Morpheus Unbound  |  House Rules

Heroes Unlimited House Rules

Designed for Heroes Unlimited, but compatible with all Palladium Books games.  Many parts of this document are copied directly from, or adapted from, various Palladium Books publications.  Where appropriate, those materials are Copyright © Palladium Books.


Bionic System Armor Rating (A.R.)

Bionic System Structural Damage Capacity (S.D.C.)

Cybernetic and Bionic Lung Special Features

Sensor Systems

New Skills


Bionic System Armor Rating (A.R.)

All bionic systems have a base A.R. of 4.

Bionic system A.R. is treated as Natural Body Armor, any attack roll under the A.R. of the bionic system simply bounces off, doing no damage.

Bionic Skull, Chest and Exoskeleton A.R. must match. Obviously, if the character does not have one of these systems, she doesn't have to worry about it.

Maximum A.R. for any system is 18.

Bionic System Structural Damage Capacity (S.D.C.)

All bionic systems have the base S.D.C. listed below. Limbs (hand, arm, leg) each have their own S.D.C. separate from the character. Chest and skull reinforcements, and all Exoskeletons add their S.D.C. to the characters S.D.C.

Base S.D.C.

Hand - 30, Arm - 30, Leg - 30, Chest Reinforcement - 50, Skull Reinforcement - 50, Spine and Shoulders Exoskeleton - 50, Arms and Shoulders Exoskeleton - 30, Hands and Wrists Exoskeleton - 10 (each), Legs and Hips Exoskeleton - 30, Feet and Ankles Exoskeleton - 5 (each).


Cybernetic and Bionic Lung Special Features

(combined from Heroes Unlimited p. 65 and Ninjas and Superspies p. 71)

Cybernetic Lung Features

Molecular Analyzer - Must be used with an audio system such as bionic ears or the Jawbone Microphone-Speaker Unit. This micro-chip based sensor is used for testing and analyzing impurities in the air. It can specially identify any strange molecules, like the presence of gas, oil or other chemicals in large concentration, and the degree of industrial or automotive pollution. Cost: $35,000.

Oxygen Storage Cell - A special chemical cell, controlled by micro-processors, that stores oxygen from the character's normal breathing. Then, when oxygen is low, the oxygen is released back into the lungs. The net effect is to give the character the ability to go without breathing for up to 20 minutes. Note that the character must breathe normally for about 35 minutes to recharge the cells between uses. This implant can be combined with Standard Bionic Lungs (for the character to hold her breath up to 25 minutes). Cost: $40,000 for a 15 minute oxygen supply, $160,000 for a 20 minute oxygen supply.

Toxic Filter - A passive filtration system designed to filter most poison gases out before they enter the lungs. The filter is effective against all types of tear gas, smoke and purely chemical fumes. Adds +2 to save vs Nerve gases. Cost: $40,000.

Bionic Lung Features

Bionic Lungs can use all Cybernetic Lung features.

Standard Bionic Lungs - can capture and regulate air much more precisely, enabling the character to hold his breath for FIVE (5) minutes. The character also consumes half as much air as other characters. Cost: the list cost of $75,000.

Gas Filtration System - An improved version of the Toxic Filter, this active system uses a miniature air filtration system that purifies impurities from the air. Automatically blocks all types of tear gas, smoke and purely chemical fumes and adds a bonus of +6 to save vs gases of all other kinds. Requires a bionic lung system. Cost: Add $100,000 to lung cost.


Sensor Systems

(combined and modified from Heroes Unlimited p. 62 and Ninjas and Superspies p. 72)

A - Body Sensors

(Both systems can be combined with the Radar-Imaging Device Jawbone Implant, and can be combined with each other.)

Air Pressure Detectors - Built as a network with the collection points centered along the spine and with surface sensors imbedded in the back, chest, back of the arms, and the back of the calves. These tiny sensors are ultra-sensitive to changes in air pressure. Sensitive enough to detect any movement with 20 feet of the character. As a result the character will be aware of anyone approaching from behind in darkness or from a hiding place. Cost: $135,000. Bonuses: +1 on initiative, +1 to roll with punch/impact and dodge, and can not be surprised by a back/sneak attack.

Motion Detector - Can only be combined with a bionic eye or bionic ear system (add $10,000 if connected to both). A different system than the Air Pressure Detector. It includes a collision warning system which will sound an alarm to warn the cyborg of an impending collision/impact. Cost: $50,000. Bonuses: +1 to initiative, +1 to parry and +2 dodge, and can not be surprised by a back/sneak attack.

B - Internal Monitors

Internal Medical Monitor - Used to keep track of the body's basic functions and life signs, including heartbeat, blood pressure, temperature, etc. With a Jawbone Microphone-Speaker the monitor will keep the character informed about any dangerous conditions and irregular signs. It can also be used as a bio-feedback device, helping the character to avoid fear or panic by keeping the breathing and heartbeat low and steady. Cost: $70,000. Bonuses: Adds +1 to save v. gases, poisons, and drugs.

Bio-Scan - A more advanced version of the Internal Medical Monitor, the Bio-Scan can also provide more complex information such as blood cell count, blood loss, respiration, digestive track activity, etc. The advanced bio-feedback information allows the character to better able pace himself during strenuous activity. Cost: $200,000. Bonuses: Adds +2 to save vs gases, poisons, and drugs. Add +2 to effective P.E. when determining how long the character can sustain physical activity (running, swimming, lifting, etc.).


New Skills

Cultural
Drugs
Trapping

Electrical
Laser Technology
Physics

Engineering
Architectural Design & Engineering
Computer Operation
Computer Programming
Electrical Engineering
Mechanical Engineering
Mining Engineering
Radiation Technology - Industrial
Robot Electronics
Robot Mechanics

Espionage
Sleight of Hand

Medical
Chemistry - Pharmaceutical
Dental Sciences
Medical Specialist
Nurse
Psychology
Psycho Therapy
Radiation Technology - Medical
Veterinary Sciences

Physical
Hockey
Skating/Skiing

Science
Agriculture
Geology
Meteorology
Oceanography
Physics
Research Skills

Technical
Accounting
Advertising
Business Management
Carpentry
Commercial Arts
History
Law
Teaching

Skill Descriptions:

Drugs: Unlike medical skills in Pharmacology, drugs allows the character to recognize street drugs and their effects. 60% + 5% per level.

Trapping: Metal, wire, or hand-made traps can be used and concealed in any area. Characters will know how to trap any prey (including other characters). A successful roll indicates that the trap will be an undetectable Sneak Attack for the intended victim. 25% + 5% per level.

Laser Technology: Understanding of laser equipment and theory. Characters can diagnose and repair lasers. Requires Electrical Engineering and Physics. 30% + 5% per level.

Architectural Design & Engineering: Knowledge of the design and construction of buildings. The character knows how to read/draw architectural blueprints, understands the qualities of different building materials and techniques, and can evaluate the strength of a building. 30% + 5% per level.

Mining Engineering: Skill in evaluating terrain and excavating, drilling or tunneling. The character will understand the basics of mining for coal or minerals, drilling for oil or water and constructing subways or underground pipes. Requires Advanced Mathematics and Physics. 30% + 5% per level.

Radiation Technology - Industrial: Trained in the safe use of nuclear materials for industrial and experimental use. Characters will know how to use radiation detection equipment and will know how to handle radioactive waste. Will also know simple decontamination methods. 25% + 5% per level.

Sleight of Hand: Art of fooling the eye with the hand. Characters can palm small objects and confuse on-lookers. Adds 8% to Pick Pockets skill. 22% + 4% per level.

Chemistry - Pharmaceutical: Knowledge of commercial drugs, their dosages, effects and harmful side-effects. The character will be able to read doctor's prescriptions, mix drugs, administer proper dosages and recognize people who are addicts or under the influence of various drugs. 50% + 5% per level.

Dental Sciences: The skills of Dentistry and Orthodontics. Character can also perform oral surgery if has the Nurse skill. 35% + 5% per level.

Medical Specialist: Internal Medicine, Surgery, Pathology, Psychiatry, and other specialties each require separate skills. A Specialist must already have the Medical Doctor skill. 25% + 5% per level.

Nurse: In addition to First Aid and Paramedic skill, the character can also administer drugs, use common hospital tools, do physical diagnosis for injuries and illness, operate life support equipment and keep the patient alive for long periods of time while waiting for expert medical treatment. 30% + 5% per level.

Psychology: This is simply the study of normal and abnormal human behavior. The character cannot diagnose or treat anyone, but understands the basic concepts of mental illness. 35% + 5% per level.

Psycho Therapy: Understanding of human behavior, group dynamics, and personality disorders. Character is capable of treating simple emotional problems like marital problems, alcoholism, drug addiction, and parent-child relationships. Severely disturbed mental patients require a Medical Specialist. 30% + 5% per level.

Radiation Technology - Medical: Trained in the use of radiation as a diagnostic (X-ray, fluoroscope, etc.) or therapeutic tool. The character requires specific directions from a Medical Doctor but knows how to use and maintain the equipment properly. 30% + 5% per level.

Veterinary Sciences: Understanding of the medical diagnosis and treatment of animals. The character knows the major reference works for different animals and their diseases as well as the common techniques and medications for treatment. Note: Proper treatment of mutated animals requires Veterinary Science AND knowledge of Biology, Genetics and Medical Diagnosis. A simple Veterinarian would have a -10% chance of properly diagnosing or treating a mutated animal. 30% + 5% per level for Diagnosis 25% + 5% per level for proper treatment.

Hockey: The ability to play ice hockey. Includes the Ice Skating skill.
Body Block/Tackle does 1d4 damage.
+2 to Dodge ON SKATES ONLY.
+2 to Body Block ON SKATES ONLY
+1 to P.S.
+1 to P.E.
+1 to P.P.
+1d4 Spd.
+3d6 S.D.C.

Skating/Skiing: The skill of using ice skates, in-line skates, roller skates, downhill skies, and cross-country skies.
+1d4 Spd.
+1d4 S.D.C.

Agriculture: Training in cultivation, soil preparation, planting and harvesting of crops of vegetables and fruit. 34% + 5% per level.

Geology: The study of the Earth, and it's evolution. The character learns about earthquakes, volcanos, and other geological features. 25% + 5% per level.

Meteorology: Study of weather prediction and analysis. Characters understand how to use weather instruments and data gathered from government weather stations. 35% + 5% per level.

Oceanography: 40% + 5% per level.

Physics: Knowledge of the basic laws of matter and energy as well as simple physics laboratory techniques. Physics specialties requiring separate skills include metallurgy, Nuclear Physics, Optics and Particle Physics. 25% + 5% per level.

Research Skills: These are the basic skills needed to investigate scientific problems. Characters will be able to identify the kind of problem at hand (chemical, biological, engineering, etc.) and will be able to do library and data bank research to discover what is already known and who are the experts in the field. 35% + 5% per level.

Accounting: System of keeping, analyzing and explaining commercial business accounts. Business law, taxes and auditing are included. 35% + 5% per level.

Advertising: Knowledge of business marketing and promotion with the ability to select media, write advertising copy and match art work with products in order to sell to the public. 35% + 5% per level.

Business Management: Skills include management, planning, production scheduling, inventory control and business policy. Characters will know how various businesses work and will be able to roughly calculate how profitable they can be. 50% + 5% per level.

Carpentry: Use of wood-working tools and the ability to build or repair wood furniture, buildings, toys and other items. 30% + 5% per level.

Commercial Arts: These are the skills required to produce publication-quality graphics and writing for production or publishing. Includes illustration and layout skills. If the character also possess the Computer Operation skill, then she is versed in modern, as well as more tradition, techniques. 32% + 4% per level.

History: (select specialty) Character will have an extensive background in a particular area of history. Each specialty (American, Greek, Etruscan, Egyptian, Religious, etc.) requires a separate skill. 50% + 8% per level.

Law: (select specialty) A skill in Law indicates that the character understands the basic principles of the legal system. Specialties like Civil, Criminal, Corporate, International and Federal law each require a separate skill. A character with Civil, Criminal, Corporate and one other specialty may be qualified for admission the state bar. 30% + 5% per level.

Teaching: Character knows how to put together a plan for teaching any skill she already knows. Can design course homework, tests, discussions, and give lectures. The skill percentile should be rolled to see whether the teacher properly presented the material. 30% + 5% per level.


Copyright © 1997-1999 by Morpheus Unbound.  All rights reserved.
Last updated 10 January 1999 by Patric L. Rogers.
Send comments and suggestions to morpheus_unbound@patric.net.