The Strange Woman is a 1946 American film noir drama thriller film directed by Edgar G. Ulmer and starring Hedy Lamarr, George Sanders, and Louis Hayward. Originally released by United Artists, the film is now in the public domain.
In Bangor, Maine in 1824, a cruel young girl named Jenny Hager pushes a terrified Ephraim Poster into a river knowing he cannot swim. She is prepared to let him drown until Judge Saladine happens by, at which point Jenny jumps into the water and takes credit for saving the boy's life.
About ten years later, Jenny has grown up to be a beautiful but equally heartless and manipulative young woman. Her father, a drunken widower, whips Jenny after learning of her flirtation with a sailor. She secretly schemes to wed the richest man in town, the much older timber baron Isaiah Poster, while his son Ephraim is away to college at Cambridge.
Poster is unkind to his mild-mannered son upon Ephraim's return. He is unaware that the boy and Jenny were once sweethearts and that Jenny is again flirting with Ephraim behind her husband's back. Poster is more concerned about the lawlessness in town, lumberjacks drunkenly pillaging the town, manhandling the women and killing the judge, confirming Poster's long-held belief that Bangor must organize a police force.
The Strange Woman (Spanish:Una extraña mujer) is a 1947 Mexican film. It was written by Luis Alcoriza.
The Strange is a science fantasy tabletop role-playing game (RPG) set in multiple alternate dimensions, written by Bruce Cordell & Monte Cook.
The Strange is set in modern day Earth but allows a GM to take their stories through many different "recursions", worlds based frequently on literary creations.
Character creation has been simplified by having players fill in the blanks to the statement:
The Strange uses the Cypher System, developed for Numenera and is played primarily using a d20, but is used to determine if the player has beaten the difficulty of the task. The GM sets the initial difficulty and will relay that to the player prior to the roll to help them determine their course of action. A player uses their training and/or may apply "effort" to lower the level of difficulty prior to the roll, rather than heavily augmenting the result of the roll to beat a target.