Celerity
Celerity
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Credits Special Thanks
Written By: Peter Vulic Kirra-lee Huber (original playtest team and
Developed By: Peter Vulic supportive partner, without who, none of this
Edited By: Peter Vulic would have been possible)
Mike Minford (editorial assistance)
Riot Of The Blood Cast (critical feedback)
Brad Hardwick (critical feedback & advice)
©
2019 White Wolf Entertainment AB. All rights reserved.
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For additional information on White Wolf and the World
of Darkness, please, visit: www.white-wolf.com,
www.worldofdarkness.com and www.storytellersvault.com.
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TABLE OF CONTENTS
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How to use this Document? Tag: All abilities are given a tag. A tag
describes what sort of medium the power uses.
The document should be read just like any other Only those capable of perceiving reality under that
World of Darkness book. You will need the core V5 tag can pick up on its use and even then, it might be
rulebook to understand most of its rules but on the beyond their scope to do so. If a creature is resilient,
following pages you will find rules for an expanded to a single tag the power possesses, but not the
Celerity discipline. This includes a re-write of its old other then it can still be affected as per normal. A
powers as well as special and optional rules to single power usually will have more than one tag:
improve your gameplay experience. ▪ Physical: uses and functions through sound,
The powers have been written in a way that is sight, smell, taste, and/or touch.
hopefully clearer than what the main rulebook ▪ Mental: uses and functions through the use of
provides. telepathy or simply in the mind of the creature.
▪ Spiritual: uses the connection through the
Please read the segments on the current and Umbra (or spiritual energy) to function.
following page for a better understanding of how to
read the document. Range & Targets: Describes the range of the
power and how many individuals it impacts. This
The Breakdown will not always be a physically determined range but
can be categorized as Vocal, Visual or Scent range,
Each power is broken up into the following meaning the range extends to how far a character
segments: can see, smell or how many people can hear him.
Description: a quick summary of the power, Conditions: Describes what conditions must be
including some additional information for how it met for the power to work.
functions, impacts the user and what its
effects actually are. The description is generally Risk: Advises primarily how easily another
broken down into italicized text and normal text. individual can perceive the use of this power and
The italicized text is meant more as an how likely it is. This is primarily meant to give the
in-story description of the power or its origins while player an understanding of the risks involved when
the normal text actually advises you on its effects. using this power in public.
Type: All powers have a type attributed to them. Cost: Tells the player what cost must be paid for
These are: the power’s activation.
▪ Abilities: requires the user to actively Test: Advises what test a player must pass for the
deviate that they are using this power. power to activate. The test difficulty will always be a
▪ Reflexive: the ability only becomes number in a bracket ( ). As long as the result is
available if the right circumstance presents equalled or exceeded the power activates. In
themselves during which point a player may circumstances where no test or value is provided the
declare that they are activating the power. power activates automatically.
▪ Upgrade: these powers augment or
permanently enhance the user. They have no Resistance Roll: Describes what values the target
cost and are always active. uses in order to attempt to resist the powers effects
▪ Ritual: these powers require a character's (if any). The difficulty for the Resistance Roll is
attention, ingredients and, usually, a either a pre-determined value ( ) or is simply made
prolonged period of time to perform properly
against the users test result.
but their effects are generally, long lasting and
powerful. Duration: Advises how long the power
remains active for or rather how long its effects
remain active.
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Values personally considers to NOT be LARP friendly.
This is simply the authors personal preference and if
Many of the powers written here will provide you you feel like a power can enrich your gaming
with a distance and duration which is slightly experience than by all means use it.
different from the main book which uses a more
open system of play. Treat these more as guidelines Banes & Bonuses
to give you a better understanding of the extent of
Before you get into the full explanation of each
each power and its effects.
power there will be a page which explains the nature
Distance and weight will always be provided in of the discipline at length, how it works, its bonuses
metric followed by imperial measurements in and its banes.
brackets. Both are rounded up or down to the
The last two will be new for most players as these
closest round number for ease of gameplay.
additions do not feature in the main rulebook.
Duration is always provided in normal time and
A discipline Bonus is granted to any user of the
game time. Normal time being hours, days, weeks
ability and generally grows more powerful the more
etc. and game time being provided in Actions,
dots the player invests in that ability. The Bonus is
Rounds, Scenes and Sessions. Game time will
generally a passive one or it augments the powers in
always be provided in brackets next to Normal time.
the Discipline further.
Just like distances these are meant to provide a
guideline more than an actual hard rule and are A discipline Bane is the inherent danger which
meant for ease of gameplay. comes from using the discipline. These can vary but
the one rule they all share is that a discipline Bane
Enhanced Mortals only affects those users and clans who do not
naturally have access to the Discipline to begin with
You might often encounter the phrase Enhanced as part of their Clan (or bloodline) inherent abilities.
Mortal. This is simply a tag given to all creatures
who are mostly human (or a normal animal) but had For example, Dominate is a discipline which several
been altered by scientific or supernatural means to clans have access to. So Ventrue and Tremere
be stronger, faster or more resilient than general characters will outright ignore the discipline bane
mortals. Ghouls, Flesh Creations, Zombies, Thin- for Dominate. However, a Gangrel who gained
Bloods, Kinfolk etc. can all be considered Enhanced access to Dominate (by either being taught or as
Mortals. part of their Predator Type) will always be impacted
by the discipline Bane as it is not a power his Clan is
LARP Friendly naturally accustomed to.
Some abilities can be somewhat difficult to In either event discipline Banes & Bonuses are
represent in a Live Action Role Play optional rules and most powers work just as easily
(LARP) setting. Due to this the author had without their implementation. So, if you feel like
added a symbol of an ankh (such as the they would slow your game feel free to disregard
one on the right) to all powers which he them.
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CELERITY Discipline Bane
Celerity is the gift of supernatural speed and If a 1 is rolled on a Rouse Check when performing a
dexterity. For those Cainites with access to Celerity Celerity power which is rated as 3 dots or higher,
the world moves in slow motion. then the Kindred becomes frustrated with the slow
pace of the world around him and will
They can move with amazing speed, becoming blurs subconsciously make use of his Celerity abilities,
of motion that only other users of this Discipline performing minor tasks faster than they would
have any channce of seeing. normally be able to. Although this does not outright
As users becomes more adapt at using Celerity they breach the Masquarade it can lead to the Kindred
find that they can perform incredible feats of becoming drained. The Kindred increases their
balance, run up walls and handle a blade with deadly Hunger by 1 at the end of the current Scene.
intent.
Initative
However over reliance on Celerity can lead to
impatience causing them to use the ability even Generally in World of Darkness actions, during a
when it is not really needed. This can leave the Scene, either happen naturally (Social Scenes) or at
Kindred exhausted, hungry and drained. the same time (Combat Scenes) so there is generally
little use for Initiative. However if you have players
which possess Celerity, or similar powers which
enhance their normal movement, then it is
Key Test recommended you include some basic rules for
Initiative.
Celerity + Dexterity vs Wits + Dexterity
To simplify it, a character’s initiative rating is the
combined result of their Wits + Dexterity rating.
The character who has the highest Initative rating
Celerity Explained can choose to be the last person to announce their
actions and the first person to execute them
Celerity allows the Kindred to move faster than any (allowing them to plan their movements better and
mortal can hope. This extraordinary speed violates pre-empt other players). This does not mean that
the laws of physics in that the Kindred does not one player can hit a target without any
experience any change in momentum, friction, etc. consequences, it simply means that the outcome of
Unless specified, objects thrown with the use of their actions occurs first (if the player so choses).
Celerity are no faster than normal.
Now you can use these rules in your normal games
The Kindred is also able to perceive events quicker but generally it is advised you only apply them if you
than his peers giving him an edge in most situations. have characters who have access to Celerity (or
Check Initiative for a more thorough explanation. similar).
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Level 1
Flawless Parry
Cats Grace
The Kindred finds he is able to parry most blows without
The Kindred has a perfect sense of balance and can move issue.
without issue even on the narrowest of footings.
The Kindred adds 1 dice to his pool per dot in
The Kindred automatically passes all Athletic tests
Celerity ,when performing a Block action (V5 –
related to balancing on a tight footing such as ropes,
page 297).
narrow ledged and pipes.
❖ Type: Upgrade
❖ Type: Upgrade ❖ Tag: Physical
❖ Tag: Physical ❖ Range & Targets: Targets the Kindred
❖ Range & Targets: Targets the Kindred himself.
himself. ❖ Cost: None
❖ Cost: None ❖ Conditions: Applies only to physical blocks,
❖ Conditions: The power does not function if not social ones.
the surface itself is severely compromised ❖ Risk: None
(slippery due to oil or damage). ❖ Test: None
❖ Risk: Minor, at worse you are treated as a side ❖ Resistance Roll: None
show.
❖ Duration: None
❖ Test: None
❖ Resistance Roll: None
❖ Duration: None
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Level 2
Fleetness
The Vampire uses Celerity to improve their physical abilities
to new heights.
If successful the Kindred adds 1 dice per dot in
Celerity to, to all his Dexterity based rolls. The
bonus never applies when it comes to tests related
to activating supernatural powers.
❖ Type: Ability
❖ Tag: Physical
❖ Range & Targets: Targets the Kindred
himself.
❖ Cost: 1 Rouse Check
❖ Conditions: None
❖ Risk: None. While leading to impressive
Projectile physical feats, the power itself does not break
The Kindred learns to use Celerity to turn the Masquerade
mundane objects into deadly projectiles. ❖ Test: Celerity + Dexterity (2)
❖ Resistance Roll: None
The Kindred can use small items as ❖ Duration: 1 Scene (10 minutes) or until the
projectiles in place of firearms. This ability grows Kindred is incapacitated.
more powerful the more dots you possess in
Celerity.
●+ – the projectile is treated as a short-ranged Precision
firearm that has a +1-damage modifier.
●●●+ – the projectile is treated as a short or Adept Celerity users know that without precision it doesn’t
medium ranged firearm that has a +2-damage matter how fast you can move and so take great care to make
modifier. sure every blow counts.
●●●●● – the projectile is treated as a short, If successful the Kindred can bypass all man-made
medium or long ranged firearm (players choice) that armour with their ranged or close combat attacks or
causes that has a +3-damage modifier. hit normally difficult targets As long as there is a
❖ Type: Upgrade gap, the Kindred will be able to exploit it.
❖ Tag: Physical ❖ Type: Reflexive
❖ Range & Targets: Targets the Kindred ❖ Tag: Physical
himself. ❖ Range & Targets: A single individual which
❖ Cost: None the Kindred is currently attacking.
❖ Conditions: None ❖ Cost: 1 Rouse Check
❖ Risk: Moderate. The effect greatly depends ❖ Conditions: Must be declared immediately
on your proficiency with Celerity but when a after a Dexterity + Brawl, Dexterity + Melee
rock is seen punching through combat armour or Dexterity + Firearms roll is made.
questions might be raised. ❖ Risk: None. While impressive the power does
❖ Test: None not appear supernatural.
❖ Resistance Roll: None ❖ Test: Celerity + Dexterity (2)
❖ Duration: None ❖ Resistance Roll: None
❖ Duration: 1 Action (1 Second)
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Stutter Step Master of Motion
The Kindred’s movements become unnatural, Gaining a good handle on using Celerity efficiently, the
almost as if the vampire is glitching in the real Kindred is able to utilize their normal physical movements
world, unnerving opponents and becoming harder more precisely.
to hit.
When performing the Maneuver action (V5 – page
If successful the Kindred adds 1 dice, per dot in 297) you gain a number of additional bonus dice,
Celerity, when attempting to physically dodge equal to your Celerity rating, on top of the normal
enemy attacks (Dexterity + Athletics). bonus, for your next round.
❖ Type: Reflexive ❖ Type: Upgrade
❖ Tag: Physical ❖ Tag: Physical
❖ Range & Targets: Targets the Kindred ❖ Range & Targets: Targets the Kindred
himself. himself.
❖ Cost: 1 Rouse Check ❖ Cost: None
❖ Conditions: Must be announced after the ❖ Conditions: The bonus only applies to
Kindred is declared as a target of a physical physical actions not social ones.
attack but before any dice are rolled. ❖ Risk: None
❖ Risk: High. The Kindreds movements do not ❖ Test: None
look natural and will potentially cause a panic. ❖ Resistance Roll: None
This power violates the Masquerade if done in ❖ Duration: Permanent
public.
❖ Test: Celerity + Dexterity (2)
❖ Resistance Roll: None
❖ Duration: 1 Action (1 Second) or however
long it would normally take for the enemy to
execute the attack.
Downtime
Speed Of Thought
Downtime refers to the actions a character
Practitioners of Celerity tend to be energetic and proactive performs in between sessions. It isn’t always
individuals, at odds with most Kindred society. While this used by all storytellers. So, before you take an
more often than not gets them in trouble it also makes them ability such as Speed of Thought make sure to
more active players of the Jihad. check with your Storyteller.
The Kindred can perform an additional Down Time If downtime is being used than be mindful that
Action than would normally be allowed. it is just the Kindred himself who benefits from
Speed of Thought, not his underlings.
❖ Type: Upgrade
❖ Tag: Mental For instance; a weapon being built by the
❖ Range & Targets: Targets the Kindred Kindred will be constructed quicker but an
himself. office that is being built for him by a
❖ Cost: None construction company will not benefit from any
❖ Conditions: None bonuses.
❖ Risk: None. You are simply seen as a most
proactive individual. Also note Speed Of Thought does not allow the
❖ Test: None Kindred to quicken Rituals, these will still take
❖ Resistance Roll: None the allotted amount of time regardless.
❖ Duration: Permanent
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Traversal
This ability allows a Kindred to truly expand on
the utility of Celerity. With proper training it is a
useful tool, but with arrogance it quickly becomes a
danger to the Masquerade.
The Kindred can now Blink to traverse difficult
surfaces. They can run on water, move fast enough
that their momentum allows them to successfully
make most jumps and even run vertically on walls.
The ability continues to function as long as the
Kindred remains in motion. Should he stop or trip
than the power ends and normal physics re-assert
themselves.
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Draught of Elegance Momentum
The Kindreds vitae is so infused with the power of Celerity Much like a kinetic shot fired from a railgun, the Kindred
that those who drink from it can momentarily develop some of uses the momentum of Celerity to deliver a devastating blow.
its abilities.
The Kindred’s unarmed physical strikes cause
The Kindred can voluntarily offer some of its blood Superficial Damage which cannot be halved by
to another vampire. If it does so then the target will Kindred or other Supernatural Creatures.
gain one Celerity power which the Kindred already
❖ Type: Upgrade
possess up to level 2.
❖ Tag: Physical
While the power itself is considered an upgrade a
❖ Range & Targets: Targets the Kindred
Rouse Check still needs to be made each time the himself.
Kindred feeds a target some of their blood. ❖ Cost: None
Any Ghouls you possess will manifest a permanent ❖ Conditions: None
Level 1 Celerity power (if they do not possess one ❖ Risk: Moderate. The Kindred can control
already), when you next feed them your vitae. when he wishes to apply the bonus or not,
however doing this action in full view of a
❖ Type: Upgrade / Ability
crowd will breach the Masquerade.
❖ Tag: Physical
❖ Test: None
❖ Range & Targets: A single individual who
❖ Resistance Roll: None
you feed your blood to.
❖ Duration: Permanent
❖ Cost: 1 Round + 1 Rouse Check
❖ Conditions: The cost only applies when
feeding someone your blood.
❖ Risk: Varies. You are granting someone the Level 4
powers of Celerity who may not know how to
use them. Additionally, the act of feeding Flower of Death
someone your blood is a possible Masquerade
breach if done in public. This ability is said to have been developed by a
❖ Test: None Toreador who marvelled at the fluid art of the
❖ Resistance Roll: None sword masters of the Banu Haqim. It allows the
❖ Duration: Permanent for the upgrade, but the Kindred to deliver a follow up blow to his enemies
effects of your blood on others last for 1 before the initial strike had even properly registered.
Session, unless they are your Ghouls.
If successful the target suffers an additional 3 points
of damage (of the same type as the initial attack).
❖ Type: Reflexive
❖ Tag: Physical
❖ Range & Targets: A single individual who
the Kindred had just successfully damaged
using their Brawl or Melee skill.
❖ Cost: 1 Rouse Check
❖ Conditions: Must be announced after a target
had just received damage from the kindred
due to a Brawl or a Melee roll.
❖ Risk: High. You are delivering blows faster
than humanly possible; this power violates the
Masquerade when done in public.
❖ Test: Celerity + Dexterity (4)
❖ Resistance Roll: Wits + Dexterity
❖ Duration: 1 Action (1 Second).
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Unseen Storm Level 5
Finally, the Kindred’s abilities in the art of
Celerity are such that his movements cannot be
Lightning Strike
properly picked up by the human eye. The Kindred disappears and re-appears in front of
All of the Kindreds Celerity abilities are now done its intended target, often with the knife already
so quickly that an observer will only see the firmly embedded in the victim.
beginning and end result (unless they possess If successful the Kindred appears within Touch
Celerity themselves). They will not be able to tell range of his intended target and for each success the
how something happened, merely that it did. Kindred beats the targets resistance roll by the
Surveillance equipment can no longer pick up the target suffers a point of Superficial Damage. This
Kindreds movements when they are using Celerity. power ignores a targets armour entirely. For story
❖ Type: Upgrade purposes the Kindred counts as having used a
❖ Tag: Physical Melee weapon or his own fists to deliver the blow.
❖ Range & Targets: Targets the Kindred ❖ Type: Ability
himself. ❖ Tag: Physical
❖ Cost: None ❖ Range & Targets: A single target within 30
❖ Conditions: None meters (100 feet).
❖ Risk: None. While the ability masks most of ❖ Cost: 2 Rouse Checks, if you possess Blink
your actions, individuals will still wonder how than only a single Rouse Check is need.
you actually managed to perform them. ❖ Conditions: None
❖ Test: None ❖ Risk: Moderate. Untrained observers will
❖ Resistance Roll: None simply see the beginning and the end of this
❖ Duration: Permanent ability.
❖ Test: Celerity + Dexterity (5)
❖ Resistance Roll: Wits + Dexterity
Time Out Of Time ❖ Duration: 1 Action (1 Second)
It is not just the Kindreds body but also their mind which
moves so quickly it can not only predict the outcome of its
blows but can also redirect them for a more favourable result.
If successful the Kindred can re-roll any number of
black dice from a single physical roll he just made.
The second result is binding however. Willpower
cannot be used to re-roll dice which had already
been re-rolled.
❖ Type: Reflexive
❖ Tag: Mental & Physical
❖ Range & Targets: Targets the Kindred
himself.
❖ Cost: 1 Rouse Check
❖ Conditions: Must be done immediately after
a physical roll had been made by the Kindred.
❖ Risk: Moderate. Trained combatants will
know that your actions are not humanly
possible.
❖ Test: Celerity + Dexterity (4)
❖ Resistance Roll: None
❖ Duration: As long as it takes to do the initial
action.
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Temporis
The apex of Celerity. The power takes its
name from an ancient discipline that was said
to be the forerunner of Celerity. Its abilities
were such that its users were able to break the
laws of time itself.
If successful the Kindred can, at any time, perform
a single physical action. Allowing him to even
supersede the current events or the Storyteller
themselves.
❖ Type: Reflexive
❖ Tag: Physical
❖ Range & Targets: Targets the Kindred
himself.
❖ Cost: 2 Rouse Checks
❖ Conditions: The power can be performed
at any point, provided the Kindred is not
incapacitated, but only with the permission
of the Storyteller.
❖ Risk: Minor, the act is so instant that while it
might generate some confusion only other
Celerity users will be able to have any hope of
picking up on it.
❖ Test: Celerity + Dexterity (5)
❖ Resistance Roll: None
❖ Duration: 1 Action (a split second) the action
itself occurs out of sequence
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PART OF THE SHADOWFALL
COLLECTION
This Document is part of the Shadowfall expanded universe.
gs.
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