Supernaturally Powered Beings. . . . . 92 Racial Perks ...... 93 Racial Disadvantages ...... 94 Racial Quirks...... 98 CONTENTS Racial Skills ...... 99 RACIAL TEMPLATES ...... 99 INTRODUCTION ...... 5 Basic Lift (BL) ...... 28 What Is a Roleplaying Game? ...... 5 Damage...... 28 Hunchbroad Modoscousin: The ...... 100 This Book...... 6 IMAGE, LOOKS, AND PHYSIQUE ...... 28 Dwarfs ...... 100 (More) About GURPS ...... 6 Handedness ...... 29 Gargoyles ...... 100 Some Warnings ...... 6 Example: Jemzarkiza of Krull ...... 30 About the Authors...... 6 Gnomes and Pictsies...... 101 SOCIAL BACKGROUND ...... 30 ...... 101 Technology Level (TL) ...... 30 1. ON THE BACK OF -Kin ...... 102 Character Age ...... 31 ...... 102 FOUR ELEPHANTS . . . . . 7 Language ...... 31 Gnolls ...... 103 WHY A DISC? WHY THE TURTLE?. . . . 8 Example: Jemzarkiza of Krull ...... 32 Supernatural Personifications Great A’Tuin ...... 8 Culture ...... 32 as Characters...... 104 The Power of Story ...... 8 WEALTH AND INFLUENCE . . . . 33 Golems ...... 104 Other Worlds ...... 9 Wealth ...... 33 Sapient Animals ...... 106 Morphic Fields ...... 9 Starting Funds ...... 33 ...... 107 But Really ...... 10 Reputation ...... 34 Sizes ...... 108 PRACTICAL BASICS ...... 10 Importance...... 34 ...... 109 Directions...... 10 Regarding Yetis...... 114 Weather and Temperature. . 10 Female Characters...... 36 and Wolfmen ...... 114 Time ...... 11 Special Cases for Status. . . . 38 Other Therianthropes?...... 116 Light ...... 11 Friends and Foes...... 38 ...... 116 Discworld Holidays ...... 12 Example: Jemzarkiza of Krull ...... 41 Mummies ...... 117 HISTORY (SLIGHTLY FRAYED)...... 12 ADVANTAGES ...... 41 Other Possibilities ...... 118 Prehistory...... 12 Working for The Lady? ...... 44 Animated Skeletons ...... 119 Human Civilisations ...... 13 Example: Jemzarkiza of Krull ...... 48 OCCUPATIONAL TEMPLATES ...... 119 The History Monks ...... 13 Inspirations ...... 49 Low-Powered Characters ...... 120 BASIC GEOGRAPHY ...... 14 PERKS ...... 49 Medium-Powered Characters . . . . 130 The Circle Sea ...... 14 Example: Jemzarkiza of Krull ...... 53 Hunchbroad Modoscousin ...... 137 Hubward Lands...... 14 DISADVANTAGES ...... 53 Godmothers ...... 138 MAP OF THE DISCWORLD ...... 14 Benefits of the Barbarian Lifestyle . . 58 Other Interesting Occupations . . . . 139 Hub and Rimfall ...... 16 Example: Jemzarkiza of Krull ...... 66 High-Powered Characters ...... 140 The Far Rim ...... 16 Hunchbroad Modoscousin ...... 145 QUIRKS ...... 66 LIVING AND ADVENTURING ...... 16 Mental Quirks ...... 66 4. GOING SHOPPING . . . . 146 Languages ...... 16 Example: Jemzarkiza of Krull ...... 68 Oggham ...... 17 Physical/Social Quirks ...... 68 PLAYER CHARACTERS AND Technology...... 17 POSSESSIONS...... 147 SKILLS ...... 69 Travel Costs ...... 147 Travel...... 18 Buying Skills ...... 69 What Cost of Living Gets You . . . . . 148 Medicine...... 18 Using a Skill With Living Expenses ...... 148 The Position of Magic...... 19 a Different Attribute ...... 69 Weapons...... 149 Caroc Cards ...... 19 Defaults (Skills You Don’t Know) . . 70 Improvised -Slaying Warfare ...... 19 Skill List ...... 70 Weapons ...... 150 Currencies ...... 20 Combat Sports ...... 72 Melee Weapons ...... 151 Magical Cheating ...... 74 2. MAKING CHARACTERS . . 21 Thrown Weapons ...... 152 Example: Jemzarkiza of Krull ...... 83 GURPS...... 22 Missile Weapons ...... 153 The Example Characters ...... 22 3. NONHUMANS AND Dwarf Bread Weapons ...... 153 Glossary ...... 22 Shields ...... 155 OCCUPATIONAL CHARACTER BASICS ...... 22 Armour...... 155 Converting Existing Characters. . . . . 23 TEMPLATES. . . . 84 Artillery ...... 155 Character Points ...... 23 TRAITS FOR NONHUMAN General Equipment...... 156 Character Sheet...... 24 CHARACTERS...... 85 Magical Gear ...... 157 Skill Bonuses and Penalties...... 25 Attribute and Secondary Shopping (or Not Shopping) Example: Jemzarkiza of Krull ...... 25 Characteristic Modifiers ...... 85 as an Adventure ...... 157 BASIC ATTRIBUTES ...... 26 Racial and Personal Appearance. . . 85 Sapient Pearwood ...... 158 Example: Jemzarkiza of Krull ...... 26 Example: Hunchbroad Example of Shopping: Secondary Characteristics ...... 27 Modoscousin...... 85 Jemzarkiza of Krull...... 159 Character Size...... 27 Racial Advantages ...... 85 Special Cases ...... 161

2 CONTENTS Example of Shopping: Instant Cures for Drunks 7. “WELLCOME TO Hunchbroad Modoscousin . . . . 161 and Knurdness ...... 188 ANKH-MORPORK”. . . . 246 Shapeshifter Garments ...... 162 Fatigue ...... 188 HISTORY...... 247 COMPLETED Other Hazards ...... 189 Ageing ...... 189 The Smell ...... 247 SAMPLE CHARACTERS ...... 162 The Patricians ...... 248 MESSIN’ WITH REALITY 5. DOING STUFF ...... 164 CURRENT GOVERNMENT...... 248 (THE MAGIC RULES)...... 191 Public Transport...... 248 OLLING THE ICE Basic Abilities R D ...... 165 Newspapers and Printing...... 250 Success and Failure ...... 165 for Magic-Workers...... 191 Repeated Attempts ...... 166 Deciding an Effect ...... 193 GEOGRAPHY ...... 250 Contests ...... 166 Staffs and Personal Style ...... 193 Ankh ...... 251 Resistance Rolls ...... 166 Long-Distance Modifiers ...... 194 Hubwards Morpork ...... 252 Damage Rolls...... 167 Other Power Sources ...... 196 Disasters ...... 252 Other Dice Rolling ...... 167 Mirror Magic ...... 197 The Unreal Estate and the Settling Rules Questions ...... 167 Casting the Spell ...... 198 Thaumatological Park ...... 252 Ritual Casting ...... 200 The Isle of Gods ...... 252 PHYSICAL FEATS...... 167 Rimwards Morpork Climbing...... 167 Magical Fumble Table ...... 201 and the Shades...... 252 Hiking...... 167 The Forms ...... 202 The Port Business ...... 253 Jumping ...... 168 Standardised Spells ...... 203 Encumbrance and Move ...... 168 Spell-Like Effects ...... 205 THE PATRICIAN’S PALACE ...... 254 Lifting and Moving Things...... 168 Naming Spells ...... 210 Bloody Stupid Johnson ...... 254 Running ...... 168 Nonmagical Fortune-Telling ...... 212 Guards and Dark Clerks...... 254 Swimming ...... 168 Subtle Duelling in Magic ...... 213 LAW AND ORDER AND DEFENCE . . . . 255 Throwing ...... 169 Flashy Duelling in Magic...... 217 The Watch ...... 255 City Law...... 257 MENTAL FEATS ...... 169 PLAYING AND RUNNING THE GAME. . 218 Sense Rolls...... 169 Character Improvement ...... 219 Magical Law...... 257 Will Rolls ...... 170 Buying Success ...... 219 The Regiments...... 258 Mental Stunning ...... 171 THE GUILDS ...... 258 6. LIFE AND LANDS . . . . . 220 Ordinary Trade Guilds ...... 259 SOCIAL CONCERNS ...... 171 Reaction Rolls ...... 171 DISC SOCIETY...... 221 The Merchants’ Guild ...... 259 Influence Rolls...... 172 Governments and Politics ...... 221 Orphans ...... 259 Characters With Jobs ...... 173 Crime and Law Enforcement . . . . 221 The Assassins’ Guild ...... 259 Gender Politics ...... 222 Banking ...... 260 COMBAT ...... 173 The Semaphore Revolution ...... 222 The Breccia...... 261 Turn Sequence ...... 173 Astronomy and Astrology ...... 224 The Thieves’ Guild ...... 261 Free Actions ...... 174 Uberwaldian Domestic Surgery. . . 225 Disorganised Crime ...... 262 Manoeuvres ...... 174 The Beggars’ Guild ...... 262 Untrained Fighters ...... 175 NONHUMAN RACES...... 226 The Fools’ Guild ...... 262 Timing ...... 176 Dwarfs ...... 226 The Dogs’ Guild...... 263 Range, Reach, Dwarf Bread ...... 227 The Rats’ Guild ...... 263 and Close Combat ...... 176 ”Clang” ...... 227 Some Other Guilds ...... 263 Size Modifiers, Reach, Trolls ...... 228 Banned and Irregular Guilds...... 263 and Weapons...... 176 The Battle of Koom Valley ...... 229 The Lady Sib...... 264 Attacking ...... 177 Mr. Shine ...... 230 Mounted Combat ...... 177 Creatures of the Night ...... 230 FOOD, DRINK, AND LODGING ...... 264 Unarmed Combat...... 178 Minor Races...... 231 Troll and Dwarf Bars ...... 265 Relative Sizes in Combat ...... 179 GEOGRAPHY ...... 232 Mrs. Cake ...... 267 Deceptive Attacks ...... 180 The Sto Plains Region ...... 232 8. THE SUPERNATURAL Defending...... 180 The Forest of Skund...... 233 Parrying Heavy Weapons...... 181 Across the Circle Sea ...... 234 SIDE ...... 268 Unarmed Defence...... 182 Brigadoons ...... 235 THE BASICS ...... 269 Damage and Injury ...... 182 D’regs ...... 236 The Foundations of Reality ...... 269 Specific Hit Locations ...... 183 Over the Rim ...... 237 Alternate Realities, Getting Inside Armour...... 184 Toward the Ramtops ...... 237 Alternate Creations ...... 269 INJURY, ILLNESS, AND FATIGUE . . . . 184 Krull ...... 238 Things in Residence ...... 270 Injuries ...... 184 Loko ...... 240 Magic ...... 270 Biting Animals ...... 185 Widdershins Regions ...... 241 The Roundworld Project ...... 271 Knockback ...... 186 The Dark Empire ...... 241 WORKING SPELLS...... 271 Recovery...... 186 Oceans ...... 242 Types of Magic-Workers...... 271 Drinking ...... 187 The Hub and Beyond ...... 242 Horoscopes...... 272 Klatchian Coffee and Knurdness. . . 187 The Lost Continent of Ku ...... 242 Uses and Abuses of Magic...... 273 The Counterweight Continent . . . . 243 ...... 273 EcksEcksEcksEcks ...... 244 Spells ...... 274

CONTENTS 3 Headology...... 274 Leonard of Quirm ...... 308 (OF ALL SIZES)...... 359 Exploiting the Laws of Reality . . . 274 Moist von Lipwig ...... 309 SUPERNATURAL BEINGS ...... 361 When It All Goes Wrong ...... 274 The Rusts ...... 309 Bogeymen ...... 361 Magic Items ...... 275 The Aristocracy...... 310 ...... 362 Octiron...... 275 William de Worde ...... 311 ...... 362 Ajandurah’s Sacharissa Cripslock ...... 312 Elfland Animals ...... 365 of Utter Negativity . . . . . 276 Otto Chriek ...... 313 Genies...... 365 Other Items...... 277 Adora Belle Dearheart ...... 314 Rarities and Unique Creatures . . . . 366 MAGIC LEVELS ...... 277 C.M.O.T. Dibbler ...... 315 Ghosts ...... 366 Wandering Shops ...... 278 Mr. Slant ...... 315 Mr. Ixolite ...... 366 . . . . 279 Other Dibblers ...... 316 Rival Universities ...... 280 Gaspode the Wonder Dog . . . 316 11. BAD FOOD, Administration ...... 281 Foul Ole Ron and Friends . . . . . 317 NO SLEEP, AND THE WATCH ...... 318 University Servants ...... 281 STRANGE PEOPLE. . . . 367 University Law ...... 282 Commander Samuel Vimes RUNNING FOR YOUR LAUGH ...... 368 The Department of Post-Mortem (The Duke of Ankh) ...... 318 A Touch of Horror ...... 368 Communications ...... 283 Lady Sybil Vimes ...... 320 Playing the Game ...... 368 Teaching...... 284 Captain Carrot...... 321 Plot/Campaign Categories ...... 369 Room 3B ...... 284 Captain Angua...... 322 1,000,000-1...... 369 The Tower of Art...... 284 Sergeant Colon ...... 324 Campaign Theme: Watchmen . . . . . 370 The Library ...... 284 Sergeant Detritus ...... 325 Adventures vs. Stories ...... 371 Invisible Writings ...... 285 Sergeant Cheery Littlebottom . . . . 326 Sitcom Campaign Ideas...... 371 High-Energy Magical Research. . . 286 Corporal Nobbs...... 327 To Bear in Mind ...... 372 Emergency Responses ...... 286 Other Notable Watchmen ...... 328 Campaign Theme: The Press ...... 372 Non-Wizardly Studies ...... 287 NOTEWORTHY WIZARDS ...... 329 ”Numbers” Riktor ...... 288 Mustrum Ridcully...... 329 SAMPLE CAMPAIGN SETTING: University-Based Campaigns . . . . . 288 ...... 330 THE BROWN ISLANDS ...... 373 Canon Concerns...... 373 ...... 289 Ponder Stibbons ...... 332 Alchemists ...... 290 The Librarian...... 333 Fung Shooey in Port Duck ...... 374 The UU Faculty ...... 334 Trade and Piracy...... 374 MAJOR PERSONIFICATIONS ...... 291 Swashbuckling (of Several Sorts) . . 375 ...... 291 The Bursar ...... 335 Port Duck...... 376 The Old High Ones ...... 291 Henry the Ex-Dean ...... 335 The Agatean Repeating Crossbow . . 376 The Other Horsemen ...... 295 LANCRE ...... 336 Llapffargoch-Wokkaiiooii ...... 378 Fung Shooey...... 296 Lancre Castle Staff ...... 336 Prop Lee...... 379 The Auditors ...... 296 King Verence II ...... 336 Scenario: A Little Job...... 380 GODS, RELIGION, AND Queen Magrat ...... 337 ...... 339 Scenario Seeds ...... 380 RELATED ISSUES ...... 297 The Lancre Coven ...... 339 MORE SETTINGS...... 381 The Power of Belief ...... 297 ...... 340 Wadi El-Rukl ...... 381 The ...... 297 Agnes “Perdita” Nitt ...... 341 Cart Wars...... 383 Forgotten Gods...... 298 The Oggs ...... 342 Scenario: Rug Addiction ...... 383 Pantheons ...... 298 Greebo ...... 343 The XCDA...... 384 National Gods and One Gods . . . . 299 Other ...... 343 New Smarlhanger ...... 385 Death and the Gods ...... 299 SAMPLE SCENARIO: The Afterlife ...... 300 WANDERERS AND FOREIGNERS . . . . . 344 Nature Gods...... 300 Count Giamo Casanunda ...... 344 LOST AND FOUND ...... 385 Life on Cori Celesti ...... 300 Evil Harry Dread...... 345 Background Research ...... 386 Inter-Faith Relations ...... 301 Pastor Oats...... 345 Campaign Theme: Priests and the Priesthood ...... 301 Cohen the Barbarian ...... 346 Travelling Professionals ...... 390 Hermits...... 302 Polly Perks...... 346 MORE SCENARIO IDEAS ...... 391 Other Legends ...... 302 Susan Sto Helit ...... 347 Full Court Press...... 391 Fate and The Lady ...... 303 Twoflower ...... 348 Sektoberfest in NoThingfjord . . . . 394 ...... 303 Other Rulers ...... 349 And More! ...... 398 Astfgl and Vassenego ...... 304 Campaign Theme: 10. BEWARE THE Working for a Monastery ...... 399 9. “SUICIDALLY GLOOMY AMBIGUOUS Campaign Theme: WHEN SOBER, PUZUMA ...... 351 League Football...... 400 (RELATIVELY) HOMICIDALLY INSANE A BRIEF GLOSSARY . . . . . 401 WHEN DRUNK” . . . . . 305 ORDINARY ANIMALS ...... 352 Equestrian Equipment ...... 356 IBLIOGRAPHY CITIZENS OF ANKH-MORPORK . . . . . 306 B ...... 402 Disc Flora ...... 357 The Patrician ...... 306 Troll Animals ...... 358 INDEX...... 404 Rufus Drumknott ...... 307

4 CONTENTS . . . nd And Also Flat! u 1 o It’s obvious really. Everyone knows it.

R The Disc rests on the back of four DISCWORLD Roleplaying Game s elephants, who in turn stand on the back of Great I A’Tuin, the only turtle to form the basis of an entire branch of astrophysics. d For many years, events on the Discworld have been l chronicled in the works of . Fans have enjoyed r the adventures of Rincewind the incompetent wizard, Granny o Weatherwax (known to trolls as “She Who Must Be Avoided”), Commander Sam Vimes, Susan Sto Helit (granddaughter of Death), Moist von Lipwig, and a cast of other strange and unique characters. W Now, with the aid of this completely revised and updated edition of

the Discworld Roleplaying Game (with special thanks to Mr Moist von e Lipwig for his assistance with all the restructuring), roleplayers can h once again venture to the far end of the probability curve and . . .

T THRILL to the distinctive sights, sounds, and smells (especially

smells) of Ankh-Morpork, most dubious city in the multiverse!

SAIL the Circle Sea in pursuit of glory, pirate gold, or a suntan!

INTERVENE in the cultural interactions of trolls and dwarves

(watch out for flying axes)!

AVOID the attentions of Death, Fate, the Lady, and the Patrician!

CAMPAIGN for rights!

WONDER why they bought a second meat pie from Mr Dibbler!

RUN AWAY from an angry Swamp (two feet of mindless fury and

high-explosive digestion)!

LEARN why the second-greatest lover on the Disc needs a stepladder.

Complete with a brand-new Discworld , Things from the Dungeon Dimensions, Gaspode the Wonder Dog, and a Thousand Elephants. (Well, maybe we exaggerated a bit about the elephants.)

1 Except the devout followers of the Great God Om, who firmly believe it’s a sphere.

The Discworld Created by Terry Pratchett GURPS Game Adaptation by Phil Masters Additional Material by John M. Ford and Terry Pratchett Edited by Sean Punch Cover Art by Interior Illustrations by Paul Kidby and Sean Murray

2ND EDITION, 1ST PRINTING PUBLISHED NOVEMBER 2016 ISBN 978-1-55634-806-8

Printed in $39.95 SJG 01-2500 Hong Kong 01-2500