The History monks
The Gods had gathered around the Game table. It was quite large, and next to it laid several dice. It was not a normal table however, and it showed a perfect image of the Disc, which glides majestically through the void on the shoulders of four elephants, standing on the Great A'Tuin. If you looked good, you could see the Cori Celesti, and on it's peak Dunmanifestin, the home of the gods. Really good observers could even look through the tiny windows, and see themselves peering towards the map,which would net them a headache for their trouble. The table was surrounded by the more important Gods of the Disc. There 's Blind Io, chief of the Gods. There's Offler the Crocodile God, one of the older and widely followed Gods of the Disc. There's Fate, who always wins in the end. Next to him sits Destiny. And there's of course the Lady, "She who shall never be named" who's looking across the table with a faint smile..
Fate is the first to speak "So, whom of you wants to play a game." There's little response from the Gods, until finally Blind Io responds, his eyes flying around the table."It depends on which game you want to play. Besides, everyone knows you never lose." Several of the other gods join him, and for a while the idea of a game of Snakes and Ladders is contemplated, but eventually Fate's idea wins. The gods go and sit around the table, while Fate explains the rules. What I have in mind is a game of Champions and Heroes. Each God has one player, whitout any previous acts of heroism, and beyond that it's just them and the dice." With that he picks up the dice, and throws them one the table. They spin around, and when they eventually stop, they reveal, as is to be expected, sixes.
Meanwhile, you find yourself on a cart, heading up the Mountain pass towards a secluded Monastery, home to the History Monks. It's them who keep the timeline straight, and ensure that right past and the right future get connected in right present. You don't think you did any wrong with what you did, it were only some tricks afterall, but the monks,whichever of one picked you up, urged you to come join them in the monastry. Whatever your reasons were, you decided to follow them. There's all sort of people with you in the cart, 8 in total.
1: The disc has over 3000 gods, and Theologists discover more every day.-Human( Comes in many flaveors: Ankh-Morkporkian, Agatean, Klatchian ....)
Humans are one of the most dominant lifeforms on the disc, and overall are pretty united. Due to the fact that humans tend to be everywhere, they haven't got much problems in finding people to talk with. Rasicm doesn't exist on the Disc, where Speciism is a much more usefull alternative( White and black, for example, united and harrased green) Advantages: Trade( What did you do in your previous life), No Speciism( +1 when talking to other humans)
Disadvantage: Mundane
-Igor:
Technically ordinary humans, the Igors are easily recognisable, they have a lot of scars, they lisp and they limp. Traditionally servants, they always want a Master. They are very resourcefull, and have taken up the habit of passing along bodyparts. An Igor can litterally have his grandfathers hands. Most of them live in the Überwald, where they serve as servants for the local nobility. -Advantages:
Excellent surgeon or excellent Mechanics(+1 to surgeon or +1 to mechanics).Inherited body part (Can be anything from good hands to additionall limbs/organs)
-Disadvantage: Scarred( -1 to social interaction)
-Dwarf( 2 flavours: city dwarves and Mountain dwarves. All very stereotypic)
The dwarfs lived traditionally underground, but nowadays the biggest dwarven city outside the Überwald is Ankh morpork. All dwarves wear multiple layers of clothing , so much in fact that determining their gender becomes quite difficult. This results in a cultural dogma and all dwarves are considered to be he's, even in a married couple. The dwarves are sure that one of both will probably be female, and that they both know who that is. The mountain/überwald dwarves are very against the the rest of the world, and some of them refuse to come outside. Also to note, famous dwarven foods are rat with ketchup and dwarven bread, which one many occasions can be used as a weapon.(See, dwarven battle bread) The dwarves have had long wars with the Trolls, but that settled down now.( See Battle of Khum Valley). The dwarfs didn't like the fact that Trolls sometimes tried to eat their mineral wealth./i]
Advantage: Law abiding(+1 to be honest/have other think you're honest.), Tradition dwarven skill( Choose one stereotypic dwarven thing)
Disadvantage: Vertical disadvantage
-Bogeymen:
Bogeymen are often considered to be undead but they are not. They excists only by the power of belief, and feel more certain when hiding under beds and in closests. A bogeymen can take on any shape, but only to scare people, mostly kids. The fact that they are based on belief forces them to follow folk tales, and indeed how away when you hide under a blanket.
Advantages: Chapechanging(Only to fear people, once every 3 turns), Good hiding: ( +2 when hiding in traditionall bogeymen hiding places)
Disadvantages: Force of belief.( Since they exicsts only by the power of belief, they have to follow various beliefs, including going away when your victim hides under a blanket.
-Gargoyles
Stone statues that move around. While they may seem slow, a gargoyle is very patient and can be quicker than they look when needed. They're chaped like all kinds of monsters, often winged and such. Most of them have pipeshaped mouths, and therefore trouble pronouncing consonants.
Advantages: Statue shaped( Winged gargouilles can fly, this is a bonus depending on your gargoyles form), Patient watcher( +1 to eyesight)
Disadvantages: Slow (-1 to things that require speed)
-Golems
Quite large humanoids made from clay. Only sentient to a limited extent. Golems are powered by words hidden in their head, and most of them are very old. There aren't much free golems, as their words tell don't tell them they can be that way. Golems are hard to kill, and don't need any sleep nor food.
Advantages: Words( Not to much words(10 max). They determine the character and abilities from your golem. Technically not alive (No sleeping, eating drinking)
Disadvantage: Words
-Nac Mac Feegle
Small blue hided redhaired humanoids. Very strong. Strong male /female difference. Matriarchal society, controlled by the smarter females. Only very few females are born. The Nac Mac Feegle aren't very smart, and are in fact terrified of having their names being written down. They are afraid of anything that might looks at least a bit official and have swords that glow blue when in the presence of lawyers. Things they like to do most are fighting, drinking, stealing and fighting and drinking and stealing. They use poetry and music as deadly weapon.
Advantage: Strong(+1 to anything involving physical force), Stealthy ( Being as tall as a smurf helps to avoid getting noticed)
Disadvantage: Dumb( -1 to anything involving using your head for anything else then a weapon)
-Trolls
Beings made of stone, with minerals as veins and silicon brain. Trolls are often seen as dumb, which is not always true. A trolls intelligence depends on the temperature of his head. In the mountains they're quite smart, but their intelligence level rapidly decreases when the temperature increases. In the mountain vally where the monastry is located, their intelligence level is equal to most humans.
Trolls and dwarves don't go well toghether, probably due to the fact that many a dwarf mistook a napping Troll for a mineral rich rock. Trolls don't eat normal food, but instead eat minerals.
Advantages: Silicon brain( See up), Strong ( +1 to strength rolls)
Disadvantage: Silicon brain( see up)
-Vampires
Most vampires live in the Überwald, where they make up a large part of the traditional aristocracy. Vampires have tendency for drama and are often stuck in their traditional roles in Stories. While almost immortal( Can only be killed by a stake through the heart and being beheaded.) vampires suffer from many weaknesses. They can't stand sunlight, can't cross running water, are scared of religious symbols(of which the Disc has a lot), can't stand holy water, can't stand garlic,.... While some of these only hamper them, others turn them to dust, at which point they need a drop of blood to revive them. Recently there has been another movement, The Black Ribonners, who vowed not to drink blood.
Advantages: Almost immortal, animal form( Any small, often flying, animal)
Disadvantages: Traditional vampire weaknesses ( Note ,this is mostly a psychological thing, so vampires can try to ignore their weaknesses)
-Werewolves
The rest of the traditionall Überwald aristocracy. Werewolves are humans who can change between wolf form and human form at will most of the time, but are forced to change at full moon. Other varieties excist, but will not be used in this story. Werewolves are , just like vampires, technically immortal. There are only 2 ways of killing a werewolf, either by silver or by fire. Contact with silver and fire isn't instantly deadly, but it will inflict lasting wounds. Werewolves have to watch out when changing shapes, the mind adjusts itself to the form it is in. The more you stay in wolf form the more you start relying on instincts.
Advantages: Wolf form( Can change: Changed gives increasing bonusses to speed, tracking and others at the cost diminishing intelligence), technically immortal
Disadvantage: Forced change+ Weakness for silver and fire.
-Zombies
Dead people that forgot to stop living. Most of them retained all their intelligence, or have become even more intelligent. Zombies can control all their bodyparts perfectly, and are quite hard to kill. The only way to kill a zombie is to destroy it's body.Sadly they don't heal anymore, so they need to have their saw limbs back on and such.
Advantages: Hard to kill, Perfect control (3 turn recharge, +1 to a chosen action)
Disadvantages: No healing
There are many gods in the Discworld, and many of them like to play games with lives of humans. You can take any of the known Discworld gods, or make your own one. Give me a description of him then though. For this game your characters are their pieces. Your character doesn't need to believe in the God that has chosen them, but it helps. The Gods might inervene when something goes wrong. You can also try to pray , which might have varying results.
Name:
Player:
Race:
God: (Ie ,which god or godess uses you as their playpiece)
H.P.: 75/75 ( We 'll be using Gatleos system)
Temporary modifiers:
Racial advantage:
Racial disadvantages:
Skills:
Inventory:
Health:
Player has read discworld books: YEs/No
Player has read the Thief of Time: Yes/No
Character Bio:
Injuries
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Light Bleeding: 10 healing points. [-1 HP per turn]
Fracture: Requires medical attention and 20 healing points.
Heavy Bleeding: Requires medical attention and 20 healing points. [-5 HP per turn]
Very Heavy Bleeding: Requires skilled medical attention and 30 healing points. [-20 HP per turn]
Broken Bones: Requires skilled medical attention, then 40 healing points.
Missing Limb: Never heals, obviously.
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You make a healing roll each turn after an injury has been sustained; the amount you roll is added to your healing points, and the wound disappears when you have enough. For major wounds (anything above light bleeding), you can't make healing rolls until you've received the appropriate medical attention. Only doctors can provide skilled medical attention properly, anyone else gets a -2 to first aid rolls, although the application of brandy can add +1. Bleeding injuries drain health, of which each player starts with a maximum of 75. If a player has no bleeding injuries, they regain 4 hitpoints per turn.
Thank you Gatleos.