208 lines
11 KiB
Plaintext
208 lines
11 KiB
Plaintext
Chapter 3 - Quickening
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Hey, it's a kind of magic!
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-Connor
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Quickening is the force that makes the immortals "special": that
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mystical energy within them, that makes them immortal and gives them
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their powers. In this chapter, we will discuss what Quickening means
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in the rules, and how immortals increase in power.
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Quickening Dice
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Throughout the discussion of the various powers, mention will be made
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of rolling Quickening to perform some feat. This behaves exactly as
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with Spheres of power in Mage: roll a number of dice equal to your
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Quickening, against a difficulty of six. Count successes to find how
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much benefit has been gained.
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Quickening Powers
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You can't drown, you fool! You're immortal!
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-Ramirez
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The powers listed below are based off of various powers shown in the
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Highlander movie and TV series. They are loosely based off of various
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powers listed in the Mage book, and occasionally make mention of the
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power they were most similar to.
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Next to each power is a mark of what level of Quickening is necessary
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to first exhibit this power.
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* Sense Quickening - Some immortals gain this ability even
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before they suffer their first death, since they still are considered
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to have a Quickening of 1. This ability is similar to the level 1
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Prime spell Sense Quintessence (see Mage): using this ability, an
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immortal will sense another immortal nearby. No specific information
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on the immortal's identity is given, nor is the location of the
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immortal known, merely that the immortal is near.
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Sense Quickening also allows the immortal to sense a Node ("holy
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ground"). Likewise, an immortal can sometimes sense other beings with
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free quintessence in them (such as Magi and Kindred), although a
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perception roll may be necessary for this. Usually, no roll is needed
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for sensing holy ground, and sensing other immortals is usually left
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to Storyteller's discretion to pick a dramatic moment.
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* Breathe Water - With this ability, immortals may survive
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indefinitely underwater, drawing oxygen from the water. This is not
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the same as not breathing: it has been shown that immortals do
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breathe, and that poison gas will affect them (although it cannot kill
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them).
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** Empower Weapon - Often in both movie and series, the clash of
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swords during a battle between to immortals is accompanied by
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electrical discharge. Using their Quickening, immortals can enfuse
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their weapon with power, causing them to do more damage, and also
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causing the discharges shown. An immortal can empower any edged melee
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weapon in this way (axe, sword, knife). One additional damage success
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is scored per success rolled (see Quickening Dice above for details).
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Note: the extra damage done by Empower Weapon is aggravated, although
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the normal damage done by the weapon is not.
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Example: Duncan swings his trusty katana (difficulty 6, Strength + 5
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damage), and hits. He rolls Str 3 + 5 = 8 dice for damage, difficulty
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6 (using the Vampire 2nd edition rules), to determine damage. Since
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his katana is empowered, however, he rolls an additional 5 dice for
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his 5 Quickening, also against difficulty 6. Any successes scored on
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this roll count as aggravated damage. The defended gets one soak roll
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against both damages, and soaks aggravated first.
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** Heal Self - In Chapter Four, the "normal" healing chart for
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immortals is given. Using their Quickening, however, an immortal may
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choose to heal even faster from wounds received. By taking a round
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and rolling Quickening, an immortal may heal a number of wound levels
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equal to the successes rolled. Note that this is done once per wound
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only, the rest must heal normally. Note also that if an immortal is
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taken to incapacitated (or beyond) before he has a chance to heal, he
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must first heal to crippled, then roll his dice in Heal Self. Also,
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aggravated wounds may not be healed in this manner, and must heal
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according to the chart.
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Example: Richie the new immortal gets in a fight with an unsuspecting
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group of gang toughs, and after finishing them off he begins to
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recover from his wounds. Three wounds (3/1/2 levels) for a total of
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six wound levels (crippled). He rolls his Quickening of 1, healing 1
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from the first, healing the second, and getting no successes on the
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third wound, over a period of three rounds. The remaining four wound
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levels must heal normally (which means he'll be fully healed in little
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over a half hour).
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*** Empower Self - Using his Quickening, an immortal may increase
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his physical attributes, by one for every success rolled. The effect
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lasts for an entire scene, and is usually done only during challenges.
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After using Empower Self, an immortal will feel weak (-1 to dice pool)
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for an hour or more.
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Example: Connor squares off with Fasil, and the battle begins. Connor
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rolls his Quickening of 7, gaining four successes, and puts two points
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into Stamina and two in Dexterity. Fasil is in trouble.
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**** Speed of the Stag - Like Empower Self, an immortal may use his
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Quickening to increase his actions in a turn (much like the vampiric
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discipline of Celerity). One extra action may be gained per success
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rolled, and the extra actions last for an entire scene. As with
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Empower Self, the immortal will feel weak for some time after using
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this power.
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***** Ignore Wounds - At this level, the immortal's recuperative
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powers have become so potent that they no longer need spend time to
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heal. One wound level is healed each round, with no roll required
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(although an immortal may still take a round to heal more, using the
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level 2 power Heal Self). Also at this level, an immortal may heal
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aggravated wounds as if they were normal wounds, using Heal Self
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above. Aggravated wounds will often leave scars, however.
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Example: The Kurgan, after ending the pitiful Ramirez's life and
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taking his Quickening, stops to rest. Ramirez had one lucky swing
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that nearly took the Kurgan's head, doing four normal wounds and one
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aggravated. The four normal wound levels healed over the next four
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rounds, and the Kurgan takes a round to heal the aggravated wound
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after the battle is over. A scar is left on his throat, however, to
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remind him of how close Ramirez's blade came...
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Gaining (and Losing) Quickening
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Immortals can only increase Quickening by taking another immortal's
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head. When they have successfully finished their opponent, they gain
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the opponent's level in Quickening x 2 in "Quickening Experience".
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Like study points in Mage, these are spent equally with experience to
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increase an immortal's Quickening. As outlined in the Experience
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Chart (Chapter Four), it costs Current Level x 6 to increase
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Quickening. This is the only way to increase Quickening. The victor
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also gains one point in an ability, for each point of Quickening the
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loser had. These ability points come from the knowledge of the loser,
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and must be placed in abilities that the loser had at a higher level
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than the victor. If the victor has higher scores in every ability of
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the loser, the victor gains nothing.
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Example: Frank Colt beheads Butra the assassin, and takes his
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Quickening. Frank has a Quickening of 2, and Butra had a Quickening
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of 3. Frank gets 3x2 = 6 Quickening Experience, which he uses with 6
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"normal" experience to raise his Quickening to 3 (which costs 12
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points). He also gains three points in abilities, one each in three
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areas where Butra had more skill than him.
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There are two conditions under which an immortal may lose Quickening:
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two on one, and holy ground, as discussed in Chapter One. These are
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handled in a very similar manner to the normal transfer of Quickening,
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but will result in more than one "loser".
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If two immortals fight a third and take his head, then one of the
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immortals who has emerged victorious will absorb all of the Quickening
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from the experience: all of the loser's and ONE of his partner's.
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Thus, he gains (loser+1)x2 in Quickening Experience, and his partner
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loses one point in Quickening (if he only has one, he dies from the
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experience). The partner also loses one point in an ability, which
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also goes to the victor (the storyteller picks which ability, but it
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has to be one that the victor is inferior to his partner in). This
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loss of power and knowledge keeps even the friendliest of immortals
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from agreeing to be a partner...
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Holy ground is a similar situation, and in fact counts as the "victor"
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in any contest. The Node gains (loser+1)x2 in Quickening Experience
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toward increasing the power of the Node, and the winner of the battle
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loses one point of Quickening, and also loses one point in an ability
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(again, the ability lost is chosen by the storyteller). Since there
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is never a victor in a battle on holy ground, no immortal will fight
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there.
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Example: If Frank had beheaded Butra the assassin on holy ground (in
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this instance, a Node with strength 2) the Node would gain (3+1)x2 = 8
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Quickening experience (almost enough to turn it into a Node of 3), and
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Frank would lose 1 Quickening (taking him to 1) and 1 point in some
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ability. Bad move for Frank.
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The Side Effects of Quickening
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Quickening is the lifeforce of an immortal, and can only be taken by
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removing his head. In the World of Darkness, there are many other
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ways to remove someone's power, none of which will easily succeed against
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an immortal. Some examples include:
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* Vampires gain no sustenance from drinking the blood of an
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immortal, and cannot kill him by doing so (although they can drive the
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immortal to incapacitated). The blood is worthless to them.
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* Magi cannot use Prime effects to remove Quintessence from an
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immortal, or to destroy it (a la Flames of Purification, Prime 4). An
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immortal's pattern is immutable. The immortal gains his Quickening in
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automatic countermagick sucesses to resist any Prim effect directed against
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him. The one exception is when an immortal loses his head: if a Mage with
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talent in Prime is present, he can in fact automatically become the "victor"
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(see above), stealing the loser's Quickening as Quintessence, and gaining a
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point of the winner's as well. The Mage gains no ability from the experience,
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but the 'winner' still loses one point in some ability (again, see above).
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* Likewise, Immortals are practically immune to any effects of the
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Life sphere, or the healing discipline of Obeah (see Mage and the Vampire
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Player's Guide, respectively), whether the effect is beneficial or not.
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Assume their Quickening in automatic successes, to resist any effect or
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counter any successes rolled against them.
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* An immortal's mind, spirit, and body are tightly held by their
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Quickening. Although mind effects (the Mind sphere, Dominate, or
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Presence) may affect the immortal, his mind cannot be pulled from his
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body, nor may his spirit be removed without his head being removed
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first. This is not a contested roll, this is automatic.
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