Muns are a rare breed... and thusly act so.
In Mundania, often referred to as "The real world on the inside of the screen," muns have 2d, and are considered "mortal".
In Rhydinia, also known as "The RPG Multiverse", and whenever facing a mun-created character, muns have 6d. Muns have no "trueform" - 6d is their normal dice for all actions.
When facing only characters they have created, a mun's dice increase to 10d; self-created images are the easiest to destroy. The characters may not share this belief...
Muns earn 10% of the XP any of their characters earn, in addition to
XP from munventures and mun spars.
To see if a character can or should be able to interact with his/her mun, see the below list.
The Mun-dane Effects Table. (Can your character see the mun?)
1d - Small animals and beings.
Character doesn't notice bubbles, can't hear muns, and generally could care less.
2d - Average mortal/creature, muns versus each other.
Character may encounter muns, but won't enjoy it; still unaware of the character closet unless blatantly pointed out; bubbles still invisible.
3d - Particularly ferocious mortal/creature.
Character is probably aware of the closet/vacuum/whatever, and is pretty sure who to blame for it; may show beginning signs of AoHell cognizance, though only limited.
4d - Extremely ferocious critter/dragon/immortal.
Character is probably aware of muns, bubbles, and the character box; also prone to knowledge about the OnlineHost and very prone to knowledge of punt creatures. Still locked in the bubbles, usually.
5d / 6d - Demons and higher powers, muns versus other characters.
Character is pretty sure of munnic existence, and may or may not like this fact, also becoming decidedly aware of other muns' bubbles and their contents. Most characters either die shortly afterwards, challenge the muns to duel, or live with it.
8d - Lesser deities.
Character is powerful enough to realize the artificial constructs around his/her universe; specifically, being located in a cheap-arse chat room on a rotten service known as AoHell. Character has about as much knowledge about RP stuff as the mun does, and tends to interact with them regularly. Generally bossy unless mun-slapped a few times.
10d - Greater deities, muns versus their own characters.
Character is on equal terms with his mun, basically; having the same dice as your mun can be a major advantage if you would like to, ah, debate what the hell he was thinking when he made you die another automatic PHD. Character can escape bubbles at will, and is generally considered equal to a mun for purposes of activities; beware, the mun can still erase you if you get too cranky.
12d - The hidden die level.
This is reserved for one purpose and one only; getting you to stare
at this spot really hard until you wander off to go ask for a set thereof.
Congratulations, if you just decided you want them, you have been suckered.
Munnic Innate Abilities:
Muns can conjure IMps, can summon characters, can teleport at will
within Rhydin, can summon bubbles for themselves or characters, and can
erase a character of their own. However, this is not always easy:
Summoning an IMp - Automatic action. Doesn't require a roll.
Summon Character - Requires a roll of 1d; on a hit, character is summoned, whether he wants to be or not.
Summon Bubble - Summoning a bubble for oneself is automatic and requires no roll; summoning a bubble for a character requires the character to roll a dodge (at -d5 per die below the mun's dice or +d5 per die above the mun's dice.) Characters can also attempt to lock muns in the bubbles by this method.
Erase Character - This is a munnic procedure, and technically can be done at any time; the character must belong to the mun. A DeathMatch is one way of settling an erasure.
Teleport - Also known as the relocate, muns can go wherever they want, assuming they are 'alive'.
Mun Discorporation:
Muns cannot truly be killed (for obvious reasons.) However, if a mun
recieves enough physical damage to denote death, he is restricted to bubbles
only, and can no longer participate in IC activities. To reverse this dark
fate requires a Re-Link - treated as a resurrection that requires 60 hits
to succeed. Discorporated muns cannot converse with characters through
the bubble wall, but may still talk to fellow muns.
Shameless plug: The muns have their own guild, MoRE. Why not drop in?