Culture

Roll 1d6

1. Nomadic
2. Barbaric
3. Developing
4. Dynamic
5. Decadent
6. Stagnant

Next!

Nomadic
You came from a culture of people who were constantly moving. Nomads do not build lasting structures, but focus their energy on moving from place to place.
.. among the Primieans the more traditional people are Nomads wandering across the frozen Tundra.
.. among the Humans the belters, drifters, and vagrants of all sort wander the planet.
.. Eugenics rarely wander, but occasionally groups will form traveling communities.
.. Mirandans are known for forming large Belter families wandering the asteroids in search of resources.

Roleplay – Nomadic characters may be afflicted with wanderlust and become restless when tied down to one locale. A nomadic character will always feel out of place in a city and often distrusts those who live in them. A nomadic character may have a ‘wild vitality’ or a list for life that is lost to those more ‘civilized’.
Nomads gain Drive, Fly, or Animal 0

Barbaric
Barbaric Cultures survive by the cruel exploration of others. In this modern age, how can you say that any culture is still Barbaric but a quick jaunt down the dark and crowded alleys of The Great City will give you your answer.
.. among the Primieans there are traditionalist groups ruled by Warchiefs who practice this culture.
.. among the Humans there are countless slums and undergrounds where Barbarism runs rampant.
.. Eugenics often devolve into Barbaric communities when the strongest leader takes control of the Unit for his own gain.
.. Mirandans too have their small criminal societies between the floorspaces where kingpins rule supreme.

Roleplay – Barbaric cultures approach life with a savage gusto. They live, eat, fight, and drink like there may be no tomorrow. Barbaric characters commonly dislike and persecute members of other cultures, races, or classes that they perceive as weaker than themselves.
Barbarians gain Melee 0

Developing
This is a culture making great strides towards improving itself technologically, morally, and socially. It is a “civilized culture” and can be found anywhere on Caliban.
.. among the Primieans there are people who join the great cities to be a part of the new great society.
.. among the Humans you find them working day to day with dreams of a bigger and better world.
.. Eugenics form developing societies with great hopes of carving a niche for their people
.. Mirandans are the poster children for Developing cultures. On the edge of the system, but break new ground daily in developing their culture.

Roleplay – A character from a developing culture could easily be a pioneering type, willing to take risks for the good of other people rather than personal gain.
Developed People gain (Roll a d6) either a 1-3 Lightside Trait or a Neutral Trait

Dynamic
This is a culture marked by rapid growth, development, or expansion. New lands or worlds are being discovered or claimed. Technology is advancing by leaps and bounds, however the fast pace also outgrows the ethical considerations leaving the culture wide open for disasters. Political power starts to move out of the hands of the common people and fewer people profit from new discoveries.
.. among the Primieans there are no dynamic cultures unless they enter into a different culture.
.. among the Humans this culture is the norm. Most cultures are dynamic.
.. Eugenics adopt dynamic cultures into their own mimicking the dominant Human culture.
.. Mirandans can find dynamic cultures at the higher echelons of Mirandan society where the idealism begins to break down.

Roleplay – Dynamic cultures are often self-centered and caught up in the wonderfulness of themselves. In their eyes they can do no wrong. This is the culture of the great EGO. Moral bankruptcy has begun. A character might share those values.
Dynamic Characters gain (Roll a d6) either a 1-5 Neutral Trait or a Dark side Trait

Decadent
This is the culture past it’s prime. Decay has begun to set in at all levels and these people are pleasure loving and jaded. The government becomes self perpetuating and stops heeding the will of the people. It still supports the poor, but common civil liberties and government services start to erode.
.. among the Primieans there are no Decadent societies but Primieans may join Human cultures of this type believing them to be the peak of culture.
.. among the Humans there are some old school cultures that hold on to their idea of supremacy while the world marches on.
.. Eugenics are mostly decadent due to biological fail safes. They fight this decadence through diversification of their culture.
.. Mirandans have communities within them who still hold on to defendant Caliban traditions.

It is not uncommon for citizens of a decadent culture to believe they are at their dynamic prime, but that it and they are vastly superior to any other culture. A character from this culture could easily have a very haughty attitude. Simple pleasures might easily bore you or be so foreign as to intrigue you to no end.
Nomads gain Streetwise 0 and (Roll a d6) a Dark side Trait on a 6

Stagnant
No gains either technological, sociological, or artistic have been made in recent memory. This culture has remained as it is now for decades. They may not want change stating that ‘This is the way we’ve always done things’. The governments often struggle just to maintain the status quo.
.. among the Primieans there are many cultures who treasure the past so much, that they refuse to advance.
.. among the Humans this is quite rare and found mostly in smaller remote countries.
.. Eugenics are not at the point of stagnation, but a Central core of Supersoldiers from the 1st generation bear marks of this culture.
.. Mirandans do not have any stagnant cultures but can be raised in one if taken in by Human parents.

Roleplay – Characters born into stagnant cultures may not believe that innovation is possible. Tradition is important to them and they do not like change.
Nomads gain Trade 0

Culture

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