Star Wars: Edge of the Empire Rule Book

(Jeff_L) #1

series. And there are a handful of droids like the pirate
lord ZI-ZO who have taken business into their own hands,
finding it more efficient to lead than serve.


SPECIES ABILITIES

Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 1 75 XP
Special Abilities: Droids do not need to eat, sleep,
or breathe, and are unaffected by toxins or poisons.
Droids have a cybernetic implant cap of 6 instead of
their Brawn rating. In addition, after selecting their
career, a Droid Player Character may train one rank
in six of the eight career skills (instead of the usual
four). After selecting their first specialization, a Droid
Player Character may train one rank in three of the
four specialization skills (instead of the usual two).

Inorganic: Since droids are inorganic, they do
not gain the benefits of recovering with a bacta
tank, stimpack, or Medicine skill checks. Droids
do recover naturally by resting, as their systems
attempt self-repairs. Otherwise, droids need to
be tended to with a Mechanics check, using the
same difficulties and results of Medicine checks
for organic beings. Emergency repair patches can
be used to repair damage just like stimpacks are
used on organic beings. See page 220 for more
on droid repairs and healing. Due to their resilient
metallic construction, droids start the game with
one rank in the Enduring talent.

Mechanical Being: Droids cannot become Force
sensitive, nor acquire a Force Rating by any means.
Droids cannot use Force powers, and also cannot
be affected by mind-altering Force powers.

DROIDS AND EQUIPMENT

D


roids do not typically wear clothing, and
many items of equipment that organics
would have to carry separately may actually be
part of a droid's body. For this reason, droids
are allowed to treat certain pieces of equip-
ment differently than other characters. For ex-
ample, if a droid purchases and wears armor,
the player can simply say his character has
upgraded armor plates on his body, or a rein-
forced outer covering. Likewise, he could have
an upgraded verbobrain instead of a datapad,
or an internal communications device instead
of a comlink (although many droids do carry
equipment such as datapads and comlinks).

GANDS


Gands are a mysterious insectoid species whose
"findsmen" treat tracking quarry as a religious duty.
They are exceptionally good at divining the location
of individuals through ritualistic methods that off-
worlders might consider backward and barbaric.
Physiology: Though prevalent in the fringes of the
Outer Rim, Gands remain a puzzle to xenobiologists.
Over a dozen distinct subspecies of the Gands have
been reported. All are covered in a dense chitinous
exoskeleton and reach a height at adulthood of about
1.6 meters. They have three fingers on each hand,
which are as dextrous as those of other humanoids,
allowing them to manipulate equipment designed for
five-fingered individuals.

Where Gands subspecies differ from one another is
in their respiratory biology. Most Gands who travel the
spacelanes do not seem to need to breathe at all. The
digestion of food in their stomachs produces the ammo-
nia necessary for their biochemistry. Wasteful byproducts
and extraneous ammonia are expelled through their exo-
skeletons. These Gands often emanate an unpleasant
methane musk. Other Gand subspecies possess actual
lungs and cannot produce ammonia through digestion,
instead requiring a special breathing apparatus.

Questions about Gand biology continue to go unan-
swered, since the Gand refuse to permit other species
to study them. Some xenobiologists conjecture that
Gand religious rituals dictate genetic manipulation,
which has produced many different varieties of Gands.
Society: Gands have a closed culture. What is known
about them is that religion and life are closely en-
twined. A gathering of elders called the Ruetsavii
observes the various religious sects that represent
the virtues of Gand life. Off-worlders are most famil-
iar with the religious sect known as the "findsmen."
These are the Gand who leave their home planet on
ritualistic hunts to catch prey and bring divine bless-
ings to their people. Many other sects are rumored to
exist, particularly in the fields of genetics, medicine,
and engineering, but their exact natures are unknown.
Homeworld: Sharing the same name as its species,
Gand is an Outer Rim world clouded in ammonia and
methane. Trade is handled through orbiting stations
as foreigners are rarely allowed on the planet's sur-
face. Those non-Gand who land on the world must
stay in the specially equipped Alien Quarters.
Language: Droids fare much better than well-trained
humanoid linguists in reproducing the clicks and chir-
rups of the Gand spoken language. Without the need
to intake breathable gases, most Gand lack the vocal
cords to make the sounds of Basic and other languag-
es. They must use droids or translation devices to con-
verse in groups that do not understand their language.

CHARACTER CREATION
EDCE OF THE EMPIRE
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