Celerity

## Celerity

### Clan(s)

Mirac, Parox, Qatal, Scintilla

Celerity is a Discipline that
endows the vampire with superhuman velocity. Tales and legends of vampires
ascribe to them preternatural speed, the ability to move faster than the eye
can see, and an impossible degree of agility. While some of these accounts are
exaggerated, those with the Discipline of Celerity can indeed move far faster
than any mortal. They appear to blur into nothingness, the world around them
seeming in slow motion by comparison.

### **1 - Velocity**

Your dead muscles can be driven
beyond the capacity of those who merely live. You gain a bonus to Speed equal
to twice your levels in Celerity.

### **2 - Vampiric Reflexes**

You react to danger with unnatural
speed. By spending 1 point of Vitae, you may move to the head of the Reaction
queue for the rest of the scene.

### **3 - Interception**

Your supernatural speed allows
you to interrupt the action of another before they know what is happening. By
Spending 1 point of Vitae, you may take a single action when another declares
the action they are taking. This means you may be able to disable them from
executing their action, but nevertheless after your instant action is resolved,
they will continue to carry through on their action as previously stated.

### **4 - Wall Runner**

Your preternatural capabilities
allow you to slip through space with even greater ease. Your bonus to Speed is
now equal to 5 times your levels in Celerity. At this level, you can move so
fast that you can traverse walls and even ceilings when at top velocity.

### **5 - Swiftness­**

Your alacrity and unnatural speed
now allow you to act with terrifying quickness in battle. During each of your
turns, you may spend 1 point of Vitae and perform an extra action. You may
spend multiple Vitae in a single turn to gain further actions, but your cap for
the number of extra actions you can take is 1 at this level, 2 at level 7 and 3
at level 9.

### **6 - Flawless Parry**

As the world slows around you,
you are able to casually sidestep oncoming blows and easily anticipate the
future movements of your adversaries. By Spending 1 point of Vitae, you may
choose to take no action on your turn. If you do this, all attacks made against
you for the duration of the scene automatically fail until you choose to take
an action.

### **7 - Tread Water**

Your running speed is now
reaching impossible limits. Your bonus to Speed is now equal to 20 times your
levels in Celerity. You move with such quickness that you are capable of
running across the surface of water.

### **8 - Death Flurry**

Through concentrating on the
motions of opponents, you are able to perfectly co-ordinate your own rapid
strikes to ensure that your blows land true. By spending 3 points of Vitae, you
get a bonus equal to half your levels in Celerity to all attack rolls you make
for the rest of the combat.

### **9 - Zephyr**

In combat, you can heighten your
reflexes and attunement to perceive the world as if it were brought to near
stillness. By spending 3 points of Vitae, you may gain invulnerability to all
attacks for the rest of the combat, provided that you take only single actions
on each of your turns. Should you take additional actions, this effect ends
instantly.

### **10 - Dance Between Seconds**

Sheer mastery over your own
movement through the stream of time now allows you to succeed in performing any
acrobatic feat you desire. Any Acrobatics roll you make except a suppression or
critical failure is treated as an exploding double eight.