(The name is what the book would be called if Moist Von Lipwig ran a casino)
So. The setting is Discworld, which is a flat world held up by four elephants on the back of a turtle, the Great A'Tuin. The world is powered by Narrativium, which makes things go because that's how they're supposed to go. The Brave Woodsman always arrives in time to save the Little Girl and the Old Woman from the Big Bad Wolf. The Brave Children always push the Wicked Witch into her own oven. Things run in stories.
Humans: Yep. Humans.
Dwarves: Short bearded people with certain taboos regarding gender (mainly dissolved in The Fifth Elephant)
Trolls: Shilica- Shilictia- Made out of rocks. Really smart in the cold, dumber in hotter areas.
Igors: Like peoplehumans, but with lots of extra organs and very good surgery skills. Always named Igor/Igorina.
Feegles: Tiny, angry blue Pictsies. Crivens!
Golems: Big clay guys controlled by words in their heads. Emotionless.
Zombie: Won't stay dead. Fall to bits a lot. Keep their personality from their life.
Vampire: Allergic to bright light, holy symbols. If they're in Ankh-Morpork, they're probably a Black Ribboner, which means they don't drink the... "b-vord" and are obsessed with something else.
Werewolf: Werewolf. Not much to say here. Can only be killed by silver or fire.
Bogeyman: Hides under children's beds/in their closets. Afraid of blankets.
Minor Anthropomorphic Personification: The Oh, God of Hangovers for instance. A humanoid representation of a force. Minor is the key word; no "Fate" or "Death".
I've decided against Orc because there's only one of them so far.
Taken from Irony Owl:
Advancement generally occurs in one of two ways: Stat Points and Skill Points. HP can also be raised, but the exact mechanic for this has not yet been decided. Suffice to say it will involve getting injured a lot.
Skill Points: A skill point is granted whenever a character rolls a natural 5 or 6. Rather than fitting into a preset category, skill points are short, descriptive references to the event in question. Skill points generally reference the event, rather than defining it, so deciding that the relevant part of Archery Decapitation was that you were firing from a rooftop is acceptable. They have no innate function until used.
Note that while saying "I cut off his head" with a normal attack isn't likely to do any more damage than "I poke him with my sword" or "I hit him again," it makes a rather large difference in what skill point you might get from the act. Choose wisely.
Three skill points may be combined to form an Ability. A skill point may also be converted into a Concept, whether to gain a new one or strengthen an existing one.
Abilities: Abilities are special abilities that may be activated once per battle. Generally speaking, they're otherwise normal actions that grant a +1 bonus to the roll and may have some special effect, but are often limited in what they can be used against.
Offensive abilities may not be used any more conditionally than normal actions; that is, you cannot activate an ability "If I hit" any more than you could attack "If I'd hit." You may, however, use an ability "If I'm still wounded," just as you could attack "If I'm still wounded." Defensive abilities may be used with conditionals, but may not activate retroactively. An ability that reduces damage could be activated "If I get hit," for instance, while a dodge ability could not.
Like spells, abilities are fairly open-ended in effect; basic physics and common sense must be observed up to a point, but high-action results are acceptable. They do, however, have some limitations based on construction.
Abilities are made from three skill points, and each skill point must be relevant to the intended ability in some fashion. Overly broad connections, like "attacking enemies" or "using a weapon" are usually not acceptable. An ability's special effect(s) depends on the strength of the foe and the result of the rolls; using a stunning attack on a healthy dragon would have far less effect than on a nearly-dead peasant, for instance.
Furthermore, an ability must generally be limited to a specific situation or category of opponents, also based on the relevant skill points. As a rule of thumb, an ability should work against one out of three categories, whatever they may be. "Heavily Armored" as opposed to "Lightly or Medium Armored" would likely be acceptable, as would "Heavily Armored" as opposed to "Lightly Armored or Unarmored." Overly cheesy or uneven divisions, such as "Landbound" as opposed to "Flying or Swimming," or "Living" as opposed to "Dying or Dead," are obviously not acceptable.
As might be expected, note that more specific abilities tend to have stronger effects when relevant, and vice versa.
Name:
Species:
Gender: (unnecessary for Golems (Gladys doesn't count) and optional for Dwarves)
Description:
Occupation:
Skill Points: (or an ability)
Background: (Damnit Taricus, you will put something here.)
1. Talarion
2. dermonster
3. Darvi
4.
5.
6.
Magic works with Narrativium: If it should work then it does. Post your characters; I have a few reservations already. Only people who explicitly called a spot.