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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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The Magi are a group of itinerant fortune tellers found throughout the Strange Stars but particularly in The Zuran Expanse. Viewed variously as mystics, cultists, or charlatans, and often treated with suspicion whatever the judgement, the Magi care about the opinions of other sophonts only to the degree it impacts their quest for enlightenment.

While baseline humanoid in appearance, Magi have a modified neural structure: The linkages within the reflexive system are enhanced, as is prefrontal-parietal interconnectivity. The result is enhanced intuitive and lateral thought processes and the ability to utilize controlled dreamlike states of consciousness. Another consequence of this restructuring (not fully appreciated when it was implemented millennia ago) is greatly enhanced precognition.

The Magi use these abilities (or tell customers they use them) for fortune-telling. Like all fortune-tellers before them, they’ve found that discerning what the client wants to hear and telling them that rather than giving vague impressions of the actual future is generally more likely to generate referrals and return business. Magi favor an elaborate cartomancy using a deck they call the Zener Tarot (suits of Circles, Crosses, Waves, Squares, and Stars), a series of questions (many wholly unrelated to the question at hand), and some physiologic biometric assessment of the client. Which parts of this protocol and necessary and which are just for show is a closely guarded secret.

Magi are also sometime gamblers. They enjoy almost any game of chance. They are often accused of cheating and find it prudent to leave the area quickly after any significant win.

What really concerns the Magi and drives their wandering isn’t the future, but the nature of reality. As an order (perhaps as a glitch in their neural arrangement) they are haunted by contemplation of the simulation hypothesis: they fear the world as they perceive it is only a computer simulation. Their hypercognitions and precognitions only fuel this ontological fear. The Magi search for either conclusive proof these fears--the final “tell” that will give away the game--or evidence of the transcendent uncomputability of universe, a concept they hold in awe and fear like unto a god.
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They often call themselves “Penitents,” though the rest of the Strange Stars know them as Deodands—if not some other slur. By whatever name, they are a people viewed as cursed and bringers bad luck. They’re marked by their peculiar coloration: white on one side and black on the other, with a sharp division in between. A few try to hide it, but most accept it as a sign of their crimes as a people.

Deodands are believed to have been a prosperous people at the time of the Great Collapse. They were kept safe through the years of crisis that followed by a godlike posthuman mind. At some point, the people that would be the deodands commited some great crime against their god. They were punished with their unusual appearance, but also with a peculiar form of immortality. Any time a deodand dies, a nanomod in their bodies sends a signal via quantum entanglement to some hidden body bank. A copy of the dead person’s mind is downloaded into a new body, which is delivered back to the deodands' home station via a casket-like, adamantine, life support pod falling from a small hyperspace node. Whatever a deodand may accomplish in life, death causes him or her to start over as a naked beggar on streets of their decaying habitat. They remember only that they have lived previously, but only the barest details of their past lives.

While a few may come to view this immortality in a positive light, most do not. A few have tried to find a way to cheat resurrection, but things only seem to prolong the time to resurrection rather than preventing it. Attempts to remove the nanomods only lead to the deodands death. Deodands are incapable of having biological children, and few try any other method.

Each deodand handles their curse differently. Some become extremely repentant and join ascetic or flagellate cults. Others revel in debauchery (the better to show their sinfulness and guilt) and become sybarites or criminals. Most live marginal lives of poverty and substance abuse in their native habitat or elsewhere. None of these groups contribute anything positive to the reputation of their people among other culture.

The few wealthy deodands would pay almost anything to someone willing to end their curse buy finding the source of their unwanted resurrection and shutting it down.

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Random Planets, Megastructures, and other Habitats

A fast moving population II orange-yellow type G star that is slightly smaller,  less massive, and dimmer than Sol of Old Terra. 

The star is orbited 2 terrestrial  "super-earths" (Dygo, Aygo, 1 gas dwarf Butos, and 2 standard gas giants Halicon and Faycon. 

a domed city on Aygo is home of the Zhmun.

Zhmun mining interests dot the moons of the gas dwarf Butos, and the gas giants Halicon and Faycon.

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Owned by famed gambler Alys Eldorose, Fortuna I, or Solitaire, is a diamond planet in the Fortuna System.

She leases parts of it to mining concerns, but mostly uses it for entertainment and gambling.

Bot races take place on the planet’s darkside with feeds for teleoperation and telepresence for the casinos' patrons.

It’s rumored Alys may also have a data vault buried deep underground along the terminator, where the heat starts to climb to metal-liquefying temperatures.

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The most massive and luminous component in a binary system of two red dwarf stars, GX Andromeda is type M1.4  that often varies in brightness due to regular solar flares.

Morrgna, the artificial moon habitat of the Sisterhood orbits a small, highly volcanic planet called Andromeda Terceira, the third planet from the star.

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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 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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It's commonly accepted that most of the galaxy's sophonts are either descendants or creations of humanity who came into being on the fabled world of Earth. The location of this ur-world of the humanoid phyle is lost. 

The original civilization of humanity collapsed (perhaps multiple times) or perhaps it ascended. Whether the end was glorious or tragic, the true history of these times is only fragmented legend.

The Archaics rose with the aid of knowledge recovered from the ruins of the past. They built floating, crystalline cities, constructed the hyperspace travel network (even connecting the noospheres of their core worlds with superluminal relays), and engaged in planetary-scale engineering. Theirs was an age when a noble might rule an entire world populated by her clones and sophont warships fought grand battles for audiences in telepresence.

Something happened — something called the Great Collapse. Galactic civilization fractured into individual worlds, and some of those worlds slid back into savagery. Much of the available historical record of this time appears to have been deliberately altered to obscure events. The time separating the Great Collapse from the present isn’t entirely clear, but may it be 1,000 standard years or more.


The salvager holy grail would be one of the twelve great battleships of the Archaic Oikumene, vessels the size of cities with sophont minds. 

Some of these great ships (like Terrible Swift Sword and Leviathan Smiles) are known to have been destroyed. Others (like Achilles’ Last Stand, Fearful Symmetry, and Conspiracy of Ravens) have disappeared completely from history, possibly re-structuring themselves into vessels of different types.


PSI PHENOMENA moved fully from the realm of fringe belief to exploitable technology during the Archaic Oikumene. The hyperspace network is the most prominent example, but not the only one; other psionic devices exist.

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