Celerity Revised
By Corey Rose (gamer@mail.klis.com)
Description
The following revisions to Celerity are not new. They are the LARP versions converted to Storyteller rules. I hope you like them.Most of the powers are considered 'reactionary,' meaning vampires may use them without too much thought; they just do it instinctively. As such, they do not require an Action to perform, and any Blood costs do not count towards characters' maximum Blood Points/turn (as per their generation).
* Celerity
By spending a point of Blood, the kindred may dodge/parry any attack he is aware of without having to split his Dice Pool up. This is a reactionary power, and may be used any time the vampire is being attacked.
** Alacrity
By spending a point of Blood, the kindred may move at tremendous speed. He may opt to go First during the turn, regardless of what he rolled for initiative that turn. This is a reactionary power, and may be used at anytime, if the vampire has not yet had his action, allowing him to take it then.
*** Swiftness
This is the most famous part of Celerity: multiple actions. By spending a point of Blood, the kindred may take one extra Action this turn. Only one point may be spent this way. This is reactionary, and may be used any time during the turn after your regular Action.
**** Rapidity
This is like Swiftness, but lets you take 2 extra Actions. The cost is still only one BP.
***** Fleetness
This is like Swiftness, but lets you take 3 extra Actions. The cost is still only one BP.