TEXT: MODERN HORROR SETTING
   
  
  1
  Something Strange
  Credits
  design and development
  J. Scott Zumwalt
  proofreading
  Matt Mench, Anastasia Steele, and Angela Zumwalt
  artwork
  Shaman’s Stockart, Publisher’s Choice Quality Stock 
  Art © Rick Hershey / Fat Goblin Games,  
  Dean Spencer, and Bradley K McDevitt
  This product was created under license. GENESYS and its logo, and GENESYS FOUNDRY and its logo, are 
  trademarks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games charac-
  ters and character names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games.  
  www.FantasyFlightGames.com
  This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material 
  is used with permission under the Community Content Agreement for Genesys Foundry. All other original 
  material in this work is copyright 2019 by J. Scott Zumwalt and published under the Community Content 
  Agreement for Genesys Foundry.
  If you have any feedback, issues, or questions contact me on reddit as  
  /u/DrainSmith, Discord as DrainSmith#0001, or email at scott.zumwalt@gmail.com
  Document Version 2.4.3
  playtesting
  Alexander Baker, Amanda Manning,  
   Emily Kuusisto, and Joseph Runyon
  speCial thanks
  Guillaume Tardif, Christopher Ruthenbeck,  
  and BrashFink
  Contents
  Introduction ............................................................2
  Character Creation .................................................5
  Archetypes ...............................................................5
  Careers .....................................................................6
  New Skills and Rules ............................................10
  New Talents ...........................................................13
  Equipment and Vehicles ......................................24
  Equipment .............................................................24
  Magic Implements ................................................30
  Adversaries ............................................................32
   
  
  2
  Something Strange
  T
  here. Did you see it? Was it just a trick of the light 
  or a play of the shadow? Or was it something else? 
  There are beings that live in between the cracks of 
  our reality. They hide either because we fear them, or 
  they fear us. Many are predators that choose to strike 
  from the shadows. Others fear what will happen when 
  we learn they exist. 
  There were many creatures that used to walk openly 
  among us that learned a hard lesson. Dragons, fairies, 
  and wizards once shared the Earth with us, but as hu-
  mans gained mastery over the natural world, anything 
  that threatened their reign became a target. Others, 
  like vampires and werewolves, knew that their surviv-
  al always depended on staying out of sight.
  Secret wars wage in the shadows. There are forces 
  that fight enemies they believe are embodiments of evil 
  while these creatures simply fight for their right to exist.
  The average accountant or homemaker has no 
  idea of the things that lurk just beyond reach, but 
  they know to fear the dark. They know not to go 
  down that alley alone. They know not to stop by the 
  side of the road to pick up the stranger walking by 
  themself in the woods. 
  themes 
  Something Strange is a modern horror setting for the 
  Genesys Role-playing Game and is about the mon-
  sters that are feared or revered. Something Strange lets 
  a Game Master and a group of players explore those 
  monsters either by hunting them or becoming them. 
  What would you do if you discovered the supernatu-
  ral were natural? How would your life change if you 
  woke up to find you are now a creature of the night?
  The modern horror genre brings with it several re-
  curring ideas. The most prominent are “what is evil?” 
  and “humans are the real monsters”. Depending on 
  the types of creatures GMs wish to include they may 
  use themes such as “how long can love last?”, “can 
  passion be dangerous?”, or even “power is a curse”. 
  Using themes can greatly enhance a role-playing 
  game story, but GMs should make sure to do it subtly. 
  The core of modern horror is, of course, horror. Hor-
  ror in movies is achieved in many ways through visual 
  and sound effects. Doing horror in a role-playing game 
  is much more difficult. The monsters themselves in 
  this setting are not going to be scary to players. They 
  will frequently just consider them a pile of numbers. 
  It is up to you as a GM to present them in such as way 
  as to make the players take caution. Portraying hor-
  INTRODUCTION
   
  
  3
  Something Strange
  ror in an RPG is more about describing the scene and 
  what you do not reveal about the creature they are 
  up against. Additionally, directly fighting a monster 
  is usually the last part of a monster movie. It should 
  be the last part of an RPG story. GMs should build up 
  their adversary over time; leave clues about how it 
  has affected the world in ways that are unsettling.
  tropes
  Modern horror has been done so many times in so 
  many ways that there are things people expect to see. 
  monster of the week
  Imagination is the limit to the variety of creatures 
  that the players can come across. Anything even re-
  motely considered supernatural is fair game to throw 
  into a Something Strange story. GMs are enouraged to 
  use this freedom to keep the players guessing at the 
  true nature of something they come across, but are 
  cautioned not forget to throw them an old tried-and-
  true monster occasionally.
  vampires
  The cursed, immortal undead walk the Earth to feed 
  on the blood of humans. Their centuries long feuds 
  and conspiracies serve to entertain them in an increas-
  ingly boring un-life. Vampire weakness and powers 
  (detailed in the Talents section) are fairly typical of 
  what is found in most movies, TV, and other fiction. 
  werewolves
  Shapechangers capable of becoming a half-human and 
  half-wolf monster. Whereas most fiction will portray 
  werewolves as having been cursed (some may think of 
  it that way) the werewolves of Something Strange gain 
  their nature through genetics. Not all decedents of a 
  werewolf are guaranteed to become a werewolf. The 
  gene is recessive, but does not play by the same rules 
  of the normal Punnett square. Even someone that has 
  all the right DNA may not have their wolf awaken 
  until bitten by another werewolf or they experience 
  some other supernatural event.
  magiC
  Something Strange uses the Genesys Core Rulebook mag-
  ic rules as-is. This means individuals can wield great 
  and terrible power that the world should not see. 
  Those that practice magic do their best to hide their 
  gifts (as do vampires and werewolves) as the world 
  would not understand and would be dangerously jeal-
  ous of such power.
  hunters
  Whether chosen by the powers-that-be or on a quest 
  for revenge, there are always those that dedicate their 
  life to the investigation and/or elimination of any-
  thing that is not deemed normal. Players as hunters is 
  the easiest type of story to start out with.
  its a strange world
  The world of Something Strange is home to many su-
  pernatural creatures, monsters, and beings that wield 
  powerful forces beyond that of normal humans. 
  vampires
  The immortal undead have stalked the world since an-
  tiquity. As long as there have been humans, the vam-
  pires have been there to feed on them. Vampires do 
  not frequently come together in large groups; there 
  is not enough of them in the world to form their own 
  culture. They frequently stay near their bloodline; 
  master and progeny. Vampires are very careful not to 
  spawn too much. Their effect on a local populace is 
  typically found quickly, should they create too many 
  of their own kind. Most vampires are comfortable 
  quietly building support networks of humans over 
  generations. Should two vampires’ area of influence 
  overlap, they may wage silent proxy wars of social 
  maneuvering and only very rarely have it come to vi-
  olence. They will even more rarely directly engage in 
  conflict with one another.
  Most vampires can trace their lineage back sever-
  al generations. Very few can trace beyond eight or 
  nine ancestors reliably. After that, the fog of history is 
  far too dense. No living vampire can trace to the first 
  vampire. There is not even a consensus on if there was 
  a single first vampire. Given how vampires legends 
  arose independently across the world some believe 
  that there must be a way to become one outside of 
  being turned. Others will say there must have been a 
  single vampire that traveled the world. In either case, 
  the true answer is lost to time.
   
  
  4
  Something Strange
  werewolves
  Vukodlak is the oldest term they know themselves by. 
  Some groups will call themselves rougarou, loup ga-
  rou, lycans, or simply just werewolves. History has 
  judged them harshly for many reasons, some accu-
  rate, most not. Just as wolves keep populations of 
  their prey in check, werewolves serve as population 
  control for the supernatural world. If a werewolf 
  feeds on the flesh of a supernatural creature at least 
  once per full moon, they have a much easier time of 
  controlling their bestial nature. When a werewolf is 
  not able to feed properly they are in danger of los-
  ing control, attacking and eating any thing in their 
  way. There are werewolves that choose to subsist on 
  the flesh of other werewolves. They are considered 
  the lowest and most evil by other werewolves. When 
  a werewolf eats the flesh of another werewolf, their 
  mind becomes twisted and they seek to eat werewolf 
  flesh even more each time.
  Due to the genetic nature of how lycanthropy is 
  passed many believe that must mean werewolves 
  have a single origin. Those same people then go so 
  far as saying that since wolves come from Europe that 
  lycanthropy must descend from European ancestry. 
  This is absurd since werewolves exist in all parts of 
  the world. This leads the more scientific minded to 
  conclude that werewolves have always ex-
  isted with mankind, or that the ly-
  canthropic curse was bestowed 
  upon many fami-
  lies. One can then 
  reason that per-
  haps werewolves 
  are not half wolf 
  at all, but that is 
  simply the closest 
  creature that re-
  sembles the mon-
  ster they are able 
  to become.
  magiCians
  Talented humans have discovered the Weave of 
  the universe can be altered with the right intention 
  through chant, hand movements, and other ritual. 
  There are many schools of thought as to where Magic 
  comes from; a god, nature, or sheer force of will. It 
  ultimately does not matter, but one’s belief will shape 
  how their Magic manifests.
  Many secret academies, colleges, and other schools 
  exist throughout the world to gather and pass on the 
  knowledge of the arcane arts. These institutions focus 
  almost exclusively with the teaching of Arcane magic.
  Divine magic is learned through a variety of ways 
  and is typically dependent on one’s local culture. 
  Churches or temples have ways of identifying those 
  members that display gifts for channeling the will of 
  their deities or ideals. 
  Primal magic is practiced by those traditionally 
  called witches. Witch magic has a flavor and texture 
  that is closely tied to Nature. This art is passed from 
  individual to individual with the teacher and student 
  relationship being intimate. Though close, these rela-
  tionships are infrequently romantic. 
   
  
  5
  Something Strange
  CHARACTER 
  CREATION
  S
  omething Strange is just like our modern world but 
  with a splash of weird. Your character can come 
  from any walk of life you can think of that exists to-
  day in our world. The archetypes and careers avail-
  able should let you reflect your character’s strengths 
  and weaknesses within the Genesys rules. The char-
  acter creation process follows the standard character 
  creation rules detailed in the Genesys Core Rulebook. 
  arChetypes
  A
  rchetypes represent the various types of people in 
  the world. The Genesys Core Rulebook supplies 
  four basic human archetypes. Something Strange adds 
  three additional archetypes to give players more op-
  tions.
  athlete
  The Athlete represents a character who has a back-
  ground where their ability to move quickly and nim-
  bly was of utmost importance. You should choose this 
  archetype if you’re going to make a character that fo-
  cuses on moving their body fast and accurately or is 
  steady with their hands. 
  arChetype abilities
   ӹ Starting Wound Threshold: 8 + Brawn
   ӹ Starting Strain Threshold: 12 + Willpower
   ӹ Starting Experience: 95
   ӹ Starting Skills: An Athlete starts with one rank in 
  Coordination during character creation. They ob-
  tain this rank before spending experience points, 
  and may not increase Coordination above rank 2 
  during character creation.
   ӹ Evasion: Once per session, your character may 
  spend a Story Point as an out-of-turn incidental 
  when they are the target of a Combat check. If 
  they do so, they may add h equal to their ranks in 
  Coordination to the roll. This may be spent before 
  or after the Combat check is made.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  2
  3
  2
  1
  2
  2
   
  
  6
  Something Strange
  dediCated
  The Dedicated is a character that has a strong sense 
  of their self and keeps themselves disciplined in all 
  aspects of their life. A player should choose this ar-
  chetype if they wish to play a character with a strong 
  personality or is especially faithful.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  2
  2
  2
  1
  3
  2
  arChetype abilities
   ӹ Starting Wound Threshold: 9 + Brawn
   ӹ Starting Strain Threshold: 11 + Willpower
   ӹ Starting Experience: 100
   ӹ Starting Skills: A Dedicated character starts with 
  one rank in Discipline during character creation. 
  They obtain this rank before spending experience 
  points, and may not increase Discipline above 
  rank 2 during character creation.
   ӹ Focus: Once per session, your character may 
  spend a Story Point as an incidental. If they do so, 
  they heal a number of strain equal to their ranks 
  in Willpower.
  savvy
  The Savvy are characters that think quickly out side of 
  the box. They can see the paths around and through 
  far before others can. 
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  2
  1
  2
  3
  2
  2
  arChetype abilities
   ӹ Starting Wound Threshold: 10 + Brawn
   ӹ Starting Strain Threshold: 10 + Willpower
   ӹ Starting Experience: 100
   ӹ Starting Skills: A Savvy character starts with 
  one rank in Perception during character creation. 
  They obtain this rank before spending experience 
  points, and may not increase Perception above 
  rank 2 during character creation.
   ӹ Insight: Once per session, your character may 
  spend a Story Point as an incidental. If they do so, 
  they learn the Fear, Strength, Flaw, or Desire (GM 
  choice) from a target within Short range
  Careers
  T
  he careers detailed here are used instead of the ca-
  reers that are available in the Genesys Core Rule-
  book. These should represent a wide array of skill sets.
  driver
  If it has a seat and some mechanical way of moving 
  it, then the Driver can make it move. The master of 
  all means of transportation. The Driver understands 
  how to make machines do the impossible and main-
  tain their cool while doing it.
  The Driver counts the following skills as career 
  skills: Cool, Coordination, Driving, Mechanics, Op-
  erating, Piloting, Ranged (Light), and Vigilance. 
  Before spending experience during character creation, 
  a Driver may choose four of their career skills and 
  gain one rank in each of them.
  Starting Gear:  Driver characters start with $300 
  and the following items:
   ӹ A sport sedan
   ӹ A leather jacket
   ӹ A .22 pistol
  doCtor
  The Doctor has focused their life on the healing 
  arts. They have become adroit at keeping focus in 
  the most extreme situations in order to make sure 
  everyone comes out alive. Not all that follow the 
  Doctor path use their knowledge of medicine for 
  good; some may use it for twisted experimentation 
  in name of the “greater good.”
  The Doctor counts the following skills as career 
  skills: Cool, Discipline, Knowledge (Science), Med-
  icine, Melee, Resilience, Survival, and Vigilance. 
  Before spending experience during character creation, 
  a Doctor may choose four of their career skills and 
  gain one rank in each of them.
  Starting Gear:  Doctor characters start with $500 
  and the following items:
   ӹ Medical kit 
   ӹ A pocket knife
   
  
  7
  Something Strange
  entertainer
  The Entertainer relishes the limelight. No 
  matter how they express themselves, be it 
  music, dance, or acting, Entertainers 
  are most comfortable when they 
  are the center of attention. 
  The Entertainer counts the 
  following skills as career 
  skills: Charm, Coordina-
  tion, 
  Deception, 
  Disci-
  pline, Leadership, Melee, 
  Skulduggery, and Stealth. 
  Before spending experience 
  during character creation, an 
  Entertainer may choose four of 
  their career skills and gain one rank 
  in each of them.
  Starting Gear:  Entertainer characters 
  start with $400 and the following items:
   ӹ A musical instrument
   ӹ A leather jacket
   ӹ A boot knife
  ex-Con
  Through 
  questionable 
  decisions, poor upbringing, or 
  just bad luck the Ex-con has been through some ex-
  traordinary circumstances that put them on the wrong 
  side of the law. The street has taught them how to sur-
  vive in the most hostile situations.
  The Ex-con counts the following skills as career 
  skills: Athletics, Brawl, Coercion, Cool, Deception, 
  Ranged (Light), Skulduggery, and Streetwise. Be-
  fore spending experience during character creation, an 
  Ex-con may choose four of their career skills and gain 
  one rank in each of them.
  Starting Gear:  Ex-con characters start with $100 
  and the following items:
   ӹ Brass knuckles
   ӹ A .45 pistol
  explorer
  Explorers are the ones to beat a new a path through 
  ground never traveled before. They call the outdoors 
  their home and hone their skills to increase their abil-
  ity to survive in the wild. 
  The Explorer counts the following skills as career 
  skills: Athletics, Brawl, Coordination, Deception, 
  Perception, Ranged (Heavy), Stealth, and Survival. 
  Before spending experience during character creation, 
  an Explorer may choose four of 
  their career skills and gain one 
  rank in each of them.
  Starting Gear:  Explorer char-
  acters start with $400 and the 
  following items:
   ӹCamping gear (tent, backpack, 
  fishing rod, sleeping bag)
   ӹ
  Shotgun or hunting rifle
  investigator
  Current or previous law enforcement, pri-
  vate investigator, or amateur sleuthing 
  enthusiast, the Investigator is the person 
  looking for clues to build a scene of what 
  happened. Part science and part psy-
  chology, they find the tracks that people 
  thought they had covered up.
  The Investigator counts the following 
  skills as career skills: Charm, Cool, Decep-
  tion, Driving, Knowledge (Science), Per-
  ception, Ranged (Light), and Skuldug-
  gery. Before spending experience during 
  character creation, an Investigator may 
  choose four of their career skills and gain 
  one rank in each of them.
  Starting Gear:  Investigator characters start with 
  $500 and the following items:
   ӹ Crime scene kit
   ӹ A .45 pistol
  holy person
  Not just your run-of-mill person that believes in a high-
  er power and works for a religious organization. A true 
  Holy Person has dedicated their life to their Power and 
  that Power has granted them insight and abilities be-
  yond those of normal folk.
  The Holy Person counts the following skills as ca-
  reer skills: Cool, Deception, Divine, Discipline, 
  Knowledge (Religion), Leadership, Melee, and Re-
  silience. Before spending experience during character 
  creation, a Holy Person may choose four of their ca-
  reer skills and gain one rank in each of them.
  Starting Gear:  Holy Person characters start with 
  $500 and the following items:
   ӹ Simple clothing
   ӹ Casting focus
   ӹ A book detailing the intricacies of their belief sys-
  tem, lightly used.
   
  
  8
  Something Strange
  leader
  Leaders command, cajole, and direct their friends 
  and allies to accomplish tasks they did not know they 
  were capable of alone. Leaders incite teamwork ei-
  ther though calling on someone’s better nature, stern 
  ordering, or careful manipulation. Most Leaders will 
  use a combination of it all.
  The Leader counts the following skills as career 
  skills: Charm, Coercion, Cool, Discipline, Leader-
  ship, Melee, Negotiation, and Perception. Before 
  spending experience during character creation, a 
  Leader may choose four of their career skills and gain 
  one rank in each of them.
  Starting Gear:  Leader characters start with $500 
  and the following items:
   ӹ Collection of fine clothing
   ӹ Stun gun
  magiCian
  Trained by a secret order of other Magicians, your 
  character has learned a very safely guarded art. 
  Very few have the discipline or the elastic 
  view of reality to alter the weave of ex-
  istence.
  The Magician counts the fol-
  lowing skills as career skills: Ar-
  cana, Coercion, Cool, Discipline, 
  Knowledge (Magic), Knowledge 
  (Occult), Perception, and Vigi-
  lance. Before spending experience 
  during character creation, a Ma-
  gician may choose four of 
  their career skills and gain 
  one rank in each of them.
  Starting Gear:  Magician 
  characters start with $500 and 
  the following items:
   ӹ Paper and pencil/pen
   ӹ Casting focus
  sCientist
  The acquisition of knowledge and the pur-
  suit of truth are the goals of every Scientist. 
  Logic guides discovery for the Scientist. 
  The world is filled with clues to unearth 
  the secret inner workings of the universe. 
  The Scientist counts the following 
  skills as career skills: Computers, 
  Discipline, 
  Knowledge 
  (Sci-
  ence), Knowledge (Occult), Me-
  chanics, Operating, Perception, 
  and Negotiation. Before spending experience during 
  character creation, a Scientist may choose four of their 
  career skills and gain one rank in each of them.
  Starting Gear:  Scientist characters start with $600 
  and the following items:
   ӹ Measuring equipment
   ӹ Laptop computer
  seCurity speCialist
  A master of the theatre of security, the Security Special-
  ist knows how every deterrence is just a way to keep 
  honest people honest and make people feel safe. They 
  have learned how delicate applications of the right 
  kinds of force can open doors literally and figuratively. 
  The Security Specialist counts the following skills as 
  career skills: Charm, Computers, Cool, Deception, 
  Melee, Skulduggery, Stealth, and Streetwise. Be-
  fore spending experience during character creation, 
  a Security Specialist may choose four of their career 
  skills and gain one rank in each of them.
  Starting Gear:  Security Specialist characters 
  start with $600 and the following items:
   ӹ
  Lock pick set
   ӹ
  Laptop computer
   ӹ
  Pocket knife
  soldier
  Soldiers are the ones that have dedicated 
  their life to combat in all its forms. They 
  have studied and practiced all the ways to 
  kill another person. This dedication may 
  have left its fair share of physical and men-
  tal scars. Your Soldier could have served their 
  country in the Army or Marines, or learned 
  warfare while defending their home from for-
  eign governments. 
  The Soldier counts the following skills as 
  career skills: Athletics, Brawl, Coercion, 
  Melee, Perception, Ranged (Heavy), 
  Survival, and Vigilance. Before spend-
  ing experience during character creation, 
  a Soldier may choose four of their career 
  skills and gain one rank in each of them.
  Starting Gear:  Soldier characters start 
  with $300 and the following items:
   ӹ
  Flak vest
   ӹ
  Assault rifle or hunting rifle
   ӹ
  A 9mm pistol
   
  
  9
  Something Strange
  soCialite
  Socialites are the ones that can work a room to the 
  best benefit possible. They know everyone and their 
  secrets. Though the Socialite may excel at manipula-
  tion, they do not necessarily use this skill maliciously.
  The Socialite counts the following skills as career 
  skills: Charm, Cool, Deception, Knowledge, Nego-
  tiation, Perception, Streetwise, and Vigilance. Be-
  fore spending experience during character creation, 
  a Socialite may choose four of their career skills and 
  gain one rank in each of them.
  You may pick any one of the available Knowledge 
  skills to be your character’s career skill.
  Starting Gear:  Socialite characters start with $700 
  and the following items:
   ӹ Stylish clothing befitting their scene
   ӹ Cell phone
  tradesperson
  The Tradesperson is someone that has learned a skill 
  or many skills that require the use of one’s hands and 
  a set of tools. They could be a blacksmith, a plumb-
  er, auto mechanic, or a carpenter. The Tradesperson 
  knows that hard work is its own reward.
  The Tradesperson counts the following skills as ca-
  reer skills: Athletics, Discipline, Mechanics, Melee, 
  Negotiation, Perception, Resilience, and Street-
  wise. Before spending experience during character 
  creation, a Tradesperson may choose four of their ca-
  reer skills and gain one rank in each of them.
  Starting Gear:  Tradesperson characters start with 
  $500 and the following items:
   ӹ Tool set, including multi-tool with belt pouch
   ӹ A leather jacket
   ӹ A large wrench
  witCh
  Witches have a special connection with the primal 
  powers of the natural world. They may be individu-
  als who live in the wilderness, or regular people who 
  have a particular affinity for life and nature. Witches 
  can tap into the primal power of life to summon magic 
  and perform fantastical feats. 
  The Witch counts the following skills as career 
  skills: Charm, Knowledge (Occult), Melee, Primal, 
  Perception, Resilience, Survival, and Vigilance. 
  Before spending experience during character creation, 
  a Witch may choose four of their career skills and gain 
  one rank in each of them.
  Starting Gear:  Witch characters start with $300 
  and the following items:
   ӹ Random assortment of crystals, icons, cards, ani-
  mal bones, and jewelry with no monetary value.
   ӹ Casting focus
  alternative Careers
  If none of these options fit the character concept you 
  are trying to play, then with the permission of your 
  GM, create a custom career following these guidelines.
  Choose eight skills that will be considered careers 
  skills. Choose four of those from the General Skills. 
  The remaining four must abide by these rules:
   ӹ At least 1 Social or Combat skill
   ӹ No more than 3 Combat Skills
   ӹ No more than 3 Social Skills
   ӹ No more than 3 Knowledge Skills
   ӹ No more than 2 General Skills
  Then choose four of any the career skills and gain 
  one rank in each of them. Your character then starts 
  with $500 with which to purchase starting gear. Any 
  money left over is available as pocket money.
   
  
  10
  Something Strange
  new skills and rules
  T
  his section introduces new skills for the Some-
  thing Strange setting. Table 1 includes these 
  new skills as well as the applicable skills from the 
  Genesys Core Rulebook that are used in the Some-
  thing Strange setting. 
  knowledge skills
  knowledge (magiC)
  Magic is more than just learning the symbols, words, 
  and hand movements that can be used to alter reality. 
  An understanding of how and why magic works at all 
  allows a Magician to realize the full potential of casting 
  spells. This skill represents your character’s theoretical 
  knowledge of magic; how it is used and applied. This 
  is the Knowledge skill linked to the casing of Arcane 
  magic and is used with the Arcana magic skill.
  your CharaCter should use this skill if...
   ӹ Your character wants to know what a set of ritual 
  items is attempting to accomplish.
   ӹ Your character wants to know if an item is capable 
  of being used for magic.
   ӹ Your character wants to know what kind of magic 
  (Arcane, Divine, or Primal) was just used by an-
  other person casting a spell
  your CharaCter should not use this skill if...
   ӹ Your characters want to cast a spell. That would 
  be the Arcana skill instead.
   ӹ Your character wants to know if something is 
  magical. That would be the Arcana skill.
   ӹ Your character wants to know if a creature is mag-
  ical. That would be Knowledge (Occult).
  knowledge (religion)
  This skill represents your character’s knowledge of the 
  religions of the world as well as the beings those reli-
  gions revere. This skill also gives insight into how the 
  practice of Divine magic operates and is the linked 
  skill for Divine magic casters.
  your CharaCter should use this skill if...
   ӹ Your character wants to know if a religious cere-
  mony is capable of magic or if it is simple worship.
   ӹ Your character wants to know the beliefs of a religion.
   ӹ Your character wants to know what religion uses 
  a set of items for worship
  your CharaCter should not use this skill if...
   ӹ Your characters want to cast a spell. That would 
  require the Divine skill.
   ӹ Your character wants to know about any oth-
  er kind of magic besides Divine. That would be 
  Knowledge (Magic).
   ӹ Your character wants to know what kind of magic 
  was just used. That would be Knowledge (Magic).
  knowledge (oCCult)
  This represents your character’s knowledge of all 
  things that hide from normal surface society. This is 
  your character’s general grasp of the supernatural and 
  all the things that surround it. 
  your CharaCter should use this skill if...
   ӹ Your character wants to identify a creature or be-
  ing they saw or heard described.
   ӹ Your character wants to know what kind of crea-
  ture or being is capable of an effect they witnessed 
  or heard described.
   ӹ Your character wants to know what effect a set of 
  items may produce with the Primal magical skill.
  your CharaCter should not use this skill if...
   ӹ Your characters want to cast a spell. Use the Pri-
  mal skill instead.
   ӹ Your character wants to know about any oth-
  er kind of magic besides Primal. That would be 
  Knowledge (Magic).
   ӹ Your character wants to know what kind of magic a 
  person just used. That would be Knowledge (Magic).
  knowledge (sCienCe)
  This represents your character’s overarching knowl-
  edge of all sciences. If your character wishes to spe-
  cialize in a particular branch, it is recommended that 
  be a separate Knowledge skill.
  your CharaCter should use this skill if...
   ӹ Your character wants to calculate if their vehicles 
   
  
  11
  Something Strange
  is capable of making a jump a cross a gap.
   ӹ Your character wants to identify a substance.
   ӹ Your character wants to identify the remains of a 
  natural animal or plant.
  your CharaCter should not use this skill if...
   ӹ Your characters want to invent something. That 
  may require the Mechanics skill. Knowledge (Sci-
  ence) could be used to know if a particular idea is 
  possible however.
   ӹ Your character wants to fix a machine. That would 
  require the Mechanics skill.
   ӹ Your character wants to investigate a crime scene.  
  That would be Perception or Vigilance. 
  new rules
  supernatural trait
  The Supernatural trait is an identifier for those char-
  acters that are partially or completely a part of the 
  supernatural world. This trait is used to identify char-
  acters and creatures that have otherworldly origins or 
  do not fit into the normal ecosystem of nature as we 
  know it. Some talents, abilities, or effects may only 
  affect or only be affected by supernatural characters 
  and creatures. The Supernatural trait is typically be-
  stowed by a talent, such as Werewolf or Vampire.
  magiCal knowledge skills
  When using any magic skill and a spell effect refers to 
  the Knowledge skill instead use Knowledge (Magic) 
  for Arcana effects, Knowledge (Religion) for Divine 
  effects, and Knowledge (Occult) for Primal effects.
  weapon noise
  All ranged weapons are considered to make noise 
  which can be heard up to Extreme range. The Items 
  section introduces new Item Qualities which can affect 
  this new rule. This is important to utilize in-game. Most 
  Something Strange games will take place in an urban 
  environment and weapon noise will attract unwanted 
  attention from nearby enemies or the police. Players 
  should need to balance the need for the increased fire 
  power against the need to remain unnoticed.
  Fear Rules
  Something Strange makes use of the optional 
  fear rules on page 243 of the Genesys Core Rule-
  book. While you can run your game however 
  you see fit, it is highly recommended that you 
  utilize these rules to the best benefit. Players 
  do not often fully understand the intense situ-
  ations their characters get into and maintain a 
  detached observation of those events. The fear 
  rules reminds them that the things their char-
  acters face are, in fact, quite terrifying.
  Additionally, you may find the separate 
  Genesys Foundry offering Expanded Fear 
  Guidelines to be useful. It is written by the 
  same author of Something Strange. It provides 
  more help with using fear in Genesys and in-
  cludes a table for recommendations on spend-
  ing dice results on fear checks that are not 
  covered by the Genesys Core Rulebook.
   
  
  12
  Something Strange
  table 1: skills for the something strange setting
  Skill
  Char
  Type
  Source
  Arcana
  Intellect
  Magic
  Genesys Core Rulebook (page 70)
  Athletics
  Brawn
  General
  Genesys Core Rulebook (page 58)
  Brawl
  Brawn
  Combat
  Genesys Core Rulebook (page 67)
  Charm
  Presence
  Social
  Genesys Core Rulebook (page 54)
  Coercion
  Willpower
  Social
  Genesys Core Rulebook (page 55)
  Computers
  Intellect
  General
  Genesys Core Rulebook (page 58)
  Cool
  Presence
  General
  Genesys Core Rulebook (page 59)
  Coordination
  Agility
  General
  Genesys Core Rulebook (page 59)
  Deception
  Cunning
  Social
  Genesys Core Rulebook (page 60)
  Discipline
  Willpower
  General
  Genesys Core Rulebook (page 58)
  Divine
  Willpower
  Magic
  Genesys Core Rulebook (page 70)
  Driving
  Agility
  General
  Genesys Core Rulebook (page 60)
  Gunnery
  Agility
  Combat
  Genesys Core Rulebook (page 69)
  Knowledge (Magic)
  Intellect
  Knowledge
  Something Strange
  Knowledge (Religion)
  Intellect
  Knowledge
  Something Strange
  Knowledge (Occult)
  Intellect
  Knowledge
  Something Strange
  Knowledge (Science)
  Intellect
  Knowledge
  Something Strange
  Leadership
  Presence
  Social
  Genesys Core Rulebook (page 56)
  Mechanics
  Intellect
  General
  Genesys Core Rulebook (page 60)
  Medicine
  Intellect
  General
  Genesys Core Rulebook (page 61)
  Melee
  Brawn
  Combat
  Genesys Core Rulebook (page 67)
  Negotiation
  Presence
  Social
  Genesys Core Rulebook (page 56)
  Operating
  Intellect
  General
  Genesys Core Rulebook (page 62)
  Perception
  Cunning
  General
  Genesys Core Rulebook (page 62)
  Piloting
  Agility
  General
  Genesys Core Rulebook (page 62)
  Primal
  Cunning
  Magic
  Genesys Core Rulebook (page 70)
  Ranged (Light)
  Agility
  Combat
  Genesys Core Rulebook (page 68)
  Ranged (Heavy)
  Agility
  Combat
  Genesys Core Rulebook (page 69)
  Resilience
  Brawn
  General
  Genesys Core Rulebook (page 63)
  Skulduggery
  Cunning
  General
  Genesys Core Rulebook (page 64)
  Stealth
  Agility
  General
  Genesys Core Rulebook (page 64)
  Streetwise
  Cunning
  General
  Genesys Core Rulebook (page 65)
  Survival
  Cunning
  General
  Genesys Core Rulebook (page 65)
  Vigilance
  Willpower
  General
  Genesys Core Rulebook (page 65)
   
  
  13
  Something Strange
  new talents
  tier 1
  beast Control
  Tier: 1
  Activation: Passive
  Ranked: No
  Your character must have purchased the Werewolf talent 
  to benefit from this talent. Your character no longer re-
  ceives a -1 to Intellect when shifting into hybrid form.
  blood potenCy
  Tier: 1
  Activation: Action (Maneuver)
  Ranked: No
  Your character must have purchased the Vampire talent 
  to benefit from this talent. Once per encounter, as a 
  maneuver your character may suffer 2 strain to raise 
  Brawn or Agility by 1 point to a maximum of 5 until 
  the end of the encounter.
  Charm sChool
  Tier: 1
  Activation: Passive
  Ranked: No
  When your character takes this talent, choose two 
  social skills. Those skills are now a career skills for 
  your character.
  Controlled shift
  Tier: 1
  Activation: Passive
  Ranked: No
  Your character must have purchased the Werewolf tal-
  ent to benefit from this talent. The difficulty for shift-
  ing into hybrid form or back to human form is now 
  Average (kk).
  dangerous Casting
  Tier: 1
  Activation: Incidental
  Ranked: No
  Your character may use this talent to reduce the 
  difficulty of casting a spell by a number of k, up 
  to their ranks in the appropriate Knowledge skill 
  for the magic skill used, to a minimum of Easy(k). 
  For each level of difficulty reduced in this manner, 
  upgrade the difficulty of the check once.
  dark vision
  Tier: 1
  Activation: Passive
  Ranked: No
  Your character must have the Supernatural trait to bene-
  fit from this talent. Your character has excellent night 
  vision. When making skill checks, it removes up to 
  jjj imposed due to darkness.
  fear the beast
  Tier: 1
  Activation: Passive
  Ranked: No
  Your character must have purchased the Werewolf talent 
  to benefit from this talent. Your character may automat-
  ically add sa to any Coercion checks made while in 
  human form. Your character may automatically add 
  t to any Coercion checks while in hybrid form. Note 
  that to even make a Coercion check in hybrid form 
  means the target is accustomed to seeing werewolves 
  or succeeded on their fear check.
   
  
  14
  Something Strange
  Talent
  Ranked
  Source
  Tier 1
  Beast Control
  No
  Page 13
  Blood Potency
  No
  Page 13
  Bought Info
  No
  Genesys Core Rulebook (p 72)
  Charm School
  No
  Page 13
  Clever Retort
  No
  Genesys Core Rulebook (p73)
  Controlled Shift
  No
  Page 13
  Dangerous Casting
  No
  Page 13
  Dark Vision
  No
  Page 13
  Desperate Recovery
  No
  Genesys Core Rulebook (p73)
  Duelist
  No
  Genesys Core Rulebook (p73)
  Durable
  Yes
  Genesys Core Rulebook (p73)
  Fear the Beast
  No
  Page 13
  Forager
  No
  Genesys Core Rulebook (p73)
  Lunacy Control
  No
  Page 16
  Grit
  Yes
  Genesys Core Rulebook (p73)
  Hamstring Shot
  No
  Genesys Core Rulebook (p73)
  Moonskin
  No
  Page 16
  Jump Up
  No
  Genesys Core Rulebook (p73)
  Knack for It
  Yes
  Genesys Core Rulebook (p73)
  Know Somebody
  Yes
  Genesys Core Rulebook (p74)
  Let’s Ride
  No
  Genesys Core Rulebook (p74)
  One With Nature
  No
  Genesys Core Rulebook (p74)
  Parry
  Yes
  Genesys Core Rulebook (p74)
  Proper Upbringing
  Yes
  Genesys Core Rulebook (p74)
  Poisonous Blood
  No
  Page 16
  Punch Parry
  Yes
  Page 16
  Quick Draw
  No
  Genesys Core Rulebook (p74)
  Quick Strike
  Yes
  Genesys Core Rulebook (p74)
  Rapid Reaction
  Yes
  Genesys Core Rulebook (p74)
  Rending Strike
  No
  Page 16
  Ring Fighter
  No
  Page 16
  Second Wind
  Yes
  Genesys Core Rulebook (p74)
  Surgeon
  Yes
  Genesys Core Rulebook (p74)
  Sweep the Leg
  No
  Page 16
  Swift
  No
  Genesys Core Rulebook (p75)
  Toughened
  Yes
  Genesys Core Rulebook (p75)
  Talent
  Ranked
  Source
  Unremarkable
  No
  Genesys Core Rulebook (p75)
  Vampire
  No
  Page 17
  Werewolf
  No
  Page 17
  Tier 2
  Berserk
  No
  Genesys Core Rulebook (p75)
  Beast Control
  No
  Page 18
  Beyond The Natural
  Yes
  Page 18
  Blood Potency  
  (Improved)
  No
  Page 18
  Bow Hunter
  No
  Page 18
  Bring Down the Prey
  Yes
  Page 18
  Coordinated Assault
  Yes
  Genesys Core Rulebook (p75)
  Counteroffer
  No
  Genesys Core Rulebook (p75)
  Daring Aviator
  Yes
  Genesys Core Rulebook (p75)
  Defensive Stance
  Yes
  Genesys Core Rulebook (p75)
  Detect Supernatural
  No
  Page 18
  Entranced
  No
  Page 18
  Fast Attack
  No
  Page 19
  Flurry
  No
  Page 19
  Heightened  
  Awareness
  No
  Genesys Core Rulebook (p76)
  Heightened Senses
  Yes
  Page 18
  Holy Quest
  No
  Page 18
  Inspiring Rhetoric
  No
  Genesys Core Rulebook (p76)
  Inventor
  Yes
  Genesys Core Rulebook (p76)
  Knee Strike
  No
  Page 18
  Koukutsu Stance
  No
  Page 18
  Learning the Craft
  No
  Page 19
  Lunacy Control 
  (Improved)
  No
  Page 19
  Lucky Strike
  No
  Genesys Core Rulebook (p76)
  Magical Discipline
  Yes
  Page 19
  Magical Training
  No
  Page 20
  Nerves of Steel
  No
  Page 20
  On Your Feet!
  Yes
  Page 20
  Precise  Attack
  No
  Page 20
  Project Thoughts
  No
  Page 20
  Scathing Tirade
  No
  Genesys Core Rulebook (p76)
  Side Step
  Yes
  Genesys Core Rulebook (p77)
  table 2: genesys talents for the something strange setting
   
  
  15
  Something Strange
  Talent
  Ranked
  Source
  Vampiric Speed
  No
  Page 20
  Warning Howl
  No
  Page 120
  Wolf Form
  No
  Page 20
  Tier 3
  Animal Companion
  Yes
  Genesys Core Rulebook (p77)
  Bat Form
  No
  Page 21
  Blur
  No
  Page 21
  Dodge
  Yes
  Genesys Core Rulebook (p78)
  Eagle Eyes
  No
  Genesys Core Rulebook (p78)
  Entranced  
  (Improved)
  No
  Page 21
  Field Commander
  No
  Genesys Core Rulebook (p78)
  Forgot to Count?
  No
  Genesys Core Rulebook (p78)
  Full Throttle
  No
  Genesys Core Rulebook (p78)
  Get Down!
  No
  Page 21
  Grenadier
  No
  Genesys Core Rulebook (p78)
  Hard Boiled
  No
  Shadow of the Beanstalk (p 50)
  Heroic Will
  No
  Genesys Core Rulebook (p79)
  Inspiring Rhetoric 
  (Improved)
  No
  Genesys Core Rulebook (p78)
  Natural
  No
  Genesys Core Rulebook (p79)
  Nerve Pinch
  No
  Page 21
  Painkiller  
  Specialization
  Yes
  Genesys Core Rulebook (p79)
  Pack Tactics
  No
  Page 21
  Parry (Improved)
  No
  Genesys Core Rulebook (p79)
  Project Thoughts 
  (Improved)
  No
  Page 21
  Read Thoughts
  No
  Page 21
  Scathing Tirade 
  (Improved)
  No
  Genesys Core Rulebook (p79)
  Shadow Shroud
  No
  Page 21
  Suggestion
  No
  Page 22
  Supernatural  
  Regeneration
  No
  Page 22
  Vampiric Speed 
  (Improved)
  No
  Page 22
  Tier 4
  Can’t We Talk  
  About This?
  No
  Genesys Core Rulebook (p79)
  Deadeye
  No
  Genesys Core Rulebook (p79)
  Defensive
  No
  Genesys Core Rulebook (p80)
  Talent
  Ranked
  Source
  Defensive Driving
  Yes
  Genesys Core Rulebook (p80)
  Dominate
  No
  Page 22
  Elementary
  No
  Genesys Core Rulebook (p80)
  Enduring
  No
  Genesys Core Rulebook (p80)
  Expert Tracker
  No
  Page 23
  Field Commander 
  (Improved)
  No
  Genesys Core Rulebook (p80)
  How Convenient!
  No
  Genesys Core Rulebook (p 80)
  Inspiring Rhetoric 
  (Supreme)
  No
  Genesys Core Rulebook (p 80)
  Invisibility
  No
  Page 23
  Majesty
  No
  Page 23
  Overcharge
  No
  Genesys Core Rulebook (p 80)
  Quip
  No
  Page 23
  Read Thoughts (Im-
  proved)
  No
  Page 23
  Remove Memory
  No
  Page 23
  Scathing Tirade 
  (Supreme)
  No
  Genesys Core Rulebook (p 81)
  Tier 5
  Additional  
  Dedication
  Yes
  Page 23
  Dedication
  Yes
  Genesys Core Rulebook (p 81)
  Extra Action
  No
  Page 23
  Indomitable
  No
  Genesys Core Rulebook (p 81)
  Invisibility (Im-
  proved)
  No
  Page 23
  Master
  No
  Genesys Core Rulebook (p 81)
  Overcharge  
  (Improved)
  No
  Genesys Core Rulebook (p 81)
  Ruinous Repartee
  No
  Genesys Core Rulebook (p 81)
  table 2: genesys talents for the something strange setting (Cont.)
   
  
  16
  Something Strange
  lunaCy Control
  Tier: 1
  Activation: Passive
  Ranked: No
  Your character must have purchased the Werewolf talent 
  to benefit from this talent. When Lunacy triggers, your 
  character may make a Hard (kkk) Discipline check 
  to gain control immediately after the forced shift. If 
  they fail this check, the check to regain control is a 
  Hard (kkk) Discipline check.
  moonskin
  Tier: 1
  Activation: Passive
  Ranked: No
  Your character must have purchased the Werewolf talent 
  to benefit from this talent. Every full moon your charac-
  ter may select a number of items equal to their strain 
  threshold that will be mystically absorbed when chang-
  ing from human to any shapeshifted form. When chang-
  ing back to human form the items will be available 
  again. The items chosen will only be absorbed if they are 
  being carried or worn when your character shapeshifts.
  poisonous blood
  Tier: 1
  Activation: Passive
  Ranked: No
  Your character cannot purchase this talent if they have 
  the Vampire talent. Once your character purchases this 
  talent they cannot purchase the Vampire talent. A 
  vampire does not regain strain when drinking your 
  character’s blood. Instead, for every dice result that 
  would normally cause a vampire to regain strain, they 
  instead will suffer strain.
  punCh parry
  Tier: 1
  Activation: Active (Incidental, Out of Turn)
  Ranked: Yes
  When your character suffers a hit from a unarmed 
  combat check, after damage is calculated but before 
  soak is applied (so immediately after Step 3 of Per-
  form a Combat check, page 102), your character may 
  suffer 3 strain to use this talent to reduce the damage 
  of the hit by two plus their ranks in Punch Parry. This 
  talent can only be used once per hit, and your charac-
  ter must have their hands free.
  rending strike
  Tier: 1
  Activation: Passive
  Ranked: No
  Your character must have purchased the Werewolf talent 
  to benefit from this talent. Claw attacks made while in 
  hybrid form have their Critical Rating reduced by 1.
  ring fighter
  Tier: 1
  Activation: Passive
  Ranked: No
  Your character adds j  to their unarmed combat 
  checks while engaged with a single opponent. Your 
  character adds j to their unarmed combat checks 
  while engaged with three or more opponents.
  sweep the leg
  Tier: 1
  Activation: Active (Action)
  Ranked: No
  Once per round, your character may use this talent 
  to perform an unarmed combat check against one 
  non-vehicle target they are engaged with. If the check 
  is successful, halve the damage inflicted by the attack 
  (before reducing damage by the target’s soak). The 
  target is immobilized until the end of its next turn.
   
  
  17
  Something Strange
  vampire
  Tier: 1
  Activation: Passive
  Ranked: No
  Through a complex and taxing ritual, your character 
  has been turned by a vampire to be another member 
  of the immortal undead. 
   ӹ Undead: They are now undead and are no longer 
  living. They do not need to eat, sleep, or breathe, 
  is unaffected by toxins and poisons, and no longer 
  age. 
   ӹ Bite: They gain a Bite attack (Brawl; Damage +1; 
  Critical 4; Range [Engaged], Pierce 2, Vicious 1).
   ӹ Weakness to Sunlight: While they are exposed to 
  sunlight, reduce all characteristics by 2 and halve 
  their Wound Threshold and Strain Threshold 
  and will suffer one wound per round. If wounds 
  caused by sunlight cause the character to exceed 
  their wound threshold they immediately suffer 
  the Critical Injury of Dead and turn to ash. 
   ӹ Stake Through the Heart: If an opponent makes 
  a called shot to your character’s heart with a 
  wooden melee weapon or a ranged weapon that 
  fires ammunition made of wood, that weapon 
  gains Vicious 5. 
   ӹ Blood Hunger: Your character does not regain 
  strain normally, such as through rest or at the end 
  of an encounter. For every wound caused to a liv-
  ing being with their bite attack your character re-
  gains 1 strain. Any a rolled on this attack may 
  be spent to restore 2 strain each. Wounds inflicted 
  with this attack cannot be healed with painkillers 
  or a Medicine check. Abilities that restore strain 
  work normally. Outside of combat, any blood that 
  is reasonably fresh can be drunk to regain strain. 
  The specific amount necessary is up to the GM, but 
  completely draining a human should restore all 
  strain if your character is at their strain threshold.
   ӹ Progeny: When interacting with the vampire 
  that turned your character, upgrade the difficulty 
  of all social checks. When interacting with vam-
  pires your character turned, upgrade the ability 
  of all social checks.
   ӹ Supernatural: Your character now has the super-
  natural trait.
  You cannot take this talent if your character already 
  has the supernatural trait. This talent can only be taken 
  if there is a narrative reason and the GM approves. This 
  talent is almost entirely negative. This is because it is 
  the first step to unlock a host of much more powerful 
  talents and reflects that new vampires are very weak.
  werewolf
  Tier: 1
  Activation: Passive, Active (Incidental)
  Ranked: No
  Your character has recently awoken their lycanthrop-
  ic heritage. The spirit of the Wolf can now manifest 
  through their body causing them to change into a ter-
  rifying hulk of fur, teeth, and claws. When purchasing 
  this talent they gain the following abilities:
   ӹ Shapechange: As an incidental your character 
  may make a Hard (kkk) Discipline check and 
  change into half-person half-wolf form. In this 
  form your character gains +1 Brawn and +1 
  Agility to a maximum of 5. Intellect and Willpow-
  er are each lowered by 1 to a minimum of 1. They 
  may voluntarily shift back into human form by 
  making a Hard (kkk) Discipline check. If your 
  character falls unconscious from suffering too 
  much strain while in the hybrid form they revert 
  to their human form. Clothes that cannot fit over 
  the new form are destroyed. Any carried gear is 
  dropped on the ground.
   ӹ Claws: While in hybrid form your character gains 
  this attack: Claws (Brawl; Damage +2, Critical 3; 
  Range [Engaged], Accurate 1, Pierce 1, Vicious 2)
   ӹ Weakness to Silver: Silver weapons (both sol-
  id silver and silver-coated) have their Crit rating 
  reduced to 1 and have Pierce 2 and Vicious 2 
  against this character. In addition, while suffering 
  from a Critical injury caused by a silver weapon, 
  Medicine checks heal 1 wound for the first suc-
  cess and require two additional successes for each 
  additional wound healed. Lastly, upgrade the dif-
  ficulty of all Medicine and Resilience checks to 
  recover from Critical injuries inflicted by silver.
   ӹ Lunacy: If during a combat encounter, they ever 
  suffer 4 or more strain at once or exceed their 
  strain threshold while in human form, they im-
  mediately shift into their hybrid form as an out-
  of-turn incidental, regain all strain, and use their 
  actions and maneuvers to attack the nearest living 
  being. They will continue to attack until uncon-
  scious or there are no more targets left.  Every 
  turn they may attempt a Daunting (kkkk) Dis-
  cipline check as an incidental to regain control.  
  Additionally, d may be used during a social en-
  counter to trigger Lunacy.
   ӹ Supernatural Hunter: If during the full moon, 
  they have not eaten their fill of the flesh of a 
  supernatural creature since the last full moon, 
  they must make a Daunting (kkkk) Discipline 
  check or they will be stuck in hybrid form and 
  will attack any living creature until they are able 
  to eat the flesh of a supernatural creature.
   
  
  18
  Something Strange
   ӹ Fearsome: Anyone not accustomed to seeing 
  the hybrid form must immediately make a Hard 
  (kkk) fear check when seeing your character in 
  hybrid form. Other supernatural characters are 
  immune.
   ӹ Supernatural: This character now has the super-
  natural trait.
  You cannot take this talent if your character already 
  has the supernatural trait. This talent can only be tak-
  en if there is a narrative reason and the GM approves. 
  tier 2
  beast Control (improved)
  Tier: 2
  Activation: Passive
  Ranked: No
  Your character must have purchased the Werewolf talent to 
  benefit from this talent. Your character no longer receives 
  a -1 to Willpower when shifting into hybrid form.
  beyond the natural
  Tier: 2
  Activation: Passive
  Ranked: Yes
  Your character must have purchased the Werewolf talent 
  to benefit from this talent. Any non-combat Brawn or 
  Agility checks your character makes while in hybrid 
  form gain a number of j  equal to their ranks Beyond 
  the Natural.
  blood potenCy (improved)
  Tier: 2
  Activation: Passive
  Ranked: No
  Your character must have purchased the Vampire talent 
  to benefit from this talent. The strain cost of Blood Po-
  tency is reduced to 1.
  bow hunter
  Tier: 2
  Activation: Passive
  Ranked: Yes
  When making an attack with a bow your character 
  may use Survival in place of Ranged (Heavy).
  bring down the prey
  Tier: 2
  Activation: Passive
  Ranked: Yes
  Your character must have purchased the Werewolf talent 
  to benefit from this talent. Your character’s Claw attack 
  in hybrid or wolf form gain a rank of Ensnare for each 
  rank of Bring Down the Prey.
  deteCt supernatural
  Tier: 2
  Activation: Active (Maneuver)
  Ranked: Yes
  If your character has the Supernatural trait they can-
  not purchase this talent. Once your character purchas-
  es this talent they cannot gain any Supernatural tal-
  ents. While engaged with a character, your character 
  may use a maneuver to determine if the target has the 
  Supernatural trait. This does not reveal the specific 
  type of creature they are.
  entranCed
  Tier: 2
  Activation: Active (Action)
  Ranked: No
  Your character must have purchased the Vampire talent 
  to benefit from this talent. Your character may suffer 2 
  strain, choose a target within Short range that is visi-
  ble and not hostile, and make a Charm versus Disci-
  pline check. If successful, the target retains their free 
  will but will regard your character as a close friend 
  for one day per s. The target will not do anything 
  they do not want to do. Convincing them to do certain 
  things or to reveal some information may still require 
  some kind of check.
  Why not archetypes?
  The Werewolf and Vampire options are tal-
  ents so that they are available after character 
  creation. This allows for a narrative of discovery 
  of a hidden past or the exploration of receiving a 
  curse. They are also available at Tier 1 talents to 
  ensure they can be purchased during character 
  creation, if desired. Additionally, the player has 
  more options with archetype selection allow-
  ing a more diverse group when playing games 
  where everyone is a werewolf, vampire, or other 
  supernatural creature.
   
  
  19
  Something Strange
  fast attaCk
  Tier: 2
  Activation: Active (Incidental)
  Ranked: No
  When taking this talent you choose either Brawl or 
  Melee. Your character may then use Agility instead 
  of Brawn when making checks with the chosen skill. 
  Base damage for any combat checks is still deter-
  mined by Brawn.
  flurry
  Tier: 2
  Activation: Active (Maneuver)
  Ranked: No
  Once per encounter, your character may use this tal-
  ent. Until the end of the encounter or until they are 
  incapacitated, your character adds saa to all un-
  armed combat checks they make. However, opponents 
  add s to all combat checks targeting your character. 
  While flurrying, your character cannot make ranged 
  combat checks. At the end of the encounter (or when 
  they are incapacitated), your character suffers 6 strain.
  heightened senses
  Tier: 2
  Activation: Passive
  Ranked: Yes
  Your character must have purchased the Vampire talent 
  to benefit from this talent. Your character gains j per 
  rank of Heightened Senses on any Perception or Vig-
  ilance checks.
  holy Quest
  Tier: 2
  Activation: Passive
  Ranked: No
  Divine and Knowledge (Religion) are now career skills 
  for your character.
  This talent can only be taken if there is a narrative 
  reason and the GM approves. This talent cannot be 
  purchased if your character has the Supernatural trait.
  knee strike
  Tier: 2
  Activation: Active (Incidental)
  Ranked: No
  When your character inflicts a Critical Injury with an 
  unarmed attack, until the end of the target’s next turn 
  they may use this talent to immobilize the target (in 
  addition to the other effects of the Critical Injury).
  koukutsu stanCe
  Tier: 2
  Activation: Active (Maneuver)
  Ranked: Yes
  Once per round, your character may suffer a num-
  ber of strain no greater than their ranks in Koukutsu 
  Stance to use this talent. Then, until the end of your 
  character’s next turn, upgrade the difficulty of all un-
  armed combat checks targeting your character a num-
  ber of times equal to the strain suffered.
  learning the Craft
  Tier: 2
  Activation: Passive
  Ranked: No
  Primal and Knowledge (Occult) are now career skills 
  for your character.
  This talent can only be taken if there is a narrative 
  reason and the GM approves. 
  lunaCy Control (improved)
  Tier: 2
  Activation: Passive
  Ranked: No
  Your character must have purchased the Lunacy Control 
  talent to benefit from this talent. Reduce the Discipline 
  check of Lunacy Control to Average (kk). Your char-
  acter may now make this check before Berserk trig-
  gers to cancel the Lunacy.
  magiCal disCipline
  Tier: 2
  Activation: Passive
  Ranked: Yes
  Each time this talent is purchased you may choose one 
  spell effect. Every time your character casts a spell for 
  which one of your chosen effects applies, that effect 
  may be added with no increase to the difficulty.
  Supernatural magic
  Having magical knowledge does not make 
  one a supernatural creature. This means that 
  a werewolf, vampire, or other supernatural be-
  ing may learn and wield magic. Historically, 
  vampires favor Arcana and werewolves favor 
  Primal. You can use whatever combination you 
  wish in your game but as a GM be cautious of 
  allowing players to take both magical skills and 
  a supernatural talent.
   
  
  20
  Something Strange
  magiCal training
  Tier: 2
  Activation: Passive
  Ranked: No
  Arcana and Knowledge (Magic) are now career skills 
  for your character.
  This talent can only be taken if there is a narrative 
  reason and the GM approves.
  nerves of steel
  Tier: 2
  Activation: Passive
  Ranked: No
  Your character may spend a Story Point to automati-
  cally succeed on a fear check.
  on your feet!
  Tier: 2
  Activation: Active (Incidental)
  Ranked: Yes
  When making a Medicine check, before the dice are 
  rolled, your character may add s up to their ranks 
  in On Your Feet! to the results. For every s added in 
  this manner, the target suffers 2 strain.
  preCise attaCk
  Tier: 2
  Activation: Active (Incidental)
  Ranked: No
  When taking this talent you choose either Ranged 
  (Light) or Ranged (Heavy). Your character may 
  then use Cunning instead of Agility when making 
  checks with the chosen skill. 
  projeCt thoughts
  Tier: 2
  Activation: Active (Action)
  Ranked: No
  Your character must have purchased the Vampire talent 
  to benefit from this talent. Your character may suffer 2 
  strain and use an action to cause a target they are en-
  gaged with to hear one or two sentences in their head. 
  Only the target can hear these thoughts and will hear 
  them in your character’s voice.
  vampiriC speed
  Tier: 2
  Activation: Active (Incidental)
  Ranked: No
  Your character must have purchased the Vampire talent 
  to benefit from this talent. Once per round, your charac-
  ter may suffer 1 strain to perform a Move maneuver as 
  an incidental. If they use this talent they do not have 
  to perform the Disengage maneuver to move away 
  from an engaged opponent. 
  warning howl
  Tier: 2
  Activation: Active (Out of Turn Incidental)
  Ranked: No
  Your character must have purchased the Werewolf talent 
  to benefit from this talent. After an ally is dealt damage 
  by an adversary, your character may spend 2 strain 
  to cause the adversary to suffer strain equal to your 
  character’s ranks in Coercion.
  wolf form
  Tier: 2
  Activation: Passive
  Ranked: No
  Your character must have purchased the Werewolf talent to 
  benefit from this talent. Your character may now choose 
  to shift into a full wolf form. While in wolf form, up-
  grade all Perception checks once and ignore difficult 
  terrain. Also while in this form your character is unable 
  to use items or weapons that requires hands and gains 
  this attack: Bite (Damage +2; Critical 3; Range [En-
  gaged]; Knockdown, Vicious 1). This attack can benefit 
  from the Bring Down the Prey talent.
   
  
  21
  Something Strange
  tier 3
  bat form
  Tier: 3
  Activation: Active (Action)
  Ranked: No
  Your character must have purchased the Vampire talent 
  to benefit from this talent. Your character may suffer 2 
  strain to transform into a bat until the end of the en-
  counter or they use an action to transform back. Your 
  character’s Silhouette and Brawn becomes 0 and they 
  gain Flying. (Page 100 of the Genesys Core Rulebook). 
  While in this form your character has no attack. Your 
  character’s carried gear, up to their Encumbrance 
  Threshold, merges with your new form. It is unusable 
  while within bat form but will be recovered when 
  changing back to human form.
  blur
  Tier: 3
  Activation: Active (Action)
  Ranked: No
  Your character must have purchased the Werewolf tal-
  ent to benefit from this talent. Any time your character 
  moves from one range band to another they increase 
  their Defense by 1 until the end of their next turn.
  entranCed (improved)
  Tier: 3
  Activation: Passive
  Ranked: No
  Your character must have purchased the Vampire talent 
  and the Entranced talent to benefit from this talent. Tar-
  gets of the Entranced talent may be hostile.
  get down!
  Tier: 3
  Activation: Active (Incidental)
  Ranked: No
  Choose one ally your character is engaged with. Until 
  the end of your next turn upgrade all combat checks 
  targeting that ally for each rank your character has 
  in Athletics. If any attack misses while this talent is 
  active, aaa or t may be spent by an adversary to 
  hit your character instead.
  paCk taCtiCs
  Tier: 3
  Activation: Active (Maneuver)
  Ranked: No
  Your character must have purchased the Werewolf tal-
  ent to benefit from this talent. Your character may 
  suffer 2 strain to perform this maneuver and have 
  themself and every ally within Short range receive 
  j per your character’s ranks in Leadership on all 
  combat checks for one round.
  projeCt thoughts (improved)
  Tier: 3
  Activation: Active (Action)
  Ranked: No
  Your character must have purchased the Vampire talent 
  and the Project Thoughts talent to benefit from this talent. 
  Your character no longer must suffer strain to use the 
  Project Thoughts talent and may use it with targets up 
  to Medium range that they can see.
  read thoughts
  Tier: 3
  Activation: Active (Action)
  Ranked: No
  Your character must have purchased the Vampire talent 
  and the Project Thoughts talent to benefit from this talent. 
  Your character may suffer 2 strain and use an action 
  to make an opposed Discipline vs Discipline check 
  read the surface thoughts of a target they are engaged 
  with. In addition to the narrative benefits of this, your 
  GM may also allow up to jj to be added to any so-
  cial skill checks against the same target.
  shadow shroud
  Tier: 3
  Activation: Active (Maneuver)
  Ranked: No
  Your character must have purchased the Vampire talent 
  to benefit from this talent. Your character may suffer 2 
  strain and use a maneuver to blend in with the shad-
  ows. This will allow them to move nearly invisibly 
   
  
  22
  Something Strange
  and silently. They automatically gain ss on any 
  Stealth check until the end of the encounter. The GM 
  may state that your character cannot use this talent if 
  there is no shadow.
  suggestion
  Tier: 3
  Activation: Active (Action)
  Ranked: No
  Your character must have the Vampire talent to benefit 
  from this talent. Once per encounter, as an action, your 
  character may suffer 4 strain, choose a target within 
  Short range that is not hostile to them, and make an 
  opposed Charm versus Discipline check. If success-
  ful, your character may give them a simple command 
  of a single simple action to perform now or upon en-
  countering a trigger event. 
  The suggestion is given aloud. The action cannot be 
  something that would be in contradiction of the target’s 
  Strength, Flaw, Desire, or Fear nor may it cause the 
  target to hurt themselves directly. If the trigger does 
  not occur within one day then the target will no longer 
  perform the action. The target will perform the action 
  only once even if the trigger occurs multiple times. 
  The target will have no memory of receiving the sug-
  gestion, what the trigger is, or of performing the action.
  summoning howl
  Tier: 3
  Activation: Active (Maneuver)
  Ranked: No
  Your character must have purchased the Werewolf tal-
  ent to benefit from this talent. Your character unleash-
  es a howl that can be heard up to Extreme range. 
  Your character makes an Average (kk) Leadership 
  check. If successful, all other werewolves that are 
  not hostile toward your character and are willing 
  to assist, will begin moving toward your character 
  to defend them. If there are no known werewolf 
  characters within that range, the GM will deter-
  mine how many (if any) werewolves are in the area 
  and what their stats will be.
  supernatural regeneration
  Tier: 3
  Activation: Passive
  Ranked: No
  Your character must have the Supernatural trait to benefit 
  from this talent. Whenever your creature heals wounds 
  due to natural rest, they heal 1 additional wound. 
  They do not recover 1 additional wound when receiv-
  ing first aid or medical treatment. Your character can 
  also regrow lost limbs, which takes roughly a month 
  before the limb is usable.
  vampiriC speed (improved)
  Tier: 3
  Activation: Passive
  Ranked: No
  Your character must have purchased the Vampire talent 
  and the Vampiric Speed talent to benefit from this talent. 
  Your character is not required to suffer strain to gain 
  an extra maneuver. They are still limited to two ma-
  neuvers per round.
  tier 4
  dominate
  Tier: 4
  Activation: Active (Action)
  Ranked: No
  Your character must have purchased the Vampire talent 
  and the Suggestion talent to benefit from this talent. Once 
  per encounter, as an action, your character may suffer 
  4 strain and make an opposed Charm versus Disci-
  pline check against one target within Short range. If 
  successful, during the target’s next turn, your char-
  acter dictates what actions and maneuvers they per-
  form, but they will not perform any action that causes 
  them to directly hurt themselves.
   
  
  23
  Something Strange
  expert traCker
  Tier: 4
  Activation: Passive
  Ranked: No
  Your character must have purchased the Werewolf 
  talent to benefit from this talent. Once per session, 
  your character may use this talent to make a Hard 
  (kkk) Perception check. If successful, they are 
  able to know if any character or specific creature 
  they have encountered before, or has an item that 
  character or creature has worn or carried, has been 
  at their location within the last 48 hours.  Addi-
  tionally, your character adds s per rank in Per-
  ception to any Survival roll to track any of those 
  characters or creatures.
  invisibility
  Tier: 4
  Activation: Active (Action)
  Ranked: No
  Your character must have purchased the Vampire talent 
  and the Shadow Shroud talent to benefit from this talent. 
  Your character may suffer 4 strain and make an Av-
  erage (kk) Stealth check. If successful, they will be 
  completely invisible, but still audible, for one round 
  per uncanceled s. If they  perform any action or ma-
  neuver they immediately become visible again. Any 
  attempt to target your character with any attack or 
  detect them adds jjjj to the pool.
  magiCal reserve
  Tier: 4
  Activation: Active (Action)
  Ranked: No
  Once per session your character may spend a Sto-
  ry Point to ignore the usual 2 strain suffered after 
  casting a spell. This does not mitigate any strain 
  suffered due to dice results.
  majesty
  Tier: 4
  Activation: Passive
  Ranked: No
  Your character must have purchased the Vampire talent 
  and the Entranced talent to benefit from this talent. Your 
  character may suffer 2 additional strain to use the En-
  tranced talent on any number of targets.
  read thoughts (improved)
  Tier: 4
  Activation: Active (Action)
  Ranked: No
  Your character must have purchased the Vampire talent 
  and the Read Thoughts talent to benefit from this tal-
  ent. The strain cost for Read Thoughts is now 1 and 
  your character may use it with targets up to Medium 
  range that they can see.
  remove memory
  Tier: 4
  Activation: Active (Action)
  Ranked: No
  Your character must have purchased the Vampire talent 
  to benefit from this talent. Your character may suffer 4 
  strain, choose a target within Short range, and make 
  an opposed Deception versus Discipline check. If 
  successful, the targets forgets everything that has hap-
  pened for one round per uncanceled s. t may be 
  used to cause the target to forget an entire day.
  tier 5
  additional dediCation
  Tier: 5
  Activation: Passive
  Ranked: No
  Your character must have purchased the Vampire talent to 
  benefit from this talent. Your character may purchase the 
  Dedication talent as many times as they wish on a sin-
  gle characteristic. Each additional purchase of the talent 
  costs an additional 5xp from the last one purchased. You 
  must still adhere to the talent pyramid rules.
  This talent is intended for high level game-play of 
  elder vampires and GMs should carefully consider if 
  they will allow their players to purchase it.
  extra aCtion
  Tier: 5
  Activation: Active (Incidental)
  Ranked: No
  Your character must have purchased the Vampire talent 
  or the Werewolf talent to benefit from this talent. Once 
  per session, your character may suffer 5 strain to gain 
  one additional action for one round.
  invisibility (improved)
  Tier: 5
  Activation: Active (Action)
  Ranked: No
  Your character must have purchased the Vampire talent 
  and the Invisibility talent to benefit from this talent. The 
  strain cost for Invisibility is reduced to two and the 
  difficulty of the Stealth check is reduced to Easy (k). 
  Additionally, your character may now perform ac-
  tions and maneuvers while Invisibility is active.
   
  
  24
  Something Strange
  EQUIPMENT AND
  VEHICLES
  S
  ince Something Strange takes place in the modern 
  world we know, the equipment available is any-
  thing a person can reasonably acquire. The available 
  equipment from the Genesys Core Rulebook is listed 
  in Tables 4, 5, 6, and 7. Table 3 gives new profiles to 
  many weapons found in the Genesys Core Rulebook. 
  Though they may look similar, some aspects have 
  been tweaked for balance in a modern setting that in-
  cludes magic and other supernatural elements.
  eQuipment
  ranged weapons
  assault rifles
  ar-15/ak-47
  The AR-15 and AK-47 are the most common “assault 
  rifles” in the world. Though they have many differ-
  ences they are minor when working at the abstraction 
  level of Genesys. The profile listed here is for the civil-
  ian version of these rifles that are limited to semi-au-
  tomatic. Even still, they are capable of rapidly firing a 
  staggering amount bullets in a short time.
  Colt m4 Carbine
  A more militaristic looking version of the AR-15, the 
  M4 Carbine sacrifices effective range for easier carry-
  ing. This is due to a slightly shortened barrel. A short-
  er barrel means a bullet does not benefit from as much 
  rifling thus reducing the effective range. 
   
  
  25
  Something Strange
  hunting rifles
  6mm, .308/30-06, and 7mm
  The 6mm, .308, 30-06, and 7mm rifle rounds are 
  the most common range of ammunition available for 
  hunting rifles in sporting goods stores. Each round 
  type has many manufacturers that make a rifle for 
  that specific caliber. While the differences may be 
  slight, different sportsmen will prefer different rifles 
  depending on their game of choice and their shooting 
  style or skill level. These longarms are so frequently 
  purchased with optics already attached that it is as-
  sumed that they have the Telescopic Sight attachment 
  already included. The bolt action of these rifles means 
  a round must be manually chambered after each shot 
  and their thin profiles keep the ammunition capac-
  ity low. This is reflected in the Prepare and Limited 
  Ammo qualities on each.
  pistols
  .22
  The light weight and compact .22 is a favorite for 
  those that conceal carry. Easy to shoot and conceal. 
  It may not pack much of a punch, but it is better than 
  nothing in escalated situations.
  9mm
  The 9mm is the standard caliber for sidearms of most 
  police and militaries. It offers a good trade-off be-
  tween stopping power and ammo capacity.
  .45
  The .45 is the caliber of choice for those that feel 
  larger holes are better than smaller ones. The larger 
  rounds means fewer can fit into the magazine, but the 
  stopping power compensates for that short coming.
  shotguns
  20 gauge/12 gauge
  Shotguns offer a way in which shooters can be more  
  lenient in their aim. However, shotgun pellet spread 
  is much tighter than most people believe. It is rare for 
  someone to hit multiple targets with a shotgun, rather 
  the damage to a single target will be more spread out. 
  20 gauge ammunition is smaller and lets a shotgun 
  hold more of them at the cost of damage. 12 gauge 
  ammunition is larger, packing a greater punch, but 
  leaves little room in the shotgun for very many shots.
  bows
  short bow
  Made of wood or sometime fiberglass, a short bow is rare-
  ly longer than a few feet. It is typically used by youths or 
  those learning archery for the first time. They have the 
  advantage of being very inexpensive and easy to carry.
  long bow
  Long bows are for the sportsman that prefers a more 
  primitive experience. Long bows are frequently 6 feet or 
  longer and made of multiple types of wood. These bows 
  are also favored by historical enthusiasts and reenactors. 
   
  
  26
  Something Strange
  table 3 - ranged weapons 
  NAME
  Skill
  DAMAGE
  CRITICAL
  RANGE
  ENCUM
  HP
  PRICE
  RARITY
  SPECIAL
  Assault Rifles
  AR-15/AK-47
  Ranged (Heavy) 
  8
  3
  Long
  4
  2
  3000
  7
  Auto-Fire
  Colt M4 Carbine
  Ranged (Heavy) 
  8
  3
  Medium
  3
  2
  3000
  7
  Auto-Fire
  Hunting Rifles
  6mm
  Ranged (Heavy)
  7
  3
  Long
  4
  2
  800
  4
  Accurate 2, Prepare 1
  .308/.30-06
  Ranged (Heavy)
  8
  3
  Long
  4
  2
  900
  4
  Accurate 1, Prepare 1,  
  Limited Ammo 4
  7mm
  Ranged (Heavy)
  9
  3
  Extreme
  5
  2
  1200
  4
  Accurate 1, Prepare 1,  
  Limited Ammo 2
  Pistols
  .22
  Ranged (Light)
  4
  5
  Short
  1
  1
  200
  3
  Suppressed 1,  
  Accurate 1
  9mm
  Ranged (Light)
  5
  4
  Short
  2
  1
  450
  3
  .45
  Ranged (Light)
  6
  3
  Medium
  3
  2
  750
  3
  Shotguns
  20 Gauge
  Ranged (Heavy)
  7
  3
  Short
  3
  1
  300
  3
  Knockdown,  
  Vicious 2, Limited 
  Ammo  4
  12 Gauge
  Ranged (Heavy)
  8
  3
  Short
  3
  1
  500
  3
  Knockdown,  
  Vicious 3, Limited 
  Ammo  2
  Bows
  Short bow
  Ranged (Heavy)
  3
  5
  Short
  2
  1
  100
  3
  Unwieldy 2,  
  Suppressed 4,  
  Prepare 1
  Long bow
  Ranged (Heavy)
  5
  5
  Medium
  3
  1
  100
  3
  Cumbersome 3, 
  Suppressed 4,  
  Unwieldy 3, Prepare 1
  Compound Bow
  Ranged (Heavy)
  6
  5
  Long
  4
  2
  500
  4
  Unwieldy 3,  
  Suppressed 4, Pierce 1, 
  Prepare 1, Vicious 2
  Crossbow
  Ranged (Heavy)
  6
  4
  Medium
  4
  2
  500
  4
  Suppressed 3,  
  Accurate 1, Pierce 2, 
  Prepare 2, Vicious 2
  Non Lethal
  Taser
  Ranged (Light)
  5
  6
  Short
  1
  1
  375
  4
  Disorient 4,  
  Limited Ammo 1
  Stun 3, Stun Damage, 
  Suppressed 2
   
  
  27
  Something Strange
  table 6 - weapon attaChments
  Attachment
  Price
  Rarity
  Balanced Hilt
  1000
  6
  Bipod Mount
  250
  2
  Extended Barrel
  1000
  4
  Hair Trigger
  150
  3
  Razor Edge
  1250
  6
  Recurve Limbs
  300
  4
  Serrated Edge
  75
  2
  Superior Weapon Customization
  750
  7
  Suppressor
  500
  6
  Telescopic Sight
  200
  3
  Tripod Mount
  400
  3
  Weapon Sling
  25
  1
  table 4 - melee weapons 
  NAME
  Skill
  DAMAGE CRITICAL
  RANGE
  ENCUM
  PRICE
  RARITY
  SPECIAL
  Sword
  Melee
  +3
  2
  Engaged
  2
  200
  4
  Defensive 1
  Brass Knuckles
  Brawl
  +1
  4
  Engaged
  1
  50
  4
  Disorient 3
  Baton/Bat/
  Club
  Melee
  +2
  3
  Engaged
  1
  70
  2
  Stun Baton
  Melee
  +2
  5
  Engaged
  1
  125
  2
  Disorient 3, Stun Damage
  Stun Gun
  Melee
  6
  5
  Engaged
  1
  200
  3
  Stun 4, Stun Damage
  Knife
  Melee
  +1
  3
  Engaged
  1
  20
  1
  table 5 - armor
  Type
  Defense
  Soak
  Encumbrance
  HP
  PRICE
  RARITY
  Flak Vest
  0
  +2
  3
  2
  475
  5
  Heavy Jacket
  0
  +1
  1
  1
  50
  1
  Riot Armor
  2
  +1
  5
  3
  675
  6
  table 7 - gear 
  Gear
  Encum
  Price
  Rarity
  Backpack
  +4
  25
  2
  Flashlight
  1
  20
  2
  Night vision goggles
  2
  1000
  4
  Painkillers
  0
  50
  3
  Rope
  1
  10
  2
   
  
  28
  Something Strange
  Compound bow
  The compound bow is the modern answer to archery. 
  Light weight metals, precision pulleys, and high ten-
  sile strings makes archery easier than ever. These 
  bows are used by competition level archers, and hunt-
  ers wanting the best technology.
  Crossbow
  A crossbow is much easier to shoot than a tradition-
  al bow by not requiring the user to have holding 
  strength. A shooter can focus on the target rather than 
  their aching muscles. The trade-off is that the string 
  must be pulled back and locked, and a bolt loaded af-
  ter every shot. This slow reload time makes the cross-
  bow much less effective in chaotic situations. 
  non lethal
  taser
  An increasingly commonly carried piece of police 
  gear, the taser offers a way to quickly subdue a tar-
  get without lasting harm. This is accomplished by gas 
  propelled electrode darts tethered to wires that em-
  bed into a target’s skin. The user can then deliver an 
  electric shock strong enough to seize up the target’s 
  muscles. In rare cases this can cause serious damage. 
  However, they only fire once before a new dart car-
  tridge must be loaded. 
  new item Qualities
  suppressed (passive)
  Suppressed items have their noise range reduced by 
  one band per level of Suppressed. With 1 reducing the 
  noise to Long range and 4 reducing it to Engaged.
  new gear
  flashlight
  A hand-held light source that uses either replace-
  able or rechargeable batteries. It provides light out 
  to medium range and removes j added to checks 
  due to darkness.
  night vision goggles
  Head mounted goggles that allow one to see it total 
  darkness by viewing near-infrared light.
  These goggles allow vision out to long range and 
  removes jj added to checks due to darkness. 
  new attaChments
  weapon attaChments
  suppressor
  By dissipating gases in a specific manor, a firearm 
  with a suppressor is much quieter, but not silent. 
  Use with: This attachment can be applied to any 
  firearm.
  Modifiers: After installing the correct barrel, the 
  suppressor can be attached or removed with a ma-
  neuver. When attached the weapon gains the Sup-
  pressed 3 quality and increases encumbrance by 1.
  Hard points Required: 1 
  shotgun Choke
  Shotgun chokes alter the end of the barrel to control 
  the exit spread of the pellets. This allows the shotgun 
  to reach a further range and be more accurate. 
  Use with: This attachment can be applied to any 
  shotgun
  Modifiers: Increases the range to Medium and gains 
  Accurate 1, but removes Knockdown.
  Hard points Required: 1
  Optional Addiction Rules
  Dealing with addiction may or may not be an 
  interesting topic for everyone in your group. 
  Before implementing these rules ensure that ev-
  eryone at your table is comfortable with adding 
  this aspect into the game. If your group wishes 
  to use these alternate rules for addiction, then 
  whenever a character regularly uses a substance 
  that the player and GM agree is addictive (this 
  should include painkillers), then the character is 
  at risk of becoming addicted. “Regular” is up to 
  the player and GM. After an appropriate amount 
  of use of the substance then the character must 
  make a Hard (kkk) Resilience or Discipline 
  check. This difficulty can be altered depending 
  on the substance.
  Once addicted the character must use the 
  substance once a day or decrease their strain 
  threshold by half until they do so. To end the 
  addiction the character must go without using 
  the substance for one week or more and make 
  another Resilience or Discipline. If they succeed 
  they break the addiction. If they fail, they can 
  attempt the check again in another week.
   
  
  29
  Something Strange
  new vehiCles
  four-door sedan
  The most common vehicle on modern roads. No bells 
  or whistles, but it will get one from one place to an-
  other without difficulty.
  SILHOUETTE
  MAX SPEED
  HANDLING
  ARMOR
  HT THRESHOLD
  DEFENSE
  SS THRESHOLD
  2
  3
  +0
  0
  0
  4
  5
  Control Skill: Driving.
  Complement: 1 driver.
  Passenger Capacity: 3 (5 uncomfortably).
  Consumables: None.
  Encumbrance Capacity: 20.
  Price/Rarity: 2,000–50,000/3.
  heliCopter
  This profile covers most commercial helicopters ca-
  pable of taking off straight up, landing straight down, 
  and hovering in place. Frequently used by the police 
  of large cities, news outlets, emergency services, and 
  adventure tourism.
  SILHOUETTE
  MAX SPEED
  HANDLING
  ARMOR
  HT THRESHOLD
  DEFENSE
  SS THRESHOLD
  3
  3
  +2
  0
  0
  5
  6
  Control Skill: Piloting.
  Complement: 1 driver.
  Passenger Capacity: 3.
  Consumables: None.
  Encumbrance Capacity: 20.
  Price/Rarity: 70,000–250,000/5.
  piCk-up truCk
  Used by laborers such as farmers, carpenters, or other 
  tradespeople. The common pick-up truck can haul a 
  lot of stuff.
  SILHOUETTE
  MAX SPEED
  HANDLING
  ARMOR
  HT THRESHOLD
  DEFENSE
  SS THRESHOLD
  2
  3
  -1
  0
  0
  5
  6
  Control Skill: Driving.
  Complement: 1 driver.
  Passenger Capacity: 1 (2 uncomfortably).
  Consumables: None.
  Encumbrance Capacity: 70.
  Price/Rarity: 2,000–50,000/3.
  sports Car
  Sports cars are expensive to purchase and expensive 
  to maintain. They are completely impractical for ev-
  eryday use and are frequently just a display of wealth.
  SILHOUETTE
  MAX SPEED
  HANDLING
  ARMOR
  HT THRESHOLD
  DEFENSE
  SS THRESHOLD
  2
  5
  +1
  0
  0
  3
  8
  Control Skill: Driving.
  Complement: 1 driver.
  Passenger Capacity: 1.
  Consumables: None.
  Encumbrance Capacity: 5.
  Price/Rarity: 90,000–300,000/6.
   
  
  30
  Something Strange
  sport sedan
  Sport version of a family car. Typically driven by peo-
  ple that think they are race car drivers but really just 
  need to get to their office job.
  SILHOUETTE
  MAX SPEED
  HANDLING
  ARMOR
  HT THRESHOLD
  DEFENSE
  SS THRESHOLD
  2
  4
  +0
  0
  0
  5
  5
  Control Skill: Driving.
  Complement: 1 driver.
  Passenger Capacity: 3 (5 uncomfortably).
  Consumables: None.
  Encumbrance Capacity: 15.
  Price/Rarity: 30,000–50,000/4.
  motorCyCle
  Two wheels, wind, bugs, and a hair’s breath from 
  death, the motorcycle offers amazing handling and 
  speed but one wrong move and you’ll never know 
  what that wrong move was.
  SILHOUETTE
  MAX SPEED
  HANDLING
  ARMOR
  HT THRESHOLD
  DEFENSE
  SS THRESHOLD
  1
  4
  +2
  0
  0
  3
  4
  Control Skill: Driving.
  Complement: 1 driver.
  Passenger Capacity: 1.
  Consumables: None.
  Encumbrance Capacity: 5.
  Price/Rarity: 2,000–50,000/3.
  personal use light airCraft
  Small one or two engine airplane with a flight range 
  of about 550 miles. These are typically owed and 
  flown by flight enthusiasts, people that want to think 
  they are rich, and retirees. 
  SILHOUETTE
  MAX SPEED
  HANDLING
  ARMOR
  HT THRESHOLD
  DEFENSE
  SS THRESHOLD
  3
  4
  -2
  0
  0
  3
  4
  Control Skill: Piloting.
  Complement: 1 Pilot.
  Passenger Capacity: 3.
  Consumables: None.
  Encumbrance Capacity: 15.
  Price/Rarity: 70,000–150,000/5.
  magiC implements
  Magic implements are what let magic users achieve 
  greater feats by allowing them to focus their intent 
  through a physical object. The Genesys Core Rulebook 
  lays out a set of implements, their effects, and rules 
  of use. In Something Strange, those rules apply and the 
  same basic effects are available but they can come in 
  all kinds of shapes and sizes that better fit a modern set-
  ting. GMs are welcome to allow the exact implements 
  listed on page 219 of the Genesys Core Rulebook and, 
  if it is available, the 
  implements in the 
  Realms of Terrinoth 
  book. Additionally, 
  GMs are encouraged 
  to “reskin” those im-
  plements as some-
  thing better fitting.
  Available here are 
  a set of sample im-
  plements and rules 
  for allowing play-
  ers  to construct 
  their own implements that better suit their character 
  and play style. GMs should carefully consider allowing 
  players to have such implements. Their discovery and 
  creation should be a story of their own.
  houdini’s poCket watCh
  This 19th century mechanical pocket watch appears 
  to be completely mundane save for the exquisite in-
  laid artwork carved on its exterior. Inside is the in-
  scription “To HH, Love B”. If this watch was ever ac-
  tually owned by Houdini is unclear, but it definitely 
  assists magic users.
  When casting the Augment spell, users may add the 
  Haste and Swift effects without increasing the difficulty.
  walking Cane of devidia
  This elegant accessory of a bygone era has a simple 
  look to it. It is about three feet long, made of solid 
   
  
  31
  Something Strange
  dark oak, and sanded to a glossy finish. The head is 
  carved from ivory in the shape of a snake’s head.
  When casting the Attack spell, users may add the Poi-
  sonous effect without increasing the difficulty. Addition-
  ally, the base damage for the attack is increased by four.
  neCklaCe of bones
  A necklace made of simple twine string with the small 
  bones of various animals, some possibly from human. 
  When casting the Conjure spell, users may add the Ad-
  ditional Summon effect without increasing the difficul-
  ty. If the summoned character is Undead then the spell 
  lasts until the end of the encounter without having to 
  use the Concentrate maneuver.
  pouCh of sage
  This tiny pouch is made of raw silk, filled with whole 
  leaves of sage, and tied close with silk ribbon. Though 
  easily constructed, no common witch can just slap 
  some sage in a bag and achieve the same effect. 
  When casting the Heal spell, users may add Resto-
  ration effect without increasing the difficulty. Addi-
  tionally, the amount of strain healed increases by two.
  Charm braCelet of shielding
  A silver chain bracelet with an array of tiny charms 
  in various shapes. The charms tend to be items that 
  mean “safe” or “protection” like houses, walls, and 
  shields. 
  When casting the Barrier spell, users may add the 
  Add Defense effect without increasing the difficulty.
  Creating Custom implements
  T
  o determine the cost of your implement, you need 
  to look at the greatest total amount that a user 
  will be able to reduce the difficulty of a single spell. 
  For instance, if your implement allows the user to add 
  the Fire additional effect without increasing difficulty, 
  that is a total reduction of one difficulty, and will add 
  150 to the cost of the implement. If your implement 
  allows the user to add the Deadly and Destructive ad-
  ditional effects without increasing difficulty, that is a 
  total reduction of three difficulty, and will add 2400 
  to the cost of the implement.
  If your implement offers multiple effects without in-
  creasing difficulty, but those effects can not be applied 
  together on a single spell, the price of each effect (or 
  group of effects that can stack) are added separately.
  table 8 - magiC implement Costs 
  Characteristic
  Additional Cost
  +1 - 2 Damage
  100
  +3 - 4 Damage
  250
  +5 - 6 Damage
  500
  Ignore 1 Difficulty
  150
  Ignore 2 Difficulty
  600
  Ignore 3 Difficulty
  2400
  Ignore 4 Difficulty
  9600
  Spell lasts until the end of the encoun-
  ter without having to use the Concen-
  trate maneuver
  600
   
  
  32
  Something Strange
  ChupaCabra (rival)
  Known throughout the American southwest and Mex-
  ico to goat and sheep farmers as a menace that will 
  slaughter whole herds. The Chupacabra is a fast and 
  relentless hunter that feeds infrequently but in great 
  quantities. They will typically avoid fights if possible, 
  but if backed into a corner will fight to the death.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  3
  2
  2
  2
  2
  1
  SOAK VALUE
  WOUNDS
  M/R DEFENSE
  4
  15
  1
  0
   
  Skills: Brawl 2 (lk), Resilience 2 (lk), 
  Vigilance 2 (ll)
  Talents: 
   ӹ Pounce: Once per turn, while at short range a 
  chupacabra may perform the move maneuver to 
  engage a target as an incidental.
  Abilities: 
   ӹ Supernatural.
  Equipment: 
   ӹ Claws and fangs: Brawl; Damage 3; Critical 3; 
  Range (Engaged); Pierce 2, Vicious 1.
   ӹ Tough hide: +1 soak.
  deteCtive Carter (nemesis)
  Detective Ashley Carter has served the local police for 
  over fifteen years and became a detective five years 
  ago. She has seen things that she has not been able to 
  fully understand but has not let it interfere with her 
  ability to perform her job. 
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  2
  3
  4
  3
  4
  2
  WOUNDS
  STRAIN
  SOAK VALUE
  M/R DEFENSE
  4
  15
  25
  0
  0
  Motivations: Desire (Ambition), Fear (Isolation), 
  Strength (Patient), Flaw (Pride)
  Skills: Charm 2 (ll), Coercion 2 (llkk), 
  Deception 1 (llk), Driving 2 (llk),  
  Melee 1 (lk), Leadership 2 (ll),  
  Ranged (Light) 4 (lllk),  
  Perception 3 (lll), Streetwise 1 (llk),  
  Vigilance 4 (llll),  
  Knowledge (Science) 2 (llkk),  
  Knowledge (Occult) 1 (lkkk)
  Talents: 
   ӹ Adversary 1: Upgrade the difficulty of combat 
  checks targeting this character once.
  ADVERSARIES
   
  
  33
  Something Strange
  Abilities: 
   ӹ Experienced Investigator: Adds sa to any 
  check involved in investigating a crime.
   ӹ Fearless: Automatically succeeds on any fear checks. 
   ӹ Political Connections: May spend a story point 
  to cause a character to upgrade the difficulty of 
  all non-combat checks involving local government 
  for one session.
  Equipment: 
   ӹ Heavy Pistol: Ranged (Light); Damage 6; Critical 
  3; Range (Medium).
   ӹ Taser: Ranged (Light); Damage 4;Critical 6; Range 
  (Short); Stun 2, Stun Damage. 
   ӹ Flak vest: +2 soak 
   ӹ Detective badge, Police radio.
  jaCkalope (minion)
  This definitely, totally real creature resembles the 
  cross of a jack rabbit and an antelope. Related to the 
  desert hare, the jackalope developed antler-like pro-
  trusions to help defend against its natural predator, 
  the hogzilla. The jackalope will typically create bur-
  rows in low desert and grassland areas. They do not 
  roam much but will seek a new home if too many 
  predators invade their area.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  1
  3
  1
  2
  2
  1
  SOAK VALUE
  WOUNDS
  M/R DEFENSE
  1
  3
  0
  0
  Skills: Brawl, Stealth, Vigilance
  Talents: 
   ӹ Fast Attack: May use Agility instead of Brawn 
  when making Brawl checks.
   ӹ Silhouette 0.
  Abilities: 
   ӹ Prey Sense: Automatically add sa to all ini-
  tiative checks.
  Equipment: 
   ӹ Antlers: Brawl; Damage 2; Critical 2; Range (En-
  gaged), Pierce 2, Vicious 1.
  mayor white (rival)
  Mayor Lou White will do anything to keep from rock-
  ing the boat. He has maintained his mayoral seat by 
  promising everything and delivering nothing. Also, as 
  a thrall to the vampire Emmett Roebuck he is able to 
  maintain a level of comfort and anonymity for Em-
  mett Robuck and his vassals. 
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  1
  1
  2
  2
  2
  3
  SOAK VALUE
  WOUNDS
  M/R DEFENSE
  1
  5
  0
  0
  Motivations: Desire (Ambition), Fear (Obscurity), 
  Strength (Adaptable), Flaw (Laziness)
  Skills: Charm 2 (llk), Deception 1 (lk),  
  Leadership 2 (llk), Knowledge (Occult) 3 (llk)
  Talents: 
   ӹ None.
  Abilities: 
   ӹ None.
  Equipment: 
   ӹ Paper and pen; cell phone
   
  
  34
  Something Strange
  moth man (nemesis)
  Those that have seen the moth man say he is over 
  seven feet tall with giant wings and glowing red eyes. 
  Many who believe in the moth man will say he appears 
  only before a tragedy or other misfortune. Whether 
  he is the cause of it or attempting to warn others is 
  not known. Areas of strong supernatural activity can 
  attract the moth man and cause him to attack individ-
  uals that wield power.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  2
  4
  2
  2
  4
  3
  WOUNDS
  STRAIN
  SOAK VALUE
  M/R DEFENSE
  3
  15
  10
  3
  3
  Skills: Brawl 3 (llk), Cool 2 (llk), Resilience 2 
  (llk)
  Talents: 
   ӹ Adversary 2: Upgrade the difficulty of combat 
  checks targeting this character twice.
  Abilities: 
   ӹ Flyer: Can fly; see page 110 of CRB
   ӹ Time Dilation: May perform a second maneuver 
  each turn without spending strain.
   ӹ Dimensional Travel: When reaching his strain or 
  wound threshold, the moth man immediately dis-
  appears only to reappear in a safe place far away 
  and is no longer involved the current encounter.
   ӹ Light Sensitivity: Adds jj to all checks while 
  exposed to bright light.
   ӹ Supernatural.
  Equipment: 
   ӹ Claws: Brawl; Damage 4; Critical 3; Range (En-
  gaged); Pierce 2, Vicious 1.
  pastor foster (nemesis)
  Pastor John Foster leads a local church where he 
  manipulates his congregation into doing his bid-
  ding. His followers believe they are acting for the 
  greater good when they are, in fact, helping the Pas-
  tor work his nefarious schemes.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  2
  2
  4
  3
  4
  4
  WOUNDS
  STRAIN
  SOAK VALUE
  M/R DEFENSE
  3
  15
  25
  1
  1
  Motivations: Desire (Knowledge), Fear (Death), 
  Strength (Independent), Flaw (Intolerance)
  Skills: Arcana 4 (llll), Charm 2 (llkk), 
  Deception 3 (lll), Cool 2 (llkk), Leadership 3 
  (lllk), Knowledge (Magic) 3 (lllk), Knowl-
  edge (Religion) 3 (lllk)
  Talents: 
   ӹ Adversary 2: Upgrade the difficulty of combat 
  checks targeting this character twice.
  Abilities: 
   ӹ Necromancy: When this character uses the con-
  jure magic action, it gains the Summon Ally effect 
  with no increase in difficulty. All creatures the 
  character summons must be undead. 
  Spells: Pastor Foster can choose any magic action al-
  lowed for the Arcana skill, and may select additional 
  spell effects, as normal. The spells he uses most often 
  are the following:
   ӹ Bones of the Past: Choose one target at short 
  or medium range and make an Average (kk) 
  Arcana check. If successful, this magic attack 
  inflicts 8 damage +1 damage per uncanceled 
  s, with Critical Rating 2 and the Ensnare 3 and 
  Vicious 3 qualities.
   ӹ Pain: Choose two targets within short range and 
  make an Average (kk) Arcana check. If suc-
  cessful, Pastor Foster can choose one additional 
  target for each s and all targets reduce the abil-
  ity of any skill checks they make by one until the 
  end of the necromancer’s next turn. If an affect-
  ed character suffers strain for any reason, they 
  suffer 1 additional strain.  The necromancer can 
  perform the concentrate maneuver to maintain 
  all effects of this curse. 
   ӹ Wall of Bones: Make a Hard (kkk) Arcana 
  check. If successful, Pastor Foster reduces the 
  damage of all hits he suffers by 1 plus 1 for every 
  ss beyond the first until the end of his next turn; 
  in addition, if an attack targeting Pastor Foster 
  generates hhh or d, the attacker suffers a hit 
  inflicting damage equal to the total damage of the 
   
  
  35
  Something Strange
  attack; Pastor Foster may perform the concentrate 
  maneuver to maintain the effects of this barrier.
   ӹ Undead Army: Make an Average (kk) Arcana 
  check. If successful, a zombie minion rises from the 
  ground. aa may be spend to summon an addition-
  al zombie. This may be triggered multiple times.
  Equipment: 
   ӹ Bone Staff: +4 damage to magic attacks; the first 
  Range effect added does not increase difficulty; 
  when used to cast a spell that inflicts 1 or more 
  wounds, caster heals 1 wound.
   ӹ Silver Crown Circlet: When Pastor Foster casts 
  the conjure spell to summon a zombie, adding the 
  Summon Ally effect does not increase its difficul-
  ty. In addition, the creature remains summoned 
  until the end of the encounter without having to 
  use the concentrate maneuver.
   ӹ Leather jacket: +1 Soak.
  offiCer reyes (rival)
  Officer Luis Reyes has served the local police for the 
  past 25 years. He is just happy to serve his community 
  and keep his home town safer. He has seen a few odd 
  things during his time but would never tell anyone 
  (especially Detective Carter) what he has seen. His 
  sister Christina once said that there was more to this 
  world than most people saw, but she was never able 
  to tell him more before she went missing 20 years ago.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  4
  3
  2
  2
  3
  3
  SOAK VALUE
  WOUNDS
  M/R DEFENSE
  6
  20
  0
  0
  Motivations: Desire (Justice), Fear (Humiliation), 
  Strength (Courageous), Flaw (Timid)
  Skills: Brawl 2 (llkk), Driving 2 (llk),  
  Cool 1 (lkk), Charm 1 (lkk),  
  Discipline 2 (ll), Melee 2 (llkk),  
  Ranged (Light) 3 (lll), Vigilance 2 (llk)
  Talents: 
   ӹ None.
  Abilities: 
   ӹ None.
  Equipment: 
   ӹ Baton: Melee; Damage 5; Critical 3; Range (Engaged).
   ӹ Heavy Pistol: Ranged (Light); Damage 6; Critical 
  3; Range (Medium)).
   ӹ Taser: Ranged (Light); Damage 4;Critical 6; Range 
  (Short); Stun 2, Stun Damage.
   ӹ Flak vest: +2 soak.
   ӹ Police radio.
  poliCe offiCer (minion)
  The average small town law officer. They don’t 
  know or do much, but in groups they are a capable 
  force.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  3
  3
  2
  2
  2
  2
  SOAK VALUE
  WOUNDS
  M/R DEFENSE
  5
  4
  0
  0
  Skills: Melee, Ranged (Light), Vigilance 
  Talents: 
   ӹ None.
  Abilities: 
   ӹ Call For Backup: Once per encounter, may spend a 
  Story Point and use a maneuver to have an addition-
  al minion group of Police Officers with a size of one 
  greater than this group started with join the encoun-
  ter. This new minion group will arrive at the end of 
  two rounds with a new initiative slot at the end.
  Equipment: 
   ӹ Baton: Melee; Damage 5; Critical 3; Range (Engaged).
   ӹ Heavy Pistol: Ranged (Light); Damage 6; Critical 
  3; Range (Medium)).
   ӹ Taser: Ranged (Light); Damage 4;Critical 6; Range 
  (Short); Stun 2, Stun Damage.
   ӹ Flak vest: +2 soak.
   ӹ Police radio.
  pukwudgie (nemesis)
  Native to the American northeast, the Pukwudgie is 
  a trickster Fae. Pukwudgies are small, ugly creatures, 
  about three to four feet tall, wear natural leather 
  clothing, and carry a small bow. They delight in an-
  noying people they feel deserve to be taught a lesson. 
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  1
  4
  3
  4
  1
  1
  WOUNDS
  STRAIN
  SOAK VALUE
  M/R DEFENSE
  2
  10
  15
  2
  2
  Skills: Coordination 3 (lllk),  
  Deception 2 (llkk),  
  Knowledge (Occult) 1 (lkk), Primal 2 (llkk), 
  Ranged (Light) 3 (lllk), Survival 3 (lllk)
  Talents: 
   ӹ Adversary 1: Upgrade the difficulty of combat 
  checks targeting this character once.
  Abilities: 
   ӹ Disappear!: Once per encounter, as an incidental, 
  may move up to three range bands.
   
  
  36
  Something Strange
   ӹ True Fae: Weapons made of or coated in pure 
  iron (alloys or compounds like steel no not 
  count) gain Pierce 2 and Vicious 3. Additional-
  ly, they do 2 damage per uncancelled s instead 
  of the normal 1.
   ӹ Supernatural.
  Equipment: 
   ӹ Tiny bow with poisoned arrows: Ranged 
  (Light); Damage 6; Critical 4; Range (Short); Any 
  character that suffers damage from this weapons 
  must succeed an Average (kk) Resilience check 
  or suffer the same damage from this attack again 
  at the beginning of their next turn.
   ӹ Tiny leather clothes: +1 soak.
  skeeter (nemesis)
  They say he lost his real name in a bet on if he could 
  jump his truck over the county courthouse. The at-
  tempt was not even close. Those there wondered why 
  he even tried. Skeeter will tell you that his new name 
  was given to him on a slip of paper inside of a can of 
  chewing tobacco like a redneck fortune cookie. By day 
  Skeeter works for the city filling potholes and by night 
  randomly wanders into trouble that he inexplicably 
  comes out of unharmed. There are few things in this 
  world Skeeter has not seen and he has no idea that 
  any of it is remarkable. Skeeter believes the only thing 
  that can stop him is the United States Government.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  2
  2
  2
  2
  1
  4
  WOUNDS
  STRAIN
  SOAK VALUE
  M/R DEFENSE
  2
  10
  10
  0
  0
  Motivations: Desire (Fame), Fear (Nemesis), 
  Strength (Curious), Flaw (Recklessness)
  Skills: Charm 2 (llkk), Streetwise 4 (llkk),  
  Knowledge (Occult) 5 (llkkk)
  Talents: 
   ӹ Adversary 3: Upgrade the difficulty of combat 
  checks targeting this character three times.
  Abilities: 
   ӹ What’s On This Side?: Skeeter automatically 
  adds ss to all Cool or Vigilance checks.
   ӹ Fearless: Automatically succeeds on any fear checks. 
   ӹ Nigh Invulnerable: May spend a story point to just 
  ignore the result of any skill check targeting him.
  Equipment: 
   ӹ Work truck, dip can, spit cup
  skunk ape (rival)
  Most famously spotted in Florida, the skunk ape’s terri-
  tory ranges through the whole of the American South. 
  Often described as a smaller, stinkier version of Bigfoot. 
  The skunk ape travels in small packs, usually a mated 
  pair with young children. Skunk apes will travel solo, 
  however, when they need to traverse large distances in 
  search of better food or a mate. Skunk apes avoid hu-
  mans as much as possible and use their horrible odor to 
  deter humans or other dangerous creatures.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  4
  3
  1
  1
  3
  1
  SOAK VALUE
  WOUNDS
  M/R DEFENSE
  5
  15
  1
  0
  Skills: Brawl 3 (lllk), Resilience 2 (llkk), 
  Survival 3 (lkk), Stealth 3 (lll),  
  Vigilance 2 (llk)
  Talents: 
   ӹ Adversary 1: Upgrade the difficulty of combat 
  checks targeting this character once.
   
  
  37
  Something Strange
  Abilities: 
   ӹ Horrible odor: Any character within short range 
  of a skunk ape must make a Hard (kkk) Resil-
  ience check and suffer 1 strain for every uncan-
  celled f or h.  They must make this check every 
  round until they move to a further range.
   ӹ Natural Camouflage: Any character attempting 
  to spot a skunk ape while it is in a natural environ-
  ment such a forest or similarly wooded area adds 
  jjj to their Perception check.
   ӹ Supernatural.
  Equipment: 
   ӹ Powerful fists: Brawl; Damage 6; Critical 3; 
  Range (Engaged); Knockdown.
   ӹ Tough hide:+1 soak.
   ӹ Stench: +1 melee defense.
  speCimen ZZ-331 (rival)
  Cataloged by the Unusual Crimes Division of the 
  FBI, ZZ-331 has only been captured alive once and 
  was able to be contained for nearly 12 hours. Its es-
  cape caused the death of at least 10 people, directly 
  and indirectly. It tore through the facility causing fires 
  and explosions for unknown reasons and the little 
  data that was gathered was also destroyed.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  4
  4
  2
  2
  2
  2
  SOAK VALUE
  WOUNDS
  M/R DEFENSE
  6
  25
  2
  2
  Skills: Athletics 3 (lllk), Brawl 3 (lllk), 
  Perception 2 (ll), Range (Light) 3 (lllk), Vigi-
  lance 2 (ll)
  Talents: 
   ӹ Adversary 2: Upgrade the difficulty of combat 
  checks targeting this character twice.
  Abilities: 
   ӹ Supernatural.
  Equipment: 
   ӹ Claws: Brawl; Damage 6; Critical 3; Range (En-
  gaged); Pierce 2, Vicious 1.
   ӹ Caustic Vomit: Ranged (Light); Damage 4; Crit-
  ical 5; Range (Short); Burn 3; Blast 3, Prepare 1.
   ӹ Tough hide:+2 soak.
  swat poliCe (minion)
  When a regular beat cop needs real backup they call 
  in the SWAT (Special Weapons And Tactics). They are 
  typically more military minded and train far more 
  heavily than normal police.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  4
  4
  2
  2
  3
  2
  SOAK VALUE
  WOUNDS
  M/R DEFENSE
  5
  5
  2
  2
  Skills: Melee, Ranged (Heavy), Vigilance 
  Talents: 
   ӹ None.
  Abilities: 
   ӹ Military Training: Upgrade all skill checks once.
  Equipment: 
   ӹ Assault Rifle: Ranged (Light); Damage 8; Critical 
  3; Range (Long), Auto-fire. 
   ӹ Knife: Melee; Damage 5; Critical 3; Range (Engaged).
   ӹ Heavy Pistol: (Ranged (Light); Damage 6; Critical 
  3; Range (Medium).
   ӹ Riot Armor: Defense 2, +1 soak). 
   ӹ Police radio. 
   
  
  38
  Something Strange
  w. emmett roebuCk (nemesis)
  Emmett Roebuck was a Texas Ranger in his human 
  days and served just after the Civil War. He was 
  turned vampire just after a local skirmish involving 
  the murder of a town sheriff and has stayed in the 
  same town ever since. He will occasionally change 
  his name and manages to stay out of the public eye 
  to reduce the chance of being recognized. He has 
  learned to adjust his behavior and speech as the 
  times change, but still manages to still be low key 
  racist. He silently influences a number of local politi-
  cians and business owners. His current town persona 
  is that of an eccentric Civil War reenactor. 
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  3
  4
  5
  4
  4
  4
  WOUNDS
  STRAIN
  SOAK VALUE
  M/R DEFENSE
  4
  35
  25
  1
  1
  Motivations: Desire (Safety), Fear (Death), Strength 
  (Analytical), Flaw (Anger)
  Skills: Brawl 4 (lllk), Charm 3 (lllk),  
  Cool 4 (lllk), Discipline 2 (llkk),  
  Vigilance 2 (llkk),  
  Knowledge (Occult) 3 (lllkk), 
  Melee 4 (lllk), Stealth 3 (lllk)
  Talents: 
   ӹ Adversary 2: Upgrade difficulty of all combat 
  checks against this target twice. 
   ӹ Invisibility: Emmett may spend 4 strain and make 
  an Average (kk) Stealth check. If successful, he 
  will be completely invisible, but still audible, for 
  one round per uncancelled s. If he  performs any 
  action or maneuver he immediately becomes visi-
  ble again. Any attempt to target Emmett with any 
  attack or detect him adds jjjj to the pool.
   ӹ Vampiric Speed: Once per round, Emmett may 
  spend 2 strain to perform a Move maneuver as an 
  incidental. If he uses this talent he does not have 
  to perform the Disengage maneuver to move away 
  from an engaged opponent.
   ӹ Vampiric Speed (Improved): Emmett is not re-
  quired to spend strain to gain an extra maneuver. 
  He is still limited to two maneuvers per round.
   ӹ Extra Action: Once per session, Emmett may spend 
  5 strain to gain one additional action for one round. 
  Abilities: 
   ӹ Nemesis Extra Activation: Emmett has two ini-
  tiative slots.
   ӹ Undead: He does not need to eat, sleep, or 
  breathe, is unaffected by toxins and poisons, 
  and no longer ages. 
   ӹ Weakness to Sunlight: While Emmett is exposed 
  to sunlight, reduce all characteristics by 2 and 
  half their Wound Threshold and Strain Threshold 
  and will suffer one wound per round. If wounds 
  caused by sunlight cause him to exceed his wound 
  threshold they immediately suffer the Critical In-
  jury of Dead and turn to ash. 
   ӹ Stake Through the Heart: If an opponent makes a 
  called shot to Emmett’s heart with a wooden melee 
  weapon or a ranged weapon that fires ammunition 
  made of wood, that weapon gains Viscous 5. 
   ӹ Blood Hunger: Emmett does not regain strain nor-
  mally. For every wound caused to a living being 
  with his bite attack Emmett regains 1 strain. Any 
  a rolled on this attack may be spent to restore 2 
  strain each. Wounds inflicted with this attack can-
  not be healed with painkillers or a Medicine check. 
  Equipment: 
   ӹ Fangs: Brawl; Damage 6; Critical 2; Range(En-
  gaged); Ensnare 1, Vicious 2. 
   ӹ Rapier: Melee; Damage 7; Critical 2; Range (Engaged).
   
  
  39
  Something Strange
  vampire hunter (rival)
  The vampire hunter is someone that has dedicated 
  their life to tracking and killing vampires. Many be-
  lieve they were sent by God to do this work, others 
  just aren’t very good at doing anything else.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  3
  4
  3
  2
  3
  3
  SOAK VALUE
  WOUNDS
  M/R DEFENSE
  4
  20
  0
  0
  Skills: Melee 3 (lll),  
  Ranged (Light) 2 (llkk),  
  Ranged (Heavy) 3 (llkk), Survival 3 (llk) 
  Talents: 
   ӹ None.
  Abilities: 
   ӹ Fearless: Automatically succeeds on any fear checks.
   ӹ Monster Hunter: Add s to any checks made 
  against a character with the Supernatural trait.
  Equipment: 
   ӹ Crossbow: Ranged (Heavy); Damage 6; Critical 4; 
  Range (Medium); Limited Ammo 1, Suppressed 3, 
  Accurate 1, Pierce 2, Prepare 1, Vicious 2. 
   ӹ Wooden Stake: Melee; Damage 4; Critical 3; 
  Range (Engaged). 
   ӹ Heavy Pistol: Ranged (Light); Damage 6; Critical 
  3; Range (Medium).
   ӹ Leather Jacket: +1 Soak.
  young vampire (nemesis)
  Recently turned, young vampires tend to make them-
  selves known if not guided properly by their sire. 
  Their newfound immortality clouds their judgment 
  making them believe they cannot die.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  3
  3
  2
  3
  2
  2
  WOUNDS
  STRAIN
  SOAK VALUE
  M/R DEFENSE
  4
  15
  15
  0
  0
  Skills: Brawl 2 (llk), Charm 1 (lk),  
  Cool 1 (lk), Discipline 2 (ll),  
  Knowledge (Occult) 1 (lk), Stealth 2 (llk)
  Talents: 
   ӹ Adversary 1: Upgrade difficulty of all combat 
  checks against this target once. 
   ӹ Blood Potency: Once per encounter, as a maneu-
  ver a young vampire may suffer 2 strain to raise 
  their Brawn or Agility by 1 point to a maximum of 
  5 until the end of the encounter.
   ӹ Vampiric Speed: Once per round, a young vam-
  pire may spend 2 strain to perform a Move ma-
  neuver as an incidental. If he uses this talent he 
  does not have to perform the Disengage maneuver 
  to move away from an engaged opponent.
  Abilities: 
   ӹ Undead: He does not need to eat, sleep, or 
  breathe, is unaffected by toxins and poisons, 
  and no longer ages. 
   ӹ Weakness to Sunlight: While the vampire is 
  exposed to sunlight, reduce all characteristics 
  by 2 and half their Wound Threshold and Strain 
  Threshold and will suffer one wound per round. If 
  wounds caused by sunlight cause them to exceed 
  their wound threshold they immediately suffer 
  the Critical Injury of Dead and turn to ash. 
   ӹ Stake Through the Heart: If an opponent makes 
  a called shot to the vampire’s heart with a wooden 
  melee weapon or a ranged weapon that fires ammu-
  nition made of wood, that weapon gains Viscous 5. 
   ӹ Blood Hunger: The vampire does not regain strain 
  normally. For every wound caused to a living be-
  ing with their bite attack they regain 1 strain. Any 
  a rolled on this attack may be spent to restore 2 
  strain each. Wounds inflicted with this attack can-
  not be healed with painkillers or a Medicine check. 
  Equipment: 
   ӹ Fangs: Brawl; Damage 6; Critical 2; Range(En-
  gaged); Ensnare 1, Vicious 2. 
   ӹ Leather Jacket: +1 soak.
   
  
  40
  Something Strange
  young werewolf (rival)
  Werewolves tend to move in packs of three to five and 
  will work together closely in a combat. Though all 
  werewolves can freely shapeshift from their human 
  and wolf hybrid forms, the stat block provided here 
  is representative of the werewolf in it’s hybrid form 
  suited for combat.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  4
  3
  2
  2
  2
  2
  SOAK VALUE
  WOUNDS
  M/R DEFENSE
  5
  15
  2
  0
  Skills: Athletics 2 (llkk), Brawl 3 (lllk), 
  Perception 2 (ll), Vigilance 2 (ll)
  Talents: 
   ӹ Swift: Ignores difficult terrain.
  Abilities: 
   ӹ Uncanny Senses: Adds j j  to all Perception and 
  Vigilance checks 
   ӹ Terrifying: Characters without the Supernatural 
  trait must make a Hard (kkk) fear check when 
  first seeing the werewolf. 
   ӹ Weakness to Silver: Any Melee weapon that is 
  coated or made of silver or a Ranged weapon with 
  ammunition that is coated or made from silver that 
  targets the werewolf gains Pierce 3 and Vicious 3.
   ӹ Supernatural.
  Equipment: 
   ӹ Claws and fangs: Brawl; Damage 6; Critical 3; 
  Range (Engaged); Pierce 2, Vicious 1.
   ӹ Tough hide: +1 soak
  Zombie (minion)
  Once a living person, this reanimated corpse does lit-
  tle else besides shamble and feed. A zombie is typical-
  ly the result of the unholy twisting of Divine magic. 
  Though they barely defend themselves when attacked, 
  their inability to feel pain and their lack of a need for 
  internal organs makes them slightly more difficult to 
  kill than one first thinks.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  2
  1
  1
  1
  1
  1
  SOAK VALUE
  WOUNDS
  M/R DEFENSE
  2
  5
  1
  1
  Skills: Brawl, Resilience
  Talents: 
   ӹ None.
  Abilities: 
   ӹ Undead: Does not need to breathe, eat, or drink, 
  and can survive underwater; immune to poisons 
  and toxins
   ӹ Undying: The GM may spend hhh or d from 
  any check a PC makes to return one previously 
  defeated Zombie to an existing minion group, 
  removing damage from the group accord-
  ingly; the GM may spend d to return 
  two Zombies to a minion group.
   ӹ Supernatural.
  Equipment: 
   ӹ Unkempt fingernails: Brawl; Dam-
  age 4; Critical 4; Range (Engaged).
   
  
  41
  Something Strange
  vampire talents
  Talent
  Ranked
  Source
  Tier 1
  Blood Potency
  No
  Page 13
  Dark Vision
  No
  Page 13
  Vampire
  No
  Page 17
  Tier 2
  Beyond The Natural
  Yes
  Page 18
  Blood Potency  
  (Improved)
  No
  Page 18
  Entranced
  No
  Page 18
  Heightened Senses
  Yes
  Page 18
  Project Thoughts
  No
  Page 20
  Vampiric Speed
  No
  Page 20
  Bat Form
  No
  Page 21
  Blur
  No
  Page 21
  Entranced  
  (Improved)
  No
  Page 21
  Project Thoughts 
  (Improved)
  No
  Page 21
  Read Thoughts
  No
  Page 21
  Shadow Shroud
  No
  Page 21
  Suggestion
  No
  Page 22
  Supernatural  
  Regeneration
  No
  Page 22
  Vampiric Speed 
  (Improved)
  No
  Page 22
  Tier 4
  Dominate
  No
  Page 22
  Invisibility
  No
  Page 23
  Majesty
  No
  Page 23
  Read Thoughts (Im-
  proved)
  No
  Page 23
  Remove Memory
  No
  Page 23
  Tier 5
  Additional  
  Dedication
  Yes
  Page 23
  Extra Action
  No
  Page 23
  Invisibility (Im-
  proved)
  No
  Page 23
  werewolf talents
  Talent
  Ranked
  Source
  Tier 1
  Beast Control
  No
  Page 13
  Controlled Shift
  No
  Page 13
  Dark Vision
  No
  Page 13
  Fear the Beast
  No
  Page 13
  Lunacy Control
  No
  Page 16
  Moonskin
  No
  Page 16
  Rending Strike
  No
  Page 16
  Werewolf
  No
  Page 17
  Tier 2
  Beast Control
  No
  Page 18
  Beyond The Natural
  Yes
  Page 18
  Bring Down the Prey
  Yes
  Page 18
  Heightened Senses
  Yes
  Page 18
  Lunacy Control 
  (Improved)
  No
  Page 19
  Warning Howl
  No
  Page 120
  Wolf Form
  No
  Page 20
  Tier 3
  Pack Tactics
  No
  Page 21
  Supernatural  
  Regeneration
  No
  Page 22
  Tier 4
  Expert Tracker
  No
  Page 23
  Tier 5
  Extra Action
  No
  Page 23
  appendix 1 - supernatural talent list
   
  
  42
  Something Strange
  appendix 2 - expanded player’s guide
  T
  his setting book was written and released prior to 
  the Genesys Expanded Player’s Guide. Some GMs may 
  wish to incorporate the new options presented in that 
  book in their Something Strange games. Here are the 
  recommendations for which parts of the EPG are rec-
  ommended in conjunction with this document.
  monsterworld setting
  The Monsterworld setting starting on page 17 is similar 
  to Something Strange in that it provides a set of options 
  for running the horror genre in Genesys. That section 
  contains a lot of excellent advice and insight into the 
  horror genre that any GM will find useful, especially 
  the sidebars. The Ultimate Villain rule in the Hunting 
  the Monsters sidebar is particularly great and highly 
  recommended.
  arChetypes
  The Cursed Shifter and Dhampir archetypes are not 
  appropriate. Their special abilities work different-
  ly than the Vampire and Werewolf talents available 
  here. The Fearless Slayer and Loremaster archetypes 
  fit fantastically. However, it is recommended to limit 
  the PCs to only having one of each in their group.
  skills
  The skills represented are already covered in Some-
  thing Strange. Neither of them should be used.
  gear
  There are only a handful of new weapons, some of 
  which overlap with weapons available in Something 
  Strange. The three new melee weapons fit perfectly 
  fine, but the available ranged weapons should not be 
  used. 
  All the available basic gear are perfectly usable with 
  the exception of the Symbol of Faith.
  The Jug of Blessed Water and the Symbol of Faith 
  should be used only by GMs that wish to use that 
  particular aspect of the horror genre. These kinds of 
  items were purposefully left out of Something Strange. 
  Their effectiveness implies the reality of good and evil 
  which is not present in the world of Something Strange.
  adversaries
  Most of the adversaries from Monsterworld can be 
  used without issue as long as the Bite of the Wolf spe-
  cial ability is not used.
  expanded magiC rules
  The new magic rules starting on page 95 breathe new 
  life into the world of Genesys magic. They are a fantas-
  tic addition to Something Strange with few exceptions.
  talents
  Most of the new magic talents are a perfect fit into a 
  Something Strange game. The only exceptions are the 
  Elementalist and Encorcelled talents. While they do 
  not cause any mechanical issues, some GMs may find 
  that their existence is at odds with the tone of their 
  Something Strange games. The teleportation based tal-
  ents can give some encounters or narratives frustrat-
  ing difficulties for some GMs. Being able to travel any-
  where in the modern world with minor difficulty can 
  have unforeseen consequences. If GMs allows those 
  talents it is recommended they pay particular atten-
  tion to the caveat that the caster must know about the 
  area to which they are teleporting. 
  spells
  All three new spells are a perfect addition.
   
  
  Genesys Core Rulebook and either the 
  Genesys Dice or Dice App are required to 
  use this supplement.
  Dice App  
  available where 
  apps are sold.
  What will you do in the shadows?
  This setting supplement for the Genesys Role Playing game lets Games Mas-
  ters and players explore vampires, werewolves, and other creatures of the night. 
   ӹ More Archetypes for a wide variety of humanity
   ӹ Talents for characters to become vampires, werewolves, and magicians
   ӹ Wide assortment of careers 
   ӹ Large selection of weapons and other gear
   ӹ New vehicles
   ӹ Detailed adversaries to make PC-NPC interactions more interesting
   
  
SOURCE: textdata/thevault/Genesys/Genesys - Something Strange (Newest).pdf