14

No. The Player's Guide is an abridged version of the core book that presents only the player-facing material. It's the same stuff, presented differently.


14

From page 21 of The Strange Core: Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example, if you’re trained in lying and later gain a benefit that grants you skill with ...


10

From the margin notes of p26 of the Cypher System Rulebook: Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health. Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task. Intellect defense: Used for fending off mental attacks ...


9

In The Strange, The Estate is an organization that the PCs are in devoted to defending the Earth against recursions. Therefore the English meaning of Estate, as in "the press is the fourth estate," is one of the primary power groups of society. See Wikipedia Estates of the realm and wiktionary estate (3) (but since it's invested in keeping the status quo, ...


8

While the game mechanics are the same - it's the Cypher System -, the game worlds and settings could not be more different from another. So it effectively depends on what kind of adventures you want to play and what kind of atmosphere you want at the game table. The world of Numenera provides a wide variety of possible settings already and you could ...


8

Try something like "The Foundation" if Estate doesn't translate too well: die Stiftung, how's that sound to German ears?


7

The one thing The Strange Player's Guide has that isn't in the corebook are 6 pre-generated characters, including a pre-chosen version of those characters if they translate to Ardeyn.


7

Page 20 in the corebook states Once you’ve selected a focus for a particular recursion, it doesn’t change Contrariwise, as Caleb points out, a sidebar in page 55 offers Each time you return to a recursion, your GM might offer you the choice of picking a focus that’s different from one you had last time you visited. As for draggable foci, page 52 ...


7

Yes. A focus should grant at least one ability each tier. Foci published in the core rules don't have "dead levels." Thus, any homebrewed focus should similarly grant an ability at each tier in order for it to be competitive with existing options.


6

I'm not a native speaker of German, but I have been learning German all my life, including spending two years at college in Germany, so I think I have enough Sprachgefühl to understand the problem and intuit an answer. "The Estate" as a group in The Strange is interested in two things (see for example http://www.montecookgames.com/earth-and-recursions/): ...


5

I don't have my book at hand ATM, but the explanation is that, only those with the Spark would even remember that you had been there and would notice the absense. Most natives of the recusion simply "accept" your presence while you're there, and "accept" your absence (or, rather, pay it no mind). If it makes it easier, think of the non-Sparky natives as ...


4

Yes - By Interpretation and by RAW The answer is right there in the explanation of Might Defense on p.30 of the Numenera core book - emphasis mine: Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health Are you going to block a poison dart or dodge a stunning ray with Might? No. It doesn't make ...


3

The Strange and Cypher System Rulebook also have other Types (in addition to Descriptors and Foci, as above). If you want to be conservative, just buy more Numenera books. The Numenera 2 Kickstarter funded a few, they'll come out slowly in this year and the next.


3

While not strictly prohibited, leaving an empty rank will make the Focus really unappealing. If you're doing this to balance the skills in other ranks, maybe such skills are a bit overpowered; otherwise I cannot see why to leave a rank empty.


3

Both page 45 of The Strange Corebook and page 47 of the Numenera Corebook state If you become skilled at a task that you have an inability with, they cancel out. So I'd say that the end result of that rules interaction is that the player is not trained in social interactions that are pleasant or that involve coercion or intimidation. So they'd be ...


3

I believe the book is wrong. You should gain additional weapon training for free every tier (called Skill with Attacks). On the book, that ability is listed as a Maneuver for every tier other than third, but should actually be an ability gained every tier. Why i believe it is wrong? Because Skill with Attacks as a maneuver is terrible on every tier ...


3

I do not think it makes sense to have followers appear automatically. Have them arise from the story. If the character does not take any inspiring action, why should anybody follow them? Once they take visible and inspiring action, it's easy to GM-rule that one of the attending NPCs is so smitten they tag along, but maybe it's an Intellect check against the ...


2

As I understand, Spin Identity is useful in situations where a regular persuasion attempt would take too much time or resources. Of course, you could try and persuade everyone that your plastic badge is the real deal the hard way - but with the supernatural power of Spin Identity, the target just glosses over some of the more obvious weak spots of your ...


2

I haven't come across anything specifying that in the rules. Having said that, it may depend on your style of play and maybe even on the recursion in which the character picks up the focus: In a very young recursion, where there are very few inhabitants with the Spark, it is more likely that a follower happens to be in the vicinity of the character once he ...


2

Do you want to create a new Law? Then create it, you're the GM! However, if you are looking for a way to rationalize the answer, try this: As the GM, the question you need to ask yourself is, "Are the Laws of my new recursion SO DIFFERENT from the list of Laws as discovered/determined by The Estate, that I need to create a new one? Or, do 'my' Laws fit ...


2

On page 95, the 2014 book of the Strange I have, indicates that the player consciousness gets transferred to a new physical form upon translation. I think that might mean that a person who loses a limb in a recursion could translate to a different one to recover it. Someone who was born without a limb may have assimilated that birth defect into his or her ...


1

I don't have any direct reference to the rulebooks at hand, but in my opinion a gate translation always works on the status quo. The terminology (recursion, translation etc) is clearly based on the idea that the The Strange functions a bit like an algorithm which operates on the universe itself. However, just like in the real world, there is no indication ...


1

Entering a recursion from The Strange incurs the same problems as entering it via inapposite gate from another recursion or from Earth. However, the risk of death is not immediate - it takes some time for your PC's body to break down in the new environment. (And, as you noted, this is not the case if the Laws of the target recursion are compatible with the ...


1

A. I would say yes, if the translated character is of a species and gender that can be pregnant. If not, the pregnancy is suspended until she translates to a recursion where she can be pregnant. Yes. The child is of the same species as the mother at the time of birth. The child is a quickened native of the recursion. I would say the child would be ...


1

A single-word translation is probably not going to fly; there is little flair to a common noun used as proper noun in German. It is not something that often happens here. (We write all our nouns with capitals, after all.) So I'd propose to use Gewalt as proposed by mxyzplk (it's the most commonly used; it's "Gewaltenteilung") but with a fitting adjective, ...


1

After re-checking the rules I couldn't find anything hat specifically contradicts that possibility. As long as the focus is compatible with the target world and the GM doesn't say otherwise, you should be able to keep it.


1

Kind of. There is no information in the Player's Guide that is not in the Corebook. Its use is as additional copy of that part of the material. If you want to run the game (as opposed to being a player), it can make sense to have a copy of the Player's Guide around. You can leave it on the players' side of the table for their use -- they can quickly check ...


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