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.

Read through How to 

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 

Anyone can do this basically every time.

  1 

Simple 

Most people can do this most of the time.

  2 

Standard 

Typical task requiring focus, but most people can usually do this.

  3 

Demanding 

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).