This will be a Stars Without Number campaign set in the immediate aftermath of the Scream and the societal collapse that followed. It will be grittier, with a more post-apocolyptic feel, as you strive to maintain what is most important to you while everything else around you collapses. We are centuries before societies eventually rebuild.
Expectations
If we can all post twice a week, that's great. Let's do what we can. I value this community, as it provides most of my virtual socialization and creative outlet, especially for the last year of lockdown. Let's tell a good story together.
I want players to embellish and create Lore as they make their characters. I will work this into the setting unless it contradicts something explicitly (in which case I will let you know and weave it together with you).
I want all characters to establish Values and Goals. Playing to your value statement or achieving your goals will impact XP awards.
Setting Details
I am aiming for a Space Western, beginning with a gritty, post-apocolyptic feel and broad options for players to innovate with their character and stories. Psychic Power is unstable, being both more available and more dangerous. Dark Powers whisper in the ear in a porous multiverse for anyone who will listen. Knowledge of the technology that used to make life easy is still fresh enough to sting as technologists try to to stave off its inevitable end.
Game play will begin on a Post-Scream apocolyptic world which collapsed from TL4+ to TL3 (cities)/TL2 (rural/wilderness). PCs can be from that world or have arrived from off-world. Play will proceed in a very player-directed fashion. The option of a ship will be available to give the option of expanding beyond the start-world if desired, but not at game-start.
I will use the core Stars Without Number Revised - Deluxe Edition book and also allow all classes from the Codex of the Black Sun suppliment. I want to explicitly open a wide array of options to encourage creativity and be open to exploring parts of the SWN setting that don't get used enough.
Attributes should be rolled in the die roller with these strings:
STR [3d6] DEX [3d6] CON [3d6]
INT [3d6] WIS [3d6] CHA [3d6]
I will allow all PCs three points, adapted from the rules in the Other Dust suppliment. These can be used in the following ways:
- add a +1 modifier to an attribute (to a max of +2) for superior genetics
- be used to roll on the Mutation tables in the Other Dust book
- Purchase 15,000 in installed cyberware (installed off-world, or installed during the Succession Wars if your character is 50+) [Page 83 of SWN Revised]
- Societal fear of psychics is the norm, largely due to the reasons below. Any display of psychic powers in the chaotic Post-Scream world risks stigma.
- All instititutions of psychic training were destroyed in the Scream, even as training is more needed than ever. If training is acquired, it is from an individual mentor who somehow survived or you are old enough to be a survivor yourself.
- Stable use of psychic powers requires either a miniscule, non-threatening talent (investment in the Wild Psychic Talent focus) or real, dedicated discipline to overcome the unstable state of the universe (investment in the Psychic Training focus). A Psychic with the Psychic Training focus uses their Effort score normally.
- Someone with a Psychic or Partial Psychic class but not the Psychic Traning focus rolls on the Torching table for every use of their abilities, but uses a 1d10 and considers the final number to be 6+. (This risk does mean they don't concern themselves with tracking effort, per normal Torching.)
- Unstable MES potential niggles at the minds of many people, tempting them to accept it. Any PC that wants to purchase a single psychic skill with skill points may do so, powering it under the normal Torching rules.
- Most worlds are TL3 with some TL2. The ability to manufacture new TL4 goods (include starships) is essentially lost.
- TL4 technology is almost universally pre-existing, fighting the forces of entropy and time as skilled technicians try to keep it running. TL5 technology is regarded with wonder and awe if it is ever witnessed. "TL4 Spare Parts" are a true commodity and scavenging is legitimate business. All TL4 gear is regarded 10x the book value on fallen worlds.
- There is no interstellar banking and no such thing as credits. "Credits" should be tracked in "trade goods" and "trade metals" listing the value appropriately.
- Level 2 of the Ironhide focus will not be allowed.
- The setting will be closest to the Street Magic feel: "more of a gritty noir flavor." It might be mistrusted like Psychics or more trustworthy, depending on personal experience of the NPC.
- The use of Shadows will have seen a definite upsurge after the scream - those with time to still philosophise might worry about the reason otherworldly intelligences find access to our world so porous.
- Arcanist and Magister classes can be justified to an arcane tradition from Pre-Scream, or new knowledge shared from an otherworldly Shadow patron, depending on desired idiom.
- Godhunters and Sunblades (particularly gunslinging ones) are very in-theme.
- I will incorporate Sanctums and mystical finds along with TL4 parts and Pre-Scream ruins based on what class-options are used.
- Magic, Psychics, and Technology all exist equally as different "sciences" and reasons the Pre-Scream universe was a utopia.