From: | Bull bull@***********.com |
---|---|
Subject: | Highlander Shadowrun Rules v0.1 |
Date: | Fri, 28 Jul 2000 09:19:43 -0400 |
1/2 or
3 years ago during a Highlander discussion (and when I was actively watching
reruns of the TV series), and while I started the idea then, I just recently
figured a way to make it work. So without any further ado...
P.S. Feel free to throw in comments and make suggestions. It's been a while
since I've seen the show now, and I never did see all the episodes. Plus,
some
of this is being done for game balance and may not be entirely accurate.
Plus,
the show itself was never consistant, so... :]
Highlander Shadowrun Rules v0.1
There are Immortals in the world, men and women who do not age and cannot die,
unless you take their heads. They have power, strength, and they live and die
by the sword.
An Immortal must follow certain rules of conduct:
1) Holy Ground is sacred -- Immortals will never fight on Holy Ground... ANY
Holy Ground, for any faith or tradition. If that land has been consecrated at
any point by a priest of any religion, the Immortal is forbidden to fight upon
it, and none will break this rule. Many Immortals will use Holy Ground as
sanctuary, or as meeting places. The consequences for fighting on Holy Ground
is unknown.
2) Fight honorably -- Immortals always duel with a blade, one on one. This
rule has been broken before, but at the very least, it means that the Immortal
is declared a renegade, and is subject to other Immortals freely "teaming up"
against him and his associates.
Immortals are originally born (meta)human. They live their lives out, and
die. Often, as chance or fate would have it, they die violent deaths,
early on
in their loves. They "awaken" within 24 hours, dazed and confused. And
often,
unless guided by a mentor, they rarely know what has happened. Some Immortals
search out Potential Immortals, waiting until they "die" (or oft-times,
causing
this death), so they may take their heads while they are still "newborn" and
untrained.
Immortals will all one day be embroiled in what they call "The Gathering". No
Immortal is quite sure what all this entails (and if they do, they're not
talking), but rumor has it that one day, the last two Immortals will fight,
and
when one is defeated, the other will gain some sort of "prize". Whether this
prize is Power, Wealth, Knowledge, or something else, no one is sure. But all
Immortals know that when the time comes, they'll be drawn to fight for this
prize. Until then, they simply live, learn, and occasionally fight amongst
themselves.
RULES
To play an Immortal, players make an Adept, either choosing the appropriate
Priority or spending the appropriate Character Points. The 6 Power Points are
all spent towards the Immortals Regeneration and other Immortal Powers.
Immortal Characters cannot Initiate or buy Adept Power Points with Karma.
They
can only Initiate through The Quickening, and they do not automatically gain
any metamagical abilities through this Initiation.
Immortal Characters all start out with Immortal Regeneration, Immunity to
Aging, Immunity to Disease, and the ability to detect other Immortals.
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.
Immortals cannot regenerate Stun Damage.
Immortals do not suffer a Magic Rating loss for taking Deadly Wounds.
IMMORTAL DETECTION
Immortals can sense other immortals automatically within a range of their
Magic
Rating x 10 Meters. This sense will not allow them to tell just by looking at
a person that he is an immortal, only that there is an immortal, and how close
he is. Of course, if there's only one person at that distance, it's not too
difficult to put 2 and 2 together.
Immortals appear mundane to Astral Perception unless the Assenser 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.
THE QUICKENING
Often, when Immortals meet, they will fight to the death. The winner takes
the
head of the loser, and absorbs some of the losers power. This is called the
Quickening, and is accompanied by a light show of Lightning, Flames, and/or
other effects. For this reason, immortals often try to face each other in
remote or deserted places, so as not to call attention to themselves if they
win the fight.
The Quickening process takes several minutes, and often leaves the
recipient in
a slightly weakened state, at least temporarily. To reflect this, recipients
of the Quckening take an automatic Moderate Stun, up to 1 box below Deadly
Stun.
Once the Quickening Process is done, the recipient gains a +1 to their Magic
Rating, as if they had Initiated, and gain one Adept Power Point that can be
used to increase or learn one power that the defeated Immortal knew, or gain
access to one metamagical ability that the defeated Immortal knew. The Power
Point can be saved and used in a later Quickening.
SPECIAL IMMORTAL ADEPT ABILITIES
Fast Recovery (1 Point per Level)
Fast Recovery gives the Immortal 1 automatic success for his Recovery Test
while regenerating damage.
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