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Strangers can't exist without people, and much like man-made spaces and objects, degrade after their environment is fully depeopled.
Whenever a standard is around, however, a stranger looks more like a hologram, placing a stranger's direct physical observance within a time and space devoid of other non-sensitives.
Though sometimes, even a "holographic" stranger can look like it's really solid, or "real". That sounds "really" fun, or scary!
What sorts of principles go into designing a stranger?
Strangers don't tend to be designed with a theme already in mind, and specific intent is often counterproductive. The characteristics of the strangers are instead discovered through meditation, free-writing, and in response to the sensory world. The importance of the editing stage cannot be understated, as well; a lot of the time I'd end up with more details than I really knew what to do with, and so it's in paring things down, that you can start to refine the stranger's overall nature as a whole.
It's also worth noting that you don't want them to be too "on-point" or "neat" – the discrepancies and small contrasts and irregularities are a big part of what gives a strain character. It helps to look at them as having details that surprise, but don't disrupt.
With that said, strangers which parallel or incorporate animal traits should be carefully weighed, and avoided if not with intent. Strangers can only reflect the way people view and treat animals; they cannot reflect animals themselves. They are more like the word "cat" than they are like a cat.
Strangers are created as a byproduct of psychic energy moving from one dimension to another.
The image to the left might give you more information!
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return to goodbye strangers