Celerity

“When my energies first surged through me I discovered how to move like lightning.”
—The Book of Nod

Celerity.jpg
Report #600 – Unnatural Speed

We have now observed on 37* occasions the unnatural speed of the blank- body. The species is capable of bursts of
speed and grace, appearing before one of us, moving to the rear, and biting from behind in what is estimated to be fewer than two seconds. Additionally, some rare blankbodies have shown they can continue acting at this fast rate, appearing down the other end of a street in ten seconds when it should take 60.


There is no known remedy or defense against this quickness, which acts as one of the greatest threats to our termination of the species. It is supposed that they require blood in their systems to act in this way, but we do not know how much or how long said blood fuels their actions.

Current protocol is to record blankbodies of this type from a distance. If cornered by one, permission is granted to detonate a microbomb on the agent’s person, as even the fast types do not show resistance to areas of fire or shrapnel. Slowing or destroying one of these creatures is worth a single agent’s life.

*at time of report.

Clans: Banu Haqim, Brujah, Toreador
Nicknames: Bolting (common), slipping (common), super-speed (vulgar), velocitas (traditional)

Overview

Vampire the Masquerade (4th ed.)

Not all vampires are slow, meticulous creatures. When needed, some vampires can move fast. Really fast. Celerity allows Assamites, Brujah, and Toreador 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.

Vampire the Requiem (1st ed.)

Tales and legends of vampires ascribe to them inhuman speed, the ability to move faster than the eye can see, and even to appear in two places at once. While some of those accounts are exaggerated, Kindred with the Discipline of Celerity can indeed move far faster than any mortal. They appear to blur into nothingness, all others moving as if in slow motion in comparison.

Note that Celerity is obviously superhuman in use. Few princes smile upon uses of Celerity that leave too many curious mortal witnesses unaccounted for.

Vampire the Requiem (2nd ed.)

Unleashing their Beast, a vampire can cross vast distances in the blink of an eye, catch a thrown punch before their attacker has even moved a muscle, or snatch a gun barrel away from someone’s temple before they can pull the trigger. Celerity makes a vampire so fast that it’s as if they never have to move at all.

Vampire the Masquerade (5th ed.)

The ability to strike fast, dodge blows, and escape pursuers allows Kindred to become extremely effective predators. Celerity enables vampires to move faster than any natural creature, though it does more than grant a supernatural speed, with vampires employing it actually appearing to think almost as fast as they act. While some vampires use to slice and stab at enemies without fear of riposte, others simply use it to get from A to B faster than any other person on foot.

Characteristics

Type: Physical
Masquerade Threat: Medium-High. Most Celerity powers are clearly inhuman, the only saving grace being that they’re very hard to catch on film or photograph.
Blood Resonance: Choleric. Fear and utter terror, runners, athletes, amphetamine and alkaloid users, habitual players of first-person shooters and other twitch games.


Celerity • Devotions


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Common Devotions


The vampire must take Alacrity for their first one-dot Celerity Devotion.

Alacrity

The vampire adds their Celerity dots to their Dexterity dots. This can increase their Dexterity to 6 or more. The vampire also has Advantage on rolls to outrun someone with lower Celerity than them, and Major Advantage on rolls to outrun someone with no Celerity at all. Night-folk with other forms of supernatural speed may also “count” as having Celerity.

Everfull Hand

The vampire can use anything with an edge or hard surface as a melee weapon. Pencils, hard drives, spoons, or deodorant sticks are all just as lethal in the vampire’s hands as a machete and don’t take any penalties for being improvised weapons. Real blades are still more useful (they count as two-handed rather than one-handed weapons and Specialties apply), but the vampire is a lot less likely to be caught unarmed. Most environments have something hard and handheld they can use.

Hidden Hand

The vampire can perform a blindingly fast physical action within arm’s reach: e.g., stealing an item off someone, stacking a card deck, disassembling a gun, etc. The action can’t be an attack. Observers don’t notice what the vampire did unless it’s obvious (e.g., if the vampire moves a chair from one spot to another), and even then, they don’t know the vampire did it. Characters with Auspex, Celerity, or equivalent powers automatically notice what the vampire did.
Cost: 1 Rouse check. First use in a scene is free at Blood Potency 2+.

Hypermetabolism

The ghoul can burn through their own energy reserves to fuel their powers. By taking the Injured Condition (or increasing its penalties by 1), the ghoul can use a Devotion without making a Rouse check. If the Devotion costs two or more Rouse checks, it costs one Rouse check fewer. The ghoul can also take the Injured Condition and not have to eat, drink, or sleep for 24 hours.

Million Mile Mouth

The vampire can talk over someone with a verbal torrent. Their speech is too fast to preempt or interrupt. Take Advantage on Social rolls where this bullish approach would be helpful. Other vampires with equal or higher Celerity or Auspex dots aren’t affected.
This Devotion is considered crass to use in Elysium.
Cost: 1 Rouse check. First use in a scene is free at Blood Potency 2+.

Posthaste

The vampire can complete independent physical tasks (e.g., cleaning up murder scenes, digging a grave, repairing a car) in half the usual time. Unlike the higher-dot versions of Posthaste, it doesn’t violate the Masquerade for mortals to see the vampire using this Devotion, though the vampire will stand out as an extremely hard worker.

Slow Fall

The vampire can survive high falls by slowing their rate of descent. The vampire can fall slowly (at roughly the same rate as a feather) or at normal velocity, and can speed or slow their descent at any point. Although even falls at terminal velocity pose little more than an inconvenience to vampires, it still costs blood to mend their shattered bodies. Anyone the vampire carries also benefits from this Devotion.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.


Uncommon Devotions


Enfeebling Aura

(Presence • amalgam)
Many Brujah masters of Celerity and Potence claim that Presence means nothing when you’re staring down a skull-crushing fist. This Devotion seeks to disprove that notion. It brings forth the vampire’s supernatural presence not to awe a crowd, but to cow and enfeeble a victim. While it won’t completely stop an assailant, it will even the playing field in a tussle.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Dice Pool: Charisma + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Every success removes one dot from the victim’s highest physical Discipline. The vampire can also specify a Discipline to remove dots from.
Duration: Scene.


Celerity •• Devotions


Celerity.jpg


Common Devotions


Creeping Crawl

The vampire can walk across vertical surfaces and cling to ceilings like a spider or gecko. The vampire’s feet and hands cling to whatever surface they walk upon. The vampire’s hair, clothes, and carried items are still subject to normal gravity: a sudden rain of loose change from the ceiling can be a give-away in the wrong circumstances.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Everfull Hand

This Devotion functions like the one-dot version, except the vampire can use soft and edgeless objects as melee weapons. Scarves, shirts, wrappers, and towels all become lethal instruments in the vampire’s hands and able to slice through flesh like steel. This Devotion is obviously unnatural to witness, but it ensures the vampire is practically only ever caught unarmed in a bare room.
Prerequisite: Everfull Hand •

Hidden Hand

This Devotion functions like the 1-dot version of Hidden Hand, except the vampire can make a Clash of Wills to escape notice by characters with Auspex, Celerity, or equivalent powers.
Prerequisite: Hidden Hand •
Cost: 1 Rouse check. First use in a scene is free at Blood Potency 3+.

Levitate

The vampire can float up to 10 feet into the air at the same pace as a leisurely stroll. The vampire can turn or rotate their body at any angle and can float in any direction. If the vampire wants to float upwards, they must push or pull against a fixed object or surface within reach (such as a wall or a ceiling), which allows them to move as if they were climbing. This Devotion isn’t useful for crossing distances quickly, but it can allow the vampire to reach places they couldn’t, to stage ambushes (such as by hanging suspended from a ceiling), and to simply cow or impress onlookers.
Prerequisites: Slow Fall •
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene

Posthaste

This Devotion functions like the 1-dot version of Posthaste, except vampire can complete an independent physical task in a fraction of the normal time: for every hour the task would normally take, the vampire only spends a minute. The vampire can use this Devotion to clean up murder scenes, dig graves, fix cars, or even put together jigsaw puzzles in a blur of motion. Prolonged tasks, such as entering every possible combination into a safe with a lockout delay, simply take less time.
Prerequisite: Posthaste •
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: One scene or task, whichever is shorter.

Unseen Strike

The vampire can strike someone too fast for people to even see. When the vampire makes a combat roll against someone, people don’t notice unless they have preternatural speed or senses and the vampire fails a Clash of Wills. Someone toppling over dead in a public space will still attract notice, but people won’t see the vampire do it. The vampire can do all the things they’d do with a normal combat roll: kill or injure the target, disarm or incapacitate them, or just make them look weak.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.

Weightless Tread

The vampire can run across water and other permeable surfaces as if they were fully solid. The vampire sinks if they stop running. The vampire is also effectively near-weightless for all other purposes (e.g., triggering pressure-sensitive plates, leaving footprints, or being carried by someone).
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.


Celerity ••• Devotions


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Common Devotions


Already Dead

This Devotion functions as Unseen Strike, except the vampire can also delay the effects of their attack up to any point within the scene. The vampire can decapitate someone in a subway terminal, leave, and have the victim topple over dead after they take the escalator out of the terminal and get into their car. Many Kindred also use this Devotion in duels to make a seemingly ineffective pass past an opponent, let them scoff, and then “realize” the full extent of their injuries.
Prerequisite: Unseen Strike ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.

Blink

The vampire rapidly flashes from place to place. People don’t see them as anything more than a blur—they can make out the vampire’s rough height, build, and clothing, but not features. This lets the vampire stage ambushes (granting Advantage on their first attack roll against someone) and flee scenes or cross distances faster than any mortal can follow. Ambushing or outrunning another vampire with Auspex or Celerity (or other night-folk with preternatural speed or senses) takes a Clash of Wills.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.

Hover

This Devotion functions as Levitate, except it’s free and the vampire floats as fast as they run. This allows the Devotion to be used in combat as the vampire can quickly strafe opponents. The vampire can make a Rouse check to float higher than 10 feet without needing to be within reach of a solid object or surface. This lasts for several seconds or one dice roll’s worth of actions before the vampire descends back to 10 feet.
Prerequisites: Slow Fall •, Levitate ••

Interrupt

The vampire can interrupt another character’s recent action and supersede it with their own, retconning it from having happened. For example, the vampire might stop a gunman from shooting someone by tackling them out of the way. The vampire must succeed on a Clash of Wills to interrupt other night-folk with preternatural speed. The vampire’s player must use this Devotion in their next post after whatever action they want to interrupt.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.

Posthaste

This Devotion functions like the two-dot version of Posthaste, except the vampire can extend its benefits to other people, so long as they remain within the vampire’s line of sight for the duration of the task. Many hands can make for extraordinarily light and fast work.
Prerequisite: Posthaste •, Posthaste ••
Cost: 1 Rouse check per individual affected. First use in a scene is free at Blood Potency 4+.
Duration: One scene or task, whichever is shorter.

Tireless Tread

True teleportation is impossible, at least through Celerity. This Devotion is the next-best thing. The vampire can cross miles of distance in minutes, arriving at their destination at roughly 50 mph. While the advent of modern transportation has made this Devotion less useful than it was in historic eras, vampires in the 21st century have increasingly come to appreciate how it leaves behind no paper trail or record of passage. The vampire has no need to make potentially time-consuming travel arrangements, either. They just envision their destination and go.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Duration: One night or until the vampire slows down.

Untouchable

The vampire becomes a blur of motion. Fists, swords, and even bullets whiz harmlessly past them. As long as the vampire doesn’t attack anyone, they can only be physically attacked by another Celerity user (or other night-folk with preternatural speed) who they fail a Clash of Wills against. The vampire has to stay constantly moving to maintain this Devotion’s protection, but can remain within the same room.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Duration: Scene.


Uncommon Devotions


Victual from Afar

(Auspex •••• amalgam)
The vampire can feed their ghouls blood remotely, mystically transporting vitae from their veins into their ghouls’ across any distance within the same city. Blood transmitted beyond this distance costs a “surcharge” of one Rouse check per 500 miles. The vampire still needs to use other powers if they want to know how badly their ghouls need blood, but it’s useful if a ghoul disappears, can call their domitor over the phone, or if the vampire is physically prevented from reaching a servant they know can help them.
If a ghoul takes this Devotion, their domitor can send blood only to them, but the ghoul can telepathically request blood at any point. The ghoul can’t communicate anything besides a wordless hunger for blood. Most domitors severely discipline their ghouls to only use this Devotion in emergencies, but addicts will do anything for a fix.
Unlike most amalgam Devotions, the vampire and the ghoul can split the prerequisites between each other. For example, a vampire with Auspex 4 and no dots in Celerity or Fortitude could still take this Devotion, but could only send blood to ghouls with Celerity 3 or Fortitude 3. A ghoul with Auspex 4 and no dots in Celerity or Fortitude could also take this Devotion, so long as their domitor has Celerity 3 or Fortitude 3.


Celerity •••• Devotions


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Common Devotions


Draught of Elegance

The vampire can saturate their blood with the power of Celerity, conveying a portion of that grace to anyone who drinks of it. Drinking a Rouse check’s worth of blood lets the drinker temporarily use the vampire’s Celerity dots in place of their own. The drinker gains no additional Devotions besides Alacrity.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+. This is in addition to the requirement that the drinker consume a Rouse check’s worth of the vampire’s blood.
Duration: One night for mortals and ghouls; for other vampires, until the next feeding or the other vampire reaches Hunger 6.

Glide

The vampire can glide through the air as though using a hang glider. They fly as fast as they run, which can potentially be extremely fast if combined with other Celerity Devotions. The vampire is in a state of continuous descent after they take off, but they can soar like a bird in any direction except upwards. (Many vampires who want to truly “fly” with this Devotion jump off high buildings.) The vampire can always hover at least 10 feet in the air and can gain altitude by pushing or pulling against a fixed object or surface within reach. The vampire can also gain enough altitude to reach something reasonably nearby with a Rouse check. Further away targets may take a Dexterity + Athletics roll (DC varies) to reach without additional Rouse checks.
Prerequisites: Slow Fall •, Levitate ••, Hover •••

Interrupt

This Devotion functions like the three-dot version of Interrupt, except the vampire can take two actions instead of just one. For example, the vampire might stop a gunman from shooting someone by tackling them out of the way, then handcuffing them to a table or removing them from the building. The vampire can’t physically attack someone more than once.
Prerequisite: Interrupt •••
Cost: 3 Rouse checks at Blood Potency 0-4. 2 Rouse checks at Blood Potency 5+.

Posthaste

This Devotion functions like the one-dot and two-dot versions of Posthaste, except the vampire no longer pays a Rouse cost to accomplish hour-long physical tasks in a minute. By making 1 Rouse check, the vampire can accomplish any physical task that takes up to 24 hours in only a minute. The vampire can’t extend these benefits to other people, but can still pay Rouse checks to have them accomplish hour-long tasks in a minute.
Prerequisite: Posthaste •, Posthaste ••, Posthaste •••
Cost: As above. First 24-hour use in a night is free at Blood Potency 5+.
Duration: One scene or task, whichever is shorter.

Unseen Tread

This Devotion functions as Tireless Tread, except the vampire moves at roughly 100 mph and ordinary mortals don’t notice the vampire’s passage. Motion-sensitive devices still can, as do night-folk with preternatural speed or senses.
Prerequisite: Tireless Tread •••
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: One night or until the vampire slows down.


Uncommon Devotions


Ghoststep

The vampire becomes effectively insubstantial, ceasing to be affected by the laws of nature. The vampire can move in any direction in spite of obstructions, gravity, or logic: the vampire can run through a wall or other solid barrier as if it wasn’t there, run across water, run up a wall, run across a ceiling, and so on. The vampire is immune to damage from environmental hazards while they move except for fire, sunlight, and banes.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: One dice roll’s worth of actions, or several seconds’ worth of time.

Not There

This Devotion functions like Blink, except the vampire doesn’t just blur: they straight-up vanish. They’re effectively invisible for as long as they keep moving. The vampire can kill or abduct someone, steal things, get into or out of areas, and do it all without onlookers knowing who was there. The vampire still makes noise, though, and the aftereffects of their actions may be obvious. The vampire must succeed on a Clash of Wills to stay invisible to night-folk with preternatural speed or senses.
Cost: 1 Rouse check per unseen action. First use in a scene is free at Blood Potency 5+.
Prerequisite: Blink •••


Celerity ••••• Devotions


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Common Devotions


Flight

The vampire can fly through the air as though they had wings. They can freely move in any direction (including upwards) as fast they run. The vampire can combine other Devotions with Flight to even greater effect. A vampire who also has Unseen Tread, for example, can cross oceans without recourse to ships or airplanes (given enough time). Another popular use for this Devotion is to drop enemies from great heights. It’s also useful for escaping fights or staging ambushes.
Prerequisites: Slow Fall •, Levitate ••, Hover •••, Glide ••••

Flower of Death

One of the most feared applications of Celerity, this Devotion allows the vampire to clear rooms of foes in an instant, rendering numeric advantages nigh-irrelevant. The vampire doesn’t ever increase the DC of combats for fighting multiple opponents: instead, they simply use the strongest individual opponent’s DC. A vampire confronting a Sabbat pack, for example, might face a DC of only 7 (the pack leader’s DC) instead of DC 12 (the entire pack’s DC).
Cost: 1 Rouse check per reduction in DC. Reduce this Rouse cost by 1 at Blood Potency 6+.

Interrupt

This Devotion functions like the three-dot version of Interrupt, except the vampire can take up to a scene’s worth of actions instead of just one action. For example, the vampire might stop a gunman from shooting someone by tackling them out of the way, throwing away the gunman’s weapon, racing across town with the gunman back to their haven, chaining the gunman to a bed, and any number of further possible actions. This Devotion can burn through a great deal of blood, however. The vampire can’t make more than one physical attack.
Prerequisite: Interrupt •••, Interrupt ••••
Cost: 1 Rouse check, plus 1 extra Rouse check per action taken. Reduce this Rouse cost by 1 at Blood Potency 6+.


Uncommon Devotions


Ghostwalk

This Devotion functions like Ghoststep, except the duration is extended. The vampire can move through any number of walls or solid barriers and avoid any number of environmental hazards while the Devotion is active. Additionally, if the vampire ventures into fire, sunlight, or banes, they only have to make one dice roll to resist damage. If they’d only have to make one roll anyway, roll with Advantage.
Prerequisite: Ghoststep ••••
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Duration: Scene.

Penumbral Sprint

The vampire can run into extradimensional realms that overlap with mundane reality, such as the Shadowlands, the Spirit World, or the nearest regions of the Hedge. The vampire can only take whatever people or objects they can carry. This Devotion can only be used to access a single extradimensional realm, determined when the Devotion is first taught to the vampire. The vampire can learn this Devotion more than once to access additional realms, but such is rare.
Cost: 1 Rouse check per local Gauntlet rating, Shroud rating, or other applicable rating to determine how thick the barrier between worlds is. Reduce the Rouse cost by 1 at Blood Potency 6+.


Disciplines Portal


Malism
Auspex
Sorcery
Celerity
Dom
Animalism
Auspex
Blood
Sorcery
Celerity
Dominate
Fort
Obf
Pote
Pres
Prot
Fortitude
Obfuscate
Potence
Presence
Protean

Celerity

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