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Celerity

in Clan Disziplinen 12.03.2016 10:29
von Quatamoc (gelöscht)
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Not all vampires are slow, meticulous creatures.
When needed, some vampires can move fast — really
fast. Celerity allows Assamites, Brujah, and Toreadors
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.
System: Each point of Celerity adds one die to every
Dexterity-related dice roll. In addition, the player can
spend one two blood point to take an extra action up to the
number of dots he has in Celerity at the beginning of
the relevant turn; this expenditure can go beyond her
normal Generation maximum. Any dots used for extra
actions, however, are no longer available for Dexterity-
related rolls during that turn. These additional actions
must be physical (e.g., the vampire cannot use a
mental Discipline like Dominate multiple times in one
turn), and extra actions occur at the end of the turn
(the vampire’s regular action still takes place per her
initiative roll).
Normally, a character without Celerity must divide
their dice if she wants to take multiple actions in a
single turn, as per p. 248. A character using Celerity
performs his extra actions (including full movement)
without penalty, gaining a full dice pool for each separate
action. Extra actions gained through Celerity may
not in turn be split into multiple actions, however.

Celerity 6+
Usually, elders progress in Celerity according to the
existing progression – more dots mean more dice and
potential actions a turn that are available, and levels
6 through 9 have those powers available at each level,
as normal. Similar to other Disciplines at level 6 or
higher, though, alternative powers exist. If the elder
wants to purchase an alternative power instead of the
typical progression (as per the sidebar on p. 127), she
can, but she forfeits the capacity an extra Dexterity die
and potential for an extra action to gain the special
power instead. She can go back later and purchase the
“normal” dot of Celerity later, as desired.
Note that it isn’t possible to “skip” levels of progression
for the normal Discipline – an elder with Celerity
7 that buys Projective at level 6 needs to go back and
buy the normal level 6 power before getting the access
to his level 7 power that grants the capacity for up to
seven Dexterity dice or actions in a turn.

••••• • Projectile
Despite the fact that a vampire with Celerity moves
at incredible speeds, any bullets he fires or knives he
throws while in this state don’t move any faster than
they normally would. Scientifically minded Kindred
have been baffled by the phenomenon for centuries,
but more pragmatic ones have found a way to work
around it. Projectile enables a vampire to take his preternatural
speed and transfer it into something he has
thrown, fired, or launched.
System: Projectile requires the expenditure of a blood
point. In addition, the player must decide how many
levels of his character’s Celerity he is putting into the
speed of the launched object. Thus, a character with
Celerity 6 in addition to Projectile could decide to put
three dots’ worth of speed into a knife he is throwing,
and use the other three dots as dice or potential extra
actions as per normal. Each dot of Celerity infused into
a thrown object becomes an automatic success to the
attack’s damage roll, assuming the weapon or projectile
actually hits.

••••• •• Flower of Death
In combat, speed kills. A proper application of Celerity
in combat can turn even the meekest Cainite
into a walking abattoir. How much more deadly, then,
is a vampire with the ability to utilize his preternatural
speed to the utmost in combat? Flower of Death allows
a vampire to take his Celerity and apply it in full to
each hand-to-hand or melee attack he makes.
System: Flower of Death costs four blood points, but
the spectacular effect is well worth it. Once the power
is in effect, the vampire’s bonus dice for Dexterity rolls
get added to every dice pool for attack the character
makes (even if the roll doesn’t use Dexterity) until the
end of the scene. Further, even if the Kindred uses some
of his Celerity dots for extra actions during the scene,
these extra dice are still available. The effect is limited
to hand-to-hand or melee weapon attacks — firearms,
bows, and other ranged weapons are excluded — but
does grant the attacker additional dice for damage rolls.
Flower of Death is not cumulative — it is impossible
to “layer” uses of the power over one another to create
astronomical dice pools.

••••• ••• Zephyr
Zephyr produces an effect vaguely similar to one of
the legendary comic book-style uses of enhanced speed,
allowing its practitioner to run so fast he can run across
water. Particularly successful applications of Zephyr allow
a vampire to go so far as to run up walls and, in at
least one recorded instance, across a ceiling.
System: Zephyr requires the expenditure of one point
of blood and one point of Willpower. Unfortunately,
Zephyr requires such extremes of concentration that it
cannot be combined with any form of attack, or indeed,
with most any sort of action at all. If a character using
Zephyr feels the need to do something else while moving
at such tremendous speeds, a Willpower roll (difficulty
8) is required. Needless to say, botches at Zephyr
speed can be spectacular in all the wrong ways.
Most times, a vampire moving at such a rate of speed
is barely visible, appearing more as a vampire-shaped
blur than anything else. Observers must succeed on a
Perception + Alertness roll (difficulty 7) to get a decent
look at a Kindred zooming past in this fashion.

zuletzt bearbeitet 14.04.2016 15:07 | nach oben springen



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