Celerity: Difference between revisions
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''<sub>Core Book, pg. 252</sub>'' | ''<sub>Core Book, pg. 252</sub>'' | ||
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== FLUENT SWIFTNESS == | |||
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'''Celerity''' • | |||
''The vampire is able to call upon their supernatural speed effortlessly, and rarely tempt their Hunger when doing so.'' | |||
'''Cost:''' Free | |||
'''System:''' Whenever the vampire uses a Blood Surge to augment a Dexterity or Celerity test, they may reroll the Rouse Check. | |||
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''<sub>Gehenna War, pg. 46</sub>'' | |||
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''<sub>Core Book, pg. 253</sub>'' | ''<sub>Core Book, pg. 253</sub>'' | ||
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''<sub>Core Book, pg. 253</sub>'' | ''<sub>Core Book, pg. 253</sub>'' | ||
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== RUSH JOB == | |||
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'''Celerity''' •• | |||
''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 | |||
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''<sub>Players Guide, pg. 71</sub>'' | |||
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''<sub>Core Book, pg. 253</sub>'' | ''<sub>Core Book, pg. 253</sub>'' | ||
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== STASIS == | |||
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'''Celerity''' ••• | |||
'''Amalgam:''' Presence •• | |||
''Some particularly stoic Brujah are known to combine Presence and Celerity in such a way as to mimic control of time itself. You suspend your target’s perception of time so that time is effectively frozen for the target.'' | |||
'''Cost:''' One Rouse Check | |||
'''Dice Pools:''' Manipulation + Presence vs Composure + Resolve | |||
'''System:''' Make a Manipulation + Presence vs Composure + Resolve roll. If you win, your target is frozen in time, measured as a number of combat turns equal to the margin of successes. They can’t act nor be affected by Powers. | |||
'''Duration:''' Varies (see system) | |||
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''<sub>Homebrew Content, pg. XX</sub>'' | |||
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''<sub>Core Book, pg. 253</sub>'' | ''<sub>Core Book, pg. 253</sub>'' | ||
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== WEAVING == | |||
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'''Celerity''' ••• | |||
'''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 | |||
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''<sub>Players Guide, pg. 71</sub>'' | |||
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== WHIRLWIND == | |||
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'''Celerity''' ••• | |||
''The lightning-fast Kindred is capable of attacking multiple targets, seemingly simultaneously. Splitting attention among multiple targets becomes easier as you sharpen your focus, time seeming to slow as your mind and body move at unfathomable speeds.'' | |||
'''Cost:''' One Rouse Check | |||
'''System:''' This power allows a Vampire to add their Celerity rating, rounded down, to their attack pool before splitting the pool to attack multiple opponents. The dice pool can never exceed the original attack pool. | |||
'''Duration:''' One round | |||
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''<sub>Homebrew, pg. XX</sub>'' | |||
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= '''LEVEL 4''' = | = '''LEVEL 4''' = | ||
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== BLURRED MOMENTUM == | |||
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'''Celerity''' •••• | |||
''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 | |||
'''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 | |||
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''<sub>Players Guide, pg. 72</sub>'' | |||
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''<sub>Core Book, pg. 254</sub>'' | ''<sub>Core Book, pg. 254</sub>'' | ||
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== UNSEEN STRIKE == | |||
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'''Celerity''' •••• | |||
'''Amalgam:''' Obfuscate •••• | |||
'''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.'' | |||
'''Cost:''' Two Rouse Checks | |||
'''Dice Pool:''' Dexterity + Celerity vs Wits + Awareness | |||
'''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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''<sub>Players Guide, pg. 73</sub>'' | |||
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Latest revision as of 16:03, 16 September 2024
CELERITY
Bolting | Temporis | Slipping | Velocitas
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.
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.
Vampire does not ask players to move figures on a grid. We don’t provide precise meters-per-second equivalents for the speeds attained by Celerity, and even if we did, not every combat turn lasts the same number of seconds. The Storyteller decides how many floors of a staircase a vampire with Celerity climbs in a turn based on the results of the contest with its foes or based on dramatic necessity, not by using dots and multipliers.
But some players want to ground their game, at least slightly, in the specific. Usain Bolt, the fastest human being ever timed, runs nearly 45 km/hour. If you assume a dot in Dexterity equals 9 km/hour running flat-out, you have a thumbnail answer to the eternal question “Can my vampire catch that speeding car?” (“No.”) Of course in your game, a dot in Dexterity can mean whatever you need it to mean – but it mostly means an edge over those with one less dot in Dexterity.