Morpheus Unbound's House Rules
Anyone who has played an RPG more than a few times often has the desire to
change the rules or fill in holes, or even come up with something entirely new.
We've each been playing for more than a decade, and so we have our own
collection of house rules. Here they are.
Villains & Vigilantes (includes Revised
 and v2.1 )
Corporation's Shadowrun, 2d. Edition
- Hitting Well. The game mechanics separate
the act of hitting the foe with determining how much damage was done. Here are
some suggestions for improving the damage done when by dramatic dice rolls.
- Notes for converting characters from
Shadowrun to Hero System.
- See also Morpheus Unbound's site for Brian Wong's Watch Tower where we have some house
rules that Patric and Brian developed for the campaign during 1998.
Palladium Books Heroes Unlimited
Games Car Wars
- Relative Time. How many extra
attacks does a character with Altered Time Rate get?
- Missile and Jet superpowers in GURPS
Supers, Second Edition. Did you notice that 2d ed. doesn't expla
- High Tech Ballistic Warfare. Put the
atom bomb back on top with these rule additions to protect high tech
civilizations from low tech HEAT and HESH warheads.
- The advantages of Force Fields.
The two most influential space operas in history use force fields rather
than armor. Here are some rules to boost the power of force fields.
- Streamlined Force Fields.
Another advantage of variable configuration force fields is that they
can be used to "add" streamlining to otherwise unstreamlined vehicles and
TSR's Advanced Dungeons and Dragons
- New styles of Kung Fu for use with the 1st
edition Oriental Adventures gamebook
- Karma. Borrowing an idea from
MSH to add heroic drama to the game mechanics.
Copyright © 1997-2001, 2010-2011 by Morpheus Unbound. All rights
Last updated 27 February 2011 by Patric L.
Send comments and suggestions to email@example.com.