A few steps to the left, we have Earthrealm, a wide and varied place, filled with impossibility, where rule-of-cool is a law of the physics itself, where mice become gods, and Demons become ice cream salesmen. In this place we find visitors and objects from almost any place you can imagine, rubble and nomads from across history, mythos and fiction alike.
It is here that a few stories might begin, a few stories might continue, and against all odds, a few may even receive the endings they were denied.
HP: How your general state of health is, Running out of this spells Death, or at least, imminent death.
MP: Mana, The magical mojo, juju, or generally great magical energies that you have on hand.
EG: Elbow grease, this is your can do, hard working ability, Running out of this vastly limits your physical abilities, and can be spent to perform physical tasks.
PP: Pontification points, these an be spent to learn things on your own merit, from books and examples.
Skills: Passive learned or biological things that give a character an advantage.
Spells: Magical abilities that work through uttering Special incantations, they come in several flavors, Normal, which is a spell that performs a specific general task, and covers a wide range of spells, Crafting, spells which are intended to be used in creating or transforming objects in some manner, and themselves have little use, Rituals, which require reagents and specific shapes, incantations and actions to cast, and Metamagic, which are special effects that can be applies to your other spells.
Abilities: Physical abilities that can be performed in return for Elbow Grease, and possibly mana alongside it, these are split into Combat, Crafting, and Other.
Combat: Combat is turn based, but turns can be shifted around constantly due to changing circumstances, Against Non-player Enemies, Players are left as is, But in pvp, Players involved will gain handicaps, not enough to make them equal, but enough to prevent roflstomps and give the underpowered player a chance to escape, take advantage of a situation, or give it the old absolutely insane try. This handicap is not applied if the weaker player instigates the fight, attempting to make use of this knowledge.
Paladins and any/all divine power based classes: Divine beings in this setting gain their power from Oaths, and as such, grant power based on Oaths you make to them, either of fealty, self-restriction, or promised action. This puts several classes in the potential zone for pseudo-paladinship, including Luchadors, which Make Oaths to the vague spirit of wrestling, or actual god of choice, to follow their codes of honor, and Monks, who make Oaths of Poverty, pacifism and such in return for their martial prowess, longevity, and wisdom, allowing unarmed physical classes to compete even against other armed classes. Any class can make Oaths however.
Demonic power based classes: Demons gain their power by Debt, As they Are owed they become more powerful, and as they owe, they become weaker, Demonic politics Demands however, that they repay their debts and obtain their payments based on the amount of goods being transferred. Ergo, Requesting a large amount of assistance from a demon will grant them more time to wait on you repaying it, but without fail, they will be able to conclude the transaction unless killed, they are are the only ones forced to honor their agreements however, and this power draining effect will not directly affect a non-demon. Any class can perform trades with demons, with associated risks involved.
Interdimentional Goodies: Objects from other worlds will function as they would in their respective world, translated in a way that fits this worlds laws, an eternal engine for example would produce unlimited energy, in this case, likely mana or kinetic.
Channeling: Any biological organism with a soul can channel, a rudimentary form of Magic casting, it is based on materials, and as such requires a player to specify what they channel the magic onto, This channeled magic can be re channeled to another object creating a new mana type, ad-infinitum, Creating new and variable effects when reabsorbed, launched, or otherwise used. Characters with no knowledge of magic will have an extremely low chance of successfully doing so.
Rule of cool: Any action can be attempted, and players can elaborate on the intended outcome of this action, which in turn can influence the outcome. If it is really cool, it has a higher chance of working, the same applies to crafted objects, creative use of magic, and other clever ideas.