Jan 11, 2018 3:32 am
Mechanics and Character Creation in The Strange
The following is not an official document endorsed by Monte Cook Games, but a brief synopsis of the writer's understanding of the material. The Strange or The Strange Player's Guide by Monte Cook Games should be reviewed for the complete details.
All die rolls in The Strange are performed by a Player - the game master doesn’t ever roll dice. A roll is an unmodified 1d20. The difficulty of a task is ranked from 1 to 10, and the target number that must be achieved on the 1d20 roll is 3 times the difficulty. That is, if the difficulty is 4, then you need to roll a 12 or higher.
A character has three pools: might, speed and intellect. These serve three purposes:
1. They are a form of "hit points". When you take damage, it is removed from your pools, and when you run out of all three pools, you’re down. Generally, physical damage may reduce your might pool, a poison that makes you clumsy may reduce your speed pool, and a psychic blast may reduce your intellect pool. If you’re out points in a pool, extra damage spills into another pool.
2. You may need to spend one or more points from a pool to perform certain special abilities.
3. You can decrease the difficulty of an action by putting Effort into the action, by spending 3 from the appropriate pool.
A character may also have an Edge in one or more of the pools. An Edge reduces the cost of spending from that pool (other than taking damage). For example, if you have a Might Edge of 1 and you wish to use Effort on a physical attack, the Effort only costs 2 (3 normally less the 1 Might Edge).
A character may have one or more Skills. If you have a Skill, you are said to be Trained in that Skill. If you gain a Skill that you are already Trained in, you become Specialized in that Skill. If you are Trained in a Skill, your difficulty in an action involving that Skill is reduced by 1 (i.e., the target number you need is reduced by 3). If you are Specialized, the difficulty is reduced by 2.
Lastly, a character may have an Asset. This is usually an object or circumstance that grants assistance in achieving a task. Having an Asset reduces the difficulty of a relevant task by 1.
As characters progress, then may "level up". Levels in The Strange are called Tiers, and range from 1 to 6. Your Tier represents a limit to the types of special abilities that you have access to. As you progress into new Tiers, more powerful versions of existing abilities or entirely new abilities become available.
Helping: If a character attempts a task and gets help from another character who is trained or specialized in that task, the acting character gets the benefit of the helping character. The helping character uses his action to provide this help. If the helper does not have training or specialization in that task, or if the acting character already is as trained or specialized as the helper, the acting character instead gets a +1 bonus to the roll. For example, if Scott is trying to climb a steep incline but has no skill at climbing, and Sarah (who is trained in climbing) spends her turn helping him, Scott can decrease the difficulty of the task by one step. If Scott were also trained in climbing, or if neither character were, he would gain a +1 bonus to the roll instead. A character with an inability in a task cannot help another character with that task—the character with the inability provides no benefit in that situation.
The following is not an official document endorsed by Monte Cook Games, but a brief synopsis of the writer's understanding of the material. The Strange or The Strange Player's Guide by Monte Cook Games should be reviewed for the complete details.
All die rolls in The Strange are performed by a Player - the game master doesn’t ever roll dice. A roll is an unmodified 1d20. The difficulty of a task is ranked from 1 to 10, and the target number that must be achieved on the 1d20 roll is 3 times the difficulty. That is, if the difficulty is 4, then you need to roll a 12 or higher.
A character has three pools: might, speed and intellect. These serve three purposes:
1. They are a form of "hit points". When you take damage, it is removed from your pools, and when you run out of all three pools, you’re down. Generally, physical damage may reduce your might pool, a poison that makes you clumsy may reduce your speed pool, and a psychic blast may reduce your intellect pool. If you’re out points in a pool, extra damage spills into another pool.
2. You may need to spend one or more points from a pool to perform certain special abilities.
3. You can decrease the difficulty of an action by putting Effort into the action, by spending 3 from the appropriate pool.
A character may also have an Edge in one or more of the pools. An Edge reduces the cost of spending from that pool (other than taking damage). For example, if you have a Might Edge of 1 and you wish to use Effort on a physical attack, the Effort only costs 2 (3 normally less the 1 Might Edge).
A character may have one or more Skills. If you have a Skill, you are said to be Trained in that Skill. If you gain a Skill that you are already Trained in, you become Specialized in that Skill. If you are Trained in a Skill, your difficulty in an action involving that Skill is reduced by 1 (i.e., the target number you need is reduced by 3). If you are Specialized, the difficulty is reduced by 2.
Lastly, a character may have an Asset. This is usually an object or circumstance that grants assistance in achieving a task. Having an Asset reduces the difficulty of a relevant task by 1.
As characters progress, then may "level up". Levels in The Strange are called Tiers, and range from 1 to 6. Your Tier represents a limit to the types of special abilities that you have access to. As you progress into new Tiers, more powerful versions of existing abilities or entirely new abilities become available.
Helping: If a character attempts a task and gets help from another character who is trained or specialized in that task, the acting character gets the benefit of the helping character. The helping character uses his action to provide this help. If the helper does not have training or specialization in that task, or if the acting character already is as trained or specialized as the helper, the acting character instead gets a +1 bonus to the roll. For example, if Scott is trying to climb a steep incline but has no skill at climbing, and Sarah (who is trained in climbing) spends her turn helping him, Scott can decrease the difficulty of the task by one step. If Scott were also trained in climbing, or if neither character were, he would gain a +1 bonus to the roll instead. A character with an inability in a task cannot help another character with that task—the character with the inability provides no benefit in that situation.