Certamen

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These rules are still in beta testing and are not official

Correspondance

  • Gladius - As a Gladius attacks with Per+Sphere. +1 difficulty to disarm on a strike rather than +3
  • Aegis - As an Aegis defends with Per+Sphere. +1 difficulty to disarm on a block rather than +3
  • Reserve - Tapping this sphere while in reserve creates multiple images of the Locus, allowing one full Locus Dodge per level in this sphere, but consumes one point of Quintessence from the Locus.

Entropy

  • Gladius - As a Gladius attacks with Wits+Sphere. Drains one extra quintessence per hit, but consumes this rather than transferring back to the attacker’s Locus.
  • Aegis - As an Aegis defends with Wits+Sphere. On a successful block weakens the attacking Gladius, reducing its attack pool next attack by the difference.
  • Reserve - Tapping this sphere while in reserve contaminates the mage’s own Locus, destroying up to Sphere level in Quintessence, but if this Quintessence is stolen, it will corrode an equal amount of the opponent’s Quintessence when added to her Locus.

Forces

  • Gladius - As a Gladius attacks with Wits+Sphere. Subtracts -1 from attack difficulties.
  • Aegis - As an Aegis defends with Wits+Sphere. Adds +1 to disarm difficulties.
  • Reserve - Tapping this sphere while in reserve consumes one point of Quintessence, but adds the Forces sphere level in die to one attack or defense.

Life

  • Gladius - As a Gladius attacks with Dex+Sphere. Life has no other special powers, but it allows the mage to use his physical prowess to strike quickly at the enemy.
  • Aegis - As an Aegis defends with Str+Sphere. Similar to the Gladius, this allows the mage to use his physical prowess to catch enemy attacks.
  • Reserve - Tapping this sphere while in reserve, the mage may use his Stamina to soak an attack rather than Prime. This inflicts 1 Health Level of unsoakable bashing damage, with all the associated wound penalties. Most Certamen Marshalls will call a match before allowing a mage to knock themselves insensate in this manner, but it has been known to happen.

Matter

  • Gladius - As a Gladius attacks with Int+Sphere. A Matter Gladius is a massive and imposing and often hideously complex thing, and cannot be disarmed.
  • Aegis - As an Aegis defends with Int+Sphere. Adds +1 to the difficulty of all incoming attacks.
  • Reserve - Tapping this sphere while in reserve can be used to counteract the effect of damage to the Gladius or Aegis, instantly repairing damage equal to the level of this Sphere.

Mind

  • Gladius - A mind mage can use any mental Attribute to attack. This elusiveness adds +1 to all difficulties to block or disarm the Gladius. Each consecutive attack in which the Mind Mage switches the Attribute used increases this by +1, to a maximum of +3 as the opponent becomes increasingly confused.
  • Aegis - The mage may use any mental Attribute to defend, however this grants no other special bonuses.
  • Reserve - By tapping this sphere in reserve the mage can pay 1 Quintessence to instantly switch either her Gladius or Aegis, either with each other, or another sphere held in reserve - or did she have it in her hand all along? This ability can be used as many times per Certamen match as the mage has dots in Mind.

Prime

  • Prime has no special powers, but acts as the soak dice for the Locus.
  • The mage may also use her rating in prime to transfer that much quintessence (restricted by avatar limit of course) from the Locus to use to reduce Gladius or Aegis difficulties. This must be declared before the roll.
  • Finally, the mage may - if Tass refuelling is allowed (or if it isn’t and she’s cheating) refuel her Locus with Tass by her level of Prime (again, restricted by avatar limit).

Spirit

  • Gladius - As a Gladius attacks with Wits+Sphere. A Spirit Gladius can be re-armed instantly out of reserve without taking an action.
  • Aegis - As an Aegis defends with Wits+Sphere. A Spirit Aegis can be re-armed instantly out of reserve without taking an action.
  • Reserve - Tapping this Sphere while in reserve costs one Quintessence and allows the Mage to merge the qualities of two Spheres for use by his Gladius or Aegis. Note that if he uses his Gladius and Aegis for this, one of these will be unusable while this power is in effect. The spheres used in this manner cannot roll die higher than the mage’s Spirit sphere.

Time

  • Gladius - As a Gladius attacks with Per+Sphere. A temporal Gladius strikes rapidly, fleeting in and out, giving +1 to opponent’s block difficulties, and a +1 difficulty for opponent to disarm
  • Aegis - As an Aegis defends with Per+Sphere. A temporal Aegis is similarly difficult to catch, giving a -1 to block difficulties, and a +1 difficulty for an opponent to disarm.
  • Reserve - Tapping this Sphere while in reserve allows a Mage to add his level in Time to his initiative roll for the next round (so cannot be used on the first initiative roll of the match).