Although humans are the predominate inhabitants of the Diskworld, there are others, and humans are boring anyway. It costs no-points to take a different race, but it does cost points to take a Super-Natural or Sentient Animal character. There are always penalties to go along with advantages. 
 
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
 
 

Dwarves 
 +5 to Toughness and 
 + 2 to muscles 
 - 1 to smarts 
 
Goblins and Gnomes 
 - 2 to muscles 
 + 3 to toughness 

Humans 
 get +5 points to spend on Skills (not bidding on stats) 

Trolls 
 +10 to toughness 
 + 10 muscles 
 - 10 to smarts under "pleasantly cool" weather conditions. See Racial Defects 
Racial Defect: Troll Mind 
The troll brain runs on a sillicon system that is extremely sensitive to temperature. The Smarts stat given at creation represents the character's Smarts stat during ‘cool' temperatures ranging from 10C-15C.For simplicity's sake, a Troll's Smarts stat will fall by half on a typical summer's day, and drop to near zero on a truly  hot day such as a desert afternoon. Under such conditions the troll will simply stop moving, becoming an inanimate chunk of rock until the temperature begins to  fall. 
 As the temperature falls, the Troll's intelligence starts to rise. At the freezing mark their intelligence rises to that of a moderate intelligent human, and they are downright uncanny at around -10. Lower than that their intelligence begins to increase dramatically. At temperatures of around -60, which is low enough to kill even a troll, their intelligence begins to take on a supernatural quality. . 
 

 
Sentient Animals  
Cost: 5pts 
 Monk.... Orangutans, dogs, ravens, rats, camels and the occasional rabbit, have all been portrayed as intelligent in the Diskworld books. It also shows that being such a creature always comes with its own unique set of problems. 
(DWrpg 82) 

Werewolf 
(can apply to any lycanthromorph) 
Cost: Varies 
 These characters range from raving killers, to everyday people who happen to turn into large dogs once a month. 
 +5pts: the character has no control over their transformation and turns into a raving killer while in animal form. In human form they tend to be hairy and have other certain animal like features (large nose, big teeth etc) like often smells faintly of wet dog. 
The GM should make up the character's stats while in animal form, the circumstances in which they change and is allowed to take control of the character  whenever it is in animal form. 
 30pts: the character only transforms during the night of the full moon, but has control over their bestial form. While in animal form only: +10 to Muscles and Toughness. -7 to Smarts. They develop an incredible sense of smell, and other abilities associated with their animal form. 
 40pts: the character must still  transform on nights of the full moon, but otherwise has complete control over their transformation. While in animal form they retain most of their human personality. 
 While in animal form only: +10 to Muscles and Toughness. -4 to Smarts. They develop an incredible sense of smell, as well as any other abilities associated with their animal form. 
(DWrpg 79) 
 
 

Vampires 
Cost: 50 pts. 
The character becomes a traditional vampire with all the limitations and advantages thereof. They can fly, have nightvision, limited immortality. +10 to Muscles. +5 to Toughness 
They are also dependent on blood, cannot stand direct sunlight, have an aversion to garlic, holy symbols and water, and large chunks of wood through their ribcage can definalty ruin their day. They have no body heat and do not cast a reflection. 
(Dwrpg 77) 
 
 
 
 
 

The Diskworld is a world seeped in magic. It tugs the sunlight across the sky, pushes the mountains up through the earth, breaking with the waves and after dinner with  most of the senior faculty of the esteemed Unseen University. (For a detailed description of Diskworld Magic, read DWRPG, pgs101-150) 
The key to magic are the spells which give it order, channeling it into a usable form. When a character becomes a Wizard, Witch, or any of the dozen professions that require the "Magic" Skill. The Magic skill itself covers the lore, and the general skill of the Magic-user when it comes to reading Magical Tomes, brewing an aphrodisiac or reading the entrails of a virgin*. 
With the basic Skill, the character also gains the knowledge of 3 spells, (all have the effective point value of 5). Raising the level of existing spells, and learning new ones requires a separate investment of points than those devoted to the Magic skill. 
Raising the level of a spell is simply a matter of adding points. The more points in a particular spell, the stronger it gets, ranging from a mild electical shock (5points) to a city destroying Thunderbolt (100points) . The only limit is that the point level of the spell cannot surpass the point level of the character's Magic Skill ability. Hey, no one said that magic was easy. 
New spells cost 5 points for the most basic version of the spell, though the character can then immediately add new points to the spell to raise its power. 
Feel free to chose and create spells as you wish, with two things to keep in mind. One, diescuss with the GM the relative level of the spell, and note exactly what it can and cannot do, and two, give it a grandiose, silly name. 

*who by this point is likely wishing that they'd lived it up a little. 

 
 
Eringya's Surprising Bouquet 
 This spell creates a dozen large, longs stem roses. 

Sumpjumper's Incendiary Surprise.  
 At lower levels this spell is used by particularly mischievous adepts as a tool for hotfoots, and by studious ones for keeping the coco warm during the all night cram sessions. It creates a number of hot flames that can be kept burning if used to light a candle or Senior Wizard's pinky toe.