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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 blue-skinned people of the moon Boreas in the Honopia System.

Physical Characteristics: The Uldra are baseline humans with blue skintones.

Psychological Characteristics: Uldra tend to be viewed as somewhat pessimistic in outlook, and possessing of a odd, fatalistic sense of humor.

Names: Uldra have a given name and a family name.

Examples:

Male given names: Dmitr, Feodr, Kolya, Uloysha, Ygor

Female given names: Eliska, Galya, Ilya, Nadezda, Zlatana

Family names: Bogmolov, Kazlov, Kruptkin, Velkov, Macek, Lanik

Backgrounds: Any.

Classes: Any.

Attributes: Standard.

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Of all the dangers in the Zuran Expanse (and there are many), perhaps none provoke as many nightmares the hellhounds or fury hounds. Though there are less than twenty of these monsters in existence, they’re reputed to have decimated small cities and forced the destruction of entire habitats in an effort to keep their threat from spreading.

The hellhounds are synthetic beings, sophont weapons of mass destruction; though if the tales are to be believed, they were originally created to be the playmates of a lonely prelapsarian princeling in an isolated habitat. Today, though there are less than 20 of these monsters in existence, they’re reputed to have decimated small cities and forced the destruction of entire habitats in an effort to keep their threat from spreading.

The hounds are the size of Old Earth great cats and have triangular heads more reminiscent of birds of prey or snakes. Their faces are much more expressive than an animal’s would be. 

They hunt in groups, and anything and anyone is fair game.

They aren’t mindless animals; in fact, they’re quite erudite and are likely to attempt to engage their prey (or at least taunt them) with allusions to and quotations from pre-Great Collapse works of art before the kill.

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Physical Characteristics: Phantasists are baseline humans.

Psychological Characteristics: Phantasists are raised in a customer service oriented, quasi-monastic, corporate culture, and tend to have an outlook congruent with that. 

Names: Phantasists have a name presenting their gens (or genline) and a gendered ordinal name (Primus/Prima through Decimus/Decima) differentiating them from other gen-siblings.

Examples: 

Male Gens Names: Arlo, Brin, Davin, Gareth, Laurent, Lucian, Ywain; 

Female Gens Names: Arden, Esme, Marta, Milla, Soren, Yrma. 

Backgrounds: Researcher, Technician.

Classes: Any, though the are most commonly Experts, and rarely Psychics.

Attributes: Standard.

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Random Planets, Megastructures, and other Habitats

Orichalcos is one of the richest civilizations and the preeminent economic power of the Reach. Orichalcosans are humanoids with metallic skin tones ranging from dull brass to bright gold.

There are two distinct populations: the dwarf aristocracy, and commoners of more standard height.

The environment of Orichalcos is inhospitable, so the aristocracy and their retinues live in domed habitats, while the rest of the population lives in orbit.

Other than official ceremonies, the aristocrats spend their time in leisure pursuits, entertaining the populace with their escapades broad-cast on social media.

The true rulers and administrators are a class of capitalists called Optimates. They collect the money from the aristocrats’ holdings and theoretically keep it in trust for their masters, but clever ac-counting practices ensure it is all reinvested or paid out in bonuses.

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A trinary star system consisting of an extremely bright type A star called Fomalhaut A, a type K4 dwarf star called Fomalhaut B, and and type M dwarf star called Fomalhaut C.

All three star systems have been picked clean of any intrastellar debris are linked through a network of Hyperspace nodes considered length 1 and red.  


Fomalhaut A hosts the following:

The megastructure habitat Circus


Fomalhaut B Hosts the following:


Fomalhaut C hosts the following:

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The Library of Atoz-Theln is the largest repository of knowledge in the known galaxy. It contains the noospheric archives of many worlds from the time of the Archaic Oikumene (and sometimes even more remote eras), and significant physical media from cultures both human and nonhuman. Built before the Great Collapse in the interior of a dwarf planet, it now lies within the lawless sector known as the Zuran Expanse. Despite its location, it remains an important center for scholarship.

The library is housed on several underground levels, all climate controlled for the particular media they hold. There are rest areas and tranquil spots to peruse information interspersed throughout, and rooms they were once spartan but serviceable quarters for travelers. Animated wall screens depict famous figures from the mythology and history related to the acquisition and preservation of knowledge from many worlds.

The library’s inhabitants and staff are tall, thin, humanoids with narrow skulls called Atozans. While their ancestors have been in the library since before the Great Collapse, their society experienced a dark age and backslid to savagery. Battles were fought between tribes occupying the popular culture mediascape and exobiology specimen sections. Dynastic histories from that time (meticulously carved into crystalline display screens) suggest there was once a bloody chieftain who rose from the recesses of the human evolution virtual displays.

Eventually, the Atozans clawed their way back to civilization and restored the library as best they could to its previous functioning. There are few of them left--only around 200--but their lives are extended by nanotechnology, and they long ago fabered small-scale cloning facilities. The ancient Library Mind never fully recovered its faculties, but the Atozans have managed to kludge a solution to the elaborate classification system used to organize the library's holdings. This encrypted, ceremonial language is known only to the Atozans and not shared with outsiders.

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Random Organizatons

The Alliance is 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 the Altair System.

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The Vokun are once-fierce conquerors in decline. As vokun age, they become progressively more obese until they are immobile without use of their walker conveyances. The elder vokun direct the younger in administration of the empire, but increasingly they’re concerned only with political maneuvering and decadent games. They control Vokun Space.

The vokun have a distrust of disembodied minds, so they employ “humanoid computers” in the form of Ibglibdishpan savants. Their neural structure and training makes them logical, dispassionate--and ideal accountants, administrators, and archivists. Some are trained in reading the emotions of other humanoids, while the ibglibdishpan themselves always have serene expressions. Their mental structure does make them prone to “halting states” and other sorts of madness.

The Kuath are the fanatically conditioned shock troops of the empire. They are seldom seen outside of their 2.5 m tall bio-armor suits, but they are humanoids rarely older than their teens. The humanoids have a symbiotic relationship with ocean-dwelling god monsters they call the Dragon Mothers, who supply their biotechnology and battle drugs. The Dragon Mothers gave the service of the kuath to the vokun in exchange for sparing their world from bombardment with mass drivers.


The Engineers of the empire are a humanoid species with crustacean like characteristics, including metallic carapace. All the engineers have cybernetic enhancements and host groups of nanites in their bodies.

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The Zurr flourished between the time of the Great Collapse and the present era. The Expanse is named for them, though how much of the territory their civilization actually controlled is a matter of debate.

The zurr are only known from their iconography (images of tall humanoids in unadorned, flowing robes and elaborate, non-representational masks), some ritual sites with oddly angled monumental structures, and a few apparently functionless artifacts. Mysteriously, they left no information technology or tools necessary for an advanced civilization behind, but their presence is attested on multiple worlds. They are blamed for unleashing the Ssraad upon the galaxy.

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