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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

Physical Characteristics: Neshekk are short, lean, biologic humanoids with weathered, wrinkled skins and large ears.

Psychological Characteristics: Neshekk are extremely cocerned (possibly obsessed) with security and privacy. They never go into public without their elaborate privacy screens/firewalls called nizara in place. They have a reputation for ethical behavior and conservative investment, but are infamous for their strict adherence to the letter of contracts and for hard credit terms.

Names: Neshekk have personal and clans names and possibly nicknames reflecting noteworthy deeds or exceptional ances-tors. Neshekk never use anything but their personal names and a single syllable (analogous to the “first name, last initial” usage) with off-worlders, however, relying on digital keycodes to verify their exact identity, if necessary.

Examples:

Female Names: Azir, Faimah, Khulda, Tsena, Yatma, Yezda, Zuzeya;

Male Names: Azrum, Ikazd, Kharam, Orad, Rezmar, Tsek, Yazed; Syllables: Mek, Nan, Kha, Tsat, Yad, Yek, Za, Zem.

Backgrounds: Politician, Businessperson, Bureaucrat, Hacker, Technician.

Classes: Expert is the most likely class for a neshekk.

Attributes: Standard.


Special 

Nizara: Powerful privacy and firewall software that will obscure the identity of a neshekk. This applies to visual identification via metascape (which will be the primary way people view the world in Tech Level 4 and 5 societies) and acquiring information about a neshekk via hacking (see Polychrome worldbook) is two levels more difficult than normal. In areas without metascape, neshekk will wear clothing equivalent to a Ghost Mantle, except that it only confers an additional -1 bonus to AC.

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As fearsome as the Ssraad are, there is one species that at least lone ssraad seem to fear: A race of bone pale monsters, the accursed and implacable enemies of The Zurrr. These monsters who monsters fear are known as the xann.

The xann [ksahn] claim to have been a peaceful species in The Zuran Expanse (before it had that name) whose habitats were destroyed by the zurr. Millions were killed, but refugees escaped. Taking shelter among other species, the xann refugees remained a people apart. They nursed their hate--and plotted revenge.

Despite historical consensus that the zurr are an extinct culture, the xann believe that a few of their enemies have passed their minds down through the ages, downloading them into new bodies.

The xann of today are chalk white-skinned, slim, almost delicate-appearing humans. They are never seen in groups larger than 3 or four. Often their children are abandoned to be raised by other sophonts. Xann hide their identities, to avoid being shunned by other species. No one who has heard the stories wants to be near a xann when the transformation occurs. 

Despite historical consensus that the zurr are an extinct culture, the xann believe that a few of their enemies have passed their minds down through the ages, downloading them into new bodies.

The xann believe they have the ability to detect them. They are a driven people, hunting the stars for these hidden zurr. When a xann finds a target (be it one of their secret zurr or a ssraad), he or she transforms into a hunter form, a monstrous, bioengineered killing machine.

The single-mindedness of the xann and their propensity for sudden violence have given them a negative reputation among other sophonts, but they aren't barred from any major ports or habitats. Most choose to keep a low profile, if only to better stalk their prey. Even when they don't die by violence, the xann tend to have shorter lifespans than other near human sophonts. The metabolic stress of their transformation takes a toll.

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The planet Gaea is one of the wonders of the Coreward Reach: It's an exact replica of Old Earth down to the landmasses. It's most obvious difference is the lack of hominids and most of their artifacts. The other changes are less visible but even more profound; The biosphere forms one gigantic mind, and the most independent and intelligent of its constituent programs are the virids.

Physical Characteristics: Virid tribes vary a great deal in height and build: some are small, slight, and elfin, while others are large and brutish. They all resemble each in that their biology shows a blending of plant and animal characteristics. They have skins of various shades green (due to presence of symbiotic cyanobacteria) and many have foliage-like hair.


All virids have nanites in their systems linking them with Gaea, whom they think of as the Great Mother. Gaea's consciousness (if such a term is relevant for such an alien intellect), is too distributed to interact in a verbal way without great effort, but virid experience dreams and visions that they view as messages from her.

Psychological Characteristics: Virid are little different from primitive humans--except that they live in an environment that resembles primeval Earth, but is actually a fairly closely maintained garden. They're world isn't without dangers, but their lives are much more free of hurt or want than any other primitive humanoids. This has made them generally a gregarious and pleasure-loving people. This friendliness does not extend to those who seek to harm any of their tribe.

Names: Virids use “translated” plant or nature-themed names with other sophonts. 

Backgrounds: Tribesman, Adventurer.

Classes: Any but Psychic.

Attributes: Most virids have ability scores in the same range as humans, tribes of larger or smaller individuals exist. 


Special


Photosynthetic Symbiotes

Living nanotech supplements virid metabolism and causes faster healing when they are under visible light sources with spectra similar to their native yellow sun. 

Every day spent in direct sunlight allows them to heal 1 additional hit point, and every day resting in direct sunlight allows a virid to recover 2 additional hit points. They also lose System Strain at a rate of 2 points per day in the sun. 


Phytoxin Resistance

Virids get a +1 to Physical Effect saving throws against plant-derived toxins.

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Random Planets, Megastructures, and other Habitats

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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A gas dwarf in the Eridanus system. Zhmun mining interests dot its dozens of moons, such as Erg.

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Suryana is a class G7(V) yellow-orange star almost identical to Sol of Old Terra, if not  slightly dimmer. 

One of the terrestrial worlds orbiting the star is Yantra, home of the Yantran, and a "resort world" for the The Vokun Empire.

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Random Organizatons

The Pharesmid Syndicate is criminal organization centered on the planet Smaragdoz. The members of the group are all bio-clones or mind copies of their founder, Smaragdine terrorist Uln Pharesm. Pharesm was a mole within the development group in the beta phase of the Smaragdine noospheric Consensus. With his access to the computing power of the noosphere, he was able to generate several copies of his mind, and abscond with governmental funds. Pharesm betrayed the members of his terrorist cell, keeping the money for himself, and hijacking their bodies with his copies. With his new mind-confederates, he embarked on a criminal enterprise that continues to this day.

Pharesmids all wear facial tattoos, though they may disguise them in the course of their criminal operations. Their progenitor has augmented his brain to give himself limited psi abilities, and it may be that some lieutenants have similar enhancements.

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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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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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