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Basic movement rates are given in the rules as; Walking: 7 yards per turn, Jogging/Slow Running: 12+Dexterity yards per turn, Running: 12+(3xDexterity) yards per turn.
(Vampire: the Masquerade: 3rd Edition,
 
That seems relatively simple - until you consider that a turn is defined as anything from 3 seconds to 3 minutes. Suddenly the basic consideration of how fast your character is moving becomes infinitely more complicated.
 
... this chart in which a movement turn is defined as 5 seconds. This follows well with a basic experiment regarding walking speed - get out and set a good walking pace, then count to yourself as you walk, you should find that a single pace takes just less than a second, and that an average pace is between two and three feet - Hence my basic walking speed of 4 feet per second.
 
The rest should be fairly self-explanatory--
The bottom line? No Vampire of any generation can outrun a bullet, and cars are still the fastest way to get from here to there on the long haul.
 
Dexterity 1
Celerity#
   walk......... Jog..........  Run
0. 4 fps 3 mph. 7 fps 5 mph. 15 fps 10 mph
1. 8 fps 5 mph. 14 fps 10 mph. 30 fps 20 mph
2. 12 fps 8 mph. 21 fps 14 mph. 45 fps 31 mph
3. 16 fps 11 mph. 28 fps 19 mph. 60 fps 41 mph
4. 20 fps 14 mph. 35 fps 24 mph. 75 fps 51 mph
5. 24 fps 16 mph. 42 fps 29 mph. 90 fps 61 mph
6. 28 fps 19 mph. 49 fps 33 mph. 105 fps 72 mph
7. 32 fps 22 mph. 56 fps 38 mph. 120 fps 82 mph
8. 36 fps 25 mph. 63 fps 43 mph. 135 fps 92 mph
9. 40 fps 27 mph. 70 fps 48 mph. 150 fps 102 mph
 
Dexterity 2
Celerity#
     Walk....... Jog.......... Run
0. 4 fps 3 mph. 8 fps 5 mph. 16 fps 11 mph
1. 8 fps 5 mph. 16 fps 11 mph. 32 fps 22 mph
2. 12 fps 8 mph. 24 fps 16 mph. 48 fps 33 mph
3. 16 fps 11 mph. 32 fps 22 mph. 64 fps 44 mph
4. 20 fps 14 mph. 40 fps 27 mph. 80 fps 55 mph
5. 24 fps 16 mph. 48 fps 33 mph. 96 fps 65 mph
6. 28 fps 19 mph. 56 fps 38 mph. 112 fps 76 mph
7. 32 fps 22 mph. 64 fps 44 mph. 128 fps 87 mph
8. 36 fps 25 mph. 72 fps 49 mph. 144 fps 98 mph
9. 40 fps 27 mph. 80 fps 55 mph. 160 fps 109 mph
 
Dexterity 3
Celerity#
     Walk....... Jog........... Run
0. 4 fps 3 mph. 9 fps 6 mph. 17 fps 12 mph
1. 8 fps 5 mph. 18 fps 12 mph. 34 fps 23 mph
2. 12 fps 8 mph. 27 fps 18 mph. 51 fps 35 mph
3. 16 fps 11 mph. 36 fps 25 mph. 68 fps 46 mph
4. 20 fps 14 mph. 45 fps 31 mph. 85 fps 58 mph
5. 24 fps 16 mph. 54 fps 37 mph. 102 fps 70 mph
6. 28 fps 19 mph. 63 fps 43 mph. 119 fps 81 mph
7. 32 fps 22 mph. 72 fps 49 mph. 136 fps 93 mph
8. 36 fps 25 mph. 81 fps 55 mph. 153 fps 104 mph
9. 40 fps 27 mph. 90 fps 61 mph. 170 fps 116 mph
 
Dexterity 4
Celerity#
      Walk....... Jog.......... Run
0. 4 fps 3 mph. 10 fps 7 mph. 18 fps 12 mph
1. 8 fps 5 mph. 20 fps 14 mph. 36 fps 25 mph
2. 12 fps 8 mph. 30 fps 20 mph. 54 fps 37 mph
3. 16 fps 11 mph. 40 fps 27 mph. 72 fps 49 mph
4. 20 fps 14 mph. 50 fps 34 mph. 90 fps 61 mph
5. 24 fps 16 mph. 60 fps 41 mph. 108 fps 74 mph
6. 28 fps 19 mph. 70 fps 48 mph. 126 fps 86 mph
7. 32 fps 22 mph. 80 fps 55 mph. 144 fps 98 mph
8. 36 fps 25 mph. 90 fps 61 mph. 162 fps 110 mph
9. 40 fps 27 mph. 100 fps 68 mph. 180 fps 123 mph
 
Dexterity 5
Celerity#
     Walk........ Jog........... Run
0. 4 fps 3 mph. 11 fps 8 mph. 19 fps 13 mph
1. 8 fps 5 mph. 22 fps 15 mph. 38 fps 26 mph
2. 12 fps 8 mph. 33 fps 23 mph. 57 fps 39 mph
3. 16 fps 11 mph. 44 fps 30 mph. 76 fps 52 mph
4. 20 fps 14 mph. 55 fps 38 mph. 95 fps 65 mph
5. 24 fps 16 mph. 66 fps 45 mph. 114 fps 78 mph
6. 28 fps 19 mph. 77 fps 53 mph. 133 fps 91 mph
7. 32 fps 22 mph. 88 fps 60 mph. 152 fps 104 mph
8. 36 fps 25 mph. 99 fps 68 mph. 171 fps 117 mph
9. 40 fps 27 mph. 110 fps 75 mph. 190 fps 130 mph
 

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Celerity : Optional Rules by Dare
 
It is unknown to me what is the actual number of people in the world that understand the basic law of physics that states: faster=more energy=more damage.
But - for those that do, I have prepared an optional rule for Damage bonuses when characters are using Celerity.
The basic bonuses are listed in the table below, with an explanation of how I arrived at those bonuses following (for the stout of heart or those that understand physics - be warned).
 
Celerity Level Damage Bonus
0 none
1 +1
2 +2
3 +3
4 +5
5 +6
6 +7
7 +9
8 +10
9 +11
 
 
The Explanation:
This entire bonus system is based on the simple axiom of physics:
E=½MV²
Where 'E' is the energy of the strike, 'M' is the striking object (in this case the arm/leg of the character), and 'V²' is the speed of the strike - which is changed by Celerity.
Stated in simpler and more common mathematical language:
½M x V²=E
Now, in any consideration of a single character's unassisted vs. Celerity-assisted damage, 'M' remains constant, since the mass of their body doesn't change. For this reason I have rewritten the formula as follows, wherein 'Mc' equals '1'.
½Mc x V²=E
So, in essence, the formula becomes:
V²=E
or
ms²=N
with 'V²' represented by meters per second squared (ms²) and 'E' represented by Newtons (N).
Now assuminhg that an everage person's unassisted punch/strike travels at about 4 feet per second - the same as their walking speed - which is 1.2 m/s, and assuming that level 1 Celerity makes you twice as fast, and level two makes you three times as fast, and so on. We can easily generate the following table:
 
Celerity m/s m/s squ. Energy (N)
0 1.2 1.4 1.4 N
1 2.4 5.8 5.8 N
2 3.7 13.7 13.7 N
3 4.9 24 24 N
4 6.1 37.2 37.2 N
5 7.3 53.3 53.3 N
6 8.5 72.3 72.3 N
7 9.8 96 96 N
8 11.0 121 121 N
9 12.2 148.8 148.8 N
 
 
But does this mean that Celerity 9 should give a bonus 149 times as great as Celerity 0? No.
Why? Because of the relatively non-specific system of damage used by White Wolf. So, to solve this problem, I had to interpret White Wolf's damage system somewhat.
The following table shows my own interpretation of overal bodily damage based on the White Wolf Health Levels.
 
Health Level Damage Points Body %
Bruised 1 1
Hurt 2 5
Injured 3 10
Wounded 4 20
Mauled 5 30
Crippled 6 40
Incapacitated 7 50
Torpor/Coma 8 60
Dead 9 70
Dead 10 80
 
 
Using this system we can compare the levels of energy quite easily, and we can also find a comparison between Health Levels much more readily as can be seen when we refer back to the energy table and insert a column showing the difference between each level of energy.
If that difference is assumed to be the comparison between overall amount of damage done, and is compared to the Health Level chart we just looked at, then the damage bonuses are easy to find.
(In each case I have rounded the difference up or down to the nearest percentage applicable.)
 
Celerity Energy (N) Difference Bonus
0 1.4 N 1 0
1 5.8 N 4 1
2 13.7 N 10 2
3 24 N 17 3
4 37.2 N 27 5
5 53.3 N 38 6
6 72.3 N 52 7
7 96 N 69 9
8 121 N 86 10
9 148.8 N 106 11
 
 
There, clear as mud? I thought so. Don't say I didn't warn you. :)
Several people wrote to Sanguinus noting a flaw in the original formula that is used in this explanation. When this article was first written - I left out the ½ before M in 'E=½MV²'. Each person that wrote in commented that the entire explanation was wrong given that fact. Unfortunately, that is not true. As I explained above, the mass factor remains constant throughout the formula, and for that reason was given a value of '1'. Whether the formula is written '½M' or simply 'M' doesn't matter, since '½M' is resolved to '1' for the purpose of the explanation. Thank you to everyone that noted the omission, but as you can see, it was a typing error, and not a flaw in the explanation.
 copyright
www.Sanguinus.com
 

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