Celerity
Supernatural speed. In-Clan for Brujah, Toreador, Assamite.
Celerity grants physical speed beyond mortal comprehension — extra actions, blurred movement, and reflexes that make the vampire a combat blur. Unlike most Disciplines, Celerity is automatic once activated: no dice pool, just additional actions.
Core mechanic: Each dot of Celerity above the first adds one extra action per turn, usable at any point in the action order. These actions are full actions — attack, dodge, use Disciplines, move — not just movement.
Blood cost: Activating Celerity costs 1 Blood Point per turn in which it is used.
Toreador exception: When a Toreador uses Celerity in a physically graceful context — combat, dance, escape — the heightened state is beautiful to observe. Watching Kindred or mortals must succeed at a Willpower roll (difficulty 6) to avoid being transfixed for the turn. This is both gift and liability.
Powers
● Celerity 1
Cost: 1 Blood Point per turn | Pool: Automatic | Duration: One turn per activation
Add 1 extra die to all Dexterity-based dice pools. This is a passive bonus that applies whenever Celerity is active, even without spending blood for extra actions.
●● Celerity 2
Cost: 1 Blood Point per turn | Pool: Automatic | Duration: One turn per activation
Gain 1 extra action per turn. Actions may be split across the turn — act first in the normal order with a standard action, then add the extra action anywhere in initiative.
●●● Celerity 3
Cost: 1 Blood Point per turn | Pool: Automatic | Duration: One turn per activation
Gain 2 extra actions per turn.
●●●● Celerity 4
Cost: 1 Blood Point per turn | Pool: Automatic | Duration: One turn per activation
Gain 3 extra actions per turn.
●●●●● Celerity 5
Cost: 1 Blood Point per turn | Pool: Automatic | Duration: One turn per activation
Gain 4 extra actions per turn. At this level, the vampire is practically invisible in motion — a blur between positions that can clear a room before mortals register movement.
Combat Applications
Dodge: Extra Celerity actions are commonly used for full dodges. Declare each extra action as a dodge (Dexterity + Athletics vs attack difficulty) to force attackers to beat a contested roll.
Multiple attacks: All extra actions can be directed at the same target. A vampire with Celerity 5 can make 5 attacks in a single turn.
Split actions: Celerity actions stack on top of standard split-action rules. A vampire may split a standard action AND still have extra Celerity actions.
Running: Celerity multiplies movement proportionally. A vampire with Celerity 3 active covers 3× normal sprinting distance per turn.
Elder Powers
Projectile (●●●●● ●)
Cost: 1 Blood Point | Pool: Automatic
Move fast enough to dodge bullets and other projectile attacks. The vampire reflexively dodges ranged attacks without spending an action — this occurs automatically after the attacker’s roll. This applies to one ranged attack per turn per dot of Celerity above 5.
Flower of Death (●●●●● ●)
Cost: None | Pool: Applicable attack pool
When combining Celerity with melee or brawl attacks, all extra actions in a turn used for attacks automatically gain +1 damage die. This represents the momentum and precision of blur-speed strikes.
Lightning Speed (●●●●● ●●)
Cost: 1 Willpower | Pool: Automatic | Duration: Until end of scene
Move at effectively instantaneous speed over short distances (same-building range). Appears to teleport from one location to another. The vampire cannot be tracked visually between departure and arrival points. Closing range or escaping engagement requires no roll.