Characters are collections of traits that define their abilities and personality:
Luck represents favor with The Lady and can be spent to:
Note: Only one Luck can be spent per test
When attempting something uncertain:
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
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, humans can be found in all walks of life
Traditional, industrious, and increasingly modern in outlook
Silicon-based life forms who think better in cold temperatures
Undead with unfinished business and remarkable preservation
Shapeshifters with enhanced senses and monthly complications
Reformed bloodsuckers with various traditional weaknesses
Skilled surgeons with a unique approach to body parts
Patient watchers with an architectural perspective on life
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:
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
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:
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