The Embrace gifts some vampires with
startling speed and reflexes. They can use Celerity to move with amazing swiftness
in times of stress. Mortals, and even Kindred lacking this Discipline, move
as if in slow motion compared to the astonishing blur the vampire becomes.
Celerity is common among the Assamite, Brujah and Toreador clans. The Assamites
use this ability to strike down their foes before the victims are even aware
of the attack. Brujah delight in the advantage this Discipline gives them
against superior numbers of opponents. Toreador are more likely to use Celerity
to lend preternatural grace to live performances such as dance or extraordinary
speed when creating sculptures or paintings - however, they can be as terrifying
as any Assamite or
Brujah when angered.
System: The character spends a single blood point. The next
turn, she gains a number of additional full actions equal to her Celerity
rating. These additional actions must be physical (e.g., the vampire cannot
use a mental Discipline like Dominate multiple times in one turn). So a vampire
with Celerity 4 who spends a blood point may perform a total of five physical
actions in her next turn. The 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 apply a dice pool penalty if she
wants to take multiple actions in a single turn. 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.