Statting out the Ssi-Ruuk

By jerrypocalypse, in Star Wars: Edge of the Empire RPG

Even though I've done a couple games I still feel new enough to EotE to now be quite confident enough to stat out a species. One of my players is thinking about possibley playing a Ssi-Ruu character in my next game. Could anyone give me some pointers or guidelines to follow while creating stats for them? Or even some suggestions of stats? Going off their description, I'm thinking a 3 Brawn is likely going to be their high Characteristic.

I'd say WP 1 since they're blind to the Force. Maybe something like enduring +1 for their tough skin and a setback die for ranged attacks because of their poor eyesight.

I don't think being Force-blind automatically makes them weak-willed.

I don't think being Force-blind automatically makes them weak-willed.

It certainly doesn't seem to hurt the Toydarians. They have a starting Willpower 3 in Enter the Unknown.

I would say brawn 3, presence 1 all other stats 2.

Auto generate one advantage on all social checks

1 rank enduring

Wound threshold 12+brawn

90 xp

As to the force blindness, simikar to the toydarian entry in enter the unknown, a text entry in the description saying they will never recieve a force rating.

Seems too good even for 90 XP. I'd drop the auto-generate.

Edited by Kshatriya

With the exception of Droids, I don't think that a species should start with Enduring. It's very strong compared to most of the talents seen on species so far. Durable might be a better option.

I only included the talent because, i figured, most people would want a talent like that. I really was considering their wound threshold to be 14+brawn instead.

The auto generate advantage is, I feel, more integral to the species than any talent.

So 3 brawn, 1 presence

14+brawn wound

10+will strain

Auto generate 1 advantage on social checks

90 xp

Curious what about the species fluff led you to the auto-generate advantage option?

The ssi-ruuk have nostril 'tongues" that can pick up on the differrent chemicals species emit. They taste these on the air, allowing them to 'read' the emotional state. I'm going from the wookiepedia entry.

Ahh gotcha. Yeah that looks good then.

Oooh ohh, I love the Ssi-Ruuk!

They also have claws, sharp ones.

They are also utterly xenophobic and won't ever, ever leave their home planet unless some super-rare occurance forces them to, which makes them problematic as PCs. That's why they enslave slaves into slaved battle droids.

Edited by CrunchyDemon

Oooh ohh, I love the Ssi-Ruuk!

They also have claws, sharp ones.

They are also utterly xenophobic and won't ever, ever leave their home planet unless some super-rare occurance forces them too, which makes them problematic as PCs. That's why they enslave slaves into slaved battle droids.

This was only the case once a Ssi-ruuk was familiar with the "scent" of a being which allowed them to detect signs of deception and thus making it hard for others to lie to them. [6] However, at the same time, they found the scent of other species to be distasteful

Also from the wiki. I read this as the Ssi-Ruuk would have to know an individual's scent enough ot be familiar with it before being able to detect variations in scent that might indicate deception. I'd not allow for a blanket anything to social interactions. They essentially use smell to make up for poor eyesight. So while they may notice a subtle scent variation, they could also entirely miss a tell-tale sign that's visual (the NPC making eye contact with someone else).

I might stat them up pretty similar Trandoshans. Both are tough replitian species. Here are some ideas, but I don't know that I'd use all of them at once.

3 Brawn, 1 Agility

Weak Perception*

A setback per range band beyond Short

Claws ability like Trandos

+1 Soak (giving them some Soak value since if your player is RPing he won't be wearing armor)

Just a really high starting WT

No Force rating

*Perception checks would be particular to non-visual. Maybe "In the hanger you catch a musky odor that let's you know a damp, and rather unhappy Wookie has been through here recently."

I'd use all of them if they were NPCs only ;)

Oooh ohh, I love the Ssi-Ruuk!

They also have claws, sharp ones.

They are also utterly xenophobic and won't ever, ever leave their home planet unless some super-rare occurance forces them too, which makes them problematic as PCs. That's why they enslave slaves into slaved battle droids.

It's simple. The PC's a weirdo.

While this generally works as the foundation, there needs to be in-setting logic involved for why, too. Not just "because I WANT"

Thanks everyone for the very great suggestions and input, it's a big help! Once I'm home from work I'll sit down and see what I come up with and post it here to get some more feedback.

As far as the xenophobic nature of the species, I'm usually of the mindset that even though a species might be known for a fairly common trait amongst its people, not every free thinking member is necessarily going to have the same beliefs or outlook. I don't think it's too difficult to justify Ssi-Ruuk existing that have left their home world to explore the galaxy due to their own curiousity. That said, I'm interested to see what the player comes up with if they do decide to play one.

Advise your player to play a Ssi-Ruu who done goofed and got themself exiled off of Lwekk, the homeworld. Then also remind them how terribly afraid of dying on an unconsecrated world they are (frequently, and often).

Edited by CrunchyDemon

Well, unless they're flat-out not allowed to leave except on a military or science vessel, and have no way to really jump ship (i.e. no commerce vessels leave their naturally-occupied space).

The xenophobia is partially tied to their religion, they believe that if they die on unconsecrated ground, their soul is gone. Hence the fear of leaving their home worlds, and why they wanted Bakura so badly - they were going to consecrate it and use it as a staging point. Any character who leaves should have some reason why they no longer believe in their religion, and how they got out of their consecrated zone.

Regarding the religion thing: it's very easy for us in 2014 to not necessarily take religious tenets as seriously as in the past. I would avoid making it super easy for a PC to just so happen to be the one guy of his whole species who doesn't adhere to his faith, mainly because it stretches plausibility for me unless there's also a real reason for it. A lot of alien faiths in Star Wars are presented kind of like Christian faith during the Middle Ages: the culture of faith is so omnipresent that it literally would not occur to the vast majority of people that unbelief is an existing option, let alone a viable one.

Okay, I looked up the Ssi-Ruuk, and now I have a good idea on how to play one.

The player himself might be a brown Ssi-Ruu, making him an outcast from the start, but to make matters worse he tried very proficiently to be a member of society. This caused outrage with his social betters, and they demanded he stand down. However, his continuance started to unbeknownst to him cause shame upon himself, and by the time he realized it it was too late, and he was soon banished to die on an unconsecrated world. Now he seeks to redeem himself, or somehow find a way to consecrate a world so as to be able to die with his soul intact.

To do this, he tries to become renowned in the galaxy, where he is more welcome than at his home. Out of necessity he must become accustomed to other races, and could possibly even be drawn away from his own religion and his original task by lack of faith or the lure of a more promising religion that better fits his conditions.

At least, that's what I'd do.

I like everything except for a brown Ssi-ruu ever thinking it had a chance at any sort of standing to begin with. Being that it's kind of ingrained in their collective social expectations.

If I were playing a Ssi-Ruu (and actually I'd really like to), I'd probably be a blue or a red (noble or soldier), who got involved in some deadly political games (think ancient Rome) and got himself ousted, betrayed, and exiled (like maybe his rivals were going to send a black Ssi-Ruu after him).

That would give me some motivations or obligation to play the game with, and the GM could use that for some story threads.

But yeah, thick hide (free point of soak) and sharp claws (as a Wookie/Trandoshan) are a must, would be even cooler if your caste determined what your "boosted" stat would be: Brawn for Reds, Greens, and Browns, Willpower for Golds, Intellect for Yellows, Agility for Blacks, and Cunning for Blues.

They are basically afraid of the galaxy at large (unconsecrated worlds anyway), and when pressed into dealing with other species, Truce at Bakura suggests they'd suck at dealing with other races and be hated by other races simultaniously, so maybe use Presence for their "bad" stat, and lower it's starting value to 1.

Edited by CrunchyDemon

I just don't think a species having claws necessitates getting the "claw" unarmed upgrade like Trandoshans do. At this point it just seems overdone and boring, considering how much it's used in home-brew species guides.

I agree about the claws. If you really want that play a tranny

I agree about the claws. If you really want that play a tranny

Whoah phrasing!

I agree about the claws. If you really want that play a tranny

Whoah phrasing!

lmao!

That mouth they have is clearly combat usable. How would you handle a bite attack? Would you just rule it as claws?

If they don't get a bite attack, why not? They're clearly built for it.