Morpheus Unbound
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.
Fantasy Games Unlimited Villains &
Vigilantes
FASA
Corporation's Shadowrun, 2d. Edition
Hero Games
Hero System
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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.
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Notes for converting characters from Shadowrun
to Hero System.
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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
Steve Jackson
Games Car Wars
Steve Jackson
Games GURPS
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Relative Time. How many extra
attacks does a character with Altered Time Rate get?
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Missile and Jet superpowers in GURPS Supers,
Second Edition. Did you notice that 2d ed. doesn't expla the
difference?
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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.
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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.
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Streamlined Force Fields.
Another advantage of variable configuration force fields is that they
can be used to "add" streamlining to otherwise unstreamlined vehicles and
robots.
TSR's Advanced Dungeons and Dragons
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New styles of Kung Fu for use with the 1st
edition Oriental Adventures gamebook
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Karma. Borrowing an idea from MSH
to add heroic drama to the game mechanics.
Copyright © 1997- 2001 by
Morpheus Unbound. All
rights reserved.
Last updated 05 November 2001 by
Patric L. Rogers
Send comments and suggestions to
morpheus_unbound@patric.net.