Some Skills, particularly Very Hard Skills, also have a "Prerequisite".
This is another Trait, or a minimum level in another Trait, that your character
must have before he is allowed to buy the Skill.
Not all available Skills are listed here. Some Skills are associated with
specific Magic Spells, Psionic Powers, or Mutant Powers. Piloting skills
come in varying difficulty levels, and are listed with their respective
Vehicles in Section 13.
If you are Parrying with a shield, you may add the shield's "vs. Melee" bonus
to your Skill level.
You are skilled in speaking a language other than your native language.
Languages used in the World of Death Munchkin! include elvish, orcish,
trollish, ogrish, and Brazilian Portuguese.
You are capable of making a special, directed strike, either with a melee weapon
or with your bare hands/feet, which is particularly good at cutting your opponent's
head off. The Twisted Lotus Decapitation Strike cannot be used against an
opponent which does not have a head (such as a crawling mound of slime). Note
that even if the Twisted Lotus Decapitation Strike is successful, some creatures
are not adversely affected by the loss of their head — a Laernian Hydra, for
example, will grow 3 new heads every time one of its heads is cut off.
Your touch is capable of setting up deadly vibrations in any organ of the body,
which will cause that organ to rupture and fail at some fixed time in the future.
Whenever you attack someone in Unarmed Combat, you may declare that you are using
your Di-Mok Quivering Palm of Organ Destruction Skill. You must also declare
which organ you are attempting to affect, and how long a delay you intend to set
up. The Unarmed Combat attack does not inflict normal wounding damage.
If the Unarmed Combat attack missed, or would not have inflicted at least a
Hurt result on your opponent, the attack has no effect. If the Unarmed
Combat attack would have succeeded in inflicting at least a Hurt result on
your opponent, make Action roll of your Di-Mok Quivering Palm of Organ Destruction
Skill at a Difficulty level equal to your opponent's Constitution. If you
succeed, you have successfully set up the vibrations in the organ you specified
when you made the attack.
If you made your Di-Mok Quivering Palm of Organ Destruction Skill roll exactly, the
vibrating organ is destroyed immediately. If you made your Skill roll by 1 or
more, vibrating organ will destroy itself immediately after the delay period you
specified. The delay period may be set as short as zero time, or as long as 1
week. Destruction of a vital organ, such as the heart or brain of a humanoid,
results in the immediate death of the victim. Destruction of other organs may
not result in immediate death, but will usually have dire consequences. The
GM will be very creative when coming up with the effect of non-vital organ
destruction.
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5.1: Skills are organized according to how difficult they are to
learn.
The Difficulty of a Skill determines how much it costs to learn, what the
initial level of the Skill is when you first start to learn it, and what the
"default" level of the Skill is if your character has not spent any EP on it.
5.2: Easy Skills default to Mediocre unless they default to
non-existent.
The Easy Skills are:
5.2.1: Knot Tying
You are skilled at taking two of those 50-foot ropes everybody seems to buy,
and tying them together to make a 100-foot rope.
5.2.2: Dodging
You are skilled at avoiding attacks. During combat, you may forego the
opportunity to make an attack on your turn and instead attempt to make yourself
much more difficult to hit. If the rolled degree of your Dodging Skill is
greater than your Agility, this higher level is used instead of your Agility
whenever somebody attacks you, until your next turn. Dodging can even be
used out-of-turn if you are willing to forfeit your next turn. See
Section 16: Combat.
5.2.3: Parrying
You are skilled at blocking melee attacks. During combat, if you are
aware of someone making a melee attack against you, you may forego the
opportunity to make an attack on your turn and instead attempt to block the
incoming attack. If the rolled degree of your Parrying Skill is higher
than the rolled degree of your opponent's melee weapon skill, you have
successfully parried his attack and his blow fails to land. Furthermore,
the parried-person's Initiative next round is automatically reduced to one
step below yours, guaranteeing you will get to act first. Like Dodging,
Parrying can be used out-of-turn if you are willing to forfeit your next
turn. See Section 16: Combat.
5.2.4: Diving for Cover
You are skilled at getting out of the way of attacks that affect everything in
an area. During combat, if you are aware of someone making an area-effect
attack against you, you may forego the opportunity to make an attack on your
turn and instead attempt to jump out of the way. The Difficulty of
Diving for Cover up to 2 meters is Fair. You may Dive for Cover a
greater distance, but the Difficulty goes up by +1 for every 2 meters
thereafter. If your attempt to Dive for Cover fails, you are considered
to be in the air over the spot you started out in when the attack goes
off. Like Dodging and Parrying, Diving for Cover can be used out-of-turn
if you are willing to forfeit your next turn. See
Section 16: Combat.
5.3: Average Skills default to Poor unless they default to
non-existent.
The Average Skills are:
5.3.1: Specific Melee Weapon
You are skilled in using one specific type of melee weapon in combat.
Examples of Specific Melee Weapon skills include Broadsword, Whip, Chainsaw,
and Light Saber.
5.3.2: Unarmed Combat
You are skilled in melee combat without using weapons. Unarmed Combat is
another name for the Martial Arts Skill. If you do not invest any EP in
the Unarmed Combat Skill, you are at -1 on your Offensive Damage Factors when
making an unarmed melee attack, as detailed in FUDGE section
4.54.
5.3.3: Specific Ranged Weapon
You are skilled in shooting one specific type of ranged weapon in combat.
Examples of Specific Ranged Weapon skills include Longbow, Crossbow, Sling,
Thrown Rock, 9 mm Pistol, .223 Rifle, and Laser Carbine. Ranged weapons
that are self-targeting (such as guided missiles) are considered to have their
own Ranged Weapon skill built in, and do not require their user to have any
Skill to target them — although extremely complicated weapons may require
their user to have a Skill to make them fire and tell them whom to fire at.
5.3.4: Fast Draw
You can draw a weapon and have it at the ready instantly. This Skill
requires an Action Roll at a Difficulty Level of Fair; failing your Skill roll
means your weapon takes the normal amount of time to ready. If both
opponents in a walk-down gunfight have the Fast Draw Skill and both of them
make their Skill rolls, the one with the highest skill roll has her weapon
readied first.
5.3.5: Swimming
You can move through the water without drowning. A penalty of -1 is
imposed if you are carrying weight of at least 1/3 but less than 2/3 of your
carrying capacity, -2 if you are carrying weight of at least 2/3 but no greater
than all of your carrying capacity, and -3 if you are carrying more weight than
your carrying capacity.
5.3.5: Bartering
You are skilled in getting a good price when you sell things. Whenever
your character attempts to sell something, make an Action Roll with his
Bartering skill and consult the following table:
Items can never be sold for more than their market value, because this would
allow munchkin characters to earn a living by other means besides killing
things and stealing their treasures.
Bartering roll Result Mediocre or worse Item can be sold for half its market value Fair Item can be sold for 3/4 of its market value Good or better Item can be sold for its full market value 5.3.6: Language
Defaults to non-existent
5.3.7: Lockpicking
You are skilled in opening locks without the proper key. You must have a
lockpicking tool available to use this skill. An improvised lockpick,
such as a Bobby pin, imposes a -1 penalty. Each lock will have a
difficulty level for being picked; picking an average lock will be of Fair
difficulty, while picking the lock to a bank vault will be of Superb
difficulty.
5.3.8: Finding Traps
You are skilled in finding hidden traps. Each trap has a Finding
Difficulty.
5.3.6: Disarming Traps
You are skilled in deactivating traps without setting them off, or in setting them
off in such a way that you don't get caught by them. This is not the same
skill as throwing another party member into a trap to set it off. Each trap
has a Disarming Difficulty, completely separate from its Finding Difficulty.
5.3.9: Moving Silently
Others must make a Perception roll at a difficulty level equal to the rolled degree
of your most recent Moving Silently Skill roll to hear you, when this skill is in
use.
5.3.10: Hiding in Shadows
If the light is dim or there are shadows big enough for you to hide in, you may use
this Skill. Others must make a Perception Roll at a Difficulty Level equal to
the rolled degree of your most recent Hiding in Shadows Skill Roll to see
you. You must stand perfectly still to Hide in Shadows.
5.3.11: Climbing
You are skilled at climbing things that don't have many good handholds and
footholds. Climbing a steep mountain face would be of Fair difficulty, while
climbing a brick wall with only shallow mortar-dents between the bricks would be of
Great difficulty.
5.3.12: Healing
You are skilled at cleaning and binding wounds. This Skill works as detailed
in FUDGE section
4.8.
5.3.13: Disguise
You are skilled at making yourself into a convincing likenesses of another.
A Perception roll at a difficulty level equal to the rolled degree of your most
recent Disguise Skill roll is required to see through the Disguise. You are
at -1 to the rolled degree of your Disguise Skill if the creature you are
impersonating is not of the same species or sex as yourself, and at an additional
-1 for each level your Strength/Mass Scale (for size) differs with that of the
creature you are impersonating. If the person observing you is suspicious
and looks you over carefully, her Perception Roll is at +1.
5.4: Hard Skills default to Terrible unless they default to non-existent.
The Hard Skills are:
5.4.1: Picking pockets
You are skilled in removing items from other people's pockets without them
noticing. To successfully pick someone's pocket without being noticed, you
must make a Skill Roll at a Difficulty Level equal to your would-be victim's
Perception.
5.5: Very Hard Skills default to non-existent.
The Very Hard Skills are:
5.5.1: Twisted Lotus Decapitation Strike
Prerequisite: Unarmed Combat or Specific Melee Weapon of at least as high a
level as this Skill
5.5.1: Di-Mok Quivering Palm of Organ Destruction
Prerequisite: Unarmed Combat of at least Good
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