Celerity (VTM)
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| Name: | Celerity |
| Symbol: | |
| Pronunciation: | |
| Clans: | Brujah, Toreador. |
| Bloodlines: | Assamite Viziers, Assamite Warriors, City Gangrel, Ishtarri, Osebo, Shango |
Celerity is a Discipline that grants vampires supernatural speed and finesse by expending vitae. Normally each dot provides an additional action that can be used for movement, attacking, or other physical feats in a single round without penalties for multiple actions. This extraordinary speed violates the laws of physics in that the Cainite doesn't experience any change in momentum, friction, etc. A knife thrown by someone using Celerity isn't any faster, and a vampire moving at incredible speeds will never catch fire no matter how fast they move.
Contents |
[edit] Official Abilities
There are no individual powers for Celerity until level 6. At that point characters may choose to gain additional Celerity actions or choose a unique power. Included below are the official powers described in supplements for Vampire: The Masquerade and Dark Ages: Vampire. Sources are described below in the order they were printed.
[edit] Advanced Powers
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[1]
- Flawless Parry: Make perfect defensive motions at the expense of taking no other action
- Precision: Enter a trance where you can operate with exceptionally fine manipulation
- Projectile: Throw objects with the speed of your Celerity
- Tireless Tread: Run at 50 miles per hour for at least eight hours
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[2]
- Celerity Refinement: Choose to spend vitae for Celerity as you need them, rather than declaring them beforehand
- Flower of Death: Use your Celerity to gain bonuses to attacking instead of taking extra actions
- Stutter-Step: Use your Celerity to gain bonuses to defense instead of taking extra actions
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[3]
- The Unseen Storm: Move so fast you are truly invisible
- Zephyr: Move so fast that you seem to defy gravity
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Paragon of Motion [4]: Perform most physical acts without fail
[edit] Mind's Eye Theatre Standard Powers
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[6] Alacrity: Expend a blood and gain the ability to preempt any physical actions taken in the same turn if you're aware of them.
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[7] Swiftness: Expend a blood and gain an additional action that turn as well as the bonuses of Alacrity
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[8] Rapidity: Expend a blood and you gain the bomb (beats rock and paper, loses to scissors) on any challenge involving speed as well as all previous celerity abilities
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[9] Legerity: Expend a blood and gain another additional turn as well as all previous celerity abilities. So you get two extra turns, one from Swiftness the other from Legerity
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[10] Fleetness: Expend a blood trait and you now win on ties for all tests involving speed, activates all previous celerity powers.
[edit] Advanced Powers
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[11]
- Quickness: Expend a blood and gain yet another additional turn. All previous celerity levels are activated
- Projectile: Expend a blood and choose how many levels of celerity you wish to grant the object that is being thrown or fired.The object gets an additional trait for each level of celerity given to it, however you can no longer use those levels of celerity. If the object did bashing damage it now becomes lethal, if the object inflicts lethal damage it now does an additional level of damage.
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[12]
- Flower of Death: Expend 3 blood traits and you gain a additional number of traits to all your attacks as you have levels in celerity, cannot be used with other celerity powers except for Rapidity.
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[13]
- Zephyr: Expend a blood and a willpower, you can now run on water, walls, or even on ceilings. You must be continuously moving. You may declare fair escape no matter where you're at, but to take an action you must win a simple test
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[14]
- Between the Ticks: Expend a blood and a willpower, you gain an automatic success on all attacks delivered to an opponent with less than advanced celerity. You have an extra action against those with advanced celerity. All attacks delivered by those with less than advanced celerity are considered to be automatic failures. You can declare fair escape at any time
[edit] References
^ Level 1
| Alacrity | Laws of the Night: Revised | Pg. 141 |
^ Level 2
| Swiftness | Laws of the Night: Revised | Pg. 141 |
^ Level 3
| Rapidity | Laws of the Night: Revised | Pg. 141 |
^ Level 4
| Legerity | Laws of the Night: Revised | Pg. 141 |
^ Level 5
| Fleetness | Laws of the Night: Revised | Pg. 141 |
^ Level 6
| Mercury's Arrow | Dark Ages Companion | Pg. 80 |
| Projectile | Guide to the Camarilla | Pg. 87 |
| Projectile | Laws of the Night: Camarilla Guide | Pg. 46 |
| Quickness | Faith and Fire | Pg. 161 |
| Precision | Clanbook: Assamite Revised | Pg. 64 |
| Tireless Tread | Guide to the Anarchs | Pg. 164 |
| Flawless Parry | Players Guide to High Clans | Pg. 152 |
^ Level 7
| Sanguinary Wind | Dark Ages Companion | Pg. 80 |
| Flower of Death | Guide to the Camarilla | Pg. 87 |
| Flower of Death | Laws of the Night: Camarilla Guide | Pg. 47 |
| Stutter-Step | Clanbook: Brujah Revised | Pg. 68 |
| Celerity Refinement | Players Guide to High Clans | Pg. 152 |
^ Level 8
| Resist Earth's Grasp | Dark Ages Companion | Pg. 80 |
| Zephyr | Guide to the Camarilla | Pg. 88 |
| Zephyr | Laws of the Night: Camarilla Guide | Pg. 47 |
| The Unseen Storm | Players Guide to High Clans | Pg. 153 |
^ Level 9
| Paragon of Motion | Players Guide to High Clans | Pg. 153 |
| Between the Ticks | Laws of the Night: Camarilla Guide | Pg. 48 |
^ Level 10
| Plot Device | Gehenna | Pg. 182 |
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