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).
 * Maybe it doesn't apply to meta-calendars?
 * Alternative Character Interpretation: Possibly some of the characters and character's actions can be interpreted as this way. While the author(s) can specify their own points of views, they are not absolutely fixed ideas that are mandatorily a part of the story.
 * 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.
 * Attack of the Killer Whatever: The evil comb, perhaps.
 * 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 (and that remaining celibate hopefully to be a better philosopher, which seems to be working), rather than for religious reasons. (It is, however, still a vow (but a secret one).)
 * The Conspiracy: When Temple of Worm.
 * The organization itself isn't secret, nor is it so secret that they are bad, but their plans are secret; it was originally only expected they only stole people and tried to force priests to convert.
 * Dressing as the Enemy: When we find guard uniforms in a bedroom, and three of us can wear the uniforms to be disguised as guards (the other four are two monsters, a dwarf, and a man who is slightly too short to be one of the temple guards).
 * Empathic Healer: Ziveruskex once cast a healing spell on someone that took more injury onto himself than that he healed. 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?)
 * Fictional Colour: Strixan and Ziveruskex can see five colours rather than three like human can see. Although such character is fiction, seeing more colours is not really fictional because the spectrum of electromagnetic lights is more than three colours and some animal (and some cameras) can see more than three colours.
 * 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.
 * Humans Are Ugly: Ziveruskex does not like to watch humans eating and finds it ugly.
 * 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.
 * Last-Name Basis: Iuckqlwviv Kjugobe.
 * 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.
 * No Title
 * 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.
 * Once For Yes, Twice For No: Because a bat cannot talk, this is asked of them once.
 * Pay Evil Unto Evil: Someone stole goats from a woman. When they are stolen back, those who take them back steal wheelbarrows from the original thief too. (However, this is because we need the wheelbarrows to carry the goats back.) Stealing wheelbarrows is done again a later time, and for a similar reason, but this time Ziv told the armourer to return the wheelbarrow.
 * Plot Coupon: The gold bracelet with a ruby. Maybe.
 * Religion of Evil: The Temple of Worm.
 * Sliding Scale of Anti-Heroes: I think Type III (although I am not entirely sure). Depending on situations, can range from Type I to Type IV (I think; I am not quite sure). (Maybe it is also subject to interpretation; I don't know.)
 * 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 living horrific monsters.
 * True Companions: Ziveruskex and Strixan, probably; and perhaps to a lesser degree, also Bob.
 * 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.

See also: User:Zzo38/GURPS1/Characters