Gand

If there were ever a species that shouldn't have lived in their environment, it's the Gand. Once on a flourishing planet full of life, the Gand would probably have been considered the most beautiful race in the galaxy. They lived in prosper, and were very happy.

Then one of them decided that they didn't like that and set off a massive bomb that caused a nuclear fallout, releasing a permanent toxic atmosphere. This should have killed them. But! It! Didn't! Instead, the Gand survived, and slowly adapted to their environment. They got used to the toxic gas, and eventually evolved a flesh-based respirator on their mouth. This is not mechanical technology. They have flesh gas masks.

Eventually, the Gand received contact from the rest of the galaxy, and everyone was quickly freaked out by their appearance. To make up for it, most Gand have a metal casing around their mouth to simulate an actual mechanical gas mask.

Ammonia Breathers
Gand 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 STR+1 damage when brawling.

Eye Shielding
Most Gand 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 Gand’s second layer of eye protection is an exceptionally durable chitin that can endure substantial punishment. For calculating damage, this outer layer has the same Strength as the character.

Findsman Ceremonies
Gand 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, Gand receive a +2D advantage to Perception and relevant skills in environments obscured by smoke, fog, or other gases.

Regeneration
Many Gand — particularly those who have remained on their homeworld or are of one of the very traditional sects — can regenerate lost limbs. Once a day, a Gand must make a Strength or stamina roll: a Very Difficult roll results in 20 percent regeneration; a Difficult roll will result in 10 percent regeneration, a Moderate roll will not assist a Gand’s accelerated healing process, and the character must wait until the next day to roll.