Celerity Spell in The Golden Age | World Anvil
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Celerity

Description

 

For some Cainites, the mortal world moves in slow motion. In times of stress, vampires with Celerity can move with amazing speed, becoming blurs of motion to anyone, mortal or immortal, who does not possess the Discipline. Celerity is common to the Banu Haqim, Brujah, and Toreador clans. The Banu Haqim utilize the Discipline to strike down their foes before they can mount a counterattack. Toreador are more likely to use the Discipline to lend supernatural grace to live performances such as a dance, but can be as terrifying as the Children of Haqim if they are angered.

 

Normally each dot provides an additional action that can be used for movement, attacking, or other physical feats in a single round without penalties for multiple actions. This extraordinary speed violates the laws of physics in that the Cainite does not experience any change in momentum, friction, etc. A knife thrown by someone using Celerity is not any faster, and a vampire moving at incredible speeds will never catch fire no matter how fast they move.

 

Although Celerity is a common discipline, its similarity to Temporis seems to place its origin with Clan Brujah. Any vampire who learns Temporis (and any True Brujah, who have an affiliation in the blood for it) may never learn or use Celerity.

 

As part of the Curse upon Caine, heavy reliance on Celerity can lead to impatience with the slow pace of nightly life, leaving the vampire hungry and exhausted after each use. Becoming too accustomed to the slow world that a vampire sees when Celerity is active can lead to disorientation when the world "speeds up" as the Discipline ends.

 

No ability allows Celerity retest, but actions performed under the influence of Celerity may retested as usual.

 

(Source: https://whitewolf.fandom.com/wiki/Celerity_(VTM), CC-BY-SA )

   

Abilities

 

Basic

  • Alacrity (Faith & Fire p.160)
  • Swiftness (Faith & Fire p.160)
 

Intermediate

  • Rapidity (Faith & Fire p.160)
  • Legerity (Faith & Fire p.160)
 

Advanced

  • Fleetness (Faith & Fire p.160)
 

Elder

  • Precision: Enter a trance where you can operate with exceptionally fine manipulation. (See Clanbook: Assimite (Revised) p.64)
  • Projectile: Throw objects with the speed of your Celerity. (See Camarilla Guide p.46)
  • Quickness: Expend a blood and gain yet another additional turn. All previous celerity levels are activated. (See Faith & Fire p.161)
 

Master

  • Flower of Death: Use your Celerity to gain bonuses to attacking. (See Camarilla Guide p.47)
  • Stutter-Step: Use your Celerity to gain bonuses to defense (See Clanbook: Brujah (Revised) p.68)
  • Velocity (See Laws of Elysium p.62)
 

Ascendant

  • Zephyr: Move so fast that you seem to defy gravity. (See Camarilla Guide p.48)
 

Methuselah

  • Between the Ticks: Expend a blood and a Willpower, you gain an automatic success on all attacks delivered to an opponent with less than advanced Celerity. You have an extra action against those with advanced Celerity. All attacks delivered by those with less than advanced Celerity are considered to be automatic failures. You can declare fair escape at any time. (See Camarilla Guide p.49)

Progenitor Flaw

Cainites who have this as a Progenitor Discipline have become too accustomed with quick action. This has slowly stripped them of their ability to make rational decisions.

 

Curse

Flaw: Short-fuse

(See: Faith & Fire, p.139)  

Benefit

Free Trait in a combat-related ability


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