World of Algol Landscape
World of Algol Landscape
WORLD OF ALGOL 1:
The IRIDIUM PLATEAU
CHARACTERS
World of Algol has its own set of playbooks: Bard, Bravo, Earth Man, Robot,
Sage, Sorcerer, Thief, Trader, and Warlord. These playbooks are not exclusive
more than one player may choose to play the same playbook. There are also
numerous sentient races on Planet Algol, both human and non-human, and
some are restricted to their race's playbook.
PLAYBOOKS
The Bard is a performer, a social manipulator, and an inveterate carouser. Play
a bard if you like to influence others and have a good time at a party.
The Bravo is a mercenary, hired out by oligarchs, nobles, and anyone else who
has the coin to spare and needs some kind of tough guy. Play a bravo if you
want to be a skilful fighter.
The Earth Man is someone from Earth who has arrived on Planet Algol
through mysterious circumstances. Earth men are a rare source of mystery and
wonder for the Algolesians. Play an Earth man if you don't want to learn much
about Planet Algol before you start playing, or if you want to play an
influential, heroic character.
by Johnstone Metzger.
Sorcerer and Trader illustrations by Nathan Orlando Wilson.
The Robot is a powerful thinking machine, probably built for war and
destruction. Play a robot if you want to destroy things and not understand
human behaviours.
The Sage is a figure of great wisdom, a master of esoteric lore. Play a sage if
you are interested in the many long histories of civilization on Planet Algol, or
you want to handle a lot of arcane and magical devices.
http://lumpley.com/apocalypse/
http://planetalgol.blogspot.com/
The Thief is stealthy and quiet, but only so he can crawl inside the demon's
jaws. Play a thief if you want a character who is very good at getting into
trouble, but maybe not so good at getting out again.
WORLD OF ALGOL
The Trader makes do with whatever he has, negotiating the transfer of goods
and services in such a way that he comes out with a profit. Play a trader if you
want to make deals and collect favours.
The Warlord commands a gang of thugs and toughs. It's not an easy life of
pampered indulgence, but when a fight goes down, leadership has its privileges.
Play a warlord if you want to boss around a bunch of lackeys or lead a gang into
battle.
WORLD OF ALGOL
Kherulhi men have glossy skin of a sky blue colour,
black eyes, and no hair. If you're Kherulhi, you get
+1hard (max hard+2) or +1hot (max hot+2).
WORLD OF ALGOL
Synthetic humanoids have been created by the Ancients, by the Vat Guild, and
even by crazed individuals delving into arcane, sorcerous secrets. Lone
synthetics are sometimes able to breed with other races, especially if they were
made as copies of specific individuals, and a few originally-synthetic cultures,
aside from the Gharhions, still thrive on Planet Algol.
RELATIVES
Viisstri men have grey skin, lank black hair, and
white, grey, or yellow eyes. If you're Viisstri, you
get an extra move from the trader playbook, even
if you're not a trader.
If two characters are of the same race, they may be relatives. If the players
decide their characters are related, they each get +1Hx with each other and roll
to determine the nature of their relationship:
1-2 Siblings or half-siblings.
3-4 Relatives of different generations, i.e. mother and son,
niece and uncle, or grand-father and grand-daughter.
5-6 Cousins.
If your Hx goes to +4 because of this, reset to Hx+1 and mark experience.
The BARD
BARD MOVES
Choose 3:
The BARD
LOOKS
Race: Algol man or synthetic.
Appearance (choose 1):
Alluring and sexy.
Beautiful, hypnotic eyes.
Bright eyes and withered body.
Fat and loud.
Non-descript face and unforgettable voice.
Small of frame but extravagantly expressive.
Attire (choose 1):
Fancy dresser, oiled and bejewelled.
Mask and costume.
Outrageously-hued plastextile leisurewear.
Patron's traditional livery.
Rough-and-tumble, mail shirt and leathers.
Run-down and dirt-stained travelling gear.
STATS
Choose one set:
Cool+1, Hard-1, Hot+2, Sharp+1, Weird-1
Cool+2, Hard=0, Hot+2, Sharp-1, Weird-2
Cool=0, Hard+1, Hot+2, Sharp=0, Weird-1
Cool-1, Hard-1, Hot+2, Sharp+1, Weird+1
The BARD
Well-Travelled: When you come to someplace new, say whether you have
been there before, and when. At your option, name someone you met, and
something you left behind. The MC will tell you what has changed.
GEAR
You get:
One or two bardic instruments.
One functional weapon.
Oddments, money, or intoxicants worth 2-barter.
Fashion according to your looks, including, at your option, one piece worth
1-armour (you detail).
Bardic Instruments (choose 1 or 2):
Chambered bagpipes.
Collapsible vibrophonic piano table.
Crystal-amplified brassteel sitar.
Crystal-amplified large- or small-bodied spike fiddle.
Drone pipe cylinder.
Drum and percussion collection.
Hand-cranked calliope organ.
Magna-coil oud/guitar and sound box.
Oscillating metal multi-valve trumpet.
Theramin.
Visi-Sonor.
Wood flute ensemble.
Functional Weapons (choose 1):
Crowbar (2-harm hand messy).
Ornate dagger (2-harm hand valuable).
Staff (1-harm hand area).
Sword or axe (3-harm hand messy).
HX
On your turn, choose 1, 2, or all 3:
One of them hired you for a party that didn't go so well. Tell them Hx+1.
One of them is your intoxicant connection. Tell them Hx+2.
You lost a drinking contest with one of them. Tell them Hx+1.
Tell everyone else Hx-1. You've got an image to maintain.
On the others' turns, choose 1, 2, or all 3:
One of them started a fight while you were performing. Whatever number
that player tells you, give it +1 and write it next to their character's name.
You secretly plot to ruin the reputation of one of them. Whatever number
that player tells you, ignore it; write Hx+3 next to the character's name
instead.
You told one of them all about performing inside a rich noble's home and
saw the greed in their eyes. Whatever number that player tells you, ignore
it; write Hx+3 next to the character's name instead.
Everyone else, whatever number they tell you, write it down.
BARD SPECIAL
If you and another character have sex, choose 1:
Both of you take +1forward.
Choose one option from Artful & Gracious for them, whether you have
the move or not.
BARD IMPROVEMENT
__ Get +1cool (max cool+2).
__ Get +1hard (max hard+2).
__ Get +1sharp (max sharp+2).
__ Get +1weird (max weird+2).
__ Get another Bard move.
__ Get another Bard move.
__ Get followers (detail) and Fortunes.
__ Get a gig (detail) and Side Jobs.
__ Get a move from another playbook.
__ Get a move from another playbook.
The BRAVO
The BRAVO
LOOKS
Race: Algol man, pulvi, shereshi, synthetic, or terran.
Appearance (choose 1 or 2):
All smiles and scars.
Broken nose and cauliflower ears.
Grizzled and rugged.
Muscles like you read about.
Sleek and predatory.
Thousand-yard stare.
Attire (choose 1):
Dark clothes, leather, no nonsense.
Flashing jewellery and swirling, multi-hued fabrics.
Patron's livery or uniform.
Primitive armour and cheap clothes.
Walking arsenal.
War-skirt and a couple metal plates.
STATS
Choose one set:
Cool+1, Hard+2, Hot-1, Sharp+1, Weird-1
Cool+1, Hard+2, Hot=0, Sharp=0, Weird-1
Cool-1, Hard+2, Hot+1, Sharp+1, Weird-1
Cool=0, Hard+2, Hot-1, Sharp=0, Weird+1
BRAVO MOVES
Choose 3:
Battle-Hardened: When you act under fire, you may roll+hard instead of
roll+cool.
Blood Rage: Whenever you take harm, roll+harm taken. On a 10+, take
+1ongoing until you heal any harm. On a 7-9, take +1forward. On a miss, take
1-contamination or -1ongoing until you heal any harm, your choice.
Bloodcrazed: When you inflict harm, inflict +1harm.
Dance of Blades: When you take on multiple opponents in hand-to-hand
combat, you get +1armour.
Fuck this Shit: Name your escape route and roll+hard. On a 10+, sweet,
you're gone. On a 7-9, you can go or stay, but if you go it costs you: leave
something behind or take something with you, the MC will tell you what. On a
miss, you're caught vulnerable, half in and half out.
Perfect Instincts: When you've read a charged situation and you're acting
on the MC's answers, take +2 instead of +1.
Professional Gossip: When you ask around at the local watering-hole or
other social nexus and make your profession obvious, roll+hard. On a hit,
you're told about available work. On a 10+, you're able to suss out the
backgrounds of prospective employers. On a 7-9, you only hear about the most
promising job currently available. On a miss, you're shut out or given bad
information.
Soldier: In a fight, when you help someone who's rolling, don't roll. They
take +1 automatically.
Veteran: Get +1hard (max hard+3).
GEAR
You get:
One serious weapon.
Two specialist weapons.
One backup weapon.
Oddments or money worth 1-barter.
Fashion according to your looks, including, at your option, armour worth
1-armour or 2-armour (you detail).
The BRAVO
Serious Weapons (choose 1):
Bomb-thrower (4-harm close area messy reload).
Disruptor ray (3-harm close area hi-tech).
Laser rifle (3-harm far hi-tech laser).
Magna-coil bolt thrower (3-harm close/far autofire hi-tech).
Phasic machete (3-harm hand hi-tech phase).
Shatter gloves (+2harm +s-harm hand hi-tech worn).
Specialist Weapons (choose 2):
Antique hand-cannon (3-harm close loud reload valuable).
Ceramic grenades (4-harm close area messy reload).
Fire lance (2-harm hand/close hi-tech laser tag).
Long-barrelled hunting musket (2-harm far loud reload).
Needlegun pistol (1-harm close poison-optional).
Needlegun rifle (1-harm far poison-optional).
Shotgun (3-harm close messy reload).
Stun whip (s-harm hand area tag).
Backup Weapons (choose 1):
Black powder handgun (2-harm close loud reload).
Knife collection (2-harm hand infinite).
Shield (+1harm worn, +1armour vs. hand weapons).
Spear (2-harm hand/close area).
Sword (3-harm hand messy).
HX
On your turn, choose 1, 2, or all 3:
One of them saw you kill somebody. Tell them Hx+1.
One of them stood up to you and got away with it. Tell them Hx+2.
You and one of them were both hired by a boss who turned on you. Tell
them Hx+2.
Everyone else, tell them Hx+1. Bravos come cheap.
On the others' turns, choose 1, 2, or all 3:
One of them is your drinking buddy. Whatever number that player tells
you, ignore it; write Hx+3 next to the character's name instead.
You met one of them in a bar fight. Whatever number that player tells you,
ignore it; write Hx+3 next to the character's name instead.
You met one of them in court or prison. Whatever number that player tells
you, add 1 to it and write it next to the character's name.
Everyone else, whatever number they tell you, write it down next to the
character's name.
BRAVO SPECIAL
When you and another character have sex, roll a die and ask their player the
question indicated:
1-2 What do you want my character to do for you the most?
3-4 What is the last thing you want my character to do now?
5-6 Who do you want my character to kill the most?
If you pursue the action they tell you, take +1forward and mark experience.
BRAVO IMPROVEMENT
__ Get +1cool (max cool+2).
__ Get +1hot (max hot+2).
__ Get +1sharp (max sharp+2).
__ Get +1weird (max weird+2).
__ Get another Bravo move.
__ Get another Bravo move.
__ Get a gang (detail) and Pack Alpha.
__ Get a gig (detail) and Side Jobs.
__ Get a move from another playbook.
__ Get a move from another playbook.
STATS
Choose one set:
Cool+1, Hard-1, Hot+2, Sharp+1
Cool-1, Hard+2, Hot+2, Sharp-1
Cool+1, Hard=0, Hot+2, Sharp=0
Cool-1, Hard+1, Hot+2, Sharp+1
GEAR
You get fashion according to your situation, including if appropriate a piece
worth 1-armour. Depending on your circumstances, you may also possess
useful Earth gear.
Useful Earth Gear (choose none, 2, 3, or 5, as appropriate):
Assault rifle (3-harm close loud autofire).
Battle rifle (3-harm far hi-tech-optional).
Big box of ammo.
Binoculars.
Chainsaw (3-harm hand autofire messy).
Designer body protection (detail) worth 2-armour.
Flashlight and batteries.
Handgun (2-harm close loud) or two.
Kilo of drugs (detail) and works.
Medical kit, with 2-stock.
Night-vision goggles and batteries.
Personal computer/phone (detail).
Personal vehicle (detail).
Rad-suit worth 1-armour.
Radio/recording device and batteries.
Rope and climbing gear.
Several grenades (4-harm hand area reload messy) or C4 and detonators.
SMG (2-harm close area loud).
Steed or pack animal.
Valuables (detail) worth 1-fortune.
10
HX
On your turn, choose 1, 2, or all 3:
One of them gave you food and shelter when you had nothing Tell them
Hx+2.
One of them is the first person you met on Algol. Tell them Hx+2.
One of them saved you from a common Algol man-killer. Tell them Hx+2.
Everyone else, tell them Hx+1. Your bewilderment is an open book.
On the others' turns, choose one or both:
Choose which one you trust the least. Whatever number that player tells
you, add 1 to it and write it next to the character's name.
One of them reminds you of home. Whatever number that player tells you,
ignore it; write Hx+3 next to the character's name instead.
Everyone else, whatever they tell you, give it -1 and write it next to their
character's name. You are not from Planet Algol and you do not understand.
The ROBOT
The ROBOT
LOOKS
Appearance (choose 1):
Blackened and blood-stained war-machine.
Extremely hi-tech.
Hardcore deconstructionist aesthetic.
Human on the outside, machine on the inside.
Painted, adorned, and decorated by hand.
Sleek and shining chrome (wo)man of metal.
STATS
Choose one set:
Cool=0, Hard+2, Hot-1, Sharp+2, Weird-2
Cool+2, Hard+2, Hot-2, Sharp=0, Weird-1
Cool=0, Hard+2, Hot=0, Sharp-1, Weird+1
Cool+1, Hard+2, Hot-1, Sharp+1, Weird-1
ROBOT MOVES
You get this one:
Mechanical Titan: As a robot, you are immune to many things that harm
normal life forms, such as heat, cold, lack of oxygen, and most forms of nonmagical contamination. You do not need to eat or drink, and are usually
unaffected by psychic phenomena. However, you do not heal damage the way
living creatures do, and in order to be repaired you require a qualified
technician.
And choose 2:
Heavy Metal: You get +1hard (max hard+3).
Interface Jack: You are able to manipulate any and all thinking machines,
and read them as if they were people, simply by plugging into them.
11
GEAR
You get:
One specialist function.
Two auxiliary functions.
Clothes, if you want them (you detail).
Specialist functions (choose 1):
Energy beams (3-harm close/far hi-tech implanted laser).
Flame thrower (4-harm close fire implanted messy).
Force shield (+1armour force hi-tech implanted).
Metaphysical sensors (+augury hi-tech implanted).
Suspensor arrays (+flight hi-tech implanted).
The SAGE
Auxiliary functions (choose 2):
Blades (3-harm hand implanted).
Drug injectors (hi-tech implanted tag).
Extendable limbs (implanted).
Extending eyepiece (hi-tech implanted).
Hardened metal exterior (2-armour hi-tech implanted). If you wear
armour, use that instead.
Stun-wave projector (s-harm close ap area hi-tech implanted loud reload).
HX
On your turn, choose one or both:
One of them helped get you repaired when you were broken. Tell them
Hx+2.
One of them knows where you were built. Tell them Hx+2.
One of them seems to understand you, even though you are a robot. Tell
them Hx+2.
Everyone else, tell them Hx-1. You are a robot.
On the others' turns, whatever number they tell you, give it -1 and write it next
to the character's name. You don't normally get close to fragile meat packets.
ROBOT SPECIAL
If you and another character somehow manage to have sex, whatever their
special is, ignore it. It doesn't happen.
12
The SAGE
LOOKS
Race: Algol man, pulvi, or shereshi.
Appearance (choose 1 or 2):
Adorned with strange tattoos or painted sigils.
Deep, soothing, sonorous voice.
Hands like claws clutching an ancient tome.
Laden down with trinkets, knickknacks, and small artifacts.
Piercing eyes that seem to look deep into your soul.
Swathed in dusty robes, metal rings, and spectacles.
Unkempt hair and a long, shaggy beard.
STATS
Choose one set:
Cool+1, Hard-1, Hot=0, Sharp+2, Weird=0
Cool=0, Hard+1, Hot-2, Sharp+2, Weird+1
Cool-1, Hard-1, Hot-1, Sharp+2, Weird+2
Cool=0, Hard-1, Hot+1, Sharp+2, Weird=0
SAGE MOVES
Choose 3:
ROBOT IMPROVEMENT
__ Get +1cool (max cool+2).
__ Get +1sharp (max sharp+2).
__ Get +1weird (max weird+2).
__ Get another Robot move.
__ Get another Robot move.
__ Get another specialist function.
__ Get a gig (detail) and Side Jobs.
__ Get a gang (detail) and Leadership.
__ Get a move from another playbook.
__ Get a move from another playbook.
Consult Sage: When a character comes to you for advice, tell them what you
honestly think the best course is. If they do it, they take +1 to any rolls they
make in the doing, and you mark an experience circle.
Helping Hands: When you help someone, you may roll+sharp instead of
roll+Hx.
The SAGE
I Know This Work: When you encounter an interesting artifact,
construction, or device (your call), roll+sharp. On a hit, you can ask the MC
questions. On a 10+, ask 2. On a 7-9, ask 1:
how could I make this thing do __?
how is it weak or vulnerable?
what's happened to it recently?
what's it for?
what's it made of?
who made it?
Knowing is Half the Battle: At the beginning of the session, roll+sharp. On
a hit, hold 1. On a 10+, also take +1forward. At any time, either you or the MC
can spend your hold to have you already there, with the proper tools and
knowledge, with or without any clear explanation why. On a miss, the MC
holds 1, and can spend it to have you already be there, but somehow pinned,
caught, or trapped.
Quick Thinking: When you act under fire, you may roll+sharp instead of
roll+cool.
The Sage's Book of Spells: You get a spellbook with three spells or rituals.
Who's Who on Planet Algol: When you meet someone important (your call),
say what you've heard about them and roll+sharp. On a hit, the MC will tell
you more details. On a 10+, the MC's details will complement yours. On a 7-9,
the MC's details may contradict your own information, and how you discover
the truth is your own affair. On a miss, you are wrong about something.
Words are Cheap: When you provide useful or secret knowledge to another
character with no strings attached, get +1Hx with them if it's a PC, or take
+1forward against them if it's an NPC.
GEAR
You get:
One weapon for self-defence.
Oddments or money worth 2-barter.
Fashion according to your looks (you detail).
13
HX
On the others' turns, choose 1, 2, or all 3:
One of them didn't heed your advice. Whatever number that player tells
you, ignore it; write Hx+3 next to the character's name instead.
You looked out for one of them in troubled times. Whatever number that
player tells you, add 1 to it and write it next to the character's name.
You told one of them where you suspect an Ancient city may be hidden.
Whatever number that player tells you, add 1 to it and write it next to the
character's name.
Everyone else, whatever number they tell you, give it -1 and write it next to the
character's name. You're too wrapped up in your researches to care much.
SAGE SPECIAL
If you and another character have sex, you get +1Hx with them, and you can
open both your minds to the psychic maelstrom together, experiencing the
same thing. With another PC, roll once but add both your weird stats. If your
Hx goes to +4 with them, reset it to Hx+1 and mark experience.
SAGE IMPROVEMENT
__ Get +1cool (max cool+2).
__ Get +1hard (max hard+2).
__ Get +1hot (max hot+2).
__ Get +1sharp (max sharp+3).
__ Get +1weird (max weird+2).
__ Get another Sage move.
__ Get another Sage move.
__ Get a gig (detail) and Side Jobs.
__ Get a move from another playbook.
__ Get a move from another playbook.
The SORCERER
The SORCERER
LOOKS
Race: Algol man, shereshi, or synthetic.
Appearance (choose 1):
Bored and unimpressed.
Intense and maniacal, with blazing eyes.
Nervous and skittish, eyes full of fear.
Perfect, unblemished.
Tall and imperious, with an air of unshakeable confidence.
Withered and depraved.
Attire (choose 1 or 2):
Animal hides.
Antique or bizarre jewellery.
Black cloak, black felt and leather clothes
Garments picked up off the ground.
Star-patterned robe and conical hat.
Soft and stylish synthsilk attire, all "gifts."
STATS
Choose one set:
Cool-1, Hard-1, Hot+1, Sharp+1, Weird+2
Cool+2, Hard-2, Hot-1, Sharp=0, Weird+2
Cool=0, Hard-1, Hot=0, Sharp+1, Weird+2
Cool+1, Hard+1, Hot-2, Sharp=0, Weird+2
14
The SORCERER
SORCERER MOVES
You start with four spells or rituals, plus choose 2:
Altar Stone: When you sacrifice a sentient life or goods worth at least 3barter on your altar, ask 2:
What is my enemy's true position?
What should I be on the lookout for?
Which enemy is most vulnerable to me?
Which enemy is the biggest threat?
Who wishes me harm?
Expanded Spell Book: You get an additional three spells or rituals.
Fearsome Presence: You can roll+weird to get the effects of going aggro,
without going aggro. Your victim has to be able to see you, but you don't have
to interact. If your victim forces your hand, your will counts as a weapon (1contamination close ap loud-optional).
Hypnotic Gaze: When you enter into a charged situation, roll+weird. On a
10+, hold 2. On a 7-9, hold 1. Spend your hold 1 for 1 to make eye contact with
an NPC present, who freezes or flinches and can't take action until you break it
off. On a miss, your enemies identify you immediately as their foremost threat.
Magic in the Blood: You get +1weird (max weird+3).
Mesmerizing Power: When you seduce or manipulate an individual, you
may roll+weird instead of roll+hot.
Wizard Sight: By using a crystal ball or a pool of still water, you can
roll+weird instead of roll+sharp to read a situation from afar.
GEAR
You get:
A spell book.
Oddments, antiques, books, intoxicants, or money worth 3-barter.
Fashion according to your looks (you detail).
15
HX
Everyone introduces their characters by name, looks, and attitude. Take your
turn. List the other characters' names.
Go around again for Hx. On your turn, choose 1, 2, or all 3:
One of them doesn't know you are a sorcerer. Tell them Hx-1.
One of them knows you have a secret map. Tell them Hx+1.
You have used your magic on or on behalf of one of them. Tell them Hx+2.
Everyone else, tell them Hx=0.
On the others' turns, choose one or both:
One of them obviously doesn't trust you. Whatever number that player
tells you, add 1 to it and write it next to the character's name.
You and one of them are the only survivors of a dubious adventure.
Whatever number that player tells you, ignore it; write Hx+3 next to the
character's name instead.
Everyone else, whatever number they tell you, give it -1 and write it next to the
character's name. You're not exactly good with people.
SORCERER SPECIAL
If you and another character have sex, hold one. While you have hold over
them, either of you may help or interfere with the other, regardless of distance
or barriers that would normally prevent it. You may relinquish your hold at any
time.
SORCERER IMPROVEMENT
__ Get +1cool (max cool+2).
__ Get +1hard (max hard+2).
__ Get +1hot (max hot+2).
__ Get +1sharp (max sharp+2).
__ Get another Sorcerer move.
__ Get another Sorcerer move.
__ Get three more spells or rituals.
__ Get followers (detail) and Fortunes.
__ Get a move from another playbook.
__ Get a move from another playbook.
The THIEF
The THIEF
LOOKS
Race: Algol man, pulvi, shereshi, synthetic, or terran.
Appearance (choose up to 3):
Deformed or mutilated.
Dressed as some other profession.
Immaculately well-groomed.
Long thin limbs, long thin fingers.
Nervous and stuttering.
Ostentatious rings and jewels.
Small and slight, clothed in soft greys or blacks.
Sparkling eyes full of mischief and a smirking grin.
Thick dark clothes that blend into the night.
STATS
Choose one set:
Cool+2, Hard-1, Hot=0, Sharp+2, Weird-2
Cool+2, Hard=0, Hot-2, Sharp+1, Weird+1
Cool+2, Hard-1, Hot+1, Sharp+1, Weird-1
Cool+2, Hard+1, Hot=0, Sharp=0, Weird-1
16
THIEF MOVES
You get this one:
Stealthy: When you move silent, unseen, roll+cool. On a 10+, hold 3. On a 79, hold 1. Spend your hold 1-for-1 to remain undetected, if at all possible, while
you take an action, including:
You cover your tracks.
You get close to someone or something.
You hide or conceal yourself.
You infiltrate a secure location.
You snatch, pocket, or conceal an item.
If you reveal yourself, you lose any remaining hold. On a miss, you're caught in
the act, in a bad position.
And choose 2:
Eye for a Mark: When you read a person, on a hit, in addition to your other
questions, you may ask this:
What's your character's most valued or valuable possession?
When you read a situation, on a hit, in addition to your other questions, you
may ask this:
What and where is the most valuable thing here?
Five-Finger Discount: You get one piece of gear from any playbook, even if
it's hi-tech or valuable, but remove the implanted tag.
Gatecrasher: At the beginning of the session, roll+sharp. On a hit, hold 1.
On a 10+, also take +1forward. At any time, either you or the MC can spend
your hold to have you there, with or without any clear explanation why. On a
miss, the MC holds 1, and can spend it to have you already be there, but
somehow pinned, caught, or trapped.
Ice Cold: When you go aggro on another player's character, roll+Hx instead
of roll+hard. When you go aggro on an NPC, roll+cool instead of roll+hard.
Opportunistic: When you interfere with someone who's rolling, roll+cool
instead of roll+Hx. Asshole.
The THIEF
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Thieving Nature: When you see, hear about, or otherwise come to know of a
thing you want, roll+cool. On a hit, you can ask the MC questions. On a 10+,
ask 3. On a 79, ask 2:
How can I make this mine?
What is this truly worth?
Who will stand in my way?
Who will try to take it from me once its mine?
On a miss, your face and body language betray your interest in the thing to
anyone whos paying attention.
GEAR
THIEF SPECIAL
You get:
Two pieces of criminal gear.
Oddments or money worth 1-barter.
Fashion according to your looks (you detail).
When you and another character have sex, you may ask 3 questions from
Thieving Nature, as if they were something valuable and you had rolled 10+,
even if you do not have the move.
HX
On your turn, choose 1, 2, or all 3:
One of them fenced your stolen goods. Tell them Hx+1.
You and one of them are the only survivors of a dubious adventure. Tell
them Hx+1.
You were caught stealing from one of them. Tell them Hx+2.
Everyone else, tell them Hx-1. You're a thief, you got secrets.
THIEF IMPROVEMENT
__ Get +1cool (max cool+3).
__ Get +1hard (max hard+2).
__ Get +1hot (max hot+2).
__ Get +1sharp (max sharp+2).
__ Get another Thief move.
__ Get another Thief move.
__ Get a gang (detail) and Pack Alpha.
__ Get a gig (detail) and Side Jobs.
__ Get a move from another playbook.
__ Get a move from another playbook.
The TRADER
The TRADER
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TRADER MOVES
You get this one:
LOOKS
Race: Algol man, pulvi, or shereshi.
Appearance (choose 1):
Blank, intoxicant-addled gaze.
Bright-eyed, smooth-talker.
Old and wizened.
Scraggly and travel-worn.
Smooth-faced and indifferent.
Attire (choose 1):
Baggy, nondescript shirts and
trousers in neutral colours.
Distinctive trader uniform.
Drab nomad robes.
Hides and furs.
Mismatched outfits you collect like
postcards.
STATS
Choose one set:
Cool+1, Hard+1, Hot-1, Sharp+2, Weird-1
Cool=0, Hard-1, Hot=0, Sharp+2, Weird+1
Cool-1, Hard=0, Hot+1, Sharp+2, Weird=0
Cool+1, Hard-1, Hot+1, Sharp+2, Weird-1
The TRADER
GEAR
You get:
Three paying gigs.
One obligation gig.
One trade specialty.
One portable weapon.
Oddments or money worth 2-barter.
Fashion according to your looks, including a piece worth 1-armour.
Trade specialty (choose 1):
Caravan of up to 3 pack animals.
Crew of up to 3 assistant traders.
Medical kit worth 4-stock.
Permanent or portable public establishment.
Portable non-hi-tech workspace.
Portable weapon (choose 1):
Hand cannon (2-harm close loud reload).
Hidden knives (2-harm hand infinite).
Metal club (2-harm hand).
Musket (3-harm far loud reload).
HX
On your turn, choose 1, 2, or all 3:
One of them left you in a pinch when they were supposed to come through
for you. Tell them Hx-1.
You and one of them discovered an abandoned, underground fortress of
the Ancients together. Tell them Hx+1.
You and one of them were both persecuted by the same noble or warlord.
Tell them Hx+2.
Everyone else, tell them Hx=0.
On the others' turns:
Pick the one you think is the wealthiest. Whatever number that player tells
you, add 1 to it and write it next to the character's name.
Everyone else, whatever number they tell you, give it -1 and write it next
to the character's name. You try not to get too attached.
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TRADER SPECIAL
If you and another character have sex, if they're an NPC, you get a new
obligation gig: keeping them happy (they're happy / oh no they're not). With a
PC, you get +1Hx with them.
TRADER IMPROVEMENT
__ Get +1cool (max cool+3).
__ Get +1hard (max hard+2).
__ Get +1hot (max hot+2)
__ Get +1sharp (max sharp+2).
__ Get another Trader move.
__ Get another Trader move.
__ Get 2 new gigs and another crew.
__ Abandon or resolve an obligation gig for good.
__ Get a move from another playbook.
__ Get a move from another playbook.
The WARLORD
The WARLORD
LOOKS
Race: Algol man, pulvi, shereshi, synthetic, or terran.
Demeanour (choose 1):
Angry and bellowing task-master.
Face of a torturer.
Gregarious, back-slapping big brother.
Proud and confident.
Quiet and watchful.
Stern and disapproving.
Attire (choose 1 or 2):
Customized metal armour.
Earth clothes.
Furs and dinosaur scales.
Gold chains and studded leather.
Patron's uniform or livery.
Velvet and moth-silk luxury wear.
STATS
Choose one set:
Cool+1, Hard+2, Hot=0, Sharp+1, Weird-2
Cool-1, Hard+2, Hot+1, Sharp+1, Weird-1
Cool+1, Hard+2, Hot-1, Sharp+1, Weird-1
Cool+1, Hard+2, Hot-2, Sharp=0, Weird+1
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WARLORD MOVES
You get this one:
Pack Alpha: When you try to impose your will on your gang, roll+hard. On a
10+, all 3. On a 7-9, choose 1:
They do what you want.
They don't fight back over it.
You don't have to make an example of one of them.
On a miss, someone in your gang makes a dedicated bid to replace you for
alpha.
And choose 1:
Art of War: When you open your brain, you may roll+hard instead of
roll+weird.
Fame and Infamy: When your gang meets someone important (your call),
roll+hard. On a hit, they've heard about your gang and react accordingly. You
say what they've heard. On a 10+, also take +1forward with them. On a miss,
they've heard about your gang alright, and they don't want it around.
Minions: When you have your gang help someone else issue threats or
commit violence, dont roll+Hx. You help them as though youd hit the roll
with a 10+.
Prepared for the Inevitable: You have a hi-tech medical kit, worth 4-stock.
The Set-Up: When you spend a day directing your gang to make
preparations, roll+sharp. On a hit, hold 1. On a 10+, you also take +1forward.
Spend your hold to be prepared for a situation or to have already set something
upa trap, an escape route, a cache of supplies, or a meeting with an allyas
long as it follows from how or where you directed your gang to prepare.
The WARLORD
GEAR
You get:
One boss weapon.
One symbolic weapon.
Oddments or money worth 2-barter.
Fashion according to your looks and warband (you detail).
Boss weapons (choose 1):
Automatic needlegun (1-harm close/far autofire poison-optional).
Bomb-thrower (4-harm close area messy reload).
Heavy blaster (3-harm close/far autofire hi-tech laser).
Phasic machete (3-harm hand hi-tech phase).
Symbolic weapons (choose 1):
Heavy whip (1-harm hand).
Kingly sceptre (2-harm hand blunt valuable).
Wicked sword (3-harm hand valuable).
WARBAND
By default, your warband consists of about a dozen undisciplined and
mercenary fighting-men with primitive weapons and armour (2-harm gang
small savage 1-armour). Then choose 3:
Your band consists of two or three dozen guys (medium).
Your band has hi-tech weapons (+close/far, +laser).
Your band has sophisticated armour (+1armour).
Your band is nomadic, able to maintain its gear with no fixed home base
(+mobile).
Your band is mounted; each member rides a zorse, ornith, or other steed.
Your band is self-sufficient, able to feed itself without depending on you
(+rich).
Your band is well-armed (+1harm).
Your band is well-disciplined (-savage).
And choose 1:
Your band is a loose-knit group of short-term mercenaries. Vulnerable:
desertion.
Your band is filthy and unwell. Vulnerable: disease.
Your band is in significant debt to someone powerful. Vulnerable:
obligation.
Your band is lax about security and likes to drink and brag. Vulnerable:
reprisals.
Your band is untrustworthy and greedy. Vulnerable: betrayal.
HX
On your turn, choose 1, 2, or all 3:
One of them stood up to you, band and all. Tell them Hx+2.
One of them used to be part of your warband. Tell them Hx+2.
Your gang watched over and protected one of them. Tell them Hx-1.
Everyone else, tell them Hx+1. You're pretty obvious.
On the others' turns, whatever number they tell you, give it -1 and write it
down next to the character's name.
WARLORD SPECIAL
When you and another character have sex, take +1forward.
WARLORD IMPROVEMENT
__ Get +1cool (max cool+2).
__ Get +1hard (max hard+3).
__ Get +1sharp (max sharp+2).
__ Get another Warlord move.
__ Get another Warlord move.
__ Choose a new option for your warband.
__ Choose a new option for your warband.
__ Get a holding (detail) and Wealth.
__ Get a move from another playbook.
__ Get a move from another playbook.
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WORLD OF ALGOL
22
Make Planet Algol Seem Real: Just because it's weird doesn't mean it doesn't
make sense, though. Yes, there are those who reach Planet Algol through their
dreams, but that doesn't mean the planet is a fever dream world. There are
reasons for everything on Planet Algoltoo many reasons, sometimes, and
they can be inhuman reasons, but the weirdness comes from the juxtaposition
of elements that follow different internal logics and different rules. Nothing is
weird simply for the sake of being weird.
Make Planet Algol Seem Vivid: You're supposed to make the player's
character's lives not boring, right? Well, there's literally thousands upon
thousands of dead civilizations to draw from on Planet Algol, so you can always
include something new and unique. Preferably in bright, garish colours. And
make sure all of your characters are unique, when they step out from the
faceless hordes of slaves. Algol is a world full of survivorseveryone has some
talent or skill worth noticing.
NEW TAGS
Acid: Any harm blocked by non-magical armour reduces its rating by 1.
Contaminated: Causes contamination.
Fake: The item is a replica and is only useful if someone can be fooled into
thinking it is real.
Force: Force shield armour ignores the ap tag.
Hallucinogenic: Causes temporary distortions of thought processes and sense
perception, possibly including prophetic foresight, glossolalia, astral travel,
and/or fractal x-ray vision.
Phase: Phasic weapons cut through matter, and so count as ap versus all nonforce, non-magical armour.
Poison: Poisoned wounds usually cause contamination and do not heal
without proper medicine. Milder poisons can inflict only s-harm and/or cause
hallucinations on contact or once ingested.
Psi: Interfaces with the mind directly. May cause -harm.
WORLD OF ALGOL
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CONTAMINATION
There are many things worse than bodily injury on Planet Algol. Characters
here have an additional harm countdown called contamination. Characters can
become contaminated by radiation, poison, physical and psychic diseases,
magical curses, biological parasites, mutagenic chemicals, and temporal
paradoxes, among other things. You mark contamination one segment at a
time, after being exposed for a certain amount of time, which may be a long
time or a very, very short amount of time, depending on the strength of the
contaminating material.
If you're insane, define what condition ails you, and expect the MC to play into
it whenever you miss a roll.
After you take a debility from contamination, you may always spend your next
improvement on +1weird (max weird+3), no matter what playbook you're
using.
ALGOLESIAN WEAPONS
There is a great technological disparity between communities on Planet Algol.
Certain guilds, organizations, and social classes have preserved some
knowledge of ancient hi-tech devices, and are able to leverage this into military
power and economic prosperity. The most common hi-tech weapons are laser
weapons.
But most people live with the equivalent of pre-industrial technology. Swords,
spears, clubs, and crossbows are common weapons, while some militias use
black powder firearms, although these can be harder to reload than crossbows.
WORLD OF ALGOL
SPELLS
Spells are actually extra-dimensional life forms, a type of mental parasite or
symbiote. They do not normally prefer the minds of men, but may be captured
and employed to create anomalous effects in the physical world through the
use of magical formulae. By memorizing a formula, a spell is captured and held
in the mind until cast, which usually erases all memory of the formula.
You may keep two spells memorized per positive point of Weird you have, or
only one spell if your Weird=0 or less.
When you learn a spell, from a tome or another sorcerer, roll+sharp. On a 10+,
as long as you have enough time, you may learn the spell and copy it into your
own spellbook. On a 7-9, your learning is imperfect. The MC will add an
additional trait or two. On a miss, the spell is too difficult or alien, and you risk
unleashing uncontrollable powers or harming your mind.
Commonly-known spells on Planet Algol include:
Armour: Grants you or someone you touch 2-armour for half a day, or until
the end of a battle. Does not stack with other armour.
Autarch's Hand: Roll+weird to seize by force from a distance (1-harm close
magic). Replace "take little harm" with "you create no additional unwanted effects,"
then pick your options as normal. If you seize an opponent, they are
immobilized as long as you concentrate. You do not take harm unless you are
in a magical duel, in which case this spell is no defence.
Bind: You may command any rope-like objects within sight to tie themselves
around other objects or around people; or you may cast this spell backwards
and cause bindings to come undone.
Charm: This spell temporarily makes a creature or an NPC into an ally (ally:
friend). If cast on another player's character, they mark experience if they
behave like you are best friends and allies, and are acting under fire to oppose
you or act in an unfriendly manner. Normal duration is one day or thereabouts.
Create Sound: You may create a disembodied sound as long as you
concentrate. You may not create sounds you have not personally heard nor
have no memory of. Range is your own earshot. This spell may be used to
amplify your own voice, or someone else's.
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Detect Magic: Cast this spell on an object to determine its magical properties,
or on your surroundings to discover what is magical.
Feather Fall: When cast upon a falling target within sight, including a person,
object, or yourself, the target falls as if light as a feather until reaching the
ground.
Floating Disc: You summon a magical floating disc, about five feet in
diameter, that follows you around and can carry about five hundred pounds of
stuff. It lasts for about a day or until dispelled. You may only command one
disc at a time.
Ghostwalk: As long as you concentrate, you become ghostly and insubstantial,
hard to see and able to walk through solid matter easily.
Invisibility: As long as you concentrate, you become invisible, along with all
your gear.
Light: You create a luminous glow, which either floats beside you or may be
attached to a physical object within sight, and lasts until dispelled. If cast on a
person, they begin to glow with a pale light. This effect lasts about a day.
Locate Object: As long as you concentrate, you are drawn to the closest object
of a certain type, which you picture in your mind. This spell will only locate
specific, unique objects that you are familiar with.
Magic Missile: Attack at range using magic (3-harm close/far magic). When
you learn this spell, choose an additional tag (e.g. acid, cold, darkness, energy,
fire, lightning, quintessence). When you cast this spell, roll+weird to go aggro.
Mending: You magically repair defects or damage to a piece of gear that is not
hi-tech.
Open: With a word or touch, you cause a stuck, barred, locked, held, or wizardlocked door to open. This also works on secret doors, locked boxes, and will
loosen welds, and shackles, but will not ropes or bindings.
Paralyze: You may hold an individual within sight in place, as long as you
concentrate (s-harm close magic).
WORLD OF ALGOL
Pyrotechnics: As long as you concentrate, you may control non-magical fires
within your vicinity, including extinguishing them. You must be able to sense
the fire, but you do not necessarily need to see it. Magical fire that is not
controlled by another sorcerer may also be manipulated.
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Wall of Ice: You summon a sheet of ice roughly your own height and fifty feet
long. This may be a free-standing wall or a sheet covering another surface. The
ice lasts until it melts.
Shield: Creates a magical shield in front of you that gives you 3-armour against
missile attacks, as long as you concentrate.
Wall of Stone: You summon into existence in front of you a wall of stone
roughly your height and up to thirty feet long. It begins to crumble after a few
hours and will be reduced to dust after a day.
Sleep: You may cause a target that you can see to fall into a magical slumber,
from which it is hard to awaken. The target will sleep for several hours. Player's
characters who wish to act before they fall asleep must act under fire.
Wizard Eye: As long as you concentrate, you may send forth an invisible eye
that you can see through. It may travel as quickly as a zorse runs, in any
direction.
Spider Climb: Allows you, or a target you touch, to walk on walls and hang
from ceilings like a spider until returning to normal movement.
Wizard Lock: You cause a door, gate, valve, or other closure to shut and hold
fast as if it were barred and locked. This applies also to improvised doors and
barriers, and all types of materials, though it does not protect them from being
battered down. Normal duration is about a day or so.
Spirit Steed: Whisper your need into the ether, and roll+weird. On a hit, a
spirit steed arrives to carry you to your destination. On a 10+, choose 2. On a
7-9, choose 1:
Your steed appears to be a normal animal.
Your steed may carry additional passengers.
Your steed may carry you to multiple locations.
Your steed may fly.
On a miss, you summon something else.
Stinking Cloud: You create a toxic cloud the size of a room (1-harm close ap
area magic poison). This cloud looms until dispelled or it dissipates.
True Sight: As long as you concentrate, your sight is unimpeded by obstacles
such as darkness, smoke, dust, mist, magical illusions or invisibility. Ghosts,
demons, and concealed objects become apparent, and the alternate forms of
shapechanged creatures becomes known. This spell does not confer x-ray
vision or reveal other magical characteristics.
Wall of Fire: You create a wall of flames roughly your height and fifty feet
long. Anyone caught in this fire or passing through it is in danger of being
burned (2-harm ap area magic). The fire you summon lasts as long as you
concentrate on maintaining it, but the natural fires it may cause are another
matter entirely.
RITUALS
Some magical effects are too complicated to simply be memorized and thrown
around like spells. Rituals involve multiple spell entities and take anywhere
from several minutes to several hours or even days to complete.
Alarm Ward: You may inscribe a magic ward on a doorway, passage, or other
limited location that will alert you or make noise when someone touches it or
passes through the area. Your ward lasts for about a day.
Change Weather: After this ritual is performed, which can be performed in
less than one hour, the weather changes to fit your will.
Construction: You magically repair a piece of hi-tech gear, or, if you have
proper plans and materials, you may build a piece of hi-tech using magic. This
ritual takes about a day.
Dispel Magic: You may cancel spells, curses, and magical effects. This ritual
takes only a few minutes to remove the ongoing effects of spells, but may take
hours to dispel the effects of rituals. It will not reverse the permanent effects
of using magic, it only repels existing magic away from this plane of existence.
WORLD OF ALGOL
Healing Touch: Lay your hands on the target and roll+weird. On a hit, heal 1
segment of harm. On a 7-9, choose 1:
You open your brain to the psychic maelstrom.
You're acting under fire from the effort.
On a miss, heal no segments and treat it as if you've opened both your brains
and missed the roll.
House of Leaves: By means of this ritual, you cause a house to form around
you out of nearby materials or magical energies. It may be larger on the inside
than the outside, at your option. The magical portions last as long s you inhabit
the house and for a few days more, while the physical construction is
permanent.
Magic Mouth: You inscribe a magical ward upon an object or location, so that
when another creature comes close to it, a magical mouth appears and utters
the words you have taught it to speak. The mouth ward is permanent unless
dispelled.
Send Dreams: By entering a trance after the ritual, you may send dream
messages to some other person, no matter where they are, or to a group of
people in one specific place. Your message will continue to be sent for a day or
so after your ritual is complete, and your target will receive it if they fall asleep
at any point during this time.
Shape Stone: You magically sculpt and shape a piece or mass of stone or earth
into whatever shape you want, as long as you continue the ritual.
Trap Ward: You inscribe a magic ward on an object or location, and at your
option you may include a phrase or trigger that allows someone to avoid
triggering the ward, which causes the trap to spring (2-harm intimate magic).
When you learn this ritual, pick another tag for your trap (i.e. acid, explosive,
laser, poison, psi, etc). The trap may or may not destroy the item it is warding,
at your option. Your ward is permanent until triggered or dispelled.
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