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MET LARP SRD

(2013 BNS MET System)

disciplines

Celerity

Summary

Throughout history, myths have described vampires as having preternatural speed and reflexes. They move in a blur, travel across surfaces that shouldn’t be able to hold their weight, and strike between heartbeats when fighting. Celerity is the discipline of extraordinary speed and precision. When in need, a vampire can expend her Blood to fuel her actions, moving with startling quickness.

Celerity allows you to take additional actions. These extra actions resolve in a series of special rounds known as Celerity rounds. After resolving the everyman round of actions for all characters (performed in initiative order), the Storyteller progresses the combat into the first Celerity round. Each Celerity round is processed in initiative order. After all character actions on the first Celerity round are complete, the Storyteller progresses to a second Celerity round, and so forth, until all players involved have expended all of their actions.

The everyman round and all subsequent Celerity rounds comprise a single turn. Once all Celerity rounds have been resolved, the Storyteller begins a new turn, starting with a new everyman round and moving through Celerity rounds once more.

You can only take Physical actions during a Celerity round. Your character may move, attack, or activate a Physical power, but cannot engage in any Mental or Social challenges. You must spend 1 Blood point to activate Celerity for the turn. That expenditure activates all Celerity powers you possess. Activating Celerity doesn’t require an action and can be done at any time (even before your turn in the initiative order). Some Celerity-based techniques and elder powers require the expenditure of additional Blood or the use of an action to activate. If so, that requirement will be denoted in the individual power.

Each dot of Celerity represents an additional increase in physical speed, and each dot stacks with all mechanical bonuses granted by other dots of this discipline. If a character has Rapidity (Celerity •••), she has the bonuses granted by Rapidity, and also the bonuses granted by Alacrity (Celerity •) and Swiftness (Celerity ••), which she must possess to reach Rapidity. Using Celerity at the Rapidity level or beyond is a breach of the Masquerade, should it be seen by mortals.

Quote

“It was like the guy was teleporting. Ay, boss, you can’t expect me to shoot a mook that’s faster than my ammo!” — Benito Giovanni

  • Alacrity

    Level 1

    You are capable of an incredibly fast response time. By activating Alacrity, you have the ability to make incredibly rapid movements, increasing both reaction speed and reflexes.

    When you spend Blood to activate Celerity, your initiative increases by the sum of all of the Celerity powers you possess, including Celerity elder powers and Celerity-based techniques.

  • Swiftness

    Level 2

    Your body responds so quickly that the world around you seems to slow down. You can use this extra time to draw a bead, increasing your accuracy with ranged weapons.

    When making a ranged attack, you gain a +5 bonus to determine whether or not the attack scores an exceptional success. Additionally, when dodging, you receive a +5 bonus to your test pool for the purpose of comparing attributes to determine if your attacker has achieved an exceptional success.

  • Rapidity

    Level 3

    You can move faster than humanly possible. Before a normal human can move or breathe, you are already acting a second time.

    When you activate Celerity, you gain an extra round of actions (one simple action and one standard action). Resolve these actions during the first Celerity round.

  • Legerity

    Level 4

    At this speed, you can move faster than the human eye can track clearly. You are a blur to those without this power, and your incredible speed allows for plenty of time to focus, aim, and fire.

    All of your Dodge-based defensive test pools receive a +2 wild card bonus while Celerity is active. This bonus stacks with the +2 Dodge bonuses granted by the Dexterity attribute focus. Additionally, when you score an exceptional success with a mundane ranged attack (one not related to any supernatural discipline) while Celerity is active, your character inflicts 2 additional points of damage instead of the standard 1 additional point.

  • Fleetness

    Level 5

    You can become a whirlwind of velocity, moving with preternatural speed. Your attacks are a blur of constant motion. You flit back and forth, appearing almost to blink in and out of focus as you fight.

    When you activate Celerity, you gain an extra round of actions (one simple action and one standard action). Resolve these actions during the second Celerity round.

  • Projectile

    Level 6

    A vampire with this ability has mastered the skill of lending additional speed to hurled objects and thrown weapons. Even mundane implements, such as pencils or stones, can be murderous in the hands of such an accomplished elder.

    When you make a Physical ranged attack, such as a thrown or fi rearms attack, spend 1 Blood to activate Projectile. This attack receives a +3 bonus to its attack test pool, and inflicts an additional point of damage.

    Projectile can be used to augment a ranged attack that wouldn’t normally cause damage, such as hurling a coin. If Projectile boosts this type of attack, treat it like a normal fi rearms attack, which does 2 points of damage by default, 3 if you achieve an exceptional success. Such attacks do not receive the +3 bonus or an additional point of damage from use of Projectile.

    The Blood expenditure for Projectile is added to any other Blood spent on Celerity this turn. You can utilize this power even if you do not choose to activate the rest of your Celerity for the turn. Projectile can be used during Celerity rounds, but you must pay the Blood cost each time you augment an attack with this power.

  • Quickness

    Level 6

    With this level of heightened speed, you become a hazy, indistinct figure, so accelerated in your actions that it is difficult to perceive details. The world slows to a crawl around you, allowing you to batter your enemies repeatedly before they can react.

    When you activate Celerity, you gain an extra round of actions, consisting of one simple action and one standard action. Resolve these actions during the third Celerity round within the turn.

  • Zephyr

    Level 6

    While not flight, your mastery of Celerity gives you the ability to perform certain aerial acrobatics. Like the Greek god Hermes, you can run on water, up walls, upside down across ceilings and even very briefly on the air itself.

    Spend a point of Blood to double your standard movement and to gain the ability to unerringly run on any tangible surface. Other effects or powers that increase your speed are added after this doubling effect. Once Zephyr is activated you must spend at least your simple or standard action on movement or the effects of Zephyr end. Provided you end your movement on a solid surface, you may traverse intervening empty spaces such as over alleyways between the rooftops of buildings. While Zephyr is active you can utilize the Elude and Strafe Aerial Combat Maneuvers.

    If you end a round and you are not standing upright on a solid surface, or if you did not take a movement action in the round, Zephyr ends. If Zephyr ends while you are on a vertical surface, upside down, or in midair, you immediately begin to fall to the ground. While falling, if the nature of any nearby surface is conducive, your Storyteller may allow a static Athletics challenge to permit you to grab a handhold to end the freefall. Once you are back on a solid surface you may spend 1 point of Blood to enact Zephyr again and begin moving as normally dictated by this power.

  • Nimble Departure

    Level 6

    Discretion is often the better part of valor, and you have learned to fully embrace that ancient adage. Rather than hitting your enemies repeatedly, you funnel your extraordinary speed into protecting yourself by swiftly disengaging from even the most dangerous situations.

    Spend 2 points of Blood to activate Nimble Departure for the turn and announce your attempt to fair escape. You may activate this power outside of your initiative order, similar to other Celerity activations. While this power is active your Dodge pool increases by the sum of all Celerity powers you possess, including Celerity elder powers and luminary powers and Celerity-based techniques; however, you may not initiate an opposed challenge unless that challenge’s purpose is to elude or escape those who would bar you from leaving. In addition, while Nimble Departure is active your fair escape is not negated if you are involved in a Physical challenge so long as you win all Physical challenges you are involved in. If you are the target of any Mental or Social challenges that might inhibit your fair escape, you must win those as well. You may not activate this power if you have already initiated opposed challenges during the current round.

    If you meet the criteria for a fair escape you may exercise it immediately without spending an action or you can retain the option until the end of the next turn. If you choose to retain the option, you may later exercise your fair escape by spending a standard action. If you lose an opposed challenge prior to exercising the retained fair escape, you lose the benefit and must activate this power again.

  • Momentum Swing

    Level 7

    You possess an unthinkable quickness that allows you to not just dodge incoming attacks, but to redirect them. By unleashing your power can throw and parry opponents by using your own speed and the momentum of your attacker. You can even deflect bullets and redirect thrown weapons, changing the course of a battle without having to go on the offensive.

    Once learned, this power automatically activates at no additional cost when you activate any other Celerity power. Whenever you successfully defend against a non-ranged Physical attack, you may move your opponent up to six steps in any direction. If this movement causes your opponent to collide with a solid object, your opponent takes 2 points of normal damage and is Knocked Down. If this movement causes your opponent to collide with another character, both characters take 2 points of normal damage and both are Knocked Down.

    Whenever you successfully defend against a ranged Physical attack that has a tangible projectile, you may deflect that attack to anyone within 6 steps of you. In order to successfully transfer the attack, you must succeed in an opposed challenge using your Physical attribute + Dodge skill versus your target’s Physical attribute + Dodge skill. If you succeed on the challenge your target takes the damage from the ranged Physical attack that was meant for you. If another party also seeks to redirect the attack through another means, such as the Kineticism power Redirect, all attempts immediately fail, and the attack cannot be redirected.

  • Between the Ticks

    Level 7

    Sometimes the best offense is an impenetrable defense. When your allies engage in offensive maneuvers, you handle their defenses by moving at a speed so fast you are scarcely visible. As you disappear and reappear just in time to deflect or parry an incoming attack, you can confound your attackers while protecting the allies in your vicinity.

    Spend 2 points of Blood to activate Between the Ticks for the turn. While active you may take no offensive Physical actions. Instead, during each round of combat you may declare the assist defender mass combat tactic to aid any ally within six steps of you. You may do this up to the number of dots you possess of the Athletics skill each round without spending an action. Doing this may subject you to more than 2 Physical attacks per round; for the purpose of this power, this is an exception to the rule limiting the maximum number of attackers. While Between the Ticks is active and you are using the assist defender mass combat tactic, you may attempt to achieve an exceptional success. This is an exception to the rule stating that you may only score an exceptional success if you are the attacker in a challenge. You must meet all of the other rules qualifications to achieve the exceptional success.

    If you achieve an exceptional success, you may choose to not only dodge the attack but to also redirect any damage that would have been dealt back to the attacker. Include all modifiers to the damage, such as Potence or Rage, as well as the type of damage and any harmful weapon effects, such as those caused by Quietus. If the attack involved a combat maneuver, apply the damage dealt but not the effects of the maneuver. If the attack is intended to convey the effects of a power, such as Cauldron of Blood or Hobbling Strike, apply the damage from the attack but not the effects of the power. Powers that do not involve a physical projectile, such as Force Bolt or Engulf, cannot be redirected with this power. Any qualities that applied to the original attack do not carry over into the new attack such as those from a gun with Accurate or Deadly qualities, a shotgun with the Spray quality, or a bonus from a power such as Projectile. If your opponent has already been targeted by the maximum number of Physical attacks possible for the round, you dodge the attack; however, the attack is not redirected, and you do not deal damage back to your attacker. If you choose to redirect an attack in this manner, your opponent’s attack does not count against the number of Physical attacks you can receive during the round.