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Celerity
Name: Celerity
Pronunciation:
Clans: Brujah, Toreador.
Bloodlines: Assamite Viziers, Assamite Warriors, City Gangrel, Ishtarri, Nictuku, Osebo, Shango

Celerity is a Discipline that grants vampires supernatural quickness and reflexes.

Overview

For some Cainites, the mortal world moves in slow motion. In times of stress, vampires with Celerity can move with amazing speed, becoming blurs of motion to anyone, mortal or immortal, who does not possess the Discipline. Celerity is common to the Assamite, Brujah and Toreador clans. The Assamites utilize the Discipline to strike down their foes before they can mount a counterattack. Toreador are more likely to use the Discipline to lend supernatural grace to live performances such as a dance, but can be as terrifying as Assamites if they are angered.

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.

Although Celerity is a common discipline, its similarity to Temporis seems to place its origin with Clan Brujah. Any vampire who learns Temporis (and any True Brujah, who have an affiliation in the blood for it) may never learn or use Celerity.

As part of the Curse upon Caine, heavy reliance on Celerity can lead to impatience with the slow pace of nightly life, leaving the vampire hungry and exhausted after each use[1]. To great accustomization to the slow world that a vampire sees when Celerity is active, can lead to disorientation when the world “speeds up” as the Discipline ends[2].

Official Abilities

There are generally no individual powers for Celerity in the tabletop version 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.

Advanced Powers

  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet [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
    • Quickness: Expend a blood and gain yet another additional turn. All previous celerity levels are activated
    • Projectile: Expend a blood point 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.
    • Momentum: Focus your Celerity into one instant, increasing her strength
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet [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
    • Quickness: Expend extra blood points to gain extra actions, at the cost of an unsoakable lethal damage level per action
    • Stutter-Step: Use your Celerity to gain bonuses to defense
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet [3]
    • The Unseen Storm: Move so fast you are truly invisible
    • Zephyr: Move so fast that you seem to defy gravity
    • Time out of Time: React instantly to anything and move before anyone realizes what you've done
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet [4]
    • Paragon of Motion: Perform most physical acts without fail
    • 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

Version differences

Celerity underwent several mechanical revisions between edition, making some changes in how the discipline is viewed. While all versions have Celerity give extra actions, they differ heavily in reaction time before it may be used, the amount of blood required for levels higher than one, and whenever it grants increased Dexterity or not.

In Second Edition one blood point is spent to gain one extra action per dot in the discipline in the same turn. In Revised the blood point must be spent in the turn before taking the extra actions.

In Vampire: the Dark Ages, and Dark Ages: Vampire instead one blood point per extra action must be spent (up to the number of dots in the discipline), in the same turn.

In Vampire: The Masquerade 20th Anniversary Edition, each dot in the discipline gives one bonus die to Dexterity, but each such bonus die may be transformed into one extra action in the turn at the cost of one blood point.

In Vampire: The Dark Ages 20th Anniversary Edition, each dot of Celerity gives one bonus dice to Dexterity and the character can add their Celerity rating to the number of yards/meters moved per turn. Additionaly, a blood point can be spent to ignore penalties for multiple actions up to the characters Celerity rating. Lastly the character can spend a blood point to multiply her movement speed by 1 plus her Celerity rating.

References

^  Level 1

Alacrity cMET: Laws of the Night Revised Edition Pg. 141
Celerity VTM: Vampire: The Masquerade - Bloodlines
Celerity VTM: Vampire: The Masquerade 20th Anniversary Edition Buy it from DriveThruRPG! Now in Print! Pg. 142

^  Level 2

Swiftness cMET: Laws of the Night Revised Edition Pg. 141
Celerity VTM: Vampire: The Masquerade - Bloodlines
Celerity VTM: Vampire: The Masquerade 20th Anniversary Edition Buy it from DriveThruRPG! Now in Print! Pg. 142

^  Level 3

Rapidity cMET: Laws of the Night Revised Edition Pg. 141
Celerity VTM: Vampire: The Masquerade - Bloodlines
Celerity VTM: Vampire: The Masquerade 20th Anniversary Edition Buy it from DriveThruRPG! Now in Print! Pg. 142

^  Level 4

Legerity cMET: Laws of the Night Revised Edition Pg. 141
Celerity VTM: Vampire: The Masquerade - Bloodlines
Celerity VTM: Vampire: The Masquerade 20th Anniversary Edition Buy it from DriveThruRPG! Now in Print! Pg. 142

^  Level 5

Fleetness cMET: Laws of the Night Revised Edition Pg. 141
Celerity VTM: Vampire: The Masquerade - Bloodlines
Celerity VTM: Vampire: The Masquerade 20th Anniversary Edition Buy it from DriveThruRPG! Now in Print! Pg. 142

^  Level 6

Mercury's Arrow VTDA: Dark Ages Companion Buy it from DriveThruRPG! Pg. 80
Projectile VTM: Guide to the Camarilla Buy it from DriveThruRPG! Now in Print! Pg. 87
Projectile cMET: Laws of the Night: Camarilla Guide Pg. 46
Quickness cMET: Faith and Fire Buy it from DriveThruRPG! Now in Print! Pg. 161
Precision VTM: Clanbook: Assamite Revised Buy it from DriveThruRPG! Now in Print! Pg. 64
Tireless Tread VTM: Guide to the Anarchs Buy it from DriveThruRPG! Now in Print! Pg. 164
Flawless Parry DAV: Players Guide to High Clans Buy it from DriveThruRPG! Now in Print! Pg. 152
Projectile VTM: Vampire: The Masquerade 20th Anniversary Edition Buy it from DriveThruRPG! Now in Print! Pg. 143
Momentum VTDA: Vampire: The Dark Ages 20th Anniversary Edition Buy it from DriveThruRPG! Now in Print! Pg. 202

^  Level 7

Sanguinary Wind VTDA: Dark Ages Companion Buy it from DriveThruRPG! Pg. 80
Flower of Death VTM: Guide to the Camarilla Buy it from DriveThruRPG! Now in Print! Pg. 87
Flower of Death cMET: Laws of the Night: Camarilla Guide Pg. 47
Stutter-Step VTM: Clanbook: Brujah Revised Buy it from DriveThruRPG! Now in Print! Pg. 68
Celerity Refinement DAV: Players Guide to High Clans Buy it from DriveThruRPG! Now in Print! Pg. 152
Flower of Death VTM: Vampire: The Masquerade 20th Anniversary Edition Buy it from DriveThruRPG! Now in Print! Pg. 143
Quickness VTDA: Vampire: The Dark Ages 20th Anniversary Edition Buy it from DriveThruRPG! Now in Print! Pg. 203

^  Level 8

Resist Earth's Grasp VTDA: Dark Ages Companion Buy it from DriveThruRPG! Pg. 80
Zephyr VTM: Guide to the Camarilla Buy it from DriveThruRPG! Now in Print! Pg. 88
Zephyr cMET: Laws of the Night: Camarilla Guide Pg. 47
The Unseen Storm DAV: Players Guide to High Clans Buy it from DriveThruRPG! Now in Print! Pg. 153
Zephyr VTM: Vampire: The Masquerade 20th Anniversary Edition Buy it from DriveThruRPG! Now in Print! Pg. 144
Time out of Time VTDA: Vampire: The Dark Ages 20th Anniversary Edition, p. 203 Buy it from DriveThruRPG! Now in Print! Pg. 203

^  Level 9

Paragon of Motion DAV: Players Guide to High Clans Buy it from DriveThruRPG! Now in Print! Pg. 153
Between the Ticks cMET: Laws of the Night: Camarilla Guide Pg. 48

^  Level 10

Plot Device VTM: Gehenna (book) Pg. 182

Vampire: The Masquerade Disciplines
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