Stars Without Number

Everything About Fiction You Never Wanted to Know.
Revision as of 11:26, 25 January 2019 by TBeholder (talk | contribs)

A Sci-Fi RPG, with D&D/OSR-like (d20 roll based) engine and its own setting.

Class Prime Attributes Hit Dice Special Ability Class Skills Description
Warrior Strength or Dexterity d8 Once per fight, can automatically evade an incoming attack (negate a successful attack roll). Athletics, Combat/Any, Exosuit, Leadership, Perception, Profession/Any, Stealth, Survival, Tactics Assassins, security guards, mercenaries, crusaders, space marines, etc.
Psychic Wisdom or Constitution d4 Can learn psionic powers. Combat/Psitech, Culture/Any, History, Perception, Profession/Any, Religion, Tech/Medical, Tech/Psitech Shamans on primitive worlds, healers, telepathic spies, psychic researchers[1], etc.
Expert Intelligence or Charisma d6 Once per hour, can reroll a failed skill check. All except for Combat skills, Tactics, and Tech/Psitech. Everyone else: technicians, scholars, criminals, pilots, scientists, medics, archaeologists, etc.
Tropes used in Stars Without Number include:
  • After the End: The setting is at the era of slow recovery after a Terminally Dependent Society lost its cornerstone and was mostly ruined. "The Scream" killed or drove insane everyone with psychic powers worth a damn, which was quite common in humanity (and other major spacefaring species), and as such also turned all psionic dependent devices (most high-tech machinery and information storage) into useless souvenirs and disabled interstellar travel. New generations of psychics emerged, but without correct training they tend to die or go insane before becoming useful. Which led to dark age of "the Silence". Even after this issue is mostly solved, there are fewer of them (one of the main reasons for large number of psychic talents being interstellar travel), not anywhere as well-trained (due to lost knowledge), and nobody considers such abilities reliable after being burned once, so everything that required a psychic user has to be converted to less arcane interfaces if at all possible — once someone figures out how it works at all.
  • Background Based System: A general Background Package per origin, then class adds a Training Package. Together they define starting skills.
  • Character Class: Wide general classes much like Alternity.
  • Cybernetics Eat Your Soul: Downplayed version. All cyberware inflicts permanent System Strain, and some also temporary on activation. So the more augmentation, the less a character can use biopsionic healing or pretech healing and stimulant drugs, since those also inflict System Strain, and upon overload one cannot benefit from either.
  • FTL Travel: There are psionic jump gates and spike drive for jumping drilling. Ironically, ships with spike drives were used more by the planets that couldn't afford jump gates and crowds of strong psychic operators for them, which became yet another reason why frontier worlds were less crippled by the Silence.
  • Hit Points
  • Lost Technology: Called "Pretech" (pre-Scream) — covering non-trivial psitech and all the stuff with lost manuals.
  • Psychic Powers
  • Schizo-Tech: Due to all places regressed below Golden Age levels, but to different degree.
  • Standard Sci-Fi Fleet: Hulls come in 9 basic types of 4 size classes.
    1. Fighters: Fighter[2], Shuttle. — Generally in-system FTL vessels, since their little spike drives are too slow to be practical for interstellar travel with their tiny cabins and limited lifesupport. Destroyed with all hands at 0 hit points unless the attackers actively try to disable it without blowing up. Swatted by Cloud class weapons, suffers more from Flak weapons, hard to hit with Clumsy weapons.
    2. Frigates: Free Merchant, Patrol Boat, Frigate. — Still can land. May carry cargo lighters, drop pods, lifeboats. May have most "proper ship" equipment[3].
    3. Cruisers: Bulk Freighter[4], Cruiser. — Cannot land, thus need to carry at least cargo lighters to reach planet surface. May carry Fighters. May have hydroponic bays.
    4. Capital ships: Battleship, Carrier[5]. May carry Frigates.
    • Small craft considered equipment rather than separate vessels includes cargo lighters (surface-to-orbit shuttles), drop pods (like cargo lighters, but with armor, countermeasures and better engines), lifeboats (single use shuttles with anabiosis equipment, etc).
  • Tech Levels: Rather generic. (0 is Stone age level).
    1. Medieval technology.
    2. Low industrial, XIX century technology.
    3. XX century technology — Grappling Hook Pistols and monochrome Night Vision Goggles are here, and lack of fusion power is not quite ruin. Some colonies dropped there from misfortunes much less serious than the Scream.
    4. Baseline postech (early interstellar age, somewhat backward for Golden Age) — with cyberware, antigrav cars, Powered Armour, laser pistols, etc.
    5. Pretech (pre-Silence, advanced for Golden Age). Personal Deflector Shields, psitech, etc.
  1. there are countless lost secrets and shiploads of psitech waiting to be rediscovered
  2. shuttle with better armor, reactor and drive, and just enough of space left for cockpit
  3. good sensor array and navigation computer, dedicated medbay, armory, repair facilities, fuel scoops, cryo pods, boarding equipment, point defences, precognitive navigation chamber
  4. cargo volumes making these useful are still rare, and in Golden Age planets that needed them had jump gates, so most were built without spike drive
  5. covers huge hulls built for specialized equipment rather than power and reinforcement, not just "stuffed with fighter launch bays" variant