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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

Quicklings are a bioroid clade found on numerous worlds outside the control of the hegemonic powers. They bear some resemblance to the fairies from the legends of Old Earth: they are approximately 8 cm tall humanoids with insect-like wings. They get their name from their short lifespans and their fast neural “clock speed.”

Quickling tribes or collectives live geographically close to (even within) cities and habitats of other humanoids, but remain apart due to the difficulty of interaction. Quicklings find other sophonts unbearably slow, while neural baselines have to use special devices for all but the most rudimentary communication. Quickling tribes can be hired for various purposes, and they care little for legalities, but given their attention spans, all plans must be relatively simple.

Their small size and necessarily low weights (for flight) mean their brains must be made of nonbiologic materials. Even still, they are less intelligent than the average baseline (Intelligence 8). However, groups of quicklings form a partial neural composition and have some sharing of cognition, so the more quicklings in close proximity, the smarter they are (+1 Intelligence for every 2 additional quicklings in a 10m radius, to a maximum of 20 Intelligence).

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Orichalcos is one of the richest worlds in the Strange Stars and certainly the preeminent economic power in the Coreward Reach. Thanks to a well-branched and "high bandwidth" hyperspace node, Orichalcos's spaceport sees visitors from across the known galaxy.

The Orichalcosans are a human subspecies, differing from baseline only in their metallic skin tones, ranging from a dusky brass color to a bright gold. There are two distinct populations of Orichalcosans: the aristocracy (called--ironically--the "Most High") who are dwarfs, and the commoners who have typical human height. The aristocrats and their retinues live in a series of domed habitats on the planet's surface. The environment of Orichalcos is inhospitable to human life, so the rest of the population lives in hundreds of orbital habitats encircling the world.

Other than official ceremonies, the aristocrats spend their time in leisure pursuits. Most play virtually no roll in administering whatever industrial or trade monopoly their title has granted them. Discussions of the business of making money is considered beneath their class, and leaving the Glitter Domes for any extended period risks seeing their social standing suffer. Maintaining a social media presence (often followed obsessively by the lower classes) both brings prestige and keeps interest in their businesses high.

The actually day to day operation of the businesses of Orichalcos is done by a class of capitalists known as the Optimates. Traditionally, this title was bestowed only on the CEOs of the various monopolies, but now is applied to the wealthiest business people, whatever their exact roll. The Optimates collect the profits from  the various monopolies and support the aristocrats (technically their owners) with generous allowances. The rest of the money is theoretically to be held in a trust for the aristocrat, but clever accounting ensures most is reinvested or paid out in bonuses.

How much the classes beneath Optimate reap the rewards of Orichalcosan prosperity depends to a degree on the habitat they live in. However, as whole, Orichalcosans don't enjoy the degree of social support that similarly wealthy and advanced societies provide. Relative austerity and wealth inequality are seen as powerful motivating tools necessary to create future generations of successful Optimates.

Physical Characteristics: Orichalcosans are baseline humans with metallic skin tones, ranging from a dusky brass color to a bright gold. The aristocracy are dwarfs.

Psychological Characteristics: As a culture, Orichalcosans are wealth and achievement focused. Relative austerity and wealth inequality are seen as powerful motivating tools necessary to foster success in future generations.

Names: Variable based on subculture, but the dominant practice uses a given name and a surname, with Optimates and aristocrats often having hyphenated surnames, denoting alliance through marriage.

Examples:

Male given names: Adramo, Blezco, Ilvos, Maro, Vincanto, Yedaro, Selsca,

Female: Agata, Iera, Lura, Matara, Ruandra, Tiareza

Surnames: Andaro, Azuracar, Balarna, Izaraldi, Laranaga, Marza. 

Backgrounds: Any, but Bureaucrat, Businessperson, Noble, Politician, Security, and Technician are most fitting.

Classes: Any, though Experts are most common andPsychics rare.

Attributes: Standard.

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The Sisterhood of Morrgna is a humanoid clade living on the border of The Zuran Expanse and the territory of the Alliance. The dark ages after the fall of The Radiant Polity fashioned their society into a machine for war and made its members famous throughout known space.

Physical CharacteristicsAs the name would imply, the entire Sisterhood is female (though excessive male hormones have led to some being androgenized). They are genetically derived from baseline humanity; all Sisters are cloned from less than a hundred genotypes, but they are further modified for certain caste functions. Most appear as roughly baseline humans, but their are hypertrophic muscled shock-troops, vacuum-adapted space-sisters, and ambigenitaled comfort sisters.

The most heavily modified Sisters are perhaps the queens (or "mothers"): macrocephalic beings, whose vast brains allow them to monitor every aspect of hive function.

Psychological Characteristics: The Sisterhood is unusually eusocial for a human-derived culture; while they are individuals they are more hive-like in group action than baseline.

Society: Only one Morrgna hive exists currently, a moon-sized artificial habitat (called Morrgna) with a single queen, but in previous times the Sisterhood was more expansionistic and sent out war wombs to generate hives on numerous worlds. Most of these were destroyed in conflict with other cultures; some fell to inter-clade strife.

Names: Sisters have a single name denoting their base genotype and a title for their function or some notable deed or trait.

Examples: Sister Zora Wayfinder, Battle-Sister Ausra Massive, Sister Usha Swift, Mother Roxana Strategos, Sister Sahar Tech. 

Backgrounds: No primitive or criminal backgrounds under most circumstances.

Classes: Psychics are nonexistent.

Attributes: Standard, though based on caste, one Sister’s statistics may vary wildly from another. 


Special

Caste: The Sisterhood is divided in castes and genetically and physiologically modified for those functions. A few examples include shock troops with hypertrophic muscle and possibly implanted weaponry, vacuum-adapted ship crew, and high intelligence strategic thinkers. Most player character suitable castes will be close to baseline.

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Random Planets, Megastructures, and other Habitats

5th body in the Honopia System, and host to hundreds of moons within it ring system, including Boreas, the home and battleground of the Uldra and Coldminds.

Honopia V is a gas giant is roughly 4 times the size of Jupiter, and bright green due to the presence of methane and ammonia in it's upper atmosphere.

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A class M3 V red dwarf with around 40% of the mass of Sol, of old terra.

The only terrestrial planet in orbit is Skarthak, home of the Thrax clone warrior society.

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an class G9 yellow dwarf star known in ancient records as Alsaphi, but now called Lurine by the Smaragdine of Lurine I (Smaragdoz). It is slightly smaller and less massive, and less than half as bright as Sol of Old terra. Smaragdoz City on Smaragdoz serves as the de facto capitol of The Alliance.

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Random Organizatons

In the time of the Great Collapse, a cabal of  like-minded individuals set themselves up in a orbital sanctum and set about to explore extremes of sensation. They replaced their faces with featureless metallic masks that were actually incredibly sensitive sensory and recording apparatus. Their lower limbs they likewise replaced with mechanical ones covered with sensory fibers in a variety of modalities.

The Faceless Ones strove to experience and archive everything they could about their depraved experiments on those they fell into their hands. Ultimately, they created the Algosians as their servitors and collaborators.

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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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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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