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World of Algol Landscape

You have a loyal assistant or groupie who will do anything you ask. STAT Your base STATS are: Charismatic: You have a magnetic personality and a way with words. Roll+hot when trying to charm or persuade someone. Hot: +2 Cool: +1 Sharp: +1 Hard: +0 Weird: +0 Entertainer: You are a skilled performer. Roll+hot when playing music, singing, dancing, telling stories, or otherwise entertaining an audience. Hx Everyone starts with Hx+1 toward each other. You decide if any characters have history together, mark experience, and improve your Hx.
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0% found this document useful (0 votes)
259 views26 pages

World of Algol Landscape

You have a loyal assistant or groupie who will do anything you ask. STAT Your base STATS are: Charismatic: You have a magnetic personality and a way with words. Roll+hot when trying to charm or persuade someone. Hot: +2 Cool: +1 Sharp: +1 Hard: +0 Weird: +0 Entertainer: You are a skilled performer. Roll+hot when playing music, singing, dancing, telling stories, or otherwise entertaining an audience. Hx Everyone starts with Hx+1 toward each other. You decide if any characters have history together, mark experience, and improve your Hx.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WORLD OF ALGOL

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.

For use with Apocalypse World by D. Vincent Baker,


and Planet Algol by Blair Fitzpatrick.

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.

This cross-over supplement allows you to use the Apocalypse


World rules in the Planet Algol setting. You will need both of
these; this is not a complete game by itself.

The Sorcerer is a powerful wizard, a wielder of eldritch forces and black


witchery. Play a sorcerer if you want to have lots of weird magical powers, and
don't particularly care about being consistently good at anything else.

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.

APOCALYPSE WORLD PLAYBOOKS


You can also use the regular playbooks from Apocalypse World if you like, as
long as you give one of your stats a -1, and pick a race from the list.

RACES ON PLANET ALGOL


If you pick Earth man or robot, that's your race. If you pick bard, bravo, sage,
sorcerer, thief, trader, or warlord, choose one of the races listed in your
playbook. There are a large variety of different types of Algol Men, and only
some of them are listed here.
Agogi men are pink-skinned and usually hairless,
though some have thin, fine silvery-white hair.
Their eyes are pink to white. They constitute the
main ruling class on the Iridium Plateau, and are
the oligarchs of Agog City. If you are Agogi, you
start with +2barter in oddments or money and get
+1 to any barter rolls you make within the Agogi
hegemony.

Azghukh men have turquoise skin with purple


stripes, like those of a tiger. Their hair is dark and
inky, ranging from green to purple, and their eyes
are usually gold. The Azghukh are a naturally artistic
and celebratory race. If you're Azghukh, you get an
extra bard move, even if you're not a bard.

Barshi men have glossy black skin and hair, which


is usually straight or wavy, and occasionally
bleached and dyed. Their eyes range from black to
grey to gold. If you're Barshi, you get an extra thief
move, even if you're not a thief.

Gresh men have lemon yellow skin, no hair, and


eyes of yellow, green, or brown. If you're Gresh, you
can always use an improvement to get +1sharp
(max sharp+2), no matter what playbook you
choose.
Haasht men have jade-toned, finely-scaled skin and
iridescent bronze or copper eyes. Men have crests of
lavender to blue-green scales instead of hair, while
women have wavy hair of the same colours that they
often wear in mohawks of faux-hawks, in solidarity
with their men-folk. If you're Haasht, you can
breathe underwater and swim with great alacrity,
and you can always use an improvement to get
+1hard (max hard+3), no matter what playbook you choose.
Hyperborean men have ashen white skin and
straight hair of a white to dark grey colour. They are
an extremely chauvinistic race, and easily band
together, whether they are from primitive barbarian
tribes or domed cities under the polar ice. If you're
Hyperborean you may always roll+any stat (your
choice) to use Reputation with other Hyperborans
and with any agents of the Agogi oligarchs.
Jhagkhi men have dull grey skin, greyish or white
eyes, and a shark-like fin instead of hair. If you're
Jhagkhi, you get +1hard (max hard+2) or you start
with +3barter. If you ever eat the flesh of a human
enemy you have killed, mark experience.

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).

Lhovhami men have glossy red skin, from scarlet


to vermilion, and straight, glossy black hair. They
usually have black or dark brown eyes, occasionally
red. If you're Lhovhami, hold 3 each session you're
in the Red Sands, the Rust Desert, or the Plains of
Burning Stones; hold 1 each session you're in some
other environment. Spend your hold, 1-for-1, to get
+1 when you roll+cool or roll+sharp.

Nire Witches have ivory skin and glossy black hair.


Their race is composed entirely of women. If you're
a Nire witch, you get one extra sage or sorcerer
move, even if you're not a sage or a sorcerer.

Ohlvidhi men have golden skin, yellow eyes, and


curly to bushy hair that ranges between coppery,
brassy, and bronze in colour. If you're Ohlvidhi, you
get +1hot (max hot+3), or an extra sorcerer move,
even if you're not a sorcerer.

Pulvi are a race of small and slender,


long-limbed wasteland scavengers.
They are covered in shaggy, matted
grey fur that has oily iridescent
highlights of purples, greens and
blues, and possess four to seven
orange spherical eyes, irregularly
spaced about the front of their furry
heads. Pulvi garb themselves in drabcoloured desert robes, cowls,
turbans, and goggles, rarely allowing
others to see what they truly look
like. If you're a Pulvi, you get +1cool
(max cool+3), -1hot, and you may
always use the thief move Stealthy if it is dark or you are in the desert.
Shereshi
are
the
degenerate
descendants of inhuman space aliens.
They have green skin, three eyes, six
fingers on each hand, and no hair,
lips, or external ears. Instead of blood
their veins flow with ichor and their
only technology is magic. Shereshi get
+1weird (max weird+3), -1hot, and
start play with a spellbook and two
spells.

Shuzakh men have glossy black skin with red to


orange markings in unique patterns of stripes and
spots. They have black eyes and no hair. If you're
Shuzakh, you get +1cool (max cool+2) or +1sharp
(max sharp+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.

Vlesh men have light to dark green skin, yellow


eyes, and a ribbed crest like that of a dimetrodon
instead of hair. If you're Vlesh, you get an extra
bravo move, even if you're not a bravo.

Terrans are human types that


originate on Earth. Terrans have
been sending space expeditions to
Planet Algol since as long ago as the
22nd century AD, and terrans of
earlier eras have made their way to
Algol through numerous mystical
avenues and the meddling of space
aliens. Terrans are often unfamiliar
with Algolesian cultures.

Zhaxxi men have silver skin, pinkish eyes, and


straight hair that ranges from black to grey to silver
and white. If you're Zhaxxi, you get +1sharp (max
sharp+2) or +1weird (max weird+2).

Zhermish men have bright green skin, blue to


green eyes, and woolly or wavy hair that is yellow to
green in colour, though many men prefer to go bald.
If you're Zhermish, you get +1hard (max hard+2) or
+1sharp (max sharp+2).
Tikalg men are covered in pale grey down, and
have white crests of long, curling feathers instead
of hair. They usually have yellow eyes. If you're
Tikalg, you can trade your feathers for up to 2barter each month, though if you do so, you take -2
the next time you roll+hot.

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

Artful & Gracious: When you perform before an audience, roll+hot. On a


10+, name 2 NPC members of the audience. On a 7-9, name 1. For each name,
choose one:
They admire your patron.
They love you.
They must bring you a gift.
They must grant you a favour.
They must have your services.
On a miss, you perform well, but you gain no benefit and suffer no harm or lost
opportunity.
Breathtaking: You get +1hot (max hot+3).
Get Comfortable: When you read a person you're already in conversation (or
otherwise intimate) with, roll+hot instead of roll+sharp.
Life of the Party: When you spend time indulging seriously in pleasures or
celebration, roll+hot. On a 10+, choose 2. On a 7-9 choose 1 and the MC will
introduce a complication.
You are invigorated and take +1forward during the celebrations.
You are rejuvenated and heal one segment of harm.
You don't take -1forward due to hangover after the party's over.
You get +1Hx with someone you're partying with.
You may choose to pass any bonuses on to other characters who are partying
with you. On a miss, the party turns sour.
People Talk: When you want to know something about somebody important
(your call), ask around and roll+hot. On a 10+, ask 3. On a 7-9, ask 1:
How are they doing and what's up with them?
How could I get to them, physically and emotionally?
What or who do they love best?
When should I expect to see them next?
Who do they know, like and/or trust?

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.

The EARTH MAN

The EARTH MAN


SITUATION
You arrived on Planet Algol (choose 1):
a day or two ago
a week or two ago
a month or two ago
from (choose 1):
a primitive society
a Classical era
a Medieval era
a Modern era
a Post-Modern era
and you came here via (choose 1):
astral travel (you get Weird=0, and choose two spells).
dreams, trance, or ecstatic visions (you get Weird+1).
experiments of an unknown nature (you get Weird+1, but mark one
debility).
physical transportation through space and time (you get Weird=0, and two
pieces of useful Earth gear).
reincarnation (you get Weird-1, and mark one advancement before play
begins).
You were accompanied by (choose 1):
no one, you came alone.
one companion (detail), who has disappeared.
a small group of people (detail), now scattered.
a large group of people (detail), some of whom now depend on you.
You appear (choose 1):
equipped for travel, according to your era.
naked but for mismatched and scavenged Algol clothes.
richly attired, according to your era.
strangely attired, according to your era.
suitably attired, according to your era.

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

EARTH MAN MOVES


If you were subject to experiments, choose 3. Otherwise, choose 2:
Daredevil: If you go straight into danger without hedging your bets, you get
+1armour. If you're leading a gang, it gets +1armour too.
Earth Science: You are possessed of special knowledge from Earth; choose a
profession and write it on your sheet. When you employ your Earthly
knowledge, roll+sharp. On a 10+, it works, just like it would on Earth! On a 7-9,
it sort of works, but the MC will choose one or two:
The best tools you can find are still inadequate.
The results are only temporary, at best.
Using Algolesian materials results in additional, unforeseen results.
You need something that doesn't exist on Algol.
You need trained assistants to help you.
On a miss, disaster! Your profession is:
Exotic and Foreign: When you spend time telling someone stories of Earth,
they become fascinated by you. Roll+hot. On a 10+, hold 3. On a 7-9, hold 1.
They can spend your hold, 1-for-1, by:
Doing something you want them to do.
Fighting to protect you.
Sticking up for you or your reputation.
Warning you of danger.
For NPCs, while you have hold over them they can't act against you. For PCs,
instead, any time you like you can spend your hold, 1-for-1:
They distract themselves with thoughts of Earth. They're acting under fire.
They are inspired by thoughts of Earth. They take +1 right now.
On a miss, they hold 2 over you, on the exact same terms.

The EARTH MAN


Reputation: When you meet someone important (your call), roll+hot. On a
hit, they've heard of your strange origins, and you say what. On a 10+, take
+1forward for dealing with them. On a miss, they've heard of you, but the MC
will decide what they've heard.
Strange Magick: Choose three spells or rituals. If you were physically
transported or reincarnated, these are written in a spell book as normal. If not,
they are unwritten and may not be taught to others, but are automatically rememorized while you sleep.
Well-Equipped: You get three additional pieces of useful Earth gear.

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.

EARTH MAN SPECIAL


When you and another character have sex, you may ask them, or their player,
one question and they must answer truthfully. You may ask any question, as
long as it is directed to that character, or about that character.

EARTH MAN IMPROVEMENT


__ Get +1cool (max cool+2).
__ Get +1hard (max hard+2).
__ Get +1sharp (max sharp+2).
__ Get +1weird (max weird+2).
__ Get another Earth Man move.
__ Get a gig (detail) and Side Jobs.
__ Get followers (detail) and Fortunes.
__ Get a move from another playbook.
__ Get a move from another playbook.
__ Get a move from another playbook.

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

Programmed to Destroy: When you break things or smash through walls,


roll+hard. On a 10+, things break. On a 7-9, things break but the MC chooses
one:
You are impeded slightly and are acting under fire in follow-up actions.
You cause unintended harm or damage.
You leave something behind.
You take something with you.
On a miss, you suffer harm, as established (ap).
Self-Repairing: Your systems repair themselves, as long as you have proper
materials to replace damaged parts (metals, plastics, crystals, etc). The first
segment heals after about a day, the second after about a week, the third after
about a month, the fourth after about a season, the fifth after about a year, the
sixth after about a decade. Segments must be repaired one at a time, though
you may take debilities as normal.
Unstoppable: Take -4 on all "when you suffer harm" rolls.
Versatile Utility: Choose another specialist function or two more auxiliary
functions.
Zardoz Speaks to You: When you manipulate, you may roll+hard instead of
roll+sharp.

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

Weapons for self-defence (choose 1):


Cane sword (2-harm hand).
Ceramic knife (2-harm hand ap).
Old pistol (2-harm close loud reload).
Shield (1-harm hand worn +1armour vs. hand weapons).
Staff (1-harm hand area).

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

17

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.

On the others' turns, choose 1, 2, or all 3:


One of them has no idea you're a thief. Whatever number that player tells
you, ignore it; write Hx+3 next to the character's name instead.
One of them is your wife or her lover. Whatever number that player tells
you, give it -1 and write it down next to the character's name.
One of them helped you steal something valuable. 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 next to the
character's name.

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.

Criminal gear (choose 2):


Automatic lock disabler (applied hi-tech).
Caltrops (1-harm close area infinite).
Hidden knives (2-harm hand infinite).
Mesh armour (1-armour hi-tech).
Needlegun pistol (1-harm close poison-optional).
Plasteel cable and grappling hook.
Shigawire (2-harm intimate; also records sound).
Sword (3-harm hand).

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

18

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.

Side Jobs: At the beginning of a session, or when there's downtime, choose


up to three gigs to work and roll+sharp. On a 10+, you get profit from all the
gigs you chose. On a 7-9, you get profit from at least 1; if you chose more, you
get catastrophe from 1 and profit from the rest. On a miss, catastrophe all
around. The gigs you aren't working give you neither profit nor catastrophe,
but may cause complications.
And choose 1:
Escape Art: Name your escape route and roll+sharp. On a 10+, 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.
Inventory: When you search your pockets, bags, and storage for something
small enough to fit that isn't hi-tech or unique, roll+sharp. On a 10+, you
happen to have just the thing, or close enough. On a 7-9, you happen to have
something close, unless you're looking for something remotely valuable, in
which case no dice. On a miss, you used to have just the thing, but it turns out
some asswipe stole it from you.
Silver Tongue: When you manipulate someone, you may roll+sharp instead
of roll+hot.

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

Web of Contacts: When you go looking for specific goods or services,


roll+sharp. On a 10+, you find someone who can supply you with just the
thing, or good enough, for a fair price. On a 7-9, the MC will tell you 1:
You find just the thing, but at a great cost.
You find something close, for less.
On a miss, the only way to get it here is exactly what you don't want to do.

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.

19

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

20

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.

21

WORLD OF ALGOL

22

AGENDA AND PRINCIPLES

Laser: Laser weapons counts as ap versus non-hi-tech, non-magical armour.


They can also cause s-harm from blinding.

Barf Forth Algolesian Apocalyptica: Planet Algol is a weird science-fantasy


setting where Great Old Ones, space aliens, demon-worshipping sorcererpriests, telepathic God-Emperors, and Earthlings from every conceivable
period of historyand the futurehave waged soul-crushing mutagenic war
on each other for a hundred billion years. Nothing is too weird.

Magic: Attacks of pure magic count as ap against physical armour. Magical


armour defends against all attacks that don't simply bypass it.

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.

BARTER AND FORTUNES


The most commonly bartered items on Planet Algol are probably food, textiles,
slaves, and intoxicants. On the Iridium Plateau, the main industry is mining, so
a great many rare and precious stones and metals are also traded regularly.
In addition to a lively barter economy, the more advanced societies on Planet
Algol use various forms of money. Thin golden chits made of gold, called
credits, are the currency of choice on the Iridium Plateau.
It is also possible to amass great stores of wealth, and so possess a fortune. Any
character lucky enough to be in possession of at least 1-fortune should not
have to worry about obtaining items worth several barter or so.
1-fortune is enough to purchase a business, a complete household (including
guards and servants), a complete suit of magical armour, a personal forceshield, a functioning robot, an extremely rare creature, a highly-coveted piece
of artwork, a tonne of precious ore, or a specially-designed synthetic being.
It is enough to keep your average noble household, production facility, or
bordello running for a year; or to hire the services of a sizeable gang, a
construction crew, a temple, or a high-class mistress/courtesan for a year. It is
enough to keep a luxury goods production facility, an ostentatious noble house,
or a legion running for a month. It is enough to run a hi-tech production
facility, field an army, or run an autarch's government for a week.

WORLD OF ALGOL

23

CONTAMINATION

decide. It has to be obvious, at least some of the time, though. No beneficial


mutations.

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.

Armour is no defence against contamination, though special suits may be worn


to block the effects of certain hazardous materials, and magic may defend
against certain types. When you suffer contamination, you should roll the
harm move, but roll+current contamination, before adding the new point of
contamination. If you mark your contamination countdown all the way to
12:00, your character succumbs and dies.
Contamination doesn't usually go away on its own. You'll need to take
deliberate steps to purify yourself of radiation poisoning or lift a magical curse.
If your contamination countdown crosses 9:00, you can choose to mark a
debility. If you do, you get the debility, becoming permanently corrupted, but
the contamination resets to 9:00 on the countdown. Once you're past 9:00, you
can choose to take a debility instead of any new contamination.
Debilities related to contamination are:
Promised (-1cool)
Weakened (-1hard)
Mutated (-1hot)
Insane (-1sharp)
Promised means you've bartered your soul to a demon-king or some other
extra-dimensional being. When you die, you'll serve this being for eternity.
Better start looking for a way out now; eternal youth sure ain't part of the deal.
If you're weakened, you're always vulnerable to exhaustion, sickness, and
disease.
If you're mutated, your body changes visibly. Choose some horrible mutation,
ask the other players for ideas, let the MC choose, or roll on a random chart to

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.

The PSYCHIC MAELSTROM


Weird is a relative term: the weirder one is, the more in tune with the
supernatural energies infusing Planet Algol one is. The "psychic maelstrom" is a
generic term for the psionic forces that transmit knowledge, sharpen memory,
and connect the minds of a multitude of mostly non-human sentient races; the
magical forces that warp and twist the physical world and draw the attention of
extra-planar beings; and other supernatural forces that power various forms of
non-human technologies.
When you open your brain on Planet Algol, you could simply be remembering
your own pastor, you could be experiencing someone else's memories,
accessing some other plane of existence, mystically enhancing your own senses,
or psionically probing your surroundings. It's up to each player how their
character's mind functions on Algol.

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.

24

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.

25

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.

The IRIDIUM PLATEAU


The hegemonic domination of Agog City stretches over the
whole of the Iridium Plateau, from the western city limits
of Dust on the edge of the Prismatic Salt Wastes to the
caravan towns of Adomaz and Kharhem in the east, from
the southern Slime Lands to the Bornite Mountains in the
north. The Agogi men dig deep into the mineral-rich plateau
to secure their fortunes, but the ground is honeycombed with
more than just veins of ore. Ruined cities, abandoned
fortresses, ancient strongholdsthe technologies of
countless extinct cultures and civilizations lie dormant and
forgotten, bathed in radiation, inhabited only by monsters or
guarded by robots who still obey the commands of their longdead masters. With a little courage and a little luck, all these
treasures could be yours. You have nothing to lose but your
life, your sanity, and perhaps even your very soul.

26

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