Assamite, Brujah, Toreador

Celerity is the quick agility that gifts vampires with startling speed and reflexes, most of the levels of celerity require a blood point to activate. with almost endless possabilitys one would think celerity is very usefull against foes at nearly any level of use, though this is true for some, its known that all powers of celerity are based on the level's speed, while a celerity user of 4th level wouldn't be able to move faster then that of a 5th level user, they are still able to take notice that someone else is moveing faster than them. though from the veiw of normal watchers they would only see a blur at levels below 5, any above that and the movements are to fast to be even seen at blur movement.

1 • Alacrity (MET LoN)

With this the vampire is able to begin moveing faster then normal movement, the ability is based on the creativity of the player, though one cannot over throw the celerity power of another vampire useing a higher level, this is where the basics of celerity start. This power only allows the caster to move faster in his current turn (If the opponent is not useing celerity the caster of celerity is able to obtain inititive), not untill next level is when the ability to make more actions in one turn for the caster.

2 • Swiftness (MET LoN)

This is where the obvious usefullness of Celerity begins to become clear, the caster is now able to take two actions while under the effect of this power, this grants some benefits such as fireing a gun and ducking before the target can have his next move (Though if the target uses celerity of a higher level to dodge, this is in effect useless).

8 • Rapidity (MET LoN)

The vampire is now able to move so fast that he is able to whip clothes on passer by's slightly, along with effecting loose debris, this grants the user the ability to be slightly faster then prior levels, some have been known to use this for pick-pocketing.

4 • Legerity (MET LoN)

This power grants the user one more action per turn, granting him more speed and activity can truely allow the user some great abilitys in battle, only the resourcefullness of the player is the bounds for such ability (GMs also play a roll in determineing the abilitys of its use).

5 • Fleetness (MET LoN)

This ability grants even more speed causeing small fires (Natural Flames) to blow out, and as well causeing loose debris to take on whilwinds of motion while passed, this also grants the user the ability to see lesser levels in use, since most other user's seem slower than the caster of this level.

6 • Projectile (GC)

Enables a vampire to take his preternatural speed and transfer it into something he has thrown, fired, or launched.

6 • Mercury's Arrow (Dark Ages Companion)

This level lets vampires hurl arrows and daggers with fearsome effect. Assamites are especially adept at this technique. Requires one blood point.

6 • Precision (Clanbook: Assamite 3rd edition)

This ability grants the assamite the complete control and commanding of his movements while useing this level of speed, some doctors find this useful while doing surgery they are able to remove cancerous tumors without leaveing a single flake of the tumor behind and without makeing even a scratch on the surrounding tissue, it is also useful to sculptors in the sense they are able to carve a statue with the speed and feel no tireing effects, and still make a masterpeice one wouldn't even find a hairline or single strand of the statue out of place. With this ability in such modern and creative uses, imagine the ability to skillfully carve your opponent and wipe the blade clean before the body fell.

7 • Flower of Death (GC)

Allows a vampire to take his celerity and apply it in full to each hand-to-hand combat or melee attack he makes.

7 • Sanguinary Wind (Dark Ages Companion)

Using this level, vampires move like whirling dervishes reacting to their enemies' movements before the enemy has moved. 2 blood points to activate. Once activated it remains functional for the duration of the scene.

8 • Zephyr (GC)

Allows a vampire to increase his speed to the point he can run across water or run up walls.

8 • Resist Earth's Grasp (Dark Ages Companion)

The speed at which they are able to run allows vampires to scale buildings or cross water without sinking. Must be able to scale the building or cross water without stopping. The vampire can move 5 feet vertically up or 10 feet horizontally for each level of celerity that she possesses.