Celerity

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When activating celerity, for the duration of the celerity power, you can only use other physical disciplines, (Fortitude and Potence) or powers that explicitly say you may.

Celerity represents preternatural speed and reflexes. When consumed with need, a Cainite can use the power inherent in the blood to achieve startling quickness. At high levels, the vampire is a blur or gust of wind to humans they run past. The vampire is wholly capable of violating the laws of physics, experiencing no change in momentum or friction. In combat, Celerity lasts one turn per expenditure of a Blood Trait, but out of combat the vampire can maintain actions at Celerity speeds as long as they do not stop or become engaged in combat or otherwise become hindered or distracted.

Trait: Physicals Ability: None

When a kindred activates celerity they get a number of steps equal to their celerity during each action.

⚫ Alacrity

Challenge: N/A Cost: 1 Blood Duration: 1 Round

Your reflexes are finely honed. Even as you watch others act, you can spring into action, completing your movements before they can respond. You are able to use your added speed to preempt offensive actions as long as you are able to see it coming. Essentially, Kindred with Celerity active always performs their action before Kindred without Celerity active. Moreover, your increased speed allows you to take an additional step in combat per dot of celerity.

⚫⚫ Rapidity

Challenge: N/A Cost: 1 Blood Duration: 1 scene/ or until deactivated

The Kindred can dilate time further with this power. As long as the Kindred keeps moving (can not run in place), the Kindred may stay at his maximum speed for up to an hour. If the Kindred does anything but run, the power deactivates.

⚫⚫⚫ Swiftness

Challenge: N/A Cost: 1 blood Duration: 1 Round

With shocking speed, you move faster than humanly possible. Even as others are recovering from events, you make your next move. By virtue of speed a vampire with Swiftness gains an additional action per turn. Any additional actions granted by Celerity occur after the first round of actions have been completed. Swiftness also allows the vampire to run at speeds much faster than a normal human. Moving at the speeds Rapidity confers is an overt Masquerade breach.

⚫⚫⚫⚫ Tempest

(Escape) Challenge: N/A Cost: 1 blood 1 willpower Duration: 1 Round

Moving faster than the human eye can track, you blur across the landscape with the speed of a cheetah. Unlike the rest of celerity, Tempest must be activated separately. When activate the Kindred enters a state of pure motion and speed that defies time and space. The character who uses this power runs, invisibly to another scene. They have no control where they run to, but they will end up somewhere that is unoccupied, and "safe." when activated, every other character in sight may choose to initiate the power reflexively (does not count against blood per turn) those characters also end up in the new scene and new combat. When used this power goes off in Normal actions. If the character is in a totally enclosed space where they cannot go through the doors, then this power fails when activated.

This power must be activated seperately from normal celerity and goes on normal actions.


Master Powers

⚫⚫⚫⚫⚫Fleetness

Challenge: N/A Cost: N/A Duration: 1 Round

When you call on the blood, you burst into a whirlwind of motion. Your passing extinguishes small flames, whips up flurries of debris and sows confusion among slower-moving entities as you top out at nearly 90 miles per hour. You now win ties on all Challenges in which your superior speed could possibly have an impact including most if not all combat related physical challenges. Clarifying: You do need to be in Celerity to benefit ie have activated Celerity to benefit.


⚫⚫⚫⚫⚫ Incredible Dodge

Challenge: None

Cost: None

Duration: Permanent

When you have zero Athletics or Defense. You may still call a single skill retest. This still applies when not in Celerity

⚫⚫⚫⚫⚫ Incredible Accuracy

Challenge: None

Cost: None

Duration: Permanent

When you have zero Brawl, Melee or Firearms retests, You may still call a single skill retest. This still applies when not in Celerity.

⚫⚫⚫⚫⚫ Fast Talker

Challenge: None

Cost: 1 willpower

Duration: Passive

The Kindred may spend willpower to use a Social Discipline power (1-4) (Not Blood Magic) with one of their actions while using Celerity. They must be able to pay the cost of the power in addition to the cost of activating celerity. When used outside of combat, the Kindred may spend willpower to use a Social power (level 1-4) so quickly that nearby targets do not get an Awareness test to recognize a power was used.