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VAMPIRES

THE CHILDREN OF CAINE

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CELERITY

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.

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LEVEL 1

â—‰ Fleetness

Their mastery of Celerity now allows the vampire to move and react with dizzying speed.

System:

Passive

Adds +1 to Dexterity per level of Celerity. Each level may grant the bonus only once. 

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Celerity may also be used to substitute Composure stat in firearms, allowing you to roll Firearms + Celerity instead. (Note: Celerity, not Dexterity additionally you may NOT add celerity to Composure + Firearms until level 6 of the discipline, only substitute composure if your celerity rank is higher.)

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LEVEL 2

 

◉◉ Blink

Vampire moves at such speed that most they are able to cover large distances before their action. 

System:

Normal Action

COSTS 1 BLOOD POINT

May move up to 25 (upgraded by +10 for every subsequent level, maxing at 50 meters) meters per turn and then carry out an action. 

Note: you may not perform an action and then make distance. 

Alternatively may perform a quick action, such as reloading or drawing a weapon, without losing your Normal Action. 

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LEVEL 3

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◉◉◉ Traversal

With blurring speed the vampire can run or climb along any surface, including vertical and even liquid mediums. While Traversal does not grant insect-like supernatural traction, running up or along walls present little problem. Walking on water remains impossible, but the vampire can run on water for a limited distance given a run-up.

System:

Normal Action

Roll Dexterity + Athletics, Difficulty 12

COSTS 1 BLOOD POINT

On a success run on a vertical surface or even water up to 40 meters. 

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LEVEL 4

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◉◉◉◉ Whirlwind

The vampire moves so fast that they may unleash their attacks on more than one opponent.

System:

Normal Action

COSTS 1 BLOOD POINT

Roll close range physical attack (be it with weapon or hand to hand), Difficulty 10

Chosen targets (up to 3) roll defense, Difficulty 10. Then each defender compares their successes to that of an attacker individually.

Attacker's Successes - Defender's Successes = Damage Taken. 

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◉◉◉◉ Flurry

The vampire use their extra speed to throw extra attacks

System:

Normal Action

COSTS 1 BLOOD POINT

This does not allow for several actions. Instead this power adds +1 damage on a single attack, as long as it lands. 

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LEVEL 5

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◉◉◉◉◉ Lightning Movement

Faster than most can follow, the vampire can strike with fist or melee weapon at such speed that most can't hope to dodge it or dodge so fast that it feels like that disappeared in a thin air.

System:

Normal Action

COSTS 1 BLOOD POINT

Adds +5 to next attack or defense roll. 

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===========================[GENERATION 7  ONLY]================================

Generation 7 characters who have achieved ranks 1-thru 5  in this discipline may purchase ONE of the following disciplines below. The character may buy all level 6 ranks providing it is an IN CLAN discipline. 

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​LEVEL 6

◉◉◉◉◉ â—‰ 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:

SPEND: One Blood Point

Add Celerity bonus to any throwing /shooting action (The speed is transferred to the projectile though magical means)

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========================[GENERATION 6  NPC ONLY]=============================

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LEVEL 7

◉◉◉◉◉ ◉◉ 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:

SPEND: Four Blood Points

Duration: 1 Scene

Use Once Per Scene.

Once the power is in effect, the vampire's +7 to Dexterity rolls get added to every  melee/brawl attack roll  the character makes (even if the roll doesn't use Dexterity) until the end of the scene.. The effect is limited to hand-to-hand or melee weapon attacks — firearms, bows, and other ranged weapons are excluded

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-DISCIPLINES-         

                                                            

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