Campaign of the Month: January 2012
Star Trek Late Night
A strange species of insect creatures, the Gand have evolved in response to the toxic atmosphere of their homeworld. In fact, two distinct types of Gand exist. The more common has features typical of other species – lungs and the usual assortment of internal organs. The other type – rarely found outside Gand – has no lungs, and takes in the nutrients it needs through the materrials it consumes.
Since the Gand cannot tolerate other atmospheres, and outsiders cannot breathe Gand’s atmosphere, the species of thsifar-flung world developed without outside interference, resulting in a rich culture with peculiarities. The most notable aspect of the Gand is their lack of individual identity. A Gand must earn his name, his place, and his uniqueness through personal accomplishments. As such, the lowliest Gand see themselves as nothing more than aspects of the same whole.
The Gand rarely permit non-Gand onto their world. Insular to the point of xenophobia, Gand have learned what can happen to the delicate balance of their society when they allow offworlders to pollute their people with ideas of independence and self-worth. The closest most ever come to the planet’s surface are orbiting space stations, the principle hubs of Gand trade and commerce.
Personality: Gand seem humble, soft-spoken, and self-depracating. Until a Gand has achieved something of import, a Gand refers to itself as simple ‘Gand’. As the Gand achieves more accomplishments, it earns its identity, moving from the thrid person to the first person and eventually gaining a name. If Gand missteps or fails, it will likely demote itself until it repairs the damage to its character.
Physical Description: Short, stocky, and fleshy in appearance, Gand have three fingers on each hand, and their faces are lumpy and unsettling. Gand have large, multifaceted eyes that betray little emotion. All Gand encountered off-world use a special breathing apparatus that fits snugly unto their facial orifice.
Homeworld: Gand come from the poisonous world of Gand.
Language: Gand lack the organs to speak any language other than Gand and, therefore, rely on transliterators to communicate in other tongues.
Example Names: Muulish, Ooryl, Shoolush, Vaabesh, Zaabahn, Zuckuss
Adventurers: Gand leave their homeworld for a variety of reasons, usually as exiles, driven forth from their worlds and condemned to wander. Others occup a singularly unique role as mystic hunters called Findsmen. Walking the path of truth, as they see it, they explore the galaxy, taking work as guardians, soldiers, and more commonly, as bounty hunters.
- Fitness 2(5)
- Coordination 2(5)
- Intellect 2(5)
- Presence 2(5)
- Willpower +1
- Psi 0(5)
- Force 0(5)
- Essence 0(5)
- Culture: Gand 2(3)
- History: Gand 1(2)
- World Knowledge: Gand 1(2)
- Athletics 1(2)
- Craft: Any 1(2)
- Diplomacy 1(2)
- Language: Gand (Fluent) (+3)
- Enhanced Vision: Infravision (+2)
- Limb Regeneration (+3)
- A Gand regrows a lost limb in 2d days. At the end of this time, all persistent penalties associated with the loss of the limb are removed.
- Medical Problem: Alien Respiration (-2)
- The dependence of the Gand on the atmosphere of their homeworld restricts their ability to leave without use of specialized equipment. Without a breathing apparatus, a Gand will suffocate.
- Medical Problem: Pheremone Language (-2)
- Without a transliterator, a Gand cannot communicate in any language other than Gand.
- Natural Body Armor: 5 (+2)
- Synergy (+3)
- Medical Remedy: Breathing Aparatus (+2)
- Medical Remedy: Transliterator (+2)