Celerity: Difference between revisions

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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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</div></div>


<br>
<br>


== STASIS ==
== WEAVING ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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:''' 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 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)
'''Duration:''' One scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
''<sub>Players Guide, pg. 71</sub>''
</div></div>
</div></div>



Revision as of 12:41, 2 April 2023

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.