The EARTH MAN
BACKGROUND
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 Classical era…
? …a Medieval era…
? …a Modern era…
? …a Post-Modern era…
? …a primitive society…
…and you came here via… (choose 1):
? …astral travel (you get alluring+2 and choose three spells).
? …dreams, trance, or ecstatic visions (you get alluring+2 and weird+1).
? …experiments of an unknown nature (you get alluring+1 and weird+1).
? …physical transportation through space and time (you get alluring+2, weird-1, and up to four pieces of useful Earth gear).
? …reincarnation (you get alluring+1, weird+1, and mark one improvement).
You were accompanied by… (choose 1):
? …a large group of people, some of whom now depend on you.
? …a small group of people, now scattered.
? …no one, you came alone.
? …one companion, who has disappeared.
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
Pick one line:
? mighty+1, resolute+1, wise-1
? mighty-1, skilled+1, wise+1
? resolute+1, skilled-1, wise+1
EARTH MAN CLASS 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 +1 armour. If you're leading a gang, it gets +1 armour 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+skilled. 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.
With a miss, disaster! Your profession is:
? Exotic and Foreign: When you spend time telling someone stories from or about your Earth, they become fascinated by you. Roll+alluring. On a 12+, hold 3 over them. On a 10 or 11, hold 2. 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, so that:
? They distract themselves with thoughts of Earth and must brave danger to take action or keep it together to remain still.
? 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.
? Reputation: When you meet someone important (your call), roll+alluring. On a hit, they've heard of your strange origins, and you say what. On a 10+, take +1 the next time you make a roll dealing with them. On a miss, they've heard about you, but the GM will decide what.
? Strange Magick: Choose three spells or rituals. If you were physically transported or reincarnated, these are written in a spell book and memorized as normal. If not, they are unwritten and may not be taught to others, but are automatically re-memorized while you sleep.
? Well-Equipped: You get three additional pieces of useful Earth gear.
EARTH MAN SPECIAL
You get all 3:
? When you have time and solitude with another character, 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, or about, that character.
? When you roll+resolute in order to save someone, roll a bonus die.
? When you roll+skilled to manipulate Earth technology, roll a bonus die.
GEAR
You get fashion according to your situation, including if appropriate a piece worth 1 armour or a low-tech hand weapon. Depending on your circumstances, you may also possess useful Earth gear.
Useful Earth Gear (choose according to origin and moves):
? Assault rifle (3 harm close, autofire, loud).
? Battle rifle (3 harm far, hi-tech-optional).
? Big box of ammo.
? Binoculars.
? Chainsaw (3 harm hand, messy).
? Designer body protection (detail) worth 2 armour.
? Flashlight and batteries.
? Handgun (2 harm close, loud) or two.
? Kilo of drugs and works.
? Medical kit, worth 2 stock.
? Night-vision goggles and batteries.
? Personal computer/phone.
? Personal vehicle.
? Rad-suit worth 1 armour.
? Radio/recording device and batteries.
? Rope and climbing gear.
? Several grenades (4 harm hand, area, messy, reload) or C4 and detonators.
? SMG (2 harm close, area, loud).
? Steed or pack animal.
? Valuables worth 1 fortune.
BONDS
? You see or have seen ________ in your dreams.
? You trust ________ the least.
? ________ gave you food and shelter when you had nothing.
? ________ is the first person you met on Planet Algol.
? ________ reminds you of home.
? ________ saved you from a common Algolesian man-killer.
? ________ showed you how to get high, Algol style.
Everyone else gets +1 bond with you. Your bewilderment is an open book. Unless you have been reincarnated, you get -1 bond with everyone else. You are not from Planet Algol and you do not understand.
EARTH MAN IMPROVEMENT
__ Get +1 mighty (max mighty+2).
__ Get +1 resolute (max resolute+2).
__ Get +1 skilled (max skilled+2).
__ Get +1 wise (max wise+2).
__ Get another Earth Man move.
__ Get a move from another playbook.
__ Get a move from another playbook.
__ Get a move from another playbook.