PLAYER’S GUIDE
by Bruce R. Cordell and Monte Cook
PLAYER’S GUIDE
2
CREDITS
Writers/Designers Bruce R. Cordell and Monte Cook
Rules Developer Monte Cook
Creative Director Shanna Germain
Proofreader Ray Vallese
Cover Designer and Lead Artist Matt Stawicki
Graphic Designer Sarah Robinson
Artists
Brenoch Adams, Reece Ambrose, Dreamstime, Joe Slucher, Lee Smith, Grzegorz Pedrycz, Matt Stawicki,
Cyril Terpent, Tiffany Turrill
Monte Cook Games Editorial Team
Scott C. Bourgeois, David Wilson Brown, Eric Coates, Ryan Klemm, Jeremy Land,
Laura Wilkinson, George Ziets
© 2014 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.
PLAYER’S GUIDE
4
The shots from Jim’s Glock 41 echoed through the
office building’s plain white corridor. The security guards
returned fire. Karen rounded the corner, breathing hard,
to stand behind Jim and Matt.
“Diane can’t initiate the translation with this gunfight
going on,” she told them. “Even if I help her hasten, it’ll
still take too long.”
“Uh, we’re doing our best,” Matt said. He lifted the
device he was holding. It looked a little like a label
maker, but it emitted a green blast of energy that sent a
suddenly paralyzed guard crashing to the floor.
Without hesitating, Karen stepped in front of the two
men, amid the hail of bullets, and began to talk. She
talked of beauty and family and childhood. The hallway
grew silent except for the sound of her voice. Guns were
lowered. A guard took off his helmet, seemingly intent on
not missing a word that she said. All of them stared at
her as if she were the only person in their world.
Karen finished quietly, and the guards continued to
stare. “That will hold them for a while,” she whispered to
Matt and Jim. “Let’s move.”
The three of them ran to the CEO’s office. They had
already ransacked it and found a map of the September
Project’s secret base. But the map hadn’t shown any
location on Earth. Rather, it showed another world—
Ardeyn, a recursion built and hosted in an alien data
network that they called the Strange.
Diane sat cross-legged on the mahogany desk. Matt
locked the door and Jim pushed a heavy bookcase
in front of it. The team took positions around Diane
without a word. They had translated before, and they all
knew their roles. They closed their eyes, drawing upon
their quickened talents that came from a connection to
the Strange itself.
They focused on Ardeyn.
They’d been there before, but that didn’t mean that
the process was easy or foolproof. It was a place of magic
and dragons, once fictional but now given a reality of its
own thanks to the Strange. It was a frightening place to
go, but no more frightening than the offices of a major
corporation with murderous security guards and a secret
agenda that threatened more than one world.
Minutes later, they opened their eyes. They stood in
the exact spot where they’d left Ardeyn last time they
were there—a forest clearing in the Green Wilds. Jim
stood in glistening armor and both Matt and Karen
wore leather jerkins. Diane’s blue and gold robes trailed
across the tall grass, and she held a long staff covered
in glowing runes. It took a few moments to acclimate
to the new context around them. They were different
people, yet the same, and they stood in a meadow that
could not be found on Earth.
The map, part of the context of Earth, didn’t come
with them, but it didn’t matter. Matt’s memory was
sharp. “This way,” he pointed. “We don’t have much
time.”
5
1
EXPLORE, DEFEND, CREATE
A
s a character playing T
he
S
Trange
™, you have
a unique connection to the Strange—you’re
quickened, which means you can visit and
explore these recursions, defend them (and Earth)
from threats large and small, and maybe even create
a few recursions of your own!
This book is The Strange Player’s Guide, not the full
rulebook. The Player’s Guide offers a brief overview of
the setting and the rules of the game, and provides
all the information you need to create a character so
you can play The Strange, explore various recursions
hosted by the dark energy network, and discover its
wonders and dangers for yourself. To help you begin
exploring right away, we’ve provided you with an
assortment of pregenerated characters (see page 82).
In a roleplaying game, the players take on the roles
of people in a fictional world (though the fictional
world you begin playing in The Strange looks a lot like
modern-day Earth). Each player creates a character
to portray, and together, the players create a story.
In their imagination, the players experience the
same challenges and rewards that their characters
experience. To facilitate this, the rules of the game
govern whether characters succeed or fail at what
they try to do.
In addition to the players who are the characters in
the story, there is another player—the game master—
who is not only the arbiter of the rules but also the
crafter of the narrative. The game master (GM)
introduces complications, enemies, allies, twists,
and surprises into the story. He or she should have
a copy of The Strange corebook, which includes all
the information from this book, plus much more. If
you have additional questions about The Strange, the
worlds within it, or the terms used throughout this
book, your GM should be able to answer them using
the corebook.
The Strange is all about exploration and story. In
the game, your character will discover wonders of
alternate recursions, and in them, alternate rules of
existence including magic, mad science, psionics,
and more. You will uncover mysteries to solve and
meet interesting people who populate all these
recursions. You will discover dangerous foes in the
form of demons forged of corrupted dead souls,
genetically engineered clone soldiers, mutants living
in the aftermath of the apocalypse, and even some
of your favorite (or most feared) characters from
literature, brought to life in a recursion! You’ll also
discover that the alien data network that hosts these
many worlds around Earth also seeds them with
odd bits of flotsam called cyphers that will aid your
characters in whichever recursion they visit.
The key to playing The Strange is the story. The way
to “win” this game is to come away with a great tale.
Always remember that your character is one of the
main heroes in a fabulous narrative that blends many
genres, including horror, science fiction, fantasy,
and modern-day espionage. The many recursions of
The Strange are amazing places, and the challenges
and setbacks you face are part of that story. Through
your character, you will discover
things unlike anything you’ve
dreamed of and in so doing
craft a tale with your friends
that you’ll always remember.
Play the Strange (page
8), and then jump right
in and make a character.
You don’t have to read
through every character
option right away—
just choose a type,
descriptor, and focus
that sound interesting,
and get going!
Whole new worlds
beckon, and all of them
are Strange.
Welcome to the Strange, a place containing many
alternate worlds called recursions. When fictions on
Earth leak into the Strange, they become limited
realities of their own.
6
FROM THE DESK OF LEAD OPERATIVE
KATHERINE MANNERS
Welcome. You’re here because you’ve sworn to defend the Earth
from all threats of the Strange. For that, you have the
organization’s heartfelt gratitude. Now it’s time to get down to business.
As an operative of our organization, you’re expected to commit
certain critical and confidential pieces of information to memory.
That information includes what you’ll find in this briefing dossier.
Please read the entire document, then read it again. You know
what to do with it after that.
Thank you for your prompt attention,
Katherine J. Manners
ESTATE E
YES ONL
Y
WELCOME TO THE STRANGE
STRANGE PRIMER
The Strange is a network created by
[redacted] aliens several billion years ago.
Estate researchers believe the Strange
was built to allow intergalactic travel. It’s
unknown at this time what went wrong, but
the builders lost control of their creation.
In the course of passing aeons, the Strange
became something wild, chaotic, and with-
out rules or laws (which is why we also call
it the Chaosphere).
NATURE OF THE STRANGE
Think of the Strange as its own boundless
realm—as a separate universe underlying
our own. The Chaosphere has no direct re-
lationship to matter and space as we under-
stand it: There is no up or down, there is
no ground beneath a visitor’s feet in most
places, and merely gazing into its lawless
void damages the human brain (“alien-
ation” is the preferred term for the pain
and derangement most operatives experi-
ence upon visiting the Strange).
PLANETOVORES
Creatures live in the Chaosphere. The
worst of these are called planetovores.
They thrive on the fact that no rules bind
them within the Strange. We call these
creatures planetovores because a) the
Estate has good evidence that one tried to
consume our planet when Earth first dis-
covered the Chaosphere; and b) because
they [a whole long sentence that should be
redacted goes here].
Planetovores can’t normally reach areas
where natural laws restrict the environ-
ment, such as on Earth. But bridges up
to Earth can be made, either accidentally
or purposefully. Finding or constructing
such a bridge seems to be the main goal
of all planetovores and their intermediar-
ies. Preventing that from happening, by
whatever means necessary, is the Estate’s
primary mission.
RECURSIONS IN THE
STRANGE
Stable regions called recursions exist with-
in the Strange. Recursions are like tiny,
self-contained universes. Each one oper-
ates under a particular set of rules, which
means that planetovores have almost as
difficult a time entering a recursion as
they do entering Earth. In fact, a recursion
can act as a barrier for preventing a plane-
tovore from getting to Earth, thanks to the
presence of the recursion’s rules.
Earth and the visible universe operate
under a familiar set of rules, called Stan-
dard Physics. But different recursions
often operate under alternate sets of rules.
The Estate has classified the following ad-
ditional laws under which recursions oper-
ate: Magic, Mad Science, Psionics, Substan-
dard Physics, and [redacted].
RECURSION OF ARDEYN
Ardeyn is a recursion where magic works,
dragons live, and creatures that might as
well be demigods exist. Ardeyn’s creation
was the unanticipated side effect of com-
puter researcher Carter Morrison’s dis-
covery of the Strange, and the Estate was
founded in his memory. Carter Morrison’s
whereabouts are unknown at this time.
7
Ardeyn is populated by humans and a
race of people called qephilim—please ask
your lead for a qephilim visual reference
at this time. The Estate has several agents
embedded in Ardeyn, and its largest field
office covertly operates in the city of
Hazurrium. One of our main activities is
keeping tabs on the Betrayer. Though the
Betrayer is not a planetovore, we suspect
he aspires to become one.
RECURSION OF RUK
Ruk operates under the law of Mad Sci-
ence, and it appears to be populated with
Earthlings. Don’t be fooled. Ruk comes
from someplace else in the universe and
has been hiding in the Shoals of Earth for
thousands of years, possibly much longer.
Ruk contains more factions than the Es-
tate can track. We believe the most danger-
ous to be a faction named the Karum, who
believe that if Earth were destroyed, Ruk
would be free. Obviously, we—you—cannot
let that happen.
OTHER RECURSIONS
Most recursions are created through what
we’ve come to understand as “fictional
leakage.” The upshot of this is that you
can probably find aspects of your favorite
fictional universe rendered as a recursion.
Yes, that means that somewhere around
Earth is a recursion featuring Star
[redacted]. Note: That is no excuse to
BADGES
As an operative, you are required to carry
your Estate badge while on campus and off,
unless you are working undercover. Your
badge allows you to gain entry to Estate
buildings and into areas of those buildings
for which you are cleared.
Badges are
to be displayed above the waist at all
times while on campus.
TRANSLATION
AND YOU
During your time with the Estate, you’ll
translate between recursions. Sometimes
new operatives find the process of trans-
forming into someone with different abil-
ities and maybe a different shape to be
disconcerting. If you become distressed or
confused after translating, tell another op-
erative immediately. Enemies of the Estate
often target addled operatives first.
CYPHERS
As a beginning operative, you’ve been is-
sued one or more cyphers. A cypher is a
small device that can create a single, of-
ten spectacular effect. A cypher may look
ordinary, but each one is something spe-
cial—a manifestation of the Strange that we
don’t fully understand. We expect you to
use your cyphers to accomplish your mis-
sions. Hoarding cyphers is imprudent and
a waste of needed resources; replacement
cyphers are always around the next corner
for someone with your abilities.
OTHER QUESTIONS
Please bring urgent questions, concerns,
requisitions for equipment, or vacation re-
quests to one of the Estate leads or chiefs.
For everything else, please rely on your
own discretion. That discretion is why we
invited you to become an operative of the
Estate.
E x p l o r e • D e f e n d • C r e a t e
8
T
he key to the Strange is the story. The way to
“win” this game is to come away with a great
tale.
The rules of The Strange are quite straightforward
at their heart, since all gameplay is based around a
few core concepts.
This section provides a summary of how to play
The Strange. It’s a great place to gain a sense of how
the game works.
The Strange uses a twenty-sided die (d20) to
determine the results of most actions. Whenever a
roll of any kind is called for and no die is specified,
roll a d20.
The game master (GM) sets a difficulty for any
given task. There are 10 degrees of difficulty. Thus, the
difficulty of a task can be rated on a scale of 1 to 10.
Each difficulty has a target number associated with
it. The target number is always three times the task’s
difficulty, so a difficulty 3 task has a target number
of 9. To succeed at the task, you must roll the target
number or higher.
Character skills, favorable circumstances, or
excellent equipment can decrease the difficulty of a
task. For example, if a character is trained in climbing,
she turns a difficulty 6 climb into a difficulty 5 climb.
This is called decreasing the difficulty by one step. If
she is specialized in climbing, she turns a difficulty
6 climb into a difficulty 4 climb. This is called
decreasing the difficulty by two steps.
A skill is a category of knowledge, ability, or activity
relating to a task, such as climbing, forensic science,
or persuasiveness. A character who has a skill is better
at completing related tasks than a character who lacks
the skill. A character’s level of skill is either trained
(reasonably skilled) or specialized (very skilled).
If you are trained in a skill relating to a task, you
decrease the difficulty of that task by one step. If you
are specialized, you decrease the difficulty by two
steps. A skill can never decrease a task’s difficulty by
more than two steps.
Anything else that reduces difficulty (help from an
ally, a particular piece of equipment, or some other
advantage) is referred to as an asset. Assets can never
decrease a task’s difficulty by more than two steps.
You can also decrease the difficulty of a given task
by applying Effort.
To sum up, three things can decrease a task’s
difficulty: skills, assets, and Effort.
If you can decrease a task’s difficulty to 0, you
automatically succeed and don’t need to make a roll.
HOW TO PLAY
THE STRANGE
TASK DIFFICULTY
TASK
DIFFICULTY DESCRIPTION TARGET NO.
GUIDANCE
0
Routine
0
Anyone can do this basically every time.
1
Simple
3
Most people can do this most of the time.
2
Standard
6
Typical task requiring focus, but most people can usually do this.
3
Demanding
9
Requires full attention; most people have a 50/50 chance to succeed.
4
Difficult
12
Trained people have a 50/50 chance to succeed.
5
Challenging
15
Even trained people often fail.
6
Intimidating
18
Normal people almost never succeed.
7
Formidable
21
Impossible without skills or great effort.
8
Heroic
24
A task worthy of tales told for years afterward.
9
Immortal
27
A task worthy of legends that last lifetimes.
10
Impossible
30
A task that normal humans couldn’t consider (but one that doesn’t
break the laws of physics).