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Other Strangeness Characters - 0 - 2
Other Strangeness Characters - 0 - 2
A character doesn’t need anything special As they explore the world, the characters gain
All characters serve a purpose; there might
about them, the fact that they may already be a allies and enemies, they gather food, water and
be something they do better, cheaper, or
government trained mutant assassin with equipment that will help them survive, and they
faster than the people around them, or there
psychic powers could be special enough. But some accumulate experience and skills that make
might be a few tasks where they aren’t quite as
players want something even more unique for them more useful to the people around them.
good, but the diversity of abilities makes them
their characters.
almost as useful as multiple others. In Other Allies and enemies are generally acquired based
Strangeness, there are people who need things Any character may acquire an additional on the events of the unfolding story. At the end of
done that regular folk either can’t or won’t negative trait from their Genetics or Culture any session of play, a player may choose a single
do, and that’s where the characters come in. cards, or from the following list. ally and a single enemy for their character to
make a permanent bond with.
Any unspent levels are now used to purchase Animal Instincts - Your thinking reflects
areas of expertise where the character has your animal nature. If you roll a 1 while Food and water gathered during a story will tend
already proven themselves. There are a range dealing with mundanes you immediately to be consumed immediately for survival, or
of general occupations that any character engage a fight, flight or freeze response traded as a commodity for favours and
may buy with their levels, but there are also [unless someone can calm you down]. equipment. Equipment found, stolen, or made during
occupations that have prerequisites. Growl - Your speech reflects your animal the story may be stored in the group’s communal
Occupation prerequisites could be specific nature. You suffer an automatic stash, in a character’s private stash, or may be
genetic or culture levels, possession of disadvantage on all speaking actions when carried by the character. For simplicity, a The main characters of Other Strangeness
specific positive or negative traits, or previous dealing with mundanes. character may generally carry 4 items plus exist on the fringes of society, they are social
completion of another specified occupation. their size modifier [where some large items might outcastes, genetic mutations, and creatures
Monstrous - you not only look inhuman, but
Some occupations may require that specific counts as 2 items, and some small items only that regular society turns from. They walk a
people find your appearance subconsciously
types of story have been resolved before they count as a half.. delicate balance between humanity and
disturbing. You suffer an automatic
become available. disadvantage on social interactions with monster, while many of the lesser characters
At the end of every session, a character gains an
mundanes if they can see your true and supporting roles in the story stand firmly
Generally, occupations provide new ways of experience point. They may also gain up to two
appearance. on one side of that divide or the other.
doing things, or advantages to doing specific additional experience points if any of the following
Pack Mentality - You function best among criteria are met… Various characters in these tales may be
things. Each occupation has a specific benefit it
allies. If you roll a 1 when alone, you gain a aOne cultural goals are met mercenaries, spies, criminals, abandoned
provides, this might be access to a class of
fear penalty trait in addition to any other The character’s current occupational goal experiments, lost aliens, or even just
tools and equipment, a die roll advantage in
effects. is met homeless lowlifes in over their heads. They may
certain situations, access to a certain group
Volatility - Any weapons with the mutagenic The character neutralises one of their be as small as a mouse or as large as an
of allies or a type of location that is
trait are considered to have +1 strength enemies [either eliminating them, or the reason elephant, they may have an excess of arms,
otherwise off limits.
against you why they are considered an enemy]
legs, or tentacles, or might have none at all,
Mastering occupations is the most common If they have done this, the character may gain but most characters are roughly human sized
any additional non-occupational positive trait, Every time the character gains experience, mark
way of advancing characters in Other and shaped. Players may make their
off a box on the experience track. Every time the
Strangeness. even if it might not be something they’d normally characters as exotic as they want, but need
character passes a bold checkpoint box on the
have access to. This bonus positive trait may not to understand that the more different they
track, gain a new level. This level may be used to
be used to justify an occupation during are from the mundane masses, the stranger
purchase a new occupation, or improve a culture
character creation, but may function as as a
[once per culture only] and more dangerous their lives will be.
prerequisite for occupations gained later.