Passive Abilities
Grace and Agility: Vampires with Celerity are supernaturally graceful with a level of hand eye coordination to impress a championship Dart Thrower. Kindred add their celerity rating to their Dexterity for all rolls and passive checks. This includes passives based on dexterity such as Speed, Defense, or Initiative.
Quickness: A kindred gains their Celerity Rating to their defense. Their celerity even applies even against ranged attacks were one otherwise loses their defense. The kindred does not lose the defense given by his celerity via the normal method of each attack in a turn lowering his defense by one.
Activated Abilities
Cost: 1 Vitae (per ability), (Blur of Motion & Interrupt also 1 Willpower)
Dice Pool: None
Action: Reflexive
Duration: See Below
Each of these abilities are activated separately, spending a blood on celerity does not activate all of them rather you must choose which aspect of celerity you are activating when it is activated. Additionally Blur of Motion and Interrupt together can only be used as many times in a scene as one has dots of Celerity, so if a kindred has two celerity and uses Interrupt then Blur of Motion on the following turn she cannot use either of these powers again for the remainder of the scene.
Speed: A vampires Speed increases by itself again for each dot of Celerity he possesses. Simply add one to the value of the character's Celerity and multiply that number by his Speed. Characters running while Celerity is active double this figure, as well. Assuming the sample character with Celerity 3 has a Speed of 12, he has an effective Speed of 48 -- [(1+3) x 12] -- during turns in which he activates Celerity. If he runs while his Celerity is active, his Speed is 96 -- almost 65 miles per hour!
At higher dots moving in this way is sudden and jarring; the vampire appears to shift from point to point without crossing the space in-between. She may use this to briefly avoid detection or launch surprise attack
Speed lasts for one turn during combat, and lasts for the remainder of the scene when not in combat.
Follow the Leader: Immediately move to the head of the Initiative queue. This boost in Initiative lasts only one turn, after which all combatants return to acting in their rolled order. If multiple vampires attempt to jump ahead simultaneously the one with the highest Celerity goes first, if tied both go at the same time. Use of this ability must be declared before the turn begins, i.e. before any actions for the turn have been declared.
Blur of Motion: Activating blur of motions gains the kindred extra actions upon her turn. When a kindred activates Blur of Motion she spends a Willpower and a number of blood equal to the amount of extra actions she wishes to take, up to a maximum of her Celerity dots.
Blood spend past the first defies normal generation blood limit, so if a 12th generation Brujah with four dots of Celerity hasnt yet spent vitae a turn, she may use her 1 vitae for the initial blood expenditure and be able to spend the other three "for free" essentially. However if she has already spent all her per turn vitae allotment this turn, than Blur of Motion cannot be activated.
The extra actions does not include the "free" movement that all characters have every turn, however it can be used to move. If used to declare a Dodge action, the Dodge action must be the very last instant action declared.
Blur of Motion and Interrupt cannot be activated more times in a single scene than the kindreds total Celerity dots.
Interrupt: A kindred may interrupt the action of another character with a brief action of her own. This could be an attack, making it possible to disable an opponent in mid-action. It may be movement, avoiding harm by shifting out of reach. Or it could be any other instant action, like activating a Discipline or dodging. The extra action does not include the "free" movement that all characters have every turn, however it can be used to move.
Essentially, the vampire (potentially) gains another Instant action during the turn, just one that must be used to instantly react to a threat. The decision to interrupt is made after another character’s action is declared, but before it actually occurs (before dice are rolled). Once interrupted, the other character must continue his declared action, if it’s still possible. If the action is no longer possible, he may spend a willpower to change his action provided he has not already spent one this turn. Celerity cannot interrupt reflexive actions or actions of which the character was unaware.
When one Kindred uses interrupt, other kindred who also possess celerity may activate interrupt as well as, a reflexive action - as they immediately determine what has happened. When multiple kindred attempt to use it simultaneously the kindred with the highest dots in celerity goes first (If kindred are tied, the one with the highest initiative wins the tie), followed by the next and the next, etc... The first kindred to activate Interrupt is treated as having +1 dots to celerity when determining if he goes first (as in the time the other kindred spends realizing they are moving super fast, he is taking action). Once the extra actions are resolved, combat resumes normally with no change in order.
Using interrupt costs a Willpower. Interrupt and Blur of Motion cannot be activated more times in a single scene than the kindreds total Celerity dots.
Celerity does not have a list of different abilities that one gains as he gains more dots, but rather celerity gives a kindred a group of powers that gain strength the higher his celerity rating is.
Tales and legends of vampires ascribe to them inhuman speed, the ability to move faster than the eye can see, and even to appear in two places at once. While some of those accounts are exaggerated, Kindred with the Discipline of Celerity can indeed move far faster than any mortal. They appear to blur into nothingness, all others moving as if in slow motion in comparison.
Celerity isn't simply a measure of how blisteringly fast a kindred can move, kindred who are practiced in celerity are also incredibly nimble with a level of breathtaking gracefulness in every movement. Celerity also enhances the hand-eye coordination of those who learn it, there is many a toreador who have never even held a gun but could be ranked up against practiced sharpshooters just for this reason.