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Celerity

These powers are available only to those with access to the Celerity Discipline.   For each point a character possess in Celerity he adds 1 point to his Initiative score.  

Level 1

 

Rapid Reflexes

  When it comes to seizing the edge, few can match those who possess the power of Celerity.   Using the power of Celerity, the Vampire can perceive events instantly and react to them accordingly with superhuman alacrity. The Vampire can perform a second Reaction each turn.
  • Type: Upgrade
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: None
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Cats Grace

  Instead of channeling the power of Celerity towards speed the Vampire focuses on improving his natural sense of balance.   The Vampire can automatically pass all Athletics + Dexterity based checks related to balancing himself while walking along tight walkways, ropes or similar.
  • Type: Upgrade
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: None
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Quick Draw

  In combat life can be measured in seconds. Due to this many Kindred honed the art of Celerity to be blinding fast when drawing their weapons.   The Vampire can perform 1 free Draw or Reload Action each Turn. If he draws a weapon during Sudden Combat than he is not considered to have used his 1 reaction for the Sudden Combat round.
  • Type: Upgrade
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: None
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Quickened Predator

  The Kindred calls upon his blood to move quicker than his opponents.   The Vampires movement increases to 10.
  • Type: Upgrade
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: None
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Draught of Elegance

  The Vampire can infuse his own blood with the power of Celerity allowing anyone who drinks from it to exhibit some of his skills.   If the Vampire feeds his blood to an ally than for the remainder of the current and next Scene that ally can manifest a single Level 1 Celerity power (aside from Draught of Elegance).
  • Type: Power
  • Tag: Physical
  • Range & Targets: Targets a single Kindred or Ghoul that is able to feed from the Vampire.
  • Cost: 1 Rouse check + 1 Turn (for the Kindred using this Power) and 1 Turn (for the recipient of the bonus)
  • Conditions: Can only be used on a Vampire or Ghoul.
  • Risk: You are feeding some of your blood to another individual so questions can be asked.
  • Test: None
  • Resistance Roll: Stamina + Resolve (3 – if the target is denying the bonus)
  • Duration: Current and next Scene.

Level 2

 

Projectile

  Celerity is more than running or reacting quicker than a mortal can. Those with a flair for creative use find Celerity a great tool of turning mundane objects deadly.   The Vampire can throw an object with the speed of his Celerity. The deadliness of the object depends on the object itself and the Kindred's Celerity rating. Bellow is a quick reference for throwing a small stone:
  • Celerity 1 – the object has the same damage output as a small calibre bullet and is effective up to 10 meters.
  • Celerity 2 – the object has the same damage output as a large calibre bullet and is effective up to 10 meters.
  • Celerity 3 – the object has the same damage output as a large calibre bullet and is effective up to 50 meters.
  • Celerity 4 – the object has the same damage output as a large calibre bullet with low AP and is effective up to 50 meters.
  • Celerity 5 – the object has the same damage output as a large calibre bullet with high AP and is effective up to 50 meters.
A Vampire can always modify his throw to downgrade it to a lower damage output if he so choses but must declare this before launching the projectile.
  • Type: Power
  • Tag: Physical
  • Range & Targets: Depends on number of dots in Celerity.
  • Cost: 1 Rouse Check + 1 Action
  • Conditions: Must be able to throw a small hard object. It does not function on large objects.
  • Risk: To an onlooker seeing the effects of the projectile it quickly becomes apparent this can only be done by supernatural means.
  • Test: Celerity + Strength (3)
  • Resistance Roll: None unless the target has the ability to dodge a bullet.
  • Duration: 1 Action

Flawless Parry

  Celerity empowers the Vampire enough to be able to deliver a perfect parry to any attack.   Increase the Vampires Defence rating when using the Parry reaction by 3. Furthermore, whenever a target makes an unsuccessful melee attack against the Vampire when Parry was used then the Vampire may immediately make a single Attack action against the attacker.
  • Type: Reflexive
  • Tag: Physical
  • Range & Targets: Targets a single melee attack.
  • Cost: 1 Rouse Check
  • Conditions: Must be a melee attack
  • Risk: None
  • Test: Nothing to increase your Defence rating by 3 but the attacker must fail his attack roll against your Defence in order for you to make an Attack action.
  • Resistance Roll: None
  • Duration: 1 Attack.

Unerring Aim

  Exploring the abilities of Celerity further the Vampire discovers he can use the supernatural reflexes to quickly adjust his aim in order to hit a target in motion.   This power is activated in conjunction when using a firearm. If the initial Firearms + Dexterity test fails to hit the target the Kindred can immediately make a second Dexterity + Celerity roll to see if the shot hits the target applying a 1 Point Bonus for each dot the Kindred currently possess in Celerity.
  • Type: Reflexive
  • Tag: Physical
  • Range & Targets: Targets the same individual that a Firearms + Dexterity shot just missed.
  • Cost: 1 Rouse Check
  • Conditions: Must be used in conjunction with a ballistic attack made with a firearm.
  • Risk: This ability is easily missed in the heat of the moment and the Vampire is simply considered an excellent shot.
  • Test: Dexterity + Celerity (difficulty is the same as the initial Firearms + Dexterity test)
  • Resistance Roll: None
  • Duration: 1 Attack.

Fleetness

  The Kindred is quickly becoming an adept at using his powers of Celerity and moves with supernatural grace.   Permanently increase the Kindreds Dexterity by 2.
  • Type: Upgrade
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: None
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Level 3

Precision

  The power of Celerity permeates the Vampire’s body granting the ability to be precise in its movements to a supernatural degree.   The Vampire can re-roll 1 dice on any rolls involving Dexterity. In addition, he may perform a Rouse check to re-roll 3 dice instead of 1. He cannot re-roll red dice.
  • Type: Upgrade or Reflexive
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None or 1 Rouse Check (if trying to re-roll 3 dice).
  • Conditions: None
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Quickness

  Infusing his body with the power of Celerity the Vampire enhances his normal motor functions to be able to act faster than is physically possible.   This power can be activated at the end of the Vampire’s 2nd action. The Vampire gains a 3rd Action for that Turn.
  • Type: Reflexive
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: 1 Rouse Check
  • Conditions: None
  • Risk: Onlookers will see that the Vampires reaction time is nothing short of superhuman.
  • Test: None
  • Resistance Roll: None
  • Duration: 1 Action

Blink

  The Vampire swiftly closes in on a foe or escapes in the blink of an eye. The uninitiated often see this as a form of teleportation but, the Vampire simply focuses his Celerity into a single surge of speed.   The Vampire can move in a straight line towards the target closing a distance of up to 50 meters (or 3 times the Kindreds movement value). If the Vampire is running over difficult ground or is making a turn a test of Celerity + Athletics (3) is needed. During this movement other parties cannot make a Reaction unless they possess Celerity or similar powers.
  • Type: Power
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: 1 Rouse Check + 1 Action
  • Conditions: Must move a minimum of 5 meters in a straight line initially.
  • Risk: To an onlooker the Vampire appears to have teleported from point A to point B. High quality security surveillance can catch the Vampire on its recordings although an observer will still easily miss the live feed.
  • Test: Celerity + Athletics (3 – if running over difficult ground or is making a turn)
  • Resistance Roll: None
  • Duration: 1 Action

Level 4

Momentum

  Even those who are weak of arm can deliver a devastating blow when using celerity to their advantage.   For a single Strength + Brawl test add 1 Bonus Point to the roll for each dot you currently possess in Celerity.
  • Type: Reflexive
  • Tag: Physical
  • Range & Targets: Targets only the Vampire himself.
  • Cost: 1 Rouse Check
  • Conditions: Must be used in conjunction with a Strength + Brawl test. Can only be used once per Turn.
  • Risk: You deliver a blow with such kinetic might it startles those around you.
  • Test: None
  • Resistance Roll: None
  • Duration: 1 Test.

Flower of Death

  This uniquely named ability was initially perfected by a Toreador who became enraptured with the beautiful movements of the Assamite sword play.   For this power to have an effect the Vampire must be using a Melee weapon to attack a target. If the Vampire directs a second (or third) Action to attack a single target that he already attacked previously this Turn, then he automatically adds 3 Successes to his Dexterity + Melee roll. He cannot use this power for a Strength + Melee roll.
  • Type: Reflexive
  • Tag: Physical
  • Range & Targets: Targets a single individual within Melee range.
  • Cost: 1 Rouse Check
  • Conditions: The Vampire must be using a Melee weapon and attacking an opponent he already attacked once this Turn. Can only be used once per Turn.
  • Risk: Onlookers will be mesmerized by your swordplay.
  • Test: None
  • Resistance Roll: None
  • Duration: 1 Test.

Level 5

 

Lightning Strike

  The Kindred moves at speeds that defy what is physically possible.   Faster than the eye can follow the Vampire can strike with his fists or Melee weapons at such speeds the opponent is unable to defend themselves. Unless targeting an adversary with Celerity, or a similar power which would allow supernatural movement, then as longs as the test is passed the attack hits home. The target cannot make a Reaction and the attacker ignores the targets Defence rating. Other parties also cannot make Reactions unless they have the power of Celerity or similar. If your using a Melee weapon than apply the melee weapons damage output.
  • Type: Power
  • Tag: Physical
  • Range & Targets: A single target within Run range.
  • Cost: 2 Rouse Check + 1 Action (includes the movement and attack)
  • Conditions: None
  • Risk: To an onlooker the Vampire disappears and reapers with his attack already making contact with an enemy.
  • Test: Celerity + Dexterity or Strength (5)
  • Resistance Roll: Celerity + Dexterity (if the target possesses Celerity or an ability like it)
  • Duration: 1 Action

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