Atrasanctum
Celerity
Celerity is the quick agility that gifts vampires with startling speed and reflexes.
6 - Projectile
Enables a vampire to take his preternatural speed and transfer it into something he has thrown, fired, or launched.
Mercury's Arrow
This level lets vampires hurl arrows and daggers with fearsome effect. Assamites are especially adept at this technique. Requires one blood point.
7 - Flower of Death
Allows a vampire to take his celerity and apply it in full to each hand-to-hand combat or melee attack he makes.
Sanguinary Wind
Using this level, vampires move like whirling dervishes reacting to their enemies' movements before the enemy has moved. 2 blood points to activate. Once activated it remains functional for the duration of the scene.
Stutter-Step
Calling upon her preternatural speed, a Kindred using this power appears to undertake several actions at once, ''flickering'' from one action to the next. This is particularly useful in combat, as one's foe cannot guess which of the actions he perceives is the one with which the character follows through. The character seems to be a dervish while this power is in effect, beginning countless feints, dodges and parries. Costs a blood point to activate.
8 - Zephyr
Allows a vampire to increase his speed to the point he can run across water or run up walls.
Resist Earth's Grasp
The speed at which they are able to run allows vampires to scale buildings or cross water without sinking. Must be able to scale the building or cross water without stopping. The vampire can move 5 feet vertically up or 10 feet horizontally for each level of celerity that she possesses.
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The Discipline Celerity and its level names are property of White Wolf. The descriptions are the writings of Sable. Do NOT borrow this page unless you include this part on the bottom of the page.