Post by draven on Apr 28, 2018 1:17:00 GMT
The lower levels of all three physical disciplines : Potence, Fortitude, and Celerity all levels 1-5
Potence
All vampires are capable of prenatural strength by human standards,
simply through the use of bloods. With Potence, though, this strength
extends far beyond such measures. The inhuman might of Potence is
sufficient to allow a vampire to break bones, shatter stone, and even
heft and destroy heavy or resiliant objects. Vampires using Potence in
battle are fearsome indeed, delivering telling blows that fell even
their undead adversaries. Most uses of Potence above the Basic levels
are considered a breach of the Masquerade among Camarilla Kindred.
The Potence Discipline is most commonly known by the Brujah, Giovanni,
Lasombra and Nosferatu clans, all of whom prixe physical strength and
prowess. As Potence is a highly useful capability and requires little
effort on the part of the vampire in question, many Cainites seek out
tutors in this Discipline. The Potence Discipline, as a physically
augmenting Discipline, does not use any Ability for retests other than
the Ability commonly associated with whatever task is at hand. That is,
when striking someone while using Potence, one should use the
normal Brawl ability for retesting.
LEVEL 1: Prowess
You have unearthed a level of strength unusual even in Vampires.
Where others would flag and fail, you redouble your efforts.
Your mighty blows land with a force that kills even the hardiest
of mortals. With Prowess all of your unarmed or clubbing attacks
inflict lethal damage instead of bashing damage, if you so desire.
Furthermore, once per game session you may recoup your lost strength
restoring all used Physical Traits of Brawny, Ferociouz, Stalwart,
Tough and Wiry. You must restore all of them at once---if you have
some Traits of the appropriate type unused when you invoke Prowess,
you cannot restore them later. Using Prowess costs nothing and it does
not count az an action; it may be done at any time.
LEVEL 2: Might
Your strength daunts even other Cainites. Few would dare to cross
you in a test of physical power. You are far more likely than the
average Vampire to succeed in challenges of strength. With Might,
you may make a single retest on any challenge of sheer physical
strength. Thus if you are grappling, picking up a heavy object or
breaking something, you can use Might as a retest. Once you invoke
Might, it is the last test of the challenge; no further retests are
allowed. Might costs nothing to use. You may use Might even if your
opponent attempts to evade your strength. Your power is so startling
that even an opponent who attempts to outlast you with stamina or to
dodge you with quickness can be overcome, as long as you rely solely
on your strength. Doing so generally requires you to bid a
strength-related Trait, such as the types of Traits restore able with
Prowess. Obviously, if you cannot exert your Might, you cannot make
this retest---thus, you cannot use Might at range, with a thrown
object (requiring speed and accuracy). You could use Might while
trying to grab at a dodging opponent, but not when picking up and
throwing a heavy object.
LEVEL 3: Vigor
Your Vamperic strength is truly monumental. You can heft hundreds of
pounds with ease, deliver enough force to crush bones in a single blow
and hammer down any opponent of lesser strength. When you possess Vigor,
you may use the Bomb in challenges of strength. The Bomb is a closed fist
with the thumb sticking up. The Bomb defeats Rock and Paper, ties with
other Bombs and loses to Scissors (the fuse is cut). You are not required
to use the Bomb, but you must always state before a Physical Challenge
that you are capable of doing so. Using Vigor costs nothing. Your use of
Vigor requires you to use only your strength; your opponent may try to
defend with Stamina or Speed, but his doing so does not prevent you
from using The Bomb.
LEVEL 4: Intensity
Your titanic strength never fails you. Unless sorely pressed or wounded,
you can continue incredible feats indefinitely. Whenever you enter a
challenge of strength, you may use Potence as your bid Trait. This Trait
does not count toward totals when resolving ties or overbids, but it can
never be lost; thus you may continuously use Potence in successive tests
of strength. Only if you are forced to risk multiple Traits---such as due
to wonds or Negative Traits---do you risk losing any of your other Physical
Traits. If you run out of Physical Traits, you cannot use this Discipline.
Once you have been completely exhausted, you can no longer enter challenges.
LEVEL 5: Puissance
No mortal can match you, and even Vampires tremble at your touch.
The strength of your dead limbs is truly monumental, crushing anything
that stands before you. With Puissance, you win all ties of in tests of
strength automatically. You need not compare Traits at all, unless some
other factor would cause you to lose ties (such as wounds) or give the
opponent the ability to win all ties as well (such as Fleetness).
Furthermore, your incredible strikes inflict an additional health
level of damage in combat. This bonus applies to any attack in whch
your strength is a factor---unarmed combat or combat with melee weapons.
However, use of this incredible strength almost certainly breaks weapons
that are not specially designed to stand it.
FORTITUDE
Fortitude describes a type of supernatural toughness and vigor
which allows Kindred extra advantages in resisting the harm to
which their kind is especially vulnerable. All vampires have a
powerful constitution, and are able to shrug off the injury
inflicted by guns and weapons of all sorts. However, most are
very susceptible to sunlight and fire, and are easily harmed
by them. Those with Fortitude are not easily bowed by even these
elemental forces, and are even more resistant to "normal" injuries.
LEVEL 1: Endurance
While most Kindred still suffer the fatigue and pain of their injuries,
you shrug off such hardships. Even the searing injuries of fire and
sunlight can barely slow you. You do not suffer any wound penalties
from anything past the Bruised health level, until you are struck
into torpor or Final Death. When most vampires lose all ties due to
being Wounded, or remain insensible and Incapacitated, you simply
suffer the usual penalties of being Bruised.
LEVEL 2: Mettle
Wounds that would slow other vampires mean nothing to you. You can
shrug off damage from most sources, ignoring pain and damage alike.
Your body resists harm with incredible strength.
On achieving this power, you gain one additional health level,
which functions just like an extra Healthy line on your health
level chart. This health level can be lost and healed like any other.
LEVEL 3: Resilience
Even the banesto most Cainites, fire and sunlight, rarely injure you.
You can endure punishment that would reduce other Cainites to ash,
albeit for a brief time. When you suffer aggravated damage, you may
immediately make a Simple Test to try ti reduce the severity of the
damage. If you succeed, you reduce the injury to lethal damage. Before
making the test, you may choose to expend a stamina-related Physical
trait, allowing you to reduce injury on a win or a tie. Otherwise,
you must win the test outright. Use of Resilience is reflexive; it
does not count as an action. You may only attempt to use this power
once on any given attack. Thus, if you suffer two or more levels of
aggravated damage from a particular attack, you may test to reduce
only one level to lethal damage.
LEVEL 4: Resistance
Your vampiric endurance far surpasses that of any mortal, or even
most other Cainites. You shrug off injury without noticeable effect.
Blows that would stagger or kill a mortal may not even scratch you.
When you suffer lethal or bashing damage, you may make a Simple Test
immediately to avoid some of the damage. If you succeed, you remove
one level of the damage from the amount suffered. Before making the test,
you may choose to expend a stamina-related Physical trait, allowing you
to avoid a level of damage on a win or tie. Otherwise, you must win the
test outright. Use of Resistance is reflexive; it does not count as
an action. You may use this power after reducing aggravated damage
with Resilience attempting to negate or reduce the damage entirely.
Thus, if you suffer two health levels of of aggravated damage from
sunlight, you can test to reduce one level to lethal damage with
Resilience, and if successful, you may then attempt to remove that
level of lethal damage with Resistance. You may only attempt this
power once on any given source of damage, so if you suffer two or more
levels of damage from a single attack, you may only attempt to reduce a
single level of damage from that attack.
LEVEL 5: Aegis
Like a bar of steel, a mountain, an immutable constant, you resist all
damage and survive any attack. Only truly momnumental and persistent
force can ever destroy you completely. Indeed, once the storm of fire
and destruction has passed, you rise out of the chaos unscathed.
At any point during a turn, you may declare the use of Aegis. You must
expend a permanent Willpower trait, or three permanent Physical traits
to activate this power (though these traits may be repurchased later
with Experience traits). When you declare Aegis, you immediately revoke
any damage that you suffered in the turn, and you take no damage for the
remainder of the turn. You may even declare Aegis after you have been
"killed," ignoring the damage that killed you and any other injury
suffered in the same turn. If you are "killed," you must use Aegis in
the same turn -- once a new turn begins, you cannot revoke any previous
damage. Use of Aegis is reflexive; it does not count as an action.
CELERITY
The Embrace gifts some vampires with startling speed and reflexes.
They can use Celerity to move with amazing swiftness in times of
stress. Mortals, and even Kindred lacking this Discipline, move as
if in slow motion compared to the astonishing blur the vampire becomes.
Celerity is common among the Assamite, Brujah and Toreador clans.
The Assamites use this ability to strike down their foes before the
victims are even aware of the attack. Brujah delight in the advantage
this Discipline gives them against superior numbers of opponents.
Toreador are more likely to use Celerity to lend prenatural grace to
live performances such as dance or extraordinary speed when creating
sculptures or paintings-however, they can be as terrifying as any
Assamite or Brujah when angered.
System: The character spends a single blood point. The next turn, she
gains a number of additional full actions equal to her Celerity rating.
These additional actions must be physical [e.g., the vampire cannot use
a mental Discipline like Dominate multiple times in one turn]. So a
vampire with a Celerity 4 that spends a blood point may perform a total
of five physical actions in her next turn. The actions occur at the end
of the turn [the vampire's regular action still takes place per initiative roll].
Normally, a character without Celerity must apply a dice pool penalty if
she wants to take multiple actions in a single turn. A character using
Celerity performs his extra actions [including full movement] without
penalty, gaining a full dice pool for each seperate action. Extra actions
gained through Celerity may not be split into multiple actions.
Borrowed from 'Vampire: The Masquerade', ©1998, 1999, 2ooo White Wolf Publishing, Inc., pg.153
Level 1: Alacrity:
Your reflexes are finely honed. Even as you watch others act,
you can spring into action, completing movements before they can respond.
By expending a Blood Trait, you gain the ability to preempt any physical
actions taken in the same turn, as long as you are aware of them (a face
to face mugging, yes- a sniper attack,no). Thus, if someone declares an
attempt to pull a hidden weapon and shoot at you, you can preempt that
action to pull out your own gun and fire back (instead of being relegated
to dodging). Similarly, if someone attacks an ally, you can preempt the
action to get in the way and fight against the aggressor instead.
If you attempt to preempt someone using Celerity or a similar speed-enhancing
power, the character with the highest degree of Celerity acts first.
Level 2: Swiftness:
With shocking speed, you move faster than humanly possible. Even as others
are recovering from events, you are making your next move.
Expend a single Blood Trait to gain one additional action in your turn,
in addition to your preemptive Alacrity (the costs are not cumulative).
This additional action is taken at the end of the turn, after everyone has
resolved single basic actions. If multiple people have additional actions
like this, they are all resolved at the same time, after basic actions.
You can thus swing a sword, run twice as far as normal in a turn, fire a
gun and then duck behind, to otherwise perform multiple feats.
Level 3: Rapidity:
Even other Cainites are dazzled by your superhuman speed. You routinely
catch dropped objects, and the speed of your passing whips clothes and
loose debris about. Invoking all of your Celerity, at the cost of a
single Blood Trait, enables you to use the Bomb in all challenges of speed
and agility. when performing an action where speed is of the essence,
such as dodging an attack, throwing a knife, or grabbing something out of
someone's hand, you can declare that you have Rapidity. Once thus declared,
you may choose to use the Bomb, a fist with the thumb pointing upward; the
Bomb defeats Rock and Paper, but also loses to Scissors (the fuse cut persay)
and ties with other Bombs. This symbol is usable in any challenges of speed
throughout the turn. However, you are not required to use the Bomb- it is
simply another option. You may use Rapidity in any challenge where you rely
on your own speed, even if your opponent attempts to use strength and stamina.
Thus, if you try to use your Rapidity to dodge out of the way of someone
grabbing at you, you can still use the Bomb. If the opponent possessed Might,
you could still use the Bomb for speed, but the opponent would be able to use
his Might retest for grappling.
Level 4: Legerity:
Moving faster than the human eye can track, you blur across the landscape with
the speed of a cheetah. Compared to you, bystanders are statues. You may
activate your legerity and all other Celerity Levels for the first turn
at the cost of one Blood trait. Your Legerity grants you one additional
normal action at the end of the turn, in addition to your action from
Swiftness (thus, you have at least three actions, a preempt and the Bomb in
challenges of speed). Actions gained from Legerity come after basic and
Swiftness actions, at the end of the turn.
Level 5: Fleetness:
When you call on your blood, you burst into a whirlwind of motion.
Your passing extinguishes small flames, whips up flurries of debris
and sows confusion among slower-moving entities.
With a single Blood Trait, you activate all of your Celerity powers.
You now win all ties in challenges of speed regardless of Traits.
If some other consideration would cause you to lose on ties
(such as wounds or an enemy's Potence), you compare Traits normally
instead of losing automatically. This benefit lasts for the duration
of the entire turn in which you use your Celerity. Your Fleetness
functions in all challenges where you rely on speed, even if your
opponent tries to use strength or stamina. Thus, if you use the speed
of Fleetness to challenge an opponent who uses the strength of Puissance,
ties are determined normally (since you have both powers that would win
all ties). If the opponent only had Might, you would win all ties but
till be vulnerable to a Might retest.
Potence
All vampires are capable of prenatural strength by human standards,
simply through the use of bloods. With Potence, though, this strength
extends far beyond such measures. The inhuman might of Potence is
sufficient to allow a vampire to break bones, shatter stone, and even
heft and destroy heavy or resiliant objects. Vampires using Potence in
battle are fearsome indeed, delivering telling blows that fell even
their undead adversaries. Most uses of Potence above the Basic levels
are considered a breach of the Masquerade among Camarilla Kindred.
The Potence Discipline is most commonly known by the Brujah, Giovanni,
Lasombra and Nosferatu clans, all of whom prixe physical strength and
prowess. As Potence is a highly useful capability and requires little
effort on the part of the vampire in question, many Cainites seek out
tutors in this Discipline. The Potence Discipline, as a physically
augmenting Discipline, does not use any Ability for retests other than
the Ability commonly associated with whatever task is at hand. That is,
when striking someone while using Potence, one should use the
normal Brawl ability for retesting.
LEVEL 1: Prowess
You have unearthed a level of strength unusual even in Vampires.
Where others would flag and fail, you redouble your efforts.
Your mighty blows land with a force that kills even the hardiest
of mortals. With Prowess all of your unarmed or clubbing attacks
inflict lethal damage instead of bashing damage, if you so desire.
Furthermore, once per game session you may recoup your lost strength
restoring all used Physical Traits of Brawny, Ferociouz, Stalwart,
Tough and Wiry. You must restore all of them at once---if you have
some Traits of the appropriate type unused when you invoke Prowess,
you cannot restore them later. Using Prowess costs nothing and it does
not count az an action; it may be done at any time.
LEVEL 2: Might
Your strength daunts even other Cainites. Few would dare to cross
you in a test of physical power. You are far more likely than the
average Vampire to succeed in challenges of strength. With Might,
you may make a single retest on any challenge of sheer physical
strength. Thus if you are grappling, picking up a heavy object or
breaking something, you can use Might as a retest. Once you invoke
Might, it is the last test of the challenge; no further retests are
allowed. Might costs nothing to use. You may use Might even if your
opponent attempts to evade your strength. Your power is so startling
that even an opponent who attempts to outlast you with stamina or to
dodge you with quickness can be overcome, as long as you rely solely
on your strength. Doing so generally requires you to bid a
strength-related Trait, such as the types of Traits restore able with
Prowess. Obviously, if you cannot exert your Might, you cannot make
this retest---thus, you cannot use Might at range, with a thrown
object (requiring speed and accuracy). You could use Might while
trying to grab at a dodging opponent, but not when picking up and
throwing a heavy object.
LEVEL 3: Vigor
Your Vamperic strength is truly monumental. You can heft hundreds of
pounds with ease, deliver enough force to crush bones in a single blow
and hammer down any opponent of lesser strength. When you possess Vigor,
you may use the Bomb in challenges of strength. The Bomb is a closed fist
with the thumb sticking up. The Bomb defeats Rock and Paper, ties with
other Bombs and loses to Scissors (the fuse is cut). You are not required
to use the Bomb, but you must always state before a Physical Challenge
that you are capable of doing so. Using Vigor costs nothing. Your use of
Vigor requires you to use only your strength; your opponent may try to
defend with Stamina or Speed, but his doing so does not prevent you
from using The Bomb.
LEVEL 4: Intensity
Your titanic strength never fails you. Unless sorely pressed or wounded,
you can continue incredible feats indefinitely. Whenever you enter a
challenge of strength, you may use Potence as your bid Trait. This Trait
does not count toward totals when resolving ties or overbids, but it can
never be lost; thus you may continuously use Potence in successive tests
of strength. Only if you are forced to risk multiple Traits---such as due
to wonds or Negative Traits---do you risk losing any of your other Physical
Traits. If you run out of Physical Traits, you cannot use this Discipline.
Once you have been completely exhausted, you can no longer enter challenges.
LEVEL 5: Puissance
No mortal can match you, and even Vampires tremble at your touch.
The strength of your dead limbs is truly monumental, crushing anything
that stands before you. With Puissance, you win all ties of in tests of
strength automatically. You need not compare Traits at all, unless some
other factor would cause you to lose ties (such as wounds) or give the
opponent the ability to win all ties as well (such as Fleetness).
Furthermore, your incredible strikes inflict an additional health
level of damage in combat. This bonus applies to any attack in whch
your strength is a factor---unarmed combat or combat with melee weapons.
However, use of this incredible strength almost certainly breaks weapons
that are not specially designed to stand it.
FORTITUDE
Fortitude describes a type of supernatural toughness and vigor
which allows Kindred extra advantages in resisting the harm to
which their kind is especially vulnerable. All vampires have a
powerful constitution, and are able to shrug off the injury
inflicted by guns and weapons of all sorts. However, most are
very susceptible to sunlight and fire, and are easily harmed
by them. Those with Fortitude are not easily bowed by even these
elemental forces, and are even more resistant to "normal" injuries.
LEVEL 1: Endurance
While most Kindred still suffer the fatigue and pain of their injuries,
you shrug off such hardships. Even the searing injuries of fire and
sunlight can barely slow you. You do not suffer any wound penalties
from anything past the Bruised health level, until you are struck
into torpor or Final Death. When most vampires lose all ties due to
being Wounded, or remain insensible and Incapacitated, you simply
suffer the usual penalties of being Bruised.
LEVEL 2: Mettle
Wounds that would slow other vampires mean nothing to you. You can
shrug off damage from most sources, ignoring pain and damage alike.
Your body resists harm with incredible strength.
On achieving this power, you gain one additional health level,
which functions just like an extra Healthy line on your health
level chart. This health level can be lost and healed like any other.
LEVEL 3: Resilience
Even the banesto most Cainites, fire and sunlight, rarely injure you.
You can endure punishment that would reduce other Cainites to ash,
albeit for a brief time. When you suffer aggravated damage, you may
immediately make a Simple Test to try ti reduce the severity of the
damage. If you succeed, you reduce the injury to lethal damage. Before
making the test, you may choose to expend a stamina-related Physical
trait, allowing you to reduce injury on a win or a tie. Otherwise,
you must win the test outright. Use of Resilience is reflexive; it
does not count as an action. You may only attempt to use this power
once on any given attack. Thus, if you suffer two or more levels of
aggravated damage from a particular attack, you may test to reduce
only one level to lethal damage.
LEVEL 4: Resistance
Your vampiric endurance far surpasses that of any mortal, or even
most other Cainites. You shrug off injury without noticeable effect.
Blows that would stagger or kill a mortal may not even scratch you.
When you suffer lethal or bashing damage, you may make a Simple Test
immediately to avoid some of the damage. If you succeed, you remove
one level of the damage from the amount suffered. Before making the test,
you may choose to expend a stamina-related Physical trait, allowing you
to avoid a level of damage on a win or tie. Otherwise, you must win the
test outright. Use of Resistance is reflexive; it does not count as
an action. You may use this power after reducing aggravated damage
with Resilience attempting to negate or reduce the damage entirely.
Thus, if you suffer two health levels of of aggravated damage from
sunlight, you can test to reduce one level to lethal damage with
Resilience, and if successful, you may then attempt to remove that
level of lethal damage with Resistance. You may only attempt this
power once on any given source of damage, so if you suffer two or more
levels of damage from a single attack, you may only attempt to reduce a
single level of damage from that attack.
LEVEL 5: Aegis
Like a bar of steel, a mountain, an immutable constant, you resist all
damage and survive any attack. Only truly momnumental and persistent
force can ever destroy you completely. Indeed, once the storm of fire
and destruction has passed, you rise out of the chaos unscathed.
At any point during a turn, you may declare the use of Aegis. You must
expend a permanent Willpower trait, or three permanent Physical traits
to activate this power (though these traits may be repurchased later
with Experience traits). When you declare Aegis, you immediately revoke
any damage that you suffered in the turn, and you take no damage for the
remainder of the turn. You may even declare Aegis after you have been
"killed," ignoring the damage that killed you and any other injury
suffered in the same turn. If you are "killed," you must use Aegis in
the same turn -- once a new turn begins, you cannot revoke any previous
damage. Use of Aegis is reflexive; it does not count as an action.
CELERITY
The Embrace gifts some vampires with startling speed and reflexes.
They can use Celerity to move with amazing swiftness in times of
stress. Mortals, and even Kindred lacking this Discipline, move as
if in slow motion compared to the astonishing blur the vampire becomes.
Celerity is common among the Assamite, Brujah and Toreador clans.
The Assamites use this ability to strike down their foes before the
victims are even aware of the attack. Brujah delight in the advantage
this Discipline gives them against superior numbers of opponents.
Toreador are more likely to use Celerity to lend prenatural grace to
live performances such as dance or extraordinary speed when creating
sculptures or paintings-however, they can be as terrifying as any
Assamite or Brujah when angered.
System: The character spends a single blood point. The next turn, she
gains a number of additional full actions equal to her Celerity rating.
These additional actions must be physical [e.g., the vampire cannot use
a mental Discipline like Dominate multiple times in one turn]. So a
vampire with a Celerity 4 that spends a blood point may perform a total
of five physical actions in her next turn. The actions occur at the end
of the turn [the vampire's regular action still takes place per initiative roll].
Normally, a character without Celerity must apply a dice pool penalty if
she wants to take multiple actions in a single turn. A character using
Celerity performs his extra actions [including full movement] without
penalty, gaining a full dice pool for each seperate action. Extra actions
gained through Celerity may not be split into multiple actions.
Borrowed from 'Vampire: The Masquerade', ©1998, 1999, 2ooo White Wolf Publishing, Inc., pg.153
Level 1: Alacrity:
Your reflexes are finely honed. Even as you watch others act,
you can spring into action, completing movements before they can respond.
By expending a Blood Trait, you gain the ability to preempt any physical
actions taken in the same turn, as long as you are aware of them (a face
to face mugging, yes- a sniper attack,no). Thus, if someone declares an
attempt to pull a hidden weapon and shoot at you, you can preempt that
action to pull out your own gun and fire back (instead of being relegated
to dodging). Similarly, if someone attacks an ally, you can preempt the
action to get in the way and fight against the aggressor instead.
If you attempt to preempt someone using Celerity or a similar speed-enhancing
power, the character with the highest degree of Celerity acts first.
Level 2: Swiftness:
With shocking speed, you move faster than humanly possible. Even as others
are recovering from events, you are making your next move.
Expend a single Blood Trait to gain one additional action in your turn,
in addition to your preemptive Alacrity (the costs are not cumulative).
This additional action is taken at the end of the turn, after everyone has
resolved single basic actions. If multiple people have additional actions
like this, they are all resolved at the same time, after basic actions.
You can thus swing a sword, run twice as far as normal in a turn, fire a
gun and then duck behind, to otherwise perform multiple feats.
Level 3: Rapidity:
Even other Cainites are dazzled by your superhuman speed. You routinely
catch dropped objects, and the speed of your passing whips clothes and
loose debris about. Invoking all of your Celerity, at the cost of a
single Blood Trait, enables you to use the Bomb in all challenges of speed
and agility. when performing an action where speed is of the essence,
such as dodging an attack, throwing a knife, or grabbing something out of
someone's hand, you can declare that you have Rapidity. Once thus declared,
you may choose to use the Bomb, a fist with the thumb pointing upward; the
Bomb defeats Rock and Paper, but also loses to Scissors (the fuse cut persay)
and ties with other Bombs. This symbol is usable in any challenges of speed
throughout the turn. However, you are not required to use the Bomb- it is
simply another option. You may use Rapidity in any challenge where you rely
on your own speed, even if your opponent attempts to use strength and stamina.
Thus, if you try to use your Rapidity to dodge out of the way of someone
grabbing at you, you can still use the Bomb. If the opponent possessed Might,
you could still use the Bomb for speed, but the opponent would be able to use
his Might retest for grappling.
Level 4: Legerity:
Moving faster than the human eye can track, you blur across the landscape with
the speed of a cheetah. Compared to you, bystanders are statues. You may
activate your legerity and all other Celerity Levels for the first turn
at the cost of one Blood trait. Your Legerity grants you one additional
normal action at the end of the turn, in addition to your action from
Swiftness (thus, you have at least three actions, a preempt and the Bomb in
challenges of speed). Actions gained from Legerity come after basic and
Swiftness actions, at the end of the turn.
Level 5: Fleetness:
When you call on your blood, you burst into a whirlwind of motion.
Your passing extinguishes small flames, whips up flurries of debris
and sows confusion among slower-moving entities.
With a single Blood Trait, you activate all of your Celerity powers.
You now win all ties in challenges of speed regardless of Traits.
If some other consideration would cause you to lose on ties
(such as wounds or an enemy's Potence), you compare Traits normally
instead of losing automatically. This benefit lasts for the duration
of the entire turn in which you use your Celerity. Your Fleetness
functions in all challenges where you rely on speed, even if your
opponent tries to use strength or stamina. Thus, if you use the speed
of Fleetness to challenge an opponent who uses the strength of Puissance,
ties are determined normally (since you have both powers that would win
all ties). If the opponent only had Might, you would win all ties but
till be vulnerable to a Might retest.