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