Chiss
Species Data
Attribute Dice: 12D (+6D for PC)
DEXTERITY: 2D/3D+1
PERCEPTION: 2D/5D
STRENGTH: 1D/3D+1
KNOWLEDGE: 2D/4D+2
MECHANICAL: 1D/3D+2
TECHNICAL: 2D/4D
Size: 1.6 - 2.0 meters
Move: 10/12
Homeworld: Csilla
Description:
The Chiss of Csilla are a disciplined species, advanced enough to build a sizable fleet and an empire over two dozen worlds.
In the capital city Csaplar, the parliament and cabinet is located at the House Palace. Each of the outlying 28 Chiss colonies is
represented with one appointed governor, or House leaders. There are four main ruling families: The Cspala, the Nuruodo, the
Inrokini and the Sabosen. These families represent bloodlines that even predate modern Chiss civilization. Every Chiss claims
affiliation to one of the four families, as determined by tradition and birthplace. But in truth, the family names are only
cultural holdovers. In fact the Chiss bloodlines have been mixed so much in the past, that every Chiss could claim affiliation to
each of the families, and because there are no rivalries between the families, a certain affiliation wouldn't affect day-to-day
living.
Though the Cabinet handles much of the intricacies of Chiss government, all decisions are approved by one of the four families.
Every family has a special section to supervize.
The Csala handle colonial affairs, such as resource distribution and agriculture. The Nuruodo handle military and all foreign
affairs (Grand Admiral Thrawn was a member of this family). The Inrokini handle industry, science and communication. Sabosen are
responsible for justice, health and education.
The Chiss government functions to siphon important decisions up the command chain to the families. Individual colonies voice
their issues in the Parliament, where they are taken up by departments in the Cabinet. Then they are finally distilled to the
families. The parliament positions are democratically determined by colonial vote. Cabinet positions are appointed by the most
relevant families.
The Csalaļ's most pressing responsibility is the distribution of resources to the colonies and the people of Csilla. This is
important because the Chiss have no finances. Everything is provided by the state.
The Chiss military is a sizeable force. The Nuruodo family is ultimately in charge of the fleet and the army. Because it has
never been required to act as a single unit, it was split up into 28 colonial forces, called Phalanxes. The Phalanx operations
are usually guided by an officer, who is appointed by the House Leader, called a Syndic. The Chiss keep a Expansionary Defence
Fleet separate from the Phalanxes, which serves under the foreign affairs. This CEDF patrols the boarders of Chiss space, while
the Phalanxes handle everything that slips past the Fleet. In times of Crisis, like the Ssi-ruuvi threat, the CEDF draws upon the
nearby Phalanxes to strengthen itself, and tightening boarder patrols.
Though Fleet units seldom leave Chiss space, some forces had been seen fighting others, assisting the IR Forces, like the famous
181st Tie Spike Fighter Squadron, under command of Jagged Fel. In the past, a significant portion of the CEDF, Syndic
Mitth'raw'nuodo's (Thrawn's) Household Phalanx, has left the rest of the fleet to deal with encroaching threats. Together with
Imperial Forces they guarded Chiss Space, though some of the ruling families would have called this act treason and secession;
but, they kept this knowledge hidden from the public.
More and more, the Chiss open diplomatic and other connections to the Galactic Federation, the Imperial Refugees and many others.
Their knowlege and Information kept tightly sealed, but a small group of outsiders was allowed to search the archives. And with
the galaxy uniting, it won't be long before the Chiss join the Alliance. The Expansionary Defense Fleet already joined the
Alliance to help strengthen Alliance Military Intelligence, as well as to assist scientific war projects like Alpha Red.
Special Abilities:
Low Light Vision: Chiss can see twice as far as a normal human in poor lighting conditions.
Skill Bonuses: At the time of character creation only, Chiss characters gain 2D for every
one die they assign to the Tactics, Command, and Scholar: Art skills.
Tactics: Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.
Story Factors:
Cultured: The Chiss have a relatively advanced culture in the Unknown Regions, and have a
society on par with the Galactic Empire.