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Revision as of 16:52, 2 September 2020

Celerity

Celerity literally means swiftness of movement, and those Kindred who possess it are swift indeed. Its powers extend far beyond the simple realm of running quickly, although those with Celerity can cover ground at superhuman speeds and leave mortals shaking their heads in confusion; users of Celerity can also attack their enemies at dizzying speeds, defend themselves from danger in an untouchable blur of motion, and perceive the movement of things that would normally flash by too quickly for anyone else to truly register. Kindred with Celerity often seem bewilderingly touchy and short-tempered to other people, but many of them can't help it; after they've experienced life at the speed of a hummingbird's wing, waiting for anything at the normal molasses-slow human pace can be maddening.

Basic Powers

Alacrity

Your reflexes are so finely honed that you can actually pre-empt the actions of others, as if you knew what they were doing a moment before they did. Whenever anyone takes an action, you may dive in to take another action first, allowing you to jump in front of bullets, grab things before they can be stolen, or dive out a window right before violence erupts. If someone else also has Celerity, however, they match you speed-for-speed and cannot be pre-empted.

Swiftness

Your speed and control is such that you can take multiple actions where mere mortals (and less lucky Kindred) would be confined to a single one; you can bash at a door in your way twice in the same second, attack an enemy twice at once, punch someone in the nose and pick their pocket, or whatever other simultaneous things you might need to do. This applies only to physical actions - this power does not actually make you think any faster.

Celerity1.png

Intermediate Powers

Rapidity

You can now run so fast if you choose that you generate a small flurry of wind behind you that kicks up dust and knocks over glasses, and you automatically win any race, dive, grab, or other speed challenge you encounter that is not with another person who has at least as much Celerity as you do. You're not required to use these powers - in fact, generating a dust devil whenever you go anywhere is probably bad for the Masquerade - but you have the option to do so if you wish.

Legerity

You now literally move faster than the human eye can reliably track; you are a blur when you choose to spring into action or run by, making it difficult to explain your skills to others but also entirely possible to cross the city on foot in half an hour or strike an opponent multiple times before they've even located you in an attempt to pay you back in kind. Doing so is exhausting, so most Kindred don't keep up this level of speed for long; the more you supercharge your speed, the hungrier you're going to end up afterward.

Advanced Powers

Fleetness

You have reached a level of speed so impressive that you literally blow out flames that you pass when you run and leave mortals dazed and unable to guess what could possibly just have passed them by. Using this power will definitely mark you as supernatural and may not be a good idea in front of some beings, but it also allows you to outpace anyone and everyone who does not have the same or better Celerity than your own. Like Legerity, using it too much or for too long will deplete your reserves quickly.

Elder Powers

Between the Ticks

Celerity Refinement

Flawless Parry

Flower of Death

Mercury's Arrow

Momentum

Paragon of Motion

Physical Defiance

Precision

Projectile

Quickness

Resist Earth's Grasp

Sanguinary Wind

Stutter-Step

Time Out of Time

Tireless Tread

Zephyr

Important Things to Keep in Mind

Playing a Kindred with Celerity makes it easy to accidentally hijack someone else's character or shut down their actions - after all, if you can respond fast enough to stop them from doing anything you don't like, you may leave the other player frustrated by their inability to do anything you haven't already approved. Remember to always discuss what's going on in a scene with the other player(s) if there is (or is likely to be) any conflict, and make sure you're both/all on the same page.

Disciplines
Common Disciplines AnimalismAuspex • Celerity • DominateFortitudeObfuscatePotencePresence
Rare Disciplines AbombweAlchemyBardoChimerstryCountermagicDaimoninDeimosDementationFlightKaiMaleficiaMelpomineeMytherceriaNihilisticsObeahObtenebrationProteanQuietusRiftSanguinusSerpentisSpiritusStrigaTemporisThanatosisValeranVicissitudeVisceratika
Blood Sorcery AkhuAnarch SorceryDark ThaumaturgyDur-An-KiKoldunismMortisNahuallotlNecromancyOghamSadhanaSielanic SorcerySihrThaumaturgyVodounWanga