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|system = D&D Retroclone
|system = D&D Retroclone
|authors = Kevin Crawford  
|authors = Kevin Crawford  
|year = 2021
|year = 2010 (Original Edition) <br /> 2017 (Revised Editon)
}}
}}


''Worlds Without Number'' is a fantasy adaptation of Stars Without Number Revised Edition, created by the same author: Kevin Crawford.
''Stars Without Number'' is a Science Fiction based [[retroclone]] of B/X Dungeons And Dragons by way of Classic Traveller, created by Kevin Crawford.  It's currently in its second edition, which revamps the game with a few more modern touches.


== How Does It Play? ==
== How Does It Play? ==
If you've played D&D, you know.  D20 dice rolls for combat resolution, with 1e using Descending AC and 2e using Ascending.  Characters have skills like Traveller, which are resolved on rolls of 2d6.
If you've played D&D, you know.  D20 dice rolls for combat resolution, with 1e using Descending AC and 2e using Ascending.  Characters have skills like Traveller, which are resolved on rolls of 2d6.


There are <strike>three</strike>four classes: Warrior (fight stuff, turn failed attack or dodge rolls into successes), Experts (double skill points, turn failed skill rolls into successes), Mages (cast spells and utilise arts), and Adventurers (pick two of the above, dip into their skillsets).  Combat is highly lethal, thanks to low HP upgrades and high powered weapons.  This is backed by one change from the classic formula: Shock Damage, which evens the odds for melee characters by making sure that even on a "miss" they inflict damage if the enemy isn't wearing sufficient armor.  This means a swarm of goblins with sharp sticks can be just as deadly as a dragon if you let them close in and swarm you. So don't do that. PCs can make a "Snap Attack" in the middle of an enemy turn if they haven't gone yet, but it gives you a pretty big penalty to-hit.
There are <strike>three</strike>four classes: Warrior (fight stuff, turn failed attack or dodge rolls into successes), Experts (double skill points, turn failed skill rolls into successes), Psychics (use psychic powers), and Adventurers (pick two of the above, dip into their skillset).  Combat is highly lethal, thanks to low HP upgrades and high powered weapons.  This is backed by one change from the classic formula: Shock Damage, which evens the odds for melee characters by making sure that even on a "miss" they inflict damage if the enemy isn't wearing sufficient armor.  This means a swarm of mutant hicks with sharp sticks is just as deadly as a bounty hunter with a plasma repeater if you let them close in. So don't do that. PCs can make a "Snap Attack" in the middle of an enemy turn if they haven't gone yet, but it gives you a pretty big penalty to-hit.


Beyond that, the game's simple.  Crawford wants you to be able to translate your B/X stuff into this and replace the orcs with Anakim, Liches with imperators, et cetera.
Beyond that, the game's simple.  Crawford wants you to be able to translate your B/X stuff into this and replace the orcs with space pigs, liches with crazy AIs, et cetera.


Like many of Crawford's books, there's more random tables than you may know what to do with. This is a very good thing, since it's optimized for sandbox campaigns.
Like many of Crawford's books, there's more random tables than you may know what to do with. This is a very good thing, since it's optimized for sandbox campaigns.


== What's the Story? ==
== What's the Story? ==
It is the latter age of the Earth. Humanity was conquered by aliens known as the outsiders who drove them underground and created all the fantasy races (except elves). Eventually the outsiders left/were driven out, leaving ancient technologies and terraformed regions behind.  
The year is 3200. Humanity used to rule the stars, but then the Scream happened and all interstellar travel got wiped. But it's back now, and the universe needs <strike>Rogue Traders</strike>Free Merchants to travel places, search for pre-tech, connect with lost worlds and exploit them, and anything else.


The main setting is a region of the latter earth known as the Gyre (northern South America). 2000+ years ago there was an empire of evil thought nobles who ruled the region. they were overthrown and became a republic. 1000 years ago an outside army lead by the Reaping king came in and conquered the Gyre. 100 years ago the Reaping king had stopped paying attention to the kingdom and his kingdom splintered into civil war.
The setting is intentionally big and vague to act as a sandbox for players who want to live out their Han Solo/Malcolm Reynolds/John Crichton fantasies.


Regions include:
== Difference Between Original and Revised ==
* Emed Kist - Traditional Medieval fantasy land
Armor Class in OG is Descending, with a base Armor Class of 9.  Revised switched over to Ascending Armor Class.
* Ka-Adun - the capital megacity, fallen into disrepair and neglect
* Llaigis - Conan Land
* New Voth - Fantasy roman Republic/American West
* Sarul - Fanatical Crusader state of outcast Blighted (orcs)
* Thur - Magical Victorian England


Class Differences
* Experts: OG can reroll skill check once per in-game hour.  Revised can reroll skill checks once per scene.
* Psychics: Psi-points have been renamed Effort.  Revised psychic has a d6 hp vs OG d4.  Psychic disciplines in OG max at 5, Revised maxes out at 4 but has more abilities that unlock as you level up the skill.
* Warriors: OG can reroll combat checks once per combat and has d8 HP per level.  Revised can reroll once per scene and has d6+2 HP (averaging higher hit points)


Classes
OG has 44 skills, with each different weapon, technology level, and vehicle type having it's own skill. Revised has 25, with similar skills such as ''Combat (Energy)'', ''Combat (Ballistic)'', ''Combat (Gunnery)'' being combined into ''Shoot'', while also removing skills like Artist which are unlikely to come up in regular play.
* Experts: Can reroll skill checks once per scene and gets extra skill points
* Mages: Have a certain number of spells per day they can cast as well as effort that can be spent on minor arts. There are a many magical traditions.
* Warriors: Revised can reroll once per scene and has d6+2 HP (averaging higher hit points)


Standard Magical Traditions:
Revised introduced Shock damage, a way of buffing melee combat in a game where most characters will have access to assault riflesEssentially, when attacking with melee weapons against enemies with insufficient Armor Class, the weapons still deal the lowest possible damage to the enemy (so a "Miss" with a 1d4 damage Knife would deal 1 damage, plus attribute modifiers)
* High Mage: Your OG Wizard
* Elementalist: I cast Fireball
* Healer: heals people and cures diseases.
  * Necromancy: Summons dead stuff
* Vowed: Masters of Kung-Fu
Deluxe Magical Traditions
* Adunic Invoker: More Flexible casting, fewer spells.
* Darian Skinshifter: Turns into animals or other people.
* Kistian Duelist: a Gish
* Llaigisan Beastmaster: Animal Companion
* Sarulite Blood Priest: Your more conventional Cleric
* Vothite Thought Noble: Literal psychic mind readers.


== Free Version vs Paid Version ==
== Free Version vs Paid Version ==
The paid version of the game adds a number of modifiers for GMs to play with, including but not limited to
The paid version of the game adds a number of modifiers for GMs to play with, including but not limited to
* Extra Magical traditions
* Transhumanist campaigns, wherein player characters can easily change "shells", including dealing with the alienation that comes from being in a body that isn't your own.
* Heroic Classes, which changes the gritty combat into something more akin to dnd 5e or pathfinders combat where the characters are less squishy and more capable.
* Magic, including three new classes (or rather, three classes that act as stand-ins for magic-users from other systems).  The Arcanist is a generalist.  The Magister is a specialist.  The Adept is a framework for importing specialized classes like the Cleric, Paladin, or Elf into the game.
* Legates which take characters from heroes to Demigods. PCs take less damage, while NPCs drop like flies.
* Heroic Campaigns, which changes the gritty combat into something more akin to Crawford's Godbound. PCs take less damage, while NPCs drop like flies.
* Iterums and tools for generating them for all your Spelljammer and Planescape needs
* The True AI class, for all your players who want to play the equivalent of a lich
* A ton of extra GM Tools
* Mechs, for when you want to have access to 20 tons of awesome
 
== Supplements ==
Various supplements have been released for the system which acts as GM tools and advice for running various types of sci-fi games. While most were released for the original edition, they are still mostly compatible with the revised edition.
 
Revised Edition Releases
* Distant Lights: Space Villages/Outposts!
* Codex of the Black Sun: Space Magic!
Original Edition Releases
* Skyward Steel: Space Naval Stuff!
* Suns of Gold: Making Money! in space.
* Starvation Cheap: Land Wars! not in space.
* Darkness Visible: Space Espionage!
* Polychrome: Cyberpunk! not in space.
* Engines of Babylon: Custom Vehicles and System Ships!
* Relics of the Lost: Alien Artifacts!
* Persons of interest: Interesting people!
* Sixteen Stars: Interesting Places!
There's also a lot of free mini-supplements on DriveThruRPG


== Links ==
== Links ==
*[[Retroclone]]
*[[Retroclone]]
*[[Stars Without Number]]
*[[Traveller]]


{{Retroclones}}
{{Retroclones}}
[[Category:Old school]]
[[Category:Old school]]

Revision as of 19:15, 21 April 2022

Stars Without Number
RPG published by
Sine Nomine
Rule System D&D Retroclone
Authors Kevin Crawford
First Publication 2010 (Original Edition)
2017 (Revised Editon)


Stars Without Number is a Science Fiction based retroclone of B/X Dungeons And Dragons by way of Classic Traveller, created by Kevin Crawford. It's currently in its second edition, which revamps the game with a few more modern touches.

How Does It Play?

If you've played D&D, you know. D20 dice rolls for combat resolution, with 1e using Descending AC and 2e using Ascending. Characters have skills like Traveller, which are resolved on rolls of 2d6.

There are threefour classes: Warrior (fight stuff, turn failed attack or dodge rolls into successes), Experts (double skill points, turn failed skill rolls into successes), Psychics (use psychic powers), and Adventurers (pick two of the above, dip into their skillset). Combat is highly lethal, thanks to low HP upgrades and high powered weapons. This is backed by one change from the classic formula: Shock Damage, which evens the odds for melee characters by making sure that even on a "miss" they inflict damage if the enemy isn't wearing sufficient armor. This means a swarm of mutant hicks with sharp sticks is just as deadly as a bounty hunter with a plasma repeater if you let them close in. So don't do that. PCs can make a "Snap Attack" in the middle of an enemy turn if they haven't gone yet, but it gives you a pretty big penalty to-hit.

Beyond that, the game's simple. Crawford wants you to be able to translate your B/X stuff into this and replace the orcs with space pigs, liches with crazy AIs, et cetera.

Like many of Crawford's books, there's more random tables than you may know what to do with. This is a very good thing, since it's optimized for sandbox campaigns.

What's the Story?

The year is 3200. Humanity used to rule the stars, but then the Scream happened and all interstellar travel got wiped. But it's back now, and the universe needs Rogue TradersFree Merchants to travel places, search for pre-tech, connect with lost worlds and exploit them, and anything else.

The setting is intentionally big and vague to act as a sandbox for players who want to live out their Han Solo/Malcolm Reynolds/John Crichton fantasies.

Difference Between Original and Revised

Armor Class in OG is Descending, with a base Armor Class of 9. Revised switched over to Ascending Armor Class.

Class Differences

  • Experts: OG can reroll skill check once per in-game hour. Revised can reroll skill checks once per scene.
  • Psychics: Psi-points have been renamed Effort. Revised psychic has a d6 hp vs OG d4. Psychic disciplines in OG max at 5, Revised maxes out at 4 but has more abilities that unlock as you level up the skill.
  • Warriors: OG can reroll combat checks once per combat and has d8 HP per level. Revised can reroll once per scene and has d6+2 HP (averaging higher hit points)

OG has 44 skills, with each different weapon, technology level, and vehicle type having it's own skill. Revised has 25, with similar skills such as Combat (Energy), Combat (Ballistic), Combat (Gunnery) being combined into Shoot, while also removing skills like Artist which are unlikely to come up in regular play.

Revised introduced Shock damage, a way of buffing melee combat in a game where most characters will have access to assault rifles. Essentially, when attacking with melee weapons against enemies with insufficient Armor Class, the weapons still deal the lowest possible damage to the enemy (so a "Miss" with a 1d4 damage Knife would deal 1 damage, plus attribute modifiers)

Free Version vs Paid Version

The paid version of the game adds a number of modifiers for GMs to play with, including but not limited to

  • Transhumanist campaigns, wherein player characters can easily change "shells", including dealing with the alienation that comes from being in a body that isn't your own.
  • Magic, including three new classes (or rather, three classes that act as stand-ins for magic-users from other systems). The Arcanist is a generalist. The Magister is a specialist. The Adept is a framework for importing specialized classes like the Cleric, Paladin, or Elf into the game.
  • Heroic Campaigns, which changes the gritty combat into something more akin to Crawford's Godbound. PCs take less damage, while NPCs drop like flies.
  • The True AI class, for all your players who want to play the equivalent of a lich
  • Mechs, for when you want to have access to 20 tons of awesome

Supplements

Various supplements have been released for the system which acts as GM tools and advice for running various types of sci-fi games. While most were released for the original edition, they are still mostly compatible with the revised edition.

Revised Edition Releases

  • Distant Lights: Space Villages/Outposts!
  • Codex of the Black Sun: Space Magic!

Original Edition Releases

  • Skyward Steel: Space Naval Stuff!
  • Suns of Gold: Making Money! in space.
  • Starvation Cheap: Land Wars! not in space.
  • Darkness Visible: Space Espionage!
  • Polychrome: Cyberpunk! not in space.
  • Engines of Babylon: Custom Vehicles and System Ships!
  • Relics of the Lost: Alien Artifacts!
  • Persons of interest: Interesting people!
  • Sixteen Stars: Interesting Places!

There's also a lot of free mini-supplements on DriveThruRPG

Links