Opinions sought on Sydite write-up

RedBeardSean

Mongoose
I was writing up the Sydites for my MGT game, which actually starts in about a month. I was hoping for feedback mainly on their unusual traits, but also more generally on the culture. There's very little in canon on them, so some extrapolation and plenty of creativity went into the mix.

To be specific, I didn't want my players to say, "so the Sydites are basically for-armed space-orcs? ...and having two extra arms does nothing for them?" But on the other hand, I don't want people to play them as four-armed munchkin magnets with eight free attacks and nothing challenging to role-play about them, either.

I'm looking forward to hearing from everyone here.

-Sean

Sydites
Background
The Sydymic War two centuries ago saw the Sydite Empire destroyed by the Third Imperium, forcing the Sydites to rebuild their society and technological infrastructure. Although most Sydites are encountered in the Delta Quadrant of Ley sector, small enclaves exist throughout the Imperium. Widely considered to be unimaginative and less intelligent than most humans, they nonetheless make excellent mechanics, technicians, and soldiers. Recently, Sydites have achieved some fame and respect for their particular martial arts technique, jinub. Literally translated as “turbine”, jinub has been compared to Terran Capoeira, adapted for four arms.

Physical Characteristics
Men and women among Sydites have no gender dimorphism; both men and women stand 2.5 meters on the average, and weigh in at 130kg. Their most striking feature, though, is that they have two useable arms coming out of a rather complex double-synovial ball-and-socket joint in each of their shoulders. These arms have roughly equivalent strength each as a normal, muscular human arm; the arms on each side are offset diagonally from each other, with one shoulder slightly lower and behind the other. This provides a maximum range of motion and application of upper-body strength. Pectoral muscles are generally more well-adapted than another humans by virtue of being double-layered, with one muscle attaching to the upper/ventral arm, and the other to the lower/dorsal arm.

Sydites are interfertile with most other humans; children of such unions are most frequently quad-armed half-Sydites, as a genetic dominance is programmed into the DNA of the Sydite parent. Occasionally, a two-armed offspring will result, but often these appendages will exhibit a deformation of partial formation of secondary arms. High tech-level treatments of surgery and gene-therapy can correct these deformations into a single, useable pair of arms.

Complexion of Sydites varies between olive- and ruddy-skinned, with eye colors in brown and occasionally hazel. Hair colors tend to dark brown and black.

Behavior
Sydites are practical, realistic, and matter-of-fact, with a natural head for business or mechanics. Though they are not interested in subjects they see no use for, they can apply themselves when necessary. They like to organize and run activities. Sydites make good administrators, especially if they remember to consider others' feelings and points of view, which they often miss. Modern Sydite planetary governments tend to be participating democracies, non-charismatic dictatorships, impersonal bureaucracies, or, most commonly, fractured, balkanized worlds represented by several of these various governments. While full scale war between Sydite factions is rare, there is a great deal of skirmishing in the absence of firm, overarching control.

Lack of dimorphism between genders leads to a greatly egalitarian society among Sydites, insofar as gender roles are concerned; they do jockey for dominance to a degree in their relationships and occupations. Marriages are polyamorous, with families resembling small tribes of adults caring for children, and occasionally elderly parents, in common. Military units are completely integrated, and glass ceilings are something that other humans construct, to their detriment.

Imperial stereotypes of Sydites are well known to the latter; they are thus rather surly and defensive when they find themselves in the company of non-Sydites. When given the chance to excel, and recognized for their talents and efforts, they do make good-natured friends.

Sydites are not especially spiritual beings, having little use for religion or the trappings of spiritualism; they follow the maxim that religion is a drug used to pacify the weak-minded. Sydite funerary custom is a wake celebrating the life of the departed, the body having been disposed of by simple cremation promptly upon brain-death..

Traits
Applied Strength (Sydites can double their Strength modifier for purposes of grappling, lifting and carrying object in situations where four arms can be brought to bear on the task)
Extra Facility (Sydites can reduce the time increment of any given Dexterity-modified task by one without penalty if they have four hands free for the task)
Melee Aptitude (a Sydite gains an additional Melee attack each round; alternatively, a Sydite can make only a single melee attack and parry up to twice in a round without taking a penalty to skill checks. In both cases, the Sydite must possess a rank of Melee-1 or higher)
Notable Strength (roll 2d6+2)
Weak Intelligence and Social Status (roll2d6-2)

Characters
Sydites can be found in nearly every career in the Core Rulebook; even Journalists can be found among Sydites, though other Entertainers are rarer.
 
I would make this the Imperial Description.

THEN throw in a couple of misconceptions and completely incorrect things for the players to find.

For example, they are actually creative in the arts, but it is a very private thing that is not shared with outsiders. Or, even though they are not creative, all of them have BEAUTIFUL singing voices; but they don't consider it that important, so most Imperials don't know about it.

Maybe they do have a religion, but again it is not shared with outsiders and since every other religion is a false religion, of course it is scorned.

Just a couple of things off the top of my head, I'm sure you can come up with others.
 
Rikki Tikki Traveller said:
Or, even though they are not creative, all of them have BEAUTIFUL singing voices; but they don't consider it that important, so most Imperials don't know about it.

Maybe they do have a religion, but again it is not shared with outsiders and since every other religion is a false religion, of course it is scorned.

Thanks, these are definitely cool things to throw in the game! I am still concerned about the traits being too powerful, or how else one might handle them having four arms (apart from it being purely cosmetic, which would seriously make me think twice about what the Ancients were trying to accomplish).

As for their personality/culture, I was inspired partly by Jayne Cobb from Firefly/Serenity: what would a races of four-armed Jaynes be like? Of course, if they were all as violent as Jayne, they would hardly have any culture or society at all, as they would likely have wiped themselves out millenia ago.
 
Well they are based on humans and we have several millions of years of evolution that taught us how to use 2 hands.

Genetic engineering can only go so far in letting our brains work with 4 arms.

Maybe you limit their extra attacks by saying that they can only effectively use 2 of them at one time (switching as required). Then they don't get an extra attack, but might get an extra minor action.

It would be just as hard for them to shoot 2 rifles as it is for a normal human to shoot 2 pistols (harder maybe since all 4 arms have to work together). Maybe they can do these extra actions but suffer a bigger negative DM to hit.

Are all 4 arms the same size? If there is nothing fixed about that, maybe 2 are manipulator (high dex, low str) and 2 are lifters (hi str, low dex).
 
Well, chargen is in two weeks, and if anyone picks up a Sydite we'll have to playtest the various possibilities (after being warned, of course, that it's a work in progress and subject to change).

I'll keep the boards posted...
 
Well Combat armor and Battledress will be costly! :shock:
But with their size and extra-arms/strength, I think Imperial Army will want them for using heavy weapons whithout a battledress (like Ogryn in W40K).

Rule wise, this race have advantages but limitations too. Being 2.50 m tall make you an oddity and you will need tailored made items. Except in their enclave or on their homeworld, they will be giant in a society too small for them: furnitures, bed, vestments, tools, weapons, all will be too small for them. And you're quite an attraction in public.
 
I think they need some disadvantages to go with their advantages; otherwise, they're potentially too unbalancing.

I would also like you to contact me off-forum (editor-at-freelancetraveller-dot-com is best) with regards to the possibility of doing a version of this writeup for other-than-Mongoose-Traveller, for inclusion at Freelance Traveller; I do not yet feel that the policy from Mongoose with respect to fan sites and RTT-compatible material is clear enough for Freelance Traveller to explicitly and specifically support this version, though we would very much like to.
 
I would go with the T20 description that says that they are not interfertile with other humans without lots of medical help.
 
Jame Rowe said:
I would go with the T20 description that says that they are not interfertile with other humans without lots of medical help.

Agreed, but they still need some disadvantages. This changes them from 'Human minor race that's unbalancing' to 'Humanoid minor race that's unbalancing'.
 
Well, how about losing the Extra Facility; 'cause I was a little iffy on that one to begin with. As far as disadvantages, how about:

Painstaking Student (Takes two extra weeks of training to learn or improve any skill) [This also feeds into the "myth" that Sydites are not as bright as most humans.]

Tailored Gear (Armor and clothing costs increased by 1d6x10% when bought on non-Sydite worlds)

I do prefer to keep them as interfertile with humans, though. It makes for more/better plot complications. :?
 
RedBeardSean said:
Well, how about losing the Extra Facility; 'cause I was a little iffy on that one to begin with.

Yes, this would be a good one to drop. Also, because of leverage issues, given the way the four arms are arranged, I'd not give them the Applied Strength advantage for lifting or carrying. For grappling, I can see it; also an advantage for Dexterity based tasks where having extra arms would be an advantage.

RedBeardSean said:
As far as disadvantages, how about:

Painstaking Student (Takes two extra weeks of training to learn or improve any skill) [This also feeds into the "myth" that Sydites are not as bright as most humans.]

This would be OK, though I find the fixed difference a little hard to believe. More believable might be something like 2D*2% longer than 'normal'; it allows for Sydites to have aptitudes or ineptitudes just like 'standard' humans.

RedBeardSean said:
Tailored Gear (Armor and clothing costs increased by 1d6x10% when bought on non-Sydite worlds)

Unquestionably. I might be inclined to make it 10% per jump (up to 3 pc per jump) away from the Sydite homeworld, plus an additional 2D*1% if the Sydite population of the world is less than 10%.

RedBeardSean said:
I do prefer to keep them as interfertile with humans, though. It makes for more/better plot complications. :?

I'm not sure I agree; I certainly have difficulty believing interfertility with such radical differences.

I would also give Sydites a minimum adverse DM on reaction rolls in interactions with non-Sydite humans, as there will be some element of 'Eww, that's grotesque' when one looks at a 'human' that is both (a) not of generally 'standard' appearance, and (b) doesn't 'look like me' (if I'm not of generally standard appearance, e.g., Geonee or the modded humans that have the really big larynxen).
 
FreeTrav said:
RedBeardSean said:
I do prefer to keep them as interfertile with humans, though. It makes for more/better plot complications. :?

I'm not sure I agree; I certainly have difficulty believing interfertility with such radical differences.

I don't really see it as more radical than Manx cats breeding with non-Manx cats. Paraphrased from Wikipedia (just for ease- I could dig out and retype from source books): In Manx, the tail-less gene is dominant and highly penetrant; kittens from Manx parents are generally born without any tail. Having two copies of the gene is lethal and kittens are usually spontaneously aborted before birth. This means that tail-less cats can carry only one copy of the gene.

I see the Sydites similarly, though in their case the four-arms is a genetically deliberate trait, and the duplication of the four-armed gene is not lethal, thank the Ancients. This maintains them as a human race, albiet one with significant physical differences.

I pretty much agree with the other suggestions you made, though, and thank you.
 
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