FINDSMEN HUMANS
G
and findsmen have become legends in the
galaxy for their talents at tracking and hunt-
ing targets. Findsmen invoke mystical mantras
and look for omens in the most ordinary of
places—pools of fuel, transparisteel smudges,
the patterns of circuitry—to divine the location
and the intention of the one they seek. These
religious rituals findsmen call "the path to
truth" appear bizarre to non-Gand, but no one
will dispute a Gand findsman's end result.
The grammar that Gand use reflects their place in
society. Before a Gand earns his identity and is ac-
cepted among his peers, he refers to himself in the
third person, calling himself "Gand." Once he has
done a deed of distinction, a Gand may take his fam-
ily name. Gand cannot use their first names until they
have become "persons of greatness"—janwuine in
their own tongue—and received commendations from
their peers. This causes many off-worlders to view the
Gand as a people of extreme humility.
Life on the Fringe: Since Gand findsmen have such
a high success rate of catching targets, employers are
perfectly willing to ignore cultural mysteries and odd
smells. Gand findsmen are in constant demand as
bounty hunters, private investigators, assassins, skip
tracers, and security advisers.
SPECIES ABILITIES
- Wound Threshold: 10 + Brawn
- Strain Threshold: 10 + Willpower
- Starting Experience: 100 XP
- Special Abilities: Gands begin the game with
one rank in Discipline. They still may not train Dis-
cipline above rank 2 during character creation. - Ammonia Breathers: One notable difference be-
tween the two main sub-species of Gand is that one
has lungs and one does not. Those that have lungs
breathe an ammonia gas mixture. Those without
lungs do not respire and gain all necessary metabol-
ic substances through food. When playing a Gand,
each player chooses whether he wishes his charac-
ter to have lungs or not. If he selects to be playing
a lungless Gand, his character is immune to suffo-
cation (but not the wounds suffered from being ex-
posed to vacuum). If he chooses to play a Gand with
lungs, he starts the game with an ammonia respira-
tor, and treats oxygen as a dangerous atmosphere
with Rating 8. However, he gains + 10 starting XP.
Humans are the most populous and gregarious of the
galaxy's sapient species. They seem to be present on
almost every open planet that harbors life while trav-
eling the spacelanes looking for more.
Physiology: Humans are mammalian bipeds with
mostly hairless skin. Their skin tones encompass a
gamut of colors, from peachy tones to dark brown
and black. Males average 1.8 meters tall, while fe-
males stand shorter and are generally not as stocky.
They process oxygen for respiration and can digest
a variety of animal and vegetable matter. Their biol-
ogy is well-suited to many environments in the galaxy,
which perhaps explains their dominance and ubiquity.
Society: Human ambition and competition have split
their species into many different societies. Across the
galaxy, humans live under every political system ever
devised, from feudalism and theocracy to democracy
and autocracy, with human technology encompassing
a similarly wide variation.
Homeworld: Humans are thought to have arisen some-
where in the Core Worlds, perhaps on Coruscant itself.
However, humans took to the stars so long ago (perhaps
even before the invention of faster-than-light travel) that
now, humans claim countless planets as their homes.
Language: The main language that connects "base-
line" humans is Basic, though each society has its own
dialect and sometimes even sub-language.
Life on the Fringe: Humans can be found in almost
every role and working every job on the Fringe.
SPECIES ABILITIES
- Wound Threshold: 10 + Brawn
- Strain Threshold: 10 + Willpower
- Starting Experience: 110 XP
- Special Abilities: Humans start the game with
one rank in two different non-career skills of their
choice. They still may not train these skills above
rank 2 at character creation.
CHARACTER CREATION
EDGE OF THE EMPIRE
HUMANITY DURING THE EMPIRE
In the Empire, humans control all the levers
lof power in the galaxy—military, economic,
and political. Anti-alien prejudice is also at its
height, and the Empire actively discriminates
against non-humans. However, not all humans
have been brainwashed by anti-alien propagan-
da. Many show acts of kindness every day, and
still others have taken up arms with their non-
human brothers and sisters to resist the Empire.