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 — even attempting to dodge arrows and bullets in the open.

Cost: Free. No roll.

System: You apply your full Dodge DB against Firearms attacks even without cover. 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; a free minor action worth up to two dice per turn (VTM p. 253).

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, a rush of wind the only sign of their passing.

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

Faster than the eye can follow, 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.