Atrasanctum


Celerity

Celerity is the quick agility that gifts vampires with startling speed and reflexes.
1 - Flawless Parry
The Kindred that uses this may make perfect defensive motions at the expense of taking no other action

2 - Precision
The Kindred enters a trance where they can operate with exceptionally fine manipulation

3 - Projectile
The ability to throw objects with the speed of your Celerity

4 - Tireless Tread
Run at 50 miles per hour for at least eight hours

5 - Celerity Refinement
Choose to spend vitae for Celerity as you need them, rather than declaring them beforehand

6 - Flower of Death
Use your Celerity to gain bonuses to attacking instead of taking extra actions

7 - Stutter-Step
Use your Celerity to gain bonuses to defense instead of taking extra actions

8 - The Unseen Storm
Move so fast you are truly invisible

9 - Zephyr
Move so fast that you seem to defy gravity

10 - Paragon of Motion
Perform most physical acts without fail

Sanguinary Wind
Using this level, vampires move like whirling dervishes reacting to their enemies' movements before the enemy has moved. 2 blood points to activate. Once activated it remains functional for the duration of the scene.

Resist Earth's Grasp
The speed at which they are able to run allows vampires to scale buildings or cross water without sinking. Must be able to scale the building or cross water without stopping. The vampire can move 5 feet vertically up or 10 feet horizontally for each level of celerity that she possesses.


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The Discipline Celerity and its level names are property of White Wolf. The descriptions are the writings of Sable. Do NOT borrow this page unless you include this part on the bottom of the page. Specialty Celerity - The Mind's Eye.
These abilities can only be obtained by someone who has already mastered the traditional Celerity Techniques

Alacrity: Expend a blood and gain the ability to preempt any physical actions taken in the same turn if you're aware of them. Swiftness: Expend a blood and gain an additional action that turn as well as the bonuses of Alacrity Rapidity: Expend a blood and you gain the bomb (beats rock and paper, loses to scissors) on any challenge involving speed as well as all previous celerity abilities Legerity: Expend a blood and gain another additional turn as well as all previous celerity abilities. So you get two extra turns, one from Swiftness the other from Legerity Fleetness: Expend a blood trait and you now win on ties for all tests involving speed, activates all previous celerity powers. Quickness: Expend a blood and gain yet another additional turn. All previous celerity levels are activated Projectile: Expend a blood and choose how many levels of celerity you wish to grant the object that is being thrown or fired.The object gets an additional trait for each level of celerity given to it, however you can no longer use those levels of celerity. If the object did bashing damage it now becomes lethal, if the object inflicts lethal damage it now does an additional level of damage. Flower of Death: Expend 3 blood traits and you gain a additional number of traits to all your attacks as you have levels in celerity, cannot be used with other celerity powers except for Rapidity. Zephyr: Expend a blood and a willpower, you can now run on water, walls, or even on ceilings. You must be continuously moving. You may declare fair escape no matter where you're at, but to take an action you must win a simple test Between the Ticks: Expend a blood and a willpower, you gain an automatic success on all attacks delivered to an opponent with less than advanced celerity. You have an extra action against those with advanced celerity. All attacks delivered by those with less than advanced celerity are considered to be automatic failures. You can declare fair escape at any time