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MET LARP SRD

(2013 BNS MET System)

Certamen (Tremere Only)

Level 5
Thaumaturgy

Description

In spite of their erudite reputation, clan Tremere maintains an ancient tradition of magical dueling to settle disputes. The secretive practice, called Certamen, pits two magicians against one another in a contest of the arcane arts. Many a Tremere has made her career by mastering the intricacies of this form of magical combat which uses unconventional rules. By strict tradition, these duels are never discussed outside of the clan, nor are non-Tremere ever challenged in this manner.

System

Certamen is the formal magical duel practiced by members of clan Tremere involving runic circles and impressive displays of Thaumaturgy. It is traditionally used to resolve deep disputes between clanmates when negotiation has failed, but a superior may also order her subordinates to Certamen if she feels it is appropriate.

Certamen involves two duelists and a judge. No other parties are allowed to participate. A participant does not need to know the ritual to participate, as it is typically the judge who performs the ritual. 

A typical Certamen usually proceeds as follows: an aggrieved party will challenge another to Certamen and ask for terms that reflect the level of her grievance. The challenged party may accept or insist on different terms; however, seeking to downplay the level of a slight is viewed as cowardly. The challenged party traditionally selects the judge, which the challenger should accept within reason. When the judge is determined and agrees to oversee the Certamen, she will set the terms of the duel. Most often these terms may have already been agreed to by the participants, but the judge has final say. One or both of the participants may still withdraw, though to do so once a judge has been chosen carries significant shame.

The terms of the Certamen set forth the victory conditions. The parties should agree amongst themselves on the victory condition.  If the parties cannot agree, the judge decides the victory condition.  The duel ends immediately when the victory condition is met.  The following list outlines the various victory conditions to select from:

  • Judge’s Decision: Under this condition, the Certamen ends under some event of the judge’s choosing and the judge will choose a winner. For example, the duel will last for 7 turns, after which the judge will determine a winner. Other terms may also have a judge’s decision clause for the sake of length. Alternatively, the judge may rule the contest will last until one participant successfully uses three different Thaumaturgy powers or three different Thaumaturgy paths on her opponent.

  • Capture the Runic Circle: The Certamen ends when one participant captures her opponent’s runic circle. This condition is considered met when a participant is the only one standing in her opponent’s circle and takes no damage for an entire turn.

  • Incapacitate Opponent: More serious matters call for the incapacitation of one of the participants. The judge will end the match before final death can occur.

  • Death of Opponent: Reserved to settle only the most serious accusations such as treason, the Certamen ends when one party has killed the other.

The judge will prepare the Certamen area. Depending on the mood of the judge, the space available, or the nature of the challenge, it can take one of many forms. Solemn duels may feature two circles in an outdoor setting to take place in the last minutes before sunrise, and more politicized duels may involve wide spaces with ample room for spectators and multiple runic circles. The judge will determine the specifics of the arena, including its size, number of runic circles, and how far apart they are set.

Next is the construction of the runic circles. A single runic circle is 2 steps across. A Certamen has at least 2 runic circles, one for each participant. However, it is common enough for a Certamen to feature multiple runic circles for either side. Typically, this is an equal number of circles for each side, as a participant who has fewer is seen as having a disadvantage. Once this number is chosen, each participant may take turns constructing a runic circle with the challenger going first. Note that other rituals that modify the arena space, including those that construct defensive measures, are not allowed as part of Certamen. To receive the benefits of a runic circle, a participant must be the only one standing within it, and she must be entirely within it. Circles are never created concentrically, and participants cannot receive benefits from multiple circles by attempting to straddle two or more. The types of runic circles are:

  • Enhancing: The participant chooses a path of Thaumaturgy when she creates this runic circle. She receives a +2 wild card bonus when using her primary path of Thaumaturgy while standing within the circle.

  • Regenerating: A participant standing in this circle recovers 1 point of normal or aggravated damage at the end of each turn.

  • Rejuvenating: A participant standing in this circle recovers 2 points of Blood at the end of each turn.

  • Stoic: A participant standing within this circle receives a +2 wild card bonus to her defensive pools.

  • Quicksilver: If a participant is standing within this runic circle, she may use the Burst of Speed combat maneuver for free and apply a +5 bonus to her initiative score.

It is believed that there may exist other types of runic circles which function within Certamen but that have been forbidden or lost over time. Certain secret societies and even members of the Tremere hierarchy are believed to have their own secret runes that they jealously guard, should anyone be foolish enough to challenge them. Runic circles are part of the Certamen ritual and do not function outside of a proper Certamen duel.  

Once the runic circles are constructed, the judge will set any additional terms. Traditionally, all Thaumaturgy is allowed, as are Celerity, Potence, and Fortitude. Usually, participants are allowed time in advance for ritual preparation, though this may be measured, limited, or even forbidden depending on the contest. In contests where the aim is to capture the opponent’s runic circle, the disciplines of Dominate and Presence are traditionally forbidden. Use of Possession or other powers where the participant does not compete in her own body are always forbidden. Other clans’ disciplines such as Dementation, Protean, and Obtenebration are not allowed without prior agreement, as the duel is intended to be a contest of magic. Vicissitude is not permitted under any circumstances nor is Obeah or Valeren.

At the appointed time, each participant will take their place in one of her runic circles which will serve as her primary runic circle. The combat begins at the judge’s signal, and each party may act on their initiative. The ritual prevents any magical effects from leaving the designated area, such as a stray Flame Bolt or uses of Firestorm. Any magic used within the dueling area also takes on a more pronounced aesthetic; Force Bolts visibly ripple the air and Lightning Bolts surge with dramatic effect.

Certamen ends once the chosen victory condition is met or if the judge calls for a halt in the contest, in which case the judge will then determine a winner or a draw.