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UNDER CONSTRUCTION!

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Strange Stars Setting Overview

The Strange Stars is the sphere of the human phyle in the far future, a time millennia after the first human expansion and the rise (and fall) of builders of the hyperspace nodes, the Archaic Oikumene. In the current era, the Strange Stars are fragmented into smaller cultures and civilizations.

The former cradle of the Archaic Oikumene is a depopulated area without a central authority known as The Zuran Expanse. The Expanse is home to dangers like the inhuman Ssraad (in three colors), and ruined worlds that entice treasure-seekers like Tenebrae and the Library of Atoz-Theln. It’s also home to unusual cultures like the invertebrate Zhmun of Aygo and the self-improvement cult of Aurogov.

Spinward from the Expanse is the Alliance , a union of species allied for protection and trade. Members of the Alliance include the green-skinned psionicists of Smaragdoz, the privacy obsessed Neshekk of Kuznuh, the avian-humanoid splice Hyehoon of Omu, the human-alien blended cyborg Blesh, the Gnomes of Dzrrn and the angel-like Deva of Altair.

Bordering the Alliance is the expansionistic and theocratic Instrumentality of Aom.

On the other side of the Expanse is The Vokun Empire. Besides the decadent vokun, the empire contains several client species. The cybernetic crustacean-like Engineers build much of Vokun technology. The yellow-skinned Ibglibdishpan are their biologic computers. The Kuath are bioarmored child-soldiers.

There are a number of other interesting cultures and worlds: the oneirochemist Phantasist, the ancient mind excavators of Deshret, and the warrior-poet Moravecs of Eridanus, among others. The major galactic powers are at least openingly cordial (whatever may go on behind the scenes) and trade takes place between the two “civilized” portions of the galaxy that must pass through hyperspace nodes in the “wilder” areas (not just the Expanse, but the Rim and Coreward Reach, as well). New cultures, lost since the Great Collapse are discovered from time to time, and their are number of ruined worlds with treasures to loot.


Strange Stars Setting Assumptions

There are a set of underlying premises to the Strange Stars setting which might affect the play of the game.

Post-Apocalyptic. The technology level of civilization in the past was higher than today. This provides the rationale for some “sufficiently advanced” Clark level technology, the “points of light” nature of civilization, and also for lost world exploration and space scavenging.

Big But Bounded, and Subdivided. Strange Stars exists within one galaxy--and only a relatively small part of that one, but still there’s plenty of room for new clades, cultures, even minor empires to be introduced without much disruption. The use of hyperspace means that there are “clusters” that can serve as smaller sandboxes if the whole area is too daunting. The game can be as focused as a single world or station.

Harder than Average. While Strange Stars is in no sense a “hard science fiction setting,” there are a number of details I tried to keep “semi-hard” and realistic. Earthlike worlds are most often the result of engineering and there are seldom multiple earth-like planets in a system. Most people will live in orbital habitats. FTL exists but works in such a way that it couldn’t violate causality. There are very few “single biome” planets, and those there are tend to have an explanation for why they exist. The aliens aren't very alien, but that’s because they’re most likely the descendants of humans or human creations.

Intersystem, Fast. Intrasystem, Slow. Related to the last point is the way FTL works. Hyperspace nodes tend to go to one place in a system (and may well dump out somewhere other than directly at the planet of interest). In system travel is most likely non-FTL and takes a while. This allows both zipping around the galaxy (at least a part of it) and “realistic” distribution of clades, but with a hard science fiction scale to a solar system, allowing the full array of grizzled asteroid prospectors, fringe religious communities on gas giant moons, or isolated research bases. The planets highlighted in the setting book are just the “major feature” of their respective systems, not the whole story. Of course, the way space travel works also has implications for how and where space battles are fought.

A Post-Internet Conception. Most classic space opera doesn’t take into account the internet in general, much less ubiquitous social media, but these things are present in Strange Stars. As a rule of thumb, imagining “how would that work in the Strange Stars?” involves more extrapolation from the present that looking back to how it was done in Star Wars or Star Trek.

There’s Always Belief. The future doesn’t mean belief systems go away. The best of space opera (Dune, for instance) deals with this, but it was something I didn’t want to leave out or to portray one-dimensionally. From the arbitrary taboos of the Kosmoniks to the realpolitik theocracy of the Instrumentality, it’s an important part of what makes cultures in the setting distinct.


Technology In The Strange Stars

The level of technology is more advanced in the Strange Stars setting than the default assumptions of Stars Without Number or most old school science fiction roleplaying games. A Game Master may choose to ignore some or all of these elements to make the setting more in keeping with the preferences of their group. For those wishing to use the setting as written, here is a brief discussion of the basic technologies of the setting, with suggestions on how to implement them. Remember that the tech level varies across worlds and habitats: some places are at a Stone Age level, while others border on post-scarcity.

METASCAPE

Most people experience the world through an augmented reality overlay referred to as the metascape. Each world (or world plus its satellites) contains useful information for travel, social media messages, and lots and lots of spam. Nobody walks through a public square without their filters on, lest they be bombarded by all sorts of unsolicited virtual messages. Clothing is enhanced — or even sometimes completely generated — in the metascape. Some jurisdictions make it a crime to view the world unfiltered by the metascape, as this is seen as an unwarranted invasion of privacy.

The metascape primarily comes into play in how the GM describes the world and how the players approach it; it doesn’t require a lot of rules changes. When entering a new location, the GM will need to describe both the physical (people, equipment, structures) and the virtual (animations, signage, notes/tags, etc.) elements that the characters will see. Characters can leave messages for other specific people in locations or call up publicly available building floorplans. They can also hack or falsify the metascape using the standard Hacking rules.


NOOSPHERE

The noosphere is essentially the cyberspace of the far future, encompassing traditional internet activities, the metascape, and the living environment of Infosophonts. Think of it as the nervous system of a civilization. In gameplay, again, this is more a matter of presentation. GMs and players should just keep in mind the availability of information in the real world, via a standard smartphone, and use this as a model to extrapolate from rather than looking to most cinematic space opera.

Noospheric messages or queries that must travel between worlds or between star systems do so no faster than the speed of light or the Hyperspace Network, if available. The noosphere isn’t real-time or continuous; it’s like a collection of networks between which information can be passed.

IMPLANTED CYBERWARE

In the Strange Stars, brain-computer interfaces are as common as smartphones are today and are used for similar purposes. The typical pre-programmed software package allows metascape interface, noospheric connectivity, communication 

(where messages can either be read or heard as read by an avatar or the sender or anyone else), chronometry, basic calculation, and interface with most modern devices. Most individuals don’t navigate their own apps, but use a daemon or “mook” (a nonsophont artificial intelligence) as a personal assistant and answering service. Some cultures (like the Vokun) find implanted devices distasteful, as do some individuals. These groups use wearable devices instead, for the most part.

The only mechanical impact of this sort of cyberware is in the (dis)use of the SWN Computer skill. Like on Star Trek, most characters will simply ask their personal assistants for things and never need to make a Computer skill check. Hacking or deep searches of ancient or restricted data records will be the only time these skills come into play — unless characters are on a pre-noosphere world.


FABBER (MATTER COMPILER)

A fabber is a nanofabrication unit (essentially an advanced 3D printer) that assembles finished products from raw materials at a molecular level. These aren’t easily portable, but they are near ubiquitous household and shipboard items, and public units can be used for a fee, generally figured on total mass of the item(s) fabricated. For portable items this can be approximated via encumbrance: Every unit of encumbrance fabricated after 1 carries an additional 5% charge to the standard price based on item cost per fabber user per day. (Example: Faizura Deyr fabbers lowlight goggles, a pressure tent, and 6 days rations on a public fabber. This will cost her 200 credits for the goggles, 120 for the pressure tent, and 5.25 for the rations). Anything from food-stuffs (though this would only be done on long space voyages) to starship parts can be made given enough substrate and the necessary “blueprints.” Commercially available models can be “jailbroken” to make illicit drugs or weapons, but it’s generally easier just to buy or steal such common items.

In rules terms, these function like the personal matter compilers described in Mandate Archive: Transhuman Tech. There are also larger units like the stationary matter compilers found on polities or the largest vessels, as well. As a rule of thumb, making one item will cost about the same as the list price in the Stars Without Number core book given the matter required, licensing fees for software, etc. Additional items will only cost half the listed price.


PROGRAMMABLE MATTER

Programmable matter is able to change its properties or functions on the basis of user input or trigger stimuli. Programmable matter (or smart matter) is used to make exoskins (vacc suits that form around the wearer as they pass through a membrane aperture on an airlock) and smart-tools (similar to Unknown, but with multiple uses, able to become any tool that would part of a toolkit). 


ARCHAIC & ALIEN TECHNOLOGY

The above describes the technologies of the most advanced civilizations of the Strange Stars, but some societies have more specialized areas of expertise, and there is remnant technology of the Archaic Oikumene that falls into the category of Clarke’s Third Law. The most common example of the latter is the Hyperspace Node Network discussed in the next chapter, but there are the other, more classically Space Opera technological aspects of the setting: the sky city of Eidolon, the Circus megastructure, and mysterious things like the Tenebrae Labyrinths and the Apotheosis Maze. Any examples of Pretech given in SWN books not already present in basic Strange Stars technology would be appropriate as examples of Archaitech.

The Smaragdines are the only culture described in the SSGSB that makes a concerted effort to develop psitech, and they do not tend to exploit it for military purposes. The psitech items described in the SWN core rules would be within their ability to create, however.

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Random Sophont Races

The Kosmoniks or Cosmoi are a clade of traders (and sometimes pirates) believed to be descended from space-adapted humans, now acclimated to hyperspace. Though they are most commonly found in their rune inscribed ships in or around the nodes or operating terminal stations near stars above the galactic plane (in the vicinity of Deshret, for instance), but they roam far into The Zuran Expanse

Physical Characteristics: Kosmoniks are short (1.4 m tall on average), lean, and have arms almost as along as their legs. They have dexterous, four digited hands and their feet are prehensile. Their gray skin is a flexible membrane, engineered to afford some protection against hard vacuum. Their most unusual trait are their faces: they are flat and hidden behind smooth, glossy masks, featureless except for their dark, membrane-protected eyes. This mask is thought to nanotechological device, but no non-kosmonik has ever had a chance to examine one.

All kosmoniks are mute. They communicate with each other via sign language, but carry translator devices to interact with other cultures.

Psychological Characteristics: Kosmoniks are friendly, but superstitious. They are given to finding hidden meanings and interpreting signs and portends from events. All kosmonik groups have a set of taboos, but each kosmonik is likely to individual ones, as well.

Names: Kosmonik names are made up of visemes (hand signs or visual signals) rather than sounds, so any phonetic represen-tation is arbitrary. Typically, their translation devices represent their names as one or two syllables occasionally with unusual sounds like pops or clicks. Some groups use family names and others do not.

Examples: Tigo, *tika, Mogo, Ra%ngi, Kai, Pakuni, ^chaka, Gree, Maki, Nok, Isha, Tsa%n.

Backgrounds: Adventurer, Deck Crew, Engine Crew, Technician.

Classes: Expert is the most common, Warriors uncommon, and Psychics rare.

Attributes: Standard.


Special

Mute: Kosmoniks communicate with each other via sign language, but carry translator devices to interact with other cultures.

Space-Adapted: Kosmoniks are able to withstand exposure to vacuum for two rounds before they must begin to make saving throws (and get a +1 to those saving throws). They also get a +1 to saving throws against radiation.

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The moravecs of the artificial moon of Telos are followers of the AI prophet Iskander Null-A, who taught that biosophonts are the flawed creations of moravecs, destined for a life of servitude. Telosians enjoy gladiatorial contests where humans are forced to fight for their entertainment and rarely tolerate free biosophonts within their sphere of influence.The Moravec of Telos claim to be followers of an ai prophet called Iskander Null-A who taught that the human clade (and perhaps Biosophonts in general) were actually the flawed creation of moravecs in crude imitation of their own creator, the Monad. Human history to the contrary is false and designed to oppress moravecs.

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The gnomes are a member species of the Alliance. They hail from ancient subterranean habitats on Dzrrn, a large asteroid. They've colonized more asteroids in their own system and in others. 

Physical Characteristics: Gnomes are small (1.-1.3 m) humanoids with loose, wrinkled skin and large ears. Most gnomes encountered will likely be male, but there is little sexual dimorphism. Gnome clans are seldom made up of more than 100 individuals, though they tend to have close ties with nearby clans. Only few individuals in a clan are capable of breeding at a time, though a female may breed with multiple males. Mating produces an organism the gnomes call a”mother”--essentially an external womb. The mother generates gnome embryos from the genetic material donated from its maternal gnome and all the males she mated with. The female coordinates the mother’s care, but all members of clan take part. The gnomes care for the Mother until it gives birth to its stock of embryos and dies.

Gnomes have castes, as well. Most males (and a few females) are “workers” responsible for the care and maintenance of the habitat. The somewhat taller “managers” are disproportionately female, but still numerically mostly male. They have primary responsibility for the rearing of children, the protection of the clan, negotiation with outsiders, and strategic planning.

Psychological Characteristics: Gnomes are eusocial (like naked mole rats) and divide labor between workers, responsible for the care and maintenance of habitats, and managers, who raise the children, defend the habitat, and interface with outsiders. 

Gnomes are gregarious and inquisitive, but deliberate in their thought process. They seldom act rashly. They have less need for personal space than most humanoids and are prone to depression if forced into situations where they have diminished physical contact with others. Many gnomes suffer from a fear of open spaces, and may experience a panic reaction in these situations. 

Names: Gnomes aren’t given lifelong names at birth, but instead their clan members use descriptors to refer to them. 

These descriptors may change over the course of a gnome’s life. 

They are often four or more syllables long and have been likened to low pitched humming or stomach rumblings. Gnomes are often given nicknames by members of other species they associate with.

Example descriptors: Brrdurmmdrur, Obdommrrmrr, Nggrrtumbora, Mmbuhmmngrr (Double consonants indicate a syllabic form of that sound, e.g. “mm” is “uhmm.”)

Backgrounds: Deck Crew, Politician, Worker (Miner), Soldier.

Classes: Gnomes may be Experts or Warriors, though only manager caste gnomes are likely to be the latter. There are no Psychics among them.

Attributes: Minimum Constitution of 9.

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Random Planets, Megastructures, and other Habitats

Holy Seat of the Instrumentality.

Once a prominent world in The Radiant Polity, this was where two memetic engineers became interested in ancient forms of spirituality and embarked on a private project to syntheize a belief system from the commonalities of the “paleo-faiths” still extant within the human sphere.

Today, the re-named Novus Ordo is the bustling political and sacerdotal hub of the Instrumentality.

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A lonely type M red dwarf star with only a single planetary body, a dwarf planet,the Library of Atoz-Theln, that was hollowed out and converted to a massive station in the time of the Archaic Oikumene

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A common type M red dwarf, with a total luminosity less than 3% of Sol of Old Terra, with less than 1% in the human visible range.

This star sits in neutral Unknown between Alliance Space and Instrumentality Space, and hosts the homeworld of the Circean Witches.

Circe, the smaller of the two terrestrial worlds orbiting Herak, is controlled by the Circean Witches (The Sisterhood of Circe).

The Sisterhood actively limits the technology on the larger planet, Perseis through its "advisory" role to the world's various governments.

Women on Perseis are tested in adolescence, and those with the talent are taken away to Circe and become novices in the Sisterhood.

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Random Organizatons

A loose confederacy of habitats.

The league exists to act as a both a non-aggression treaty, and a defensive pact.

A small joint-force fleet is maintained to assist in anti-piracy and minor defensive operations.

Circus is the largest member

Other members include (in no particular order):

Hy-Brasil

Aurogov Central

Morrgna

Moph

The Library of Atoz-Theln was extended protectorate status.

Though no offical treaty exists, the League of Habitats employees a larger than average force of Circean Witches.

Having no centralized government, The Place of Penance Habitat is not officially a member, though many Deodand find their way into league habitats.

The Moravecs of Telos never offered any official response to the only invitation the league ever extended. The envoy reported an attitude of indifference and amusement among the Telosian political elite, and his hull was never recovered.

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The Eden Seekers are a group of antignostic sapience-rejectionists among the avian humanoid hyehoon, who sometimes engage in terrorist activities. Contrary to the beliefs of the majority of their species, they view their fabled creator, the genetic engineer Anat Marao as a satanic figure. Their ultimate goal is the purging of the hominid influence in their genome to return their descendants to the “pure” avian genetics of their presumed ancestors.

There is a wide range of expression of Eden Seeker beliefs. Some merely choose to engage in atavistic rituals where their minds are downloaded into bird-like bioroid bodies. Others actually actually have temporary (or permanent) nanosurgically restructuring. Still others are fanatic terrorists seeking to acquire and use weapons of mass gene restructuring.

Though their primary focus is on overthrowing the social structure of the hyehoon homeworld Omu, Eden Seeker extremists sometimes hide in Expanse or smuggle weapons through its hyperspace nodes.

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A menace on the Coreward Reach, the Scavengers are opportunistic pirates who follow the Locusts, a giant swarm of von Neumann machines that devour any habitats they encounter. The Scavenger scouts perform hit and run raids before the arrival of the mass of the swarm, and the majority of their fleet sweeps up any surviving ships once the swarm passes. Scavengers commonly have obvious and primitivist cybernetics, the better to frighten victims into submission.

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