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Burn Bryte

Compendium

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Building a Culture

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To complete the process of building a new Culture you should read through each section one by one and pick one of the options from each. If you need any help deciding what options to pick, you can use one of the Example Cultures listed above.

Borders

Does your character come from a Culture with more open borders or was it more isolationist?

Open

Open cultures allow people and refugees to pass, visit, and reside freely, though they may have some requirements for entry, such as a border authority that asks questions of visitors before allowing them to enter.

Bonus: If you come from an open Culture, increase the dice sizes of one of your Social Skills to a d12, one of your Physical Skills to a d10, any other skill to a d10, any two Skills you want to a d8, and any three other skill to a d6.

Selective

Selective cultures only allow visitors and immigrants from specific places. Such a Culture does not allow others from places deemed dangerous, but may make an exception with heavy vetting.

Bonus: If you come from a Selective Culture, increase the dice sizes of one of your Mental Skills to a d12, one of your Social Skills to a d10, any other skill to a d10, any two Skills you want to a d8, and any three other Skills to a d6.

Isolationist

In Isolationist cultures allowing outsiders a visit or attain residence is the exception, not the rule. Outsiders in such cultures are met with distrust and fear.

Bonus: If you come from an Isolationist Culture, increase the dice sizes of one of your Physical Skills to a d12, one of your Mental Skills to a d10, any other skill to a d10, any two Skills you want to a d8, and any three other Skills to a d6.

Diversity

Does your character come from a Culture where many different Species live and Work Together, a Culture that is predominantly one Species, or a place where different Species live together but generally in separate neighborhoods?

Inclusive

An Inclusive Culture sees at least two different Species living and working together in equal Capacity. No single Species is more important or powerful in the Culture. Interspecies romantic and platonic relationships are commonplace.

Bonus: If you come from an Inclusive Culture, you gain one special ability and two Nova Abilities from your Species. In addition, you gain an additional 5000 Argent to spend on starting Equipment.

Partitioned

Partitioned cultures consist of at least two different Species living in close proximity but rarely interacting with one another. They are generally confined to their own neighborhoods. One Species may hold all or most of the power in the Culture.

Bonus: If you come from a Partitioned Culture, you gain one special ability and two Nova Abilities from your Species. In addition, you can increase the dice sizes of three of your Skills to a d6.

Homogeneous

Homogeneous cultures consist mainly of a single Species that holds most of the culture’s power and identity.

Bonus: If you come from a Homogeneous Culture, you gain two Special Abilities and two Nova Abilities from your Species.

Economic Status

Did your Culture have prosperous economic activity, enough wealth for most people to get by, or were most of the people poor?

Wealthy

Wealthy cultures have plenty of jobs and opportunity for employment. Many Heartworlds are home to Wealthy cultures.

Bonus: If you come from a Wealthy Culture, you gain 10,000 Argent to buy your starting Equipment.

Intermediate

Intermediate cultures have enough economic opportunity for most people to make a living, but most are not fabulously Wealthy either. Intermediate cultures can be found on the outskirts of the Heartworlds and in the Midbelt.

Bonus: If you come from an Intermediate Culture, you gain 5,000 Argent to buy your starting Equipment. In addition, increase the dice sized of two of your Skills by 1.

Poor

Poor cultures have little or no economic opportunity. Some are centered around a single industry run by a single business that pays its workers poorly, like a mining operation. Such places are often found in the Midbelt and Ghost Belt.

Bonus: If you come from a poor Culture, you gain 2,500 Argent to buy your starting Equipment. In addition, gain one special ability from your Species.

Population Density

How dense is the population in your culture?

Urban

Urban cultures, like those found in cities and crowded space stations, are densely populated. Living quarters are smaller, and there are usually a variety of services nearby given how many people are packed together.

Bonus: If you come from an urban Culture, you gain one special ability from your Species.

Suburban

Suburban cultures are not as crowded as urban ones, but still pack people in close enough together to form tight-knit communities.

Bonus: If you come from a Suburban Culture, you gain an additional 5000 Argent to buy your starting Equipment.

Rural

Rural cultures give people plenty of space to spread out. Neighbors in such communities could be miles away from each other and finding services can be tough, so most people fend for themselves.

Bonus: If you come from a rural Culture, increase the dice size of two of your Skills by 1.

Attributes

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