Back to the main page

Mailing List Logs for ShadowRN

Message no. 1
From: Bull bull@***********.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 09:19:43 -0400
Ok, this has come up a couple times. This idea was originally sparked 2
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.






____________NetZero Free Internet Access and Email_________
Download Now http://www.netzero.net/download/index.html
Request a CDROM 1-800-333-3633
___________________________________________________________
Message no. 2
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 10:47:01 -0400
>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.
>
>


::puts this toy safely and snugly on a shelf, assured that he will pull this
back down at some point either for a character or more likely for an
interesting NPC hunt::
Message no. 3
From: dbuehrer@******.carl.org dbuehrer@******.carl.org
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 09:52:18 -0600
Bull wrote:

>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.

The Highlander TV series actually touched on this. McLoud took the head of
an immortal very, very close to Holy Ground (an old church and adjacent
graveyard). When the quickening occurred roiling clouds filled the sky and
the quickening almost got out of hand.

IMHO Holy Ground acts as an amplifier for a quickening, in a bad way. The
surviving immortal would probably be overloaded and fried like a moth in a
bug zapper.

>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.

(Again, according to the TV series) Immortals can also sense pre-immortals
(immortals that haven't experienced their first death yet). However, they
have to be very close to the pre-immortal, and it isn't automatic (instead
of hearing/feeling a hum/rumble/whatever, they barely hear/feel a whisper).


To Life,
-Graht
http://www.users.uswest.net/~abaker3
--
"Today is the tomorrow you worried about yesterday ... and all is well."
Message no. 4
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 12:07:01 -0400
Gods I miss that show! And I can't wait until the new movie comes out!
(which they're finally showing the previews and this one looks like it could
blow the first one out of the water!...the other two would be easy to
top...definitley not the best sequels in the world...)
Message no. 5
From: DV8 dv8@***.nl
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 18:01:19 +0200
----- Original Message -----
From: <dbuehrer@******.carl.org>
> >IMMORTAL DETECTION
<snip>
> (Again, according to the TV series) Immortals can also sense pre-immortals
> (immortals that haven't experienced their first death yet). However, they
> have to be very close to the pre-immortal, and it isn't automatic (instead
> of hearing/feeling a hum/rumble/whatever, they barely hear/feel a
whisper).

Didn't the Kurgan know that Connor was an Immortal before he experienced his
first death?

DV8

"Abashed the Devil stood, and felt how awful Goodness is,..."
- John Milton, Paradise Lost
Message no. 6
From: Tzeentch tzeentch666@*********.net
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 08:37:36 -0700
<snip pretty damn cool rules>
Questions:

Cybernetics
How does this regeneration affect cybernetics? Personally I'd say they are
expelled in a slow, extremely painful manner. Perhaps it takes Essence Loss
x10 days for the cybernetics (or bionetics) to be expelled, during with time
the Immortal has a Moderate wound that cannot be healed.

Holy Ground and Rules
I thought this was simply a social convention, like in WoD vampires don't
fight on Elysium. In the dark dystopian future of Shadowrun (heh) I would
imagine that pumping your target full of lead or having a buddy hellbolt him
is a pretty common SOP. None of these "rules" to get in the way.

Cost
Shouldn't they pay for their Regeneration power (like 6 Power Points)? It's
a damned powerful ability.

For reference there are two Highlander netbooks for WoD that can be found at
http://php.indiana.edu/~adashiel/wod/other/supernatural.html

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. 7
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 12:13:28 -0400
>Didn't the Kurgan know that Connor was an Immortal before he experienced
his
>first death?
>
>DV8
>
>"Abashed the Devil stood, and felt how awful Goodness is,..."
>- John Milton, Paradise Lost
>


Yes, but it was never explained how he knew of him. Perhaps at that
particular time period there were few enough immortals in the world that it
was easy to detect potentials? (just a theory...call it an easy way to
explain how Kurgan and ...Sean Connery...ummm...Ramius? No...or well maybe
it was...anyway...he knew about Connor and of course later in the series
Connor tracked down Duncan because... Ooh, now this raises a valid point.
Perhaps a previous member of the clan MacLeod was immortal and it was just a
general guess that it would have been Connor's turn! After all...Connor,
Duncan, and I think on the cheezy cartoon that was out for a while it was
Quentin...)
Message no. 8
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 12:18:35 -0400
>Cybernetics
>How does this regeneration affect cybernetics? Personally I'd say they are
>expelled in a slow, extremely painful manner. Perhaps it takes Essence Loss
>x10 days for the cybernetics (or bionetics) to be expelled, during with
time
>the Immortal has a Moderate wound that cannot be healed.


I read on a web page... Bull's I believe... for an idea for a vamp
archetype. And according to that, yes the cyberware is expelled due to the
regeneration. However...there's a conflict on this. An online quickie
adventure by Steve Kenson features a cybered awakened shark that has
regeneration...so apparently the same rules don't apply there. I guess that
would be GM's perogative.

>Holy Ground and Rules
>I thought this was simply a social convention, like in WoD vampires don't
>fight on Elysium. In the dark dystopian future of Shadowrun (heh) I would
>imagine that pumping your target full of lead or having a buddy hellbolt
him
>is a pretty common SOP. None of these "rules" to get in the way.


In the new Highlander movie coming out, Connor and Duncan are facing an
immortal who "isn't interested in the game". Apparently he's ignoring the
rules just the same as you suggest. It will be interesting to see how they
handle the issue themselves.
Message no. 9
From: Wolfchild nathan.olsen@*******.msus.edu
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 11:56:30 -0500 (CDT)
On Fri, 28 Jul 2000 dbuehrer@******.carl.org wrote:

> Bull wrote:
>
> >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.
>
> The Highlander TV series actually touched on this. McLoud took the head of
> an immortal very, very close to Holy Ground (an old church and adjacent
> graveyard). When the quickening occurred roiling clouds filled the sky and
> the quickening almost got out of hand.

In another instance, perhaps from the same episode, it is suggested that
the volcanic explosion of Mt. Vesuvius that destroyed Pompeii was the
result of an immortal killing another on holy ground.



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. 10
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 13:05:14 -0400
>In another instance, perhaps from the same episode, it is suggested that
>the volcanic explosion of Mt. Vesuvius that destroyed Pompeii was the
>result of an immortal killing another on holy ground.
>


I'd forgotten about that episode, but you're right! I remember that now...
Message no. 11
From: Tobias Diekershoff Tobias.D@********.de
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 19:02:11 +0100
On 28 Jul 00 at 8:37, Tzeentch wrote:

> Holy Ground and Rules
> I thought this was simply a social convention, like in WoD vampires don't
> fight on Elysium. In the dark dystopian future of Shadowrun (heh) I would
> imagine that pumping your target full of lead or having a buddy hellbolt him
> is a pretty common SOP. None of these "rules" to get in the way.
>
IIRC ones in the series was said, that two Immortals fought in a
Temple in Pompeji. The result of breaking the rule was the eruption
of the Vesuv.

- Tobias
Message no. 12
From: Tzeentch tzeentch666@*********.net
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 09:55:25 -0700
From: "Wolfchild" <nathan.olsen@*******.msus.edu>
> > The Highlander TV series actually touched on this. McLoud took the head
of
> > an immortal very, very close to Holy Ground (an old church and adjacent
> > graveyard). When the quickening occurred roiling clouds filled the sky
and
> > the quickening almost got out of hand.
>
> In another instance, perhaps from the same episode, it is suggested that
> the volcanic explosion of Mt. Vesuvius that destroyed Pompeii was the
> result of an immortal killing another on holy ground.

For simplification and a bit more depth (especially to prevent fights over
what constitutes "holy ground") I'd say any area with a Background Count
causes big problems. Like Multiply the Quickening damage by the Background
Count Rating. That would also explain why they always fight in the boonies
even when it apparantely serves no real purpose.

This makes life difficult in the Sixth World but tough tootsies ;) When your
character can recover from being blown in half from a rocket you have to
accept some limitations.

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. 13
From: Bull bull@***********.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 14:50:12 -0400
At 10:47 AM 7/28/00 -0400, James Mick wrote:
>
>::puts this toy safely and snugly on a shelf, assured that he will pull this
>back down at some point either for a character or more likely for an
>interesting NPC hunt::
>
Glad you liked it... It still needs tweaking, as it had been a LONG night
when I wrote that (In fact, I had been in bed trying to fall asleep for
about 30 minutes when that popped into my brain and i just *HAD* to get up
and write it or take the chance of losing it :))

Bull



____________NetZero Free Internet Access and Email_________
Download Now http://www.netzero.net/download/index.html
Request a CDROM 1-800-333-3633
___________________________________________________________
Message no. 14
From: Bull bull@***********.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 15:05:54 -0400
At 09:52 AM 7/28/00 -0600, dbuehrer@******.carl.org wrote:
>Bull wrote:
>
>>1) Holy Ground is sacred
>The Highlander TV series actually touched on this. McLoud took the head of
>an immortal very, very close to Holy Ground (an old church and adjacent
>graveyard). When the quickening occurred roiling clouds filled the sky and
>the quickening almost got out of hand.
>
>IMHO Holy Ground acts as an amplifier for a quickening, in a bad way. The
>surviving immortal would probably be overloaded and fried like a moth in a
>bug zapper.
>
Hrmmm... I was going for simpler is better (KISS! :)), but I considered
basically making the Quickening a "Drain" test of sorts as well... After
all, the Immortals (even Duncan :)) always seemed a LOT more drained after
a fight with a powerful Immortal vs. some schmuck, who they usually just
walked away from...

((Of course, as I mentioned, the show was amazingly inconsistant about
things, so...))

Anyways, on Holy ground, maybe there was a TN pelnaty AND it becomes
Physical Drain... So an immortal can end up killing himself on Holy Ground.

>>IMMORTAL DETECTION
>
>(Again, according to the TV series) Immortals can also sense pre-immortals
>(immortals that haven't experienced their first death yet). However, they
>have to be very close to the pre-immortal, and it isn't automatic (instead
>of hearing/feeling a hum/rumble/whatever, they barely hear/feel a whisper).
>
I didn't flat out say it, but I believe I hinted at this in an earlier
passage...

Once again, this was a KISS call... I had thought about making is a
Perception test with a TN equal to like 10 - their "Initiate Level". So a
powerful Immortal pretty much screams his presence, but an "Unawakened"
Immortal is a whisper on teh radar.

I'll probably incorporate some of this into the next draft I do of these...

Bull

PS: Nice to see one of these that I actually get some comments on :]




____________NetZero Free Internet Access and Email_________
Download Now http://www.netzero.net/download/index.html
Request a CDROM 1-800-333-3633
___________________________________________________________
Message no. 15
From: Bull bull@***********.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 15:13:10 -0400
At 07:02 PM 7/28/00 +0100, Tobias Diekershoff wrote:
>On 28 Jul 00 at 8:37, Tzeentch wrote:
>
>IIRC ones in the series was said, that two Immortals fought in a
>Temple in Pompeji. The result of breaking the rule was the eruption
>of the Vesuv.
>
Another possibility, and a damned good reason for not fighting on Holy
Ground, though I'm not sure if I'll incorporate this into the rules, or
leave it up for a GM convention.

Bull


____________NetZero Free Internet Access and Email_________
Download Now http://www.netzero.net/download/index.html
Request a CDROM 1-800-333-3633
___________________________________________________________
Message no. 16
From: Bull bull@***********.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 15:16:20 -0400
At 09:55 AM 7/28/00 -0700, Tzeentch wrote:

>This makes life difficult in the Sixth World but tough tootsies ;) When your
>character can recover from being blown in half from a rocket you have to
>accept some limitations.
>
That's one thing I do need to work on... Dismemberment...

Besides the fact that it just rarely seems to happen, despite the fact they
always fight with large sharp objects, I believe there were some
conventions I read or saw somewhere about healing Limb Loss :]

Something to thing about... Suggestions? I don;t think theyt can just pop
out new arms and legs at will, but I'm sur ethey can heal lost limbs
somehow...

Bull


____________NetZero Free Internet Access and Email_________
Download Now http://www.netzero.net/download/index.html
Request a CDROM 1-800-333-3633
___________________________________________________________
Message no. 17
From: Bull bull@***********.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 15:11:54 -0400
At 08:37 AM 7/28/00 -0700, Tzeentch wrote:
><snip pretty damn cool rules>
>
Thanks... Coming from Mr. Gearhead, that's a compliment :]

>Questions:
>
>Cybernetics
>How does this regeneration affect cybernetics? Personally I'd say they are
>expelled in a slow, extremely painful manner. Perhaps it takes Essence Loss
>x10 days for the cybernetics (or bionetics) to be expelled, during with time
>the Immortal has a Moderate wound that cannot be healed.
>
I'm falling back on both personal preference and FASA's at least
semi-official Regen "errata" (From the DLOH himself) regarding both Vamps
and Shapers regeneration, in that the regen power expels cyber and bioware.
And yes, this does contradict an old module which had a Vamp with cyber in
it.

The unofficial explanation for this is basically that Regen reads the
beings DNA code, and not the Aura. Thus, paying essance doesn't help it.
if it's not in the base DNA code, the Regeneration Power fills in the gap,
kicking out anything that might be in the way. And this includes even the
most cultured bioware, because no matter how close a "match" it is, it's
still not identical. If it was, it wouldn;t provide any bonuses :]

>Holy Ground and Rules
>I thought this was simply a social convention, like in WoD vampires don't
>fight on Elysium. In the dark dystopian future of Shadowrun (heh) I would
>imagine that pumping your target full of lead or having a buddy hellbolt him
>is a pretty common SOP. None of these "rules" to get in the way.
>
As David pointed out, it really seemed more than a convention, at least the
Holy ground stuff. I didn't rememebr the church episode until someone
(David?) pointed it out, but this was a good example. Even the Kurgan in
the original movie would break that Rule, and he certainly didn't seem like
one to follow ANY rule that didn't have a serious consequance to it.

As for the "honorable combat" bit, that's one they CAN break easily, it's
just not smart. IIRC, it happened a couple of times, and both times,
Duncan's buds offered to help him out in taking down the baddies,
suggesting that if an Immortal breaks the rules, the others are free to do
the same. of course, Duncan being the "Hero" always turned down the help
and always won in the end, but...

I think it just comes down to not being worth it for most Immortals. For
all their power, they are very vulnerable as well. So very few take the
chance of breaking the rules and going Renegade, and the ones who do tend
to get hunted down pretty quickly.

>Cost
>Shouldn't they pay for their Regeneration power (like 6 Power Points)? It's
>a damned powerful ability.
>
Errr... Yeah, they do. Reread the beginning of the rules section. You
pay for being a Phys Ad, but all 6 Power Points go toward the "Immortal"
power.

>For reference there are two Highlander netbooks for WoD that can be found at
>http://php.indiana.edu/~adashiel/wod/other/supernatural.html
>
I'll have to look these over.. I've heard about 'em, but never looked 'em
over (Never was a big fan of the WoD).

Bull



____________NetZero Free Internet Access and Email_________
Download Now http://www.netzero.net/download/index.html
Request a CDROM 1-800-333-3633
___________________________________________________________
Message no. 18
From: Cash, Josh CashJ@***************.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 14:19:15 -0500
This message is in MIME format. Since your mail reader does not understand
this format, some or all of this message may not be legible.

------_=_NextPart_001_01BFF8C8.B7F7C360
Content-Type: text/plain;
charset="iso-8859-1"

:
>Bull wrote:
>
>>1) Holy Ground is sacred
>The Highlander TV series actually touched on this. McLoud
took the head of
>an immortal very, very close to Holy Ground (an old church
and adjacent
>graveyard). When the quickening occurred roiling clouds
filled the sky and
>the quickening almost got out of hand.
>
>IMHO Holy Ground acts as an amplifier for a quickening, in
a bad way. The
>surviving immortal would probably be overloaded and fried
like a moth in a
>bug zapper.
>
Hrmmm... I was going for simpler is better (KISS! :)), but
I considered
basically making the Quickening a "Drain" test of sorts as
well... After
all, the Immortals (even Duncan :)) always seemed a LOT more
drained after
a fight with a powerful Immortal vs. some schmuck, who they
usually just
walked away from...

((Of course, as I mentioned, the show was amazingly
inconsistant about
things, so...))

Anyways, on Holy ground, maybe there was a TN pelnaty AND it
becomes
Physical Drain... So an immortal can end up killing himself
on Holy Ground.

Well You could count in the Background count of a graveyard. I am sure they
aren't low.

------_=_NextPart_001_01BFF8C8.B7F7C360
Content-Type: text/html;
charset="iso-8859-1"

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<HTML>
<HEAD>
<META HTTP-EQUIV="Content-Type" CONTENT="text/html;
charset=iso-8859-1">
<META NAME="Generator" CONTENT="MS Exchange Server version
5.5.2650.12">
<TITLE>RE: Highlander Shadowrun Rules v0.1</TITLE>
</HEAD>
<BODY>
<UL><UL>
<P><FONT SIZE=2 FACE="Arial">:</FONT><A
NAME="_MailData"></A>
<BR><FONT SIZE=2 FACE="Arial">&gt;Bull wrote:</FONT>
<BR><FONT SIZE=2 FACE="Arial">&gt;</FONT>
<BR><FONT SIZE=2 FACE="Arial">&gt;&gt;1)&nbsp; Holy
Ground is sacred </FONT>
<BR><FONT SIZE=2 FACE="Arial">&gt;The Highlander TV series
actually touched on this.&nbsp; McLoud took the head of </FONT>
<BR><FONT SIZE=2 FACE="Arial">&gt;an immortal very, very close
to Holy Ground (an old church and adjacent </FONT>
<BR><FONT SIZE=2 FACE="Arial">&gt;graveyard).&nbsp; When the
quickening occurred roiling clouds filled the sky and </FONT>
<BR><FONT SIZE=2 FACE="Arial">&gt;the quickening almost got out
of hand.</FONT>
<BR><FONT SIZE=2 FACE="Arial">&gt;</FONT>
<BR><FONT SIZE=2 FACE="Arial">&gt;IMHO Holy Ground acts as an
amplifier for a quickening, in a bad way.&nbsp; The </FONT>
<BR><FONT SIZE=2 FACE="Arial">&gt;surviving immortal would
probably be overloaded and fried like a moth in a </FONT>
<BR><FONT SIZE=2 FACE="Arial">&gt;bug zapper.</FONT>
<BR><FONT SIZE=2 FACE="Arial">&gt;</FONT>
<BR><FONT SIZE=2 FACE="Arial">Hrmmm...&nbsp; I was going for
simpler is better (KISS! :)), but I considered</FONT>
<BR><FONT SIZE=2 FACE="Arial">basically making the Quickening a
&quot;Drain&quot; test of sorts as well...&nbsp; After</FONT>
<BR><FONT SIZE=2 FACE="Arial">all, the Immortals (even Duncan :))
always seemed a LOT more drained after</FONT>
<BR><FONT SIZE=2 FACE="Arial">a fight with a powerful Immortal vs.
some schmuck, who they usually just</FONT>
<BR><FONT SIZE=2 FACE="Arial">walked away from...</FONT>
</P>

<P><FONT SIZE=2 FACE="Arial">((Of course, as I mentioned, the show
was amazingly inconsistant about</FONT>
<BR><FONT SIZE=2 FACE="Arial">things, so...))</FONT>
</P>

<P><FONT SIZE=2 FACE="Arial">Anyways, on Holy ground, maybe there
was a TN pelnaty AND it becomes</FONT>
<BR><FONT SIZE=2 FACE="Arial">Physical Drain...&nbsp; So an
immortal can end up killing himself on Holy Ground.</FONT>
</P>
</UL></UL>
<P><U><FONT SIZE=2 FACE="Arial">Well You could count in the
Background count of a graveyard. I am sure they aren't low.</FONT></U>
</P>

</BODY>
</HTML>
------_=_NextPart_001_01BFF8C8.B7F7C360--
Message no. 19
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 15:46:01 -0400
>Something to thing about... Suggestions? I don;t think theyt can just pop
>out new arms and legs at will, but I'm sur ethey can heal lost limbs
>somehow...
>
>Bull
>


Immortals are just that. Immortals. They don't die. You can live with an
amputated leg. I think it would depend on whether or not the wound got
medical attention. If it didn't, and the loss of limb ended up killing you,
then a new one would probably grow back. I think they stayed away from this
in the series because of how potentially-messy this question could get...
Message no. 20
From: BrotherJustice50@***.com BrotherJustice50@***.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 16:00:50 EDT
I also believe that certain immortals in the series (I seem to recall one at least) that
had missing limbs. I think there was one immortal who had a hook hand. Basically, if they
can survive without it, then oh well.
Message no. 21
From: Keith Duthie psycho@*********.co.nz
Subject: Highlander Shadowrun Rules v0.1
Date: Sat, 29 Jul 2000 08:07:30 +1200 (NZST)
On Fri, 28 Jul 2000, Bull wrote:

> Something to thing about... Suggestions? I don;t think theyt can just pop
> out new arms and legs at will, but I'm sur ethey can heal lost limbs
> somehow...
I'd assume that the limb slowly grows back over the course of a few
months. Perhaps a centimeter a week?

--
Understanding is a three edged sword. Do you *want* to get the point?
http://www.albatross.co.nz/~psycho/ O- -><-
Message no. 22
From: Tony Rabiola argent1@****.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 15:07:58 -0500
>
> > Something to thing about... Suggestions? I don;t think
theyt can just pop
> > out new arms and legs at will, but I'm sur ethey can heal
lost limbs
> > somehow...
> I'd assume that the limb slowly grows back over the course of a
few
> months. Perhaps a centimeter a week?
>

didn't it have something to do as to the timing of the loss? if
they had lost it before their immortality had manifested, it
would not regenerate, or so one might assume. the kurgan and
calabos (sp?) both bore wounds/scars of injuries that had not
healed, though both on the throat area.

regeneration...ever a thorny problem...

Argent
Message no. 23
From: danzig138 d138@*****.net
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 15:27:13 -0500
> -----Original Message-----
> didn't it have something to do as to the timing of the loss? if
> they had lost it before their immortality had manifested, it
> would not regenerate, or so one might assume. the kurgan and
> calabos (sp?) both bore wounds/scars of injuries that had not
> healed, though both on the throat area.


This is how I always saw it. Any damage suffered before the first death
stayed with you, missing limbs, scars (like on Kronus), etc. But IMG, I also
had it so that any wounds to the head or neck also scarred, just for effect.
Once Immortal, I'd say they regenerate limbs at roughly 1-2" per month.
danzig138
Message no. 24
From: dbuehrer@******.carl.org dbuehrer@******.carl.org
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 14:23:14 -0600
Bull wrote:
>At 09:55 AM 7/28/00 -0700, Tzeentch wrote:
>
> >This makes life difficult in the Sixth World but tough tootsies ;) When your
> >character can recover from being blown in half from a rocket you have to
> >accept some limitations.
> >
>That's one thing I do need to work on... Dismemberment...
>
>Besides the fact that it just rarely seems to happen, despite the fact they
>always fight with large sharp objects, I believe there were some
>conventions I read or saw somewhere about healing Limb Loss :]

There was one character on the series (played by the lead singer of Fine
Young Canibals) who had his hand cut off by Duncan. In a later episode he
came back and he still didn't have the hand. So, either lopped off body
parts don't grow back, or they grow back at such a slow rate that it won't
be important as far as the PCs are concerned (unless your campaign spans
several decades or more).


To Life,
-Graht
http://www.users.uswest.net/~abaker3
--
"If we fill our hours with regrets of yesterday
and with worries of tomorrow,
we have no today in which to be thankful."
Message no. 25
From: dbuehrer@******.carl.org dbuehrer@******.carl.org
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 14:27:30 -0600
Bull wrote:
>At 07:02 PM 7/28/00 +0100, Tobias Diekershoff wrote:
> >On 28 Jul 00 at 8:37, Tzeentch wrote:
> >
> >IIRC ones in the series was said, that two Immortals fought in a
> >Temple in Pompeji. The result of breaking the rule was the eruption
> >of the Vesuv.
> >
>Another possibility, and a damned good reason for not fighting on Holy
>Ground, though I'm not sure if I'll incorporate this into the rules, or
>leave it up for a GM convention.

There you go :) If an immortal kills another immortal on holy ground, the
quickening is amplified and grounds out into the surrounding area and
*will* activate any geological formation that has the potential to cause an
eruption, landslide, earthquake, etc., in a *BIG* way.

This could be a hell of an adventure if an evil immortal captures another
immortal and plans to drag him off to holy ground near some geologic fault
with plans to trigger the fault. Course, would the PCs really be inclined
to stop a mad immortal from setting off the San Andreas fault to save
California ;)


To Life,
-Graht
http://www.users.uswest.net/~abaker3
--
"It is not what I call you, it's what you answer to:
but if you don't know who you are, anyone can name you.
If anybody can name you, you will answer to anything."
-African Proverb
Message no. 26
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 16:43:20 -0400
Where the Quickening is concerned, let us not forget it's accompanied often
by electrical storms. The best Quickening I ever saw was the time they had
the fight on the Eiffel Tower...fraggin' sweet...
Message no. 27
From: dbuehrer@******.carl.org dbuehrer@******.carl.org
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 14:33:51 -0600
Bull wrote:

>Anyways, on Holy ground, maybe there was a TN pelnaty AND it becomes
>Physical Drain... So an immortal can end up killing himself on Holy Ground.

Maybe the rating of the Holy Ground could be added to the power of the
drain test for the quickening (and the drain would be physical of
course). Course, then PCs might try and risk it... Use the rating of the
holy ground as a multiplier <EGMG>.

And I just skimmed this, so forgive me if you've already thought of this,
but I would make the power of the drain test equal to the magic rating
(base magic plus initiate level) of the immortal killed.

So let's say an immortal with a magic of 8 is killed on Holy Ground with a
rating of 4. The target number for the drain resistance test would be a
32. Apply some sort of overflow rule and you have one dead immortal :)

> >>IMMORTAL DETECTION
> >
> >(Again, according to the TV series) Immortals can also sense pre-immortals
> >(immortals that haven't experienced their first death yet). However, they
> >have to be very close to the pre-immortal, and it isn't automatic (instead
> >of hearing/feeling a hum/rumble/whatever, they barely hear/feel a whisper).
> >
>I didn't flat out say it, but I believe I hinted at this in an earlier
>passage...
>
>Once again, this was a KISS call... I had thought about making is a
>Perception test with a TN equal to like 10 - their "Initiate Level". So a
>powerful Immortal pretty much screams his presence, but an "Unawakened"
>Immortal is a whisper on teh radar.

Sounds good :)


To Life,
-Graht
http://www.users.uswest.net/~abaker3
--
"Learn, Teach. Get, Give. Pass it on. Pass it on."
Message no. 28
From: danzig138 d138@*****.net
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 15:47:38 -0500
> -----Original Message-----
> There was one character on the series (played by the lead singer of Fine
> Young Canibals) who had his hand cut off by Duncan. In a later
> episode he
> came back and he still didn't have the hand. So, either lopped off body
> parts don't grow back, or they grow back at such a slow rate that
> it won't
> be important as far as the PCs are concerned (unless your campaign spans
> several decades or more).

Wasn't his (the character's ) name Xavier Sinclair or something similar? I
liked him, and I can't believe I forgot about his hand. I would still say
that they grow back, but maybe at like 1/2" per year or something.
danzig138
How many Skills would Methos have I wonder?
Message no. 29
From: Tzeentch tzeentch666@*********.net
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 13:44:05 -0700
From: "Bull" <bull@***********.com>
[Cybernetics]
> The unofficial explanation for this is basically that Regen reads the
> beings DNA code, and not the Aura. Thus, paying essance doesn't help it.
> if it's not in the base DNA code, the Regeneration Power fills in the gap,
> kicking out anything that might be in the way. And this includes even the
> most cultured bioware, because no matter how close a "match" it is, it's
> still not identical. If it was, it wouldn;t provide any bonuses :]

That's a pretty goofy explanation. And really it makes regenerations sound
like some really odd form of cancer ;)

> >Cost
> >Shouldn't they pay for their Regeneration power (like 6 Power Points)?
It's
> >a damned powerful ability.
> >
> Errr... Yeah, they do. Reread the beginning of the rules section. You
> pay for being a Phys Ad, but all 6 Power Points go toward the "Immortal"
> power.

Doh. I just skimmed over it heh.

[Regeneration]
Not a gigantic Highlander film buff but there does seem to be some sort of
major organ regernation going on or they would not be able to survive all
those impalements, explosions, and whatnot. I think the reason we don't see
limbs flying off is due more to their special effects budget and the fact
they have to watch their violence ratings. It stands to figure that they
WILL regenerate lost appendages (except the head!) unless they lost it
before Awakening into an immortal.

Having limbs regrow slowly (comparitively) sounds ok. And in Shadowrun they
could get "strap-on" parts to help compensate while they get their limbs
back.

Reasoning: If they can regenerate their heart, lungs, etc they should be
able to regenerate their limbs. For game purposes the slow but sure method
could work, or say that they really do grow supernaturally from the bloody
stump. Then they have that sound effect play (sshhooommmm!) and wake up.

I suggest you at least check out one or two of the several(!) Highlander WoD
conversions since they are pretty well-thought out. the idea of essentially
renaming the Magic Rating to Quickening for Immortals seems like a simple
flavor change. Either that or make a new attribute called Quickening that
really only affects Immortals. That way you can avoid even the pretense of
an "racial character class". and if your players want to play an Immortal
shark shaman you don't have the bend over backwards reconciling the rules.
This is something like I'm doing with the Mage: The Ascension SR conversion
where Arete is an new ability you buy with character points (ie you have to
use the point system to "build" an True Mage). That might make things FAR
FAR simpler in the long run since special Immortal abilities can then become
Edges and Flaws tied to the Quickening stat or whatever, leaving the base
mechanics intact.

As for skills. Hmm, again this should be some sort of Edge called "Age" or
something that gives you extra skill points and raises the usual maximums
for beginning skills. That way a scrub immortal is still limited to 6 for
skills at start while the old fogeys like the McClouds can have insane skill
levels you would expect from people who have been alive for millenia.

Kenneth
Message no. 30
From: Patrick Goodman pgoodman13@************.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 18:02:18 -0500
From: Keith Duthie
Sent: Friday, July 28, 2000 3:08 PM

> > Something to thing about... Suggestions? I don;t think theyt
> > can just pop out new arms and legs at will, but I'm sur ethey
> > can heal lost limbs somehow...
>
> I'd assume that the limb slowly grows back over the course of a few
> months. Perhaps a centimeter a week?

Not according to examples in the series, most notably Roland Gift's
character Xavier St. Cloud.

--
Patrick E. Goodman
pgoodman13@************.com
"I'm going to tell you something cool." -- Gene Wolfe
http://communities.msn.com/ShadowrunDataHaven/
Message no. 31
From: Patrick Goodman pgoodman13@************.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 18:02:15 -0500
From: Bull
Sent: Friday, July 28, 2000 2:16 PM

> That's one thing I do need to work on... Dismemberment...
>
> Something to thing about... Suggestions? I don;t think theyt
> can just pop out new arms and legs at will, but I'm sure they
> can heal lost limbs somehow...

Xavier St. Cloud would probably disagree, considering Duncan cut off his
hand at one point, and a year or two later it was still gone. It might be
possible, but it might also take a really long time.

--
Patrick E. Goodman
pgoodman13@************.com
"I'm going to tell you something cool." -- Gene Wolfe
http://communities.msn.com/ShadowrunDataHaven/
Message no. 32
From: SyphonAC@***.com SyphonAC@***.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 19:05:10 EDT
::snips Highlander post::

Oh, I forgot to mention: great rules Bull! Thanks for posting that....I sense
a one shot adventure coming on....

Syphon
Message no. 33
From: SyphonAC@***.com SyphonAC@***.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 19:08:39 EDT
In a message dated 7/28/00 3:41:44 PM Eastern Daylight Time,
sinabian@********.net writes:

> Immortals are just that. Immortals. They don't die. You can live with an
> amputated leg. I think it would depend on whether or not the wound got
> medical attention. If it didn't, and the loss of limb ended up killing you,
> then a new one would probably grow back. I think they stayed away from this
> in the series because of how potentially-messy this question could get...

Actually, they didn't...Xavier St. Cloud fought Duncan once, lost a hand, and
in a subsequent episode he had not regrown it...the way I always figured ti
worked is if say, he had had his hand whacked off, got the part, and held it
against the stump (gruesome, I know, sorry...) it would reattach, but with
out the hand itself, the would seals. Besides, St.Cloud was played by the
lead singer of the most annoying band ever, in my opinon, Fine Young
Cannibals. Too bad it took two eps to kill him. So, that's one way you could
treat it in SR terms...ya need the part.

Syphon
Message no. 34
From: Patrick Goodman pgoodman13@************.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 18:08:06 -0500
From: Tzeentch
Sent: Friday, July 28, 2000 3:44 PM

> As for skills. Hmm, again this should be some sort of Edge called
> "Age" or something that gives you extra skill points and raises the
> usual maximums for beginning skills. That way a scrub immortal is
> still limited to 6 for skills at start while the old fogeys like the
> McClouds can have insane skill levels you would expect from people
> who have been alive for millenia.

Minor nitpick: It's "MacLeod." And as immortals go, they're both of them
still pups; Duncan's a little over 400, and Connor's only 450 or so.
Amanda, by comparison, is over 1,000 years old, and the ROG is somewhere
between 4 and 5 millennia old. Now *he* has insanely high skill levels....

--
Patrick E. Goodman
pgoodman13@************.com
"I'm going to tell you something cool." -- Gene Wolfe
http://communities.msn.com/ShadowrunDataHaven/
Message no. 35
From: SyphonAC@***.com SyphonAC@***.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 19:10:48 EDT
In a message dated 7/28/00 4:45:26 PM Eastern Daylight Time, d138@*****.net
writes:

> Wasn't his (the character's ) name Xavier Sinclair or something similar? I
> liked him, and I can't believe I forgot about his hand. I would still say
> that they grow back, but maybe at like 1/2" per year or something.
> danzig138
> How many Skills would Methos have I wonder?
>
>

Not as many as Kronos or the other horsemen would ;) Yet another possible
plot line for that one off
Message no. 36
From: danzig138 d138@*****.net
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 19:46:44 -0500
> -----Original Message-----
> > How many Skills would Methos have I wonder?
> >
> >
>
> Not as many as Kronos or the other horsemen would ;) Yet another possible
> plot line for that one off

The brains of the Horsemen wouldn't have as many skills as the other
Horsemen? I liked that whole Horsemen idea, and thought it was a shame it
ended so soon. Kronos was cool.
danzig138
Message no. 37
From: Aristotle antithesis@**********.com
Subject: Highlander Shadowrun Rules v0.1
Date: Fri, 28 Jul 2000 23:42:23 -0400
<snip Bull's nifty Immortal rules>

I had considered using highlander style Immortals in my own campaign.
Since the connection between Shadowrun and Earthdawn is a little sketchy
and the only elements that I really wanted to use were the Horrors and the
Immortal Elves, I didn't think it would be too hard to use the Immortals
instead of the Immortal Elves. That way the Immortals could be playable.

My idea was to make Immortals a race. They could be adepts or mages as
well, but I thought the point value (using build points) for the race
would be quite expensive (50?). I never really hashed through the whole
process.. I actually had thought about doing something with Karma Pool,
where an Immortal who takes the head of another receives the victims Karma
Pool. But it was all just a random thought and I never really did anything
with it.


Sincerely,
--Travis "Aristotle" Heldibridle
Message no. 38
From: Damian Sharp zadoc@***.neu.edu
Subject: Highlander Shadowrun Rules v0.1
Date: Sat, 29 Jul 2000 01:52:29 -0400 (EDT)
On Fri, 28 Jul 2000, Patrick Goodman wrote:

> From: Bull
> Sent: Friday, July 28, 2000 2:16 PM
>
> > That's one thing I do need to work on... Dismemberment...
> >
> > Something to thing about... Suggestions? I don;t think theyt
> > can just pop out new arms and legs at will, but I'm sure they
> > can heal lost limbs somehow...
>
> Xavier St. Cloud would probably disagree, considering Duncan cut off his
> hand at one point, and a year or two later it was still gone. It might be
> possible, but it might also take a really long time.

I'm firmly of the camp that thinks it's silly that it would _never_ grow
back, while 'evidence' would suggest it takes a long time to do so. I
would put it on a scale of inches/year, making it probably irrelevant in
the life span of any character, but, OTOH, limbs also tend to not get
whacked off, and there's always the option of a Clonal Limb being
attached.

--------------------------------------------------------------------------
| 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. 39
From: Demosthenes Three demosthenes_3@*****.com
Subject: Highlander Shadowrun Rules v0.1
Date: Sat, 29 Jul 2000 01:32:20 -0400
>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.

I've seen a couple interesting ways this is handled in some of the net.books
for WW WoD.
Te one I like the best is that Holy Ground acts as sort of a "cosmic
lightning rod" that absorbs quickening when an immortal is slain on it.
Additionally Holy Ground will "channel" the quickening it steals through any
other immortals on the premises, and steal some of their quickening away as
well.
Thus a very valid reason why the immortals simply DON'T violate the Holy
Ground rule.

>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.

The Gathering is a card game by WotC, and the winner gets a Black Lotus! ;-)
Sorry ... couldn't resist!

>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.

If you combine this with the Holy Ground concept above, I'd say that if an
immortal dies on HG, no one gains this bonus, and additionally, all
immortals on HG must test for Magic Loss, just as if they were a magician
taking a Deadly wound.

Demosthenes Three
demosthenes_3@*****.com


__________________________________________________
Do You Yahoo!?
Talk to your friends online with Yahoo! Messenger.
http://im.yahoo.com
Message no. 40
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.1
Date: Tue, 1 Aug 2000 10:44:35 -0400
>The brains of the Horsemen wouldn't have as many skills as the other
>Horsemen? I liked that whole Horsemen idea, and thought it was a shame it
>ended so soon. Kronos was cool.
>danzig138
>
>


Methos was a thinker. A lover, not a fighter. That's part of why he left the
Horsemen as I recall... But then they got Ric Flair and ...oh wait...wrong
Horsemen...<grin> Anyways, he was the strategist. So if nothing else, yeah
his knowledge skills would be unthinkable. But as for fighting, he was
skilled yes, but not practiced. Methos only fought if he absolutely HAD to
(again, as I recall. It's been a while since I've got to see the series...)
Message no. 41
From: Kal Thrax kalthrax@*******.com
Subject: Highlander Shadowrun Rules v0.1
Date: Mon, 31 Jul 2000 20:22:43 GMT
just to but in about the regen, in one ep. one of ducans friends and him
where cought as thieves or osmething, and duncan escaped adn the other didnt
and was burned alive on a stake. So taking this in mind they can pretty much
regen anythign and everything

KaL
>From: "Patrick Goodman" <pgoodman13@************.com>
>Reply-To: shadowrn@*********.com
>To: <shadowrn@*********.com>
>Subject: RE: Highlander Shadowrun Rules v0.1
>Date: Fri, 28 Jul 2000 18:02:18 -0500
>
>From: Keith Duthie
>Sent: Friday, July 28, 2000 3:08 PM
>
> > > Something to thing about... Suggestions? I don;t think theyt
> > > can just pop out new arms and legs at will, but I'm sur ethey
> > > can heal lost limbs somehow...
> >
> > I'd assume that the limb slowly grows back over the course of a few
> > months. Perhaps a centimeter a week?
>
>Not according to examples in the series, most notably Roland Gift's
>character Xavier St. Cloud.
>
>--
>Patrick E. Goodman
>pgoodman13@************.com
>"I'm going to tell you something cool." -- Gene Wolfe
>http://communities.msn.com/ShadowrunDataHaven/
>
>
>
>

________________________________________________________________________
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com
Message no. 42
From: Damian Sharp zadoc@***.neu.edu
Subject: Highlander Shadowrun Rules v0.1
Date: Tue, 1 Aug 2000 01:23:31 -0400 (EDT)
On Mon, 31 Jul 2000, Kal Thrax wrote:

> just to but in about the regen, in one ep. one of ducans friends and him
> where cought as thieves or osmething, and duncan escaped adn the other didnt
> and was burned alive on a stake. So taking this in mind they can pretty much
> regen anythign and everything

Sure, but that's still just skin. There's a general feeling that they
_should_ regenerate everything, but 'proof' that, if they do regen limbs,
it takes more than a year, for a hand.

--------------------------------------------------------------------------
| 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. 43
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.1
Date: Tue, 1 Aug 2000 10:15:26 -0400
>> just to but in about the regen, in one ep. one of ducans friends and him
>> where cought as thieves or osmething, and duncan escaped adn the other
didnt
>> and was burned alive on a stake. So taking this in mind they can pretty
much
>> regen anythign and everything
>
>Sure, but that's still just skin. There's a general feeling that they
>_should_ regenerate everything, but 'proof' that, if they do regen limbs,
>it takes more than a year, for a hand.

Not to mention, burning alive is almost definitely fatal. Especially if they
watched him until he died. Losing a hand on the other hand? Well...there are
enough amputees in the world today to prove that you can live without an
appendage. Immortal regen just keeps them from dying. Again, I point out
that Kurgan had a scar on his neck for centuries.
Message no. 44
From: Graht graht@******.net
Subject: Highlander Shadowrun Rules v0.1
Date: Tue, 01 Aug 2000 08:41:18 -0600
James Mick wrote:
> >> just to but in about the regen, in one ep. one of ducans friends and him
> >> where cought as thieves or osmething, and duncan escaped adn the other
>didnt
> >> and was burned alive on a stake. So taking this in mind they can pretty
>much
> >> regen anythign and everything
> >
> >Sure, but that's still just skin. There's a general feeling that they
> >_should_ regenerate everything, but 'proof' that, if they do regen limbs,
> >it takes more than a year, for a hand.
>
>Not to mention, burning alive is almost definitely fatal. Especially if they
>watched him until he died.

Not so. There was one episode in the series where an immortal was burned
alive at the stake. They (can't remember if the immortal was male or
female) were a good friend of Duncan's at the time. Duncan couldn't save
them. When they encountered Duncan in the present they were less than sane
from the experience of being burned alive, but they were whole and alive.

And then there was the guy that Duncan stranded on a very small deserted
island. The guy spent about 100 years suffering from constant
starvation. Needless to say, he wasn't very stable either due to that
experience.

-Graht
--
ShadowRN GridSec
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-
w+ o? M- VMS? PS+(++) PE+(++) Y+ !PGP t+(++) 5+(++) X++(+++) R+>$ tv+b++
DI++++ D+(++) G e+>+++ h--->---- r+++ y+++
http://www.users.uswest.net/~Graht
"I don't know what I don't know."
Message no. 45
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.1
Date: Tue, 1 Aug 2000 10:47:08 -0400
>Not so. There was one episode in the series where an immortal was burned
>alive at the stake. They (can't remember if the immortal was male or
Ah...but of course they were alive. Nobody thought to cut off their heads so
in this case, the fatal wounds healed/regenerated. That's the point. Since
burning is a deadly wound in this instance, the wound regenerated. Whereas
when Xavier lost his hand it wasn't fatal so tough luck you fine young
cannibal, you...
Message no. 46
From: Kal Thrax kalthrax@*******.com
Subject: Highlander Shadowrun Rules v0.1
Date: Tue, 01 Aug 2000 19:33:08 GMT
>From: Damian Sharp <zadoc@***.neu.edu>
>Reply-To: shadowrn@*********.com
>To: shadowrn@*********.com
>Subject: RE: Highlander Shadowrun Rules v0.1
>Date: Tue, 1 Aug 2000 01:23:31 -0400 (EDT)
>
>On Mon, 31 Jul 2000, Kal Thrax wrote:
>
> > just to but in about the regen, in one ep. one of ducans friends and him
> > where cought as thieves or osmething, and duncan escaped adn the other
>didnt
> > and was burned alive on a stake. So taking this in mind they can pretty
>much
> > regen anythign and everything
>
>Sure, but that's still just skin. There's a general feeling that they
>_should_ regenerate everything, but 'proof' that, if they do regen limbs,
>it takes more than a year, for a hand.
>
its more then skin if i remember corectly , he was talking about parts of
him turning into ash, and well when he came back he was normal
________________________________________________________________________
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com
Message no. 47
From: danzig138 d138@*****.net
Subject: Highlander Shadowrun Rules v0.1
Date: Wed, 9 Aug 2000 16:57:07 -0500
> -----Original Message-----
> Methos was a thinker. A lover, not a fighter. That's part of why
> he left the
> Horsemen as I recall... But then they got Ric Flair and ...oh wait...wrong
> Horsemen...<grin> Anyways, he was the strategist. So if nothing else, yeah
> his knowledge skills would be unthinkable. But as for fighting, he was
> skilled yes, but not practiced. Methos only fought if he absolutely HAD to
> (again, as I recall. It's been a while since I've got to see the
> series...)

True, Methos didn't fight very much if he didn't have to, but to paraphrase
something he said in one ep, "Just because I don't fight, doesn't mean I
can't". I always had the impression that he was quite capable with a blade
and kept in practice even if he didn't go out seeking heads (of course, we
don't really know what he did with a lot of his free time), and he didn't
suffer from the honor system like that used by Duncan. He was born before
chivalry:)

Further Reading

If you enjoyed reading about Highlander Shadowrun Rules v0.1, you may also be interested in:

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.