Celerity

Speed no eye can follow. Celerity vampires strike, dodge, and vanish faster than any natural creature — thinking almost as fast as they act. Powers activate per the mechanics on the Disciplines page; most of Celerity is buffs and movement, resolved with ordinary maneuvers.

Level 1

Cat's Grace

Balance equal to and surpassing world-class trapeze artists: the vampire runs across ledges and wires effortlessly.

Cost: Free. No roll.

System: You automatically pass any balance roll (Agility- or Athletics-based). The support must still bear your weight.

Duration: Passive.

Rapid Reflexes

The vampire perceives events instantly and reacts with superhuman alacrity — reading arrows and bullets in the air where anyone else would need a wall to hide behind.

Cost: Free. No roll.

System: More of a dodge survives as the discipline grows, and it applies to anything thrown, loosed or fired: you keep half your Dodge DB at ranks 1-5, three quarters at 6-12, and all of it from rank 13, where everyone else keeps half whatever their skill. Against firearms you also need no cover to get it, where anyone else in the open keeps none at all. It never exceeds a full dodge — a bullet is still a bullet. Additionally, once per round one minor weapon-handling action (drawing, readying, or a reload step) costs no AP VTMNo defense penalty for lack of cover against Firearms attacks, and a free minor action worth up to two dice per turn (VTM p. 253). Scaling the share is this conversion's, and so is extending it past firearms to any missile - V5 grants a flat waiver and names arrows in the same breath as bullets (p. 253), and Core Law's halving is a ranged-attack rule rather than a gun rule, so the power lifts the same fraction wherever that halving bites. It moves on the rank thresholds this site already publishes on the Disciplines hub - 1, 6 and 13 - so it needs no ladder of its own, and it is a FRACTION of the dodge you already have rather than DB added, so it can never beat dodging a sword. Fleetness is Celerity's DB power, costs a Rouse Check and works against anything. What the open costs everyone else is on Combat, Dodging a Gun.

Duration: Passive.

Level 2

Fleetness

Mastery of Celerity lets the vampire move and react with dizzying speed.

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.

System: While active, add \({10}\times{Celerity Level}\) to non-combat Agility-based maneuvers. Once per round you may also add it to your DB against one attack, as a blurring dodge VTMCelerity rating to non-combat Dexterity tests; once per turn to Dexterity + Athletics defense (VTM p. 253).

Duration: One scene.

Level 3

Blink

The vampire closes on a foe in the blink of an eye — to an unprepared observer they almost teleport, leaving nothing behind but moved air.

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.

System: Move in a straight line toward a target up to 50 m (~165') away and still act this round — attack included; you count as already engaged when the turn begins. Hazardous terrain requires an Athletics maneuver to avoid stumbling to a halt. Racing a distant foe to something — say, closing inside a shooter's arc before the shot — resolves as conflicting skills: the foe rolls their weapon skill as the passive side, your Athletics takes \(100 - Resistance\); on 101+ you act first VTMDexterity + Athletics vs Dexterity + Firearms (VTM pp. 253-254).

Duration: One turn.

Traversal

With blurring speed the vampire runs along any surface — vertical walls, even open water for a stretch, given a run-up. Brute speed, not adhesion.

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.

System: An Athletics maneuver from Hard (-10) for an inclined surface with traction to Absurd (-70) for a slick vertical face or open water VTMDexterity + Athletics at Difficulty 3-6 (VTM p. 254). Success reaches a close target; each full +10 above 101 carries you one reach farther. Beyond roughly 60 m over water or 30 stories up, the run exceeds the power entirely.

Duration: One turn.

Level 4

Draught of Elegance

The vampire's Blood becomes saturated with Celerity, conveying a part of that power to anyone who drinks of it.

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.

System: Drinking a Rouse Check's worth of Blood directly from you gifts the drinker temporary Celerity at half your Level (rounded down), including its non-Amalgam powers up to that Level. Where a gifted power needs the Discipline skill, use the minimum skill bonus of that Level (Level 1: +3, 2: +18, 3: +36, 4: +58, 5: +82).

Duration: One night; for vampire drinkers, until their next feeding or reaching HungerVTM need for blood sustenance 5.

Unerring Aim

The world slows to a crawl: the vampire aims and fires at a target as if it were standing still.

Amalgam: Requires Auspex at Level 2 (ranks 6+).

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.

System: Declare before a ranged attack: the target gets no dodge — their Dodge DB and any Fleetness-style defense are ignored — and the attack rolls at Routine (+30) VTMTarget makes no defense roll; attack at Difficulty 1 (VTM p. 254). A defender with Celerity 5 may nullify this power by making a Rouse Check of their own, defending at the same speed.

Duration: A single attack.

Level 5

Lightning Strike

No one sees the arm move. The vampire strikes with fist or blade before the opponent can raise a guard.

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.

System: Declare before an unarmed or melee attack: the opponent gets no dodge or parry — their Dodge DB and parry contributions are ignored — and the attack rolls at Routine (+30) VTMOpponent makes no defense roll; attack at Difficulty 1 (VTM p. 254). A defender with Celerity 5 may nullify this power with a Rouse Check of their own.

Duration: A single attack.

Split Second

The vampire's speed catches up with their supercharged perception: ambushers find their prey already standing behind them.

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.

System: The player may supersede the Storyteller's narration of events, within reason: slip through a door before it closes, step out of a triggered ambush, roll away from an explosion. The action must be reasonable and take no more than a few seconds of real time; the Storyteller decides which maneuvers, if any, must still be rolled.

Duration: One use.