User:Zzo38/GURPS1

Link to first chapter (or use Fossil to download the wiki). Ongoing. A Fossil repository is used to record it. Select "Tickets" to add comments (you must first log in anonymously). This is to record the events of the game, but can also make a story; we can correct it (adding details, moving stuff to/from footnotes, etc) if necessary. This is public domain (both the story and this article about it). (And if you think I am wrong, complain (perhaps with an indented point). If you are sufficiently certain I am wrong, just change it please!) (Once fixed up a bit, and considered good enough to move to main space, you might do so.)

List of tropes:
 * A Dog Named "Dog": The bat is just called "bat". Whether it is due to it is their proper name or not, is not currently known (fix this, perhaps with a spoiler tag, if it becomes known later).
 * Aerith and Bob: They do mix strange names with ordinary ones such as Bob, although this is usually due to because the characters with strange name is monsters characters, so probably it is supposed to be like that, anyways.
 * Alternative Calendar: Sort of. The zero reference is the last leap year on or before the events of the story. However, this is used only in the description of the story itself, not by the characters of the story (which use a calendar which is not described).
 * Anonymous Benefactor: Someone gave the spell book to Ziveruskex, since he might need it later for the quest. Well, so he study just a little bit, but is mostly interested in mathematics and other stuff instead.
 * Bookworm: Ziveruskex will read any book (or, at least, will try; some are in obscure hieroglyphics).
 * Cast From Hit Points: Ziveruskex's magic spells (which, he does not use a lot, anyways; he isn't as good at magic as real mages, and regardless of the cost generally prefers to use mundane solutions when possible, but will use magic sometimes). He is not know how to achieve the mana by himself and has none and has to use the "Phyrexian mana" instead.
 * Celibate Hero: Ziveruskex. Simply doesn't want to, rather than for religious reasons. (It is, however, still a vow.)
 * Empathic Healer: Ziveruskex once cast a healing spell on someone that took more injury onto himself than that he healed (because he insists on the Law of Thermodynamics (unlike modern scientists, he only knows one "Law of Thermodynamics", unaware of how it actually works)). The case of healing someone with potentially fatal injuries was solved by the use of parallel natural healing; fortunately, the spell worked; if it didn't, it could cause even more problems.
 * Eternal English: Although their English language would not be the same as our current English, they are treated as though it is because the author(s) doesn't know any better.
 * Everything's Better with Bob: Note also that "bob" is also a slang term for shillings (a kind of old English money).
 * Extra Eyes: Strixan and Ziveruskex, due to their species.
 * Familiar: Ziveruskex's magical bat familiar. Not the source of any powers (it is more the other way around); the type of bond is that Ziv can summon the bat (from a magic realm, presumably; also, it isn't always reliable) and that harm to one also affects the other, and they are more intelligent than most bats (but still cannot speak).
 * Fantastic Racism: A man who is neither a passenger nor the driver (nor any kind of authority related to the situation) refuses to let Ziveruskex onto a carriage, because he "doesn't let ugly monsters in this carriage". (It has later been asked by people outside of the story: Do they let beautiful monsters in this carriage?)
 * Footnote Fever: Not a lot, but there are a few strange footnotes (such as an unreferenced footnote in session 6 (that only says it is unreferenced), etc).
 * Four-Fingered Hands: Ziveruskex and Strixan, although the human characters have five fingers.
 * Good with Numbers: Ziveruskex.
 * GURPS: The game system we are using.
 * Instant Sedation: Strixan and Ziveruskex can spit poison that can cause the target to sleep (normally for a few minutes at most). Can be used for defense, or make it easier to eat their blood when they are not running away or fighting back.
 * Join or Die: Temple of Worm did so to the priests they have stolen from Temple of Sun.
 * Locked Door: They turn the wood door into metal so that you can't break it.
 * Mad Mathematician: Ziveruskex likes mathematics, writes mathematics in his books, and invented calculus in medieval times. (Shown only a little bit so far in the story, but it will be shown some more later perhaps.)
 * Magic Wand: Bob has one, but its effects are unpredictable. Once it turned himself invisible (while attempting to use it on a rock), once it turned a beast into a rabbit, once it caused money to fall out of his ears (while trying to use the wand to attack someone), etc.
 * Non-Idle Rich: Bob, who is rich but still goes on the same quest with those he has hired.
 * Old British Money: This is the money used in the story.
 * Plot Coupon: The gold amulet with a ruby. Maybe.
 * Smart People Know Latin: Ziveruskex (but only to read/write; he does not know how to actually speak Latin).
 * Spell Book: Ziv's spell book not only has the spells written in it, but he is not a mage, only the book is a mage, so he need to hold the book in order to cast spells from it.
 * Technical Pacifist: Ziveruskex refuses to use harmful attacks on horrific monsters.
 * Ugly Hero, Good-Looking Villain: Sometimes (although who considers someone else "ugly" can also differ).
 * Weapon of Choice: Bob uses sword and dagger. Domag uses sword. Strixan uses whip, crossbow, breath attack, and bite. Ziveruskex uses shield (to bash as well as defend), breath attack, and bite.
 * With a Friend and a Stranger: At first, that is what happened. Ziveruskex came in and Bob (an employer, and they are strangers to each other), and then Strixan arrives soon afterward (Ziv's friend).
 * You Are Too Late: Reversed; the bad guy is too late because the heroes can fly and block the chimney, it takes the other guys much too longer to correct the problem; during this time we can go inside and look around and move things. Type II. Afterward when we try to block the chimney again, we find the chimney is now guarded.