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Celerity Discipline Diferences

Hi,fellas. I was puzzled by something. I remember the first time I read Vampire:the Masquerade,and the rules on Celerity were quite diferent. It said that the player had an amount of extra actions equal to his/her’s character level on Celerity,but one blood point had to be spent in order to get those actions(so,if a character had celerity 3 he got 3 extra actions by spending ONE blood point).Quite diferent from the Vampire:the Dark Ages rulebook, where the player had to spend an amount of bood points equal to the extra actions he wanted to take,wich were determined by his/her level in the Celerity Discipline(so acharacter with celerity 3 would have to spend THREE blood points in oder to get 3 extra actions). I am wondering when exactly(in wich edition) this change came to be and wich one do you guys prefer.

Reason for change: powercreep. Also, the new VTM is a horror game, not a comic book vampire game.

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My personal favorite version of the physical disciplines comes from the V20 edition.

Celerity, for example, allows you to either add the dots to your Dex based dice pool, or spend blood for extra actions.

They did a similar thing for Potence and Fortitude.

Gives the vamps some options and highlights the fact that those Disciplines will impact you physically, even if not “actively” being used.

So someone with Celerity will inherently be more graceful, regardless of their base Dex stat.

I haven’t fully delved into 5th ed yet, so not completely sure how they work there…

I never thought of Vampire:the Masquerade as a comic book game.It was always a horror game-personal or political. Anyway,I’ll rephrase the question:in wich edition the mechanics of celerity changed?

I suspect Celerity changed in just about every edition.

Something to do with the potential impact of multiple actions per turn.

There was such a time, when folks started to gear it that way, it got the infamous “Vampions” nickname (Vampire: the Masquerade + Champions, a seminal superheroes game).

Thats why V5 is so radical in some parts.

So true in every single edition of Vampire it did change and the reason behind this: it’s broken. They tried to turn it down with every edition but, IMO, V5 solved the problem (very much inspired by Requiem may I add).


I’m so very very happy that old Celerity is dead and buried. A high Celerity vampire was an unstoppable monster, and god knows the number of times I’ve played a tabletop game where me having high Celerity utterly dominated combat. I much prefer Celerity in V5 with different types of powers but still very strong passives.

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Personally, I appreciate the more balanced approach of 5th edition. A single vampire taking 4,5,6, or more actions in a single round is not good storytelling. As it can leave all the other cast members (players) feeling inadequate, or less than.

Adding Celerity to dexterity is a great way of allowing a bonus because of the known discipline, without making it overpowered. Then there’s Fortitude adding to strength and health; while Protean increases damage dealt and danger of said damage.

The distribution of clan disciplines prevents any one clan from being too powerful from the start, but allows a player to add out of clan disciplines to build the monster they want.


They’ve been trying to fix Celerity for decades and finally managed it. Multiple actions were broken. They’re broken in just about every game system ever. So Celerity had to do something else. Now it does several things else, which is nice.

The disciplines in V:tM have never been better.


I agree most enthusiastically :slight_smile: loving the V5 discipline structure