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Gamblers like taking risks, but this may be because they know playing it safe doesnt always work. If hes been cautious before and lost every thing anyway, then he has nothing to lose. Gunslingers are ready and willing to defend them selves. A Gunslinger who has experienced a great betrayal or loss is quick to become the aggressor, and hes likely to shoot first. They may come from a long line of Smugglers. They may not know where they came from, but were forced into the life of a Smuggler before they were old enough to make a decision for themselves.

Either way, smuggling is all this Smuggler knows, and he does it well. Pilots know and love their ships. The Pilot who grew up op starships will be quick to learn the strengths and weaknesses of any ships he encounters.

Once he gets his hands on the controls of one, hell bond with it quickly. Charmers who learned their skills from a par ent or mentor in the smuggling trade will have had many opportunities to practice their abilities, and practice makes perfect Gamblers may have inherited the love of games of chance. If his mentor never won his fortune, then the Gambler might become determined to beat the odds.

If his predecessor was lucky in the end, then the Gambler could believe that his time will come. Gunslingers who have never had anything to rely on but a pair of blasters will be as attached to them as a Pilot to his ship. A Gunslinger who has been a Smuggler his entire life will be quick to react and hard to surprise, since he has seen it all before.

They rely on others Sfor thejob course opportunities, for confidentiality, and for favors and extensions when they owe credits or have mislaid cargo.

They often function outside Imperial jurisdiction, as its part of the job, and Obligations overshadow all they do. The ability to juggle these Obligations keeping one step ahead of the trou ble that Obligations causeis an im portant ability for any successful Smuggler. His Obligations might come and go.

Often, the best a Smuggler can do is pay off one debt or favor by taking on another. At least he usually pays off his debts in the end, as long as he can finish the job with his skin intact.

Obligation often defines a Smuggler more than it does any other PC. Since a Smugglers career often requires debts, he might well have more and greater Obligations than the other characters in a party. These burdens can help flesh out his backstory and suggest the type of Smuggler he is. His is a risky. Although he may have greater Obli gation than other characters, this will not necessar ily cause the group greater problems. Table 1 -1 : Smuggler Obligations is a modified version of Table 2 -1 : Obligations on page 39 of the E d c e o f the E m p ir e Core Rulebook, adapted to include some new Smuggler-specific options.

This table can replace Table 2 -1 : Obligations if the player wishes to roll randomly for a Smuggler char acter. Alternatively, it can provide ideas for a player who wishes to create his own Obligation, or adapt the new Obligations for other careers. As long as the CM agrees, there is no reason a character with a dif ferent career should not have a Bad Reputation or be High Risk if the player wants to add a Smuggler element to his PC at character creation.

Antagonist: N ot all Smugglers are Charmers, and given the contacts a Smuggler makes in his line of work, its easy for him to insult the wrong person, group, or even species. This doesnt always lead to Bounty, however, since not everyone can afford the credits required for an official bounty.

In these cases, the Smuggler just lives with the knowledge that certain parties in the galaxy would make his life very difficult if given the chance. Bad Reputation: W hether deserved or not, some Smugglers find themselves with a reputation for being untrustworthy or difficult to deal with. This can make finding jobs a struggle. Since the best way to reduce this Obligation is to successfully com plete contracts, proving himself reliable again, the Smuggler might find himself having to take the least desirable jobs for a while.

Once hes repaired his reputation, he will be able to pick and choose again. Betrayal: Given the nature of his job, a Smuggler might find himself a victim of betrayal or a betrayer himself If the victim, a Smuggler may seek vengeance on those who crossed him. If it was the Smuggler who let a fellow criminal down, then he must make amends somehow. In m inor cases, a simple apology may be all th a ts needed.

In extreme cases, the betrayed party might need rescuing from the spice mines of Kessel or somewhere equally unpleasant. Bounty: Many Smugglers earn a bounty on their heads at some point. The size of the bounty depends on the size of the Obligation, as does the nature of the bounty. A large bounty promised by a Hutt is likely to put the Smuggler in much greater peril than a sim ilar price offered for bringing him in to face charges on some backwater planet. Criminal: Smugglers are by nature criminal, but some manage to stay off authorities' radars be tter than others.

Its only a problem if a Smuggler gains a criminal record. This Obligation may involve avoiding a particular system where the character has a criminal record or hiding his involvement in a crime big enough to interest the authorities. In the event that the criminal record is undeserved, the Smuggler might work to expose the real perpetrator. Debt: Being a Smuggler offers little security, but acquiring a ship and keeping it functioning costs a lot of credits. In order to stay in business, debts may be necessary.

The Smuggler has to resolve them all eventually, and some lenders are less lenient than others. If ignored, this Obligation will only get more and more pressing.

Family: A fam ily is a particular burden for a Smuggler. Perhaps they live on a planet that rarely receives the basic necessities through legitim ate trade, and so they rely on the Smuggler to bring them im portant but inexpensive cargo.

O r perhaps the Smuggler himself has brought them misfortune, and a local crime lord holds them ransom to ensure the Smugglers good behavior. The Smuggler could continue to follow the crime lords instructions or negate the Obligation by liberating his kin.

Favor: The Smuggler owes a favor to a person or organization. Favors are a much-used currency among Smugglers, and the character may well owe favors to more than one party, perhaps even parties in com petition with each other.

The nature of the favor determ ines how to resolve it, and this is up to the player and GM to decide. Depending on to whom the Smuggler owes the favor, the player may need to deal with this Obligation sooner rather than later.

N otoriety: If a Smuggler has the N otoriety Obligation, then he will be unable to travel incognito, as his face or name may be recognized This makes any jobs he takes on harder, if not impossible, to complete. This Obligation is only likely to apply in certain sectors, and the extent of its influence determ ines the size of the Obligation. The Smuggler's own behavior might have caused this, or another party may have maliciously spread information about him.

If the latter, the Obligation could be reduced by tracking down the person responsible and stopping him. High Risk: The Smuggler just cant help it; he has to take the most dangerous jobs and play for the highest stakes.

He is a victim of his own pride, and his ego often lands him in trouble. This Smuggler has something to prove and, when challenged, he cannot help but take the opportunity to display his bravery, even if this puts himself and his party in harm's way.

Servitude: Although the Smuggler might act like hes his own boss, he is actually the property of another and must either hand over any earnings or evade his owner entirely. The Smuggler could deal with this Obligation by earning enough credits to buy his freedom, or he could kill or otherwise remove his master. Under Contract: The Smuggler is under contract to obtain rare goods, transport volatile cargo, or provide difficult services.

He can only put this off for so long. This Obligation is similar to Debt, but it allows the player and the GM a wider range of possibilities when determ ining the nature of the contract. Roll twice on this chart. Starting Obligation is split into two different origins.

This does not increase the O bligations magnitude; divide the starting Obligation into two equal parts, each with a different type. Cotal, and Quarrenprovide players TandtheGMsFalleen, alike with distinctive new options, benefits, and challenges fit for any E dge o f t h e E m p ir e cam paign. All three have initial characteristic ratings and special abilities that make them well-suited to becom ing Smugglers, but each one can work with any career.

The calculating Falleen, the empathic Gotal, and the clever Quarren mix right in with the rest of the deni zens of the galaxys criminal underworld. The Falleen is an absolute master of manipulation, using powerful pheromones to cloud the minds of others and beguile the unsuspecting. This makes the Falleen a natural choice for a Charmer. The Gotal can sense the slight est hint of anxiety or elation with energy-sensitive horns, helping decide whether to raise or fold.

And finally, the Quarrens negotiating talents are a wel come addition to any smuggling crew or crime ring. These species are not beholden to a life of crime, though, as their abilities make them suitable for a wide range of careers.

A Falleen Trader in one of the galaxys countless merchant districts or onboard a trade cruiser can use his strong presence to strike a better deal for his wares. A Gotal who finds discomfort in the energy distortion of civilization might find peace on the hyperlanes or wastelands working as a Scout, Trader, or Survivalist.

The Quarren have a long his tory of operating heavy machinery and shipbuilding alongside the Mon Calamari. A Quarren might find it second nature to work as a Mechanic or Outlaw Tech. The important thing to keep in mind is that these species open a whole new array of roleplaying chal lenges and opportunities for players.

The familiarity of some tried and true pairings of species and career make them an easy choice, but building a Player Character presents the perfect chance to showcase an individual who breaks the moldthats why its his story being told, after all. A Falleen uses wiles and unique pheromones, intoxicating to most species, to achieve great things and manipulate members of other species with ease.

Physiology: The Falleen are alluring reptilian human oids with skin of supple scales in tones ranging from deep green to a dull gray-green hue. Flowever, Fal leen can temporarily change their skin color at will to shades of orange or red when they exude potent pheromones to attract mates.

The scales of their. Female Fal leen exhibit muted skin tones and less-defined spinal ridges compared to males, and their ability to modify their skin pigmentation is less pronounced. The exotic features of the Falleen make them among the most universally attractive beings in the galaxy, and their grooming and the use of their pheromones only enhance this view. Flowing, silky black hair accen tuates their etched cheekbones and chiseled facial features.

The males typically wear their hair in a single long topknot or braid, while the females favor setting their flowing locks into elaborate styles adorned with beads and decorative combs.

The talons on their fin gers and toes remain manicured yet simple. Society: The Falleen species shares its name with its homeworld, which some say is as a tribute to its arro gance. Several feudal kingdoms rule over lower classes of artisans, laborers, slaves, and technicians. The ruling noble houses peacefully conduct business and politi cal negotiations on behalf of their world while admin istering domestic corporations and private interests.

While minor infighting between kingdoms occurs, Fal leen nobles choose scheming and political maneuver ing as their weapons in place of outright war. Falleen value careful planning and reason, believing emotion is the natural enemy to a clear and intelligent mind.

They consider displays of emotion taboo, and go to great lengths to control any outward emotional indicators. Through intense training and meditation, Falleen learn to rein in their emotions, control the color of their skin, and hone the use of pheromones to enthrall others. Falleen see species unable to con trol their emotions as inferior, and usually take little interest in their affairsthough many do enjoy the art of other, more expressive species.

While the technology of their civilization allows them to travel to other worlds, most Falleen com moners never leave their planet. The lower social classes work diligently to maintain their planets selfsufficiency in order to keep from relying on lesser spe cies elsewhere in the galaxy. Instead, the Falleen opt to isolate their society from outside influences. The sale of Falleen slaves to offworlders is one of the rare exceptions to this cultural norm.

As a rite of passage, young Falleen nobles embark on a pilgrimage around the known galaxy to behold its many spectacles and learn how to harness their abilities. When the pilgrims return from their journey, most use what they have learned to better govern the territories they inherit. Flowever, some pilgrims decide to remain offworld to make their mark on the galaxy.

Homeworld: The planet Falleen rests in a pocket of space in the Mid Rim off the Corellian Run called the Doldur sector, and in some small way, Falleen has been a part of the greater galactic community for nearly four thousand years. The expansive rain for ests, sprawling plains, and snowy mountains of Falleen remain unmolested over most of the planet thanks to modest urban sectors reserved for industry.

Industrial zones like the polluted Yellow District in the capital city of Throne are common within every kingdom. This efficient production allows the population of over million inhabitants to remain self-sufficient. After joining the Republic, the Falleen nobility opened their world to galactic commerce and offered their manu facturing districts to offworld corporations.

Since the Empires rise to power, Imperial research and development facilities monopolize Falleens industrial sectors. Eisen Kerioth, Moff of the Doldur sector, distrusts the Falleen due to their ability to manipulate others, and he keeps a watchful eye on the planet. To minimize Falleen influence on the rest of the galaxy, and to monitor the Empires interests on their world, Kerioth maintains a blockade around the planet. Thrones stellar-class starport, once open to offworld traders importing artwork and exotic fruits, now allows only Imperial traffic and Falleen nobility on pilgrimage.

As a result, multiple shadowports operate around the planet, exporting slaves and smuggling in offworld luxuries. Language: Almost all Falleen learn to speak Basic to interact with Imperial personnel or traders on their homeworld, to serve offworlders as slaves, or to com municate with other species while on their pilgrimage. Flowever, Falleen believe that, like all other things, the offworlders language is inferior to their own.

The lack of inflection and emphasis in the Falleen language is indicative of their stoic culture and makes it easy for other species to learn.

When the noble houses stopped receiving dividends from company shares and rent for the facilities ran within their kingdoms, they grew outraged. Next, when the blockade formed over their planet to prevent all incoming and outgoing traffic, the kings said the Empire had gone too far, but they were unaware of how much worse things would become. In the wake of the burgeoning conflict, some Falleen have fled their planet, while others have turned to the Rebel Alliance for aid.

However, the use of skin coloration and phero mones to replace the absent modulation makes it impossible for non-Falleen, even droid translators, to master their language.

The fact that only Falleen can fully grasp the intricacies of their language serves to reinforce the elitist stance that Falleen stand above all other species. Life on the Fringe: On the outskirts of Galactic soci ety, the Falleen are best known for their members who serve as the masters of the Black Sun syndicate, which operated out of Mustafar during the Clone Wars.

Falleen on the fringe might be connected to these powerful individualsperhaps having fallen from grace as rising members of the syndicateor they might be honest members of society who wish to be free of the criminal associations many sentients hold about their species. Regardless of their backgrounds, however, many Falleen press their innate advantage, using their manipulative abilities on unsuspecting sentient beings in order to attain lofty positions and wealth with ease.

Several atrocities that have occurred on Falleen at the Empires hands have bred an intense disdain for the Emperor and his regime within the non-ruling Fal leen classes. A handful of Rebel cells, operating out of Silver Station, hidden in the nearby Dragonflower Neb ula, use this discontent to recruit Falleen to their cause. They still may not train Charm above rank 2 during character creation.

Beguiling Pheromones: By emitting phero mones and altering their skin color, Falleen can affect emotional states of other sentients. Once per check as an incidental, a Falleen may suf fer 2 strain to upgrade the ability of a Charm, Deception, or Negotiation check against a liv ing sentient being within short range once.

This ability has no effect on targets wearing breath masks or w ithout respiratory systems. They pos sess the extraordinary ability to detect and interpret almost every manner of energy field, which allows them to sense the moods and well-being of nearby living beings.

Physiology: Gotals are tall, burly humanoids that evolved as hunter-gatherer tribes on the harsh plains of Antar 4. A coarse, dense layer of fur covers these rugged bipeds in shades ranging from sandy brown to smoky gray. Tiny vestigial nostrils, a pair of beady red eyes, and a wide grimace adorn their gristly, elongated faces.

From their heavily knobbed brow sprouts a pair of conical bovid horns packed with millions of nerve clusters sensitive to electromagnetic fields, radio waves, and numerous other forms of energy.

Gotals use their energy-detecting horns as their primary sensory organs, since the peculiar conditions of their moon make it difficult to function by sight alone. Gotals use their energy sensitivity to detect the presence, mood, and general wellbeing of nearby living creatures through their electromagnetic aura. On their home, Gotals employ this sensitivity to stalk herds of quivry and other prey-beasts with ease.

Their ability to discern the emotions of others through brain wave patterns and other electromagnetic emanations forms the basis of their entire way of life. Society: Antar 4 s harsh, unpredictable environment caused by its complex orbital cycle within a binary star system forced the Gotals primitive ancestors into a nomadic lifestyle.

Limited success with planting crops meant the hunter-gatherers of early Gotal civili zation had to follow herd beasts during their migration in order to survive. Gotal hunters used their remark able ability to detect herds and could discern the type, number, and well-being of animals with aston ishing accuracy.

Although Gotal settlers have since established several cities around their world, some Gotals reject the settlers lifestyle and honor their ancestral traditions by roaming the Antarian plains. These rugged folk roam the highlands and valleys and seldom encounter settlement dwellers in cities like the sprawling Baal Commune. The Gotals ability to decipher the emotional state of others using their energy-sensitive horns played a central role in shaping their society.

Their proficiency at detecting anger and discomfort produced a natu ral aversion to conflict; therefore, Gotals live free of any established government and maintain a peace ful anarchy. Awareness of the emotions of everyone around them makes courting rituals unnecessary, and Gotals often fall in love at first sight, remaining monogamous for life.

Gotals are typically polite and. There are exceptions, however, and some Gotals use their abilities to take advantage of others, often leav ing their world to pursue lives of crime. Gotal children are abrasive and temperamental. From birth, Gotals endure bombardment of every con ceivable form of energy emission, unable to filter the incoming stimuli.

The sensory overload leaves them helpless, sometimes-causing catatonia or delirium. After infancy, Gotals start learning to cope with their ability, but they still struggle with bouts of instability until they reach maturity around twelve years of age. Although Gotals struggle with the electromagnetic interference given off by electronic devices, they have adapted and achieved space travel capabilities using technology employing emission-free chemical reactions.

Gotals used this technology to explore the other moons and planets of their solar system long before encountering other species, and they even established mining outposts on Antar 5 to advance their civilization. Gotals have had millennia to adapt to the overwhelming energy fields wrought by other species that lack their unique abilities, but they con tinue to struggle with droid technology.

Power sources used in most modern droids emit an energy pattern that causes Gotals particular discomfort, which has created an anti-droid sentiment within Gotal society. Homeworld: Antar 4 is one of six moons orbiting a gas giant in the binary star system known as the Antar system.

The complex orbital pattern of moons, planet, and suns causes erratic weather patterns and a con stantly changing diurnal cycle. Antar 4s land mass consists primarily of breezy grass plains and rocky steppes, but over sixty percent of the moons sur face is covered in oceans, rivers, and streams. Despite the cool climate, Antar 4 lacks polar ice caps due to a bizarre rotational pattern caused by its steep axis along the Antar systems orbital plane.

This abnormal angle causes extreme tidal shifts that wrack the moon with harsh weather conditions as its seasons change. Frequent eclipses caused by the Antar gas giant and its other moons subject Antar 4 to a highly variable diurnal cycle. At times, Antars twin stars, along with the reflectivity of the gas giants atmosphere, bathes the entire moon in sunlight that is so bright that it would scorch the optic nerves of most species.

Other times, the planet moves between its double stars and this moon, plunging Antar 4 into total darkness. Between these two extremes, the Antarian moons provide varying radiance and wavelengths of illumina tion for the Gotal homeworld after nightfall.

This wild orbital behavior makes it difficult for anything other than hearty, fast-growing plant life to take root. Language: Antarian primarily relies upon the reading of brain waves and electromagnetic auras to decipher emotions and basic concepts, and supplements this with speech used to convey abstract or complex ideas. To other species, the vocalization of Antarian sounds like a gurgled monotone, but to Gotals it has breadth and inflection thanks to the ever-shifting modulation created by the moods and thoughts of those around them.

Due to their ability to detect these emotions with their horns, the Gotal language has no words to express concepts like happiness or sadness. The extra sense Gotals use to communicate makes it impossible for other living beings to speak Antarian fluently.

Gotals speak Basic to interact with other species, but using vocalized speech to express emotion is a concept too foreign for most Gotals to grasp. There fore, when Gotals use Basic, they speak in neutral terms devoid of any emotion or emphasis. This dull monotone often brings the sincerity of Gotals into question. Superstition that Gotals can read minds also leaves non-Gotals unsettled, widening the rift between species.

Life on the Fringe: Gotals have traveled the space lanes for millennia and can be encountered anywhere in the galaxy. Gotals can detect virtually every known frequency of the electromagnetic spectrum, which affords them advantages that make them well suited for a wide variety of careers.

Their natural tendency to avoid conflicts makes them excellent business beings, diplomats, negotiators, and politicians. Gotals also frequently enter careers as counselors and psychia trists due to their proficiency with reading brain waves and sensing emotions. Cotals seldom fall prey to trickery, so they are renowned as investigators. Coupled with their hunting expertise, Cotals special senses make them feared bounty hunters and mercenaries.

Some Cotals use their abilities to take advantage of others, prowling the galaxy as cardsharps, soldiers of fortune, and con men. Misconceptions about Cotal mind readers often make people uncomfortable in their presence. Many Cotals prefer to retreat to the fringes of civilization to escape the constant buzz of emotions and alien tech nology. For these reasons, it is common to find Cotals working in the Outer Rim and beyond as explorers, prospectors, and scouts.

Special Abilities: Cotals begin the game with one rank in Perception. They still may not train Per ception above rank 2 during character creation. Energy Sensitivity: The head cones of a Cotal are finely tuned sensory organs used to detect almost the entirety of the electromagnetic spectrum.

Once per encounter as a maneuver, a Cotal may sense the presence and current emotional states of all living things within short range of himself. Rangers were non-Force sensi tive beings who performed duties ranging from exploration to resupply, also acting as a provi sional fighting force when diplomacy failed. The Antarian Rangers ranks consisted of species from all over the galaxy, but the organization originated on the Gotal home of Antar 4.

Kaskutal possessed limited talent with the Force, but the Jedi Order rejected him for training. Undeterred from help ing the Order, Kaskutal used his connections. This initiative grew to a galaxyspanning organization comprised of thousands of beings filling essential support positions for the ever-vigilant Jedi.

The prolonged and bloody conflict of the Clone Wars thinned the Rangers ranks alongside the Jedi they served. After the Declaration of the New Order, the Empire declared the Antarian Rangers co-conspirators with the Jedi Order and hunted them to near-extinction. Any sur vivors slipped into the shadows to escape extermination. The distrusting and often paranoid nature of these stubborn aquatic humanoids makes them successful in a wide range of business, political, and underworld professions.

Physiology: The Quarren are a sinewy, humanoid species descended from cephalopods, with triangular heads and four tentacles protruding from their faces. A trio of sharp fangs lines their tiny mouths and works in concert with their prehensile face tentacles to com municate and feed. Above the cluster of tentacles is a pair of luminous blue or turquoise eyes that other species find intense.

This unusual appearance has led to members of many other species referring to them by the derogatory term squid-faces. Their leathery skin usually presents in subtle variations of pinkish-orange, but some Quarren are a mottled brown or gray-green. Quarren with pink or purple skin are extremely rare and considered wildly beauti ful among their species.

The average Quarren has five sucker-tipped fingers on each hand, but some individu als exist with claws instead of suction cups.

Still oth ers have only three fingers with suckers or claws. While Quarren are amphibious, they are natural swimmers and are more comfortable breathing underwater.

Quarren exemplify resilience, not only in physique but in temperament. Proud to the point of stubborn ness, Quarren prefer to adhere to tradition and often reject unnecessary change at all costs.

Quarren are cautious and pessimistic, so their culture progresses only through absolute necessity and methodical plan ning. This tenacity often leads them to distrust idealistic cultures, creating tension between their species and the Mon Calamari with whom they share their world.

Society: For untold ages, the Quarren maintained a peaceful existence at the bottom of the sea on their homeworld of Dac, sometimes interacting with other sentient beings of their world, such as the hive-minded jelly Moappa and the enormous marine mammals, the Whaladons. Their tribal society upheld the traditional ways of their ancestors, mining abundant mineral lodes from Dacs underwater mountains and spear fishing off the coast of small island chains to support their modest civilization.

All that changed when the Quarren made first. The Quarrens conservative and sometimes cynical nature stood in stark contrast to the Mon Calamaris tendencies toward creativity, idealism, and optimism. The culture clash between the two soci eties proved too much for the Quarren to bear. The antagonistic and territorial Quarren declared war on the Mon Calamari.

The brutal and prolonged conflict between the two civilizations ended in the near extermination of the Quarren species. In the wake of their victory, many Mon Calamari attempted to promote peaceful coexis tence between the two species, although their societies were largely isolatedthe Mon Calamari in their float ing cities, and the Quarren in their cities and mining outposts on the seafloor. Deep rifts between the two species remained, the Quarren embittered by their defeat and what they saw as attempts to erase their culture, and the Mon Calamari frustrated by the failure of diplomacy.

Tensions boiled over into open conflicts from time to time, although there were also periods of relative peace and cooperation. The Empires arrival on Mon Cala has been yet another stumbling block for reconciliation between the two species.

Despite their lack of involvement in the fight against the Empire, the Quarren shared the Mon Cal amaris fate for resisting Imperial reign and now live in slavery.

For two decades, the Quarren mined valu able resources in labor camps to feed the ravenous Imperial military-industrial complex. Some Quarren fled their oceanic homeworld to escape the Empire's stranglehold, while others sought refuge undersea in hidden grottos and forgotten mining outposts.

Because of the oppression of Mon Cala, many Quarren resist the Empires rule, while others work alongside it for their own personal gain. Such matters fall to the individual to decide, but the choice to resist the Empire or collaborate is one of extreme conse quence to many Quarren. Fighting the Empire means risking ones life for the cause, but working alongside it means sacrificing innocent lives to maintain the Empires brutal regime. The Outer Rim world is the last stop along the Overic Griplink beyond the Tion Cluster, and it has been a major exporter of luxury star cruisers for millennia.

A vast, planet-wide ocean covers Dacs surface, with only a handful of islands and coral reefs breaking the waves. Dac supports a thriving marine ecosystem, and the Quarren share their world with several other sentient species such as the cetacean Whaladons and the ide alistic Mon Calamari. Immense cities and other population centers both float atop and beneath the seas of Dac.

Mon Calamari City, nicknamed Coral Depths City by some for its abundance of beautiful multi-colored coral gardens, has districts above and below the surface. It serves as the planets seat of government. Other floating metropolises like Foamwander, Fleurkea, Flikahi, KeePiru, Orotoru Gam, and Reef Flome drift around the ocean world, each with their own unique architectural designs.

Aquarius and other enormous domed cities and mining colonies exist beneath the waves where Mon Calamari, Quarren, and Whaladons live and work together. Even cultural centers like the community of intelligent mollusks known as the Knowledge Bank lie nestled between underwater mountain ranges.

Language: Quarrenese, the native language to the Quarren species, is a unique collection of bellowed moans, reedy cries, and bubbly croaks capable of trav eling great distances underwater. Without fluid to force through their mantles, Quarren find it difficult to speak Quarrenese in the open air. Because of this, most Quarren also speak Basic with a gravelly, sometimes gurgled, tone when communicating with others above water. Life on the Fringe: Although by nature Quarren are reclusive and prefer to remain on their homeworld, it is common to encounter them throughout the galaxy.

Some Quarren feel compelled to leave their world to escape their dependency on the Mon Calamari or their servitude to the Galactic Empire. While not all Quarren are slaves to the Empire, most are wisely dis trustful of Imperials. Some Quarren prefer to occupy the fringes of soci ety and follow their natural aggression and distrust by seeking work as mercenaries, pirates, slavers, Smugglers, and spies.

Flowever, their conservative and meticulous tendencies also make them capable accountants and business managers. Their mistrust ing and self-serving nature make them accomplished infochants, politicians, and crime bosses. Many Quar ren blame both the Empire and the Rebellion for the destruction that has transpired on their world, disap proving of the Mon Calamaris choice to openly ally with the Rebel Alliance. They try to stay clear of both groups whenever possible.

Special Abilities: Quarren begin the game with one rank in Negotiation. They still may not train Negotiation above rank 2 during character creation. Amphibious: Quarren can breathe underwater without penalty and never suffer movement pen alties for traveling through water.

Ink Spray: Quarren can spit ink from a special ized sac within their gills that disperses in water, creating a brief murk used to confuse foes or escape predators.

This ability can be used on land as well, though it is considerably less effec tive because it must be sprayed directly on the target. Once per encounter, as an out-of-turn inci dental, a Quarren may suffer 2 strain to add to a combat check made by a character within short range under water, it adds to the combat check instead.

Some carry ancient grudges to the fringes of galactic society. Others, however, are simply pleased to see any sentient from their watery homeespecially those forced to leave their homeworld during the Clone Wars or another upheaval.

An individual Quarren encountering a Mon Calamari in the Outer Rim might well choose to focus on their many similarities rather than the rifts between their species in the past.

Players who choose to create Quarren PCs should consider whether their characters are b itter about these old conflicts and still feel animosity toward the Mon Calamari, wish to reconcile with their ancestral neighbors, or do not care about the politics of their homeworld at all in the face of pressing personal issues. Thinking about these issues can help to define individual Quarren characters beyond the widespread stereotypes about their spe cies, and helps the CM create interesting hooks for the PC and the party to explore.

These specializations E dge. Joining the existing specializations are three more ways to develop new characters or diversify existing ones. The Charmer combines the oratory gifts of the Politico with the morally questionable bargaining prac tices of the Trader to make a sweet talker that few can resist. The Thiefs considerable deceptive talents shuffle in with the negotiating expertise of the Trader to form the devious Gambler who is always ready to deal in, even if he is a few cards short of a deck.

The Mercenary Soldiers gritty determination fuses with the precision of the Assassin to create the Gunslinger. Each of these new specializations showcases the Smugglers need to push the envelope and find new ways to thrive on the fringe. Smugglers always have a diverse range of skills at their disposal to represent their bravery and ingenu ity in the face of overwhelming odds. The eight career skills inherent to all Smugglers, including the three new specializations, are Coordination, Deception, Knowledge Underworld , Perception, Piloting Space , Skulduggery, Streetwise, and Vigilance.

Smugglers automatically gain one rank in any four of these skills of his choosing without spending starting experience, and he receives a discount when he spends experi ence to purchase ranks in any of these skills. Smugglers are experts at navigating the dense cul tural minefield that is the criminal underworld. They know all too well how to save their own skins. Remem ber, a character cannot have more than two ranks in any skill at the time of character creation, regardless of how many opportunities he has at receiving free ranks to that skill such as bonus career skills and spe cies bonus skills.

Rather than resorting to uncivilized intimida tion tactics or distasteful acts of violence, the Charmer believes the best way to get what he wants is to sim ply ask for it. A Charmer knows how to talk the talk, possessing natural charisma that makes him irresistible. Stephanie A. Hostman, Peter Newman, Chris Kester. New sound boards added updated character sheets. The Edge of the Empire bamboo, like the other animal enclosures, but of bronze.

Character sheet also available for download at www. We have only been running published games, but this book provides additional reference material for Explorers. Mancall describe the nature of the complex interactions among these interests, examining colorful and sometimes gripping instances of familiarity and uneasiness, acceptance and animosity, and cooperation and conflict, from individual encounters to such vast undertakings as the Seven Years' War.

Gran Far Horizons Strong Christian themes run throughout.



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