RPGGamer Menu
Home
        Editorials
        Old Updates

GM Tools

Reviews

RPG Hints
        Adventures
        House Rules
        Game Ideas

Star Wars D/6
        Campaign
        Starships
        Vehicles
        Equipment
        Planets
        Characters
        The Force
        Supplements
        Online Journal
        GM Screen
        Hardware
        NPC Generator

Star Wars D/20
        Starships
        Vehicles
        Equipment
        Planets
        Characters
        The Force
        Supplements
        Online Journal

Warhammer
StarGate SG1
Buffy RPG
Babylon 5
Farscape
Slaine
Star Trek
Lone Wolf RPG
Exalted
Earthdawn





Toydarians

Blue skinned, winged beings who are innately good bargainers and are
naturally resistant to mind manipulation through the Force, Toydarians
fill a small niche in the galaxy.  Most Toydarians become junk dealers,
used vehicle salespersons, and such that you see and are annoyed by
daily. Due to their small size they are not terribly strong, but they
can be quite smart.  Their Dexterity is lacking, but this does not stop
them from operating machinery.

Homeworld: Toydar IV
Attribute Dice: 12D
Dexterity: 1D/3D
Knowledge: 2D/4D
Mechanical: 2D/4D
Perception: 2D/4D+1
Strength: 1D/3D
Technical: 1D+2/4D

Special Abilities:
Force Resistance: Toydarians have an inate defense against Force-based
  mind manipulation techniques and roll double their Perception dice
  to resist such attacks. However, because of this, Toydarians are not
  believed to be able to learn Force skills.
Mechanical aptitude: Toydarians are natural mechanics and gain 2D for
  every 1D but into a repair skill at character creation.
Legs: Toydarians' legs are small and frail and in some cases no longer
  allow the toydarians to walk. At charchter creation a toydarian starts
  off with a 0 walking move but may spend up to 3 character points (at
  character creation) to up it to a 3. They may spend up to 3 character
  points this way.

Special Skills:
Strength: Flight: Time to use: One Round. This skill allows Toydarians
  to fly. They begin with a flying speed of 12.

Story Factors:
Shrewd Businessmen: Toydarians are good bargainers and shrewd negotiators.
  They gain 2D for every 1D placed in bargain, con, or business.

Gambling Addiction: Toydarians are notorious gamblers and find it hard to
  resist a good chance to bet. If a toydarian encounters a chance to gamble
  (without being hustled or cheated) he must make a moderate willpower check
  to resist the urge to participate.

Hutt Relation: Toydarians are distantly related to Hutts and are often
  found in service of them. Many toydarians are henchmen or minor bosses
  under a Hutt.        

Move: 0/3 (walking) 12/15 (flying)
Size: 1.0 - 1.2 meters tall


Comments made about this Article!



There are currently no comments for this article, be the first to post in the form below



Add your comment here!

Your Name/Handle:

        Add your comment in the box below.



Thanks for your comment, all comments are moderated, and those which are considered rude, insulting, or otherwise undesirable will be deleted.

As a simple test to avoid scripted additions to comments, please select the numbers listed above each box.
1
5
9
2
8



Page designed in Notepad, Logo`s done in Personal Paint on the Commodore Amiga
All text and stats by Dave Maloney, HTML and logos done by FreddyB
Images stolen from an unknown website at some remote time in the past.
Any complaints, writs for copyright abuse, etc should be addressed to the Webmaster FreddyB.