House Rules

General

  • Pure Humans get one randomly rolled piece of bygone tech to start the game.
  • Much advanced personal technology is known to have special properties that only allow Pure Humans to activate it.

Attributes

Willpower modifiers for Metaconcert, Saves vs. Mental Powers, etc., are as follows:

WIL Score Modifier
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 + 1
16-17 + 2
18 + 3
19 + 4
20 + 5
21 + + 6

Skills

Terry Gwazdosky’s slightly modified skill system for MF:

Skill Base
Climb 1 in 6 (1)
Listen 1 in 6
Search 1 in 6
Stealth 1 in 6 (2)
Survival 1 in 6
Swimming 1 in 6
Vocation (3) 0 in 6

(1) STR bonus applies
(2) DEX Initiative Bonus applies
(3) Something applicable to the dark ages (Blacksmith, Soldier, Baker, Butcher, Merchant, Fisherman, Farmer, etc.)

  • No skill can go higher than 5 in 6.
  • Exceptionally difficult situations should use a higher die type (d8, d10, etc) for the check.
  • Pure humans get 2 skill points at 1st level. All others get 1d2-1 (0 or 1).

Experience Level Bonuses

This table replaces the one on page 14 of the core rulebook.

Roll d100 Bonus
01-10 + 1 damage (1)
11-30 + 1 attack per round
31-60 + 1 skill point
61-80 Improved Critical (2)
81-00 + 1 to an ability

(1) Must choose Melee, Ranged or a single Mutation. + 1 is to each die of damage.
(2) First time critical chance increases to natural 19 or 20, second time to 18, 19 or 20, etc.

Mutations

  • Quick Mind does not have the lie detection capabilities listed in the Core Rulebook
  • Any mutant who has the Metaconcert ability can add their WIL bonus to another character’s mental attack as a full-round action.
  • Many mental mutations; specifically Empathy, Disintegration, Killing Sphere, and any other that is in effect a death effect grant a Save vs. Death by the victim to avoid or take half-damage as appropriate.

Combat

*A creature reduced to negative hit points may be saved if, before one round passes, he or she is restored to positive hit points by the use of advanced technology.

*Critical Hits (Natural 20) allow the attacker to roll damage twice, as well as ‘explode’ (roll again) any die that rolls the highest number on that die. There is a check box in Roll20 that does this automatically.

House Rules

Mutant Future Big Sky Donegal