Characters are collections of traits that define their abilities and personality:
Luck represents favour with The Lady, the Disc's God of Luck. All PCs start with 4 Luck (maximum 4 at any time).
Spending Luck — three uses:
Regaining Luck: The GM awards Luck for excellent roleplay, unusually clever or ridiculous plans, and other moments that would pique The Lady's interest.
Note: Magical Consequences cannot be avoided with Luck — the spell already cost Luck to cast.
Tests resolve uncertain actions. Don't ask "can I?" — state what you do and justify it.
Based on how well the action, Trait, and situation align:
| Alignment | Die |
|---|---|
| All 3 align perfectly (action + Trait + situation) | d12 |
| 2 of 3 align | d10 |
| 1 of 3 aligns | d6 |
| 0 of 3 — completely out of depth | d4 |
Difficult situations may reduce the die by one step. Core Trait moment at the start of a test guarantees d12 for that test.
Use group tests in two situations:
Each player still states their action and Trait and rolls individually.
Available tools to ensure everyone's comfort:
When completely out of depth
Unusual action with trait
Narrativium Die (GM only)
Usual action with trait
Perfect alignment of traits
Select a die type, choose how many to roll, then click Roll. Results appear below. (Clicking the die images above also rolls that die and shows a toast notification.)
Flashy, show-off nonsense. Fireballs, transformations, poke holes in the fabric of reality. Practised at Unseen University. The kind this game focuses on.
"Jommetry, fiddling with the interleaved wossnames of causality."
Practical, down-to-earth. Headology, making difficult decisions, working at the edges and soft places. Not covered in detail in this book.
"They are the ones who make unpleasant decisions that need to be made, so no one else has to."
1. Magic always costs Luck. The cost is paid before rolling, regardless of success or failure. If you cannot pay the Luck cost, you cannot attempt the spell.
2. Consequences are reversed. Magical Consequences only happen on a SUCCESS. Failure = spell fizzles (safe outcome). Success = spell works, but the bill comes due.
Otherwise, magical tests use the same steps as normal tests: state action, justify with Traits, GM assigns Outcome die, roll vs Narrativium.
Note: Magical Consequences cannot be avoided by spending Luck — the spell already cost Luck to cast. Helpers are also subject to the Consequences.
The GM sets the Luck cost based on how much the spell affects the current scene and overall story:
| Impact | Luck Cost | Example |
|---|---|---|
| Trivial / no test needed | 0 | Lighting a candle with a snap |
| Minor, local effect | 1–2 | Summoning a tracker imp (example: "d10 and 2 Luck") |
| Significant scene effect | 3–5 | Finding hidden books across UU; locking all doors in a building |
| Major story-altering effect | 6–9 | Teleportation; summoning a significant entity |
| Universe-bending | 10+ | Reversing death; collapsing a building (most players won't pay this) |
"If you flash spells around like there's no tomorrow, there's a good chance there won't be." — Archchancellor Ridcully
When magic succeeds, start small and build up. Consequences don't have to be immediate — let them build in the background.
Like a Near-Death Experience, a Magical Mishap player decides whether and how they return to the story, with a new or changed Trait.
After a successful casting, give the spell a name. Examples from the books:
The weirder, the better. The Disc has a thing about naming magic.
Every party belongs to an Organisation. This becomes a Trait on your character sheet, giving you access to everything associated with that organisation. There are 9 organisations in the Core Rulebook:
Helmet (one size fits none), breastplate, weapon of choice, and a general air of suspicion. Everyone starts on the Night Watch.
Example Niches: Scene-of-crime iconographer · Plainclothes officer · Public relations · Designated noticer · Forensics · Loose siege catapult
Example Goals: Escort a prisoner to Pseudopolis Yard · Find out who killed the Assassins' Guild Social Secretary · Investigate the mystery of the missing mist · Clean up Crime Alley in the Shades
Students and faculty wizards. They much prefer four solid meals a day to actual magic. Young wizards (Ponder's lot) poke around when they shouldn't.
Example Niches: Student wizard · Research assistant · Head of something-or-other · Custodian of the Cabinet of Curiosities
Quirk questions: What nearly caused you to fail? · How did you pass your finals? · What spell always goes wrong? · What are you known for among wizards?
The finest education money can buy. At home in high society anywhere on the Disc, speak multiple languages, play at least one instrument. Those that survive finals join a caring and lucrative profession.
Remember: Assassins don't kill. They inhume, conclude, or annul — always with class, always for money.
Quirk questions: What class do you excel in? · What lesson will you never forget? · How did you secure your place?
Two types: those who point at potholes in newspapers, and those who meet quietly with the right people to ensure things are done. Quietly. Each player rolls their own background separately for this organisation.
Example Niches: Pamphleteer · Committee organiser · Friend-in-high-places · Rabble rouser
Lord Vetinari's solution: organised crime. Proper entrance exams, a career ladder, annual crime quotas. Always carry your licence. Unlicensed thieves are dealt with far less kindly by the Guild than by the Watch.
Example Niches: Breaker and decorator · Lack-of-confidence trickster · Gentle thief · Find the Lady specialist
Example Goals: Return glowing wizard jewels without admitting fault · Track down Five-Fingers Frank · Choose another organisation — steal something from them
One of the oldest guilds on the Disc. Strict hierarchy from Twitcher to Queen/King. As you rise, you must beg for things appropriate to your station — which gets increasingly difficult.
Hierarchy: Twitchers → Droolers → Dribblers → Mumblers → Mutterers → Walk-Along-Shouters → Demanders of a Chip → People Who Call Other People Jimmy → People Who Need Tuppence → People Who Need Eightpence → People With Placards → Handmaiden → Queen/King
Foul Ole Ron is in a category of his own as no one will share it with him.
The truth shall make ye fret. Reporters recognisable by their notebook and pencil, found wherever there's a ruckus, asking pointed questions with alarming firmness.
Example Niches: Newspaper sales · Weather speculator · Iconographer · Crime scene reporter · Advice columnist · Sports (just sports)
Example Goals: Get an interview with the Patrician (no appointment) · Cover the Koom Valley march · Find William de Worde, last seen interviewing Chrysoprase
People of negotiable affection, hem-hem. The Agony Aunts (Dotsie's handbag and Sadie's umbrella) are not the understanding sort. Notable not-seamstresses prefer the term needlewoman.
Example Niches: Discreet security supplier · Negotiator of affection · Leatherworker · High-end services · Other-end services
To be a Fool is to utter "prithee" and "nuncle" with a straight face, and to be laughed at but never for the right reasons. Monastic lifestyle, candle-study of approved jokes. Lofty heights of Tomfool, Stupid Fool, Arch Fool, and Complete Fool await.
Example Niches: Stand-up guy · Pratfalls and tumblery · The Saddest Fool · Child Terrification Specialist · Keeper of Jokes · Honker of Horns
Mimes are extremely wanted everywhere in Ankh-Morpork. Unfortunately, they're wanted by Lord Vetinari.
Tip: Embrace and subvert tropes. The barbarian hero might just want to be a hairdresser. The best Discworld characters surprise you.
Traits that define a character's role in their organization
The face of the group
Use when: Interacting with the public, managing group image, or smoothing over conflicts
Scientific investigation skills
Use when: Examining evidence, performing autopsies, or analyzing crime scenes
The law is more of a guideline really
Use when: Bending rules, creative interpretation of laws, or unorthodox solutions
Curious enough to make cats nervous
Use when: Documenting evidence, noticing details, or investigating suspicious circumstances
Looks the spitting image of a Pixy-faced Smut
Use when: Observing surroundings, spotting inconsistencies, or maintaining vigilance
Traits that represent a character's fundamental outlook
Use when: Standing up for others, recognizing humanity in everyone, or resisting prejudice
Use when: Protecting others, taking risks for teammates, or accepting consequences
Use when: Planning ahead, preventing problems, or taking precautions
Use when: Maintaining composure, diffusing tension, or appearing friendly
Use when: Strategic inaction, patient observation, or careful consideration
Unique characteristics that make the character memorable
Use when: Social interactions, charming others, or making first impressions
Use when: Direct problem-solving, seeing through complexity, or honest interactions
Use when: Medical diagnosis, direct communication, or practical assessment
Use when: Showing courage, persevering despite limitations, or facing fears
Use when: Stealth, observation, or avoiding attention
Use when: Influencing others, spreading ideas, or building rapport
Use when: Staying still, avoiding notice, or patience
Use when: Interacting with animals, gaining unexpected allies, or natural charm
Where the character comes from and their history
Use when: Local knowledge, survival skills, or understanding city life and death
Use when: Medical knowledge, dealing with the unusual, or understanding traditions
Use when: Cross-cultural understanding, breaking stereotypes, or unique perspectives
Use when: Street smarts, urban survival, or dealing with the criminal element
Use when: Observation from heights, architectural knowledge, or patient watching
Adaptable and numerous. From History Monks to the "will stab ya in the gut for a copper" variety of the Shades, and everything in between.
Dutiful, serious, literal-minded (metaphors go right over their heads). Never without chainmail and an axe. Dwarf bread is a weapon of first resort and food of last. Extra pronouns in Ankh-Morpork.
Silicon-based brains. Think slower in heat, think faster in cold — peak intelligence just above freezing. Dimwitted in warm weather, surprisingly brilliant when cold. Named for rock types (Detritus, Chrysoprase, Bluejohn, Ruby, Flint…).
Undead with unfinished business. Often become zombies through sheer stubbornness — too determined to die. Remarkable preservation. Can gain zombie status mid-campaign through Near-Death Experience.
Shapeshifters with enhanced senses and monthly complications. Can smell lies. Struggle with dual nature.
Reformed bloodsuckers with various traditional weaknesses. Many wear the Black Ribbon (sobriety pledge). Otto Chriek disintegrates in his own camera flashes.
Skilled surgeons with a unique approach to body parts — all sourced, kept fresh, frequently replaced. Appear exactly when needed. Traditional lisp.
Urban trolls common to Ankh-Morpork. Mouths permanently stuck open (water filtering). Cannot make consonants. Need a contrivance to speak normally, or your whole session involves filling in missing consonants.
In Discworld Adventures, there are no special rules for combat. While violence and conflict are commonplace in Ankh-Morpork, combat is never the point of the story. All conflicts are resolved using the standard test system.
When conflict arises, consider these approaches:
If combat does occur, handle it like any other test:
Using presence or reputation to avoid violence
Example: A troll flexing their muscles to discourage trouble
Proper Watch procedure for handling criminals
Example: "You're nicked!" while showing your badge
Pursuing or evading through the streets
Example: Parkour across the rooftops of the Shades
Removing weapons from the situation
Example: Knocking a sword away with your truncheon
Failed tests in conflicts might result in:
There is no initiative system in Adventures in Ankh-Morpork. The GM ensures every player gets to interact with a scene before anyone acts twice. Bounce the spotlight — let each player drive the narrative for a while before switching focus.
Once a character attempts an action, they are busy with it until it logically completes.
A failed test closes one path but should never bring the story to a halt. Consequences may change the obstacle, but the players can always try a different approach.
Small inconveniences that won't significantly impact the character
Getting a paper cut while handling documents
Being overcharged for a sausage-inna-bun
Has a "kick me" sign stuck on their back
Inconveniences that will cause some trouble for the character
Difficulty moving quickly or stealthily
Lost money at the races
Has a rumor going around about them
Serious problems that affect both the character and those around them
Called the Librarian a monkey
Wanted by the Thieves' Guild
Lost Chrysoprase's money at the races
Life-threatening or story-ending consequences
A brush with Death himself
Wanted by the Patrician
Accidentally transported to the Dungeon Dimensions
When a consequence is needed, roll a d6 on the appropriate table, or choose narratively:
Premier institution of magical learning
Notable NPCs: Archchancellor Mustrum Ridcully, The Librarian
Description: Ancient towers, magical architecture, enormous library
Features: The Great Hall, Library (with L-Space), High Energy Magic Building
Headquarters and stations of the City Watch
Notable NPCs: Commander Vimes, Captain Carrot
Description: Pseudopolis Yard (HQ), various district stations
Features: Cells, offices, Igor's medical facility
Residence of Lord Vetinari, the Patrician
Notable NPCs: Lord Vetinari, Drumknott
Description: Imposing architecture, maze-like corridors
Features: The Oblong Office, The Rats Chamber, dungeons
Educational institution for the discerning assassin
Notable NPCs: Lord Downey
Description: Black buildings, well-maintained grounds
Features: Training facilities, deadly gardens, museum
Official home of licensed theft
Notable NPCs: Mr. Boggis
Description: Surprisingly opulent building
Features: Receipt office, training rooms
College of Jocularity and Comedy
Description: Gloomy buildings, no laughing matter
Features: Training halls, pie-throwing ranges
Infamous tavern known for its regular fights
Description: Traditional pub with reinforced furniture
Features: Bar, fighting area, surprisingly good beer
Professional organization for mendicants
Notable NPCs: Queen Molly
Description: Surprisingly wealthy establishment
Shopping district with covered markets
Features: Various shops, street vendors
Notable Shops: Dibbler's Various Enterprises
Home to various craftspeople and inventors
Features: Workshops, unusual inventions
Description: Constant sounds of tinkering and explosions
Home to numerous minor deities
Description: Multiple shrines and altars
Features: Cemetery, various chapels
Principal temple of the chief god
Description: Impressive architecture, floating eyes
Features: Main worship hall, thunder room
Morphic Street, the Scours
Notable NPCs: Rosie Devant-Molei
Description: Quiet morning, respectable houses, faint smell of the Ankh
Features: Large gate, thick walls, papier-mâché dragon donation box
Morphic Street, the Scours
Notable NPCs: Rufus and Marla
Description: A forced cosiness, trinkets on every wall, the scent of musty velvet
Features: Leaning facade, armchairs that threaten to swallow visitors
Gleam Street, the Scours
Notable NPCs: Sacharissa Cripslock, Otto Chriek, Sergeant Angua
Description: Running machinery, an acrid chemical scent, dwarfs being industrious
Features: Printing presses, dark room, off-duty watchmen
Connecting the Scours and Dimwell
Description: Sturdy and lined with houses, rickety scaffolding, whimsically arched
Features: Construction site, goods lift, under-bridge walkways
Wharfinger Street, Dimwell
Notable NPCs: Cripus Knobbler
Description: Neat little shop front with fancy brass lettering
Features: Coal yard, delivery carriage space
Noontender Way, Dimwell
Notable NPCs: Mrs. Ethin
Description: Uneven cobbles, the smell of smoke, gawping crowds
Features: Room 24b, burning possessions
Waxwick Terrace, Dimwell
Notable NPCs: Ms. Erika Lofte, Plotz
Description: Red brick buildings, neat brass plaques, air of respectability
Features: Writing desks, drafting tables
Repository of dwarfish martial baking
Description: Small but well-fortified building
Features: Battle bread exhibits, traditional weapons-grade baking
Headquarters of the mining profession
Description: Sturdy stone building with deep cellars
Features: Underground meeting halls, mineral displays
Home of high culture and frequent accidents
Description: Grand architecture, multiple balconies
Features: Massive stage, notorious chandelier, ghost
Where music is serious business
Description: Sound-proofed building with practice rooms
Features: Performance hall, instrument storage
Frequently rebuilt headquarters of experimental science
Description: Reinforced walls, blast-proof windows
Features: Laboratories, explosion-proof chambers
Religious district within the city
Description: Collection of temples and shrines
Features: Various places of worship, sacred gardens
Local Watch station
Description: Busy neighborhood station
Features: Holding cells, patrol dispatch
Center of commerce and trade
Description: Wealthy building with secure vaults
Features: Meeting rooms, contract offices
Principal financial institution
Notable NPCs: Moist von Lipwig, Mr. Fusspot
Description: Imposing stone building with columns
Features: Vaults, counting houses, chairman's office
Guild of meat professionals
Description: Practical building with cold storage
Features: Processing rooms, meeting halls
Shoemakers' district
Description: Collection of small workshops
Features: Various shoe shops and repair places
Central postal service building
Notable NPCs: Moist von Lipwig (former)
Description: Grand old building, recently renovated
Features: Sorting rooms, delivery offices, pin collection
Central clacks tower
Description: Tall tower with semaphore equipment
Features: Signal room, maintenance workshop
Head Dragon Keeper
Traits:
Tavern Owners
Traits:
Dragon Sanctuary Volunteer
Traits:
Surveyor with Ill Motives
Traits:
Architect Facilitator
Traits:
Draftgolem
Traits:
Patrician of Ankh-Morpork
Traits:
Commander of the City Watch, Duke of Ankh
Traits:
Dragon Breeder, Duchess of Ankh
Traits:
The Patrician's Secretary
Traits:
Captain of the Watch
Traits:
Watch Sergeant
Traits:
Watch Sergeant
Traits:
Watch Corporal
Traits:
Watch Sergeant
Traits:
Watch Constable
Traits:
Head of Assassins' Guild
Traits:
Head of the Seamstresses' Guild
Traits:
Head of Beggars' Guild
Traits:
Head of Fools' Guild
Traits:
Archchancellor
Traits:
University Librarian
Traits:
Faculty Member
Traits:
Head of Inadvisably Applied Magic
Traits:
Faculty Member
Traits:
Faculty Member
Traits:
Head of Post-Mortem Communications
Traits:
Former Faculty Member
Traits:
University Administrator
Traits:
Head Housekeeper
Traits:
Professor of Cruel and Unusual Geography
Traits:
Editor-in-Chief
Traits:
Iconographer
Traits:
Head Reporter, The Times
Traits:
Printer's Devil
Traits:
Entrepreneur
Traits:
Waste Management Entrepreneur
Traits:
Medium and Landlady
Traits:
Troll Jeweler
Traits:
General Store Owner
Traits:
Dwarf Weapon Smith
Traits:
Landlady and Shopkeeper
Traits:
Street Vendor
Traits:
Enterprising Merchant
Traits:
Livery Stable Owner
Traits:
Professional Beggar
Traits:
Various Medical Services
Traits:
Barber
Traits:
Dwarf Restaurant Owner
Traits:
Washerwoman
Traits:
UU Gardener
Traits:
Rubber Goods Merchant
Traits:
Troll Bartender
Traits:
Butler to the Ramkin-Vimes Household
Traits:
Restaurant Owner
Traits:
Generates a random Discworld-appropriate NPC. Species are weighted toward human, but the Disc is a varied place.
Generate a random event for your session. Choose a category or roll across all of them.
Head of Stamps
Traits:
Senior Postman
Traits:
Parole Officer Golem
Traits:
Counter Clerk
Traits:
Postman
Traits:
Postman and Pin Collector
Traits:
Line up your dwarfs to increase hurling range. A line of 3 dwarfs lets the front dwarf hurl up to 3 spaces to capture a troll!
Game ends when no more captures are possible or a player has no valid moves.
Current Player: Dwarfs