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Celerity

Celerity
The Embrace gifts some vampires with startling speed and reflexes. They can use Celerity to move with amazing swiftness in times of stress. Mortals, and even Kindred lacking this Discipline, move as if in slow motion compared to the astonishing blur the vampire becomes.


Celerity is common among the Assamite, Brujah and Toreador clans. The Assamites use this ability to strike down their foes before the victims are even aware of the attack. Brujah delight in the advantage this Discipline gives them against superior numbers of opponents. Toreador are more likely to use Celerity to lend preternatural grace to live performances such as dance or extraordinary speed when creating sculptures or paintings - however, they can be as terrifying as any Assamite or Brujah when angered. 


System: The character spends a single blood point. The next turn, she gains a number of additional full actions equal to her Celerity rating. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn). So a vampire with Celerity 4 who spends a blood point may perform a total of five physical actions in her next turn. The actions occur at the end of the turn (the vampire's regular action still takes place per her initiative roll).


Normally, a character without Celerity must apply a dice pool penalty if she wants to take multiple actions in a single turn. A character using Celerity performs his extra actions (including full movement) without penalty, gaining a full dice pool for each separate action. Extra actions gained through Celerity may not in turn be split into multiple actions.

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OOOOO O Precision (Celerity Level 6)
 While many elder Cainites simply develop their superhuman reflexes to truly amazing levels, 
others find new and varied uses for the ability -- like Precision. This focused technique 
allows its weilder to apply all of his intense energy to the smallest of targets. He 
effectively increases his fine manipulation capabilities  beyond those of the most advanced 
mechanical lathes by moving so quickly as to disturb absolutely nothing save that which he 
actually touches. Cainite sculptors who have mastared Percision are capable of creating works 
of near-microscopic detail by striking so swiftly as to remove only the tiniest shavings of 
wood or stone. A certain medical specialist of the vizier caste is reputed to be capable of 
wielding surgical tolls so deftly as to be able to reattach severed spinal tissue.
SYSTEM: The player spends two blood points and a Willpower point and rolls Dexterity + crafts 
(diff. 6, substituting an appropriate ability for Crafts at the Sotrytellers's discretion). For 
each success, the player may add one dice to all rolls pertaining to precision, fine 
manipulation or moving something without disturbing its surroundings. This power lasts for a 
number of minutes equal to the character's Celerity rating.
 The character is in something of a trance state as she concentrates on channeling all her 
speed into tiny, flickering motions. Any actions that do not involve fine manipulation are at a 
+2 difficulty. Even conversation is a strain. The character may voluntarily withdraw from 
Precision before its duration elapses, but all benefits are lost without a subesquent 
re-invocation of the power. Under no circumstances does Precision give any benefits in combat 
(though it may allow the preparation of weapons of fiendish intricacy).


OOOOO O Projectile
Despite the fact that a vampire with Celerity moves at incredible speeds, by some quirk of metaphysics any bullets 
he fires or knives he throws while in this state don't move any faster than they normally 
would. Scientifically minded Kindred have been baffled by the phenomenon for centuries, but 
more pragmatic ones have found a way to work around it. Projectile enables a vampire to 
take his preternatural speed and transfer it into something he has thrown, fired or launched.

System: Projectile requires the expenditure of a blood point. In addition, the player must 
decide how many levels of his character's Celerity he is putting into the speed of the l
aunched object. Thus, a character with Celerity 6 in addition to Projectile could decide 
to put three dots' worth of speed into a knife he is throwing, and use the other three dots 
as extra actions as per normal. Each dot of Celerity infused into a thrown object becomes 
an automatic success on the attack's damage roll, assuming the knife/hatchet/spear/bullet 
actually hits.

Celerity

OOOOO O Tireless Tread
As much as physical conflict, part of the initial Anarch revolt was spent fleeing from unfavorable odds 
and vengeful elders. This power made some of those exoduses possible, enabling the Kindred of those 
early nights to put far much more ground between themselves and their antagonists than the rest of the 
world could imagine at the time. As long as the anarch devoted himself to escape, he could cover 
enormous distnaces in a single night.

This power has fallen into some disuse in the modern nights, given the prevalence of transportation 
methods that make it a bit obsolete. The most significant benefit it still has, however, is a virtual 
inability to trace. Those flying on planes or riding buses require tickets, and even a properly 
registered car leaves a paper trail or bears a license plate. When a kindred invokes Tireless Tread, 
however, the only evidence of her passing is herself.

System: This power costs one blood point per night. The kindred simply walks and does nothing else over 
the course of the night. Perhaps "walks" is a bit misleading, as the Kindred covers a distance of 50 
miles per hour. This power must be used for at least 8 hours, meaning the kindred must travel a 
distance of at least 400 miles. Any less and the power fails to work initially. The kindred finds a 
rhythm and stays in it as opposed to merely sprinting for 8 hours. If the kindred tarries to much along
her way, she will find herself unable to find that traverler's pace, and the power will fail entirely.


OOOOO OO Stutter-Step
Calling upon her preternatural speed, a Kindred using this power appears to undertake several 
actions at once, "flickering" from one action to the next. This is particularly useful in 
combat, as one's foe cannot guess which of the actions he perceives is the one with which hte 
character follows through. The character seems to be a dervish while this power is in effect, 
beginning countless feints, dodges and parries.

SYSTEM: The player spends a Blood Point to activate this power. For the turn in which the 
character calls upon this power, she may add her full Celerity rating to her Dodge, Block or 
Parry pool. This pool may be also distributed among multiple actions -- a character with this 
power can use it in a successsion of Dodges, moving too fast for the eye to perceive, much like 
the fluttering of a hummingbird's wings.

 

OOOOO OO Flower of Death
In combat, as in all things, speed kills. A proper application of Celerity in combat can 
turn even the meekest Cainite into a walking abattoir. How much more deadly, then, is a 
vampire with the ability to utilize his preternatural speed to the utmost in combat? The 
answer to that question is "Rather a lot." Flower of Death allows a vampire to take his 
Celerity and apply it in full to each hand-to-hand or melee attack he makes.

System: Flower of Death costs four blood points, but the spectacular effect is well worth 
it. Once the power is in effect, a number of dice equal to the vampire's normal Celerity 
rating gets added to every dice pool for attack the character makes until the end of the 
scene. The effect is limited to hand-to-hand or melee weapon attacks firearms, bows and 
whatnot are excluded and does not grant the attacker additional dice for damage rolls. 
Flower of Death is not cumulative it is impossible to "layer" uses of the power over one 
another to create astronomical dice pools.


00000 000 Zephyr
Zephyr produces an effect vaguely similar to one of the legendary comic book-style uses of 
enhanced speed, allowing its practitioner to run so fast he can run across water 
(he's moving so fast he doesn't have time to sink). Particularly successful applications of 
Zephyr allow a vampire to go so far as to run up walls and, in at least one recorded 
instance, across a ceiling, though the latter is more of a parlor trick than anything else.


System: Zephyr requires the expenditure of a point each of blood and 
Willpower. Unfortunately, Zephyr requires such extremes of concentration that it cannot be 
combined with any form of attack, or indeed, with most any sort of action at all. If a 
character using Zephyr feels the need to do something else while moving at such tremendous 
speeds, a Willpower roll (difficulty 8) is required. Needless to say, botches at Zephyr 
speed can be spectacular in all the wrong ways.

Most times, a vampire moving at such a rate of speed is barely visible, appearing more as a 
vampire-shaped blur than anything else. Observers must succeed on a Perception + Alertness 
roll (difficulty 7) to get even a decent look at a Kindred zooming past in this fashion.

 

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