist one attack based on a Mental trait. So long as you do not move you gain the Spirit defense. You may linger in hopes that someone Imbue your body 55 Copyright 1999-2007 by Chimera Entertainment. Any remaining strikes are lost when the event ends or when you refresh attributes.

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

" Paladins of Shadow call out "By My Voice. Disease. You must call out "Parry" when you use this skill." Attempts to deliver beneficial effects and healing will be disrupted by incoming attacks that strike you in the same manner as spells." If you suspect that infernal power is attempting to manipulate the Tapestry you may expose the Demon trait instead of the Malediction trait." Paladins of Shadow call out "Heal by Shadow. A Desperate Defense 2 If you are wielding a melee weapon you are skilled with. Malediction. Heart of Radiance 1 Paladin of Light You spend one point of Fire to resist one attack based on Darkness. You can cast spells with beneficial effects by touching a recipient even if you have a weapon or shield in your other hand. Paladins of Light call out "By My Voice. Despair or Malediction.Madrigal time an enemy calls an attack or defense with one of those traits but if you are already empowered with strikes those are lost when you reactivate this skill. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Reveal the Darkness 2 You spend one point of Air to reveal creatures of darkness. Shadow's Grasp 1 Paladin of Shadow You may surround a melee attack with seething shadow and use it to weaken your foe. Darkness or 57 Copyright 1999-2007 by Chimera Entertainment. Expose Malediction by Shadow. Healing Touch 4 You can imbue your touch with the healing power of creation. Call "Avoid by Shadow" to negate the attack. Confusion. Call "Resist by Light" to negate the attack. You call out "Agony by Light" and strike with the attack. Paladins of Light call out "Heal by Light. Heart of Gloom 1 Paladin of Shadow You spend one point of Fire to avoid one attack based on Cold. Spend a point of Water and touch a recipient with a packet. . The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Expose Malediction by Light. Searing Light 1 Paladin of Light You may exhaust a point of Air to surround a melee attack with searing light. Ranged attacks cannot be negated. You may also channel your power to heal others. Inc. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. you may exhaust 2 points of Earth to negate any melee attack that strikes one of your limbs. Radiant Strike 2 Paladin of Light You exhaust 2 points of Earth to make a strike of pure light with a melee attack. nor can attacks that strike the torso. You call "5 Damage by Light" and strike with the attack. Heart of the Lion 1 You spend one point of Fire to resist one attack based on Fear. 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 derive magical power from your faith in that god. Umbral Strike 2 Prerequisite: Paladin of Shadow You exhaust 2 points of Earth to make a strike of deepest shadow with a melee attack. You may use this skill even if you are unconscious. You cannot throw packet delivered effects while you have a full sized shield in your hand. The Will To Live 3 This skill allows you to survive if you are struck by an attack that inflicts the Death effect. This skill does not guarantee response. Earth. In this case you must spend a point of Air and role play asking the saints for aid. that is at the discretion of the saints. You call "5 Damage by Shadow" and strike with the attack. you might receive boons and blessing from the saints of that place related to the task that you submit. You may touch a packet to an ally and call out "Heal by Faith" up to 4 times. These points of Karma are used to cast divine spells. Instead of being struck dead. 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. These points are refreshed when you refresh Attributes with Void. you may exhaust 2 points of Fire and collapse in an unstable state with no Vitality. Inc. and you are rewarded with divine powers. Fire. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. 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. or one of the forbidden gods. Divine Power 3* This skill gives you 1 point of Karma for each time it is purchased. You cannot have weapons in your hand unless you have a skill that allows you to cast while holding a weapon. You do not specify the type of blessing. The area must be marked with an Information tag stating it is so empowered. This ability may be refreshed by spending one minute in an area consecrated to your patron. You then leave a scroll with your request at that place or with the spirit that appears. You follow the White Court. . You may refresh this ability an unlimited amount of times so long as you can visit a consecrated area. You may exhaust a point of Karma in place of a point of Air. You are considered to be 58 Copyright 1999-2007 by Chimera Entertainment. or Water when casting Aura of Healing 4 Prerequisite: Sphere of Legacy You can call upon your faith to heal wounds. Priest Skills 3 You are a priest of one of the Gods that allow followers. This skill does not work against a Death Strike.Madrigal Shield 2 Prerequisite: Buckler This skill allows you to use a full sized shield. casting when you use this ability. nor will it protect you if you die from bleed out. If you have this skill and use it as part of your post event letter. You have the Devout trait and all spells purchased under this header are divine spells. 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. and you can be interrupted by an attack. You cannot use this skill if you end an event with a condition that prevents the use of game skills. the Black Court. You cannot choose this header if you have a header that gives you the Druidic or Shamanic trait.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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. If the dwelling is not lit the Dreamcatcher must be marked with a light of some kind. In a strange turn of events the servants of Khelvaan are likewise concerned by the presence of the Vesperan church in the Dreamscape. Each day you will need to visit each dwelling once again to bless it. You cannot role play while traveling back and forth to the bathroom. You may empower the dwelling at any time. you may refresh your Aura of Healing in any hearth that has been blessed with The Hearth's Good Fortune. If an attack strikes you you reply "Spirit. it has also set the church at odds with the Sorcerers and Shamans steeped in Chimera magic who sometimes walk in the Dreamscape. Inc. You do not reform. you may empower that dwelling with the protection of Sereness. but the protection only lasts from 2:00 am to 10:00 am. This skill refreshes once per day when you sleep for the evening. Wayfare The Hearth's Good Fortune 2 You may protect a hearth from harm during the late evening. Either way all effects of this ability last only one night and end at 10:00 am.Madrigal walk the Dreamscape using their own Chimera magic. until you return to the cabin and touch the Dreamcatcher once again. Some decorate the dream catcher or the feather with stars. This ability will not work during the time when the Blessing is not in effect . Both must be visible. You must return the same way. The High Patriarch of Sereness has put forth an edict that no one shall travel the Dreaming unless they travel with a priest of Sereness as an advisor and guide." Symbol A dream catcher with a blue feather. a fact that the priests of Sereness are not comfortable with. once for each White Court god. Five times per day. Spheres Chimera. 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. There have already been rumors of skirmishes within the Dreaming. If any of the Gifted Races sleep within a building and call it home. Priests often wear dark blue with silver or gray trim. 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. When the blessing is in effect. Legacy. 131 Copyright 1999-2007 by Chimera Entertainment.you are on your own. While in spirit form you must press your palms together and keep your head bowed. The person who activated the blessing is also responsible for making sure that the Dreamcatcher is taken down in the morning before 10:00 am. If someone who stays within that dwelling is The Blessed Hearth 1 Every hearth that you protect is sacred to you. The church will not have the War of Dreams against Khelvaan endangered. Though this edict has hampered the Vesperan church. nor can you linger or wander off a straight path to the bath area and back. In this case you must touch the Dreamcatcher to empower it and set it aside with the Information Card someplace safe. Some wear stars on some small piece as decoration. . 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. from 2:00 am to 10:00 am.

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

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.

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

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

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

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

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

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

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

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

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

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

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

the part number is 4409. Intended to be used as a kite pole. 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. You should use 36” of aluminum and 27” of CPVC. . 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.610 Ultralight This core is a thicker version of the spiral wound fiberglass tubing that is purchased from the company called Into the Wind. . Search for polyethylene pipe insulation.505 core #4530K161 Ultralight . One handed weapons use the . this is considered a privilege and players who perpetually swing from the wrist and machine gun will lose this privilege. Inc. but the parent company has discontinued that foam.505 Ultralight The core this refers to is actually called spiral wound fiberglass tubing and can be purchased from a company called Into the Wind.00.mcmastercarr.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. The product numbers for un-slit foam that fits various cores are below: Ultralight . The staff should have aluminum in the middle of the weapon with CPVC on either side where the striking ends are.Madrigal so the CPVC fits snugly into the aluminum. we are especially careful to insure that those using these weapons role play their swings properly. Suitable replacement foam can be found through McMaster-Carr at 732-329-3200 or online at www. and has give. Weapons have traditionally used 5/8" green Climatube 80 pipe insulation.610 core #4530K162 Ultralight . This leaves you room for the required 1” overlap of pipe foam on each end and a 2” thrusting tip. Suggested lengths for long weapons are as follows. 64” weapons are a little shorter. Role Play your swings.com. This leaves you room for the required 1” overlap of pipe foam on each end and a 2” thrusting tip. but it is needed if you intend to make ultralight two handed weapons. 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. Because ultralight weapons are so light. If you wish to order it. .Pad the Striking Area Next you will have to add the padding to the striking surface of the weapon.505.505 diameter pole that sells for under $5. the core is light. Two handed weapons of different lengths should use similar ratios so they are not too whippy but have give at the striking end. The padding should be 5/8” pipe insulation. 72” weapons should have 48” of aluminum and 23” 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. 3 . I would suggest both the adhesive and a small amount of strapping tape. You will have to cut the core a full 6” shorter to give room for 1” of overlap and 2” of thrusting tip on both sides.410 and . It is almost twice as expensive as . Though we allow the use of these cores. so you can use a little more CPVC.

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

so you should look for a thinner.Cover with Tape You may now cover the entire weapon with duct tape. 149 Copyright 1999-2007 by Chimera Entertainment. Kite tape is also allowed. though decorations are allowed. light 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. Even duct tape varies in weight and thickness. Packets with any other material inside will not be allowed. They should be made of stretchable fabric and filled with birdseed. Bright colors are not allowed as the primary color of the weapon. and the packet should have give in any case.Madrigal 7 . Inc. Sealing the packet with rubber bands or other types of tape will be allowed on a case by case basis. The majority of the weapon should be black or gray where there is metal. The tape should run down the length of the weapon and have a slight overlap. The fabric must be stretchable and cannot be pulled so tight that it no longer has give. You should use only small birdseed with no larger or sharper seeds. . You should be able to squeeze the center of the packet and almost touch your fingers together. You may also sew a packet shut. It should not be wrapped in a spiral around the blade. 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. and black or brown where there is wood. The head of the packet should be between 1 and 1.5 inches in diameter.

bring your membership up to date. If you are not pre-registered. Madrigal Registration 170 Salem Street 150 Copyright 1999-2007 by Chimera Entertainment. Lawrence. you will have to sign a waiver and.Madrigal Chapter Ten Player Logistics Communicating with the Madrigal staff is a necessary and important step in playing the Madrigal game. Can I Play Madrigal? You must be 18 or older to play Madrigal. . Why waste valuable playing time doing this? How Do I Check In? When you arrive at the campsite. 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 inform us you intend to play by sending email to madrigal@larp. 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. you will receive a character card and any items created using game skills. then the check-in staff will check to see if there is room at the event for you. 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. No creation skill or information skill requests will be prepared unless you pre-register for the event. If you are not pre- How Do I Register For Events? In order to register for events you must have an active membership. but only so long as the event doesn't sell out. If not. You will also get a cabin assignment. if necessary. you will pay at the door and get your character card and yellow tagged items. Until you pay or contact us to make special arrangements we can reserve a space. you should proceed to the check-in area that will be marked with signs. so you should read through this material before you arrive.com. The check-in staff will check to see if you are a current member. Inc. You must tell us you are attending an event and pay for that event in advance. Those who preregister are also more likely to be targeted by plot. You will receive any yellow tagged items you turned in at the end of a previous event. MA 01843 Why Should I Pre-register For Events? We have a limited amount of space and often sell out events. These are the most common logistical questions and the answers explain how the logistical process is handled. If we don’t know you are coming we can’t plan to include you in plots. then you are guaranteed a place at the event. You can send payments to the following address. If you are pre-registered. If not. If you are pre-registered. If there is.

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

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

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

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

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

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

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

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

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

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

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