
Celerity
Alacrity
Your reflexes are finely honed. Even as you watch others act, you can spring into action, completing your movements before they can respond.You can gain the ability to preempt any physical actions taken against you, as long as you are aware of them (face to face mugging - yes; sniper attack - no). Also, for example, if someone declares an attempt to pull out a hidden weapon and shoot at you, you can preempt that action to pull out your own gun and fire back (instead of being regulated to dodging).(The ability to use your reflexes to block or react to other's reactions)
Swiftness
With shocking speed, you move faster than humanly possible. Even as others are recovering from events, you are making your next move. For example, you can swing a sword twice, run twice as far as normal, fire a gun then duck behind cover, or otherwise perform multiple feats.
Rapidity
Even other Vampires are dazzled by your superhuman speed. You routinely catch dropped objects and the speed of your passing whips clothes and loose debris about. Declaring Rapidity, you can perform actions where speed is of the essence, such as dodging an attack, throwing a knife or grabbing something out of someone's hand.
Legerity
Moving faster than the human eye can track, you blur across the landscape with the speed of a cheetah. A faster or "improved" version of Swiftness.
Fleetness
Calling on this discipline, you burst into a whirlwind of motion. Your passing extinguishes small flames, whips up flurries of debris and confuses slower-moving entities. Using Fleetness, causes you to perform all actions with the utmost speed.
Projectile
Despite the fact that a Vampire with Celerity moves at incredible speeds, by some quirk of metaphysics any bullets he or she fires or knives they throw while in this state don't move any faster than they normally would. Scientifically minded Kindred have been baffled by the phenomonenon for centuries, but more pragmatic ones have found a way to work around it.Projectile enables a Vampire to take his preternatural speed and transfer it into something he has thrown, fired or launched.
Flower of Death
In combat, speed kills. A proper application of Celerity in combat can turn the meekest Cainite into a walking abattoir. How much more deadly, then, is a Vampire with the ability to utilize his preternatural speed to the utmost in combat? The answer to that question is "Rather a lot". Flower of Death allows a Vampire to take his or her Celerity and apply it to each hand-to-hand or melee attack he or she makes. Flower of Death is limited only to hand to hand combat or melee weapon attacks. Firearms, bows and whatnot are excluded. Flower of Death is not cumulative, although it can be invoked as many times as one wishes. The consecutive attempts at invoking Flower of Death are pointless because the Celerity bonuses have already been achieved on the first invocation.
Blink
This power allows the Cainite to travel from one point to the next in the literal "blink of an eye." Spending three blood points or traits increases the vampire's level of speed to incredible limitations, the human eye unable to follow their movements, time almost standing still while this fearsome speed is attained. This power enables the vampire to make an additional five physical actions per combat post.
Zephyr
Zephyr produces an effect vaguely similar to ones of the legendary comic-book style uses of enhanced speed, allowing its practitioner to run so fast he can run across water (he's moving so fast he doesn't have time to sink). Particularly successful applications of Zephyr allow a Vampire to go so far as to run up walls and, in at least one recorded instance, across a ceiling, though the latter is more of a parlor trick than anything else.Unfortunately, Zephyr requires such extremes of concentration that it cannot be combined with any form of attack, or indeed, with most any sort of action at all.
Blur
Travelling faster than even a very imaginative mortal could envision, the vampire who has invoked the power of Blur moves with such speed even Cainite eyes cannot clearly perceive the vampire at this awesome speed. A literal "blur," the vampire leaves trails of pure flame from friction as she moves, burning up the terrain with her awesome speed. Moving at this mind-boggling speed, a vampire is capable of conducting an additional six physical actions per combat post, at the expense of four Blood Points or Traits.
Velocity
This ability, while outstripping the speed of Zephyr, does not require the intense and inhibiting concentration of Zephyr. The vampire capable of attaining this level of Celerity has honed their mind to the point where intense concetration on such speedy efforts is all but second nature. The use of this power imparts three extra physical actions per combat post, and the speed level is almost double that of Zephyr, making the Cainite all but invisible to mortal eyesight.
Dervish
Named for a mythological demon possessed of incredible tornado-like speed, this power lives up to its namesake, allowing the Cainite using it to travel at speeds even the comic book character Superman would be hard pressed to keep up with. By spending five Blood Points or Traits, the Cainite invokes a devilish speed that even the most experienced Cainite eyes cannot behold but in a featureless blur of motion, unable to do much but hopefully survive the onslaught of power. Use of this power gives an incredible ability to perform ten physical actions as though they were but one action during a combat post. No other Discipline, mental or physcal, can be invoked as one of these actions, they must be entirely physical actions, but what a way to deliver a hellish attack or defense. The drawback to this power? The Cainite's Celerity is exhausted for a full round, or ten RT minutes, following the use of this power.