Madrigal

Chapter One

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

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

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

1 Copyright 1999-2007 by Chimera Entertainment, Inc.

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

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

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

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

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

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

2 Copyright 1999-2007 by Chimera Entertainment, Inc.

Madrigal

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

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

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

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

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

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

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

3 Copyright 1999-2007 by Chimera Entertainment, Inc.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

. If the potion has an Imbue of Inflict effect it is destroyed when you start this process and read the tag. stolen. Inc. 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. Alkahest created with this skill is stored directly in your lab. You may purchase this skill two times. As your level in Alchemy increases. You pay the silver at check in and your character card is stamped once for every 10 doses you create. You consume one measure of Alkahest to add two measures of acid to your alchemical flask. elixirs. You can pour them forth later and hurl them at your enemies. You must have this skill stamped to use your lab's Alkahest. You may return to your lab when both measures of acid are used and consume another measure of Alkahest to create two more measures of acid. Potions with a standard effect are called simple elixirs and they may be stored in your flask. You may purchase this skill two times. and venom. Alchemy 2* This skill allows you to understand alchemical formulas and use them to create catalysts. The skill can be purchased up to 4 times. you can create more and more difficult substances. Each level of this skill increases the capacity of your alchemical flask by 5 measures up to a limit of 20 measures. Potions with an Imbue or Inflict effect cannot be stored in your flask. You spend 1 silver for every 10 measures of Alkahest you 35 Copyright 1999-2007 by Chimera Entertainment.Madrigal then each alchemist has their own pool of Alkahest that permeates the lab. Each level of this skill increase the capacity of your alchemy lab by 10 measures of Alkahest up to a limit of 40 measures." Each attack consumes one measure of acid. You can pour forth the acidic substance by touching a packet to the opening of your flask and immediately throwing it at an enemy. The potion expiration does not change. Each substance requires money and alchemical components to create. You may make 5 bottled substances per event. The substances and the process are more fully described in the Alchemy section. If the potion has a side effect then you suffer that effect as you work with the potion. You can create 2 elixirs in your alchemical flask in the time it takes to create one bottled elixir. You will turn in the tag at check out after the effect is used or the potion expires. You can add no more than two measures of acid at any one time to your flask. To use this skill you must spend at least one minute role playing the preparation at your alchemical lab. The alchemists cannot share Alkahest but they may all use the lab set up for their alchemy skills. Enhance Alchemical Flask 2* You are more skilled at creating and maintaining your alchemical flask. A standard lab can hold up to 20 measures of Alkahest. calling out "2 Damage by Acid. They are too complex to be stored in such a way. create. It cannot be moved. or used by another alchemist. Caustic Reaction 3 You can prepare volatile acids and store them in your alchemical flask. though you must still consume components for each elixir. Elixir Transference 1 You may transfer bottled potions to your flask so you may more easily administer them. Craft Alkahest 2 You spend time between events creating Alkahest and storing it in your Alchemy lab. During that time read the potion tag. Enhance Alchemy Lab 2* You are more skilled at crafting and maintaining your alchemy lab.

touch the packet to your armor and call "Grant 'Shield Lightning' by Alchemy" to apply the oil. touch the packet to your armor and call "Grant 'Shield Acid' by Alchemy" to apply the oil. Touch a packet to the opening of your alchemy flask. Touch a packet to the opening of your alchemy flask. The formula is added to your formula list. Touch a packet to the opening of your alchemy flask. The oil fades at the end of the event if it is not used. touch the packet to your armor and call "Grant 'Shield Fire' 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. You may now make one dose of the substance per event without needing the formula or consuming uses of a formula. You may only have one oil active at any time. touch the packet to your armor and call "Grant 'Shield Weapon' 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. 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 spend time between events learning one formula. You consume one use of the formula. You may spend one minute and consume one measure of Alkahest preparing this substance to place it into your alchemical flask. Oil of Acid Resistance 1 You prepare a substance that can be applied to your clothing or armor to protect you from acid. You may spend one minute and consume one measure of Alkahest preparing this substance to place it into your alchemical flask. Touch a packet to the opening of your alchemy flask. You may only have one oil active at any time. 36 Copyright 1999-2007 by Chimera Entertainment. You may learn one additional formula or to learn to make one additional dose of a substance each event. touch the packet to your weapon and call "Imbue by Alchemy" to apply the oil. but once it negates an attack it is consumed. You may only have one oil active at any time. You may spend one minute and consume one measure of Alkahest preparing this substance to place it into your alchemical flask. Inc. . You may only have one oil active at any time. You must consume a use of a special formula each time you use this skill. The alchemy formula must explain that you can learn it for this skill to work. 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. The protection lasts so long as you carry your alchemy flask and do not put down the weapon.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. Oil of Stickiness 1 You prepare a substance that can be applied to your weapon to protect you from disarms. You must call "Shield" to negate the next attack with the Disarm effect that strikes you.

call out "Disarm <limb>" and fire an arrow. Web Patch 2 Once per event you may throw a substance from your alchemical flask that quickly forms into sticky webs. Duck For Cover 4 You may exhaust 3 points of Water to negate any one missile or packet attack. The strengthening of the bow lasts until the event ends or until you refresh your attributes. the target takes the effect of a Disarm. and your clothing and accessories appear as though they were scavenged out of ruins. You call "5 Damage" and fire the weapon. You must role play polishing and working with the bow for at least one minute to strengthen the bow. You may spend one minute and consume two measures of Alkahest preparing this substance to place it into your alchemical flask. you do not have to pay monetary or food maintenance costs. A Disarming Shot 4 You are capable of precise shots that knock weapons and items from the hands of your targets. You may spend one minute and consume one measure of Alkahest preparing this substance to place it into your alchemical flask. 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. So long as you do not maintain the trappings of civilized lands. touch a recipient and call out "Cure Web by Magic" to destroy the web. Using it in such a manner snaps the string and makes it unable to fire arrows until you spend at least 3 seconds to "restring" the bow. You exhaust a point of Water. Inc. Touch a packet to the opening of your alchemical flask. 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 can pour this substance forth later to free people from effects with the Web trait. . You can create only one measure of solvent at a time. You may not under any circumstance strike an opponent with your bow prop.Madrigal Quicken Reaction 2 Your alchemy lab is empowered to quicken the alchemical reactions used to create substances. You must call out "Avoid" when you use this skill. 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." Knowing Nature's Bounty 2 This skill allows you to live in the wild. 37 Copyright 1999-2007 by Chimera Entertainment. If it hits the target. You can create only one measure of web at a time. Web Dissolution 1 You can prepare a solvent that dissolves webs and store it in your alchemical flask. You may create up to 8 substances per event instead of the usual 5. You can cast forth the substance by touching a packet to the opening of your alchemical flask and immediately throwing it at an enemy. calling out "Quick Root by Web. 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. or attacks another character you lose the opportunity to use this skill. The skill can be used on melee weapons or thrown weapons or even projectile weapons that are bladed. The poison is used up only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. Shooting the Nerve 2 You may exhaust a point of Air to make a nerve strike with a bow or crossbow shot. Inc. Nock an arrow and point at an opponent with the index finger of your bow hand as you aim the bow at them. You may only use this skill if you actually see an Agony effect strike an opponent and if the opponent acknowledges the hit through role play. The Wind's Edge 1 If you have strengthened your bow using the skill From Ash To Iron you may use a small weapon or a medium weapon in your other hand during melee combat provided you have the skill to use such a weapon. This causes your bow to be "unstrung" as described in the skill From Ash To Iron. Threatening Aim 4 You carry your bow with such confidence and intensity that you can ward off foes simply by threatening them with your aim. You call out the effect of the poison when you make an attack. nor can attacks that strike the torso. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. If you make an attack you must pull the bow back and point it upwards to show the effect has ended. Assassin Skills 5 Back to Guard 2 If you are fighting with a melee weapon. You are very good at slipping an attack into someplace vital while the opponent is distracted by pain. Cheap Shot 2 In a pinch you can capitalize on an opponent who is weakened by an Agony effect. You call out "Agony" and fire the weapon. If the blow lands you 38 Copyright 1999-2007 by Chimera Entertainment. If the opponent is struck by an Agony and they are role playing its effect you may deliver one attack using the skill A Knife in the Back even if you are not behind them. you may exhaust one point of Water to call out "Disengage" as described in the effects section. The Serpent's Touch 2 This skill allows you to apply and use blade venoms on any bladed weapon.Madrigal Last Line of Defense 2 If you are armed with a bow you have strengthened using the skill From Ash To Iron. A Crippling Blow 1 You may attempt to make a crippling attack with a melee weapon against a foe's limb. The Backup Blade 2 This skill allows you to use a dagger in your off hand. you may exhaust 2 points of Earth to negate any melee attack that strikes one of your limbs. You may maintain the gesture until you make an attack or change targets. . stops the role play. Missile attacks cannot be negated. You call out "Maim" and strike a limb. You may only use this skill once for any particular Agony effect. Exhaust a point of Fire and call out "By My Gesture. Once the opponent purges the Agony. Repel by Fear" to warn them away from you.

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

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

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

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

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

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

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

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

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

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

and at the end of the event. They call themselves Skalds or Ghost Talkers. Heal 2 to <Company Name>" to heal their wounds. The Guild of Heralds welcomes them and they share a common magic despite the difference in culture. Carry the Fallen Banner 2 You may take up the banner for another Company and become their Herald by temporarily setting aside your own Company trait. When the ritual is complete you lose your own Company trait and replace it with the trait of the new Company. This magic ends when those two effects are used.Madrigal This pattern is often black and white. There is a chapter of the Guild of Heralds in Locksmoor that specifically supports Heralds among the Druids and Barbarians and wilder folk. So long as you are holding your battle standard you may deliver two healing effects by packet. Banner of Healing 4 If you are carrying your battle standard with the colors of your company prominently displayed you may exhaust 2 points of Earth to cry out "By My Voice. You are now part of the new Company and may use your skills to empower this Company. although for them it is usually a long strip that is folded and hung off their belt. Inc. 49 Copyright 1999-2007 by Chimera Entertainment. You must call out "Heal by Magic" for each. You may only have one of these abilities active at any time. These Heralds carry on the storytelling traditions of their ancestors. touch at least three willing members of that company and say "Imbue to <Company Name>" to draw magic from each of them. Call out "Imbue by <Company Name>" and exhaust a point of Water. when you use Void to refresh attributes. Banner of Respite 2 If you are carrying your battle standard with the colors of your company prominently displayed you may exhaust a point of Air to cry out "By My Voice. Take up the banner. when you drop the banner. Some carry banners decorated with fur and bone. Stabilize to <Company Name>" and prevent them from bleeding out. 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. It can also get you in trouble with the Guild of Heralds and that makes your own Herald's life more difficult. Concentrate or role play for one minute to draw on the magic of that company and their banner. . As a show of solidarity the wilder folk also carry a checkered pattern when traveling outside the lands where they are known. They call their groups Circles rather than a Companies. 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. Gather in a circle with the banner of another company and at least 3 members of that company. Many honorable folk will refrain from attacking Heralds unless they take an active part in combat. though sometimes a Herald will use the colors of the Company in this pattern. but you need Imbue the power only when it is first used. Cure Fear to <Company Name>" and give them courage. 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. You can only become the Herald for one Company at any time.

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

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

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

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

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

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

My Enemy 3 You are strengthened against creatures of darkness. Back to Guard 2 If you are fighting with a melee weapon. Call "Reduce by Light" to each attack. Shadow is the visual manifestation of the spaces between the weave. Combat Anticipation 4 You are skilled at protecting vulnerable areas and twisting with blows to quickly recover from debilitating strikes. You shrug off the next 3 called melee. You shrug off the next 3 called melee. 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. vague. 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. or packet attacks that strike you. blighted and mad individuals who feed on the corruption of the Tapestry and draw power from it. You may choose to activate this skill any 56 Copyright 1999-2007 by Chimera Entertainment. Call "Reduce by Shadow" to each attack. missile or packet attacks that strike you. Paladins of Light call out "2 Damage by Light" with each strike. Buckler 2 This skill allows you to use a buckler in combat. where mystery is strong and reality lacks form.Madrigal When you as Paladin draw on Shadow. you may exhaust one point of Water to call out "Disengage" as described in the effects section. Each time the skill is bought. Darkness. Paladins of Shadow call out "2 Damage by Shadow" with each strike. Call out "Armor me in Radiance! Imbue by Light" to activate the power. Radiant light envelops your form. Deepest Shadow envelops your form. and that sometimes Paladins of Shadow who draw too deeply from that Shadow also become corrupt and go mad. You may purge one Agony or Maim effect by role playing a painful recovery for 3 seconds and exhausting a point of Air. Is is said that much of the Realm of Shadow was corrupted by the Foul. taking only a point of uncalled damage from each. the amount of points you may wear is increased by 1 up to a maximum of 4. Armored for War 2* This skill allows you to wear more than 2 points of armor. These unfortunate individuals fall and become Paladins of Darkness. you slip into the space between the strands of the Tapestry. Armored with Light 3 Paladin of Light Prerequisite: Armored for War 2 Once per event if you are wearing an armor prop worth 4 points of armor that is also articulated or has prominent shoulder pauldrons you may imbue your armor with the power of radiance. missile. You must have a proper armor prop to use this skill. taking only a point of uncalled damage from each. If an enemy uses an attack or defense with the "by Malediction" or "by Darkness" trait you are empowered with two strikes that can be used against that enemy. You must call out "Purge" when you use this skill. or lack purpose. . 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. You may not purchase skills of Light. You draw on all those places that are undefined. 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. Paladins of Light call out "Heal by Light. Paladins of Light call out "By My Voice." Attempts to deliver beneficial effects and healing will be disrupted by incoming attacks that strike you in the same manner as spells. You must call out "Parry" when you use this skill. Inc. . You may also channel your power to heal others. Ranged attacks cannot be negated. Heart of the Lion 1 You spend one point of Fire to resist one attack based on Fear. Call "Resist by Light" to negate the attack. Heart of Radiance 1 Paladin of Light You spend one point of Fire to resist one attack based on Darkness. You call out "Agony by Light" and strike with the attack." If you suspect that infernal power is attempting to manipulate the Tapestry you may expose the Demon trait instead of the Malediction trait. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through role playing or negates it with a defense. You can cast spells with beneficial effects by touching a recipient even if you have a weapon or shield in your other hand. Despair or Malediction. Searing Light 1 Paladin of Light You may exhaust a point of Air to surround a melee attack with searing light. you may exhaust 2 points of Earth to negate any melee attack that strikes one of your limbs. Reveal the Darkness 2 You spend one point of Air to reveal creatures of darkness. Healing Touch 4 You can imbue your touch with the healing power of creation. Radiant Strike 2 Paladin of Light You exhaust 2 points of Earth to make a strike of pure light with a melee attack. Exhaust 1 point of Air to call out "Quick Weakness by Shadow" or exhaust 2 points of Air to call out "Weakness by Shadow" and strike with the attack. Shadow's Grasp 1 Paladin of Shadow You may surround a melee attack with seething shadow and use it to weaken your foe. Darkness or 57 Copyright 1999-2007 by Chimera Entertainment. Expose Malediction by Shadow. A Desperate Defense 2 If you are wielding a melee weapon you are skilled with. Spend a point of Water and touch a recipient with a packet. Malediction. Expose Malediction by Light. Confusion. Heart of Gloom 1 Paladin of Shadow You spend one point of Fire to avoid one attack based on Cold." Paladins of Shadow call out "Heal by Shadow.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. Disease. nor can attacks that strike the torso." Paladins of Shadow call out "By My Voice. You call "5 Damage by Light" and strike with the attack. Call "Avoid by Shadow" to negate the attack.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

96 Copyright 1999-2007 by Chimera Entertainment, Inc.

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

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

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

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

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

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

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

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

97 Copyright 1999-2007 by Chimera Entertainment, Inc.

Madrigal

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

98 Copyright 1999-2007 by Chimera Entertainment, Inc.

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

Because ultralight weapons are so light.00. and has give.505 diameter pole that sells for under $5. so you can use a little more CPVC. With 3” of overlap you have a core that is 68” long. . Role Play your swings. Two handed weapons of different lengths should use similar ratios so they are not too whippy but have give at the striking end. Search for polyethylene pipe insulation. . 3 . Weapons have traditionally used 5/8" green Climatube 80 pipe insulation. 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. but it is needed if you intend to make ultralight two handed weapons. 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.mcmastercarr. we are especially careful to insure that those using these weapons role play their swings properly. One handed weapons use the . This leaves you room for the required 1” overlap of pipe foam on each end and a 2” thrusting tip. .610 core #4530K162 Ultralight . I would suggest both the adhesive and a small amount of strapping tape.Pad the Striking Area Next you will have to add the padding to the striking surface of the weapon. You should use 36” of aluminum and 27” of CPVC. This leaves you room for the required 1” overlap of pipe foam on each end and a 2” thrusting tip. this is considered a privilege and players who perpetually swing from the wrist and machine gun will lose this privilege. 72” weapons should have 48” of aluminum and 23” of CPVC. Inc. 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.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.410 and .505.505 core #4530K161 Ultralight .610 Ultralight This core is a thicker version of the spiral wound fiberglass tubing that is purchased from the company called Into the Wind. The staff should have aluminum in the middle of the weapon with CPVC on either side where the striking ends are. Intended to be used as a kite pole.com.Madrigal so the CPVC fits snugly into the aluminum. The padding should be 5/8” pipe insulation. 64” weapons are a little shorter. If you wish to order it. Suitable replacement foam can be found through McMaster-Carr at 732-329-3200 or online at www. The staff should use the ratio of half its length as aluminum in the middle and one fourth as CPVC on each side. the core is light. The product numbers for un-slit foam that fits various cores are below: Ultralight . It is almost twice as expensive as . the part number is 4409. but the parent company has discontinued that foam. With 3” of overlap this gives you a core that is 60” long.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. Suggested lengths for long weapons are as follows. durable. Though we allow the use of these cores.

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

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

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

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

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

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

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

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

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

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

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

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

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

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