< Auspex | Disciplines | Dominate >

Celerity

Level 1 - Swiftness

As the first step in gaining control of his own motion, one of the Kindred can learn to push his body far beyond the limits of the living. Casting aside the weight of his mortality, his reflexes heighten and his speed outstrips even the fittest living athlete. ⚠ </br>

System: As a passive effect, the character permanently increases his base Initiative rating by an amount equal to his Celerity score. When an extra burst of speed is required, he may spend a Blood Point to multiply his movement rate and jumping distance by his Celerity +1 for the rest of the scene.

Level 2 - Creeping Crawl

With an effort and a bit of blood, a vampire can grant himself the ability to walk across ceilings or up vertical surfaces like a spider or gecko. Despite the freedom granted by this ability, gravity maintains its hold upon his hair, clothing and encumbrances. Young Kindred are well advised to remember this, should the power end unexpectedly, leaving them at the mercy of uncaring physics.⚠ </br>

System: By spending 1 Blood Point and 1 temporary Willpower, the character gains the ability to move up vertical surfaces and cling to ceilings for the rest of the scene. Such movement is limited to half the character's normal speed, and while moving on normally impossible surfaces, their maximum lifting capability is also halved. The vampire's feet and hands, even through clothing, cling to whatever surface he chooses to walk upon, but any items he carries are still subject to normal gravity. A sudden rain of loose change from the ceiling can be a give-away in the wrong circumstances.

Level 3 - Grace

Moving as if liquid, the vampire's body flickers through motions lightning fast, giving him unprecedented reach, reflexes and agility. Some Elders say those who invoke this ability are making tiny, instantaneous changes in their location in a primitive form of teleportation. The dexterity gained through this technique can make the vampire a lethal combatant, or an unmatchable athlete.⚠ </br>

System: Spend one Blood Point. The character's Dexterity dice are converted into automatic successes for the rest of the turn.

Level 4 - Translocation

Using Translocation, the Kindred chooses a destination that lays within his unaided line of sight, invokes the ability, and moves instantly towards that destination. The distance between the vampire and his destination is traversed instantly, as if it did not even exist. If the destination is further away than the vampire is able to travel, he appears at a point as far towards the destination as he was able to travel, as if he had walked a straight line from his original location. This can, on occasion, be quite dangerous.⚠ </br>

System: After spending a point of Willpower, roll your character's Dexterity + Athletics. The difficulty of that roll is determined by how hard it would be to travel to your destination by mundane means. A straight line course across an open field might be difficulty 6, while a harrowing, obstacle-filled journey across a lava-filled crater may be a difficulty 9 or 10. The number of successes on the roll determines the distance towards your destination that is traversed. Each success beyond 5 simply adds another 5 miles to the range.

1 Success100 yards
2 Successes500 yards
3 Successes1000 yards
4 Successes1 mile
5 Successes5 miles

Level 5 - Untethered Stride

Masters of Celerity can break free of not only mortal limits, but the pull of the Earth itself. For brief times, a Kindred can fly through the air with the maneuverability and speed of a hummingbird. Whilst airborne, it is not necessary to move at speed, though it is certainly possible to do so. Hovering and drifting in any direction are just as easy as walking on solid ground. Older vampires often use this ability to make unexpected appearances, getting the drop (sometimes literally) on opponents and bystanders.⚠ </br>

System: After spending 2 Blood Points and 1 Willpower point, the character lifts free of the ground for the rest of the scene. He can carry as much as he could normally, and move at his ordinary running pace without effort. By spending an additional Blood Point, he can increase his maximum speed to 75 miles per hour while outside of combat. Such speeds cannot be maintained without a level of concentration impossible in the heat of battle.