3.1: Each character starts out with 100 Experience Points (EP) to
spend.
Death Munchkin! uses a modified version of the FUDGE Objective Character
Creation system (section
1.6
in the standard FUDGE rules). In the normal FUDGE Objective Character
Creation system, each character starts out with a GM-specified number of free
attribute levels, free skill levels, and free gifts, with GM-specified
restrictions as to how many Great or Superb attributes/skills may be
taken. In Death Munchkin!, however, all characters start off as a
"blank sheet" with 100 unspent Experience Points (EP). These 100
EP may be immediately spent as detailed in section
5.2
of the standard FUDGE rules.
Not all 100 EP need to be spent when the character is created. These initial EP may be held in reserve for any Traits the player might realize the character needs during the course of adventuring. EP may also be used to buy Fudge Points at a rate of one (1) Fudge Point per EP.
Send comments regarding this Web page to:
Roger M. Wilcox.
3.1.1: Characters may gain extra EP to spend by reducing
their attributes and/or taking Faults.
These options are available only when a character is being created:
3.1.2: EP do not work exactly as detailed in FUDGE section
5.2.
There is one important differences between the way EP are handled in the
standard FUDGE rules and the way they are handled here. Namely, in
Death Munchkin!, Traits are not limited to being raised one level
at a time by the expenditure of EP. A Trait may be raised as many levels
as desired at the time the EP are spent.
3.1.3: The EP rules in FUDGE section
5.2
also need clarifications.
Skill Difficulty
EP cost to
acquireInitial level
when acquiredEasy 1 Fair Average (Most) 1 Mediocre Hard 1 Poor Very Hard 1 Terrible
Each additional level of Legendary costs an additional 50 EP.
Skill Difficulty ->
Easy
Average
Hard
Very Hard
Terrible — — — 1 EP Poor — — 1 EP 2 EP Mediocre — 1 EP 2 EP 3 EP Fair 1 EP 2 EP 3 EP 4 EP Good 3 EP 4 EP 5 EP 6 EP Great 7 EP 8 EP 9 EP 10 EP Superb 15 EP 16 EP 17 EP 18 EP Legendary 31 EP 32 EP 33 EP 34 EP Legendary 2nd 61 EP 62 EP 63 EP 64 EP
To raise an Attribute above Legendary 2nd, each additional level of Legendary costs
an additional 150 EP.
From —>
ToTerrible
Poor
Mediocre
Fair
Good
Great
Superb
Legendary
Terrible 0 EP -3 EP -6 EP -9 EP -15 EP -27 EP -51 EP -99 EP Poor 3 EP 0 EP -3 EP -6 EP -12 EP -24 EP -48 EP -96 EP Mediocre 6 EP 3 EP 0 EP -3 EP -9 EP -21 EP -45 EP -93 EP Fair 9 EP 6 EP 3 EP 0 EP -6 EP -18 EP -42 EP -90 EP Good 15 EP 12 EP 9 EP 6 EP 0 EP -12 EP -36 EP -84 EP Great 27 EP 24 EP 21 EP 18 EP 12 EP 0 EP -24 EP -72 EP Superb 51 EP 48 EP 45 EP 42 EP 36 EP 24 EP 0 EP -48 EP Legendary 99 EP 96 EP 93 EP 90 EP 84 EP 72 EP 48 EP 0 EP Legendary 2nd 189 EP 186 EP 183 EP 180 EP 174 EP 162 EP 138 EP 90 EP
3.2: Attributes may start out at levels other than Fair.
Before character creation begins, the players and GM may agree on any one of the
four following methods for determining the initial base level of each
attribute. The players are then free to raise any and all attributes above
their base levels by spending EP, or to lower any and all attributes below their
base level in exchange for garnering extra EP.
3.2.1: Method 1:
All attributes start out at a base level of Fair, just like in the normal FUDGE
rules.3.2.2: Method 2:
Use the attribute table in the Random Character Creation rules (section
1.8 of
the normal FUDGE rules) exactly as written. That is, roll 2d6 and consult the
table to determine the base level of each attribute.3.2.3: Method 3:
Use the attribute table in the Random Character Creation rules (section
1.8 of
the normal FUDGE rules), but roll 3d6 and discard the lowest d6 before
consulting the table to determine the base level of each attribute.3.2.4: Method 4:
Use the attribute table in the Random Character Creation rules (section
1.8 of
the normal FUDGE rules), but roll 15d6 and discard the lowest 13 d6es before
consulting the table to determine the base level of each attribute.
3.3: Choose, or roll, your character's Race.
Descriptions and game mechanics for each character Race in Death Munchkin!
are laid out in Section 4: Races. Before
character creation begins, the players and GM may agree on any one of the four
following methods for determining the Race of each character:
Note that there are disadvantages to being one of the larger races. Namely,
you will have trouble squeezing into the 10-foot-by-10-foot corridors that are so
common in 3.3.1: Method 1:
Races are purchased for EP, just like Skills and Gifts are. EP costs for
each Race are listed in Section 4.3.3.2: Method 2:
Roll percentile dice for each character, and consult the following table:
roll Race 01-40 Human 41-70 Half-elf 71-90 Half-orc 91-93 Half-troll 94-96 Half-ogre 97-99 Half-giant 00 Half-Tarrask 3.3.3: Method 3:
Use the table listed in Method 2 (Section 3.3.2, above), except roll the percentile
dice 6 times, taking the highest roll.3.3.4: Method 4:
Use the table listed in Method 2 (Section 3.3.2, above), except roll 12 ten-sided
dice, take the two highest (or two 0's, if there are two 0's), and arrange them
higher-roll-first so that they spell out the highest 2-digit number.dungeon crawls Underground Labyrinths.
3.4: Your EP Value determines how powerful you are relative to others.
When you are done creating your character, you must calculate his or her EP
Value. EP Value is calculated as follows:
Whenever your character spends new EP in the course of adventuring, add these spent
EP onto the character's EP Value. Your EP Value is used for calculating how
big of a challenge the monsters are that you fight, so don't cheat. If the GM
discovers that your EP Value is higher than what you've told her it was, the GM may
revoke some of the unspent EP she has given your character, give your character
extra Faults that you do not want him to have, or cause a giant anvil to fall from
the sky and land on your character's head. And besides, the higher your
character's EP Value, the more you can boast about it to your munchkin friends and
make them envious.
Roger M. Wilcox's homepage