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Classification: Union // Open Ref vampire/power/discipline/celerity

Celerity

Discipline · Vampire

Vampire
Cost
1 Blood

Not all vampires are slow, meticulous creatures. When needed, some vampires can move fast — really fast. Celerity allows Assamites, Brujah, and Toreadors to move with astonishing swiftness, becoming practically a blur. The Assamites use their speed in conjunction with stealth to strike quickly and viciously from the shadows before they are noticed. Brujah, on the other hand, simply like the edge that the power gives them against overwhelming odds. The Toreador are more inclined to use Celerity to provide an air of unnatural grace to live performances or for an extra push to complete a masterpiece on time, but they can be as quick to draw blood as any assassin or punk when angered.

System: Each point of Celerity adds one die to every Dexterity-related dice roll. In addition, the player can spend one blood point to take an extra action up to the number of dots he has in Celerity at the beginning of the relevant turn; this expenditure can go beyond her normal Generation maximum. Any dots used for extra actions, however, are no longer available for Dexterity-related rolls during that turn. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn), and extra actions occur at the end of the turn (the vampire’s regular action still takes place per her initiative roll).

Normally, a character without Celerity must divide their dice if she wants to take multiple actions in a single turn, as per p. 248. A character using Celerity performs his extra actions (including full movement) without penalty, gaining a full dice pool for each separate action. Extra actions gained through Celerity may not in turn be split into multiple actions, however.

Celerity 6+

Usually, elders progress in Celerity according to the existing progression – more dots mean more dice and potential actions a turn that are available, and levels 6 through 9 have those powers available at each level, as normal. Similar to other Disciplines at level 6 or higher, though, alternative powers exist. If the elder wants to purchase an alternative power instead of the typical progression (as per the sidebar on p. 127), she can, but she forfeits the capacity an extra Dexterity die and potential for an extra action to gain the special

power instead. She can go back later and purchase the “normal” dot of Celerity later, as desired.

Note that it isn’t possible to “skip” levels of progression for the normal Discipline – an elder with Celerity 7 that buys Projective at level 6 needs to go back and buy the normal level 6 power before getting the access to his level 7 power that grants the capacity for up to seven Dexterity dice or actions in a turn.

Contains

Projectile

Flower of Death

See also 5

Abilities & Attributes

Clan Lore

Clans & Bloodlines

  • Brujah vampire/faction/clan/brujah

Disciplines

  • Dominate vampire/power/discipline/dominate
Referenced by 24

Bestiary

  • Ape or Gorilla vampire/creature/ghoul/ape-or-gorilla
  • Bats vampire/creature/ghoul/bats
  • Rats vampire/creature/ghoul/rats
  • Wolf vampire/creature/ghoul/wolf

Clans & Bloodlines

Discipline Powers

Disciplines

  • Fortitude vampire/power/discipline/fortitude
  • Potence vampire/power/discipline/potence
  • Retain the Quick Blood vampire/power/combo_discipline/retain-the-quick-blood-celerity-and-either-quietus-or-protean
  • The Humberside Panic vampire/power/combo_discipline/the-humberside-panic-celerity-thamuaturgy

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