Celerity Ruleset

Character Creation


  • Strength
  • Dexterity
  • Mobility
  • Vitality
  • Willpower


  • Determine your character's background, and gain two skill proficiencies related to that background.
  • Pick a trait. Gain associated bonus and penalties.


Skill check is a 3d6/6. 

If you are trained in the skill, you succeed on a 5-6.

Every rank you have in the skill, you roll one more dice. 

  • Athletics
  • Acrobatics
  • Animal handling
  • Deception
  • Diplomacy
  • Heal
  • Knowledge (Arcana)
  • Knowledge (Local)
  • Knowledge (Nature)
  • Knowledge (Prime)
  • Perform
  • Sleight of hand
  • Stealth
  • Survival


  • Ambush
    • Gain +2d6 vs a surprised enemy.
  • Dual wield
    • You can use two weapons in combat.
  • Inspire
    • You can inspire an ally as an action. During next turn, all of the inspired ally's attack dice shows a 6.
  • Poison use
    • You know how to make and use poison. Poison dice is 1d6/4-6.
  • Proficiency
    • Gain proficiency with a weapon, armor, or a tool.
  • Ride
    • You know how to ride a horse. You move 10 sq and gain +1d6 attack while on a horse, but it costs 4 stamina dice to dodge.
  • Weapon mastery
    • Gain mastery with a weapon you are already proficient with.


In a VC game, combat is divided into two phases: Player's phase, and GM's phase. The sequence is:

  1. Each player rolls their stamina pool. The sum of their stamina pool is their initiative.
  2. Players whose initiative is higher than the GM's act.
  3. GM acts.
  4. All players act.
  5. Repeat step 3 and 4.

Note that a creature is considered to be surprised until it acts.

Your turn

During your turn, you may move up to your speed and do one action.

Things that count as an action:

  1. Attack
  2. Casting a spell
  3. Load a crossbow
  4. Use an object

Things that do not count as an action:

  1. Opening a door (costs 2 sq)
  2. Standing up (costs 2 sq)
  3. Draw or sheathe a weapon
  4. Talking

Special actions:

  1. Charge (costs 1 stamina, must move in a straight line, gain 2 speed and make attack at the end)
  2. Aim (if you do not move, you gain +1d6 to your ranged attack rolls this turn)
  3. Shove (opposed str check)

You may also expend 1 stamina to gain +1d6 to your attack roll this turn.


Table: Melee Weapons
  1. If you have training with the weapon, then you hit on a 5-6.
  2. If the weapon is poisoned, then you roll an additional poison dice.
  3. If the weapon has reach, then reduce damage by 1d6.
  4. If the weapon is a bludgeoning weapon, then reduce damage by 1d6, but bludgeoning weapons cannot be blocked by armor.
  5. If you have mastery with the weapon, then increase damage by 1d6.
  6. If you are dual wielding, use the highest weapon damage +1d6.
  7. You may boost your attack roll by 1d6 by expending a stamina dice.
  8. Visualized weaponry increases damage by 2d6.
Weapons Cost Damage Weight
Unarmed attack - 1d6/6 -
Light weapon 2 gp 2d6/6 1 lb.
One-handed weapon 12 gp 3d6/6 3 lb.
Heavy Weapon 16 gp 4d6/6 6 lb.
Two-handed weapon 20 gp 5d6/6 10 lb.


Table: Ranged Weapons
  1. Ranged attacks always hit in a line.
  2. Composite versions of the bows cost extra 10 gp, and do not have a strength requirement, but their mechanism is harder to repair and maintain.
  3. You need two hands to operate a bow or a heavy crossbow.
  4. You need two hands to reload a crossbow.
  5. You can dual wield a light crossbow and a hand crossbow, or one hand crossbow in each hand.
Weapons Cost Damage Range Weight
Blunt object or dagger - 2d6/6 3 sq -
Sling 2 gp 2d6/6 6 sq 1 lb.
Shortbow 6 gp 3d6/6 9 sq 2 lb.
Longbow 10 gp 4d6/6 12 sq 4 lb.
Hand crossbow 15 gp 2d6/5-6 6 sq 2 lb.
Light crossbow 20 gp 4d6/5-6 10 sq 5 lb.
Heavy crossbow 25 gp 6d6/5-6 10 sq 8 lb.


Table: Defensive options
  1. Shields cannot be used while surprised.
  2. A hand carrying a light shield can be used to manipulate objects, but a hand carrying a heavy shield cannot.
Name Hits negated Stamina Cost
Dodge 1 3 (any)
Parry with a weapon 1 1 (6)
Light armor 1 -
Medium armor 2 -
Heavy armor 3 -
Light shield 1 -
Heavy shield 2 -


Visualization does not cost an action, but it does not complete until beginning of next turn. If the Visualization user is forced to dodge before Visualization finishes, then Visualization fizzles. Visualization costs 1 stamina each turn.



When a spell is cast, il takes effect at the beginning of the next turn. If the caster is forced to dodge before a spell is finished casting, the spell fizzles. You cast a spell by spending the correct number of stamina dice with right numbers.


Types of spells

Single circle spells are simple spells that require only one circle.

Two or more circle spells are more complex and they require more than one circle. Examples include: fueling off of a torch instead of tapping the energies of Prime, multiple simultaneous casting.

You can spend additional turns to cast a spell. Every turn you spend reduces the cost of the spell by one dice.

  • Energy generation (1)
    • Damage calculation
      • Expended stamina squared
    • Examples
      • Light
        • Line
      • Fire
        • Cone or circle (1 sq radius per expended stamina)
      • Lightning
        • Line (2 sq per expended stamina)
  • Summon inorganic matter (2)
    • Damage calculation 
      • Expended stamina squared (blockable)
    • Shaped earth
      • 2 sq per stamina expended
    • Water
      • Divide damage by 2
  • Summon creature (3)
    • Price of maintaining a summon
    • Transformation
  • Telekinesis (4)
    • Damage calculation
      • 2d6 + 2d6 per expended stamina
      • Move 1 square per stamina expended
  • Banish
    • Damage calculation
      • 1 autohit per expended stamina + 1d6 per extended stamina

Examples of complex spells (spells that require more than one aspect):

  • Creating sharpened ice and hurling them at opponents
    • Energy generation + Summon inorganic matter
    • Expended stamina squared with range 5-6, blockable
  • Creating a giant pit and hurling enemies inside
    • Banish + Telekinesis


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