Post by Andrei on Jun 11, 2007 15:39:11 GMT
Assamite, Brujah, Toreador
Celerity is the quick agility that gifts vampires with startling speed and reflexes. With each point your speed will increase by 50%. For combat terms this means you'll get to do two hits instead of just one with level one celerity, four hits for level two and so on in close combat. Be aware a skilled opponent may see where you're going to attack and block still and possibly even catch you and you won't be dodging bullets til higher levels of celerity.
6 • Projectile (GC)
Enables a vampire to take his preternatural speed and transfer it into something he has thrown, fired, or launched.
6 • Mercury's Arrow (Dark Ages Companion)
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 (GC)
Allows a vampire to take his celerity and apply it in full to each hand-to-hand combat or melee attack he makes.
7 • Sanguinary Wind (Dark Ages Companion)
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.
7 • Stutter-Step (Cbk Brujah Rev)
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 (GC)
Allows a vampire to increase his speed to the point he can run across water or run up walls.
8 • Resist Earth's Grasp (Dark Ages Companion)
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.
Celerity is the quick agility that gifts vampires with startling speed and reflexes. With each point your speed will increase by 50%. For combat terms this means you'll get to do two hits instead of just one with level one celerity, four hits for level two and so on in close combat. Be aware a skilled opponent may see where you're going to attack and block still and possibly even catch you and you won't be dodging bullets til higher levels of celerity.
6 • Projectile (GC)
Enables a vampire to take his preternatural speed and transfer it into something he has thrown, fired, or launched.
6 • Mercury's Arrow (Dark Ages Companion)
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 (GC)
Allows a vampire to take his celerity and apply it in full to each hand-to-hand combat or melee attack he makes.
7 • Sanguinary Wind (Dark Ages Companion)
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.
7 • Stutter-Step (Cbk Brujah Rev)
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 (GC)
Allows a vampire to increase his speed to the point he can run across water or run up walls.
8 • Resist Earth's Grasp (Dark Ages Companion)
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.