Skills determine what your character has been trained at, and to a lesser extent, what they are good at. Each has a set starting point cost, but the player can choose to put more points into the skill to raise their ability.
In order to save a little time and ease the game along, the character doesn't have to worry about choosing twenty different specific skills just to build a thief, or assassin character. By simply choosing the applicable Guild, the character is assumed to have minor skills and abilities that a member would know.
I.e., If a player wants their character to be able to fight, sense traps, set an ambush and climb walls they would naturally choose the Teacher's Guild.
 

Introduction  
How to Play this Game 
Stats, Skills, Defects and Stuff
Races, Creatures of the Night and Assorted Beasites.
The Lore of Magic
Links and Rings


Azhural raised his staff. "It's fifteen hundred miles to Ankh-Morpork," he said. "We've got three hundred and sixty-three elephants, fifty carts of forage, the monsoon's about to break and we're wearing... we're wearing... sort of things, like glass, only dark... dark glass things on our eyes..." 
 (Moving Pictures)

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*.

 

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. 
 

 

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.