Magical Void Magical Void: He does not generate Power dice. However, Luthor's unusual condition means that he emanates a peculiar anti-
magic field. As a result, he has Magic Resistance (3) and generates 4 Dispel dice.
Split Personality Luthor's many personalities continually bicker and rage within
the walls of his psyche, and his actions are guided by whichever is in ascendance. If
no single personality is dominant, Harkon remains almost motionless as the battle
within his mind rages. This can result in Luthor being driven by his more lucid
traits, but more often can lead to the more, well, extreme characters surfacing. At
the start of each of the Vampire Coast player's turns, and whenever Luthor suffers a
wound, roll a D6 to determine which personality is in control.
|D6|Result|
|---|---|
|1-3|**Brainlock**. Luthor's personalities fight amongst themselves, leaving him dazed and confused - he must pass a Leadership test or suffer from the rules for stupidity until this table is rolled on once more, even though he would normally be Immune to Psychology.|
|4|**Mad**. A completely unhinged character from the deepest depths of Luthor's mind has surfaced and gained control of his actions - he suffers from the rules for frenzy until this table is rolled on once more, even though he would normally be Immune to Psychology.|
|5|**Bad**. Perhaps an understatement, as this is Luthor's 'core' personality; but at least this one is fairly rational - he may act as normal until this table is rolled upon once more.|
|6|**Dangerous to Know**. A steely and determinedly ruthless portion of Luthor's soul has clawed its way into the light of day. He follows the rules for hatred until this table is rolled on once more, even though he would normally be Immune to Psychology.|
In addition, when Luthor is severely wounded and the strain is too much for the dominant personality another, stronger, facet of himself takes over and continues the fight. As a result, when he loses his last Wound, Luthor also gains the ability to Regenerate until the end of the turn (see Regeneration).