Week three in the journey of Savage Worlding the awesomeness of Strange Stars.
The Star Folk travel between worlds in caravans of living starships. They declare festivals on planets where they make landfall, sharing eclectic, primitivist music, non-fabricated wares, psychedelic drugs, and xenophilic sexual encounters. In passing, they impart facets of their quasi-religious philosophy (a mishmash of elements of ancient mysticism) that embraces the seemingly conflicting elements of radical individualism and universal interconnectedness. They also play practical jokes and minor confidence games meant as performance art on authority figures and those they consider too narrow-minded. Star Folk of all ages presumably exist, but the ones most frequently encountered as visitors to other societies are in their teens or twenties— or at least that’s how they appear. Some engage in radical body-shaping, modifying their baseline form or changing their sex on a temporary basis (SS, pg 21). Here’s what Trey has to say on the matter.
Gamblin’ Folk: Pretty much all Star Folk learn the tricks of the trade of their people and how to take people to the cleaners. Star Folk start with a d6 in Gambling (Smarts).
Lucky: Star Folk are known to be shucksters, cheats, and tricksters. This has gotten more than a few of them into deep trouble with the wrong type; however they always seem to get out of trouble. Star Folk have the Luck edge (SWDX, pg 33).
Artistic: Star Folk are artistic and playful, often times playing their trades to barter. Choose one skill to start at a d6 (or create one that is along these lines): Music (Smarts); Art (Spirit); Sculpting (Spirit); Dance (Agility).
Not to be Trusted: The reputation of Star Folk is known far and wide. Star Folk suffer -2 to Charisma with people who have heard of their confidence artist ways.
Talk Talk Talk: Star Folk love to talk. They start with the Big Mouth (Minor) hindrance (SWDX, pg 28).
Doesn’t Believe in Money: Star Folk don’t use currency, preferring to ply their trades and barter for goods or services. Should a Star Folk receive money (either through gambling, stealing, or gratuity), they tend to forget about it shortly after acquiring it. Star Folk will only hang on to money for 24 hours before discarding it.