Post by Hematite on Jan 20, 2014 10:40:38 GMT
Blood spent for Celerity does not count against the user’s Generational maximum of blood expenditures for the turn. This applies ONLY to the use of actual Celerity and not to any Celerity-requisite Discipline Techniques.
Blood spent for Celerity must be declared at the top of the round before Initiative is rolled. Any Celerity actions taken in a turn will subsequently reduce the Dexterity bonus applied to your Initiative roll that turn.
You may use Celerity actions in advance of their normal phase to become Defensive Actions per the Defensive Action rule. These cannot be “Full Defense” actions if you are taking any other normal action. They can only be single parries, blocks or dodges, as per the normal defensive action.
Combatants are permitted one mental action per round. This may occur in the main phase or in any subsequent split actions or Celerity actions as desired, but only one may be attempted per round unless another another ability specifically allows for additional mental actions (such as Focused Mind 4).
Celerity actions are considered split actions for all purposes of timing and system other than the dice pool penalties normally associated with split actions. This means that if one character has spent for Celerity and another character has split their actions, the first Celerity action and the first split action will happen at the same time with order of precedence determined by Initiative.
For reference, free movement each turn is 12 + Dexterity yards per turn and dedicated movement (taking an action to move in combat) is 20 + 3x Dexterity yards per turn. This applies to Celerity actions and split actions as well.
When performing the Full Defensive action, all actions the entire round must be used for Defensive actions, including those spent, if any, for Celerity. Thus, it is not possible to declare “Full Defensive” in use for your main action and then use Celerity actions or Split actions to perform any other type of actions.
Although it is normally impossible to dodge bullets without taking cover or dropping prone, a character who has spent for Celerity in a given turn may attempt to dodge bullets by spending one of his Celerity actions for the Dodge action. This is not the case with Split actions.
Celerity 6: Flawless Parry [PGttHC 152]
The use of Flawless Parry must be declared at the beginning of the round in the same manner as ordinary Celerity actions.
Defensive actions from this power MUST be declared before the opponent has rolled his dice to attack. Even if the attack fails, the Flawless Parry action has been used defending from an attack that never came.
Celerity 6: Mercury’s Arrow [DAC 80]
This is a previous version of the power Projectile. Emerald Coven Chronicles uses the text for that power presented in the V20 book.
Celerity 6: Precision [CbR-As 64]
This power, due to its short duration, cannot be used in conjunction with the Crafting System.
As this power is channeling the Celerity bonus towards another aim, the Dexterity + Crafts roll to activate the power does not benefit from the Celerity bonus to Dexterity rolls.
The roll to activate this power will always be Dexterity + Crafts, even in situations where the desired benefit is not to a Crafts roll.
The duration of this power is one minute per level of Celerity the character possesses. This counts only the rating of normal Celerity the character has purchased, not any levels used to purchase alternate powers.
Celerity 6: Projectile [V20 143]
Unlike normal Celerity actions, blood spent toward this power does not need to be declared at the beginning of the round with other uses of Celerity, though it still does not count against the user’s Generational maximum.
The use of Projectile can be declared at any point in the round but must be declared and all blood must be spent before the attack roll with the projectile is made.
Any Celerity levels used for Projectile will not grant their usual bonus Dexterity dice to the attack roll with the given projectile weapon nor to any subsequent rolls in the round.
Celerity 6: Tireless Tread [GttA 164]
If a character using Tireless Tread is attacked or otherwise physically interrupted in his journey, the power is instantly ended where he currently is.
This power does not require a minimum of 8 hours of travel. It requires a minimum of one hour of travel, though once the power is ended, using it again requires a separate blood expenditure.