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Sluissi Revisited (again, sigh)
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shootingwomprats
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PostPosted: Thu Feb 19, 2015 11:39 am    Post subject: Sluissi Revisited (again, sigh) Reply with quote

Since WEG originally created the stat's for the species a number of things have changed, been added or clarified. This is an attempt to update the Sluissi and address some issues I have seen with them.

Quote:
Sluissi
Home Planet: Sluiss Van

The Sluissi are the indigenous sentient species of the planet Sluis Van, located in the Outer Rim Territories. While their bodies above the waist are humanoid, their lower halves are serpentine, long and heavily muscled. Sluissi are noted for their calm temperament, aversion to rushing and impatience, compliance to protocol, no matter how trivial, and their technical aptitude. Like most reptiles, Sluissi could use their forked tongues to sense heat.

Renowned for their ability to repair and maintain starships, the Sluissi have been active in galactic society almost since the beginning of the Republic. This was because the Sluissi's technology was almost on par with other space-faring races such as Duros and Humans.

Biology & Appearance
Sluissi's upper torsos aere similar to a human's, with two arms, each with four-fingered hands. Their fourth finger was an opposable digit. Their arms have almost winglike extensions of skin, which aid their movement while flat on the ground. The bottom half of their body is similar to a snake's, with a long, heavily muscled, singular tail. Their bodies are covered in fine scales which range in color from light brown to dark green. Other colored scales on Sluissi are not unheard of, however they are quite rare. Sluissi have round black eyes and a swooping, hoodlike fold of tough skin at the back of their heads. They have forked tongues that aid their sense of smell. The average member of the species weighed 60 kilograms.

Society & Culture
Sluissi are patient, sociable, relaxed, easy-going beings, famous for remaining calm under pressure. Their patient, calm nature—combined with their seeming inability to have become genuinely upset or angry—often baffled, and sometimes even infuriated other species. Extremely industrious, Sluissi love to tinker with gadgets and mechanical objects, and early Sluissi technicians are reknown for their ability to improve the engine efficiency, power output and system response in even archaic, worn out ships. Though to maintain this level of efficiency requires constant maintenance by certified Sluissi mechanics.

The Sluissi are extremely methodical, and work extremely slowly at their work. To them, starship construction is an art form. Although jobs done by Sluissi always take longer than expected, most clients are willing to be patient, because Sluissi technicians could make improvements upon or salvage vessels when no other mechanics could. Even the Empire realizes that rushing a Sluissi operation was a bad idea. *

As well as Sluissese, their native language, Sluissi speak Basic, though they tend to slur and lisp many words, due to the snakelike structures of their tongues and mouths.

Common Sluissi names included Sirlahn Alsek, Vsil Ejahsa, Usahn L'sehl, Sekae N'sehnor and Mektiss Risohr.

History
The Sluissi joined the Old Republic when it was still relatively young. When Duros and Human scouts first discovered Sluis Van, the Sluissi had only just begun to explore nearby systems with their own lightspeed technology, and they eagerly embraced the concept of greater galactic union. An advanced people, they established a number of major space yards throughout the Sluis sector, including the high tech Sluis Van space facility, as well as on other colonies they had established to spur further interaction with offworld space travelers. They ran efficient operations, where ship crews could find all the service, expertise and upgrades necessary after long journeys. The Sluissi quickly became known as one of the best starship maintenance species in the known galaxy.

However, shortly before the outbreak of the Clone Wars, they became disillusioned with the Republic, and were among the first to secede and join the Separatist cause.

After the end of the Clone Wars, the Sluissi lived under Imperial occupation. When this ended, they became valuable members of the New Republic. In 9 ABY, the Imperial Navy launched an attack on three of the planets in the Sluis Van Sector, in an attempt to steal warships from the Sluissi shipyards. The resulting Battle of Sluis Van almost ended in victory for the Empire. However, the Millennium Falcon was in the area at the time, captained by Han Solo, and aided both the New Republic military and the Sluissi people. During the New Republic's rule, Mammon Hoole included an entry on the Sluissi in his publication The Essential Guide to Alien Species.

Sluissi in the Galaxy
Offworld Sluissi tended to work as tech-specialists, engineers or mechanics, although it was not uncommon to see a Sluissi working as something else. At least one Sluissi was Force-sensitive and served as a Jedi during the Mandalorian Wars. This individual was one of Lucien Draay's Covenant Shadows, a secret force of Jedi of whom all records had been erased to allow them to work undercover.

Ten Dorne was a Sluissi who worked on Shantipole Project with Admiral Ackbar. The project revolved around the development of the B-wing starfighter. Shortly before the Battle of Endor, Dorne was captured by Imperials. The experience made her doubt her devotion to the Rebel cause, so she decided to defect and later sold information about the Alliance to the Empire. She was later believed to be working at the Imperial Remnant shipyards on Vosteltig.

Sere Lure was an attractive, green-skinned female Sluissi engineer, who worked for Hydrospeare Corporation. Dr. Lure was a rarity; she was one of very few aliens permitted and willing to work in the development of Imperial technology.

Candobar Inglet was the ruler of Sluis Van and the Sluis Sector during the Clone Wars and for several year beforehand. Just before the start of the war, he and his sector defected to the Confederacy of Independent Systems.

Other Sluissi included Hass Sonax, a female Sluissi slicer, Corlissi Ludar, the Sluissi senator who pledged Sluis Van's alliance with the CIS, Slith Skael, the chief communications technician of the Intergalactic Communications Center towards the end of the Clone Wars, and Secles Uslopos, a male Sluissi councilor to the Twi'lek crime lord Abdi-Badawzi on the planet Socorro.

Attribute Dice: 12D
DEXTERITY 2D/3D+1
KNOWLEDGE 2D/4D
MECHANICAL 2D/3D
PERCEPTION 2D/3D+2
STRENGTH 2D/4D
TECHNICAL 2D/4D


Special Abilities:
-- Mechanical Tinkerer: Sluissi love to tinker with technology and mechanical objects. +1D bonus to Technical skill rolls when performing installation, maintenance or repair to mechanical equipment (vehicles, starships, weapon systems, droids, etc).

Story Arcs:
-- Calm Demeanor: Patient, sociable, easy going, Sluissi are famous for remaning calm under pressure. Seemingly unable to become genuinely upset or angry.
-- Stickler for Details: Because of their methodical nature and aversion to rushing and impatience, Sluissi actions always takes twice as long as for other species. Sluissi will always comply with protocol, no matter how trivial.
-- Shipbuilding as Art: Sluissi society consider starship construction an art. Industrious and with the ability to stay focused, Sluissi ships are considered some of the best built ships in the galaxy. Though, its readily accepted that this level of craftsmanship costs more and takes twice as long as others.

* When Sluissi are rushed to perform an action, they do so with half as many skill dice (REUP p.82) and do not get their species Mechanical Tinkerer bonus.

Move: 10/12
Size: 1.5-1.8 meters tall
Source: Wookieepedia, stats by +Oliver Queen

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PostPosted: Thu Feb 19, 2015 3:21 pm    Post subject: Reply with quote

Thank you Smile
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PostPosted: Thu Feb 19, 2015 5:52 pm    Post subject: Reply with quote

Looks good.

On their "Calm Demeanor", what mechanical bonuses would (SHOULD) that give?
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PostPosted: Thu Feb 19, 2015 6:27 pm    Post subject: Reply with quote

garhkal wrote:
Looks good.


Thank you.

Quote:
On their "Calm Demeanor", what mechanical bonuses would (SHOULD) that give?


I struggled with whether to give this a game mechanic or just stick with it as a roleplaying/Story Arc and decided to stick with the Story Arc. As a GM, I would handle a bonus within the game case by case. If the player thinks he should get a bonus, he can make his case and I will make a ruling. If the character doesn't think to ask and I as the GM think he should have a bonus, I will give him one.
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PostPosted: Thu Feb 19, 2015 9:53 pm    Post subject: Reply with quote

Here is the other recent thread specifically about the slow technician rule for reference.

shootingwomprats wrote:
garhkal wrote:
On their "Calm Demeanor", what mechanical bonuses would (SHOULD) that give?

I struggled with whether to give this a game mechanic or just stick with it as a roleplaying/Story Arc and decided to stick with the Story Arc. As a GM, I would handle a bonus within the game case by case. If the player thinks he should get a bonus, he can make his case and I will make a ruling. If the character doesn't think to ask and I as the GM think he should have a bonus, I will give him one.

I think it should be a story arc/roleplaying note. If anything, it is actually a disadvantage for most players to maintain roleplaying that sort of demeanor. Also, I like character concepts that play against the species stereotypes so the rare exceptional excitable Sluissi shouldn't automatically get a bonus. Instead of giving situational bonuses, I'd be more inclined to reward the player with bonus CPs for good roleplaying.
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Last edited by Whill on Thu Feb 19, 2015 11:07 pm; edited 1 time in total
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shootingwomprats
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PostPosted: Thu Feb 19, 2015 10:34 pm    Post subject: Reply with quote

Whill wrote:
I think it should be a story arc/roleplaying note. If anything, it is actually a disadvantage for most players to maintain roleplaying that sort of demeanor. Also, I like character concepts that play against the species stereotypes so the rare exceptional excitable Sluissi shouldn't automatically get a bonus. Instead of giving situational bonuses, I'd be more inclined to reward the player with bonus CPs for good roleplaying.


Exactly my thoughts. I always award good roleplaying and ideas presented by my players. Especially if they roleplay something from their concept even if it isn't in their best interest in the scene. As you said, this is best left to roleplay and does not require a mechanic for its implementation.
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PostPosted: Fri Feb 20, 2015 4:30 am    Post subject: Reply with quote

But doesn't that Calm demeanor give them somewhat of a mechanical boost, in that they will be harder to gain DSPs, since they are rare to anger?
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PostPosted: Fri Feb 20, 2015 11:48 am    Post subject: Reply with quote

garhkal wrote:
But doesn't that Calm demeanor give them somewhat of a mechanical boost, in that they will be harder to gain DSPs, since they are rare to anger?


Not every single aspect of something needs a mechanic. Only the stuff that is the most important. Nothing in their background suggests they are better at warding of the Dark Side. My personal opinion on the "they don't get angry easily" is the species shows emotion differently. They still get angry but how they show it or process it may be different, but the inherent mechanic, them getting angry, still happens. I do not really have validation for this, it is of course, just an opinion. YMMV.
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PostPosted: Fri Feb 20, 2015 10:15 pm    Post subject: Reply with quote

Whill wrote:
I like character concepts that play against the species stereotypes so the rare exceptional excitable Sluissi shouldn't automatically get a bonus.
garhkal wrote:
But doesn't that Calm demeanor give them somewhat of a mechanical boost, in that they will be harder to gain DSPs, since they are rare to anger?

Maybe calm demeanor is a species tendency, but I like to think some angry Sluissi exist, even if uncommon.

shootingwomprats wrote:
Not every single aspect of something needs a mechanic.

Exactly.
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