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Bounty Hunters
Gand
Gands are short, stocky three-fingered humanoids that typically have green, gray, or brown skin, and are roughly the same height as average humans. The Gand's biology - like most everything else regarding this enigmatic species - remains largely unstudied; the Gands have made it quite clear to every sentientologist who have approached them that they will not provide any information about themselves, nor allow themselves to be studied. There are currently believed to be a pproximately a dozen Gand subspecies (though the differentiation between each Gand race is not fully understood).

Their homeworld, Gand, is an inhospitable, harsh planet blanketed in thick ammonia clouds. Gand are adapted to utilize the ammonia of their atmosphere, but in a manner markedly different from the respiration of most creatures of the galaxy; most Gands simply do not respire. Gas and nutrient exchange takes place through ingestion of foods and most waste gases are passed through the exoskeleton.

The Gand make use of galactic technology, and tend to be particularly well-versed in technologically advanced weaponry. The Gands' sole export is their skill: findsmen are in great demand in many fields. Gand find work as security advisors, bodyguards or in protection services, private investigators, bounty hunters, and assassins.


Attribute Dice: 12D
Attribute Minimums / Maximums:
DEXTERITY: 1D+1 / 4D
KNOWLEDGE: 1D / 4D
MECHANICAL: 1D+1 / 4D
PERCEPTION: 1D / 4D+2
STRENGTH: 2D / 5D
TECHNICAL: 1D / 4D+2
Size: 1.6 - 1.9 meters
Move: 10 / 12
Homeworld: Gand
Source: Alien Encounters p.59


Special Abilities:
Ammonia Breathers: Most Gands do not respire. However, there is a small number of Gand that are of older evolutionary stock and do respire in the traditional sense. these Gands are ammonia breathers and find other gases toxic to their respiratory system - including oxygen.
Exoskeleton: The ceremonial chemical baths of some findsmen initiations promote the growth of pronounced knobby bits on a Gand's exoskeleton. the bits on a Gand's arms or legs can be used as rough, serrated weapons in close-quarter combat and will do Strength +1 damage when brawling.
Eye Shielding: Most Gands have a double layer of eye-shielding. The first layer is composed of a transparent keratin-like substance: the Gand suffers no adverse effects from sandstorms or conditions with other airborne debris. The Gands' second layer of eye protection is an exceptionally durable chitin that can endure substantial punishment. For calculating damage, this outer layer has the sameStrength as the character.
Findsman Ceremonies: Gands use elaborate and arcane rituals to find prey. Whenever a Gand uses a ritual which takes at least three hours), he gains a +2D to track a target.
Mist Vision: Having evolved on a mist-enshrouded world, Gands receive a +2D advantage to Perception and relevant skills in environments obscured by smoke, fog, or other gases.
Natural Armor: Gands have limited clavicular armor about their shoulders and neck, which provides +2 physical protection to that region (they are immune to nerve or pressure point strikes to the neck or shoulders).
Regeneration: Most Gands - particularly those who have remained on their homeworld or are one of the very traditional sects - can regenerate lost limbs (fingers, arms, legs, and feet). Once a day, a Gand must make a Strength or stamina roll: Very Difficult roll results in 20 precent regeneration; a Difficult will result in 15 percent regeneration; a Moderate will result in 10 percent regeneration. Any roll below Moderate will not assist a Gand's accerated healing process, and the character must wait until the next day to roll.
Reserve Sleep: Most Gands need only a fraction of the sleep most living beings require. They can "store" sleep for times when being unconscious is not desirable. As such, the Gand need not make stamina rolls with the same frequency as most characters for purposes of determining the effects of sleep deprivation. Unless otherwise stated, this is an assumed trait in a Gand.
Ultraviolet Vision: Gand can see in the ultraviolet spectrum.

Special Skills:
Martial Arts: Some Gand are trained in a specialized form of combat developed by a band of findsmen centuries ago. The tenets of the art are complex and misunderstood, but the few that have been described often make use of the unique Gand biology. Two techniques are described below, their names translated from the Gand language; there are believed to be many more. See the martial Arts rules on pages 116-17 of Rules of Engagement for further information.
Technique: Piercing Touch
Description: The findsman can use his chitinous fist to puncture highly durable substances and materials.
Difficulty: Very Difficult.
Effect: If the character rolls successfully (and is not parries or dodged), the strike does STR +2D damage and can penetrate bone, chitin and assorted armors.
Technique: Striking Mist
Description: The findsmen can sneak close enough to an opponent to prevent the victim from dodging or parrying the blow.
Difficulty: Difficult.
Effect: If the character rolls successfully, and rolls a successful sneak versus his opponent's Perception, the findsman's strike cannot be dodged or parried. The Gand must declare whether they are striking to injure or immobilize the victim prior to making an attempt.

Notes:
Most Gands live in isolated colonies. Due to divergent evolution,, none of the species will have all the special skills or abilities listed below; most have only one or two. Some only apply to findsmen, others are prohibited by findsman culture. This is not a complete list of Gand abilities, only a list of those understood well enough to detail.


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