D6 Conversions for Star Wars d20 Alien Templates from Star Wars Gamer
Conversions by Gary Astleford (penangallan@cox.net)
first posted to The Rebellion, http://www.verminary.com/rebellion/

Anx (SWG#7, pages 98-100)
Average Anx.
Dexterity 2D, Knowledge 1D+2, Mechanical 2D, Perception 1D+2, Strength 2D+2, Technical 2D.
Home Planet
: Gravlex Med
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+2
STRENGTH 2D/4D+2
TECHNICAL 1D+1/4D
Special Abilities:
Blindsight: Anx have exceptionally poor eyesight, and instead use sense organs along their crests, knees, and elbows to "smell" the world around them.
Communication at a Distance: Anx speak in a booming, low-frequency language that other Anx can hear up to five kilometers away.
Increased Hand-to-Hand Damage: Due to their physiology, Anx characters add +1D to their Strength score when rolling their hand-to-hand damage.
Story Factors:
Fin Cloaks: The skin and fins of an Anx change colors to reflect their emotions, making an Anx's basic mood easy to decipher. As a result, Anx characters often wear fin cloaks that make it more difficult for others to interpret their emotions. An Anx without a fin cloak suffers a -2D penalty to all Bargain and Con skill checks.
Move: 12/14
Size: 4 meters tall on average

Anzati (SWG#1, page 92)
No species template was provided. However, the Anzati feed from living beings as described in the article. Game effects in D6 are as follows: for every turn spent feeding, 2 pips are subtracted from the victim's Knowledge, Mechanical, Perception, and Technical attributes. If any one attribute is reduced to 0 or less, the victim dies. The damage to the attributes is permanent, and reduces skills accordingly.

Ayrou (SWG#9, page 40)
Average Ayrou.
Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D+2, Strength 1D+1, Technical 2D.
Home Planet
: Maya Kovel
Attribute Dice: 1D
DEXTERITY 2D/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D/4D
PERCEPTION 2D/4D+2
STRENGTH 1D/3D+1
TECHNICAL 1D/4D
Special Abilities:
Persuasive: Because of their talents as wily negotiators and expert hagglers, Ayrou characters gain a +1D bonus to their Bargain, Investigation, and Persuasion skill rolls.
Story Factors
:
Peaceful Species: The Ayrou prefer to settle disputes with their wits, instead of with violence.
Move: 10/12
Size: Listed only as "tall and willowy."

Chiss (AA, page 64-65; SWG#5, sidebar, page 110)
Average Chiss.
Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D, Technical 2D.
Home Planet
: Csilla
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D+1/4D
STRENGTH 1D+1/4D
TECHNICAL 1D+1/4D
Special Abilities:
Low Light Vision: Chiss can see twice as far as a normal human in poor lighting conditions.
Skill Bonuses: At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.
Tactics: Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.
Move: 10/12
Size: 1.6 to 2.1 meters tall.

Clawdite (SWG#10, sidebar, page 103)
Home Planet
: Zolan
Average Clawdite. Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D+1, Strength 1D+2, Technical 2D.
Attribute Dice
: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/4D
MECHANICAL 1D/4D
PERCEPTION 2D/4D+1
STRENGTH 1D/3D+2
TECHNICAL 1D/4D
Special Abilities:
Skin-Changer: Clawdites are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.
Special Skills:
Perception: Shapeshift (A): Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species.
Move: 10/12
Size: 1.5 to 1.9 meters tall

Cragmoloids (SWG#6, sidebar, page 69)
Average Cragmoloid.
Dexterity 1D+1, Knowledge 2D, Mechanical 1D+1, Perception 2D, Strength 3D, Technical 1D+1.
Home Planet
: Ankus
Attribute Dice: 11D
DEXTERITY 1D/3D+1
KNOWLEDGE 1D+1/4D
MECHANICAL 1D/3D+1
PERCEPTION 1D+1/4D
STRENGTH 2D+1/5D
TECHNICAL 1D/3D+1
Special Abilities:
Long-Lived: Cragmoloids have life spans in excess of 400 years.
Tusks: Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.
Move: 10/12
Size: 3 meters tall

Em'liy (SWG#1 page 54)
Average Em'liy.
Dexterity 2D+2, Knowledge 1D+2, Mechanical 2D, Perception 1D+1, Strength 3D, Technical 1D+1.
Attribute Dice
: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+1
STRENGTH 2D+1/5D
TECHNICAL 1D/3D+1
Special Abilities:
Skill Bonus: At the time that an Em'liy character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.
Spirit of Battle: When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.
Move: 10/12

Feeorin (SWG#1, sidebar, page 104)
Average Feeorin.
Dexterity 1D+2, Knowledge 2D, Mechanical 1D+2, Perception 2D, Strength 2D+2, Technical 2D.
DEXTERITY 1D/3D+2
KNOWLEDGE 1D+1/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D+1/4D
STRENGTH 2D/4D+2
TECHNICAL 1D+1/4D
Special Abilities:
Low-Light Vision: Feeorin can see twice as far as a human in dim light.
Endurance: Due to their high level of endurance, Feeorin may re-roll any failed Stamina check once.
Story Factors:
Bad Reputation: On worlds where they have settled, Feeorin characters may be regarded as evil or dangerous based on their species alone.
Move: 10/12

Iskalonian/Chuhkyvi (SWG#1 page 56)
Average Chuhkyvi.
Dexterity 1D+2, Knowledge 2D+1, Mechanical 2D, Perception 2D, Strength 2D, Technical 2D.
Attribute Dice
: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D+2/4D+1
MECHANICAL 1D+1/4D
PERCEPTION 1D+1/4D
STRENGTH 1D+1/4D
TECHNICAL 1D+1/4D
Special Abilities:
Swimming Ability: Iskalonians gain a bonus of +3D to their Swimming skill.
Swimming Speed: Base speed for an Iskalonian in water is 14.
Water Breathers: Iskalonians cannot stay out of water for more than an hour at a time, unless they employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).
Poor Vision: When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.
Move: 10/12 (14/16 in water)

Lepi (SWG#4, sidebar, page 46)
Average Lepi.
Dexterity 2D+2, Knowledge 1D+1, Mechanical 2D, Perception 1D+2, Strength 2D, Technical 1D+1.
Attribute Dice: 12D
DEXTERITY
2D/4D+2
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+2
STRENGTH 1D+1/4D
TECHNICAL 1D/3D+1
Special Abilities:
Feet of Fury: A Lepi's feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.
Alertness: Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.
Move: 10/12

Menahuun (SWG#7, sidebar, page 95)
Average Menahuun.
Dexterity 2D+2, Knowledge 2D, Mechanical 2D, Perception 2D+1, Strength 1D+2, Technical 1D+1.
Home Planet
: Lamaredd
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D+2/4D+1
STRENGTH 1D/3D+2
TECHNICAL 1D/3D+1
Special Abilities:
Darkvision: Menahuun can see up to 20 meters in total darkness.
Good Climbers: Menahuun characters get a +2D bonus to all Climbing/Jumping skill checks made when climbing.
Good Swimmers: Menahuun characters get a +1D bonus to all Swimming skill checks.
Heightened Senses: Menahuun get a +2 pip bonus to all Search skill checks.
Move: 6/8
Size: 1.2 meters tall

Nagai (SWG#1 page 63)
Average Nagai.
Dexterity 2D+2, Knowledge 1D+2, Mechanical 2D+1, Perception 2D, Strength 1D+1, Technical 2D.
Attribute Dice
: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+2/4D+1
PERCEPTION 1D+1/4D
STRENGTH 1D/3D+1
TECHNICAL 1D+1/4D
Special Abilities:
Soothing Voice: Nagai gain a +1D bonus to any use of the Bargain, Command, Con, and Persuasion skills.
Move: 10/12

Nosaurians (SWG#9, pages 85-86)
Average Nosaurian.
Dexterity 2D+1, Knowledge 2D, Mechanical 2D+1, Perception 1D+2, Strength 1D+2, Technical 2D.
Home Planet
: New Plympto
Attribute Dice: 12D
DEXTERITY 2D/4D+1
KNOWLEDGE 1D/4D
MECHANICAL 2D/4D+1
PERCEPTION 1D/3D+2
STRENGTH 1D/3D+2
TECHNICAL 1D/4D
Special Abilities:
Horns: Nosaurians possess six horns on the tops of their heads that they can employ as weapons. Goring an opponent with these horns inflicts the Nosaurian's Strength +1 in damage.
Internal Clock: Nosaurians attuned to the planet they are living on instinctively know when the sun is setting. They usually accompany the setting sun by braying at the top of their lungs. This is largely involuntary, and any Nosaurian wishing to resist the urge to "sing it [the sun] down" must succeed at a Very Difficult Willpower skill roll.
Story Factors:
Color Blind: Nosaurians only see in black and white. While they are not typically effected by this, they may have difficulty interpreting color-coded computer displays or vehicle controls that they are unfamiliar with.
Phosphorescent Mouth Lining: A Nosaurian can make the lining of his mouth phosphorescent at will. Although many animals on New Plympto use similar abilities to attract prey, it grants no appreciable bonus to Nosaurian characters.
Resentful of Humans: Nosaurians blame Republic politicians (and humans in general) for financial problems suffered on their homeworld of New Plympto. These feelings were further compounded by a heavy-handed Imperial subjugation of their planet.
Move: 10
Size: 1.2 to 1.55 meters tall

Priapulin (SWG#8, page 103)
Average Priapulin.
Dexterity 2D, Knowledge 2D+2, Mechanical 1D, Perception 2D, Strength 2D+1, Technical 2D.
Home Planet
: Pria
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 1D+2/4D+2
MECHANICAL 1D/3D
PERCEPTION 1D/4D
STRENGTH 2D/4D+1
TECHNICAL 1D/4D
Special Abilities:
Amphibious: Priapulin breathe both water and air, and receive a permanent +3D bonus to all Swimming skill checks. They have difficulty functioning in dry conditions, and suffer a -3D penalty (to a minimum of 1D) to all Dexterity, Perception, Strength, and skill rolls.
Low-Light Vision: Priapulin can see twice as far as a normal human in poor lighting conditions.
Pacifist Philosophy:
Because of their peaceful natures, Priapulin have a natural affinity for dealing with members of all species. As such, they gain a +2 pip bonus to all Bargain, Investigation, and Persuasion skill rolls.
Story Factors:
Pacifists: The Priapulin are a species that strives for peace above all else. As such, they are rarely given to anger, and even under the most extreme circumstances, they will not engage in combat. Beginning Priapulin characters are restricted from taking any combat-related skills during character creation.
Move: 6/8 (land), 15 (in water)
Size: Up to four meters long

Sanyassan (SWG#9, page 40)
Average Sanyassan.
Dexterity 1D+2, Knowledge 1D+1, Mechanical 1D+2, Perception 2D, Strength 3D, Technical 1D+1.
Home Planet
: Sanyassa
Attribute Dice: 11D
DEXTERITY 1D/4D
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D+2
PERCEPTION 1D+1/4D
STRENGTH 2D+2/5D
TECHNICAL 1D/3D
Special Abilities:
Leathery Skin: Provides a +1 pip bonus to Strength rolls made to resist physical damage.
Story Factors:
Bad Temper: Sanyassans are best known for their foul tempers. If provoked, the Sanyassan in question must succeed at a Difficult Willpower skill roll or fly into a rage. While raging, Sanyassan characters gain +2 pips to their Strength attribute, a –2 pip penalty to any defensive skill rolls (Dodge, Brawling Parry, etc.) and are only interested in beating the offending party to a pulp.
Move: 10/12
Size: Unlisted (Medium)

Sauvax (SWG#10, page 93)
Home Planet
: Leritor
Average Sauvax. Dexterity 1D+2, Knowledge 2D, Mechanical 1D+2, Perception 1D+2, Strength 3D, Technical 2D.
Attribute Dice
: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D+1/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D/3D+2
STRENGTH 2D+1/5D
TECHNICAL 1D+1/4D
Special Abilities:
Amphibious: Sauvax can survive both on land and in water, and gain a +1D bonus to their Swimming skill.
Enhanced Senses: Sauvax characters have a permanent +2 pip bonus to all Search skill rolls.
Natural Armor: Sauvax characters possess a thick shell which provides a +1D bonus to all Strength checks made to resist physical damage.
Move: 10/12
Size: Unlisted (Medium)

Sharu (SWG#5, sidebar, page 72)
Average Sharu.
Dexterity 2D, Knowledge 2D+1, Mechanical 2D, Perception 1D+1, Strength 2D, Technical 2D+1.
Home Planet
: Rafa V
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+2/4D+1
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+1
STRENGTH 1D+1/4D
TECHNICAL 1D+2/4D+1
Special Abilities:
Martial Arts: Sharu characters begin play with two extra skill dice, which they must assign to the Martial Arts skill as presented in the "Rules of Engagement" supplement. If this supplement is unavailable, these extra dice must be assigned to the Brawling and Brawling Parry skills.
Sharu Technology:
Sharu technology is incredibly advanced. When attempting to use Sharu technology, beings of other species suffer a -2D penalty. If a character takes the time to learn Scholar: Sharu Technology to a level of 6D or higher, this penalty is negated. This skill can only be learned from a Sharu, or a non-Sharu character who meets this requirement.
Move: 10/12
Size: Unlisted, but likely @1.8 meters tall on average.

S'kytri (SWG#1 page 61)
Average S'kytri.
Dexterity 2D, Knowledge 2D, Mechanical 1D+2, Perception 2D, Strength 2D+2, Technical 1D+2.
Attribute Dice
: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D+1/4D
STRENGTH 2D/4D+2
TECHNICAL 1D/3D+2
Special Abilities:
Flight: S'kytri have wings, and are able to fly at their normal walking movement rate.
Willpower Bonus: S'kytri gain a permanent +1D to their Willpower skill at character creation.
Move: 10/12

Spiner (SWG#4, sidebar, page 48)
Average Spiner.
Dexterity 2D, Knowledge 1D+2, Mechanical 2D, Perception 1D+2, Strength 2D+2, Technical 2D.
Attribute Dice: 12D
DEXTERITY
1D+1/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+2
STRENGTH 2D/4D+2
TECHNICAL 2D/4D
Special Abilities:
Quills: Spiners can launch a burst of quills at a target using their Thrown Weapons: Quills skill (range: 2/5/10m, damage 2D). The quills grow back, but a Spiner is only able to make 4 such attacks within a single 24 hour period.
Story Factors:
Dying Race: Spiners suffer from a genetic flaw that prevents them from reproducing anywhere but their homeworld. As their homeworld was destroyed by a supernova, their species will inevitably disappear.
Move: 10/12

Stenax (SWG#1 page 58)
Average Stenax.
Dexterity 3D, Knowledge 1D, Mechanical 1D+1, Perception 2D, Strength 3D+1, Technical 1D+1.
Attribute Dice
: 12D
DEXTERITY 2D+1/5D
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D+1
PERCEPTION 1D+1/4D
STRENGTH 2D+2/5D+1
TECHNICAL 1D/3D+1
Special Abilities:
Flight: Stenax have wings, and are able to fly at their normal walking movement rate.
Enhanced Senses: Stenax get a +1D bonus to all sense-based Perception rolls. In addition, they can see twice as far as humans in low light conditions.
Move: 10/12

Talids (SWG#2, sidebar, page 74)
Average Talid.
Dexterity 1D+1, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D+2, Technical 2D.
DEXTERITY 1D/3D+1
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D+1/4D
STRENGTH 2D/4D+2
TECHNICAL 1D+1/4D
Special Abilities:
Survival Skill Bonus: At the time that a Talid character is created ONLY, the character gets 2D for every 1D placed into the Hide, Beast Riding, and Survival skills.
Move: 10/12

Thakwaash (SWG#9, sidebar, page 53)
Average Thakwaash.
Dexterity 1D+2, Knowledge 2D, Mechanical 1D+2, Perception 1D+2, Strength 3D, Technical 2D.
Home Planet
: Thakwaa
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D/3D+1
STRENGTH 3D/5D+1
TECHNICAL 1D/4D
Special Abilities:
Multiple Personalities: Prior to making a skill check, a Thakwaash character can attempt to draw upon on of his secondary personality's experience as a free action. This is done by making a Willpower skill roll, with a difficulty equal to the number of dice in the character's skill rating times three. For example, a Thakwaash character with a Space Transports skill rating of 4D+1 will need to roll a 12 or better (4x3) on his Willpower skill roll to draw upon a secondary personality's talents in that skill. If successful, the character gains a +2D bonus to that skill, but suffers a –1D penalty to all other skills. This lasts until the character attempts to call upon another personality, is stunned or knocked unconscious, or after one hour of rest or light activity.
Move
: 10/12
Size: 3 meters tall

Tirrith (SWG#7, pages 68-69)
Average Tirrith.
Dexterity 2D+2, Knowledge 2D+2, Mechanical 1D+2, Perception 2D+2, Strength 1D, Technical 1D+1.
Home Planet
: Beheboth
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 2D/4D+2
MECHANICAL 1D/3D+2
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/3D+1
Special Abilities:
Hive: Tirrith are part of a larger hive, and all members of the hive share an empathic bond. If a Tirrith character suffers pain, the rest of his hive will feel it as well. If a Tirrith is killed, the members of his hive may die as well. For each point of damage suffered by a Tirrith character, his hive suffers two points.
Non-Corporeal:
Tirrith characters can be harmed only by energy weapons and vacuum. They can force their way into any non-hermetically-sealed room as an action. They cannot utilize any equipment.
Somniferous Gas:
Tirrith can reconstitute their planet's atmosphere into a powerful knockout gas. If non-Tirrith characters inhale this gas, they must make a Very Difficult Strength check or fall unconscious for 1D+2 hours, unless revived by a medpack. Treat the creation of the gas a ranged attack (range: 1-4/12/25) with a 2 meter blast radius.
Telepathy:
A Tirrith character can communicate telepathically with any number of beings within 20 meters. Anyone wishing to resist this telepathic contact must succeed in an opposed Perception check against the Tirrith in question. Anyone receiving a telepathic communication from a Tirrith "hears" the message in their own language.
Story Factors:
Pacifists: Tirrith are fundamental pacifists that have a hard time conceiving violence against other beings.
Move: 10/12
Size: 1.8 to 2.2 meters

Tirrith Hive (SWG#7, pages 68-69)
Home Planet
: Beheboth
DEXTERITY 6D, +1 pip for every two Tirrith past twenty.
KNOWLEDGE 6D, +1 pip for every two Tirrith past twenty.
MECHANICAL 3D, +1 pip for every two Tirrith past twenty.
PERCEPTION 5D+1, +1 pip for every two Tirrith past twenty.
STRENGTH 10D, +1D for every Tirrith past twenty.
TECHNICAL 6D, +1 pip for every two Tirrith past twenty.
Special Abilities:
Hive: Tirrith are part of a larger hive, and all members of the hive share an empathic bond. If a Tirrith character suffers pain, the rest of his hive will feel it as well. If an individual Tirrith is killed, some members of his hive may die as well. For each point of damage suffered by a Tirrith character, his hive suffers two points.
Non-Corporeal:
Tirrith hives can be harmed only by energy weapons and vacuum. They can force their way into any non-hermetically-sealed room as an action. They cannot utilize any equipment.
Somniferous Gas:
Tirrith hives can reconstitute their planet's atmosphere into a powerful knockout gas. If non-Tirrith characters inhale this gas, they must make a Very Difficult Strength check or fall unconscious for 1D+2 hours, unless revived by a medpack. Treat the creation of the gas a ranged attack (range: 1-4/12/25) with a 20 meter blast radius.
Telepathy:
A Tirrith hive can communicate telepathically with any number of beings within 20 meters. Anyone wishing to resist this telepathic contact must succeed in an opposed Perception check against the Tirrith hive in question. Anyone receiving a telepathic communication from a Tirrith "hears" the message in their own language.
Story Factors:
Pacifists: Tirrith are fundamental pacifists that have a hard time conceiving violence against other beings.
Move: 10
Size: Listed as between 1.8 and 2.2 meters, though this seems small.

Toka (SWG#5, sidebar, page 72)
Average Toka.
Dexterity 2D, Knowledge 1D+1, Mechanical 2D, Perception 1D+1, Strength 2D, Technical 1D+1.
Home Planet
: Rafa V
Attribute Dice: 10D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+1
STRENGTH 1D+1/4D
TECHNICAL 1D/3D+1
Special Abilities:
Skill Bonus: Toka characters gain a permanent +1D bonus to the Hide and Scholar: Sharu Legends skills.
Story Factors:
The Awakening: A few years before the Battle of Endor, Lando Calrissian activated the Mindharp of the Sharu, which "awoke" the Toka, who then became the Sharu. Toka characters who awaken add 2 to their Move score, +1D each to both their Knowledge and Technical attributes, and trade their own special abilities for those of the Sharu.
Move: 8/10
Size: Unlisted, but likely @1.8 meters tall on average.

Vashan (SWG#9, page 40)
Average Vashan.
Dexterity 2D, Knowledge 1D+2, Mechanical 2D, Perception 1D, Strength 3D+2, Technical 2D.
Home Planet
: Vasha
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/4D
PERCEPTION 1D/2D+2
STRENGTH 3D/5D+2
TECHNICAL 1D+2/4D
Special Abilities:
Skilled Miners & Laborers: Vashans are renowned for their skill as tireless miners and laborers. Vashans gain a +1D bonus to all Lifting and Stamina skill rolls, as well as to any other skill rolls that involve working in a mine environment (GM's discretion).
Story Factors:
Odd Habits: Vashans do not eat until absolutely necessary. When they finally do, they messily consume large quantities of food, which is stored in their many antestomachs. These antestomachs are also used to "investigate" new and interesting objects, which the Vashans swallow. Swallowed items are either regurgitated immediately, or retained for further study. Vashan eating habits have resulted in a general disdain for the species within the food service industry of the Modell sector, and many restaurants do not allow for Vashan customers.
Society: Vashan society is both theocratic and caste-based. As such, entire castes will typically obey their religious superiors.
Move: 10/12
Size: Unlisted (Medium)

Zeltron (SWG#1 page 66)
Average Zeltron.
Dexterity 2D, Knowledge 1D+1, Mechanical 2D, Perception 3D, Strength 2D, Technical 1D+2.
Attribute Dice
: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 1D+1/4D
PERCEPTION 2D+1/5D
STRENGTH 1D+1/4D
TECHNICAL 1D/3D+2
Special Abilities:
Empathy: Zeltron feel other people's emotions as if they were their own. Therefore, they receive a -1D penalty to ALL rolls when in the presence of anyone projecting strong negative emotions.
Pheromones: Zeltron can project their emotions, and this gives them a +1D bonus to influencing others through the use of the Bargain, Command, Con, or Persuasion skills.
Entertainers: Due to their talents as entertainers, Zeltron gain a +1D bonus to any skill rolls involving acting, playing musical instruments, singing, or other forms of entertainment.
Initiative Bonus: Zeltron can react to people quickly due to their ability to sense emotion, and thus they gain a +1 pip bonus to initiative rolls.
Move: 10/12