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Message no. 1
From: Simon and Fiona sfuller@******.com.au
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Wed, 2 Feb 2000 16:05:28 +1100
-----Original Message-----
From: paul collins <paulcollins@*******.com>
To: shadowrn@*********.com <shadowrn@*********.com>
Date: Wednesday, August 02, 2000 3:29 PM
Subject: Re: Highlander Rules v0.21 (the REAL rules)



>> Kurgan delerverd a fatal wound to conner, before he was gonna take his
>head,
>> maybe he thought that was enough...
>>
>
>
>Nah, the Kurgan delivered a wound, that it appears never killed Conner, at
>least not until later that night. He stuck the sword into Conner's chest
>and twisted it, similar to what he did with Rameriz later on. Then he
>stands there in the clasical "I'm taking your head now sucker and there's
>nothing you can do about it" that he seems to like so much. (Which he also
>did with Rameriz)
>
>Maybe he was waiting for Conner to die and re-awaken, but it's hard to tell
>as several of the clansmen jump him while he's posing. Does anybody have
>the book? Does it say?
>
I'd kill for the original book series, the last of which the movie is
supposedly based on, nobody I know has ever seen it but everyone seems to
have heard of it. No idea if it really exists. Anyway, in the adaptation of
the movie (written by Garry Douglass based on the story by Gregory Widen) it
says how Kurgan did the pose, then let Connor drop, naturally falling into a
perfect beheading pose because of the chest wound. Just as he was about to
lob of Connor's head, the other McLeod cousins rushed in to attack, and a
couple of others grabbed Connor and carted him off before Kurgan could rally
and dispose of the cousins. He just shouted 'Another time, McLeod' and left.
My guess is that Kurgan wasn't sure how soon the First Quickening would
start and what it would mean for the fighting odds, so pulled back to review
his strategy. After all, if you live forever, why rush into things and lose
your head when you can wait a year or two and be ready? Time is a limitless
resource.
What I'd like to know is how Kurgan knew about McLeod. He came to Scotland
expressly to find him, as did Ramirez. This was before McLeod's first
Quickening.
Message no. 2
From: Bull bull@***********.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Mon, 31 Jul 2000 02:26:20 -0400
Watcher Chronicle Entry #6725.1
July 26th, 2061

My name is Alexander Kinnor, and I am a Watcher. This is my first Chronicle
entry, and will contain the summation of the knowledge I have gained thus far
on the Immortals, as well as my early observations on the newly awakened
Immortal Johnathon Guilder.

No one knows how the Immortal’s came about or how long they have been around,
despite the fact that the Watcher organization has records stretching back
thousands of years. Because of this, all we have are theories as to what the
Immortals are. The only clues to base these on is the fact that many Immortals
seem to be without confirmable parentage, often being found on a doorstep or
suspected orphans. Theories include:

(>) Angels and Demons fighting out a Holy War on Earth, and the Prize for the
Gathering is that their side wins the War once and for all.
(>) Simply tools of Satan out to rule all Mankind. The Renegade Watchers
(They
call themselves the Hunters) came about because of some Watchers who felt this
way.
(>) Some take a religious and historical view of things, and trace their
origins to Adam and Eve, citing Immortals as having the closest blood ties to
the "first man and woman."
(>) One theory places them as alien criminals, banished to Earth to battle as
their punishment, with the winner of the Prize gaining his freedom.
(>) Another theory follows the one above, but believes the Immortals are
criminals sent through time, either an offshoot race of Humanity lost to the
past and History through disaster (Atlantis), or are the next stage in
evolution.

The Quickening is a term with a twofold meaning to Immortals. It is used to
describe both the "awakening" of an Immortal the first time he dies (I call
this the First Quickening), and also it is used to describe the effect of what
happens when one Immortal kills another, by taking their heads.

Until a Potential Immortal has his First Quickening, he ages naturally. It has
been recorded in the past of one Immortal who was trapped in the body of a
child, and more than one Immortal who is in the body of a "senior citizen".
Almost every Immortal meets their First Quickening after a violent death.

It takes a new Immortal some time to regenerate following their First
Quickening. They usually wake up about 24 hours after their first death. More
than one Immortal has had to claw his way out of the ground after being buried
by his loved ones and family. No Metahuman Immortals from before the Awakening
in 2011 are known to exist. Any Metahuman Immortals are "newer" Immortals,
such
as the Immortal I watch, John Guilder, who is an Ork, born after the
Awakening.

Once someone becomes an Immortal, they become just that: Immortal. They
regenerate damage extremely quickly, and even come back from the dead. There
are limits to this, however. The only documented case of a severed limb,
Xavier
St. Cloud, had lost his hand in a duel with the Immortal Duncan MacLeod. It is
the belief of the Watchers that his hand may have regenerated over a lengthy
period of time, but it is not known for sure as Xavier was later defeated by
MacLeod, and lost his head.

The only known method for truly killing an Immortal is to sever his head,
triggering the "normal" Quickening. When one Immortal is killed in this
fashion, it releases an energy, speculated to be the Immortals life force, or
even the energy that gives an Immortal his power. If another Immortal is
nearby, this power will be drawn to him, engulfing him, and that Immortal will
absorb a portion of the defeated Immortals energies, growing in power.
The Quickening often appears as an electrical storm, with bolts of lightning
shooting out from the body or the sky, striking and entering the nearest
Immortal. Other manifestations have been noted, with whirlwinds, flames, and
brilliant flashes of light, individually or in combination with other effects.
The Quickening effect will also strike nearby items, usually anything metallic
that can act as a lightning rod, striking and damaging these items. For this
reason, most Immortals choose to fight in remote locations, away from the
threat of detection, and often away from areas where they can do a lot of
collateral damage after a fight.

When one Immortal defeats another, he absorbs a portion of that Immortal’s
power and experience. Immortals often display traits similar to those of
Adepts, those Awakened beings that channel magical energies into their body to
enhance their physical prowess and abilities. After a Quickening, Immortals
will often find they have learned a new ability, or find that one of their
prior abilities has been enhanced. The Immortal seems to have little control
over how the new power manifests, and they seem unable to learn or adapt their
abilities the way an Adept can through practice, experience, and Initiation
rituals. How the Immortals first learned their abilities is as shrouded in
mystery as how they came about.

Many Immortals differ in the reasons that they fight. Some are seeking power,
or a rush that they get from The Quickening. Others are simply seeking to test
themselves and their abilities. However, the most common reason is that
Immortals believe in something called "The Gathering". Legends among the
Immortals say that one day, when there are only a few of them left, they will
be compelled to travel somewhere, where they will have to face each other in
one final confrontation. The winner gets "The Prize."

Just what the prize is, nobody seems to know, not even the Immortals. It is
assumed that it will be the accumulated power of all the Immortals, and
that it
will be the Ultimate Prize. The power to be a God or simply enough power to
rules the world are two theories common among those Immortals who lust for
power. Others believe it is the Ultimate Knowledge and Wisdom, allowing the
Immortal to help better the world and mankind (And of course, some would argue
that Ultimate Knowledge is Ultimate Power). And there are those that believe
that anything will be possible, and it will be up to the winning Immortal to
choose their prize. It is my sincere hope that a "good" Immortal like one of
the MacLeods or my own charge, John, win the Prize.

All Immortals are subject to 2 major Rules of the Game, so to speak.

1. Holy Ground is Sacred, and Immortals must never fight on Holy Ground.
2. Fights honorably, always with a blade and one on one.

Holy Ground is any land or temple that has been consecrated to any deity,
whether it’s an ancient Roman God, an Indian Burial Ground, or a Mormon
Temple.
Holy ground is sanctuary for any Immortal that wishes it, and no Immortal will
break this rule. No one is certain what would happen if two Immortals met and
clashed on Holy Ground, but legend says that the Island Volcano at Pompeii
exploded when one Immortal killed another.

Honorable Combat means always fighting with a sword, one on one, face to face.
No attacks from behind, no sniper shots from a rooftop and taking you while
you’re recovering, and no "teaming up". The Immortal Larker got mortal
followers to try and capture Duncan MacLeod on Holy Ground, breaking the
second
rule, and circumventing the first.

The second rule has been broken on several occasions, though the perpetrators
have never survived for long. Breaking the second "Rule" will often bring
about
severe repercussions from other Immortals, who declare the Immortal Renegade,
and will hunt him using any methods necessary, as he is no longer considered
part of The Game. The more honorable Immortals will do everything in their
power to even the odds and defeat the Renegade(s) in honorable combat, while
the less honorable ones will hunt them down simply for the enjoyment of it,
and
to avoid getting a knife in the back or a Sniper shot to the spine, taking the
Immortal while they are regenerating.

===============RULES==============
When creating an Immortal character, players pay either 30 Build Points or
choose Priority A to be an Immortal (depending on the character creation
system
you are using). The character starts with the powers Immortal Regeneration,
Immunity to Aging, Immunity to Disease, Immortal Detection. Also, all
Immortals
have the Bio-Rejection flaw, even during their "Potential" stage prior to the
First Quickening.

Immortal characters work similar to aspects, and through The Quickening can
gain Adept-like abilities. However, they are not Adepts, and cannot Initiate
(Though, as with the Adept-Like powers, some of their abilities mimic
Initiation powers). They can buy additional points to spend on increasing
their
abilities, but they cost double what an Adept pays (40 instead of 20 for each
point).

Immortals appear mundane on the Astral Plane, unless someone Assensing the
Immortal achieves 7+ successes, in which case they are noted as having an
unusual aura about them. They do not appear magically active, and unless the
perceiver has successfully Assensed an Immortal before, he will not recognize
what this Aura means.

IMMORTAL REGENERATION

Unless an immortal has his head severed from his body, he will regenerate from
any damage sustained. To regenerate, make a Body Test with a Target Number
equal to 2 + 1/level of damage (with a max of +4 at Deadly Damage) + 1/box of
overflow. Divide 6 Hours by the results to determine how long it takes the
Immortal to heal all damage from his wounds. After the time has passed, he
awakens fully healed. Until that time, he appears to be truly dead to any and
all tests and astral sensing.

Severed body parts will regenerate normally if held against the "stump" within
one minute of the wound being caused, and held their for the duration of the
healing process. This will heal the limb fully, but will leave a very nasty
scar, which will not heal.

Severed limbs will regenerate, but very slowly. They regenerate at a rate of 1
cm per year.
Immortals cannot regenerate Stun Damage.

Immortals do not suffer a Magic Rating loss for taking Deadly Wounds.

IMMORTAL DETECTION

Immortals can sense when other Immortals, or Potential Immortals, are nearby.
Their Detection ability works at a range equal to their Magic Rating x 10
Meters, with a maximum range of 200 meters. This sense does not allow the user
to automatically tell another Immortal just by looking at him, but it will let
them sense how far away that Immortal is, so often they can figure it out
pretty quickly.

Whenever another Immortal is near, the Game Master should secretly roll a
perception test for the player, with a Target Number of 12 minus the Immortals
Magic Rating. Potential Immortals have a Magic Rating of 0, and Immortals with
a Magic Rating of 12 or more are automatically detected, unless they have the
Masking metamagical ability, in which case simply have an opposed test,
rolling
Magic Rating vs. Magic rating. Unlike Initiate Masking, there is no threshold.
You simply need one more success then the opposing Immortal.

THE QUICKENING

The Quickening process usually takes anywhere from 30 seconds to 5 minutes or
more. The more powerful the Immortal that was killed, the longer the
Quickening
lasts. To determine the length of a Quickening, divide the Magic Rating of the
Immortal by 10, rounding down. This is the time it takes in Minutes. If the
result is 0, then it takes 30 seconds.

The Quickening takes it’s toll on the Immortal, however, and leaves him
weakened and vulnerable. Players take Stun damage with a power of 10, and a
damage code of M if the Immortal killed was of equal or lesser Magic Rating, S
if the Immortal had a higher magic rating, and D if the Immortal had a Magic
Rating of twice the MR of the victor.

Once the Quickening is completed, the Immortal gains some of the power and
experience of the defeated Immortal. He gains a +1 to his magic rating, and 1
point to spend on Abilities. They may only spend this point toward learning an
Ability that the defeated Immortal knew, or he may save this point, and spend
it later, combining it with one or more points to buy a more expensive power
from a defeated Immortal later.

Immortals may only buy 1 power each Quickening. Thus, they can’t save multiple
points, then buy multiple powers later on from a single Immortal.

IMMORTAL ABILITIES

Immortal Abilities are identical in name, point cost, and effect as the Adept
powers. Distance Strike, Killing Hands, and Mystic Armor are all Adept
Abilities that are unavailable as Immortal Abilities.

Immortals can get the Fast Recovery and Concealed Weapon Abilities, which are
powers unique to Immortals.

Fast Recovery (.5 Point per Level)

Fast Recovery gives the Immortal 1 automatic success for his Recovery Test
while regenerating damage.

Concealment (2 Points)

Concealment allows the Immortal to place his sword under his coat and out of
sight almost magically hiding it from view. As long as the Immortal is wearing
a long coat or very baggy clothing, he can add +6 to the concealability of any
normal sword. Great Swords, Claymores, and the like are impossible to hide,
even with Concealment.


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Message no. 3
From: Patrick Goodman pgoodman13@************.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Sun, 30 Jul 2000 22:41:16 -0500
From: Bull
Sent: Monday, July 31, 2000 1:26 AM

<major major snipping>

Jesus, Mary, and Joseph!! This is way, way cool, Bull. Can't wait to see
the final....

--
Patrick E. Goodman
pgoodman13@************.com
"I'm going to tell you something cool." -- Gene Wolfe
http://communities.msn.com/ShadowrunDataHaven/
Message no. 4
From: Tzeentch tzeentch666@*********.net
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Sun, 30 Jul 2000 21:50:40 -0700
From: "Bull" <bull@***********.com>
> It takes a new Immortal some time to regenerate following their First
> Quickening. They usually wake up about 24 hours after their first death.
More
> than one Immortal has had to claw his way out of the ground after being
buried
> by his loved ones and family. No Metahuman Immortals from before the
Awakening
> in 2011 are known to exist. Any Metahuman Immortals are "newer" Immortals,
> such
> as the Immortal I watch, John Guilder, who is an Ork, born after the
> Awakening.

This brings up the question of whether anyone can EVER win the prize. Both
in the TV series and in this adaption there seem to be new Immortals popping
up all the time!

> Once someone becomes an Immortal, they become just that: Immortal. They
> regenerate damage extremely quickly, and even come back from the dead.
There
> are limits to this, however. The only documented case of a severed limb,
> Xavier
> St. Cloud, had lost his hand in a duel with the Immortal Duncan MacLeod.
It is
> the belief of the Watchers that his hand may have regenerated over a
lengthy
> period of time, but it is not known for sure as Xavier was later defeated
by
> MacLeod, and lost his head.

Their regeneration only seems to take place when they are already dead
correct?

> The only known method for truly killing an Immortal is to sever his head,
> triggering the "normal" Quickening. When one Immortal is killed in this
> fashion, it releases an energy, speculated to be the Immortals life force,
or
> even the energy that gives an Immortal his power. If another Immortal is
> nearby, this power will be drawn to him, engulfing him, and that Immortal
will
> absorb a portion of the defeated Immortals energies, growing in power.
> The Quickening often appears as an electrical storm, with bolts of
lightning
> shooting out from the body or the sky, striking and entering the nearest
> Immortal. Other manifestations have been noted, with whirlwinds, flames,
and
> brilliant flashes of light, individually or in combination with other
effects.
> The Quickening effect will also strike nearby items, usually anything
metallic
> that can act as a lightning rod, striking and damaging these items. For
this
> reason, most Immortals choose to fight in remote locations, away from the
> threat of detection, and often away from areas where they can do a lot of
> collateral damage after a fight.

And how much damage does this do to said items? I'm assuming they will have
Hollywood Power Surges where any electrical device explodes like an grenade
went off.

> Holy Ground is any land or temple that has been consecrated to any deity,
> whether it's an ancient Roman God, an Indian Burial Ground, or a Mormon
> Temple.
> Holy ground is sanctuary for any Immortal that wishes it, and no Immortal
will
> break this rule. No one is certain what would happen if two Immortals met
and
> clashed on Holy Ground, but legend says that the Island Volcano at Pompeii
> exploded when one Immortal killed another.

Really this does not make much sense and is open to a VERY VERY wide
interpretation. What about religions where entire regions are sacred? If
that's the case there will be VERY few areas that have not been considered
"holy ground" through human history -thus really screwing the poor
Immortals. It also doesn't address if a player is a priest and goes around
consecrating an area just to avoid a fight. I'd go with areas over a certain
background count cannot be fought on without major consequences. If this
contradicts a bit of Highlander big deal - you're already breaking canon siz
ways to Sunday by having the Game extend to 2060. "Immortals in
sppaaaaccceeee!!!"

> ===============RULES==============> When creating an Immortal character, players
pay either 30 Build Points or
> choose Priority A to be an Immortal (depending on the character creation
> system
> you are using). The character starts with the powers Immortal
Regeneration,
> Immunity to Aging, Immunity to Disease, Immortal Detection. Also, all
> Immortals
> have the Bio-Rejection flaw, even during their "Potential" stage prior to
the
> First Quickening.

Sounds good.

> Unless an immortal has his head severed from his body, he will regenerate
from
> any damage sustained. To regenerate, make a Body Test with a Target Number
> equal to 2 + 1/level of damage (with a max of +4 at Deadly Damage) + 1/box
of
> overflow. Divide 6 Hours by the results to determine how long it takes the
> Immortal to heal all damage from his wounds. After the time has passed, he
> awakens fully healed. Until that time, he appears to be truly dead to any
and
> all tests and astral sensing.

Wouldn't it be far easier to have a base time, modified by overflow damage?
IE 15 minutes +1 minute per box of overflow? TN 6 against MAgic Rating to
reduce or something?

> THE QUICKENING
>
> The Quickening process usually takes anywhere from 30 seconds to 5 minutes
or
> more. The more powerful the Immortal that was killed, the longer the
> Quickening
> lasts. To determine the length of a Quickening, divide the Magic Rating of
the
> Immortal by 10, rounding down. This is the time it takes in Minutes. If
the
> result is 0, then it takes 30 seconds.

This is kinda wacky math for no real gain. How about a simple base time
multiplied by the dead Immortals Magic Rating? Like 1Combat Turn x dead
Immortals Magic Rating.

> The Quickening takes it's toll on the Immortal, however, and leaves him
> weakened and vulnerable. Players take Stun damage with a power of 10, and
a
> damage code of M if the Immortal killed was of equal or lesser Magic
Rating, S
> if the Immortal had a higher magic rating, and D if the Immortal had a
Magic
> Rating of twice the MR of the victor.

Why not twice the dead Immortals Magic Rating? Scrub immortals don't have
much of a lightshow.

Looks good! A few tucks and additions and this will be one hell of a
net.supplement that I can see being expanded on in the future! :)

Kenneth
"On two occasions I have been asked, 'Pray, Mr. Babbage, if you put into the
machine wrong figures, will the right answers come out?' I am not able to
apprehend the kind of confusion of ideas that could provoke such a
question."
-- Charles Babbage
Message no. 5
From: Tobias Diekershoff Tobias.D@********.de
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Mon, 31 Jul 2000 08:27:37 +0100
On 31 Jul 00 at 2:26, Bull wrote:

<snip a lot>
>
> Until a Potential Immortal has his First Quickening, he ages naturally. It has
> been recorded in the past of one Immortal who was trapped in the body of a
> child, and more than one Immortal who is in the body of a "senior citizen".
> Almost every Immortal meets their First Quickening after a violent death.
>
IIRC it was in the last episode of 1st season of Raven (the spinoff
from Highlander), when Amanda had to kill her partner (Wulf) couse he
was poisoned. She knew that he was an Immortal and the only way to
"save" his immortality was to kill him so that he got his First
Quickening. After he woke up, she explained him that Potential
Immortals, who don't died a violent death would not become Immortals.

On the rest I've to agree with Patrick :)

- Tobias
Message no. 6
From: Bull bull@***********.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Mon, 31 Jul 2000 03:34:22 -0400
At 09:50 PM 7/30/00 -0700, Tzeentch wrote:

>This brings up the question of whether anyone can EVER win the prize. Both
>in the TV series and in this adaption there seem to be new Immortals popping
>up all the time!
>
Who knows? Of cours,e TECHNICALLY, it already was won... But... <grin>

Gotta love the lack of continuity! :]

>Their regeneration only seems to take place when they are already dead
>correct?
>
Errr... Honestly, I don't think so. I can't recall any specific
instances, really (ANyone who watched the show, help out here?)...
Unfortunately, for the most part, no one ever really took any damage unless
it was "deadly" :]

Maybe I should just throw in the rule "If an immortal takes Physical Damage
and doesn't completely resist it, he automatically takes a Deadly wound." :]

>And how much damage does this do to said items? I'm assuming they will have
>Hollywood Power Surges where any electrical device explodes like an grenade
>went off.
>
It's mostly theatrical, but...

Hrmm... Maybe the same damage the Immortal takes during the Quickening,
but Physical, with the Elemental Effect of Lightning?

>Really this does not make much sense and is open to a VERY VERY wide
>interpretation. What about religions where entire regions are sacred? If
>that's the case there will be VERY few areas that have not been considered
>"holy ground" through human history -thus really screwing the poor
>Immortals. It also doesn't address if a player is a priest and goes around
>consecrating an area just to avoid a fight. I'd go with areas over a certain
>background count cannot be fought on without major consequences.
>
Ick... the only problem I have with this is, well... More than once Holy
Ground was used as Sanctuary. Hiding in churches and such. I believe
DUncan even had a house on an old Indian Sacred Island where he lived for a
while when he was trying to stay "out of the game".

And IIRC, Chruches don't necessarily a background count...

Basically, this I think is really a judgement call for the GMs. Any GM
stupid enough to let something like this insto his game without being able
to handle wierd situations that this may cause deserves whatever he gets :]

>Wouldn't it be far easier to have a base time, modified by overflow damage?
>IE 15 minutes +1 minute per box of overflow? TN 6 against MAgic Rating to
>reduce or something?
>
I'm going under my current assumption that all damage can be regenerated,
not just Deadly damage.

>This is kinda wacky math for no real gain. How about a simple base time
>multiplied by the dead Immortals Magic Rating? Like 1Combat Turn x dead
>Immortals Magic Rating.
>
Actually, I like this...

>> The Quickening takes it's toll on the Immortal, however, and leaves him
>> weakened and vulnerable. Players take Stun damage with a power of 10, and
>a
>> damage code of M if the Immortal killed was of equal or lesser Magic
>Rating, S
>> if the Immortal had a higher magic rating, and D if the Immortal had a
>Magic
>> Rating of twice the MR of the victor.
>
>Why not twice the dead Immortals Magic Rating? Scrub immortals don't have
>much of a lightshow.
>
Err... I think one of us is misreading the others comments :] (though
this paragrph could be clearer).

Basically, if the Winer has a MR of 8, and the loser has an MR of 16+, he
takes Deadly Drain. Whereas if the loser has an MR of 8 or less, then it's
only Moderate.

>Looks good! A few tucks and additions and this will be one hell of a
>net.supplement that I can see being expanded on in the future! :)
>
Thanks :]

Bull

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Message no. 7
From: paul collins paulcollins@*******.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Mon, 31 Jul 2000 20:22:12 +1000
Well done Bull. I love it.

Your blood's worth ... publishing?

Annachie


I don't know what your problem is, but I bet it's hard to pronounce

---Monty Burns
Message no. 8
From: paul collins paulcollins@*******.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Mon, 31 Jul 2000 20:26:06 +1000
<>Snipped to the Holy Ground response>

> Really this does not make much sense and is open to a VERY VERY wide
> interpretation. What about religions where entire regions are sacred? If
> that's the case there will be VERY few areas that have not been considered
> "holy ground" through human history -thus really screwing the poor
> Immortals. It also doesn't address if a player is a priest and goes around
> consecrating an area just to avoid a fight. I'd go with areas over a
certain
> background count cannot be fought on without major consequences. If this
> contradicts a bit of Highlander big deal - you're already breaking canon
siz
> ways to Sunday by having the Game extend to 2060. "Immortals in
> sppaaaaccceeee!!!"
>
Would an immortal know if s/he was on holy ground? Could it be an
instinctive feeling, like knowing annother imnmortal is near?

Also, would it have to be recently consecrated, recently used, or would it
remain holy ground (For the purposes of these rules anyway) for all
eternity. IE: Once holy, always holy.

Annachie


I don't know what your problem is, but I bet it's hard to pronounce

---Monty Burns
Message no. 9
From: Simon and Fiona sfuller@******.com.au
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Mon, 31 Jul 2000 22:03:19 +1000
Something that I don't think anyone has covered. In the movie Ramirez
teaches McLeod how to use the Quickening, and they take on the attributes of
a stag that is nearby, then go running down the beach. I'm pretty sure this
wasn't just figurative or anything.
Message no. 10
From: James Mick sinabian@********.net
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Tue, 1 Aug 2000 11:56:33 -0400
>This brings up the question of whether anyone can EVER win the prize. Both
>in the TV series and in this adaption there seem to be new Immortals
popping
>up all the time!


The second movie seems to indicate that the Prize is one until such time as
new immortals appear, thus restarting the game. Connor started out part 2 as
a very old man ready to die. Then Michael Ironside sends back 2 immortals to
kill him and he (Connor) of course ends up defeating them and is young
again...and immortal - again. "Now I'm back to square one! Immortal! Again!
Thanks to you..."
Message no. 11
From: James Mick sinabian@********.net
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Tue, 1 Aug 2000 12:04:13 -0400
>Unfortunately, for the most part, no one ever really took any damage unless
>it was "deadly" :]


Xavier St. Cloud. And of course the Kurgan. (how could you forget him?) He
lived the rest of his immortailty with that cut on his throat.
Message no. 12
From: James Mick sinabian@********.net
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Tue, 1 Aug 2000 12:12:10 -0400
>Something that I don't think anyone has covered. In the movie Ramirez
>teaches McLeod how to use the Quickening, and they take on the attributes
of
>a stag that is nearby, then go running down the beach. I'm pretty sure this
>wasn't just figurative or anything.
>
>
It's actually pretty easy to forget because that's the first and last
instance of that attribute. I've never seen it used again.
Message no. 13
From: SyphonAC@***.com SyphonAC@***.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Mon, 31 Jul 2000 16:18:48 EDT
In a message dated 7/31/00 3:41:44 AM Eastern Daylight Time,
bull@***********.com writes:

> Errr... Honestly, I don't think so. I can't recall any specific
> instances, really (ANyone who watched the show, help out here?)...
> Unfortunately, for the most part, no one ever really took any damage unless
> it was "deadly" :]

There was an episode which had a flashback to Duncan revealing he was
immortal to Tessa...he either stabbed or shot himself, and it healed right in
front of her, without him dying...a little spark of electricity, and he was
all good.

Syphon
Message no. 14
From: Kal Thrax kalthrax@*******.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Mon, 31 Jul 2000 20:37:31 GMT
>From: Bull <bull@***********.com>
>Reply-To: shadowrn@*********.com
>To: shadowrn@*********.com
>Subject: Re: Highlander Rules v0.21 (the REAL rules)
>Date: Mon, 31 Jul 2000 03:34:22 -0400
>
>At 09:50 PM 7/30/00 -0700, Tzeentch wrote:
>
> >This brings up the question of whether anyone can EVER win the prize.
>Both
> >in the TV series and in this adaption there seem to be new Immortals
>popping
> >up all the time!
> >
>Who knows? Of cours,e TECHNICALLY, it already was won... But... <grin>
>
>Gotta love the lack of continuity! :]
>
> >Their regeneration only seems to take place when they are already dead
> >correct?
> >
>Errr... Honestly, I don't think so. I can't recall any specific
>instances, really (ANyone who watched the show, help out here?)...
>Unfortunately, for the most part, no one ever really took any damage unless
>it was "deadly" :]
>
>Maybe I should just throw in the rule "If an immortal takes Physical Damage
>and doesn't completely resist it, he automatically takes a Deadly wound."
>:]
>
in the series duncan was shot in serveral different eps and was fine agian
within an hour or so even no fatal shots
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Message no. 15
From: Mike Broadwater neon@******.backbone.olemiss.edu
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Mon, 31 Jul 2000 15:59:46 -0500
> <snip a lot>
> >
> > Until a Potential Immortal has his First Quickening, he ages naturally. It has
> > been recorded in the past of one Immortal who was trapped in the body of a
> > child, and more than one Immortal who is in the body of a "senior
citizen".
> > Almost every Immortal meets their First Quickening after a violent death.
> >
> IIRC it was in the last episode of 1st season of Raven (the spinoff
> from Highlander), when Amanda had to kill her partner (Wulf) couse he
> was poisoned. She knew that he was an Immortal and the only way to
> "save" his immortality was to kill him so that he got his First
> Quickening. After he woke up, she explained him that Potential
> Immortals, who don't died a violent death would not become Immortals.
>
Hate to be a stickler for details, but as this may actually apply to
shadowrun...

If that's true, how do you explain Kenny? He died of the plague. That's
not violent. Or at least, no more or less so than poisoning. An
Immortal, for the sake of the net.rulebook, should, IMO, just need to die
once to go from foundling to immortal.

Mike
Message no. 16
From: James Mick sinabian@********.net
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Mon, 31 Jul 2000 17:13:09 -0400
>> IIRC it was in the last episode of 1st season of Raven (the spinoff
>> from Highlander), when Amanda had to kill her partner (Wulf) couse he
>> was poisoned. She knew that he was an Immortal and the only way to
>> "save" his immortality was to kill him so that he got his First
>> Quickening. After he woke up, she explained him that Potential
>> Immortals, who don't died a violent death would not become Immortals.

Actually depending upon the poison and it's effects that could be a pretty
damned violent death! Vomiting blood, that sort of icky stuff...
Message no. 17
From: Tzeentch tzeentch666@*********.net
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Mon, 31 Jul 2000 14:03:34 -0700
You should also note that all Immortals are Sterile (-1 point Flaw I would
say). Before they become Immortal don't they still have pretty fast healing?

Kenneth
"On two occasions I have been asked, 'Pray, Mr. Babbage, if you put into the
machine wrong figures, will the right answers come out?' I am not able to
apprehend the kind of confusion of ideas that could provoke such a
question."
-- Charles Babbage
Message no. 18
From: Aristotle antithesis@**********.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Mon, 31 Jul 2000 22:45:15 -0400
>>>Simon and Fiona [sfuller@******.com.au]
Something that I don't think anyone has covered. In the movie Ramirez
teaches McLeod how to use the Quickening, and they take on the attributes
of a stag that is nearby, then go running down the beach. I'm pretty sure
this wasn't just figurative or anything.

>>>James Mick
It's actually pretty easy to forget because that's the first and last
instance of that attribute. I've never seen it used again.


My Reply:
I think the movies and the show are full of instances like this. There are
alot of powers that an immortal may have or learn to use.

Something else I thought would be interesting to keep rules for is the
"dark quickening". I don't remember much about the episode(s) involving
it, but I remember thinking it was cool.


My $0.02,
-- Travis "Aristotle" Heldibridle
Message no. 19
From: Damian Sharp zadoc@***.neu.edu
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Tue, 1 Aug 2000 01:08:34 -0400 (EDT)
On Tue, 1 Aug 2000, James Mick wrote:

> >Something that I don't think anyone has covered. In the movie Ramirez
> >teaches McLeod how to use the Quickening, and they take on the attributes
> of
> >a stag that is nearby, then go running down the beach. I'm pretty sure this
> >wasn't just figurative or anything.
> >
> >
>
> It's actually pretty easy to forget because that's the first and last
> instance of that attribute. I've never seen it used again.

Well, as I read it, Immortals can use the Magic points they get, after the
first 6, to buy adept powers. This is easily an instance of learning to
use Attribute Boost. :)

--------------------------------------------------------------------------
| Damian Sharp of Real Life, College Student |
| Zauviir Seldszar of Wildlands, Scribe of House Maritym |
| Xavier Kindric of Shandlin's Ferry, member of Valindar |
--------------------------------------------------------------------------
"Don't speak Latin in front of the books"
Message no. 20
From: Damian Sharp zadoc@***.neu.edu
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Tue, 1 Aug 2000 01:41:41 -0400 (EDT)
On Mon, 31 Jul 2000, Aristotle wrote:

> >>>Simon and Fiona [sfuller@******.com.au]
> Something that I don't think anyone has covered. In the movie Ramirez
> teaches McLeod how to use the Quickening, and they take on the attributes
> of a stag that is nearby, then go running down the beach. I'm pretty sure
> this wasn't just figurative or anything.
>
> My Reply:
> I think the movies and the show are full of instances like this. There are
> alot of powers that an immortal may have or learn to use.

Yeah, but the use of Adept powers gives a wide range.

> Something else I thought would be interesting to keep rules for is the
> "dark quickening". I don't remember much about the episode(s) involving
> it, but I remember thinking it was cool.

It was the concept that if a 'good' Immortal killed enough 'evil'
Immortals, since he was absorbing part of each 'evil' being, he would
eventually become evil. There were also 'light quickenings', which was the
opposite. They showed a result of one, in the form of Darius, who was a
more evil person, who killed a really good Immortal, and then became a
monk, and mostly stepped out of the Game. Duncan suffered a "dark
quickening", but eventually recovered, though he killed a couple of his
friends along the way.

All in all, it was a good idea, given that with each Quickening, you
absorb so much of your opponent. It does make the Game weird, though.

--------------------------------------------------------------------------
| Damian Sharp of Real Life, College Student |
| Zauviir Seldszar of Wildlands, Scribe of House Maritym |
| Xavier Kindric of Shandlin's Ferry, member of Valindar |
--------------------------------------------------------------------------
"Don't speak Latin in front of the books"
Message no. 21
From: Tzeentch tzeentch666@*********.net
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Mon, 31 Jul 2000 22:47:31 -0700
From: "Damian Sharp" <zadoc@***.neu.edu>
> It was the concept that if a 'good' Immortal killed enough 'evil'
> Immortals, since he was absorbing part of each 'evil' being, he would
> eventually become evil. There were also 'light quickenings', which was the
> opposite. They showed a result of one, in the form of Darius, who was a
> more evil person, who killed a really good Immortal, and then became a
> monk, and mostly stepped out of the Game. Duncan suffered a "dark
> quickening", but eventually recovered, though he killed a couple of his
> friends along the way.
>
> All in all, it was a good idea, given that with each Quickening, you
> absorb so much of your opponent. It does make the Game weird, though.

The same sort of concept has been used in some variations of Vampire
Diablerie as well. Essentially you get "soul fragments" that can affect the
characters personality or even eventually become powerful enough to become
an affective disorder.

Kenneth
"On two occasions I have been asked, 'Pray, Mr. Babbage, if you put into the
machine wrong figures, will the right answers come out?' I am not able to
apprehend the kind of confusion of ideas that could provoke such a
question."
-- Charles Babbage
Message no. 22
From: Tobias Diekershoff Tobias.D@********.de
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Tue, 1 Aug 2000 09:08:44 +0100
On 31 Jul 00 at 17:13, James Mick wrote:

> >> IIRC it was in the last episode of 1st season of Raven (the spinoff
> >> from Highlander), when Amanda had to kill her partner (Wulf) couse he
> >> was poisoned. She knew that he was an Immortal and the only way to
> >> "save" his immortality was to kill him so that he got his First
> >> Quickening. After he woke up, she explained him that Potential
> >> Immortals, who don't died a violent death would not become Immortals.
>
> Actually depending upon the poison and it's effects that could be a pretty
> damned violent death! Vomiting blood, that sort of icky stuff...
>
That's right and (again IIRC) the poison from Wulf was very slow and
not violent.

- Tobias
Message no. 23
From: Fyre - AKA Colin fyre@******.demon.co.uk
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Tue, 1 Aug 2000 11:43:11 +0100
In article <Pine.GSO.4.21.0008010136490.19709-100000@******.ccs.neu.edu>
, Damian Sharp <zadoc@***.neu.edu> writes
>On Mon, 31 Jul 2000, Aristotle wrote:
>
>> >>>Simon and Fiona [sfuller@******.com.au]
>> Something that I don't think anyone has covered. In the movie Ramirez
>> teaches McLeod how to use the Quickening, and they take on the attributes
>> of a stag that is nearby, then go running down the beach. I'm pretty sure
>> this wasn't just figurative or anything.
>>
>> My Reply:
>> I think the movies and the show are full of instances like this. There are
>> alot of powers that an immortal may have or learn to use.
>
>Yeah, but the use of Adept powers gives a wide range.
>
>> Something else I thought would be interesting to keep rules for is the
>> "dark quickening". I don't remember much about the episode(s) involving
>> it, but I remember thinking it was cool.
>
>It was the concept that if a 'good' Immortal killed enough 'evil'
>Immortals, since he was absorbing part of each 'evil' being, he would
>eventually become evil. There were also 'light quickenings', which was the
>opposite. They showed a result of one, in the form of Darius, who was a
>more evil person, who killed a really good Immortal, and then became a
>monk, and mostly stepped out of the Game. Duncan suffered a "dark
>quickening", but eventually recovered, though he killed a couple of his
>friends along the way.
>
>All in all, it was a good idea, given that with each Quickening, you
>absorb so much of your opponent. It does make the Game weird, though.
>
Yeah... As I recall the way Duncan was cured was by bathing in some
strange pool... Geez: Now we're really getting into the realm of the un-
replicable...

BTW: If you do incorporate good and evil; How do you quantify a
character's evilness or goodness? As I recall there is a way with
atrocity factors and insect shamans but not much else.
DarkFyre
--
fyre@******.demon.co.uk
Message no. 24
From: paul collins paulcollins@*******.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Tue, 1 Aug 2000 23:02:59 +1000
----- Original Message -----
From: Simon and Fiona <sfuller@******.com.au>
To: <shadowrn@*********.com>
Sent: Monday, July 31, 2000 10:03 PM
Subject: Re: Highlander Rules v0.21 (the REAL rules)


> Something that I don't think anyone has covered. In the movie Ramirez
> teaches McLeod how to use the Quickening, and they take on the attributes
of
> a stag that is nearby, then go running down the beach. I'm pretty sure
this
> wasn't just figurative or anything.
>
>
There's also the dump Conner in the lake scene, where he doesn't die!
(Well, dead men don't walk do they?)

Also, when the Kurgan and Conner first meet, it's before Conner awakes (So
to speak) as an immortal, but the Kurgan still tries to take Conner's head.

Annachie. (Who just bought the wide screen version for A$10.00 at Toys r
us )




I will not yell "She's Dead" at roll call
---Bart's Blackboard
Message no. 25
From: Sommers sommers@*****.umich.edu
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Tue, 01 Aug 2000 09:16:04 -0400
Around 06:43 AM 8/1/00, Fyre - AKA Colin was thinking about:
> >All in all, it was a good idea, given that with each Quickening, you
> >absorb so much of your opponent. It does make the Game weird, though.
> >
>Yeah... As I recall the way Duncan was cured was by bathing in some
>strange pool... Geez: Now we're really getting into the realm of the un-
>replicable...

What do you mean unreplicable? He bathed in the pool and then fought the
evil side of himself. Sounds just like an Astral Quest to me!

Sommers
Aerospace engineers build weapon systems. Civil engineers build targets.
Message no. 26
From: James Mick sinabian@********.net
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Tue, 1 Aug 2000 09:55:15 -0400
>My Reply:
>I think the movies and the show are full of instances like this. There are
>alot of powers that an immortal may have or learn to use.
>
>Something else I thought would be interesting to keep rules for is the
>"dark quickening". I don't remember much about the episode(s) involving
>it, but I remember thinking it was cool.
>
>
>My $0.02,
>-- Travis "Aristotle" Heldibridle
>
>

Now those were a cool pair of episodes right there... Beautifully done.
Turned Duncan into a real asshole for a while (kind of like Superman 3 where
they used the wrong kryptonite on him and he went around tipping the Tower
of Pisa the other way and smashing through the Great Wall of China...then
fought himself physically in a junk yard...weird...) Then wasn't it Ritchie
who managed to confront him and bring him back to sense? It's been forever
but I think that's the way they resolved...NO! Well, yes kind of I think. I
think he was involved but I remember it was something very similar where
"good" Duncan had to use his family's sword to fight "bad" Duncan in a
cave
somewhere. Wasn't that it?
Message no. 27
From: Graht graht@******.net
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Tue, 01 Aug 2000 08:37:13 -0600
I just had a thought.

I don't think that Immortals should be able to use experience to increase
physical stats. Once they become immortal their physical form seems locked
in stasis. So, if an Immortal PC starts the game with Str 4, Bod 3 and Qui
5, he's stuck with those stats.
-Graht
--
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The ShadowRN FAQ: http://shadowrun.html.com/hlair/faqindex.php3
Geek Code: GCS d-( ) s++:->+ a@ C++>$ US P L >++ E? W++>+++ !N o-- K-
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how to give a cat a 'fur wedgie.'"
Message no. 28
From: SyphonAC@***.com SyphonAC@***.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Tue, 1 Aug 2000 11:06:46 EDT
In a message dated 8/1/00 9:52:22 AM Eastern Daylight Time,
sinabian@********.net writes:

> Now those were a cool pair of episodes right there... Beautifully done.
> Turned Duncan into a real asshole for a while (kind of like Superman 3
where
> they used the wrong kryptonite on him and he went around tipping the Tower
> of Pisa the other way and smashing through the Great Wall of China...then
> fought himself physically in a junk yard...weird...) Then wasn't it Ritchie
> who managed to confront him and bring him back to sense? It's been forever
> but I think that's the way they resolved...NO! Well, yes kind of I think. I
> think he was involved but I remember it was something very similar where
> "good" Duncan had to use his family's sword to fight "bad"
Duncan in a cave
> somewhere. Wasn't that it?

Methos took him to "an ancient place of magic" on the grounds of that first
Immortal he killed, that shrink friend of his. After handing him his family
sword (quite similar to the one Connor originally carried, a broadsword I
think, with the word "MacLeod" on it) Duncan was lowered into the cave,
bathed in a pool of I'm guessing mystical water or something, which seperated
his two halves. He then fought his daker half (who was using the katana) ,
quite nearly got his butt kicked, but eventually won and went back to normal.
Not a bad plot line if one were to start a campaign with these rules...of
course, it does involve someone, in Duncan's case, Methos, that can talk a
little sense into him without getting whacked themselves.

Syphon
Message no. 29
From: Kal Thrax kalthrax@*******.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Tue, 01 Aug 2000 19:39:00 GMT
>
>Also, when the Kurgan and Conner first meet, it's before Conner awakes (So
>to speak) as an immortal, but the Kurgan still tries to take Conner's head.
>
>Annachie. (Who just bought the wide screen version for A$10.00 at Toys r
>us )
>
>
>
>
>I will not yell "She's Dead" at roll call
>---Bart's Blackboard
>
Kurgan delerverd a fatal wound to conner, before he was gonna take his head,
maybe he thought that was enough...

KaL


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Message no. 30
From: paul collins paulcollins@*******.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Wed, 2 Aug 2000 14:31:23 +1000
----- Original Message -----
From: Kal Thrax <kalthrax@*******.com>
To: <shadowrn@*********.com>
Sent: Wednesday, August 02, 2000 5:39 AM
Subject: Re: Highlander Rules v0.21 (the REAL rules)


>
>
>
> >
> >Also, when the Kurgan and Conner first meet, it's before Conner awakes
(So
> >to speak) as an immortal, but the Kurgan still tries to take Conner's
head.
> >
> >Annachie. (Who just bought the wide screen version for A$10.00 at Toys r
> >us )
> >
> >
> >
> >
> >I will not yell "She's Dead" at roll call
> >---Bart's Blackboard
> >
> Kurgan delerverd a fatal wound to conner, before he was gonna take his
head,
> maybe he thought that was enough...
>


Nah, the Kurgan delivered a wound, that it appears never killed Conner, at
least not until later that night. He stuck the sword into Conner's chest
and twisted it, similar to what he did with Rameriz later on. Then he
stands there in the clasical "I'm taking your head now sucker and there's
nothing you can do about it" that he seems to like so much. (Which he also
did with Rameriz)

Maybe he was waiting for Conner to die and re-awaken, but it's hard to tell
as several of the clansmen jump him while he's posing. Does anybody have
the book? Does it say?

Annachie


---Outside of a dog, a book is a man's best friend. Inside of a dog, it's
too dark to read.
---Groucho Marx
Message no. 31
From: Rand Ratinac docwagon101@*****.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Wed, 2 Aug 2000 00:37:13 -0700 (PDT)
> > >All in all, it was a good idea, given that with
each Quickening, you absorb so much of your opponent.
It does make the Game weird, though.
> > >
> >Yeah... As I recall the way Duncan was cured was by
bathing in some strange pool... Geez: Now we're really
getting into the realm of the un-replicable...
>
> What do you mean unreplicable? He bathed in the pool
and then fought the evil side of himself. Sounds just
like an Astral Quest to me!
> Sommers

Which begs a question that's been burning since the
dawn of time (or television, at least).

How come, whenever the light side and the dark side of
the same person fight, the dark side always looses?
The light side is pure and good and honourable and
kindly and merciful and, if it disarms or knocks down
the dark side it'll let the dark side regain its
weapon and/or footing. On the other hand, the dark
side is evil and mean and corrupt and nasty and fights
dirty. If the light side lost its weapon/footing, the
dark side would be burying its sword in the light
side's skull before you could say "Time out!"

I don't know about you, but in the real world, I'd be
betting my life savings on the dark side.

====Doc'
(aka Mr. Freaky Big, Super-Dynamic Troll of Tomorrow, aka Doc'booner, aka Doc' Vader)

.sig Sauer

Can you SMELL what THE DOC' is COOKIN'!!!

__________________________________________________
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Message no. 32
From: hivemind hivemind@********.rr.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Wed, 2 Aug 2000 04:43:47 -0500
> Which begs a question that's been burning since the
> dawn of time (or television, at least).
>
> How come, whenever the light side and the dark side of
> the same person fight, the dark side always looses?
> The light side is pure and good and honourable and
> kindly and merciful and, if it disarms or knocks down
> the dark side it'll let the dark side regain its
> weapon and/or footing. On the other hand, the dark
> side is evil and mean and corrupt and nasty and fights
> dirty. If the light side lost its weapon/footing, the
> dark side would be burying its sword in the light
> side's skull before you could say "Time out!"
>
> I don't know about you, but in the real world, I'd be
> betting my life savings on the dark side.
>
> ====> Doc'
> (aka Mr. Freaky Big, Super-Dynamic Troll of Tomorrow, aka Doc'booner, aka
Doc' Vader)
>
> .sig Sauer
>
> Can you SMELL what THE DOC' is COOKIN'!!!


To quote Ash in Army of Darkness, "Good, Bad, I'm the one with the gun"

hivemind
Message no. 33
From: Simon and Fiona sfuller@******.com.au
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Wed, 2 Aug 2000 16:12:48 +1000
-----Original Message-----
From: Rand Ratinac <docwagon101@*****.com>
To: shadowrn@*********.com <shadowrn@*********.com>
Date: Wednesday, August 02, 2000 5:28 PM
Subject: Re: Highlander Rules v0.21 (the REAL rules)


>How come, whenever the light side and the dark side of
>the same person fight, the dark side always looses?
>The light side is pure and good and honourable and
>kindly and merciful and, if it disarms or knocks down
>the dark side it'll let the dark side regain its
>weapon and/or footing. On the other hand, the dark
>side is evil and mean and corrupt and nasty and fights
>dirty. If the light side lost its weapon/footing, the
>dark side would be burying its sword in the light
>side's skull before you could say "Time out!"
>
>I don't know about you, but in the real world, I'd be
>betting my life savings on the dark side.
>

Probably the dark side is full of self-loathing so it subcosciously
handicaps itself. Also all those loose women, cheap booze and super-nicotine
cigarettes the dark side indulges in while the light side is getting early
nights and a balanced diet have got to take their toll :?)
Message no. 34
From: Wolfchild nathan.olsen@*******.msus.edu
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Wed, 2 Aug 2000 07:03:37 -0500 (CDT)
On Wed, 2 Aug 2000, [iso-8859-1] Rand Ratinac wrote:

> How come, whenever the light side and the dark side of
> the same person fight, the dark side always looses?
[snippers]

"Um, Evil is bad, m'kay."
Mr. Mackey (sp?)



Wolfchild - "Life ain't easy for a troll named Sue."
--
"Quin tu istanc orationem hinc veterem atque|"Let us spend one day as
antiquam amoves?" -Plautus, Miles Gloriosus|deliberately as Nature. . .
--*--*--*--*--*--*--*--*--*--*--*--*--*--*--|and not be thrown off the
"There are nights when the wolves are silent|track by every nutshell and
and only the moon howls." -George Carlin |mosquito's wing that falls on
Wolfchild <nathan.olsen@*******.msus.edu> |the rails." -H.D.Thoreau
Message no. 35
From: Graht graht@******.net
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Wed, 02 Aug 2000 16:14:51 -0600
From: Rand Ratinac <docwagon101@*****.com>
> >How come, whenever the light side and the dark side of
> >the same person fight, the dark side always looses?
> >The light side is pure and good and honourable and
> >kindly and merciful and, if it disarms or knocks down
> >the dark side it'll let the dark side regain its
> >weapon and/or footing. On the other hand, the dark
> >side is evil and mean and corrupt and nasty and fights
> >dirty. If the light side lost its weapon/footing, the
> >dark side would be burying its sword in the light
> >side's skull before you could say "Time out!"
> >
> >I don't know about you, but in the real world, I'd be
> >betting my life savings on the dark side.

Because the light side gets the karma pool ;)

-Graht
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Message no. 36
From: Kal Thrax kalthrax@*******.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Thu, 03 Aug 2000 07:46:19 GMT
> >
>I'd kill for the original book series, the last of which the movie is
>supposedly based on, nobody I know has ever seen it but everyone seems to
>have heard of it. No idea if it really exists. Anyway, in the adaptation of
>the movie (written by Garry Douglass based on the story by Gregory Widen)
>it
>says how Kurgan did the pose, then let Connor drop, naturally falling into
>a
>perfect beheading pose because of the chest wound. Just as he was about to
>lob of Connor's head, the other McLeod cousins rushed in to attack, and a
>couple of others grabbed Connor and carted him off before Kurgan could
>rally
>and dispose of the cousins. He just shouted 'Another time, McLeod' and
>left.
>My guess is that Kurgan wasn't sure how soon the First Quickening would
>start and what it would mean for the fighting odds, so pulled back to
>review
>his strategy. After all, if you live forever, why rush into things and lose
>your head when you can wait a year or two and be ready? Time is a limitless
>resource.
>What I'd like to know is how Kurgan knew about McLeod. He came to Scotland
>expressly to find him, as did Ramirez. This was before McLeod's first
>Quickening.
>
>

the book was in the last highlander catalog, also if you order the new one (
the one you buy) the send you a hat with the logo and a servay<sp?> for the
new series liek who what you want to see tyep thing...


KaL

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Message no. 37
From: Phil Smith phil_urbanhell@*******.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Thu, 03 Aug 2000 18:43:28 GMT
>From: Graht <graht@******.net>
>> >How come, whenever the light side and the dark side of
>> >the same person fight, the dark side always looses?
>> >The light side is pure and good and honourable and
>> >kindly and merciful and, if it disarms or knocks down
>> >the dark side it'll let the dark side regain its
>> >weapon and/or footing. On the other hand, the dark
>> >side is evil and mean and corrupt and nasty and fights
>> >dirty. If the light side lost its weapon/footing, the
>> >dark side would be burying its sword in the light
>> >side's skull before you could say "Time out!"
>> >
>> >I don't know about you, but in the real world, I'd be
>> >betting my life savings on the dark side.
>
>Because the light side gets the karma pool ;)

But the dark side gets potency :)>

Phil

Let us assue we have can opener.
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Message no. 38
From: SyphonAC@***.com SyphonAC@***.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Fri, 4 Aug 2000 00:24:53 EDT
In a message dated 8/3/00 3:46:59 AM Eastern Daylight Time,
kalthrax@*******.com writes:

> the book was in the last highlander catalog, also if you order the new one
(
> the one you buy) the send you a hat with the logo and a servay<sp?> for
the
> new series liek who what you want to see tyep thing...
>
>
> KaL

A local Barnes and Noble also had the "original novel" too, though it had
movie propaganda on it I'm pretty sure this was the last of that original
series of books in a newer cover. Might check online with them, or with
Amazon.

Syphon
Message no. 39
From: danzig138 d138@*****.net
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Wed, 9 Aug 2000 17:06:48 -0500
> -----Original Message-----
> >Their regeneration only seems to take place when they are already dead
> >correct?
> >
> Errr... Honestly, I don't think so. I can't recall any specific
> instances, really (ANyone who watched the show, help out here?)...
> Unfortunately, for the most part, no one ever really took any
> damage unless
> it was "deadly" :]

I can remember at least one where he regenerated rapidly without having been
"killed". The ep where the nurse (?) played by Lisa Howard found out he was
an immortal. IIRC, she saw the bullet wound and got him to the hospital, but
by the time they got there, the wound was healed. There were other instances
where an immortal was shot, but didn't die, and healed pretty quickly. I
just use a modified version of the standard Healing Table:

Damage/Base Time/Minimum Time/TN
Deadly/24 hours/2.5 hours/5
Serious/16 hours/1.5 hours/4
Moderate/8 hours/45 minutes/3
Light/45 minutes/5 minutes/2
With no minimum Lifestyle required.
Message no. 40
From: danzig138 d138@*****.net
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Wed, 9 Aug 2000 17:06:50 -0500
> -----Original Message-----
> Would an immortal know if s/he was on holy ground? Could it be an
> instinctive feeling, like knowing annother imnmortal is near?
>
> Also, would it have to be recently consecrated, recently used, or would it
> remain holy ground (For the purposes of these rules anyway) for all
> eternity. IE: Once holy, always holy.

I always figured that an immortal just took another immortal's word that he
was on Holy Ground. No sense taking chances, right? I never figured that
they could sense HG like they could other immortals. I would guess that an
area would remain HG until it was desecrated. Like, 500, or 1000 years ago,
there was probably a lot more HG, but the expansion of the modern age would
have reduced the available areas.
danzig138
Message no. 41
From: Josh a320@*********.com
Subject: Highlander Rules v0.21 (the REAL rules)
Date: Thu, 10 Aug 2000 02:12:54 +0000
danzig138 wrote:

>
> > Would an immortal know if s/he was on holy ground? Could it be an
> > instinctive feeling, like knowing annother imnmortal is near?

You know I'm not the biggest Highlander fan but I would really think they can
sense when they are. Otherwise how else would they know? Say a ritual was
performed someplace in the woods. Should there be no church or cemetery and two
immortals stumbled upon it all poop would go down.

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