IN TRANSLATION

The Strange Character Options

 Writer/Designer  Bruce R. Cordell
 Developer 

Monte Cook

 

Creative Director  Shanna Germain

 

Editor and Proofreader  Ray Vallese

 

Cover Artist  Matt Stawicki

 

Graphic Designer  Bear Weiter

Artists   Jacob Atienza, Marco Caradonna, Nicholas Cloister, Sam Cullum, Dreamstime.com, 

David Hueso, Baldi Konijn, Guido Kuip, Brandon Leach, Eric Lofgren, Grzegorz Pedrycz, 

Mike Perry, John Petersen, Michael Phillippi, Roberto Pitturru, Joe Slucher, Lee Smith, 

Matt Stawicki, Cyril Terpent, Cory Trego-Erdner, Tiffany Turrill, Shane Tyree, Cathy Wilkins

Monte Cook Games Editorial Board   Scott C. Bourgeois, David Wilson Brown, Eric Coates, Gareth 

Hodges, Jeremy Land, Laura Wilkinson, Marina Wold, George Ziets

© 2015 Monte Cook Games, LLC. 

THE STRANGE and its logo are 

trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. 
All Monte Cook Games characters and character names, and the 
distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.

Printed in Canada

Credits

4

In Translation is crammed with more options for creating new characters, options for advancing 
existing characters to higher tiers, and perhaps most important, additional 

foci

 for existing 

characters when they translate between recursions. In fact, In Translation more than doubles the 
number of foci presented in The Strange corebook. That’s important for several reasons.

When a player character begins playing The Strange, she starts from a single recursion, which 

is probably Earth. Because only some of all the foci in the corebook are available in any given 
recursion, the PC chooses her focus from a limited subset. So even though about thirty foci are 
presented in The Strange corebook, a PC starting on Earth can choose from only about eight of 
them. With In Translation, which introduces more than thirty new foci, that’s now opened up.

That said, PCs in The Strange have the opportunity to gain additional foci each time they 

translate, which is another reason why In Translation was needed. Characters will go through foci 
at a much higher rate over the course of a campaign than in another Cypher System game where 
a PC’s focus remains static over the same period. More foci means that player characters have 
more potential to remain differentiated as they adventure amid the limited worlds of Magic, Mad 
Science, Standard Physics, and more.

In addition, foci are a great way for players (and GMs) to learn more about the recursion 

where the foci are offered, even if indirectly. For example, it says something about a recursion if a 
character can choose 

Pilots Starcraft

 as opposed to 

Throws Boulders

.

Finally, it was important to create more foci because, essentially, foci are cool.

INTRODUCTION

Foci, page 26

Pilots Starcraft, page 69

Throws Boulders, page 88

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INTRODUCTION

One of the biggest challenges in writing In Translation was coming up with more interesting 

foci for Earth, especially when foci like 

Soars Across the Sky

 and 

Aspires to Be Posthuman

 are 

available. Lots of Earth professions are too narrow, too limited, or—let’s face it—too boring to 
interest a player. The discerning question we had to ask ourselves was, “Would a tier 6 ability 
of a proposed Earth focus stack up reasonably well against a tier 6 ability from an Ardeyn or 
Ruk focus?” If the answer was no, that focus concept was discarded. Thankfully, after some 
brainstorming and deep thinking, we’re thrilled with what we’ve come up with for new Earth foci, 
and we think you will be too.

Besides foci, In Translation offers new 

descriptors

, including 

Introverted

Crazy

Spiritual

, and 

Slacker

.

Last but not least, the Character Type Options chapter offers tons of new special abilities for 

paradoxes, spinners, and vectors.

So there you have it: a big book of new options designed to give your characters years of 

additional fun exploring the recursions of The Strange!

Throughout this book, you’ll see page 
references to various items accompanied by 
this symbol. These are page references to 
The Strange corebook, where you can find 
additional details about that item, place, 
creature, or concept. It isn’t necessary to look 
up the referenced items in the corebook, but 
doing so will provide useful information for 
character creation and gameplay.

Soars Across the Sky, 
page 83

Aspires to Be Posthuman, 
page 29

Descriptors, page 15

Introverted, page 18

Crazy, page 17

Spiritual, page 24

Slacker, page 24

I AM AN 

ADJECTIVE NOUN WHO VERBS

As a reminder, creating your character for The Strange comes down to building a simple sentence: “I am a [fill in an 
adjective here] [fill in a noun here] who [fill in a verb here].” Thus: “I am an adjective noun who verbs.”

For example, you might say, “I am a Meticulous spinner who Aspires to Be Posthuman” or “I am a Crazy paradox 

who Manipulates Strange Energy.”

In this sentence, the adjective is your descriptor.
The noun is your character type.
The verb is your focus.
For complete details on creating a character for The Strange, including stats, tiers, skills, character sheets, and a 

character creation walkthrough, see The Strange corebook (especially Part 2: Character Creation).

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If you play a vector, paradox, or spinner in The 
Strange, the total number of moves, revisions, and 
twists you can choose from each tier just expanded.

Using Special Abilities: Using these abilities 

often costs points from your stat 

Pools

. The 

cost is listed in parentheses after the ability 
name. Your 

Edge

 in the appropriate stat can 

reduce the cost of the ability, but remember 
that you can apply Edge only once per action.

Sometimes the point cost for an ability has a 

+ sign after the number. For example, the cost 
might be given as “2+ Intellect points.” That 
means you can spend more points or more 
levels of 

Effort

 to improve the ability further.

Many special abilities grant a character the 

option to perform an action that she couldn’t 
normally do, such as summoning an object 
from a recursion or attacking multiple foes at 
once. Using one of these abilities is an action 

unto itself, and the end of the ability description 
says “Action” to remind you. It also might 
provide more information about when or how 
you perform the action.

Some special abilities allow you to perform a 

familiar action—one that you can already do—in 
a different way. For example, an ability might 
let you weather mental effects, gain mastery 
over routine tasks, or inflict damage if attacking 
someone from the shadows. These abilities 
are called enablers. Using one of these abilities 
is not considered an action. Enablers either 
function constantly (such as being able to wear 
heavy armor, which isn’t an action) or happen 
as part of another action (such as summoning 
an object to your hand immediately before using 
the object as your normal action). If a special 
ability is an enabler, the end of the ability’s 
description says “Enabler” to remind you.

CHARACTER TYPE OPTIONS

Pool, page 16

Edge, page 17

Effort, page 17

7

CHARACTER TYPE OPTIONS

Fleet of Foot, page 26

SECOND-TIER VECTOR

Drop Out (2 Might points): You enter into a 
deathlike trance so deep that you appear to be 
dead for up to one day. During this time you 
do not need food or water, and you have +5 to 
Armor against the effects of cold, fire, vacuum, 
or other extreme effects of the environment. 
Against damage from attacks, this same benefit 
grants you +2 to Armor, though a direct attack 
also shocks you out of your trance. You are 
not aware of your surroundings while you’ve 
dropped out. Action to initiate.

Mighty Blow (2 Might points): You strike two 
foes with a single blow. Make separate attack 
rolls for each foe, but both attacks count as 
a single action in a single round. You remain 
limited by the amount of Effort you can apply 
on one action. Anything that modifies your 
attack or damage applies to both of these 
attacks. Action.

VECTOR: NEW MOVES

Vectors can add these new special abilities to 
the list when selecting their moves for each tier.

FIRST-TIER VECTOR

Control the Field (1 Might point): This melee 
attack inflicts 1 less point of damage than 
normal, but regardless of whether you hit the 
target, you maneuver it into a position you 
desire within immediate range. Action.

Move Like the Wind (3 Speed points): When 
you call on your reserves, you can move a long 
distance each round as your turn. If you also have 
the 

Fleet of Foot

 move and you use Move Like the 

Wind, if you succeed at a difficulty 2 Speed roll to 
run, you can move a long distance and take an 
action in the same round (in that order). Action.

Opportunist: You have an asset on any attack roll 
you make against a creature within immediate 
range that has been attacked at some point 
during the round by someone else. Enabler.

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by one step. If you also have 

Ignore the Pain

make a difficulty 1 Might defense roll when 
you reach 0 points in all three of your Pools to 
immediately regain 1 Might point and avoid 
dying. Each time you attempt to save yourself 
with this ability before your next ten-hour 

recovery roll

, the difficulty increases by one 

step. Enabler.

FIFTH-TIER VECTOR

Assassinate (5 Intellect points): If you 
successfully attack a creature that was 
previously unaware of your presence, you deal 
9 additional points of damage. Enabler.

Improved Success: When you roll a 17 or higher 
on an attack roll that deals damage, you deal an 
additional point of damage. For instance, if you 
roll a natural 18, which normally deals 2 extra 
points of damage, you deal 3 extra points instead. 
If you roll a natural 20 and choose to deal damage 
instead of achieve a special major effect, you deal 
5 extra points of damage. Enabler.

Take Command (3 Intellect points): You draw 
upon your presence and authority as a vector 
to issue a specific command to an ally. On 
the ally’s turn, if it chooses to listen to your 
command, the difficulty of any task or attack it 
attempts is reduced by one step, and it deals 3 
additional points of damage. Action.

SIXTH-TIER VECTOR

Magnificent Moment: If you make an attack or 
attempt a task with the immediate action you 
gain by using Seize the Moment, the difficulty 
is reduced by one step. Enabler.

Wild Vitality (4 Intellect points): You attune with 
the life force of a natural creature (your size 
or bigger) within long range that you can see. 
This is a level 2 Intellect task. If you succeed, 
the creature is not harmed, but through 
resonance with its wild vitality, you gain several 
benefits for up to one minute: an asset to all 
your Might-based tasks (including attacks and 
defenses), +2 to your Might Edge and Speed 
Edge, and 2 additional points of damage on all 
successful melee attacks. Action to initiate.

Sidestep Detonation: You have an uncanny 
ability to avoid ground zero for explosive 
attacks, such as those created by grenade 
detonations or similar effects. Even if you fail 
a Speed defense roll to avoid such an attack, 
you gain +2 to Armor against the damage that 
particular attack inflicts. Enabler.

THIRD-TIER VECTOR

From the Shadows: If you successfully attack 
a creature that was previously unaware of 
your presence, you deal 3 additional points of 
damage. Enabler.

Reaction: If a creature you attacked on your last 
turn with a melee attack uses its action to move 
out of immediate range, you gain an action 
to attack the creature as a parting blow, even 
if you have already taken a turn in the round. 
Enabler.

Seize the Moment (4+ Speed points): If you 
succeed on a Speed defense roll to resist an 
attack, you gain an action. You can use the 
action immediately even if you have already 
taken a turn in the round. You don’t take an 
action during the next round, unless you 
apply a level of Effort when you use Seize the 
Moment. Enabler.

FOURTH-TIER VECTOR

Momentum: If you use an action to move, your 
next attack made using a melee weapon before 
the end of the next round inflicts 2 additional 
points of damage. Enabler.

Opening Gambit (4 Might points): Your melee 
attack shreds the defenses of a target. Any 
energy-based defenses it has (such as a force 
field or mental ward) are negated for 1d6 + 1 
rounds. If the creature has no energy-based 
defenses, its Armor is reduced by 2 for one 
minute. If it has no energy-based defenses or 
Armor, the difficulty of all attacks made against 
the creature is lowered by one step for one 
minute. Action.

Tough As Nails: When you are impaired or 
debilitated, the difficulty of Might-based tasks 
and defense rolls you attempt is decreased 

Ignore the Pain,

page 28

Recovery roll, page 108

Bash, page 26

Characters can’t apply 

Effort or other moves, 

such as Bash, to any task 

they accomplish using 

Tough As Nails.

9

CHARACTER TYPE OPTIONS

If you apply a level of Effort when you use this 

ability on an intelligent target that doesn’t share 
your language, you can communicate with the 
target reasonably well. Action to initiate.

Summon From Recursion (3 Intellect points): 
An object that you’ve previously designated 
and prepared instantly appears in your hand. 
The object must be small enough to fit in your 
hand. This is a difficulty 2 Intellect-based task. 
Preparing a designated object requires that 
you use this power on it as you place it in a 
secure location you’ve set aside, such as a 
locked chest, safe, or treasury. If the object is 
moved after you’ve prepared and secured it, 
you lose your link to it. You can have up to three 
prepared items at the same time. Enabler.

PARADOX: NEW REVISIONS

Paradoxes can add these new special abilities to 
the list when selecting their revisions for each 
tier.

FIRST-TIER PARADOX

Anomalous Pulse (1 Intellect point): A target 
within long range is subject to a disorienting, 
brain-jarring pulse of energy that deals 1 point 
of damage that ignores Armor. On a successful 
attack, in addition to the damage, the difficulty 
of all actions attempted by the target on its next 
turn increases by one step. Action.

Disperse Strange Energy (2 Intellect points): An 
ongoing effect created by a cypher within short 
range ends. If the effect is affecting a creature, 
you must succeed on an Intellect-based attack 
to end it. Action.

Entangling Force (1+ Intellect point): A target 
within short range is subject to a snare 
constructed of semi-tangible lines of force 
for one minute. The force snare is a level 2 
construct. A target caught in the force snare 
cannot move from its position, but it can attack 
and defend normally. The target can also spend 
its action attempting to break free. You can 
apply Effort to increase the level of the force 
snare by 1 per level of Effort applied. Action to 
initiate.

SECOND-TIER PARADOX

Concussive Blast (2 Intellect points): You 
release a beam of pure force that smashes 
into a creature within short range, inflicting 5 
points of damage and moving it an immediate 
distance farther back. Action.

Mental Link (1+ Intellect point): You open a 
pathway to another creature’s mind via a light 
touch, which allows you to transmit thoughts 
and images to each other. You can communicate 
without having to speak, though communication 
is vastly improved if you both speak the same 
language. The mental link remains regardless of 
distance (but not across recursion boundaries) 
and lasts for one hour. Instead of applying Effort 
to decrease the difficulty, you can extend the 
duration by one hour for each level of Effort 
applied.

Disperse Strange Energy 
could reintroduce to the 
timestream the target of a 
stasis keeper, strip away the 
asset to Speed defense rolls 
granted by a temporary 
shield, make visible the 
subject of a vanisher, or 
eliminate the ability of 
a water adapter user to 
breathe underwater, for 
example.