1. Abilities

Celerity : Level 3 : Blink

Discipline

Level 3:

The vampire swiftly closes in on
a foe, engaging or escaping in the blink of an eye. To an unprepared observer, the user almost appears to teleport, a rush of wind the only sign of their passing.

■ Cost: One Rouse Check

■ Dice Pools: Dexterity + Athletics, or as needed

■ System: The vampire moves in a straight line toward a target, covering any distance under 50 meters while still having enough time to perform an action, such as an attack, during the turn. If the terrain is in any way hazardous, the character needs to make a Dexterity + Athletics roll to avoid stumbling and coming to a halt on the way. The Storyteller may call for other contests as desired, especially if the vampire races a distant foe to an object or an action. Vampires engaging a foe with this power act as if already engaged when the turn begins.

Foot note:

HOW FAST IS FAST?

Vampire does not ask players to move figures on a grid. We don’t provide precise meters-per-second equivalents for the speeds attained by Celerity, and even if we did, not every combat turn lasts the same number of seconds. The Storyteller decides how many floors of a staircase a vampire with Celerity climbs in a turn-based on the results of the contest with its foes or based on dramatic necessity, not by using dots and multipliers.

But some players want to ground their game, at least slightly, in the specific. Usain Bolt, the fastest human being ever timed, runs nearly 45 km/hour. If you assume a dot in Dexterity equals 9 km/hour running flat-out, you have a thumbnail answer to the eternal question “Can my vampire catch that speeding car?” (“No.”) Of course in your game, a dot in Dexterity can mean whatever you need it to mean – but it mostly means an edge over those with one less dot in Dexterity.