Celerity

The ability to strike fast, dodge blows, and escape pursuers allows Kindred to become extremely effective predators. Celerity enables vampires to move faster than any natural creature, though it does more than grant a supernatural speed, with vampires employing it actually appearing to think almost as fast as they act. While some vampires use to slice and stab at enemies without fear of riposte, others simply use it to get from A to B faster than any other person on foot.

Clans: Banu Hakim, Brujah, Toreador

Characteristics

Type: Physical

Masquerade threat: Medium- High. Most Celerity powers are clearly inhuman, the only saving grace being that they’re very hard to catch on film or photograph.

Blood Resonance: Choleric. Fear and utter terror, runners, athletes, amphetamine and alkaloid users, habitual players of first-person shooters and other twitch games.

Level 1

Cat’s grace

The vampire gains a balance and grace equal to and surpassing world-class trapeze artists. They can walk and even run across ledges and wires effortlessly and can keep their balance on the slimmest of supports.

Cost: Free

System: The user automatically passes any Dexterity- or Athletics-based roll needed to keep their balance. Note that this power does not allow them to balance on support that cannot take their weight.

Duration: Passive

Rapid reflexes

While their bodies still can’t defy the laws of nature, vampires with this power perceive events instantly and can react to them with superhuman alacrity. They can observe incoming projectiles to the extent that they can attempt to dodge arrows and even bullets without available cover.

Cost: Free

System: With this power, vampires suffer no penalty to their defense pools for lack of cover against Firearms attacks. They can also take a minor action (see p. 298) worth up to two dice per turn, such as readying or reloading a weapon, for free.

Duration: Passive

Level 2

Fleetness

Their mastery of Celerity now allows the vampire to move and react with dizzying speed.

Dice Pools: Dexterity + Athletics

Cost: One Rouse Check

System: Add the Celerity rating to user's dice pool for non-combat Dexterity tests. Once per turn the user may also do this when defending with Dexterity + Athletics .

Duration: One scene

Rush Job

The vampire can perform time-consuming tasks with blinding speed, their fingers and hands blurring as they write, repair, or build things in record time. While the concentration required prohibits them from employing this speed on the offense, it does allow them to achieve non-violent ends faster when under duress or outright attack.

Cost: One Rouse Check

System: When active, this power lets the vampire complete Skill-related tasks that would otherwise take whole turns in the span of a few seconds, and can treat a full action as a minor action (Vampire: The Masquerade, p. 298). The power cannot be used to speed up attacks, defenses, or to perform any other actively resisted task but it does allow the vampire to, for example, jimmy a lock and fire a gun (the latter with a two-dice penalty, as per the minor action rules.)

Duration: One scene

Level 3

The vampire swiftly closes in on a foe, engaging or escaping in the blink of an eye. To an unprepared observer the user almost appears to teleport, a rush of wind the only sign of their passing.

Dice Pools: Dexterity + Athletics

Cost: One Rouse Check

System: The vampire moves in a straight line toward a target, covering any distance under 50 meters while still having enough time to perform an action, such as an attack, during the turn. If the terrain is in any way hazardous, the character needs to make a Dexterity + Athletics roll to avoid stumbling and coming to a halt on the way. The Storyteller may call for other contests as desired, especially if the vampire races a distant foe to an object or an action. Vampires engaging a foe with this power act as if already engaged when the turn begins.

Duration: One turn

Traversal

With blurring speed the vampire can run or climb along any surface, including vertical and even liquid mediums. While Traversal does not grant insect-like supernatural traction, running up or along walls present little problem. Walking on water remains impossible, but the vampire can run on water for a limited distance given a run-up.

Dice Pools: Dexterity + Athletics

Cost: One Rouse Check

System: Make a Dexterity + Athletics roll with a Difficulty of 3 (inclined surface with traction) to 6 (slick vertical surface, open water), depending on the surface and angle. Each point of margin gets the vampire further up or out; a margin of 0 gets to a close target, a margin of 1 to one farther than that, and so forth. The Storyteller should inform the player beforehand if a target is too distant to even attempt Traversal; as a rule of thumb, anything over water farther than 60 meters (or more than 30 stories up a building) probably exceeds this power’s range.

Duration: One turn

Weaving

Prerequisite: Rapid reflexes

A vampire with this power moves fast enough to perceive projectiles such as throwing knives or bullets as slow, and can sidestep them at leisure.

Cost: One Rouse Check

System: The user does not suffer diminishing dice pools when defending against multiple ranged attacks using Dexterity + Athletics. They can also add their Celerity rating to all such attempts while this power is active.

Duration: One scene

Level 4

Draught of elegance

The Blood of the vampire becomes saturated with the power of Celerity, conveying a part of that power to anyone who drinks of it. While this is also a first step towards a Blood Bond, already bound thralls or servants have little use for such worries, and even non-bound allies might decide to brave a sip for the sake of temporary power.

Cost: One Rouse Check

System: Drinking a Rouse Checks worth of Blood directly from the user gifts the drinker with temporary Celerity equal to half the Celerity dots (rounded down) of the donor. The drinker gains the same non-Amalgam powers as the donor’s, up to that level.

Duration: One night; for vampires, until the next feeding or the vampire reaches Hunger 5

Unerring aim

Amagalm: Auspex 2

The world around them slowing to a crawl, the vampire can aim and throw or fire any weapon at a target as if the target were stationary

Cost: One Rouse Check

System: Use before making a ranged attack. The target makes no roll to dodge or defend; make the attack at Difficulty 1.
An opponent possessing Celerity 5 can nullify this power by making their own Rouse Check, defending at the same speed.

Duration: A single attack

Blurred Momentum

The vampire’s movement becomes a jittering blur, making it extremely difficult to land attacks on them even when they are not aware of the opponent or actively defending.

Cost: One Rouse Check per turn

System: Attacks that achieve fewer successes than the user’s Celerity rating always miss, no matter the result of a defense or dodge test (if any). This also works against surprise attacks or other attacks that disallow defense tests, such as Lightning Strike. Activating this power requires one Rouse Check and extending it requires an additional Check for each turn it is kept active.

Duration: Until the user lets it lapse

Level 5

Lightning strike

Faster than the eye can follow, the vampire can strike with fist or melee weapon at such speed that the opponent is unable to defend or take evasive action.

Cost: One Rouse Check

System: Use before making a Brawl or Melee attack. The opponent makes no roll to dodge or defend; make the attack at Difficulty 1.
An opponent possessing Celerity 5 can nullify this power by making their own Rouse Check, defending at the same speed.

Duration: A single attack

Split second

The speed at which the vampire moves catches up with their supercharged perception, allowing them to react to events around them at a moment’s notice. Ambushers find their prey already standing behind them, and favors asked are completed before the words leave the supplicants mouth.

Cost: One Rouse Check

System: The player can supersede the Storyteller’s narration of events, within reason. They can choose to have their character move through a door before it closes, circumvent an ambush after it has been triggered, roll out of the way of an explosion, and so forth. The action taken must be reasonable and should not take more than a few seconds in real time. The Storyteller decides what Skills, if any, need to be checked to successfully accomplish an action begun using this power.

Duration: Roughly one action, as determined by the Storyteller.

Unseen Strike

Amagalm: Obfuscate 4

Prerequisite: Blink

This lethal power not only allows the vampire to vanish from plain sight but to instantly move to an enemy and deliver a fatal strike. A vampire skilled in this art can quickly turn the tables as they disappear in front of pursuers, escaping not only with their lives but with that of their prey as well.

Dice Pools: Dexterity + Celerity

Cost: Two Rouse Checks

System: This power combines effects of Blink with elements of the Obfuscate power of Vanish. To onlookers the vampire appears to disappear and the target is caught unawares, becoming subject to surprise attack. Unless the victim can react by beating the user’s Dexterity + Celerity with their Wits + Awareness in a contest, they are unable to defend against the attack and it is made against a set Difficulty of 1. (See Surprise Attacks in Vampire: The Masquerade, p. 300). If the attacker fails this test they still perform a regular attack, as per Blink power (Vampire: The Masquerade, p. 253), and Unseen Strike is also subject to the same movement restrictions as Blink.

Duration: One turn

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