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Message no. 1
From: Bull bull@***********.com
Subject: Highlander Shadowrun Rules v0.2
Date: Sun, 30 Jul 2000 08:54:17 -0400
((This is my second draft, and is close to what i think will be my final draft
:))

Highlander Shadowrun Variant

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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Message no. 2
From: Tzeentch tzeentch666@*********.net
Subject: Highlander Shadowrun Rules v0.2
Date: Sun, 30 Jul 2000 11:54:44 -0700
From: "Bull" <bull@***********.com>
> 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.

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!!!"

> 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.

>From what I understand they use blades since its not so easy to take
anothers head with any other kind of weapon. Perhaps the Immortal who takes
the others head has to be within a certain distance when it happens to get
the Quickening.
> 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.

You might to capitalize "Prize" ;) nitpick!

> 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.

This is a tad confusing, and still doesn't note how much the Regeneration
power costs in Power Points. Does it take all 6? What about the abilities
listed below? Shouldn't playing an Immortal cost about the same as a mage?

> Immortal Characters all start out with Immortal Regeneration, Immunity to
> Aging, Immunity to Disease, and the ability to detect other Immortals.

And what exactly do these Edges do?

> 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.

This doesn't seem to match events in the series very well (FWIW). In that
new series "Raven whatever) Amanda regenerates from a fatal gunshot in about
3 minutes ;) Is this a standard Success Test you can pump Karma into?

> Immortals cannot regenerate Stun Damage.

I would say they can't regenerate Physical damage either until they die!
Wherupon they get it all back in one shot.

> 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.

Actually the "Buzz" isn't a direction finder. They just know an Immortals in
the area. Perhaps the TN to spot the Immortal they sensed with the Buzz is
10 minus the other Immortals Magic Rating. Another ability called "Mask
Power" could also be applied.

> 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.

Unusual as in what? To steal from Hunter how about they have a golden tinge
to their aura?

> 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.

In shadowrun this sort of supernatural lightshow is MUCH more commonplace so
Immortals can probably fight in the open and people will think they are just
crazy gangers or normal physads.

> 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.

Several minutes?? How about more like defeated Immortals Magic Rating in
Combat Turns?

> 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.

And what metamagical ability can Immortals learn exactly?

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. 3
From: Fyre - AKA Colin fyre@******.demon.co.uk
Subject: Highlander Shadowrun Rules v0.2
Date: Sun, 30 Jul 2000 20:59:36 +0100
In article <20000730132704.7FF9339C7@********.dumpshock.com>, Bull
<bull@***********.com> writes
>((This is my second draft, and is close to what i think will be my final draft
>:))
>
>Highlander Shadowrun Variant
>
>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
^^^^^ = Lives? :)
>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.
>
<snip>
<bit about assensing>
I disagree on the 7+ successes bit; I'd say that Immortals are actually
dual natured or may even carry a bit of an astral distortion around with
them... That is how the Immortal sensing works hence anyone awakened can
sense an immortal...

Don't forget about how much stuff has changed... I would not be
surprised if the megacorps wanted to get their hands on an immortal as
much as they want a shapeshifter.
>
>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.

Hmm... Interesting; but you would need to tie this into Karma somehow if
this were ever to be used for an immortal PC campaign. Also: What
happens if a mortal quickens? Am I right in thinking they become
immortal?
>
>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.
>
I'll try to put this in a campaign if I remembern interesting idea.
DarkFyre
--
fyre@******.demon.co.uk
Message no. 4
From: SyphonAC@***.com SyphonAC@***.com
Subject: Highlander Shadowrun Rules v0.2
Date: Sun, 30 Jul 2000 21:14:30 EDT
In a message dated 7/30/00 4:25:20 PM Eastern Daylight Time,
tzeentch666@*********.net writes:

> From what I understand they use blades since its not so easy to take
> anothers head with any other kind of weapon. Perhaps the Immortal who takes
> the others head has to be within a certain distance when it happens to get
> the Quickening.

They do...that's why Immortals don't use sniper rifles etc. to simply blow an
opponent's head off his shoulders...I alwyas figured the range that the
warning system had was about the range you had to be, with perhaps just the
closest Immortal being the one who gets it, not neccesarily the one who
killed him.

Syphon
Message no. 5
From: Simon and Fiona sfuller@******.com.au
Subject: Highlander Shadowrun Rules v0.2
Date: Mon, 31 Jul 2000 11:31:26 +1000
-----Original Message-----
From: SyphonAC@***.com <SyphonAC@***.com>
To: shadowrn@*********.com <shadowrn@*********.com>
Date: Monday, July 31, 2000 11:14 AM
Subject: Re: Highlander Shadowrun Rules v0.2


>In a message dated 7/30/00 4:25:20 PM Eastern Daylight Time,
>tzeentch666@*********.net writes:
>
>> From what I understand they use blades since its not so easy to take
>> anothers head with any other kind of weapon. Perhaps the Immortal who
takes
>> the others head has to be within a certain distance when it happens to
get
>> the Quickening.
>
>They do...that's why Immortals don't use sniper rifles etc. to simply blow
an
>opponent's head off his shoulders...I alwyas figured the range that the
>warning system had was about the range you had to be, with perhaps just the
>closest Immortal being the one who gets it, not neccesarily the one who
>killed him.
>
>Syphon
>
In the book adaptation of the movie there are several extra scenes, probably
invented by the author but maybe they were cut pre-release. The beginning
has the Kurgan fighting another immortal way back when, and they are both on
horseback. Kurgan slices through the heads of both horse and rider, and
continues on. He still got the juju. Also in the movie when Ramirez loses
his head, isn't Kurgan still up on the tower?
Another unrelated but cool scene in the book is with the African immortal
and Connor, back in Africa. He sets up a fight between Connor and the
tribe's champion so they don't just execute McLeod out of hand for being
British (I know he isn't). The champion got a big sword while Connor got a
spear, and the African told him his opponent was immortal too. So there is
this big fight where McLeod tried to think of a way of beheading his
opponent with a spear, while trying to keep his own. Eventually he realises
the other guy is quite mortal, the African lied, and it is finished with a
spearthrust. very amusing.
Message no. 6
From: Bull bull@***********.com
Subject: Highlander Shadowrun Rules v0.2
Date: Sun, 30 Jul 2000 22:20:28 -0400
At 08:59 PM 7/30/00 +0100, Fyre - AKA Colin wrote:
>
><snip>
><bit about assensing>
>I disagree on the 7+ successes bit; I'd say that Immortals are actually
>dual natured or may even carry a bit of an astral distortion around with
>them... That is how the Immortal sensing works hence anyone awakened can
>sense an immortal...
>
This is something I wanted to avoid. they're breaking a lot of conventions
in SR anyways, since they actually still had their powers (Immortal
Abilities rather than Adept powers, see the REAL v0.2 rules :)), but... I
want them to pretty much remain secret. I don't want any chump with astral
perception to be able to notice them without a little work.

>Don't forget about how much stuff has changed... I would not be
>surprised if the megacorps wanted to get their hands on an immortal as
>much as they want a shapeshifter.
>
That's just it... The corps don't know about them. VERY few people
outside "the game" know anything about them. And the couple people who
think they know, either confused it with the Immortal Elf conspiracy (See
Threats and the Lone Gunman) or just wrote it off anyways...

Simply put, if anyone found out about it, the game ends. It's too easy to
take down an Immortal if you know what you're doing. Shoot them a couple
times, let 'em croak, then take their heads.

>Hmm... Interesting; but you would need to tie this into Karma somehow if
>this were ever to be used for an immortal PC campaign.
>
I'm not sure exactly what you mean here, but I assume you mean as a way to
boost their abilities? I avoided that for a reason... they have the pwoer
to be tremendously abusive, and taking away the ability to gain power other
than through fighting (and defeating) other immortals became a control
mechanism. However, I did put in the ability to buy more points at an
inflated cost in the REAL 2nd Draft :]

> Also: What
>happens if a mortal quickens? Am I right in thinking they become
>immortal?
>
Nope, nothing happens. If there's not an Immortal nearby (Like, within 10
yards... I'll have to add that to the next draft), it basically just
"grounds out". The Watchers were a small organization of mortals who knew
about the Immortals and were basically watching and recording what was
happening in secret. There was an "offshoot" group that formed though
called the Renegade Watchers, aka "the Hunters". they were mortals who
stalked and killed Immortals for their own reasons. And the "ground out"
is what would happen if there wasn't an immortal nearby...

Bull


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Message no. 7
From: Rand Ratinac docwagon101@*****.com
Subject: Highlander Shadowrun Rules v0.2
Date: Mon, 31 Jul 2000 01:28:57 -0700 (PDT)
--- Bull <bull@***********.com> wrote:
> ((This is my second draft, and is close to what i
think will be my final draft :))
<snipt!(TM)>

There's a difference?

:)

IOW, I was rushed, could only scan it and from a quick
scan didn't notice any changes. So what's different, Bull?

====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. 8
From: Gurth gurth@******.nl
Subject: Highlander Shadowrun Rules v0.2
Date: Mon, 31 Jul 2000 11:27:28 +0200
According to Tzeentch, at 11:54 on 30 Jul 00, the word on the street
was...

> From what I understand they use blades since its not so easy to take
> anothers head with any other kind of weapon. Perhaps the Immortal who takes
> the others head has to be within a certain distance when it happens to get
> the Quickening.

The victim's Essence in meters seems like a good enough number.

> > 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.
>
> Actually the "Buzz" isn't a direction finder. They just know an Immortals
in
> the area. Perhaps the TN to spot the Immortal they sensed with the Buzz is
> 10 minus the other Immortals Magic Rating.

My choice would be a Perception test (rolled by the GM) with a TN as for
detection spells, making it easier to detect another immortal if there is
LOS between the two (even if they have this backs to each other) than when
there is not.

--
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Message no. 9
From: Bull bull@***********.com
Subject: Highlander Shadowrun Rules v0.2
Date: Mon, 31 Jul 2000 04:42:26 -0400
At 01:28 AM 7/31/00 -0700, Rand Ratinac wrote:
>--- Bull <bull@***********.com> wrote:
>> ((This is my second draft, and is close to what i
>think will be my final draft :))
><snipt!(TM)>
>
>There's a difference?
>
>:)
>
>IOW, I was rushed, could only scan it and from a quick
>scan didn't notice any changes. So what's different, Bull?
>
<laugh>

Hopefully by now you've realized the same thing i did... I'm a blithering
idiot at 9AM when I've been up all night :]

<grin>

See the Highlander v0.21 post for the REAL 2nd draft :]

Bull

PS: i think you were the only person who caught that... I'm not sure how
to take that :]



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Message no. 10
From: Cash, Josh CashJ@***************.com
Subject: Highlander Shadowrun Rules v0.2
Date: Mon, 31 Jul 2000 10:41:22 -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.

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Actually Kurgan and Ramirez are both on the tower. Kurgan cuts off Ramirez's
head after "There can be only one!" and falls during the quickening that
followed.

This also reminds me of another instance where an immortal dies and nobody
gets the quickening. Ramirez's death in 2. Connor stood in the doorway and
watched Ramirez get his head cut off by the plot device...er...giant fan. No
quickening for Connor...



Of course most people would like to forget 2.

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<P><FONT SIZE=2>Actually Kurgan and Ramirez are both on the tower. Kurgan cuts
off Ramirez's</FONT>
<BR><FONT SIZE=2>head after &quot;There can be only one!&quot; and
falls during the quickening that</FONT>
<BR><FONT SIZE=2>followed.</FONT>
</P>

<P><FONT SIZE=2>This also reminds me of another instance where an immortal
dies and nobody</FONT>
<BR><FONT SIZE=2>gets the quickening. Ramirez's death in 2. Connor stood in
the doorway and</FONT>
<BR><FONT SIZE=2>watched Ramirez get his head cut off by the plot
device...er...giant fan. No</FONT>
<BR><FONT SIZE=2>quickening for Connor...</FONT>
</P>
<BR>
<BR>

<P><FONT SIZE=2>Of course most people would like to forget 2.</FONT>
</P>

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Message no. 11
From: graht@******.net graht@******.net
Subject: Highlander Shadowrun Rules v0.2
Date: Mon, 31 Jul 2000 10:28:44 -0600
Bull wrote:
/((This is my second draft, and is close to what i think will be my final
draft
/:))
/
/Highlander Shadowrun Variant
/
/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.

I would suggest changing this to "active" holy ground. Active holy ground
would be ground that is currently maintained by a religious group
(churches, graveyards, temples, mosques(sp?), or holy ground on which can
be recognized as such (Stonehenge, stone circles, pyramids, etc).

/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.

Too much math :)

How about: To regenerate make a Body test vs the number of boxes of damage
taken.

And might I suggest setting the base time in relation to the damage level.

Light Wound: 10 minutes
Moderate Wound: 1 hour
Serious Wound: 6 hours
Deadly Wound: 24 hours

/Immortals can sense other immortals automatically within a range of their
/Magic
/Rating x 10 Meters.

I would factor in the other immortal's magic rating too. Maybe their magic
rating plus the other immortal's magic rating in meters.

/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.

This will run away from you when a powerful immortal can easily kill
younger immortals and easily increase his magic rating.

Might I suggest that an immortal gains Good Karma equal to the Magic rating
of the immortal they behead? And have them use the normal rules for
initiation regarding karma cost (the immortals don't have to do the quests
and such that mages and shamans have to do).

-Graht
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Message no. 12
From: Fyre - AKA Colin fyre@******.demon.co.uk
Subject: Highlander Shadowrun Rules v0.2
Date: Mon, 31 Jul 2000 11:51:31 +0100
In article <20000731023029.C231A39C4@********.dumpshock.com>, Bull
<bull@***********.com> writes
>At 08:59 PM 7/30/00 +0100, Fyre - AKA Colin wrote:
>>
>><snip>
>><bit about assensing>
>>I disagree on the 7+ successes bit; I'd say that Immortals are actually
>>dual natured or may even carry a bit of an astral distortion around with
>>them... That is how the Immortal sensing works hence anyone awakened can
>>sense an immortal...
>>
>This is something I wanted to avoid. they're breaking a lot of conventions
>in SR anyways, since they actually still had their powers (Immortal
>Abilities rather than Adept powers, see the REAL v0.2 rules :)), but... I
>want them to pretty much remain secret. I don't want any chump with astral
>perception to be able to notice them without a little work.

Yeah; although what I'm trying to do is to fit the SR magic mechanics
into this. In SR; the only way a person could realistically be immortal
is through magic. Okay, perhaps super-cyber chump could come near; but
there is no real 3rd way. Following this; It makes sense that the
immortal sensing is done magically.

Hmm... How about this: Immortal sensing is not a skill or adept power
but a feature of being immortal. There is no permanent distortion on
astral space; but when two immortals come close to each other a form of
astral slow-lightning occurs between the two which _is_ easily visible
to those with astral perception and certainly alerts the immortal (who's
aura is being screwed over big time; perhaps he should even get a
temporary + to TNs?).
>
>>Don't forget about how much stuff has changed... I would not be
>>surprised if the megacorps wanted to get their hands on an immortal as
>>much as they want a shapeshifter.
>>
>That's just it... The corps don't know about them. VERY few people
>outside "the game" know anything about them. And the couple people who
>think they know, either confused it with the Immortal Elf conspiracy (See
>Threats and the Lone Gunman) or just wrote it off anyways...
>
>Simply put, if anyone found out about it, the game ends. It's too easy to
>take down an Immortal if you know what you're doing. Shoot them a couple
>times, let 'em croak, then take their heads.

Yeah, although I still think that 7+ successes is a bit too much...

The great age of the immortal should be what is first apparent (assuming
it is an old immortal). That should be quite easily visible; although it
takes a bit of brain-work (matrix work?) to figure out what that means.

Do the Hunters still exist? If so I wouldn't be surprised if a bit of
hacking couldn't get you into their database.
>
>>Hmm... Interesting; but you would need to tie this into Karma somehow if
>>this were ever to be used for an immortal PC campaign.
>>
>I'm not sure exactly what you mean here, but I assume you mean as a way to
>boost their abilities? I avoided that for a reason... they have the pwoer
>to be tremendously abusive, and taking away the ability to gain power other
>than through fighting (and defeating) other immortals became a control
>mechanism. However, I did put in the ability to buy more points at an
>inflated cost in the REAL 2nd Draft :]

What I mean is that it is possible to quicken without spending karma at
all. Hence a character that quickens gets a free point of magic karma
wise and still gets to spend all of their karma on skill improvement.
What I'm saying is that there should be some sort of disadvantage to
quickening without spending the karma?.
>
>> Also: What
>>happens if a mortal quickens? Am I right in thinking they become
>>immortal?
>>
>Nope, nothing happens. If there's not an Immortal nearby (Like, within 10
>yards... I'll have to add that to the next draft), it basically just
>"grounds out". The Watchers were a small organization of mortals who knew
>about the Immortals and were basically watching and recording what was
>happening in secret. There was an "offshoot" group that formed though
>called the Renegade Watchers, aka "the Hunters". they were mortals who
>stalked and killed Immortals for their own reasons. And the "ground out"
>is what would happen if there wasn't an immortal nearby...
>
Cool. Methinks that the hunters are hiring in my next SR campaign.
DarkFyre
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Message no. 13
From: Phil Smith phil_urbanhell@*******.com
Subject: Highlander Shadowrun Rules v0.2
Date: Mon, 31 Jul 2000 17:12:12 GMT
I just noticed, you haven't included breathing under water in the immortal
rules.

Phil

Let us assume we have a can opener.
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Message no. 14
From: Sommers sommers@*****.umich.edu
Subject: Highlander Shadowrun Rules v0.2
Date: Mon, 31 Jul 2000 13:17:10 -0400
Around 01:19 PM 8/1/00, James Mick was thinking about:
> >I just noticed, you haven't included breathing under water in the immortal
> >rules.
> >
> >Phil
> >
> >Let us assume we have a can opener.
>
>The first movie had a semi-funny scene revolving around this...

Right, you don't need any rules for drowning. Just follow the regular rules
for drowning, except that any damage the Immortal takes is immediately
regenerated. He wasn't breathing water down there, he just couldn't die
that way is all. Which is why giving an immortal a pair of cement shoes
would really suck...

Sommers
Aerospace engineers build weapon systems. Civil engineers build targets.
Message no. 15
From: Sommers sommers@*****.umich.edu
Subject: Highlander Shadowrun Rules v0.2
Date: Mon, 31 Jul 2000 13:24:20 -0400
Around 01:24 PM 8/1/00, James Mick was thinking about:
>Which is why giving an immortal a pair of cement shoes
> >would really suck...
> >
> >Sommers
> >Aerospace engineers build weapon systems. Civil engineers build targets.
> >
>
>
>I sure the hell wouldn't wanna be standing on shore when he finally made his
>way out that's for sure! LoLoL!

Actually, wasn't there an episode where that happened to Duncan? Something
about a con artist Immortal selling him out to a mobster and having him wacked.

That would actually make a great way to have Immortals show up in SR. They
were all gone, and then Ares is dredging out part of Puget Sound for a new
dock and finds someone at the bottom. They pull the body up, but after a
few minutes hew walks off the table!



Sommers
Aerospace engineers build weapon systems. Civil engineers build targets.
Message no. 16
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.2
Date: Tue, 1 Aug 2000 11:42:38 -0400
>this were ever to be used for an immortal PC campaign. Also: What
>happens if a mortal quickens? Am I right in thinking they become
>immortal?


That wasn't the case on the series. Remember, for a time certain rogue
Watchers went around hunting and killing immortals because they viewed them
as an abomination... Which actually brings up, if you're going to introduce
immortals it wouldn't be a bad idea to include archetypes and/or contacts in
the form of Watchers.
Message no. 17
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.2
Date: Tue, 1 Aug 2000 11:44:43 -0400
>closest Immortal being the one who gets it, not neccesarily the one who
>killed him.
>
>Syphon
>



Not so... Duncan MacLeod was bound and forced to watch as one of the rogue
Watchers took the head of his friend Fitzcairn (Fitzcain? ...aww hell with
it...Roger Daltrey!) and didn't receive any kind of quickening. It was just
wasted.
Message no. 18
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.2
Date: Tue, 1 Aug 2000 11:48:20 -0400
>continues on. He still got the juju. Also in the movie when Ramirez loses
>his head, isn't Kurgan still up on the tower?


Actually Kurgan and Ramirez are both on the tower. Kurgan cuts off Ramirez's
head after "There can be only one!" and falls during the quickening that
followed.

This also reminds me of another instance where an immortal dies and nobody
gets the quickening. Ramirez's death in 2. Connor stood in the doorway and
watched Ramirez get his head cut off by the plot device...er...giant fan. No
quickening for Connor...
Message no. 19
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.2
Date: Tue, 1 Aug 2000 13:19:20 -0400
>I just noticed, you haven't included breathing under water in the immortal
>rules.
>
>Phil
>
>Let us assume we have a can opener.



The first movie had a semi-funny scene revolving around this...
Message no. 20
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.2
Date: Tue, 1 Aug 2000 13:24:46 -0400
Which is why giving an immortal a pair of cement shoes
>would really suck...
>
>Sommers
>Aerospace engineers build weapon systems. Civil engineers build targets.
>


I sure the hell wouldn't wanna be standing on shore when he finally made his
way out that's for sure! LoLoL!
Message no. 21
From: Fyre - AKA Colin fyre@******.demon.co.uk
Subject: Highlander Shadowrun Rules v0.2
Date: Tue, 1 Aug 2000 00:09:52 +0100
In article <4.3.2.7.2.20000731132208.00ab3e10@*****.engin.umich.edu>,
Sommers <sommers@*****.umich.edu> writes
>Around 01:24 PM 8/1/00, James Mick was thinking about:
>>Which is why giving an immortal a pair of cement shoes
>> >would really suck...
>> >
>> >Sommers
>> >Aerospace engineers build weapon systems. Civil engineers build targets.
>> >
>>
>>
>>I sure the hell wouldn't wanna be standing on shore when he finally made his
>>way out that's for sure! LoLoL!
>
>Actually, wasn't there an episode where that happened to Duncan? Something
>about a con artist Immortal selling him out to a mobster and having him wacked.
>
>That would actually make a great way to have Immortals show up in SR. They
>were all gone, and then Ares is dredging out part of Puget Sound for a new
>dock and finds someone at the bottom. They pull the body up, but after a
>few minutes hew walks off the table!
>
I think there was a bit in the series where instead of killing some Nazi
(WW1) they chain him and throw him into a river (where he makes his way
out to sea) and he gets back rather pissed off some time in the 90s for
some revenge...

PS: Why don't mortals make new enemies anymore? It seems that they just
have to re-awaken old feuds and never do anything original. Okay; you
occasionally come across a new immortal once in a while, but I can't
remember Duncan ever really starting a feud with one in an episode...

The same can be said of the 'evil' syndrome where they always resurrect
ancient demons and never think of making new ones. This is always a bad
idea because the 'good' syndrome is to find out what killed them last
time and do it again :). You can get cyber demons and some evil AIs but
it's just not the same... ;)
DarkFyre
--
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Message no. 22
From: Mike Broadwater neon@******.backbone.olemiss.edu
Subject: Highlander Shadowrun Rules v0.2
Date: Mon, 31 Jul 2000 19:29:01 -0500
> >closest Immortal being the one who gets it, not neccesarily the one who
> >killed him.
> >
> >Syphon
> >
>
>
>
> Not so... Duncan MacLeod was bound and forced to watch as one of the rogue
> Watchers took the head of his friend Fitzcairn (Fitzcain? ...aww hell with
> it...Roger Daltrey!) and didn't receive any kind of quickening. It was just
> wasted.
>
No and no. It wasn't Fitzcairn (he was killed by Kalas). It was a friend
of his who was forced to watch as his immortal wife was beheaded by
Horton. The guy got his wifes and duncan got the dudes. Sorry on the no
name bit, but I can't remember them. That episode actually signalled the
end of the immortal/watcher war.

Mike
Message no. 23
From: Damian Sharp zadoc@***.neu.edu
Subject: Highlander Shadowrun Rules v0.2
Date: Tue, 1 Aug 2000 00:59:27 -0400 (EDT)
On Mon, 31 Jul 2000, Cash, Josh wrote:

> This also reminds me of another instance where an immortal dies and nobody
> gets the quickening. Ramirez's death in 2. Connor stood in the doorway and
> watched Ramirez get his head cut off by the plot device...er...giant fan. No
> quickening for Connor...
>
> Of course most people would like to forget 2.

Yeah, I don't think 2 is a valid source for continuity issues.

--------------------------------------------------------------------------
| 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. 24
From: James Mick sinabian@********.net
Subject: Highlander Shadowrun Rules v0.2
Date: Tue, 1 Aug 2000 09:48:13 -0400
>No and no. It wasn't Fitzcairn (he was killed by Kalas). It was a friend
>of his who was forced to watch as his immortal wife was beheaded by
>Horton. The guy got his wifes and duncan got the dudes. Sorry on the no
>name bit, but I can't remember them. That episode actually signalled the
>end of the immortal/watcher war.
>
>Mike
>
>

Oh wait...yeah. Sorry, come to think of it I think you're right. My bad.
Message no. 25
From: Simon and Fiona sfuller@******.com.au
Subject: Highlander Shadowrun Rules v0.2
Date: Tue, 1 Aug 2000 10:34:18 +1000
-----Original Message-----
From: Sommers <sommers@*****.umich.edu>
To: shadowrn@*********.com <shadowrn@*********.com>
Date: Tuesday, August 01, 2000 3:17 AM
Subject: Re: Highlander Shadowrun Rules v0.2


>Around 01:19 PM 8/1/00, James Mick was thinking about:
>> >I just noticed, you haven't included breathing under water in the
immortal
>> >rules.
>> >
>> >Phil
>> >
>> >Let us assume we have a can opener.
>>
>>The first movie had a semi-funny scene revolving around this...
>
>Right, you don't need any rules for drowning. Just follow the regular rules
>for drowning, except that any damage the Immortal takes is immediately
>regenerated. He wasn't breathing water down there, he just couldn't die
>that way is all. Which is why giving an immortal a pair of cement shoes
>would really suck...
>
He was breathing something, because he was talking and air was coming out of
his mouth long after it should have all been released. Of course this could
come down to the difficulties of having Christoph Lambert laugh underwater
_without_ air bubbles coming out. For rules it would suffice to say they
just don't drown, I suppose.
Message no. 26
From: Rand Ratinac docwagon101@*****.com
Subject: Highlander Shadowrun Rules v0.2
Date: Tue, 1 Aug 2000 21:29:50 -0700 (PDT)
> >--- Bull <bull@***********.com> wrote:
> >> ((This is my second draft, and is close to what i
think will be my final draft :))
> ><snipt!(TM)>
> >
> >There's a difference?
> >
> >:)
> >
> >IOW, I was rushed, could only scan it and from a
quick scan didn't notice any changes. So what's
different, Bull?
> >
> <laugh>
>
> Hopefully by now you've realized the same thing i
did... I'm a blithering idiot at 9AM when I've been
up all night :]

Gee...y'reckon?

;)

> <grin>
>
> See the Highlander v0.21 post for the REAL 2nd draft
:]
>
> Bull

Cool!

> PS: i think you were the only person who caught
that... I'm not sure how to take that :]

Neither am I...but do I get a cookie? ;)

====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. 27
From: Phil Smith phil_urbanhell@*******.com
Subject: Highlander Shadowrun Rules v0.2
Date: Wed, 02 Aug 2000 19:34:21 GMT
>From: "Simon and Fiona" <sfuller@******.com.au>
>He was breathing something, because he was talking and air was coming out
>of
>his mouth long after it should have all been released. Of course this could
>come down to the difficulties of having Christoph Lambert laugh underwater
>_without_ air bubbles coming out. For rules it would suffice to say they
>just don't drown, I suppose.

There is also the fact that it takes a while to regenerate, so an immortal
would be drowning, they just wouldn't be dieing. And for someone drowning,
he looked pretty happy.

Phil

Let us assume we have a can opener.
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