Celerity: Difference between revisions

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(Added "Unseen Strike" from Players Guide.)
(Added "Fluent Swiftness" from Gehenna War.)
 
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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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== TRAVERSAL ==
== STASIS ==
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'''Celerity''' •••
'''Celerity''' •••


'''Amalgam:''' Presence ••


''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.''
 
''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
'''Cost:''' One Rouse Check


'''Dice Pools:''' Dexterity + Athletics
'''Dice Pools:''' Manipulation + Presence vs Composure + Resolve




'''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.
'''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:''' One turn
'''Duration:''' Varies (see system)


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''<sub>Core Book, pg. 253</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
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== WEAVING ==
== TRAVERSAL ==
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'''Celerity''' •••
'''Celerity''' •••


'''Prerequisite:''' Rapid Reflexes


''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.''


''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


'''Cost:''' One Rouse Check
'''Dice Pools:''' Dexterity + Athletics




'''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.
'''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 scene
'''Duration:''' One turn


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''<sub>Players Guide, pg. 71</sub>''
''<sub>Core Book, pg. 253</sub>''
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== STASIS ==
== WEAVING ==
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'''Celerity''' •••
'''Celerity''' •••


'''Amalgam:''' Presence ••
'''Prerequisite:''' Rapid Reflexes




''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.''
''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
'''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.
'''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:''' Varies (see system)
'''Duration:''' One scene


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''<sub>Homebrew Content, pg. XX</sub>''
''<sub>Players Guide, pg. 71</sub>''
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== DRAUGHT OF ELEGANCE ==
== BLURRED MOMENTUM ==
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'''Celerity''' ••••
'''Celerity''' ••••




''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.''
''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.''




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'''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.
'''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:''' One night; for vampires, until the next feeding or the vampire reaches Hunger 5
'''Duration:''' Until the user lets it lapse


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''<sub>Core Book, pg. 254</sub>''
''<sub>Players Guide, pg. 72</sub>''
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== UNERRING AIM ==
== DRAUGHT OF ELEGANCE ==
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'''Celerity''' ••••
'''Celerity''' ••••
'''Amalgam:''' Auspex •••




''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.''
''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.''




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'''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.
'''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:''' A single attack
'''Duration:''' One night; for vampires, until the next feeding or the vampire reaches Hunger 5


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== BLURRED MOMENTUM ==
== UNERRING AIM ==
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'''Celerity''' ••••
'''Celerity''' ••••
'''Amalgam:''' Auspex •••




''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.''
''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.''




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'''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.
'''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:''' Until the user lets it lapse
'''Duration:''' A single attack


<div style='text-align: right;'>
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''<sub>Players Guide, pg. 72</sub>''
''<sub>Core Book, pg. 254</sub>''
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Latest revision as of 15:03, 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


Discipline celerity.png
  • 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.