Muscles
This stat is a measure of the character's physical strength. This stat
can be used to determine things like how far you can Punt the Puny Human*,
and how hard you punch the Dwarf currently chewing on your knees.
(*Popular Troll pastime.)
Scuffle
This stat determines how well a character will do in a fight. They
can spot the most tender vulnerables, they know where to poke their finger
and the right time to jerk their knee. Generally they know a few weapons
as well, from the traditional sock-full-of-manure, and board-with-a-nail-in-it,
to fancier fair such as swords and axes.
Smarts
This stat determines, big surprise here, how smart the character is.
Its doesn't necessarily mean scholarly learning, it can apply from anything
to street-cunning to herbal-lore. Its comes into play when resisting CMOT's
offer of a sausage, or figuring out what the Patrician is really asking
of you.
Toughness
This stat determines the character's endurance in things like how long
they can run from the watch, how much alcohol they can drink, how
long they have before the assassin's poison melts their spleen, and how
much pounding they can take from the Troll Doorman before going *splat*.
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Astrozoology
Cost: 5 points
Finding a use for this skill is left as a exercise for the players.
(Dwrpg 57)
Broomstick Pilot
(prerec: Witchcraft)
Cost: 5
The skill of operating a flying broomstick. (Dwrpg 57)
Guilds
Cost: 10 points to belong to a Guild
13 points to choose a guild packet without actually belonging to the
guild.
"A guild has a very broad scope, it controls not only who may practice
its particular trade, but who may learn the trade in the first place, who
the practitioners may hire and fire, where they may set up their business,
what they may charge, what standards apply to production, quality, and
advertisements of the goods and services being provided, and almost anything
else the that the administrators can think of". (See Dwrpg pg95)
Below are some of the more popular guilds and examples of what a guild
member may know.
--The Assassins Guild
Fashion sense, anatomy, poisons, concealable edged weapons, Death
and Death Studies.
--The Guild of Thieves, Burglars and Allied Trades
Accounting, mugging, polite burglary.
--The Embalmer's Guild
Grave-digging, philosophy, morbid humor and ventriloquism.
--The Beggar's Guild
Mumbling, drooling, random shouting, and Not-Begging (the art
of getting someone to pay you to go away.)
--The Alchemist's Guild
First Aid, carpentry, glass-blowing, duck and cover.
Headology
Cost: 25 points
5 points for Witches (or any other Magic User with the GM's permission)
A form of practical psychology with a critical focus on manipulation,
but unlike psychology, is not always malevolent. (See Dwrpg pg107.)
L-Space Theory
Cost: 8
Some understanding of the multiply-connected space-time between
libraries. (DW rpg 58)
Magic
Wizardry, Witchcraft and assorted Magical Arts
Cost: 20 pts
The character can cast spells, see into the octarine, and act in the
pompous and superior manner common to witches and wizards who know
that anyone who manages to really annoy likely to wind up small, green
and amphibious.
Programming - Hex
Cost: 8
The skill of getting a useful result out of Hex, the Unseen University's
non-megalith computer.
Programming - Stone Circle
Cost: 7
The skill of working with the latest in sillicon technology,
giant megalith circles A keen sense of astronomy, meteorology, and
ritual is a good start.
Shouting at Foreigners
Cost: 5
Getting along in any language by speaking loudly and slowing
in their own. It sometimes even works. (Dwrpg 57)
Sorcery
Cost: 2000
The eight son, of an eight son, of an eight son will become a
sorcerer. Which is exactly why when it comes to "wine, women and song"
a wizard's idea of a good time is lots of high-volume, off-key singing
and a crate of decent port.
"Conventional wizardry is about trying to use what power you
can collect to nudge the universe the Universe your way. Sorcerers grab
the thing by the back of the next and point it where they want; they are
connected directly to unlimited, primal magic."
(See Dwrph- pg106) |
All Characters have to have equipment right? Well, maybe not,
but for those who want some its going to cost you.
Sapient Pearwood Item
Point cost: Variable
Ranging from ‘special equipment' to ‘ally' , items made of sapient
pearwood are so rare that the player must specifically request it from
the GM.
The point costs are identical to those listed in the GURPS:Disworld
rpg. For example, a wizard's staff would cost 25 points, while the Luggage
would cost the character, 63 points.
(DWrpg 55)
(Slightly More) Regular Items
This covers any special item, object or even animal (such as a familiar)
that the character might want.
First choose what you want the item to be.
Second, choose what qualities you want the item to have. What you choose
determines what the item will cost in points.
Qualities.
--Durability.
Resistant to normal wear and tear. The item can't be broken accidentally,
or wear out through normal use. 3pt
Resistant to normal weapons and fire. 5pts
Invulnerable. The item cannot be destroyed or damaged through normal
means. 7pts
--Movement
The item can move on its own accord or if it can move normally, it
moves at a much greater speed. If the item is normally inanimate, it can
be summoned to its owner's hand as long as they know exactly where it is.
5pts
Flight: 10pts
--Stat Boost
The item will raise ONE of the character's stats. Temporarily usually
means only once per day, but the final word is up to the GM.
Raise stat by 5. Temporarily: 3pts Permanently: 4pts
Raise stat by 10 Temporarily: 7pts Permanently: 9pts
Raise stat by 20 Temporarily: 15pts Permanently: 19pts
--Intelligence
The item is able to speak with a limited vocabulary and can obey simple
commands. About as intelligent as an average dog. 3pt
The item is able to speak normally as well as sing. It can obey more
complex orders and has a decent memory. 5 pts
The item has normal human level intelligence, and a fully developed
personality. 10pts./ 8pts if the GM is allowed to develop the personality.
Any other qualities must be discussed with the GM. |
It is possible for the finished character to finish
with left over points, or even at a deficient of
points if you got a little greedy with the powers.
Leftover points can be spent on SKILLS or
STUFF only, or saved up to be used at a later
date whenever the player wishes.
The number of deficits points represents the
character's luck, namely Bad. With only a few
Deficit points, the character is mildly unlucky,
but being ten or more points in the hole the
character becomes a walking disaster area, and
any more points off and the character becomes a serious
threat to themselves and those around
them. You can buy yourself out of the hole by
using Experience points.
The GM can choose to reward the players with
Experience points for good role playing or simply surviving
the story. This reward takes the form of Points with which the player
can strengthen their
character's Stats, improve their skills, upgrade their magical spells,
etc.
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Literal Minded
+ 5 points
The character uses language literally and is unable to grasp
the concept of metaphor, simile and rhetorical exaggeration. (Dwrpg
56)
Magical Incompetence.
+5 points to Wizards, witches and other assorted persons of the magical
persuasion.
The character has a ham-fisted inability to get any spell to
work. They still have a magical sensitivity and can operate some
magical items. (Dwrpg 56)
You are by no means limited to these choices, (taken from the GURPS
book) and here the player is encouraged to come up with interesting bad
habits, noxious characteristics and unlikable aspects for their character.
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