House Rules

Beware the spider-goats!

We’ll be observing a number of house rules in this campaign. In addition to the items listed below, some changes are also detailed on the Character Creation page. Also, there is some Additional Equipment that is available for purchase to the PCs. Finally, I have created a number of Variant Rules that are not being used in this campaign, but may be of interest to fans of Mutant Future.


First is an item of nomenclature; I will use the term ‘referee’ instead of Mutant Lord, Game Master, etc.

Experience Level Bonuses:

We will use the following revised table for level benefits:

Experience Level Bonuses

Roll 1d100 Bonus
01-10   +1 modifier to hit
11-20   +1 damage
21-30   -1 bonus to AC
31-40   +1 bonus to STR
41-50   +1 bonus to DEX
51-60   +1 bonus to CON
61-70   +1 bonus to INT
71-80   +1 bonus to WIL
81-90   +1 bonus to CHA
91-00   Player’s choice

The ‘+1 modifier to hit’ and ‘+1 damage’ bonuses work in the same manner as the equivalent bonus for high STR.

The ‘-1 bonus to AC’ works in the same manner as the equivalent bonus for high DEX.

(Note that I removed the ‘+1 Attack per round’ level benefit.)

Repairing Technology:

The ‘Repairing Technology’ optional rule will be used in this game, but is only available to Pure Humans and Androids with INT 13+.


Initiative rolls are performed using a d10 (instead of d6 as in Mutant Future). The ‘individual initiative’ optional rule will be used in this game, though I will usually roll initiative for the party as a whole and then add each individual’s initiative modifier.

Depending on my mood, initiative may be rolled only once per game post. This means that the same initiative count might be used for several rounds at a time.

Also, a character using a weapon with a long reach (spears, for instance) will attack a closing opponent on the closing opponent’s number and thus attack simultaneously with the opponent, even if the character rolled lower for initiative.

Ability Checks:

The ‘Ability Checks’ optional rule will be used (extensively) in this game.

I will also be implementing ‘Opposed Ability Checks’ based on the Mental Attack Table. Use the key Ability Score for the task the attacker is attempting in place of the attacker’s WIL score on the chart, and use the opposing Ability Score for the defender’s WIL. (See the Reference Tables page for a revised Opposed Check Table.)

For Example: Andre the Goliath is trying to grapple with a lurker in combat. As the attacker, Andre will use his STR score in place of the attacker’s WIL, and the lurker will use his DEX score in place of the defender’s WIL. On a success, Andre will grapple his foe; on a failure, the lurker will get a free attack against Andre.

Base Healing Rate:

Hit Points are recovered with each evening’s rest; healing does not require a full day’s rest. Also, the base healing rate is 1d3 + level, instead of 1d3.

Negative Hit Points:

This is adapted from a Basic Fantasy RPG optional rule. Instead of stopping at zero hit points, the referee will track the current negative figure. At the end of each round after he falls, the character loses an additional hit point. If a negative number equal to the PC’s Constitution score is reached, the character is dead. Before this point is reached, the character may have his wounds bound and/or receive healing, which will stabilize him.

A character at negative hit points is unconscious and may not move, nor fight, nor use mutant powers, until his hit points are again greater than zero.


Characters are considered fluent in their mother tongue (Unislang in the case of most PCs). A character is capable of learning an additional language with an INT of 13, 16, 18, and 20. Literacy is rare; most characters will need to select ‘Literacy’ as an additional language if they wish to be able to read and write.

Unislang is the common language of the Affiliation and surrounding lands. It is a degraded form of the Ancient tongue, and uses a similar (but not identical) alphabet.

Several other languages are also widespread. Raiders and ruin-dwellers favour a corrupt language known as Gutterspeak; while primitive communities speak various Tribal dialects (which vary by region). Unlike Unislang, Gutterspeak and Tribal dialects are not commonly written (and use the Unislang alphabet if they are).

Somewhat less common is the High Tongue, used by the upper classes in the Affiliation. It shares the same alphabet as the Unislang, but is more closely related to Ancient. Characters fluent in the High Tongue may be able to decipher some words of Ancient; the referee may allow an Intelligence Ability Check in some cases.

Knowledge of the Ancient tongue is rare. You must be fully literate and fluent in both Unislang and the High Tongue (its closest modern equivalents) before selecting Ancient as a bonus language.

In addition to the languages common among sentients, Mutant Animals can choose to speak with creatures of the same type as a bonus language.

Pure Humans and Androids with INT 9+ receive literacy for free. Androids speak Ancient by default and would need to have INT 13+ to select Unislang as an additional tongue.

Karma Points:

This is a house rule that I’ve used in one way or another for all my online games. Karma Points help balance PCs and are also used to ensure that the story moves along in a compelling manner.

See the Karma Points page for details.

Revised Armour Rules:

Armour has been divided into light/medium/heavy categories and may limit a character’s maximum Dexterity bonus to AC. See the Revised Armour Rules page for details.


In this adventure, we will use revised encumbrance and movement rules adapted from the Basic Fantasy RPG. See the Encumbrance & Movement page for details.


A number of retainers will accompany the party into the ruins. They are be assumed to be low-level men-at-arms with few special abilities of note. I will use the average Charisma score of the PCs to determine the number of retainers, their morale, etc.

Should a PC die during the adventure, a retainer will be ‘promoted’ to PC status. The stats of the newly promoted PC will be generated using a modified character creation process, and will have only one-half the previous PC’s level.

Two-Weapon Fighting:

Characters may attack with two weapons in combat. The character can make an additional attack roll with the second weapon and can pick which roll to use. (This is not the same as two separate attacks; it’s a ‘roll twice, drop lowest’ game mechanic!)

Although the character gets two attack rolls each round, he suffers a penalty to hit that is dependent upon his DEX score. The following table gives penalties to hit for a character using two weapons, one in the primary hand and the other in the secondary hand:

Two-Weapon Fighting

≤3 -5 -7
4-5 -4 -6
6-8 -3 -5
9-12 -2 -4
13-15 -1 -3
16-17 -0 -2
≥18 -0 -1

Characters with multiple attacks per round only get one extra roll; the player must declare which weapon this applies to at the start of the round (with the default assumption of the weapon in the PC’s primary hand).

This rule assumes the character is using a reasonably-sized weapon in his primary hand (no larger than a sword or axe) and light weapon in his off-hand (dagger, pistol). Characters who insist on other arrangements (twin scimitars, say) will suffer an additional -2/-4 penalty to hit (to primary/secondary hand attacks, respectively).

Ranged Combat Penalties:

This is a pretty minor quibble, but I never liked the fact that it was easier for an attacker to hit a target with a ranged weapon at short range than in melee. Under the standard rules, attacks at short range have a +1 bonus, while attacks at long range have a -1 penalty (no modifier at medium range). My house rule applies a -1 penalty at medium range and a -2 penalty at long range (no modifier at short range).

(I always forget to apply the bonus at short range anyways.)


  1. I was looking over the Mental Attack Table in Mutant Future and apparently I’m also using a house rule for mental attacks. My assumption is that a character using a mental power against an opponent with the same WIL score will succeed half the time; i.e. 11 or higher on a d20 check. The table in Mutant Future would instead give a ’10’ as target number for this check.

    Also, since an attacker only needs to roll the target number or higher, the values of ‘1’ on the table doesn’t make sense – they should be ‘S’ instead, since the attacker would succeed on a 1 or higher.

    I’m going to go with my own interpretation of mental attacks for the Expedition. The Mental Attack tables that will be listed on your PC sheet will include the values that will be used for the online game.

    (I actually think this is more of an errata than a house rule.)

  2. I just added the ‘Opposed Ability Checks’ house rule, based on a suggestion from Malcadon on the Mutant Future forums. Note that the example given is directly from today’s post.

    On a related topic, astute observers may also notice that I’ve also added a ‘Reference Tables‘ page.

    I’ve also documented my ruling on two-weapon fighting.

  3. Quick question on two-weapon fighting: How does this affect characters with more than one attack per round? (Just wanted to ask for record-keeping sake. :P)

  4. Good question; two-weapon fighting only ever allows one additional roll. The player can decide which weapon to apply this to.

    I will update the house rule…

  5. Using both AC Experience Bonus and Opposed Ability Checks. I think I got a fan? LOL

    Its good to see someone making good use of them. Thanks! :D

  6. I just added another house rule with respect to ranged combat penalties.

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