Sifter Culture
Sifters are one of the more unique major cultures that can cross meta-empire boundaries in the Verge and Bleed; like the other cultures, they tend to be difficult to get to, although this is a consequence not just of location - they live close to their parent star, yes, but not close enough to make approach extremely difficult - but also of orbit; the worlds that they call home have orbits that are often subject to relativistic effects, which can make approach and landing very tricky, and can make escape from the planet very, very hard. Sifters often blend cultural aspects of spacers and solarians, but they do so in unique ways, a product of their own unique environments.
Where sifters liveSifters specifically live on one of two world types: they live on Ferrian worlds and they live on Mercurian worlds. The one thing these two worlds have in common is that they often orbit dangerously close to their parent start; Ferrian worlds more so than Mercurian worlds. This means that sifters often have to develop solutions to similar problems, and as a result, converge on similar solutions owing to the human propensity for chasing the path of least resistance. Some of the major problems confronted by the population is the extremes of temperature; Mercurian worlds are often tidally or resonantly locked with their parent star, while Ferrian worlds are almost always tidally locked, which means the only place that life can generally subsist on the surface is in the terminator. Whether this means chasing after the terminator, as it does on Mercurian worlds, or simply residing in the terminator, as it does on Ferrian worlds, depends on the circumstances.
On both types, they're also called "terminators," either because they live in the terminator or because they chase after the terminator. However, this isn't universally true; many of these worlds have extensive lava tubes and underground caverns that can be adapted for large underground cities, although sifters usually aren't from these cities, nor are they generally from rotating habitats embedded in the surface of the planet to increase gravity. |
Sifter cultural traditionsSifters have all come up with similar answers to the problems that they face, and in many instances, these answers are similar to the ones put forward by spacers; the only real difference between a sifter and a spacer is the inclusion of gravity and being stuck planet-side. However, the existence of gravity and being planet side often does come with its own challenges and benefits; for instance, there's no worry about drifting away from the starship, because there isn't a starship, so EVAs are slightly less dangerous. However, other conditions are no less dangerous.
|
Who Sifters Are
Sifters tend to be tight-knit communities who are often suspicious of outsiders. What sets them apart from the casual population who may call these worlds home (usually through large underground cities or rotating habitats to produce gravity) is that they don't live in habitats; many of them are born, grow up, and die inside of their tin-can habitats are on their large caravans as they case after the terminator. This creates a hard scrabble, nomadic, proletarian culture of miners and prospectors who never settle for long periods of time and aren't really comfortable unless they're on the move. They tend to have the most in common with spacers, which is no surprise; like spacers, they live in an environment with no atmosphere and surrounded on all sides by a hard vacuum except "down," and that's the one major difference; they are not used to thinking in 3-dimensions because they don't have to. Semi-permanent sifter habitats and trading outposts often crop up in the shadows of large craters, where the different clans get together and trade with one another. While precise cultures may differ, that they've all adopted the same solutions to the same problems are indications that they're a similar culture.
Like spacers, they tend to be uncomfortable outside of their spacesuit, even in situations where it might be appropriate to not wear one. They tend to decorate their spacesuits, often with patches and designs that on some worlds can indicate clan allegiance. They tend to be fiercely loyal to organized labor movements and distrust corporations, although they often find themselves working side-by-side with and trading with very same corporate cultures that they distrust. Otherwise, it's not completely wrong to refer to them as, paradoxically, "planet-bound spacers."
Like spacers, they tend to be uncomfortable outside of their spacesuit, even in situations where it might be appropriate to not wear one. They tend to decorate their spacesuits, often with patches and designs that on some worlds can indicate clan allegiance. They tend to be fiercely loyal to organized labor movements and distrust corporations, although they often find themselves working side-by-side with and trading with very same corporate cultures that they distrust. Otherwise, it's not completely wrong to refer to them as, paradoxically, "planet-bound spacers."
Sifter Culture Template . . . 20 points
Advantages and Perks
|
Two of Cybernetics (Protected Sense) [5], G-Experience (Any) [5], Improved G-Tolerance (0.03G) [5], Radiation Tolerance 2 [5], or 5-point talent [5] ● 25 points from among points from among the previous or from among ST +1 to +2 [10/level], DX +1 [20], IQ+1 [20], Per+1 to +4 [5/level], Will +1 to +4 [5/level], HP +1 to +4 [2/level], Basic Move +1 [5], Basic Speed +0.25 [5/level], Absolute Direction [5], Biografts (Any) [Varies], Common Sense [10], Cybernetics (Any) [Varies], Doodads [1/level], Empathy [15] or Sensitive [5], Fearlessness [2/level], Gizmos [5/level], High Manual Dexterity 1-2 [5/level], Master Builder 1 [5], Plant Empathy [5], Rapid Healing [5], Resistant (Single Colony World Hazard) [5], Single-Minded [5], or 10 points in any talent [10] ● Any three of the following Perks: Compact Frame, Dabbler (any eight skills), Efficient (Skill), Focused (Task), Hyperspecialization (Skill), or Teamwork (Skill).
|
Disadvantages and Quirks
|
-30 points from among Addiction [Varies], Alcoholism [-5*], Bully [-10*], Combat Paralysis [-15*], Delusions (about the way the world works) [-5 to -10], Disciplines of Faith (Ritualism or Mysticism) [-5 to -10], Duty (Organization, 9 or less) [-5], Enemy [Varies], Gullibility [-10*], Incurious [-5*], Insomniac [-10 to -15], Jealousy [-10], Kleptomania [-15*], Lecherousness [-15*], Loner [-5*], Low Empathy [-20], Low TL [-5], Miserliness [-10*], Odious Cultural Habit (Any) [-5 to -10], Overconfidence [-5*], Pacifism [Varies], Sense of Duty (Organization or Group) [-5], Social Stigma (Uncultured Rube) [-5] or (Minority Group) [-5], Stubbornness [-5], or Workaholic [-5] ● Three of Aloof, Broadminded, Cautious, Dislikes open spaces, Distinctive Features (Any), Distinctive Speech, Dress Code (Never Leaves Spacesuit), Forbidden Word (any that would cause bad luck), Inaccessible Idioms, Superstition (Any).
|
Primary Skills
|
Computer Operations and Spacer, both (E) IQ [1]-10; Driving (Construction Equipment, Half-Track, or Heavy Wheeled) (A) DX [2]-10; Electronics Operation (Sensors) (A) IQ [2]-10 ● Three of Electronics Operation (Any), Electronics Repair (Any), Merchant, Mechanic (Any), Navigation (Land), or Prospecting, all (A) IQ [2]-10; Chemistry, Economics, Expert Skill (Helioseismology), Geology, Geology (Rocky Worlds), or Metallurgy, all (H) IQ-1 [2]-9; Physics (VH) IQ-2 [2]-8.
|
Secondary and Background Skills
|
Five of Electrician, Electronics Operation (Any), Electronics Repair (Any), Farming, Freight Handling, Merchant, or Mechanic (Any), all (A) IQ-1 [1]-9; Driving (Any), Piloting (Any), or Vacc Suit, all (A) DX-1 [1]-9; Mathematics (Any) or Market Analysis, both (H) IQ-2 [1]-8; First Aid (E) IQ [1]-10; or two points in any primary skill.
|
Features
|
Cultural Familiarity (Sifter), Language (Any, Native), Native Gravity (0.3G - 1.5G)
|