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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 CharacteristicsHwuru are bipedal sophonts hailing from the Coreward Reach that bear some physical resemblance to Terran apes and sloths. They are shorter than humans but powerfully built with arms longer than their legs, and digits with claw-like structures (actually bony projections covered with horn) on their dorsal surface. They're covered with shaggy fur except on the anterior surface of their torsos, which are covered with leathery plates.

The hwuru evolved from arboreal insectivores. They have small, beak-like snouts (like the Terran echidna) and extendable tongues to aid in snatching up arthopods or their larvae in hard to reach places. Hwuru can’t swallow anything very large and must have bulkier foodstuffs made into a mash before they can consume it. Most hwuru have a mild dependence on chaoofsh a chemical attractant released by the trees native to their world. When off-world, they tend to wear a breathing apparatus to deliver this chemical.


Psychological Characteristics: Hwuru native culture is tribal and primitive by galactic standards. They have reputation for being highly sensitive to affronts to their honor and prone to violence, but this is a stereotype.

Names: Hwuru have a personal name and a tribe name.

Culture: On their native world, no hwuru have advanced beyond the Iron Age, and most live in tribal societies that use stone tools. Interaction with starfaring civilizations has afforded hwuru the chance to leave their planet, and they are sometimes found among the stars where their physical traits make them useful as hired muscle.

Examples: Personal names: Chafa, Ihooyo, Hakla, Hichi, Ooka, Tuklo, Ustakaa; Clan Names: Nuklagi-isa, Ichasulasa, Yarahutki, Kunipa-gichi, Muhwuhi-chisa, Bolahuma.

Backgrounds: Adventurer, Armsman or Tribesman. 

Classes: Warrior is by far the most common. They are never Psychics.

Attributes: Minimum strength of 12.


Special


Bone Claws

1d4 damage.


Climbing

All hwuru possess Climbing as a background skill.


Chaoofsh Dependence

Virtually all (85%) of hwuru are physically dependence on chaoofsh (an inhaled intoxicant). Going with-out for 12 hours or more leads to withdrawal: Toxicity 8, Interval one day, Virulence 3. Each failed save means a -1 to Intelligence, Wisdom, and Dexterity. Withdrawal resolves in 5 days.

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The Birrin are a sapient hexapod (six limbed) species from Chriirah.

They are approximately 2 meters tall. The Birrin are an egg laying species, and clutches typically contain 3 or 4 eggs which hatch within days of each other to reveal small, hungry and fuzzy chicks. 

Most modern Birrin, having long since industrialized, rarely brood traditionally but often use communal incubators or hired nannies to warm eggs during gestation. 

Many Birrin, being pleasurably susceptible to many of the psychoactive defence compounds found in their planets’ plants, have developed complex rituals around recreational drug use.

The Birrin are at home in water, and many engage in swimming recreationally with or without the aid of SCUBA systems.

Birrin do not share the social taboo of external cyberware that many human clades have.

Many birrin fleeing the ecological hardship on their homeworld have relocated to other systems, most notably, Circus, where they have found solace in the archipelagos dotting some of the small shallow seas of the wilds.


Stat Requirements

Minimum dexterity of 12 . Birrin are exceedingly nimble.


Classes

Warrior and Expert Only


Additional Limbs

A Birrins mouth in addition to its two "hands" are able to manipulate objects with average dexterity, but they gain no additional attacks. Specialized tools/mods are available for birrin mouth control.


Bite
1d4 damage.


Like a fish

Birrin are extremely adept as swimming through the water. They move at a speed of 10 while swimming, and can stay submerged for half a kilosecond (aprox 8 minutes) before the need for additional oxygen begins to cause physiological problems.


Supurb locomotion

A Birrin has a base move speed of 15, instead of the standard 10. Underwater, they can move at the standard speed of 10 with no additional penalty.


Gear developed for Birrin can be limited in scope, and most things that are designed around a particular body style would cost a birrin between 150% to 200% more. Other things such as cockpits and certain vehicles may also need to be adapted, costing somwhere between 1% to 10% of the cost of the vehicle.

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Physical Characteristics: Hyehoon are biologic humanoids with some avian characteristics. They have lighter frames than baseline humans, but are strong for their weight. Head and brow hair is replaced by light, downy feathers.

Psychological Characteristics: Hyehoon are dynamic and inquisitive. They get along well with other clades.

Names: While there is variation based on subculture, most hyehoon have a personal name, a clutch name (immediate family), and a clan name (larger kinship group). Their typical ordering convention is clan name, personal name, clutch name. 

Examples: Female Personal Names: Ahwi, Hyana, Oona, Wheta, Yaren, Yrari; Male Personal Names: Apata, Hamoon, Helo, Olo, Tuvo, Ydris

Clutch Names: use personal names from either gender; Clan Names: Ahmat, Aroi, Milonga, Ro, Sokha, Yooloo, Waroi.

Backgrounds: Any; Adventurer, Astrogator’s Mate, Biotech Crew, Comm Crew, Politician, Researcher, and Technician are typical.

Classes: Any.

Attributes: Standard.

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Random Planets, Megastructures, and other Habitats

A trinary system consisting of an orange type K star, called Epsilon A, with two type T Brown dwarfs (Epsilon Ba and Bb) in a wide orbit.

Aurogov Central, the habitat headquarters of the Aurogov self-improvement cult orbits Epsilon Bb.

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The second terrestial world of the Aeron Atos System system. Its only moon, Woon, is the home of the Bomoth.

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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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Random Organizatons

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 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 Instrumentality of Aom is a theocracy controlling several systems and providing spiritual guidance for the faithful scattered throughout many more. It aggressively seeks to expand its sphere of influence, primarily by peaceful conversion, but it’s not opposed to violent conquest.

“Aom” can be many things (depending on the context and the audience) but is generally described as both the godhead and the godhead-receptive spiritual being complex. Church liturgy often uses litanies of statements of opposites to analogize the ineffable Aom.

The first version spread rapidly after release into the Polity noosphere. Soon, various permutations of the faith were being practiced in different systems. Conflict between sects followed. The developers were both martyred in the first twenty years of the faith’s existence. The sectarian strife and clashes with other memes intensified over decades and eventually tore the Radiant Polity apart.

The Instrumentality was one of the entities to emerge from the four centuries of chaos that followed. The numerous sects had been winnowed down to a single orthodoxy with a rigid hierarchy. While the Instrumentality’s evangelists revise doctrine to best win converts, on the worlds already under church control it’s rule is uncompromising, even if it’s actual tenets are sometimes vague.

Church hierarchy has both an exoteric and esoteric version of its history--and the exoteric version is carefully crafted for a given audience and prone to revision with each doctrine update. The esoteric version conforms to known history in most respects. The faith had its origins in the early days of the Radiant Polity. Two memetic engineers working for a political action group became interested in ancient forms of spirituality and embarked on a private project. The Church views this as divine inspiration; whatever the case, the engineers set their ais to synthesizing a belief system from the commonalities of the “paleo-faiths” still extant within the human sphere: Trimurtitarianism, Prosperity Wicca, Mantrayana Hubbardism, Santerislam, Metaqabala, Ghost Dance Sufism, the Tao of the Taheb, veneration of the Mahdi Magdalene, various public domain forms of Corporate Confucianism, and others.

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