The D6 Rules
Quick Guide to D6
Star Wars D/6
Star Wars Canon
Rise of the Empire
Post Empire Era
Star Wars D/20
Lone Wolf RPG
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
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.
Strength: Flight: Time to use: One Round. This skill allows Toydarians
to fly. They begin with a flying speed of 12.
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
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