Celerity: Difference between revisions

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== DRAUGHT OF ELEGANCE ==
== BLURRED MOMENTUM ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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


<div style='text-align: right;'>
<div style='text-align: right;'>
''<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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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Celerity''' ••••
'''Celerity''' ••••


'''Amalgam:''' Auspex •••


 
''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 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:''' 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


<div style='text-align: right;'>
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<br>
<br>


== BLURRED MOMENTUM ==
== UNERRING AIM ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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.''




Line 325: Line 325:




'''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;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 72</sub>''
''<sub>Core Book, pg. 254</sub>''
</div></div>
</div></div>



Revision as of 13:42, 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.