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Other Strangeness Core - 0 - 2

The document establishes the setting and premise for roleplaying stories. It describes a world similar to our own where characters struggle to survive on the fringes of society and have hidden talents. It outlines basic rules for resolving tasks and conflicts through dice rolls and discusses how characters' advantages and disadvantages could impact outcomes. It also provides character profiles and world details to spark players' creativity in developing interconnected tales.

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vic neitte
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0% found this document useful (0 votes)
53 views1 page

Other Strangeness Core - 0 - 2

The document establishes the setting and premise for roleplaying stories. It describes a world similar to our own where characters struggle to survive on the fringes of society and have hidden talents. It outlines basic rules for resolving tasks and conflicts through dice rolls and discusses how characters' advantages and disadvantages could impact outcomes. It also provides character profiles and world details to spark players' creativity in developing interconnected tales.

Uploaded by

vic neitte
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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easier, reference cards may be used.

injuries and other disadvantages. To make things


equipment and other advantages, as well as
Through the story, characters will gain setting.]
on a successful result. [a separate booklet helps flesh out the
on the card. certain types of actions, or vary the outcomes
occurs in different ways, these will be indicated traits that modify their chances of success in hidden back rooms.
attempts are affected. Eliminating traits actions and situations. Many characters have shadows, in the tunnels and sewers, and in the
compared to everyday survival?
determine how badly any task resolution basic mechanism to reflect different types of setting, but the stories will unfold in the
those around them? How important is that goal
use the most extensive penalty category to though there might be some variations to the area, street views can depict the surface
these underlying goals impact on the goals of
If a character has penalties of different tyoes, Virtually all tasks are resolved this way, Online mapping apps can be used to establish the
underlying goal, and called by destiny. How do
disadvantages, keep the lowest number. Each character is drawn onward by an and choose a city in another part of the world.
[6] - success, with a bonus outcome Choose a city near where you live, or look online
when dice are rolled. If there were more [4-5] - success, with the expected outcome world just like our own, in an urban metropolis.
were more advantages, keep the highest number [2-3] - failure, nothing much happens The stories of Other Strangeness unfold in a
remaining allow extra dice to be rolled. If there [1] - failure, something bad happens cut short.
disadvantages cancel each other out, and any to the tale when a specific character‘s tale is
unfavourable conditions. Advantages and Roll outcome help explain how new characters are introduced
equipment altogether], or generally long term storyline that might unfold, and might might be best suited to.]
injuries, poor quality equipment [or lacking standard 6-sided dice.
might stay together. This will help to define the range of hints for the types of stories that they
action may include detrimental genetic traits, be called for. Rolls are done with one or more
reasons why the characters might gather or [On the cards that define each character are a
favourable conditions. Disadvanages to an character closer to a story goal, a roll may
some tension, or if the action could bring the between the characters are, and consider any creativity.
genetic traits, skills, equipment, or generally players should discuss how close the bonds
character. Advantages may include beneficial risk in the situation, if the unfolding story needs to build on, rather than limitations to constrain
something, they just do it. If there is some kind of together in times of crisis. Before play begins, strangeness deliberately aims to provide ideas
make things easier or harder for the acting loosely affiliated outsiders who only come
Many actions have influencing factors that In most cases, whe a character wants to do There are many types of stories, and other
with one another day in day out, others are
Some groups are closely bonded units working

information that helps create them]


with some cards to quickly provide the
and work. characters at the centre of these tales, along
the rest of the world where the characters live [a separate booklet is dedicated to creating the
but it can generally be considered safer than
sanctuary might become threatened during play, do, or won‘t do.
in the game before play starts. This place of meet, they take on the jobs that others can‘t
should be discussed by the players participating and occult societies. Struggling to make ends
den, a hideout, a bunker, a secret base. This the attention of criminal gangs, covet agencies,
+3 +2 +1 0 -1 -2 -3 weather the worst storms. They might call it a
together where they store their stuff and can
the underworld often have talents that bring
Unable to work stable jobs, these denizens of
are never safe, but they have found a place showing their true identities to mundane masses.
The characters at the centre of these stories Mutants, aliens, exotic creatures who fear

Effects of a Hit

When things get tense enough between opposing Normally a regular hit [4-5] has a strength of ‘1‘ Everywhere the characters go, and everyone
forces, conflict rolls may begin. All indicating that it inflicts a single injury, while they meet, has the opportunity to contribute to
characters start with five levels extra damage [6] has a strength of ‘2‘ indicating the tale of the characters. Little is what it
that it inflicts a second injury. Some characters seems at first, there is always an underlying
Ranged and weapons have an increased strength score motive, a hidden agenda, a mystery to be
to inflict extra injuries, or may inflict other revealed.
If there are characters at ranged distance
effects depending on the die result. Targets of a
with ranged weapons, ranged attacks are People of the World
hit may have resistance; any Resistance is
launched in order of initiative.
subtracted from the Strength score when a hit
Players should create three characters at
Roll each ranged attack [note advantages and is inflicted, if the result is zero or less, the hit
the start of play. One of these will be played,
disadvantages that may be applicable to the has no effect on the target. Resistance may
one will be a potential ally, and one will be a
roll]. come from armour, or other protective
potential antagonist [in many cases, they may
elements.
[1] - miss, and weapon risks breakage function as both ally and antagonist]. Over the
[2-3] - miss Some hits don‘t deal injuries at all, instead they course of the tale, players will be encouraged
[4-5] hit may inflict diseases, toxic effects, or other to introduce new characters; there should be
[6] hit with extra damage or manoeuvre penalties. Specific abilities or equipment are roughly equal numbers of the mundane masses.
typically needed to inflict these penalties with a or fellow outcastes. These characters often
Characters close in [while those characters hit. When a victim is inflicted with one of these have relationships to one another, providing Mysteries and other strangeness linger in the
who have gained manoeuvres may remain at penalties, normal Resistance does not apply advantages or disadvantages to interactions areas avoided by the mundane masses. This game
ranged distance] [but specific bonuses might resist against between them [depending on the nature of the helps tell some of the stories about what is and
specific types of penalty]. relationship and the type of action occurring]. what should never be.
Close
Size Modifiers Places of Note All characters are
Close attacks are resolved in descending order
of initiative. Characters at ranged distance are Just as there are assorted characters who mutants, outsiders, and the
Some characters in Other Strangeness are
unable to be struck by close combat attacks. influence the tale, there are places that may social outcastes who
much smaller than humans, others are much
gain significance; the first of these is the struggle to make a living
Roll each close combat attack [noting any larger. To reflect this, characters have a size
communal location where safety is found, but with them in the shadows of a
class, from -3 [tiny] to +3 [huge]. For every point of
advantages and disadvantages that might apply modern urban metropolis.
difference in sizes, a smaller character gains an there may be many others. A diner where
to the roll]
Advantage to hit their target, but has -1 to their information is regularly found, an antagonist‘s In the tales told using this
[1] - miss , and weapon risks breakage or effective Strength. Conversely, a larger lair, the local veterinarian... Each of these is game, there may be savage
opponent gains advantage on their next roll character gains a Disadvantage to hit their probably linked to one or more notable people, conflict, social intrigue,
[2-3] - miss target, but has +1 to their effective Strength. In and each should serve a purpose to them. Like mysterious occultism,
[4-5] - hit non-conflict situations, use common sense to people, characters ay develop relationships to esoteric horror, unreal
[6] - hit with extra damage or bonus effect determine if a size class adds advantages [such places, giving them advantages or technologies… but there
as smaller characters hiding or negotiating disadvantages to specific actions. Not all just as easily may be none of
If both sides of the conflict still have viable small spaces, or large characters employing places visited or mentioned will develop this those things. It‘s up to you.
combatants, begin a new round begins. If only one intimidation], or if it adds a disadvantage [such as significance, but having a few of these locations
side has viable combatants, they stand large characters hiding or negotiating small increases the depth and richness of the setting.
victorious. spaces, or small characters employing

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