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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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during the daytime (see p. 264). <strong>The</strong> consciousness of a vampire who falls asleep returns to<br />

her body and she rises the next night as normal, entirely within the physical world.<br />

A ghost body appears naked and with no possessions. Artifacts that are composed entirely<br />

of spirit matter might be employed in this form, but no physical objects transfer over. Likewise,<br />

any objects found during the wraithly endeavor cannot be manipulated or return with the<br />

character when she fi nally rejoins her physical body.<br />

A projecting vampire can potentially be barred mystically from returning to her body, or<br />

she might become lost and incapable of fi nding her body again. Rumors also speak of other<br />

spirits that can enter a vampire’s vacant body, stranding the Kindred as a ghost body. Denied<br />

her own body (or perhaps another one to possess), each night that passes for the ghost body<br />

removes a dot of Blood Potency from its essence. When those dots are reduced to zero, the<br />

ghost-Kindred suffers Final Death and fades into oblivion.<br />

Suggested Modifi ers<br />

Typically, no modifi ers are necessary, but the Storyteller may penalize the activation draw by<br />

up to two in the event of a hastened projection, such as when a vampire abandons her body<br />

at the moment of Final Death (after all, a ghost body is better than no body at all).<br />

CELERITY<br />

Tales and legends of vampires ascribe to them inhuman speed, the ability to move faster<br />

than the eye can see, and even to appear in two places at once. While some of those accounts<br />

are exaggerated, Kindred with the Discipline of Celerity can indeed move far faster<br />

than any mortal. <strong>The</strong>y appear to blur into nothingness, all others moving as if in slow<br />

motion in comparison.<br />

Note that Celerity is obviously superhuman in use. Few Princes smile upon uses of Celerity<br />

that leave too many curious mortal witnesses unaccounted for.<br />

Cost: 1 Vitae per turn<br />

Test Pool: Celerity is unlike many other Disciplines in that it is not actively drawn. Rather,<br />

it provides a group of benefi ts, many of which affect other draws.<br />

Celerity cannot be invoked more than once per turn. That is, you may not spend a second<br />

Vitae and double the benefi ts of Celerity in a given turn, though you may spend Vitae across<br />

multiple turns to enjoy the benefi ts over those turns in a continuous burst of speed.<br />

In turns when a character activates her Celerity, her dots in the Discipline are subtracted<br />

from any and all attacking characters’ test pools to affect a character physically, as<br />

the vampire moves much more quickly than normal and is harder to hit. This penalty to<br />

attackers’ pools applies in addition to any armor the Celerity-using character has, as well<br />

as to Defense (though note, like armor, Celerity’s benefi ts do not diminish based on how<br />

many attacks the character faces). Celerity’s protection even applies against fi rearms. For<br />

example, if a character has Celerity 3 and activates the Discipline, a –3 penalty is applied<br />

to any assailants’ test pools.<br />

Celerity also adds to a character’s Initiative during the turn in which it is active. <strong>The</strong><br />

aforementioned character with Celerity 3 and Initiative 5 would have a basic Initiative<br />

modifi er of 8 during turns in which his Celerity is active.<br />

Finally, Celerity acts as a modifi er to a character’s Speed while it is active. His Acting<br />

Speed increases by one step for each dot of Celerity he possesses. Should a character choose<br />

only to run for his turn, he may add his Celerity rating to his Running Speed, then double<br />

that. So if a sample character with Celerity 3 has a normal Running Speed of 12, while<br />

Celerity is active his Running Speed becomes 30.<br />

Action: Refl exive. A character may “pre-empt” her own action in a turn to activate Celerity<br />

166<br />

chapter two: character

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