Celerity
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Powers (1–5)
Alacrity
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Alacrity
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When you spend Blood to activate Celerity, your initiative increases by the sum of all of the Celerity powers you possess, including Celerity elder powers and Celerity-based techniques.
Focus: [dexterity]
Gain +2 to Dodge-based defensive test pools whenever Celerity is activated.
Swiftness
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Swiftness
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When making a ranged attack, you gain a +5 bonus to determine whether or not the attack scores an exceptional success. Additionally, when dodging, you receive a +5 bonus to your test pool for the purpose of comparing attributes to determine if your attacker has achieved an exceptional success.
Focus: [dexterity]
Gain +2 to Dodge-based defensive test pools whenever Celerity is activated.
Rapidity
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Rapidity
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When you activate Celerity, you gain an extra round of actions (one simple action and one standard action). Resolve these actions during the first Celerity round.
Focus: [dexterity]
Gain +2 to Dodge-based defensive test pools whenever Celerity is activated.
Legerity
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Legerity
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All of your Dodge-based defensive test pools receive a +2 wild card bonus while Celerity is active. This bonus stacks with the +2 Dodge bonuses granted by the Dexterity attribute focus. Additionally, when you score an exceptional success with a mundane ranged attack (one not related to any supernatural discipline) while Celerity is active, your character inflicts 2 additional points of damage instead of the standard 1 additional point.
Focus: [dexterity]
Gain +2 to Dodge-based defensive test pools whenever Celerity is activated.
Fleetness
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Fleetness
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When you activate Celerity, you gain an extra round of actions (one simple action and one standard action). Resolve these actions during the second Celerity round.
Focus: [dexterity]
Gain +2 to Dodge-based defensive test pools whenever Celerity is activated.
Elder Powers
Quickness
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Quickness
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When you activate Celerity, you gain an extra round of actions, consisting of one simple action and one standard action. Resolve these actions during the third Celerity round within the turn.
Projectile
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Projectile
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When you make a Physical ranged attack, such as a thrown or firearms attack, spend 1 Blood to activate Projectile. This attack receives a +3 bonus to its attack test pool, and inflicts an additional point of damage.
Projectile can be used to augment a ranged attack that wouldn't normally cause damage, such as hurling a coin. If Projectile boosts this type of attack, treat it like a normal firearms attack, which does 2 points of damage by default, 3 if you achieve an exceptional success. Such attacks do not receive the +3 bonus or an additional point of damage from use of Projectile.
The Blood expenditure for Projectile is added to any other Blood spent on Celerity this turn. You can utilize this power even if you do not choose to activate the rest of your Celerity for the turn. Projectile can be used during Celerity rounds, but you must pay the Blood cost each time you augment an attack with this power.
Nimble Departure
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Nimble Departure
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Spend 2 points of Blood to activate Nimble Departure for the turn and announce your attempt to fair escape. You may activate this power outside of your initiative order, similar to other Celerity activations. While this power is active your Dodge pool increases by the sum of all Celerity powers you possess, including Celerity elder powers and luminary powers and Celerity-based techniques; however, you may not initiate an opposed challenge unless that challenge's purpose is to elude or escape those who would bar you from leaving. In addition, while Nimble Departure is active your fair escape is not negated if you are involved in a Physical challenge so long as you win all Physical challenges you are involved in. If you are the target of any Mental or Social challenges that might inhibit your fair escape, you must win those as well. You may not activate this power if you have already initiated opposed challenges during the current round.
If you meet the criteria for a fair escape you may exercise it immediately without spending an action or you can retain the option until the end of the next turn. If you choose to retain the option, you may later exercise your fair escape by spending a standard action. If you lose an opposed challenge prior to exercising the retained fair escape, you lose the benefit and must activate this power again.
Zephyr
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Zephyr
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Spend 1 point of Blood to double your standard movement and to gain the ability to unerringly run on any tangible surface. Other effects or powers that increase your speed are added after this doubling effect. Once Zephyr is activated you must spend at least your simple or standard action on movement or the effects of Zephyr end. Provided you end your movement on a solid surface, you may traverse intervening empty spaces such as over alleyways between the rooftops of buildings. While Zephyr is active you can utilize the Elude and Strafe Aerial Combat Maneuvers.
If you end a round and you are not standing upright on a solid surface, or if you did not take a movement action in the round, Zephyr ends. If Zephyr ends while you are on a vertical surface, upside down, or in midair, you immediately begin to fall to the ground. While falling, if the nature of any nearby surface is conducive, your Storyteller may allow a static Athletics challenge to permit you to grab a handhold to end the freefall. Once you are back on a solid surface you may spend 1 point of Blood to enact Zephyr again and begin moving as normally dictated by this power.
Luminary Powers
Between the Ticks
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Between the Ticks
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Spend 2 points of Blood to activate Between the Ticks for the turn. While active you may take no offensive Physical actions. Instead, during each round of combat you may declare the assist defender mass combat tactic to aid any ally within six steps of you. You may do this up to the number of dots you possess of the Athletics skill each round without spending an action. Doing this may subject you to more than 2 Physical attacks per round; for the purpose of this power, this is an exception to the rule limiting the maximum number of attackers. While Between the Ticks is active and you are using the assist defender mass combat tactic, you may attempt to achieve an exceptional success. This is an exception to the rule stating that you may only score an exceptional success if you are the attacker in a challenge. You must meet all of the other rules qualifications to achieve the exceptional success.
If you achieve an exceptional success, you may choose to not only dodge the attack but to also redirect any damage that would have been dealt back to the attacker. Include all modifiers to the damage, such as Potence or Rage, as well as the type of damage and any harmful weapon effects, such as those caused by Quietus. If the attack involved a combat maneuver, apply the damage dealt but not the effects of the maneuver. If the attack is intended to convey the effects of a power, such as Cauldron of Blood or Hobbling Strike, apply the damage from the attack but not the effects of the power. Powers that do not involve a physical projectile, such as Force Bolt or Engulf, cannot be redirected with this power. Any qualities that applied to the original attack do not carry over into the new attack such as those from a gun with Accurate or Deadly qualities, a shotgun with the Spray quality, or a bonus from a power such as Projectile. If your opponent has already been targeted by the maximum number of Physical attacks possible for the round, you dodge the attack; however, the attack is not redirected, and you do not deal damage back to your attacker. If you choose to redirect an attack in this manner, your opponent's attack does not count against the number of Physical attacks you can receive during the round.
Momentum Swing
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Momentum Swing
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Once learned, this power automatically activates at no additional cost when you activate any other Celerity power. Whenever you successfully defend against a non-ranged Physical attack, you may move your opponent up to six steps in any direction. If this movement causes your opponent to collide with a solid object, your opponent takes 2 points of normal damage and is Knocked Down. If this movement causes your opponent to collide with another character, both characters take 2 points of normal damage and both are Knocked Down.
Whenever you successfully defend against a ranged Physical attack that has a tangible projectile, you may deflect that attack to anyone within 6 steps of you. In order to successfully transfer the attack, you must succeed in an opposed challenge using your Physical attribute + Dodge skill versus your target's Physical attribute + Dodge skill. If you succeed on the challenge your target takes the damage from the ranged Physical attack that was meant for you. If another party also seeks to redirect the attack through another means, such as the Kineticism power Redirect, all attempts immediately fail, and the attack cannot be redirected.