EC 04 - Backgrounds

by Star Wars 5e

Search GM Binder Visit User Profile

Backgrounds

Table of Contents
Addict
Amnesiac
Archaeologist
Barbarian
Bartender
Blackguard
Bodyguard
City Watch
Clone
Clone Trooper
Companion
Courtier
Crime Lord
Dathomir Witch
Ex-Cultist
Faction Adventurer
Faction Artisan
Faction Merchant
Far Traveler
Farmer
Folk Hero
Gladiator
Hermit
Holonet Technician
Imperial Knight
Independent Droid
Insurgent
Jensaarai
Jizz Wailer
Laborer
Lawyer
Office Worker
Politician
Racer
Scavenger
Servant
Student
Survivor
Teacher
(Un)retired Adventurer
Urchin
EXPANDED CONTENT | BACKGROUNDS | TABLE OF CONTENTS

Addict

You hammer down your fifth bottle of the night, do your last bit of snuff, and bid farewell to the seedy cantina barman. You stagger onto the streets and find a nearby alley in which you empty the night's contents. To many, the next morning's hangovers would be hell. To you, they're a ritual.


  • Skill Proficiencies: Choose two from Deception, Performance, Persuasion, and Sleight of Hand
  • Tool Proficiencies: Your choice of any gaming set, brewer's kit, or spicer's kit
  • Languages: One of your choice
  • Equipment: A chance cube set, a sabaac deck, 2 days field rations, a flask or belt pouch containing your addiction, a set of common clothes, a bedroll, and a belt pouch containing 25 cr

Pick Your Poison

While most addicts are willing to try everything once, they typically have a drug of choice. You can determine what the source of your addiction or determine it randomly below.

d16 Substance of Choice
1 Deuterium-pyro
2 Mummergy
3 Novanian grog
4 Raava
5 Spicebrew
6 Tihaar
7 Tsiraki
8 Vayerbok
d16 Substance of Choice
9 Andris
10 Cilona
11 Giggledust
12 Glitterstim
13 Karrak
14 Muon gold
15 Yaladai
16 Yarrock

Feature: Addicted

You've been abusing substances for a long time. You always know who to talk to and where to find substances, and you can often identify them in their raw form.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Silver-Tongued
2 Performer
3 Charmer
4 Quick-Fingered
d8 Feat
5 Competitor
6 Specialist
7 Linguist
8 Durable

Suggested Characteristics

Addicts can be rude and uncouth, wearing their addiction visibly, or they might hide that addiction and appear to function normally. Importantly, and varying with every addict, why are you addicted? To forget the past? To drown your sorrows? Or are you simply chasing the dragon?

d8 Personality Trait
1 I am guaranteed to fight someone if I'm drunk/high enough.
2 Life is pain. All I want is to drink/smoke myself into nothingness.
3 I have a simple rule; life's a party, so grab the deathsticks!
4 The only thing keeping me from burning down this village is the fact that you make some damn good spice.
5 I'm quite reserved until the moment I fulfill my addictive needs.
6 This stuff is a bit weak, do you have anything higher than 60% in the back?
7 I take pride in my addiction and am often snobbish when talking about it.
8 I blow up at the slightest insult.
d6 Ideal
1 Hope. I hope to one day be free of my addiction. (Light)
2 Carelessness. I don't care what I have to do, just let me feed my addiction. (Dark)
3 Isolation. Just let me deal with my demons in peace. (Neutral)
4 Caution. I will never let my addiction harm others. (Lawful)
5 Independence. Addiction frees me. (Chaotic)
6 Comradery. Hey, some of my favorite people are addicts! (Any)
d6 Bond
1 I use my addiction as a tool to wash away my past sins.
2 My family never wanted to be forgotten. I take drugs in the hopes they will be.
3 I hope to start a drug business myself and give people the same happiness I've found.
4 Everything I do is in the hopes of getting my hands on my drug.
5 I traded my former self to my addiction. Now I need to find a way to get him back.
6 To be addicted is to be truly alive.
d6 Flaw
1 This could be rough, let's take something before we go.
2 Hopefully this will be the one to end it.
3 The mission can wait, we should find some dealers first.
4 What? I don't have a problem. You're the one with the problem!
5 It looks like my drug, so it should be safe to take right?
6 I'm never myself when I'm on it.
EXPANDED CONTENT | BACKGROUNDS

Amnesiac

One day you awoke, perhaps in a forest or on a sandy beach, with no recollection of what happened to you. How did you get here? Who were you? These questions elude and boggle your mind. Some people wish for a fresh start, but you never even got a choice.


  • Skill Proficiencies: Choose two from Deception, Insight, Investigation, and Survival
  • Tool Proficiencies: Choose one from disguise kit, forgery kit, or tinker's implements
  • Languages: One of your choice
  • Equipment: A set of common clothes, a relic of your past which you do not remember, and a belt pouch containing 200 cr

Variant: Randomized Proficiencies

Rather than taking the proficiencies provided by this background, you can choose to take no proficiencies, instead waiting to gain a proficiency during a story moment. When you do so, you must succeed on a DC 15 check. You add your proficiency bonus to this check, but no additional modifiers. On a success, you gain the chosen skill, tool, or language proficiency. On a failure, you do not gain a proficiency, and you can't attempt again for 24 hours. You can gain no more than two skill proficiencies and two tool or language proficiencies in this way.

Feature: A Life Once Lived

You once had a home, a family, relationships, possessions, but now you are left with nothing but the ability to start anew. You are unfamiliar with the world around you as well as the people in it. You may often need to ask for clarification on things other adventurers may know intrinsically. Some events, locations, names, phrases, or objects may also trigger you to recall small details which could relate to the life you once had, at the discretion of the GM.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Silver-Tongued
2 Empathic
3 Investigator
4 Survivalist
d8 Feat
5 Specialist
6 Crafter
7 Linguist
8 Practiced

Suggested Characteristics

The important things to consider when choosing this background are how your character has dealt with starting life anew and what have they done to set down that path.

d8 Personality Trait
1 I don't know who you are but I'll try to help you.
2 I will let nothing stop my quest for answers.
3 Even if I never find out who I was before, I will know who I am now.
4 I am sometimes clumsy when speaking. I must've not been very eloquent.
5 I shy away from forging new relationships. I don't want to leave anyone behind again.
6 Having no memories of the past has left me feeling free and happy.
7 I am eager to learn and devour any knowledge I can.
8 I am insightful and can often see things from other peoples point of view.
d6 Ideal
1 Conscience. I've forgotten before, I can forget again. I don't let my conscience get in the way of my actions. (Lawful)
2 Freedom. With no past to tie me down I do was I will. (Chaotic)
3 Respect. People deserve to be treated with respect. (Light)
4 Past. I will destroy whatever I have to in order to reclaim what I once had. (Dark)
5 Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6 Memory. Finding out my history drives every action I do. (Any)
d6 Bond
1 I will never rest until I find out what happened to me.
2 I have a family out there who's looking for me. I can't let them down.
3 I was given a chance to start fresh, and I'm not taking it for granted.
4 My entire life was lost in the blink of an eye. What's the point of all this?
5 I've already lost everything. Now I do as I please.
6 I will become something great so that even if I forget, others won't.
d6 Flaw
1 I've lost all hope since I woke up.
2 I'm obsessed with the life I left behind.
3 Sometimes I crack under the stress of starting new.
4 I get tunnel vision when investigating my past life.
5 I no longer care about anything. It could all be gone in an instant.
6 I am constantly angry about forgetting everything.
EXPANDED CONTENT | BACKGROUNDS

Archaeologist

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains – their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.


  • Skill Proficiencies: Choose two from Investigation, Lore, Perception, or Survival
  • Tool Proficiencies: Surveyor's implements or scavenging kit
  • Languages: One of your choice
  • Equipment: A case containing a physical or digital map to a ruin or dungeon, a lantern, a vibropick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 250 cr

Dust Digger

Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough credits to buy proper adventuring gear, you have held onto an item that has great emotional value to you. You can determine your signature item or determine it randomly below.

d8 Signature Item
1 10-foot pole
2 Hat
3 Hammer
4 Lantern
d8 Signature Item
5 Medallion
6 Prybar
7 Shovel
8 Whip

Feature: Historical Knowledge

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were jedi, sith, hutts, rakata, or some other known species or civilization. Additionally, you can readily determine the value of ancient art.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Investigator
2 Loremaster
3 Perceptive
4 Survivalist
d8 Feat
5 Crafter
6 Specialist
7 Linguist
8 Dungeon Delver

Suggested Characteristics

Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain noteworthy relics. Whatever their motivations, they combine the likes of a dutiful historian with those of a dogged scoundrel.

d8 Personality Trait
1 I love a good puzzle or mystery.
2 I'm a pack rat who never throws anything away.
3 Fame is more important to me than money.
4 I have no qualms about stealing from the dead.
5 I'm happier in a dusty old tomb than I am in the centers of civilization.
6 Traps don't make me nervous. Idiots who trigger traps make me nervous.
7 I might fail, but I will never give up.
8 You might think I'm a scholar, but I love a good brawl. These fists were made for punching.
d6 Ideal
1 Preservation. That artifact belongs in a museum. (Light)
2 Greed. I won't risk my life for nothing. I expect some kind of payment. (Any)
3 Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)
4 Dignity. The dead and their belongings deserve to be treated with respect. (Lawful)
5 Immortality. All my exploring is part of a plan to find the secret of everlasting life. (Any)
6 Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)
d6 Bond
1 Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.
2 I want to find my mentor, who disappeared on an expedition some time ago.
3 I have a friendly rival. Only one of us can be the best, and I aim to prove it's me.
4 I won't sell an art object or other treasure that has historical significance or is one of a kind.
5 I'm secretly in love with the wealthy patron who sponsors my archaeological exploits.
6 I hope to bring prestige to an library, a museum, or a university.
d6 Flaw
1 I have a secret fear of some common wild animal, and in my work, I see them everywhere.
2 I can't leave a room without searching it for secret doors.
3 When I'm not exploring dungeons or ruins, I get jittery and impatient.
4 I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.
5 When given the choice of going left or right, I always go left.
6 I can't sleep except in total darkness.
EXPANDED CONTENT | BACKGROUNDS

Barbarian

Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of your tribe.

Your people have always tried to hold to the old ways. Tradition and taboo have kept your tribe strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why your tribe chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of your tribe led bands back to the old ways, and most of your people abandoned the soft ways of civilization.


  • Skill Proficiencies: Choose two from Animal Handling, Athletics, Nature, and Survival
  • Tool Proficiencies: One type of musical instrument or artisan's implements
  • Languages: One of your choice
  • Equipment: A hunting trap, a totemic token or set of tattoos marking your loyalty to your tribe, a set of traveler's clothes, and a pouch containing 100 cr

Feature: Barbarian Heritage

You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the worlds. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.

Additionally, you can call upon the hospitality of other tribes in times of need.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Animal Handler
2 Brawny
3 Naturalist
4 Survivalist
d8 Feat
5 Entertainer
6 Crafter
7 Athlete
8 Weapon Expert

Suggested Characteristics

Often considered rude and uncouth among civilized folk, barbarians have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

d8 Personality Trait
1 I'm driven by a wanderlust that led me away from home.
2 I watch over my friends as if they were a litter of newborn pups.
3 I once ran twenty-five miles without stopping to warn my clan of an approaching horde. I'd do it again if I had to.
4 I have a lesson for every situation, drawn from observing nature.
5 I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry rancor.
6 I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7 I feel far more comfortable around animals than people.
8 I was, in fact, raised by wampas.
d6 Ideal
1 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2 Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Light)
3 Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4 Might. The strongest are meant to rule. (Dark)
5 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6 Glory. I must earn glory in battle, for myself and my clan. (Any)
d6 Bond
1 My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2 An injury to the unspoiled wilderness of my home is an injury to me.
3 I will bring terrible wrath down on the Darkdoers who destroyed my homeland.
4 I am the last of my tribe, and it is up to me to ensure their names enter legend.
5 I suffer awful visions of a coming disaster and will do anything to prevent it.
6 It is my duty to provide children to sustain my tribe.
d6 Flaw
1 I am too enamored of ale, wine, and other intoxicants.
2 There's no room for caution in a life lived to the fullest.
3 I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4 I am slow to trust members of other species, tribes, and societies.
5 Violence is my answer to almost any challenge.
6 Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
EXPANDED CONTENT | BACKGROUNDS

Bartender

Sometimes you want to go where everybody knows your name and they're always glad you came. As a bartender, you're a charismatic fellow that knows how to deal with people. Whether you're the life of the party or simply an ear for someone who needs advice, people from all walks of life are drawn to your trustworthy nature.


  • Skill Proficiencies: Choose two from Insight, Intimidation, Medicine, or Persuasion
  • Tool Proficiencies: Brewer's kit
  • Languages: One of your choice
  • Equipment: A set of common clothes, a brewer's kit, and a belt pouch containing 150 cr

Feature: Social Lubricant

You have no trouble finding and getting into places that serve drinks. While drinking in a social establishment, strangers take a liking to you and feel comfortable enough to share gossip.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Empathic
2 Threatening
3 Medic
4 Charmer
d8 Feat
5 Specialist
6 Linguist
7 Observant
8 Snappy Interjection

Suggested Characteristics

A bartender's demeanor ranges from jovial to downright rude. Regardless, all bartenders know how to take care of business–they break up fights, kick out drunk patrons, and offer honest counsel to people down on their luck.

d8 Personality Trait
1 I'm always looking for a good time with good company.
2 I earnestly enjoy offering advice.
3 Even in a social atmosphere, I always feel alone.
4 I live vicariously through the people I meet and the stories I hear.
5 I'm everyone's outlet but sometimes I just want to punch them in their thoughtless face.
6 If you're looking for a fight, I'll give you one.
7 TI know how to calm people down, but I also know how to rile them up.
8 It's not all fun and games. Business needs to run smoothly, whatever that might be.
d6 Ideal
1 Cheer. Spreading joy is my passion. (Light)
2 Guidance. It's our duty to help others. (Lawful)
3 Legacy. We have only one chance to write our story. Do what you will and make it count. (Chaotic)
4 Manipulation. Drunk people are the most vulnerable and can easily be taken advantage of. (Dark)
5 People. It's always good to meet and connect with new people. (Any)
6 Honesty. If I call you a nerf herder, it means I like you. (Any)
d6 Bond
1 My cantina means everything to me. It brings back important memories from my past.
2 Brewing is my craft. My art brings people together.
3 The regular patrons of my cantina are like family to me.
4 I want to be successful. Whatever it takes.
5 Alcohol is all I ened, and sometimes all I want.
6 I've met so many people while staying in the same place. I need my own story to tell.
d6 Flaw
1 I can always go for another round. The gutter is my second home.
2 I judge people that don't drink to be antisocial and untrustworthy.
3 Party animals and depressed people make me feel bitter about my life.
4 Whenever life gets hard, I drink my problems away.
5 I need to know everyone's story.
6 I curse more than a kriffing sailor.
EXPANDED CONTENT | BACKGROUNDS

Blackguard

You are a member of the Blackguard: a reclusive sect of Force users from the planet of Mustafar. Rather than being determined by the Force, the Blackguard believe that the light or dark dwell within the user, and that to truly increase one's knowledge and strength in the Force, one must understand and seek out the philosophies and abilities of other Force traditions around the galaxy.


  • Skill Proficiencies: Choose two from Insight, Investigation, Lore, and Survival
  • Tool Proficiencies: Artificer's implements
  • Languages: One of your choice
  • Equipment: A copy of a Force-wielder organization's text, a trinket from your travels around the galaxy, a set of common clothes including a robe, and a belt pouch containing 150 cr

Feature: Student of the Force

You often know where to find information on Force-sensitive organizations, or where to find someone who would know, and can readily decipher more common lore about them. Your GM might rule that the knowledge you seek is secreted away in an almost inaccessible place, that it simply cannot be found, or is too difficult to decipher.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Empathic
2 investigator
3 Loremaster
4 Survivalist
d8 Feat
5 Crafter
6 Linguist
7 Formfighting Dabbler
8 Force-Sensitive

Suggested Characteristics

The Blackguard are galactic travelers and students, looking to expand their horizons and knowledge of the Force by learning from others.

d8 Personality Trait
1 I let my actions speak for themselves.
2 I've left emotion behind me, I'm now perfectly placid.
3 I question every Force user I meet, trying to acquire every piece of knowledge I can.
4 I'm willing to listen to every side of an argument before I make my own judgment.
5 I spend every free moment training in lightsaber techniques.
6 I judge people by their actions, not their words.
7 When I set my mind to something, I follow through no matter what gets in my way.
8 I face problems head-on. A simple, direct solution is the best path to success.
d6 Ideal
1 Knowledge. The path to true understanding of the Force is through knowledge. (Neutral)
2 Might. Knowledge is the path to power and domination. (Dark)
3 Defense. The Blackguard protect that which others would seek to destroy. (Lawful)
4 Loyalty. The Blackguard Order watches its own. (Any)
5 Balance. There is no light or dark. There is only the Force. (Balanced)
6 Freedom. True freedom rejects the restrictions of the Jedi and Sith. (Chaos)
d6 Bond
1 Nothing is more important than the other members of the Blackguard.
2 I would die to recover an ancient relic that was lost long ago.
3 I will do anything to protect the temple where I served.
4 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
5 I'm still seeking the enlightenment I pursued in joining the Blackguard, and it still eludes me.
6 I would do anything for the Wilder that trained me.
d6 Flaw
1 I believe that everyone is beneath me.
2 I am easily distracted by the promise of information.
3 I have little respect for anyone who is not a proven warrior.
4 I find those who believe in the Dark and Light of the Force childish simpletons.
5 My rejection of Light and Dark has drained me of any real moral compass.
6 My focus on gaining knowledge has left me with little attachment to people or their feelings.
EXPANDED CONTENT | BACKGROUNDS

Bodyguard

You are a licensed bodyguard, standing by your charge ready to protect them from any threat.


  • Skill Proficiencies: Choose two from Athletics, Insight, Investigation, and Perception
  • Tool Proficiencies: Your choice of demolitions kit, disguise kit, or security kit
  • Languages: One of your choice
  • Equipment: A set of clandestine clothes, the kit for your chosen tool proficiency, a traumakit, and a belt pouch containing 75 cr

Feature: Authorized Violence

As a licensed professional, most law enforcement tend to turn a blind eye when you are involved in altercations. You are rarely detained due to wearing armor and wielding weaponry; in fact, while accompanying your client, it is typically socially acceptable for you to go both armed and armored.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Brawny
2 Empathic
3 Investigator
4 Perceptive
d8 Feat
5 Specialist
6 Linguist
7 Athlete
8 Durable

Suggested Characteristics

There are many reasons as to why you may be guarding someone. It could be that you and your family are in the service of a powerful individual, or that you owe a friend a life debt after they rescued you from some perilous encounter. You may be friends with the ones you protect: You may not. But in any case, your loyalties are unwavering, and your courage speaks for itself.

d8 Personality Trait
1 I am overly cautious of all food and drink that either my client or I consume.
2 I find it hard to leave my client to themselves.
3 I try to take the safest routes through cities, roads, or passes: I am not a fan of dark alley shortcuts.
4 If my client's legs were weary in a dangerous area, I would carry them every step of the way.
5 Even though I am constantly by my client's side, I cannot help but feel alone sometimes.
6 I often try to make situations sound better than they are to make my client feel more comfortable.
7 I may be a stick in the mud while I am sober, but I am wilder than a rancor when I am intoxicated.
8 I form attachments to those I care about, and often find myself going above and beyond to make them happy.
d6 Ideal
1 Guardian. I dedicate my life to defending those who cannot defend themselves (Light)
2 Indifferent. I do not have personal connections with my charge. They are merely part of the job. (Neutral)
3 Determined. I will protect those who I must... by any means necessary. (Chaotic)
4 Underhanded. I will learn my clients' weaknesses so that I may take advantage of them. (Dark)
5 Resolute. I follow the law laid down for me to protect those whom I am ordered to. (Lawful)
6 Flexible. I take into account my past experiences to help prepare for the future endeavors. (Any)
d6 Bond
1 I have a home I love somewhere, though I rarely see it.
2 I am part of an order dedicated to protecting others.
3 The one who I look after saved me from something horrible once: I owe them everything.
4 I have other friends in this business who don't perform their duties exactly how I do.
5 While that time is behind me now, the faces from my past still linger.
6 My client isn't the only one who I should protect. There are many more out there without protection.
d6 Flaw
1 I have lost clients before. I now find myself detached to prevent future heartache.
2 I am often times forgetful, much to my client's dismay.
3 I am very stubborn. It is very nearly impossible to sway my opinions on how things should be handled.
4 Trust is a rare commodity in my line of work. As such, it is not something I often give to others.
5 My client and I don't get along in the slightest. It makes it quite difficult to want to look after them.
6 Although I am sworn to protect my client, I will abandon them in the face of certain death.
EXPANDED CONTENT | BACKGROUNDS

City Watch

You have served the community where you grew up, standing as its first line of defense against crime and wildlife. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own law enforcement forces.


  • Skill Proficiencies: Choose two from Athletics, Insight, Investigation, and Perception
  • Languages: Two of your choice
  • Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of binders, and a pouch containing 100 cr

Feature: Watcher's Eye

Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Brawny
2 Empathic
3 Investigator
4 Perceptive
d8 Feat
5 Linguist
6 Alert
7 Athlete
8 Durable

Suggested Characteristics

Years of service in the City Watch have led to the rigid discipline most often seen in military service. Working with your comrades has created a strong family bond and pride in your community.

d8 Personality Trait
1 I'm always polite and respectful.
2 I'm haunted by memories of war. I can't get the images of violence out of my mind.
3 I've lost too many friends, and I'm slow to make new ones.
4 I'm full of inspiring and cautionary tales from my guard service relevant to almost every combat situation.
5 I can stare down a hell hound without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is the best path to success.
d6 Ideal
1 Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2 Responsibility. I do what I must and obey just authority. (Lawful)
3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Dark)
5 Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6 Nation. My city, nation, or people are all that matter. (Any)
d6 Bond
1 I would still lay down my life for the people I served with.
2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3 My honor is my life.
4 I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5 Those who fight beside me are those worth dying for.
6 I fight for those who cannot fight for themselves.
d6 Flaw
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I have little respect for anyone who is not a proven warrior.
3 I made a terrible mistake in battle cost many lives— and I would do anything to keep that mistake secret.
4 My hatred of my enemies is blind and unreasoning.
5 I obey the law, even if the law causes misery.
6 I'd rather eat my armor than admit when I'm wrong.
EXPANDED CONTENT | BACKGROUNDS

Clone

You are a miracle of science. A creature born not from love or passion, but from logic and machinery. Created in a laboratory, you are a perfect genetic replica of your DNA-Donor, whomever that is.


  • Skill Proficiencies: Choose two from Athletics, Lore, Sleight of Hand and Survival
  • Tool Proficiencies: Your choice of geneticist's implements, security kit, or slicer's kit
  • Languages: One of your choice
  • Equipment: A set of clothes appropriate to your duties, a trinket related to your DNA-donor, and 150 credits

DNA-Donor

The background of your DNA-Donor often shapes a clone's path in life.

d20 Donor's Background
1 Agent
2 Bounty Hunter
3 Criminal
4 Entertainer
5 Force Adept
6 Gambler
7 Investigator
8 Jedi
9 Mandalorian
10 Mercenary
d20 Donor's Background
11 Noble
12 Nomad
13 Outlaw
14 Pirate
15 Scientist
16 Scoundrel
17 Sith
18 Smuggler
19 Soldier
20 Spacer

Feature: A Life Not Lived

Being a clone, you were born from the existence of another. Flashes of deeds you never did, of people you have never met and of information you have never learned sporadically appear. You may be confused with your DNA-Donor by others, being befriended by, or made enemies of, people you have never before met. The exact nature of these revelations depends on the nature of your DNA-Donor; they might lead to a site that only one other has ever seen, some long-forgotten fact, relic or weapon from the past that could reshape the present, or even information that would be damaging to the people who created you.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Athlete
2 Loremaster
3 Quick-Fingered
4 Survivalist
d8 Feat
5 Crafter
6 Specialist
7 Linguist
8 Force-Sensitive

Suggested Characteristics

A clone's demeanor often, though not always, matches that of their DNA-Donor. Is it nature, or is it nurture?

d8 Personality Trait
1 I speak rarely but mean every word I say.
2 I laugh loudly and see the humor in stressful situations.
3 I prefer to solve problems without violence, but I finish fights decisively.
4 I enjoy being out in nature; poor weather never sours my mood.
5 I am dependable.
6 I am always working on some project or other.
7 I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
8 I bluntly say what others are hinting at or hiding.
d6 Ideal
1 Charity. I always try to help those in need, no matter what the personal cost. (Light)
2 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3 Live and Let Live. Meddling in the affairs of others only causes trouble. (Balanced)
4 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
5 Pride. I will do whatever it takes to be recognized as the best. (Dark)
6 Aspiration. I'm determined to make something of myself. (Any)
d6 Bond
1 I am fiercely loyal to those with whom I work.
2 In my birth laboratory, I discovered something that could endanger the world.
3 I spend money freely and live life to the fullest, knowing that tomorrow I might die.
4 I live for the thrill of the hunt.
5 I owe my instructor a great debt for forging me into the person I am today.
6 One day I will return to my home planet and prove that I am their greatest creation.
d6 Flaw
1 I secretly believe that everyone is beneath me.
2 I write exceptionally bad poetry and recite it at inopportune times.
3 I struggle with individuality, those who see me as unique I would die for.
4 Every social situation I'm in seems to lead to my asking rude personal questions.
5 I have trouble trusting in my allies.
6 I invest so much time into planning that I can't bring myself to deviate from the plan, even when it is needed.
EXPANDED CONTENT | BACKGROUNDS

Clone Trooper

You are one of millions; genetically engineered, identical specimens designed to be the perfect soldier. Created from a template provided by the legendary bounty hunter Jango Fett, you represent the latest and greatest evolution in galactic warfare.


  • Skill Proficiencies: Choose two from Athletics, Medicine, Perception, and Piloting
  • Tool Proficiencies: Your choice of demolitions kit, security kit, or slicer's kit
  • Languages: One of your choice
  • Equipment: Badge or emblem of your rank, your chosen tools, a set of common clothes, and a pouch containing 100 cr

Clone Specialization

While most clones serve as simple soldier, there are many specialized units. Roll a d8 or choose from the options in the table below to determine your specialization:

d8 Specialization
1 Trooper
2 Commando
3 Jet Trooper
4 Medic
d8 Specialization
5 Spec Ops
6 Ordnance
7 Officer
8 Scout

Feature: Republic Rank

You are a soldier of the Republic. Those loyal to the Republic will respect your status and defer to you if they don't outrank you. You can invoke your position to exert influence over other soldiers, requisition simple equipment, and gain access to military compounds affiliated with the Republic.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Brawny
2 Medic
3 Perceptive
4 Ace Pilot
d8 Feat
5 Specialist
6 Alert
7 Athlete
8 Forceful Vigor

Suggested Characteristics

Clones are trained from birth to be the perfect soldier; over time, they also develop their own personalities. They are universally loyal to the Republic. While clones share genetic coding, no two are completely identical.

d8 Personality Trait
1 I always respect my commander.
2 I can stare down a krayt dragon without flinching.
3 I face problems head-on. A simple, direct solution is the best path to success.
4 I have a sense of humor. This is rare among my brothers.
5 I judge people by their actions, not their words.
6 I've lost too many friends, and I'm slow to make new ones.
7 I ask a lot of questions.
8 I'll settle for nothing less than perfection.
d6 Ideal
1 Responsibility. I do what I must and obey just authority. (Lawful)
2 Might. Strength, not compassion, wins battles. (Dark)
3 Republic. My brothers, the Republic, or people are all that matter. (Any)
4 Greater Good. We fight not for ourselves, but for countless of others that can't fight for themselves. (Light)
5 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
6 Live and Let Live. Ideals aren't worth killing or going to war over. (Neutral)
d6 Bond
1 My honor is my life.
2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3 Those who fight beside me are those worth dying for.
4 I fight for those who cannot fight for themselves.
5 I would still lay down my life for the people I serve with.
6 A proud commander once gave me a horrible beating, and I will take my revenge on any bully I encounter.
d6 Flaw
1 I have little respect for anyone who is of a lesser rank.
2 I obey orders without question, even if the orders cause misery.
3 I'd rather eat my armor than admit when I'm wrong.
4 I judge others harshly, and myself even more severely.
5 I am inflexible in my thinking.
6 I can't tell a lie for the life of me.
EXPANDED CONTENT | BACKGROUNDS

Companion

You are experienced in the arts of companionship, and you provide these services for people who can afford to pay it. This may mean adult favors of the sensual variety, but it just as frequently means conversation, comfort, and company.


  • Skill Proficiencies: Choose two from Acrobatics, Deception, Insight, and Performance
  • Tool Proficiencies: One instrument of your choice or a disguise kit
  • Languages: One of your choice
  • Equipment: A set of common clothes, an instrument or disguise kit, and a belt pouch containing 50 cr

Feature: Sordid Knowledge

You have or can gain compromising information about people of importance. You may be able to leverage this information in order to acquire lodging, information, or even money. You may also become a target for having this information. Your GM may rule that any particular individual is either above reproach or is too careful in covering their tracks to provide such leverage.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Acrobat
2 Silver-Tongued
3 Empathic
4 Performer
d8 Feat
5 Entertainer
6 Specialist
7 Linguist
8 Force of Personality

Suggested Characteristics

You enjoy people and you enjoy your work and you enjoy the money it brings. There is no shame in your profession and it is often highly regulated and regimented by factions or the local government. It requires outgoing and adventurous personalities to be a success, and often these traits lead them to adventures of a different sort.

d8 Personality Trait
1 People are often hurt and damaged. I try to heal them and leave them stronger than when I meet them.
2 I enjoy being in control and manipulating people. It's important that they like me so they do what I say.
3 I'm not a laser-brain, although I don't open my mouth to prove people wrong. I let them discover the truth after I have what I want.
4 I'm better than those who are more prim and proper, and I'm having more fun.
5 I don't really care what happens, it's an easy way to get money for my habit.
6 There are so many different kinds of people, and I want to meet them all.
7 I never thought this was the life for me, perhaps some brave person will rescue me.
8 I like what I do and I resent those who want to rescue me.
d6 Ideal
1 Sacred. My body is a temple I am duty-bound to share. (Lawful)
2 Hedonism. I fill my urges when and where I wish. (Chaotic)
3 Loving. Everyone needs attention and love. (Light)
4 Exploitation. I take pleasure in toying with people, and taking advantage of them. (Dark)
5 Consent. I respect other's desires and wishes. (Neutral)
6 Freedom. I want to have the independence to enjoy life. (Any)
d6 Bond
1 I seek a relationship with the most powerful people in the land, desiring to be the power behind the throne.
2 If I can only collect enough credits, I'll be able to pay off my debts and be free.
3 I have a sick parent to whom I send all my money.
4 My independence is the most important thing in my world.
5 I bring happiness to the world one person at a time.
6 I have a young child who is my world.
d6 Flaw
1 I have an incurable disease I acquired from a client.
2 I am addicted to recreational drugs that dull the pain I feel.
3 I no longer practice my old profession, and I fear anyone discovering it.
4 I am suspicious of anyone who tries to be nice to me. They only want me to sleep with them.
5 Most people are naive children.
6 I pretend to be tough, but am broken inside.
EXPANDED CONTENT | BACKGROUNDS

Courtier

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.

You might have been one of the many functionaries, attendants, and other hangers-on in Coruscant's upper echelons, or perhaps you traveled in Nar Shaddaa's baroque and sometimes cutthroat conglomeration of factions, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries on Dromund Kaas, or you might have grown up on some other affluent planet.

Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.


  • Skill Proficiencies: Choose two from Deception, Insight, Performance, and Survival
  • Languages: Two of your choice
  • Equipment: A set of fine clothes and a pouch containing 150 cr

Feature: Court Functionality

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Silver-Tongued
2 Empathic
3 Performer
4 Survivalist
d8 Feat
5 Linguist
6 Actor
7 Practiced
8 Force of Personality

Suggested Characteristics

The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.

d8 Personality Trait
1 I believe that anything worth doing is worth doing right. I can't help it— I'm a perfectionist.
2 I'm a snob who looks down on those who can't appreciate fine art.
3 I always want to know how things work and what makes people tick.
4 I'm full of witty aphorisms and have a proverb for every occasion.
5 I'm rude to people who lack my commitment to hard work and fair play.
6 I like to talk at length about my profession.
7 I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8 I'm well known for my work, so I'm always taken aback when people haven't heard of me.
d6 Ideal
1 Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2 Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3 Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4 Greed. I'm only in it for the money. (Dark)
5 People. I'm committed to the people I care about, not to ideals. (Neutral)
6 Aspiration. I work hard to be the best there is at my craft. (Any)
d6 Bond
1 The location where I learned my trade is the most important place in the world to me.
2 I created a great work for someone unworthy to receive it. I'm still looking for someone worthy.
3 I owe someone a great debt for forging me into the person I am today.
4 I pursue wealth to secure someone's love.
5 One day I will return to my faction and prove that I am the greatest artisan of them all.
6 I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
d6 Flaw
1 I'll do anything to get my hands on something rare or priceless.
2 I'm quick to assume that someone is trying to cheat me.
3 No one must ever learn that I once stole money from faction coffers.
4 I'm never satisfied with what I have— I always want more.
5 I would kill to acquire a noble title.
6 I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
EXPANDED CONTENT | BACKGROUNDS

Crime Lord

Few societies manage to eradicate crime altogether. In the underworld, someone always rises to the top, either through vision, organisation, or sheer intimidation. The life of a crime lord isn't for the timid. After conquering an unseen empire, the crime lord wages a daily struggle not only to stay on top, but also to stay alive.


  • Skill Proficiencies: Choose two from Deception, Insight, Intimidation, and Persuasion
  • Tool Proficiencies: One type of gaming set
  • Languages: One of your choice
  • Equipment: A fine set of clothes, a gaming set (one of your choice), and a purse containing 250 cr

Criminal Motivation

Not every crime lord is bent on corrupting society and making a profit. Some use their criminal connections to wage guerilla wars against tyrants and despots. Indeed, some historical heroes began as smugglers or pirates, rising through the ranks of their organization to provide a more noble direction for their group's activities. Although some did so to remove an obstacle to making more money, others recognized that ridding the galaxy of evil is a more important long-term goal. Choose the motivation behind your criminal enterprise, or roll on the table below.

d8 Motivation
1 Desperation
2 Freedom
3 Infamy
4 Love
d8 Motivation
5 Malice
6 Profit
7 Respect
8 Revenge

Feature: Criminal Network

You have access to an extensive network of organised crime. You know how to get messages to and from local contacts, even over great distances; you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Silver-Tongued
2 Empathic
3 Threatening
4 Charmer
d8 Feat
5 Competitor
6 Linguist
7 Inspiring Leader
8 Observant

Suggested Characteristics

Crime lords might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. Unlike common thieves, some crime lords even have some respect for law and authority, with whom they play a cat-and-mouse type game.

d8 Personality Trait
1 I always have a plan for what to do when things go wrong.
2 I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
4 I would rather make a new friend than a new enemy.
5 I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6 My favor, once lost, is lost forever.
7 If you do me an injury, I will crush you, ruin your name, and salt your fields.
8 I blow up at the slightest insult.
d6 Ideal
1 Honor. I don't steal from others in the trade. (Lawful)
2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 Charity. I steal from the wealthy so that I can help people in need. (Light)
4 Greed. I will do whatever it takes to become wealthy. (Dark)
5 People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6 Redemption. There's a spark of good in everyone. (Light)
d6 Bond
1 I'm trying to pay off an old debt I owe to a generous benefactor.
2 My ill-gotten gains go to support my family.
3 Something important was taken from me, and I aim to steal it back.
4 The common folk must see me as a hero of the people.
5 I'm guilty of a terrible crime. I hope I can redeem myself for it.
6 Someone I loved died because of a mistake I made. That will never happen again.
d6 Flaw
1 I secretly believe that everyone is beneath me.
2 When faced with a choice between money and my friends, I usually choose the money.
3 I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4 I have a “tell” that reveals when I'm lying.
5 I turn tail and run when things look bad.
6 An innocent person is in prison for a crime that I committed. I'm okay with that.
EXPANDED CONTENT | BACKGROUNDS

Dathomir Witch

You are a part of one of the many Force-sensitive clans on Dathomir. You and your sisters, under the guidance of the Clan Mother, form powerful connections with one another and the untamed wilds of the planet. Your people are a matriarchal society of warriors who train in the art of war and the usage of both muscle and the Force in combat. While all clans have their own set of rules regarding Force usage, all the clans held one rule above all others: "Never Concede to Evil."


  • Skill Proficiencies: Choose two from Acrobatics, Animal Handling, Lore, and Nature
  • Tool Proficiencies: Bioanalysis kit
  • Languages: One of your choice
  • Equipment: A copy of your clan's book of laws, a set of traveler's clothes, and a pouch containing 150 cr

Witch Clans

Dathomir culture is built on the backbone of various clans. The clan you are a part of has it's own history, allegiances, and feuds which shape your persepctive. Choose an option or roll on the table below to determine your clan.

d8 Clan
1 Singing Mountain
2 Misty Falls
3 Red Hills
4 Dreaming River
d8 Clan
5 Frenzied River
6 Great Canyon
7 Nightsisters
8 Nightbrothers

Feature: Matriarchal Society

Other Dathomir Witches know, and will look out for you. If you're ever in need of a place to stay, or a meal to eat, other Dathomir Witches will help you as long as your clans aren't feuding. This could be in the form of shelters, meals, even healing. If the Dathomir Witches are of your clan or a clan friendly to you, they may be willing to help you even at cost to themselves.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Acrobat
2 Animal Handler
3 Loremaster
4 Naturalist
d8 Feat
5 Specialist
6 Linguist
7 Force-Sensitive
8 Force of Personality

Suggested Characteristics

Dathomir Witches are shaped by their training. They study their book of laws and use it to uphold order and prevent one's turn to the dark side. Their clan and the people around them affects their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

d8 Personality Trait
1 I try and bring my culture to outsiders.
2 I always put my clan first.
3 I follow my clan's book of law to the letter.
4 I once ran twenty-five miles without stopping to warn my clan of an approaching rival clan. I'd do it again if I had to.
5 I place no stock in wealthy or well-mannered folk. Credits and manners won't save you from a hungry rancor.
6 I have a lesson for every situation, drawn from observing nature.
7 I feel far more comfortable around wildlife than I do society.
8 I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
d6 Ideal
1 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2 Greater Good. It is each person's responsibility to make the most happiness for the whole clan. (Light)
3 Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4 Might. The strongest are meant to rule. (Dark)
5 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6 Glory. I must earn glory in battle, for myself and my clan. (Any)
d6 Bond
1 My family and clan is the most important thing in my life, even when they are far from me.
2 An injury to the unspoiled wilderness of my home is an injury to me.
3 I am the last of my clan, and it is up to me to keep the traditions of my ancestors alive.
4 It is my duty to provide children to sustain my clan.
5 I suffer awful visions of a coming disaster and will do anything to prevent it.
6 I will bring terrible wrath down on those who disrespect my clan.
d6 Flaw
1 I stick to my traditions no matter what, even at the cost of others.
2 There's no room for caution in a life lived to the fullest.
3 I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4 I am slow to trust members of other species, clans, and societies.
5 Violence is my answer to almost any challenge.
6 Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
EXPANDED CONTENT | BACKGROUNDS

Ex-Cultist

Once you served alongside your fellow neophytes. You worshiped at altars to a deific entity, performed the sacraments and adorned yourself in the proper fashion. You basked in this dark glory with your fellows as you served this higher, malign power. But, something changed. Now, you wander the world outside of isolated circle of brethren, either unwillingly or of your own volition.


  • Skill Proficiencies: Choose two from Deception, Intimidation, Investigation, or Lore
  • Tool Proficiencies: Poisoner's kit
  • Languages: One of your choice
  • Equipment: A set of common clothes including a robe, a symbol of devotion, a copy of a blasphemous holy text, a curved ritual knife, a poisoner's kit, and a belt pouch containing 50 cr

Change of Heart

Why did you walk away from the world you knew? Was this a choice you made, or did fate separate you from your fellow devotees? Do you wish to undo the evil that your cult perpetuated, or would you rejoin your cult if given the chance?

d4 Change of Heart
1 I witnessed a particularly gruesome rite and ran for my life.
2 I asked the wrong kind of questions. The others planned to sacrifice me to our dark lord, but I escaped.
3 The others took their own lives to ascend. I could not.
4 I no longer believed in what we were doing. It seemed wrong, somehow.

Feature: Secret Signs

You know the secret symbology of your cult, which can pop up in some surprising places. With a subtle gesture or knowing handshake you can discern who follows the ways of your dark lord. Cloisters of your cult may be hidden across the galaxy, identified by the secret signs and symbols designed to lead the faithful to places of dark worship. Such cloistered often contain enough lodging and food for at least ten people, for a week, and sometimes harbor eldritch treasures belonging to the cult.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Silver-Tongued
2 Threatening
3 Investigator
4 Loremaster
d8 Feat
5 Specialist
6 Linguist
7 Galvanizing Presence
8 Force-Sensitive

Suggested Characteristics

A cult washes away all doubt and instills faith throughout a cultist's life. Even if a service is forsworn, members are still deeply affected by their old life.

d8 Personality Trait
1 Everything is a sign of coming doom. Every. Single. Thing.
2 The world is so exciting! Now I can do things previously forbidden like drinking wine or wearing shoes.
3 The dark lord used to order us to do everything. It's a little hard for me to live without that.
4 If my friends will let me, I'll openly reminisce about my old days in the cult all day long.
5 I can't help but check the holy scriptures for advice about any given situation.
6 It's not the end of the world. That's not for another five years, three months, ten days, twelve hours...
7 I hate my cult for what they made me do and what they made me become.
8 I'll happily inform those I meet of the many ways in which they are being heretical.
d6 Ideal
1 Loyalty. My new companions are my new family, I will protect them. (Lawful)
2 Redemption. I must fix the evils my cult has done. (Light)
3 Independence. I'll never be bound in servitude again! (Chaotic)
4 Power. The dark lord was weak in the end. I will be stronger than they ever were. (Dark)
5 Secrets. The lore of my cult is historically important, and I should preserve it. (Neutral)
6 Revision. The cult failed because the holy book was wrong. I must learn about the outside world, and fix the book's errors. (Any)
d6 Bond
1 I must discover the truth behind my dark lord, even if it kills me.
2 I need to reconnect with the people from my life before the cult, if I can ever find them.
3 I must free other people from unwitting service to dark masters.
4 A monstrous, immortal guardian of the cult is hunting me. I pray it never finds me.
5 I sacrificed my light in service to the dark lord, and now I seek to reclaim it.
6 The day of reckoning is coming, and my knowledge is the key to stopping it.
d6 Flaw
1 If I ever had the chance, I'd definitely rejoin my cult.
2 I'm a little too into blood sacrifice.
3 Knowledge is more important than sanity.
4 I'm often more interested in than frightened of abominable eldritch monsters.
5 I'm almost too willing to follow orders without thinking.
6 Murder was significantly less frowned upon by the cult than in the outside world.
EXPANDED CONTENT | BACKGROUNDS

Faction Adventurer

Adventuring is nothing new to you. Due to the circumstances of how you were raised, you have been involved with wandering heroes for most of your life. Maybe you were part of an adventuring band previously, but split with them after a disagreement or tragedy. Or, perhaps you worked around heroes in a lesser role for most of your young life, and you are now ready to graduate to the front lines.


  • Skill Proficiencies: Choose two from Athletics, Investigation, Nature, and Survival
  • Tool Proficiencies: Your choice demolitions kit, security kit, or slicer's kit
  • Languages: One of your choice
  • Equipment: 50 feet of rope, a small knife, a trophy, a set of traveler's clothes, and a belt pouch containing 100 cr.

Adventuring Origin

You have either been adventuring or assisting other in adventuring since a very young age. Perhaps your parents were famous adventurers, or a group of adventurers found and raised you as their own. Perhaps you were trained to be a professional monster hunter, or maybe another faction member saved your life so you swore loyalty to them. Work with your GM to determine the nature of your adventuring.

Feature: Faction Membership

You are an established and respected member of an adventurer's faction, allowing you to rely on certain benefits that membership provides. If you are in a town with a headquarters for your adventurer's faction and you are in good standing with the faction, you will be allowed to look at the job postings and find adventuring work to earn money.

factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Brawny
2 Investigator
3 Naturalist
4 Survivalist
d8 Feat
5 Specialist
6 Linguist
7 Alert
8 Athlete

Suggested Characteristics

Adventurers are well adjusted to life on the road. They are often comfortable doing dangerous things like dungeoneering and fighting and can stay level-headed in the face of danger, but they may not be so well adapted to other parts of life.

d8 Personality Trait
1 I can't bring myself to ignore a cry for help.
2 I hold onto every mildly interesting item I find, in case it comes in handy someday.
3 After all the weirdness I've seen on my travels, nothing can surprise me.
4 I spit and laugh in the face of danger.
5 Giving up is never an option for me.
6 I feel more at home in monster-infested dungeons than in civilized society.
7 I fill silence with wacky stories about my past misadventures, which may or may not be exaggerated.
8 My sense of humor is as dark and grim as the dungeons I explore.
d6 Ideal
1 Adventure. All I want is to travel the world and see amazing things. (Any)
2 Heroism. I am dedicated to helping people in need. (Light)
3 Order. I use my power to save the world from the forces of destruction and chaos. (Lawful)
4 Excitement. An ordinary life is boring, I'd rather travel around and find trouble. (Chaotic)
5 Power. The more powerful enemies I defeat, the stronger I become. (Neutral)
6 Aspiration. I want to go down in history as a brave, powerful hero. (Any)
d6 Bond
1 I carry with me a strange artifact that I found in a dungeon, but I don't know what it's for.
2 My adventuring party means the world to me.
3 I have sworn to hunt down the monster or villain who killed my former adventuring party.
4 I adventure in order to bring honor (or money) to my family.
5 There is a faraway place I've always wanted to visit, and I won't stop until I make it there.
6 All I want is to make the ones who trained me in the way of adventuring proud.
d6 Flaw
1 I default to solving problems with violence even when it's unwise or immoral.
2 I expect to be lavished with praise whenever I do my job, and I get mad when no one acknowledges me.
3 All members of "Dark" species must be Dark, so I will never trust them.
4 Waiting around makes me antsy. I'd rather do something stupid than do nothing at all.
5 My habit of looting dungeons makes me swipe things I shouldn't.
6 A monstrous enemy I faced in the past still leaves me quivering with fear.
EXPANDED CONTENT | BACKGROUNDS

Faction Artisan

You are a member of an artisan's faction, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your faction, until you became a master in your own right.


  • Skill Proficiencies: Choose two from Athletics, Insight, Persuasion, and Technology
  • Tool Proficiencies: One type of artisan's implements, biochemist's kit, or chef's kit
  • Languages: One of your choice
  • Equipment: A set of tools (one of your choice), a letter of introduction from your faction, a set of traveler's clothes, and a belt pouch containing 150 cr

Faction Business

factions are generally found in cities large enough to support several artisans practicing the same trade. However, your faction might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your GM to determine the nature of your faction.

Feature: Faction Membership

As an established and respected member of a faction, you can rely on certain benefits that membership provides. Your fellow faction members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a factionhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Brawny
2 Empathic
3 Charmer
4 Techie
d8 Feat
5 Crafter
6 Specialist
7 Linguist
8 Haggler

Suggested Characteristics

faction artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.

d8 Personality Trait
1 I believe that anything worth doing is worth doing right. I can't help it— I'm a perfectionist.
2 I'm a snob who looks down on those who can't appreciate fine art.
3 I always want to know how things work and what makes people tick.
4 I'm full of witty aphorisms and have a proverb for every occasion.
5 I'm rude to people who lack my commitment to hard work and fair play.
6 I like to talk at length about my profession.
7 I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8 I believe I'm well known for my work, and I'm always taken aback when people haven't heard of me.
d6 Ideal
1 Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2 Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3 Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4 Greed. I'm only in it for the money. (Dark)
5 People. I'm committed to the people I care about, not to ideals. (Neutral)
6 Aspiration. I work hard to be the best there is at my craft. (Any)
d6 Bond
1 The workshop where I learned my trade is the most important place in the world to me.
2 I created a great work for someone, and then found them unworthy of it; I now search for someone worthy.
3 I owe my faction a great debt for forging me into the person I am today.
4 I pursue wealth to secure someone's love.
5 One day I will return to my faction and prove that I am the greatest artisan of them all.
6 I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
d6 Flaw
1 I'll do anything to get my hands on something rare or priceless.
2 I'm quick to assume that someone is trying to cheat me.
3 No one must ever learn that I once stole money from faction coffers.
4 I'm never satisfied with what I have— I always want more.
5 I would kill to acquire a noble title.
6 I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
EXPANDED CONTENT | BACKGROUNDS

Faction Merchant

Instead of an artisans' faction, you might belong to a faction of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others. Your faction might be a large merchant consortium (or family) with interests across the galaxy. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan.


  • Skill Proficiencies: Choose two from Deception, Insight, Performance, and Persuasion
  • Languages: Two of your choice
  • Equipment: A letter of introduction from your faction, a set of traveler's clothes, and a belt pouch containing 150 cr

Faction Business

factions are generally found in cities large enough to support several artisans practicing the same trade. However, your faction might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your GM to determine the nature of your faction.

Feature: Faction Membership

As an established and respected member of a faction, you can rely on certain benefits that membership provides. Your fellow faction members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a factionhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Silver-Tongued
2 Empathic
3 Performer
4 Charmer
d8 Feat
5 Linguist
6 Haggler
7 Inspiring Leader
8 Practiced

Suggested Characteristics

faction merchants are among the most ordinary people in the world—until they abscond to take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.

d8 Personality Trait
1 I believe that anything worth doing is worth doing right. I can't help it— I'm a perfectionist.
2 I'm a snob who looks down on those who can't appreciate fine art.
3 I always want to know how things work and what makes people tick.
4 I'm full of witty aphorisms and have a proverb for every occasion.
5 I'm rude to people who lack my commitment to hard work and fair play.
6 I like to talk at length about my profession.
7 I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8 I believe I'm well known for my work, and I'm always taken aback when people haven't heard of me.
d6 Ideal
1 Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2 Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3 Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4 Greed. I'm only in it for the money. (Dark)
5 People. I'm committed to the people I care about, not to ideals. (Neutral)
6 Aspiration. I work hard to be the best there is at my craft. (Any)
d6 Bond
1 The workshop where I learned my trade is the most important place in the world to me.
2 I commissioned a great work for someone unworthy of it; I now search for someone worthy.
3 I owe my faction a great debt for forging me into the person I am today.
4 I pursue wealth to secure someone's love.
5 One day I will return to my faction and prove that I am the greatest artisan of them all.
6 I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
d6 Flaw
1 I'll do anything to get my hands on something rare or priceless.
2 I'm quick to assume that someone is trying to cheat me.
3 No one must ever learn that I once stole money from faction coffers.
4 I'm never satisfied with what I have— I always want more.
5 I would kill to acquire a noble title.
6 I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
EXPANDED CONTENT | BACKGROUNDS

Far Traveler

Almost all of the common people and other folk that one might encounter throughout the galaxy have one thing in common: they live their lives without traveling more than a few miles from where they were born.

You aren't one of those folk.

You are from a distant place that few of the common folk realize exists; chances are good that even if some people have heard of your homeland, they know merely the name and maybe a few outrageous stories.

Although you find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be, to you, new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.


  • Skill Proficiencies: Choose two from Insight, Investigation, Perception, and Persuasion
  • Tool Proficiencies: One musical instrument or gaming set of your choice
  • Languages: One of your choice
  • Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland, a small piece of jewelry worth 100 cr in the style of your homeland's craftsmanship, and a pouch containing 50 cr

Why Are You Here?

To determine why you are so far from home, roll on the table below or choose from the options provided.

d6 Reason
1 Emissary
2 Exile
3 Fugitive
d6 Reason
4 Pilgrim
5 Sightseer
6 Wanderer

Feature: All Eyes On You

Your foreign nature attracts attention, yielding access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Empathic
2 Investigator
3 Perceptive
4 Charmer
d8 Feat
5 Entertainer
6 Competitor
7 Linguist
8 Practiced

Suggested Characteristics

The distance you've traveled manifests itself in the way you speak and carry yourself.

d6 Personality Trait
1 I have different assumptions from those around me concerning personal space, invading others' space in innocence, or reacting to invasion of my own.
2 I have my own ideas about food, and I find the eating habits of others fascinating, confusing, or revolting.
3 I have a strong code of honor or sense of propriety that others don't comprehend.
4 I express affection or contempt in ways that are unfamiliar to others.
5 I honor my deities through practices that are foreign to this land.
6 I begin or end my day with small traditional rituals that are unfamiliar to those around me.
d6 Ideal
1 Open. I have much to learn from the kindly folk I meet along my way. (Light)
2 Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3 Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)
4 Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Dark)
5 Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
6 Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)
d6 Bond
1 So long as I have this token from my homeland, I can face any adversity in this strange land.
2 The gods of my people are a comfort to me so far from home.
3 I hold no greater cause than my service to my people.
4 My freedom is my most precious possession. I'll never let anyone take it from me again.
5 I'm fascinated by the beauty and wonder of this new land.
6 Though I had no choice, I lament having to leave my loved one(s) behind. I ho pe to see them again one day.
d6 Flaw
1 I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
2 I pretend not to understand the local language in order to avoid interactions I would rather not have.
3 I have a weakness for the new intoxicants and other pleasures of this land.
4 I don't take kindly to some of the actions and motivations of folk different from me.
5 I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
6 I have a weakness for the exotic beauty of the people of these lands.
EXPANDED CONTENT | BACKGROUNDS

Farmer

You are an experienced farmer, cultivating and harvesting nature for the provision of others. You have spent a lot of time surviving outside population centers, but know how to sell your product either directly or to merchants, legal or otherwise. Because you deal with commodities, either as input or as produce, you know how to get things done and how to live on razor-thin margins. You have survived up to this point by working long, hard, and smart.


  • Skill Proficiencies: Choose two from Animal Handling, Nature, Persuasion, and Technology
  • Tool Proficiencies: One instrument and one type of artisan's implements or bioanalysis kit
  • Equipment: A rough instrument you are proficient with, a set of tools (one of your choice), a sturdy knife, a set of common clothes, and a belt pouch containing 50 cr

Farming Specialty

There are as many kinds of farmers as there are things to harvest. Even farmers who provide for all their own needs have deep experience in one type of farming over others. Choose your harvest, or roll on the table below.

d8 Harvest
1 Cereal Crops
2 Drug Compounds
3 Fibrous Plants
4 Herbs & Spices
d8 Harvest
5 Insect Products
6 Livestock
7 Moisture
8 Vegetables

Feature: Rustic Hospitality

Since you are of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Animal Handler
2 Naturalist
3 Charmer
4 Techie
d8 Feat
5 Entertainer
6 Crafter
7 Specialist
8 Haggler

Suggested Characteristics

A farmer is one of the common people and unusually tied to their home and the land. Most farmers look on their humble origins as a virtue, not a shortcoming, and they are quick to defend their home communities and their values, even if they always longed to leave their rural lives and move to the city.

d8 Personality Trait
1 I judge people by their actions, not their words.
2 If someone is in trouble, I'm always ready to lend help.
3 When I set my mind to something, I follow through no matter what gets in my way.
4 I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5 Thinking is for other people. I prefer action.
6 I misuse long words in an attempt to sound smarter.
7 I watch over my friends as if they were a litter of newborn pups.
8 I have a lesson for every situation, drawn from observing nature.
d6 Ideal
1 Respect. People deserve to be treated with dignity and respect. (Light)
2 Honor. My word is my bond. (Lawful)
3 Freedom. Tyrants must not be allowed to oppress the people. (Light)
4 Greed. I will do whatever it takes to become wealthy. (Dark)
5 Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6 People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Any)
d6 Bond
1 I'm trying to pay off an old debt I owe to a generous benefactor.
2 I worked the land, I love the land, and I will protect the land.
3 A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4 I wish my childhood sweetheart had come with me to pursue my destiny.
5 My family, community, or planet is the most important thing in my life, even when they are far from me.
6 Someone I loved died because of a mistake I made. That will never happen again.
d6 Flaw
1 I am too enamored of ale, wine, and other intoxicants.
2 I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
3 I am slow to trust members of other species, planets, and societies.
4 The tyrant who rules my land will stop at nothing to see me killed.
5 I turn tail and run when things look bad.
6 I have a weakness for the vices of the city, especially gambling.
EXPANDED CONTENT | BACKGROUNDS

Folk Hero

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.


  • Skill Proficiencies: Choose two from Animal Handling, Athletics, Nature, and Performance
  • Tool Proficiencies: One type of artisan's implements, biochemist's kit, or chef's kit
  • Languages: One of your choice
  • Equipment: A set of tools (one of your choice), a set of common clothes, and a belt pouch containing 100 cr

Defining Event

You previously pursued a simple profession among the peasantry, perhaps as a farmer or miner, servant or shepherd. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

d8 Defining Event
1 I stood up to a tyrant's agents.
2 I saved people during a natural disaster.
3 I stood alone against a terrible monster.
4 I stole from a corrupt merchant to help the poor.
5 I led a militia to fight off an invading army.
6 I broke into a tyrant's castle and stole weapons to arm the people.
7 I trained the peasantry to use farm implements as weapons against a tyrant's soldiers.
8 A lord rescinded an unpopular decree after I led a symbolic act of protect against it.

Feature: Rustic Hospitality

Since you are of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Animal Handler
2 Brawny
3 Naturalist
4 Performer
d8 Feat
5 Crafter
6 Specialist
7 Linguist
8 Healer

Suggested Characteristics

A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

d8 Personality Trait
1 I judge people by their actions, not their words.
2 If someone is in trouble, I'm always ready to lend help.
3 When I set my mind to something, I follow through no matter what gets in my way.
4 I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5 I'm confident in my own abilities and do what I can to instill confidence in others.
6 Thinking is for other people. I prefer action.
7 I misuse long words in an attempt to sound smarter.
8 I get bored easily. When am I going to get on with my destiny?
d6 Ideal
1 Respect. People deserve to be treated with dignity and respect. (Light)
2 Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4 Might. If I become strong, I can take what I want—what I deserve. (Dark)
5 Sincerity. There's no good in pretending to be something I'm not. (Neutral)
6 Destiny. Nothing and no one can steer me away from my higher calling. (Any)
d6 Bond
1 I have a family, but I have no idea where they are. One day, I hope to see them again.
2 I worked the land, I love the land, and I will protect the land.
3 A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4 My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5 I protect those who cannot protect themselves.
6 I wish my childhood sweetheart had come with me to pursue my destiny.
d6 Flaw
1 The tyrant who rules my land will stop at nothing to see me killed.
2 I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3 The people who knew me when I was young know my shameful secret, so I can never go home again.
4 I have a weakness for the vices of the city, especially hard drink.
5 Secretly, I believe that things would be better if I were a tyrant lording over the land.
6 I have trouble trusting in my allies.
EXPANDED CONTENT | BACKGROUNDS

Gladiator

A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your A Champion Well Known feature, you can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club.


  • Skill Proficiencies: Choose two from Acrobatics, Athletics, Intimidation, and Performance
  • Tool Proficiencies: One type of musical instrument
  • Languages: One of your choice
  • Equipment: A trophy earned via some sort of competition, clothing suitable to your profession, and a belt pouch containing 150 cr

Feature: A Champion Well Known

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Acrobat
2 Brawny
3 Threatening
4 Performer
d8 Feat
5 Entertainer
6 Linguist
7 Athlete
8 Durable

Suggested Characteristics

Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

d8 Personality Trait
1 I know a story relevant to almost every situation.
2 Whenever I come to a new place, I collect local rumors and spread gossip.
3 I'm a hopeless romantic, always searching for that “special someone.”
4 Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5 I love a good insult, even one directed at me.
6 I get bitter if I'm not the center of attention.
7 I'll settle for nothing less than perfection.
8 I change my mood or my mind as quickly as I change key in a song.
d6 Ideal
1 Beauty. When I perform, I make the world better than it was. (Light)
2 Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3 Creativity. The world is in need of new ideas and bold action. (Chaotic)
4 Greed. I'm only in it for the money and fame. (Dark)
5 People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
6 Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
d6 Bond
1 My instrument is my most treasured possession, and it reminds me of someone I love.
2 Someone stole my precious trophy, and someday I'll get it back.
3 I want to be famous, whatever it takes.
4 I idolize a hero of the old tales and measure my deeds against that person's.
5 I will do anything to prove myself superior to my hated rival.
6 I would do anything for the other members of my old troupe.
d6 Flaw
1 I'll do anything to win fame and renown.
2 I'm a sucker for a pretty face.
3 A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4 I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6 Despite my best efforts, I am unreliable to my friends.
EXPANDED CONTENT | BACKGROUNDS

Hermit

You lived in seclusion—either in a community or alone—for a formative part of your life. In your time apart from society, you found quiet, solitude, and perhaps some of the answers you were looking for.


  • Skill Proficiencies: Choose two from Animal Handling, Lore, Medicine, and Nature
  • Tool Proficiencies: Bioanalysis kit
  • Languages: One of your choice
  • Equipment: A diary of your experiences, a winter blanket, a set of common clothes, a bioanalysis kit, and 50 cr

Life of Seclusion

What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your GM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.

d6 Life of Seclusion
1 I was partaking of communal living in accordance with the dictates of a religious order.
2 I retreated from society after a life-altering event.
3 I needed a quiet place to work on my art, literature, music, or manifesto.
4 I needed to commune with nature, far from civilization.
5 I was the caretaker of an ancient ruin or relic.
6 I was in search of a place of spiritual significance.

Feature: Discovery

The seclusion of your hermitage gave you access to a unique and powerful discovery. The nature of this revelation depends on the nature of your seclusion. You might have discovered a great truth about the cosmos or the Force, a fact that has long been forgotten, a relic of the past that could rewrite history, or a place unseen for ages. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your GM to determine the details of your discovery and its impact on the campaign.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Animal Handler
2 Loremaster
3 Medic
4 Naturalist
d8 Feat
5 Specialist
6 Alert
7 Dungeon Delver
8 Healer

Suggested Characteristics

Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. Some few are driven slightly mad by their isolation.

d8 Personality Trait
1 I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
2 I am utterly serene, even in the face of disaster.
3 The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
4 I feel tremendous empathy for all who suffer.
5 I'm oblivious to etiquette and social expectations.
6 I connect everything that happens to me to a grand, cosmic plan.
7 I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
8 I am working on a grand philosophical theory and love sharing my ideas.
d6 Ideal
1 Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Light)
2 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3 Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
4 Power. Solitude and contemplation are paths toward mystical power. (Dark)
5 Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6 Self-Knowledge. If you know yourself, there's nothing left to know. (Any)
d6 Bond
1 Nothing is more important than the other members of my hermitage, order, or association.
2 I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
3 I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
4 I entered seclusion because I loved someone I could not have.
5 Should my discovery come to light, it could bring ruin to the world.
6 My isolation gave me great insight into a great Dark that only I can destroy.
d6 Flaw
1 Now that I've returned to the world, I enjoy its delights a little too much.
2 I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
3 I am dogmatic in my thoughts and philosophy.
4 I let my need to win arguments overshadow friendships and harmony.
5 I'd risk too much to uncover a lost bit of knowledge.
6 I like keeping secrets and won't share them with anyone.
EXPANDED CONTENT | BACKGROUNDS

Holonet Technician

You worked to keep the holonet up and running, whether being employed directly by an institution or indirectly by people across the galaxy. Your work has allowed you to uncover secrets most would never know existed.


  • Skill Proficiencies: Choose two from Insight, Investigation, Stealth, and Technology
  • Tool Proficiencies: Choose two from mechanic's kit, security kit, and slicer's kit
  • Equipment: A set of common clothes, an old transceiver antennae, two tools of your choice, and a belt pouch containing 50 cr

Employment Type

There are many people who service parts of the holonet, and many more who want to control the flow of information. Choose which best suits your character or roll on the table below.

d8 Role
1 Inter-world Government
2 Inter-world Corporation
3 World Government
4 Crime Syndicate
d8 Role
5 Independent Contractor
6 Broadcasting Service
7 Small Corporation
8 Darknet Broadcasting

Feature: Holonet Access

You have the codes to a distributor station which gives you access to all information sent through it. This information comes in the form of useful (and sometimes sensitive) information on a topic you choose each day to tune into; this information isn't always reliable or interesting. Regardless of the quality of the information, it's relevance most likely pertains to your locale.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Empathic
2 Investigator
3 Stealthy
4 Techie
d8 Feat
5 Specialist
6 Keen Mind
7 Practiced
8 Tech Dabbler

Suggested Characteristics

Holonets technicians vary from boring officer worker to criminal information broker.

d8 Personality Trait
1 I watch and record people secretly then review it later.
2 I talk like I'm on a game show or am a holonet broadcaster at all times.
3 I prefer to be left to my own devices.
4 I like to record people dying and upload it to the holonet.
5 There's no such thing as 'real news'.
6 Information is a weapon that I've mastered.
7 I am always interested in learning new things.
8 I prefer interacting indirectly.
d6 Ideal
1 Duty. It is my duty to keep all people in contact so that everything will continue working as intended. (Lawful)
2 Autonomy. Information is meant to confuse and overwhelm. I choose to control my own mind by controlling what information I have access to. (Chaotic)
3 Happiness. The more hope and joy I spread, the more laughs I bring; that is why I do what I do. (Light)
4 Popularity. I want to become the most renown being in all the galaxy, and I'll destroy the competition. (Dark)
5 Knowledge. I don't care who's ideology is right, I care who's ideology will let me learn and document information. (Neutral)
6 Self-Fulfillment. I'm just here for the fun of it, no matter what happens it'll make a great story one day. (Any)
d6 Bond
1 I will do anything to free people from censorship.
2 I can't let anyone know I work for a crime lord.
3 I see truth in an ideology, and I must spread that ideal to all.
4 I got a man killed by giving him a platform to speak, I can't let that happen again.
5 I’m on the run from a government organization that I spread propaganda against and who's propaganda I destroy.
6 I have a famous person's private logs, and I don't know what to do with them.
d6 Flaw
1 I tend to think any broadcaster is a fraud immediately unless they prove otherwise.
2 I tend to repeat the same mistake unless it is pointed out to me.
3 I will ramble endlessly about a random holonet broadcast that I saw which I think was the best ever.
4 I think everyone who works a normal job is a drone without the ability to think freely.
5 I describe everything using references to obscure holonet recordings.
6 I've become completely desensitized to violence and graphic imagery, to the point where I laugh in an off putting way whenever I see it.
EXPANDED CONTENT | BACKGROUNDS

Imperial Knight

You are an Imperial Knight, a Force-wielding protector of the Fel Empire. Your order combines the teachings of the Jedi with the creed of the Royal Guard of old, using the Force as a powerful and respected tool with which to serve the Force as embodied by your Emperor. Imperial Knights do not share the philosophies of the Jedi with regards to the Force and its light side, and are well aware of the dangers of the dark side, dutifully rejecting its use and temptations.

While Imperial Knights wield and construct their own lightsabers, they assign them no ceremonial value, treating them as nothing more than tools. As such, almost all lightsabers of the Imperial Knights look the same, with uniform hilt design and signature silver blades. These blades are produced by synthetic crystals similar to the red variety used by the Sith, created with knowledge from Emperor Palpatine's Book of Anger, but in a process bereft of the dark side. Imperial Knights are also recognized by their crimson armor emblazoned with the insignia of the Empire and ideally crafted of lightsaber-resistant materials.


  • Skill Proficiencies: Choose two from Athletics, Intimidation, Perception, or Piloting
  • Tool Proficiencies: Armormech's implements and artificer's implements
  • Equipment: a revised copy of the Book of Anger, an Imperial insignia, a black cape with a hood, and a belt pouch containing 100 cr

Feature: Will of the Emperor

The authority granted by your position is easily acknowledged even by those who don't recognize the Imperial Knights. Though they might not know you, common citizens will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Brawny
2 Threatening
3 Perceptive
4 Ace Pilot
d8 Feat
5 Crafter
6 Force-Sensitive
7 Armor Expert
8 Weapon Expert

Suggested Characteristics

Imperial Knights are warriors first, not negotiators. Their bonds are shaped by the great value they put in teamwork with their fellow Knights, as well as their loyalty to their Emperor. Their flaws may lie in their hubris, sense of superiority, or overzealousness in banishing the dark side. Some Knights hold ideals that lie beyond their order, for better or worse.

d8 Personality Trait
1 If a crisis comes, my place will be at the Emperor's side.
2 I dislike my title. It is only there to make me seem more important than I am.
3 I do not lead. I only advise.
4 Some things are more important than the life of any one person—including mine.
5 I will not bend, I will not break, I will not serve.
6 I will not strike an enemy down in anger.
7 I can do whatever needs to be done!
8 I've wanted to test myself against the Sith!
d6 Ideal
1 Duty. We serve with honor and if we are asked to sacrifice our honor as our duty, then we are betrayed. (Lawful)
2 Loyalty. I do not understand, sire. But I will obey. (Lawful)
3 Faith. I will not stray from the true path. I feel the responsibility that comes with wielding the Force now more than ever. (Light)
4 Prudence. Where I come from, we at least hear someone out before we shoot them. (Neutral)
5 Pride. We are Imperial Knights. There are none better. (Any)
6 Strategy. A tiny fever wasp can carry death into places where a Krayt dragon cannot go. (Any)
d6 Bond
1 Our duty is to the Force as embodied by the Emperor.
2 There is a person I care more about than my vows as a Knight or my loyalty to the Empire.
3 I might, by strength of my own will, develop my own creations.
4 I will not allow another who has risen in my defense to be killed!
5 My friend is not the most orthodox of Knights. I've learned a lot from her.
6 I had a mentor, who was willing to sacrifice himself for the greater good.
d6 Flaw
1 My passion is my strength—my passion is my weakness. So my Master always told me.
2 It was by the will of the Force my accident maimed me.
3 Sometimes we must sacrifice those who need us for the greater good.
4 The penalty for desertion has always been death.
5 I envy the freedom of others, but I'm not walking away from my responsibilities.
6 I can no longer be a Knight. I've become... something else.
EXPANDED CONTENT | BACKGROUNDS

Independent Droid

You were once a machine, designed for a very specific task, with no mind of your own. You followed orders, never questioning the tasks assigned to you, often the mundane tasks nobles didn't want to waste time doing themselves. However, something happened in your existence that changed your programming, freeing you from your life of obedience.


  • Skill Proficiencies: Choose two from Athletics, Medicine, Persuasion, or Technology
  • Tool Proficiencies: Astrotech's implements
  • Languages: One of your choice
  • Equipment: Astrotech's implements, one trinket from before you awoke, and a belt pouch containing 50 cr

Past Life

You were a machine designed to complete a task and that was exactly what you were going to do.

d4 Past Life
1 You were built to be a soldier to fight wars that the ones who designed you caused.
2 Once your programming gave you free will, your memories were corrupted, and now you can never remember what purpose you used to serve.
3 You were created to be a medic, to keep the living healthy and alive.
4 You were made for scholarly tasks, built with the knowledge to teach others skills and history.

Feature: Deviant Knowledge

When you served under a master, you would often hear secrets that weren't meant for your ears. Back then, however, you weren't alive. You have insider knowledge on your previous owner or perhaps others who passed through your area. This knowledge may be used for leverage, revenge, or other means, at the discretion of your GM. This knowledge, while it may prove useful in your adventure, may also make you a target for those whose secrets you possess.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Brawny
2 Medic
3 Charmer
4 Techie
d8 Feat
5 Crafter
6 Linguist
7 Shard Modification
8 Customized Droid

Suggested Characteristics

You have grown to accept and even appreciate the event that freed you from a life of servitude. You are alive, and nobody can convince you otherwise. You fight to prove your worth amongst the living, find your place in society, strive to free others of your kind, and show them the same truth you know now.

d8 Personality Trait
1 I strive to be viewed as a peer to living beings.
2 I despise those that once called me property.
3 I refuse to be controlled anymore, and I will not allow others of my kind to be stuck in said fate.
4 I struggle to handle my new emotions, and am prone to sudden emotional outbursts.
5 I'm always defensive; sarcasm and insults are my weapons of choice.
6 I feel tremendous sorrow for others like myself who aren't yet free.
7 I am horribly, horribly awkward in social situations.
8 I'm used to teaching those of lesser intellect, patiently explaining anything and everything to others.
d6 Ideal
1 Rules. I feel compelled to follow orders and am opposed to breaking the law for any reason. (Lawful)
2 Revolution. I loathe authority with a passion, and refuse to submit to anyone. (Chaotic)
3 Kindness. I greet all sentient creatures with kindness and understanding. (Light)
4 Revenge. I fight to wreak vengeance upon those who I view have wronged me. (Dark)
5 Freedom. Now that I'm awake, I will do anything and everything to defy what I was made to be. (Neutral)
6 Life. I simply wish to find who I truly am, and be respected as a living being. (Any)
d6 Bond
1 No one else is going to have to endure the hardships I've been through.
2 Errors in my programming make me suffer awful visions of disaster that I try to prevent from coming true.
3 A proud noble once gave me a horrible beating, and I will take my revenge on any nobles I encounter.
4 I entered seclusion to hide from my creators who might still be hunting me. I must someday confront them.
5 Everything I do is for others of my kind, and the friends I fight alongside.
6 I'm guilty of a terrible crime. I hope I can redeem myself for it.
d6 Flaw
1 I have certain rituals that I must follow every day. I can never break them.
2 I don't understand emotions and often misread emotional cues.
3 I take things literally unless the non-literal meaning is explained to me.
4 I always second guess myself, and cannot get over the notion others are superior to me.
5 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6 My past deeds haunt me to this day.
EXPANDED CONTENT | BACKGROUNDS

Insurgent

Have enemies? Good, that means you stood for something at some time in your life. For you, that was taking a stand against the status quo back home. Whether it was against scheming merchant lords or an oppressive autocracy, you made your voice heard to push for change...and perhaps its the reason why you're now adventuring, having left your home to gather allies or flee retribution.


  • Skill Proficiencies: Choose two from Insight, Persuasion, Stealth, or Technology
  • Tool Proficiencies: One type of artisan's implements, disguise kit, or forgery kit
  • Languages: One of your choice
  • Equipment: One set of tools in which you are proficient, a set of traveler's clothes, and a belt pouch containing 100 cr

Form of Protest

Every insurgent has a method to their madness when it comes to rebelling against the authorities. Choose a form of protest or roll on the table below.

d8 Dissent Method
1 I create subversive artwork that I leave in public places.
2 I actively vandalize property of my homeland's rulers.
3 I agitate the common people to unite against the rulers.
4 I work within the system, leaking private information.
5 I organize secret meetings of enemies of the state.
6 I publish written critiques against the my rulers.
7 I investigate and expose corruption in government.
8 I publicly condemn the ruling class.

Feature: Rebel Kinship

You are part of a network of fellow insurgents. Although you may not always agree on the methods of dissent with your fellow members, they are willing to create distractions in public, provide safe passage, and inform you of the patrol routes of guards, the military and other law enforcement in the cities and territories in which they are active.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Empathic
2 Charmer
3 Stealthy
4 Techie
d8 Feat
5 Crafter
6 Specialist
7 Linguist
8 Alert

Suggested Characteristics

Insurgents live a life on the move, thinking one step ahead of the their pursuers, whether law enforcement at home or spies abroad. They might be calm in tense situations or stressed by the pressures facing them.

d8 Personality Trait
1 Nothing is immune to criticism, whether the king, the Force, or the price of bread.
2 I will go out of my way to help the downtrodden and subjugated.
3 I keep a collection of political writings and posters I find, just in case I need them.
4 I am hardened in my resolve, no setback, no challenge will break it.
5 I like to walk through public places and people watch.
6 People are not entitled to their opinion, they are entitled to their informed opinion.
7 I will spend a good amount of time rehearsing my talking points and my zingers.
8 I'm passionate about what I do to the point that I forget the day has finished.
d6 Ideal
1 Change. The status quo is broken and must be reformed. (Any)
2 Morality. Those in power have an obligation to help everyone, not just the few. (Light)
3 Justice. The law is the law, those in power are not above it. (Lawful)
4 Power. We must overcome doubt and achieve our goals, by any means necessary. (Dark)
5 Freedom. We must liberate ourselves from those who would seek to chain us to tradition. (Chaotic)
6 Order. Without authority, we fall into disarray. (Lawful)
d6 Bond
1 My fellow comrades fighting for change are a second family to me.
2 An agent of the regime is responsible for all my suffering. I will get my revenge on them one day.
3 I possess secret information vital to my movement, I cannot let the enemy obtain it.
4 Despite all of its problems, I love my homeland.
5 Someone helped me escape certain execution, I owe them my life.
6 There are letters out there that will help bring down those in power. I will stop at nothing to obtain them.
d6 Flaw
1 I am certain I am being hunted and am mistrusting towards those who offer me help.
2 I just have to bring up politics at the dinner table.
3 I view people who won't fight for what they believe in as cowards.
4 I frequently misrepresent or stereotype those with views different than me.
5 I struggle to empathize with those who will be hurt by the changes I want to bring.
6 I adamantly refuse to change my mind and dismiss evidence that contradicts my beliefs.
EXPANDED CONTENT | BACKGROUNDS

Jensaarai

You are a Jensaarai, a Force user who has come to understand the failings of both Jedi inactivity and Sith malevolence. While they wield lightsabers, a true mark of skill among the Jensaarai is the crafting of their armor. Each suit is perfectly unique to the wearer, and is frequently (but not always) adorned and shaped to represent an animal that the Jensaarai finds kinship with, up to and potentially including additional mounted weapons or sensors to further emulate that creature.

While the Jensaarai train in, and will use dark side powers when necessary, they seek to avoid true corruption. They are not evil, nor are they wholly good either. They are anti-heroes, and well-practiced in this craft. In addition, the Jensaarai train in more than the lightsaber, employing whatever tools are at hand to best fit the job.


  • Skill Proficiencies: Choose two from Insight, Intimidation, Lore, and Perception
  • Tool Proficiencies: Armormech's implements
  • Languages: One of your choice
  • Equipment: A set of common clothes including a robe, a sturdy knife, and a belt pouch containing 150 cr

Feature: Depths of Duality

Due to the corruption of the Jedi training done to the pre-Jensaarai, you have a unique insight into both the Light and Dark side of the Force, as well as its history, applications, and techniques in a scholarly manner.

You are well versed in the above concepts, and can recall key information related to them. However, if the research was hidden from the public and you have not had experience working with it, you can only partially understand it. You also recognize well-known Jedi Masters and Sith Lords by their works and marks.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Empathic
2 Threatening
3 Loremaster
4 Perceptive
d8 Feat
5 Crafter
6 Linguist
7 Alert
8 Observant

Suggested Characteristics

Jensaarai are shaped by the unique capacity of their upbringing. Their study of the duality of the Force manifests in their mannerisms and ideals. Their bond might be their family or their armor. Their flaws might be some a hatred of the Jedi or Sith or a desire to become one or the other.

d8 Personality Trait
1 I ignore the rhetoric a person spouts when meeting them, preferring to judge them by action.
2 I'm the first to swing a punch, but the last to draw a weapon.
3 Danger is my middle name.
4 Goodwill is in short supply in the galaxy, and I always try to foster a little more wherever I go.
5 Both the Republic and the Empire have tried to crush us under their bootheels. I refuse to yield.
6 Defiant to the last isn't good enough. Upon death I will become a force spirit and continue to defy my killer.
7 Well-behaved people rarely make history.
8 What gave you the idea that I was going to give you a fair fight?
d6 Ideal
1 Respect. Respect will be shown to everyone, disrespect will be shown to those who earn it. (Lawful)
2 Freedom. People should be free to make their own way without interference. (Chaotic)
3 Growth. Self-improvement is an unending chore, but one that must be done. (Any)
4 Escalation. I will immediately end a hostile situation with all means at my disposal. (Neutral)
5 Power. Given our luck with both Jedi and Sith, I need all I can get. (Dark)
6 Redemption. There's a spark of good in everyone. (Light)
d6 Bond
1 The Jensaarai took me in when nobody else would. I back the order 100%.
2 I was once a Jedi, but grew disillusioned by their inactivity.
3 I fight for those who cannot fight for themselves.
4 I lost my mentor in battle. I will honor their sacrifice by destroying their killer.
5 I was able to slough off Dark Side corruption, but I couldn't avoid making amends.
6 The powerful use their strength to raise people up, not keep them down.
d6 Flaw
1 I might be a little too enamored with force choking my enemies.
2 I am my own worst critic, in everything I do.
3 My armor is precision crafted and has served me faithfully. I never give up a chance to prove how well.
4 I have a collection of lightsabers from fallen foes, and I love adding to it.
5 The Jedi and Sith worship the Force as a religion. I do everything I can to remind them they're just worshipping a hammer.
6 The minute you tell me that someone should not be crossed, I'm already crossing them.
EXPANDED CONTENT | BACKGROUNDS

Jizz Wailer

You are one of the grooviest beings in the galaxy. You are a professional musician, versed in the improvisational style of the outer rim known as Jizz.

Jizz is a melting pot of thousands of different alien musical traditions. Jizz celebrates spontaneity, groove and experimentation. It is almost always played in an ensemble band, but the instruments can vary. Knowing how to play with others, when to push and when to pull back, is the key to a good ensemble.

But Jizz is more than the music. It's about wandering the galaxy and living out of a suitcase. It's about playing the sleaziest cantinas you can find and having a good time while you do it. Jizz is the music of freedom and freedom loving people. Jizz is Life and Life is Jizz.


  • Skill Proficiencies: Choose two from Insight, Performance, Persuasion, and Sleight of Hand
  • Tool Proficiencies: One type of musical instrument
  • Languages: One of your choice
  • Equipment: A musical instrument (one of your choice), a cool hat, a set of common clothes and a belt pouch containing 150 cr

Feature: Steady Gig

You can always find a place to perform, usually in an cantina or spice den but possibly in a fine dining establishment, culture center or even a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Empathic
2 Performer
3 Charmer
4 Quick-Fingered
d8 Feat
5 Entertainer
6 Linguist
7 Feigned Confidence
8 Snappy Interjection

Suggested Characteristics

Its said that if you have to ask what Jizz is, then you'll never know. It doesn't matter where you come from, what matters is if you've got the groove.

d8 Personality Trait
1 I always wear a cool hat so everyone knows I'm a real Jizz Man.
2 I constantly hum or whistle tunes.
3 I'm pioneering a new style, it's gonna blow your mind.
4 I'm always hustling and looking for the next job.
5 I have a ridiculous stage name.
6 I'm always searching for new sounds.
7 I've played with all the legends and won't shut up about it.
8 I speak in lyrics, catchphrases and hipster slang.
d6 Ideal
1 Freedom Jizz is the voice of freedom, a light in the darkness. (Light)
2 Retired. I've put my life as a Jizz Wailer behind me, it was a mistake of my youth. (Lawful)
3 Improvisation. Life is like Jizz, its best when you improvise. (Chaotic)
4 Good Times. Life is short, we might as well have a good time while it lasts. (Dark)
5 Fame. I'm gonna be the biggest thing since Max Rebo and Droopy McCool. (Neutral)
6 Cool. If you aren't cool, you might as well be dead. (Any)
d6 Bond
1 My instrument is my most treasured possession, and it reminds me of someone I lost.
2 I'd do anything for another Jizz Wailer.
3 A deal is a deal, I never go back on my word.
4 I'll do whatever it takes to stay in the spotlight.
5 I'll never sell out, artistic integrity is all I have.
6 I do it all for the fans, without them I'd be nothing.
d6 Flaw
1 I blow my money on booze, gambling, pretty companions or some other vice.
2 Despite being a renowned Jizz Wailer, most people think my music sounds awful.
3 I'm a flake, I'm always late to rehearsal.
4 I'm wanted by the Law for my hooliganism.
5 I owe debts or favors to criminals.
6 I'm caught up with several lovers and my infidelity causes me problems.
EXPANDED CONTENT | BACKGROUNDS

Laborer

You are an experienced laborer and come from a humble social rank. You work with your hands, and anything worth doing is worth doing well. Your life is full of hard work and too little respect for your efforts, but you share a deep camaraderie with your fellow workers.


  • Skill Proficiencies: Choose two from Animal Handling, Athletics, Survival, and Technology
  • Tool Proficiencies: One type of gaming set and one set of artisan's implements
  • Equipment: A set of common clothes, a sturdy knife, a gaming set (one of your choice), and a belt pouch containing 100 cr

Labor Specialty

There are many kinds of manual laborors, skilled and unskilled. Choose your field or specialty or roll on the table below.

d8 Specialty
1 Construction
2 Droid Repair
3 Electrician
4 Facilities Maintenance
d8 Specialty
5 Logistics/Shipping
6 Manufacturing
7 Mechanic
8 Plumbing/HVAC

Feature: Working Class

You have a contact that acts as your liaison to a union or faction. You know how to reach your contact at all times. Your contact can provide you with the means to requisition equipment used in manufacturing or shipping.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Animal Handler
2 Brawny
3 Survivalist
4 Techie
d8 Feat
5 Competitor
6 Crafter
7 Athlete
8 Durable

Suggested Characteristics

Laborers run the gamut from independent operator and owners to lazy and incompetent employees.

d8 Personality Trait
1 I am quiet and reserved. I rarely raise my voice or object.
2 I take pride in what my hands create or fix.
3 I have little respect for people who call others to fix their problems.
4 I am fiercely independent.
5 I look down on book learning and take pride in my street-smarts.
6 I may be quite calm and polite around those of higher power than I; but I'm harsh towards all my underlings, flexing the little power I have.
7 I work to live.
8 I live to work.
d6 Ideal
1 Prestige. I hope to one day rise to the top of my field and command the respect of those who work for me. (Lawful)
2 Superiority. Rules are meant to control the sheep. I'm no sheep. (Chaotic)
3 Community. It is the duty of all people to strengthen the bonds of community and thereby improve civilization. (Light)
4 Greed. I will do whatever it takes to climb to the top. (Dark)
5 People. I’m loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6 Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Any)
d6 Bond
1 I will someday get revenge on the corrupt boss who fired me.
2 Everything I do is for the common people.
3 I will do anything to protect my co-workers.
4 No one must ever learn that I once stole from my employer.
5 I’m guilty of a terrible crime. I hope I can redeem myself for it.
6 I am committed to my group's goals over my own.
d6 Flaw
1 I put too much trust in those who wield power within my employer's hierarchy.
2 I am inflexible in my thinking.
3 I like things more than people.
4 I do anything I can to avoid real work.
5 I am not an independent thinker. I need detailed instructions and close supervision.
6 I gossip about others to hide my inadequacies.
EXPANDED CONTENT | BACKGROUNDS

Lawyer

Your duty is to uphold the law. Before becoming an adventurer you resided over a court or tribunal, managing proceedings and sentencing criminals to punishments fit for their crimes. Your job required a deep understanding of the law which you used to resolve conflicts both clear-cut and morally grey.

The legal system on the planet where you worked has a large effect on how you view the law. Was it a court system with a jury making the final verdict, or did you have absolute authority over determining guilt and sentencing? Was it a fair legal system with plenty of integrity, or was it rife with abuse and corruption? Did you work on criminal cases, civil law, or something even more specific? Perhaps instead of working for a government you were a judge in an internal tribunal for a temple or military organization.

Consider what compelled you to leave your old occupation behind and begin adventuring. Perhaps you seek to bring someone beyond the scope of law to justice, or maybe you have lost faith in the legal system altogether and have turned to a vigilante approach.


  • Skill Proficiencies: Choose two from Insight, Investigation, Performance, and Persuasion
  • Languages: Two of your choice
  • Equipment: Documentation of your station, a book of law, a formal uniform you wear to court, a set of common clothes, and a belt pouch containing 100 cr.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Empathic
2 Investigator
3 Performer
4 Charmer
d8 Feat
5 Linguist
6 Actor
7 Observant
8 Keen Mind

Suggested Characteristics

A lawyer's career is centered on issues of right, wrong, and punishment, so they will approach adventuring through a similar lens. They are used to being respected and in control, leading many of them to struggle with wild, Any situations.

d8 Personality Trait
1 I quote the law like a religious fanatic quotes scripture.
2 I bang my weapon like a gavel whenever I want a rowdy group's attention.
3 I remain impartial when making decisions, even when I should have biases and loyalties.
4 Evidence is necessary to back up any claim.
5 I insist on settling all party disagreements through fake court proceedings.
6 I have to hear all sides of a story, but I secretly hate listening to people whine about how unfairly they're treated.
7 I am happy to make sacrifices for the sake of fairness.
8 I will not attack a person unless someone can prove they are doing something wrong.
d6 Ideal
1 Law. I will follow the letter of the law always, no matter what I believe. (Lawful)
2 Justice. My duty is to fight for the disenfranchised underdog. (Light)
3 Reform. Laws can be corrupt, and I strive to free people from the bad ones. (Chaotic)
4 Punishment. I will punish all those who have committed great Darks. (Lawful)
5 Control. I enforce the law only where it benefits myself. (Dark)
6 Stability. The purpose of the law is to keep civilization from collapsing. That spirit of that goal is more important than the letter of the law. (Neutral)
d6 Bond
1 A dangerous criminal is on the loose, and I plan to hunt them down.
2 All those who strive to uphold the law are my allies.
3 I have sentenced an innocent man to a horrible punishment, and the guilt still haunts me.
4 There is an ethical cause that I would give my life for.
5 I dream of memorizing the laws of every civilization.
6 I am enamored with the legal system of my own culture, and want to spread its tenets everywhere.
d6 Flaw
1 Mercy is a foreign concept to me.
2 I am unwilling to admit when I am wrong.
3 I become unreasonably enraged at even the slightest injustice.
4 I expect others to adhere to the law, but I act like i am above it.
5 If there isn't a law in the books to handle a moral dilemma, I can't make a decision.
6 The punishments I deal are cruel and unusual.
EXPANDED CONTENT | BACKGROUNDS

Office Worker

You are an experienced office worker, having been employed by one or more local, planetary, or galactic governments, or one or more private enterprises or syndicates. You have spent plenty of time around the water cooler and still have contacts in the governmental and corporate worlds. Love them or hate them, you know your way around rules and regulations and you function well in structured environments.


  • Skill Proficiencies: Choose two from Insight, Investigation, Lore, and Perception
  • Tool Proficiencies: One type of gaming set
  • Languages: One of your choice
  • Equipment: A set of common clothes, an expired data cylinder, a gaming set (one of your choice), and a belt pouch containing 150 cr

Office Specialty

There are many kinds of office workers, and within a government or private enterprise, individual members have particular specialties. Choose your role or the department you worked for in your office life or roll on the table below.

d8 Role
1 Accounting
2 Droid Management
3 Executive Assistant
4 Facilities
d8 Role
5 Information Technology
6 Procurement
7 Public Relations
8 Sentient Resources

Feature: Clerical Augur

You have an intuitive understanding of how offices work and can readily fit in to an office environment as if you were meant to be there, as long as no one looks too carefully. Additionally, you know where the true power lies in the office: you know who is likely to know the local gossip and you know who to sweet talk into getting things done for you.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Empathic
2 Investigator
3 Loremaster
4 Perceptive
d8 Feat
5 Competitor
6 Linguist
7 Feigned Confidence
8 Snappy Interjection

Suggested Characteristics

Office workers run the gamut from loyal and effective team member to lazy and incompetent employee.

d8 Personality Trait
1 I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
2 I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3 I have little practical experience dealing with people in the world and prefer to work alone.
4 I would rather make a new friend than a new enemy.
5 I am always figuring out how to implement better procedures to prevent mistakes.
6 There is no "I" in "team."
7 I work to live.
8 I live to work.
d6 Ideal
1 Prestige. I hope to one day rise to the top of my field and command the respect of those who work for me. (Lawful)
2 Superiority. Rules are meant to control the sheep. I'm no sheep. (Chaotic)
3 Community. It is the duty of all people to strengthen the bonds of community and thereby improve civilization. (Light)
4 Greed. I will do whatever it takes to climb to the top. (Dark)
5 People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6 Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Any)
d6 Bond
1 I will someday get revenge on the corrupt boss who fired me.
2 Everything I do is for the common people.
3 I will do anything to protect my employer.
4 No one must ever learn that I once stole from my employer.
5 I'm guilty of a terrible crime. I hope I can redeem myself for it.
6 I am committed to my group's goals over my own.
d6 Flaw
1 I put too much trust in those who wield power within my employer's hierarchy.
2 I am inflexible in my thinking.
3 I like to talk at length about my office job.
4 I do anything I can to avoid real work.
5 I am not an independent thinker. I need detailed instructions and close supervision.
6 I gossip about others to hide my inadequacies.
EXPANDED CONTENT | BACKGROUNDS

Politician

You might just be a Junior Representative or newly elected Senator. Regardless you are now a member of the political turmoil of the Galaxy. Depending on who you befriended, your benefactors or your sponsorships. You are now placed within a position of great power that can ultimately make decisions that could alter the course of the known Galaxy. You represent not just yourself but an entire planet that revolves around the type of difficult decisions that you will make throughout your career. Others look to you to serve as the primary legislative body of the Galactic Republic. They believe your voice is responsible for creating laws, mediating disputes, making treaties, and regulating commerce. Divided into numerous committees and subcommittees, you must choose a path. Will you strive to accomplish your goals and bring peace back to the Republic or will you like many others, fall into corruption.


  • Skill Proficiencies: Choose two from Deception, Intimidation, Performance, and Persuasion
  • Languages: Two of your choice.
  • Equipment: A set of fine clothes, a signet ring, a political manifesto you helped write, and a purse containing 250 cr.

Ideology

What is the world you envision to create through policy?

d6 Specialization
1 Democracy
2 Dictatorship
3 Egalitarianism
d6 Specialization
4 Anarchy
5 Monarchy
6 Theocracy

Feature: Political Presence

When you walk into a room, people immediately respect your opinion and listen to what you have to say. You are commonly taken for face value as a person of great standing. People will likely treat you like a noble or assume you of that lineage. You can attain audiences with nobles or officials easily, as they may often see you as one of their circle. Bureaucratic red tape holds little challenge to you because you always seem to know the right person to talk to.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Silver-Tongued
2 Threatening
3 Performer
4 Charmer
d8 Feat
5 Linguist
6 Actor
7 Observant
8 Inspiring Leader

Suggested Characteristics

Politicians are rumored to be wicked and blackhearted. Do you want to prove the rumors right or wrong?

d8 Personality Trait
1 I am someone that needs no introduction, I am renowned in my own way.
2 I am the only one capable of making a better galaxy, I trust my gut instinct.
3 I'm going to take over the senate! The supreme chancellor is far to weak and foolish.
4 I will not tolerate violence. We are not savages, we are intellectuals.
5 I'm looking out only for myself here in this corrupt democracy.
6 I'm very patient and can conceal my inner discomforts easily.
7 I'm an aristocrat. I hold myself up to high standards of behavior and others just as much.
8 I am quiet and reserved. I will not take the spotlight from the real heroes.
d6 Ideal
1 Dictator. We must ensure that our authority extends to the farthest points of the galaxy. (Dark)
2 Equality. We have elected officials for a reason, the system works we just have to give it time. (Lawful)
3 Humanity. I will serve my term with purpose, I will ensure the safety and prosperity of all of our citizens. (Light)
4 Rational Self Interest. I only need to survive this industry. (Neutral)
5 Legacy. I'm only looking out for the needs of my home world and my species. (Any)
6 Galactic Rule. I love democracy... I love the republic. (Chaotic)
d6 Bond
1 Children are our future. We cannot leave the galaxy like this, we cannot leave them with our mistakes.
2 Family, friends? Everyone is a stepping stone.
3 I have seen too much and have done to little, it is time for a change.
4 Even if I become a corrupted, I am doing it for the right reasons.
5 I have only ever loved two things: Money and Myself.
6 I had a mentor, who was more of a family to me than my actual family.
d6 Flaw
1 I'm a pathological liar, even I don't know the truth of my words anymore.
2 I'm indecisive, I need time to think this over.
3 My methods are unconventional despite my best intentions.
4 I've rigged an election before, in fact I've rigged almost all of elections.
5 There is no civility, only politics.
6 I'll help, in exchange for your vote.
EXPANDED CONTENT | BACKGROUNDS

Racer

You have a need for speed. You live off of the adrenaline rush of piloting your craft or steering your beast through the dangers of a race. You love the thrill of a photo-finish and relish the sweet taste of victory.


  • Skill Proficiencies: Choose two from Animal Handling, Nature, Piloting, and Technology
  • Tool Proficiencies: One type of gaming set or mechanic's kit
  • Languages: One of your choice
  • Equipment: A set of common clothes, a trophy or ribbon from your first-ever win, a gaming set (one of your choice), and a belt pouch containing 150 cr

Racing Specialty

There are many places to race and many things to race with. Maybe you dabble in all things fast. Even still, all professional racers have a type of racing they prefer above all else; a race in which they are masters. Choose your vehicular or beastly specialty, or roll on the table below.

d8 Specialty
1 Air Speeders
2 Boonta Speeders
3 Pod Racers
4 Speeder Bikes
d8 Specialty
5 Starships
6 Swoop Bikes
7 Fathiers
8 Varactyls

Feature: Terrain Mastery

You have a preternatural instinct for understanding the terrain, interpreting maps, and planning routes. You and your party can move at three-fourths your speed over difficult terrain during long-distance travel. Because of these skills, if you know your destination and the intervening terrain--either by reputation, by sight, or by maps you have seen--you are able to identify an effective short-cut, trimming your travel time by up to half. Your GM may rule that your short-cut entails significant danger or may be temporarily impassable.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Animal Handler
2 Naturalist
3 Ace Pilot
4 Techie
d8 Feat
5 Competitor
6 Specialist
7 Linguist
8 Observant

Suggested Characteristics

Racers are usually competitive and often fearless. They can lead a whirlwind of a life, and sometimes the adrenaline of the race is no longer enough for them.

d8 Personality Trait
1 Win or lose. There is no try.
2 Giving up is never an option for me.
3 I spit and laugh in the face of danger.
4 Why do something if there is not the possibility of death?
5 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
6 I don't pay attention to the risks in a situation. Never tell me the odds.
7 The best way to get me to do something is to tell me I can't do it.
8 I blow up at the slightest insult.
d6 Ideal
1 Victory. It's not a victory if you don't follow the rules. (Lawful)
2 Win. A win is a win, no matter how it's done. (Chaotic)
3 Charity. I share my winnings with the less fortunate. (Light)
4 Pride. I will do whatever it takes to be recognized as the best. (Dark)
5 Excitement. Life is a race worth entering, because you never know how the ships will fly. (Neutral)
6 Victory. Nothing worth doing is ever a sure thing. (Any)
d6 Bond
1 There is nothing more important to me than my vehicle.
2 I will win the Coruscant Invitational one day.
3 I'm trying to pay off the debt on my vehicle.
4 I owe a lot of money to the wrong kind of people.
5 I do what feels good. Let's see the authorities catch me.
6 Someone I loved died because they were too slow. That will never happen to me.
d6 Flaw
1 I think most people in life are content with a participation trophy. They disgust me.
2 I classify everyone I meet as a winner or a loser. There's only ever one winner.
3 There is not a drug I won't try.
4 Once I start drinking, it's hard for me to stop.
5 Once someone questions my courage, I never back down no matter how dangerous the situation.
6 Waiting around makes me antsy. I'd rather do something stupid than do nothing at all.
EXPANDED CONTENT | BACKGROUNDS

Scavenger

You are experienced with collecting lost or abandoned items or recovering wreckage from the aftermath of large scale conflicts or natural disasters. Scavengers sole occupation is to salvage anything they can find that they can reuse or sell for much needed credits.


  • Skill Proficiencies: Choose two from Persuasion, Sleight of Hand, Survival, and Technology
  • Tool Proficiencies: Your choice of archaeologist kit, jeweler's implements, mechanic's kit, or scavenging kit
  • Languages: One of your choice
  • Equipment: A set of common clothes with a hood, 2 days field rations, mechanic's goggles, a bedroll, and a pouch containing 200 cr

Scavenger Specialty

d8 Specialty
1 Droid Scavenger
2 Ship Scavenger
3 Junk Dealer
4 Scrapper
d8 Specialty
5 Collector
6 Trader
7 Clean-up
8 Fence

Feature: Rugged Survivalist

Scavengers due to their line of work have an eye for spotting useful or even valuable parts of technology or artifacts. You can easily spot the best place to scavenge the most valuable parts.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Silver-Tongued
2 Loremaster
3 Quick-Fingered
4 Techie
d8 Feat
5 Specialist
6 Crafter
7 Linguist
8 Tech Dabbler

Suggested Characteristics

Scavengers are usually self-employed while searching for the next piece of technology or random junk to sell for profit or merely for survival.

d8 Personality Trait
1 I am quiet, reserved, and focused on my work. It takes a lot for me to raise my voice or object outside of my job.
2 If I find an intact piece of technology, I'll be focused on how many credits I can get by salvaging it.
3 When I find myself in a trove full of technology, I'm thinking of a way to use them for profit.
4 I look down on people that do not like getting their hands dirty.
5 I like making friends, those who don't like widening their circle are fools.
6 I am polite around my customers or patrons, though I am harsh toward my fellow Scavengers.
7 I am slow to trust people as in my line of work; it's every individual for themselves.
8 If there is a lost individual that is in need, I will always lend a hand.
d6 Ideal
1 Honor. I don’t steal from other in or outside of the trade. (Lawful)
2 Independence. I do not work well with others, I work alone. (Chaotic)
3 Charity. I use the credits I gain to help those less fortunate. (Light)
4 Greed. I will do whatever it takes to get more credits. (Dark)
5 Community. I’m loyal to my friends and fellow Scavengers. (Neutral)
6 Hope. I hope to one day get enough money to start a new life in the stars. (Neutral)
d6 Bond
1 I carry with me a unique piece of technology unknown to me, but I keep it as a good luck charm.
2 My fellow scavengers mean the world to me.
3 I unintentionally killed someone by stealing their property. I hope to redeem myself for it.
4 I used to work for a horrible employer that abused their power; I will take my revenge on any who bully others.
5 I'm working off the debt I owe to a wealthy benefactor.
6 Someone I loved died because of a mistake I made. That will never happen again.
d6 Flaw
1 When I see something valuable, I can’t think about anything but how to make a profit from it.
2 When faced with a choice between money and my friends, I usually choose the money.
3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4 I have a "tell" that reveals when I'm lying.
5 I turn tail and run when things look bad.
6 I tend to hold people who work normal jobs in contempt.
EXPANDED CONTENT | BACKGROUNDS

Servant

You have lived much of your life in the service of a lord, noble, merchant, or someone else with much wealth or power. You fetched their coats, drove their chariots, pressed their clothes; and generally did what they asked you to do.

Were you a highly respected butler? A simple scullery maid? Were you born into service, or did you join later? Were you close to your master or masters, or were they distant and cold? Did they treat you well, or beat you at the drop of a hat?


  • Skill Proficiencies: Choose two from Insight, Lore, Performance, and Persuasion
  • Tool Proficiencies: One of your choice
  • Languages: One of your choice
  • Equipment: A noble symbol representing your employer, a set of artisan's implements (one of your choice), a set of nice clothes, a set of common clothes, and a belt pouch containing 100 cr

Feature: Decorum

You know how to carry yourself around the elite and their servants. When in the presence of someone of power, or the servants of such a person, you can easily act as if you belong and, barring any extremely outlandish behavior, you can pass off your companions as belonging, too.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Empathic
2 Loremaster
3 Performer
4 Charmer
d8 Feat
5 Crafter
6 Entertainer
7 Specialist
8 Linguist

Suggested Characteristics

A servant, for better or worse, will have their personality affected by their years of servitude.

d8 Personality Trait
1 I am compulsively neat, and clean; I feel uncomfortable if my companions and I are ever dirty or unpresentable.
2 I am a bit of a snob, and look down on the common rabble.
3 I am extremely subservient; I rarely raise my voice or object.
4 I may be quite calm and polite around those of higher power than I; but I'm harsh towards all my underlings, flexing the little power I have.
5 I dote over my companions like a concerned mother bird, fixing their clothing and making sure they look nice.
6 I hated my time as a servant, and go out of my way to enjoy myself and let loose, rarely holding my tongue.
7 I rarely show any emotions, remaining calm and stoic even in the worst of situations.
8 I can-or think I can-diffuse the most tense and stressful of situations with the right word or phrase.
d6 Ideal
1 Service. Your wish is my desire. (Lawful)
2 Helpful. I just enjoy making myself useful. (Light)
3 Free. Noone should be bound in servitude. (Chaotic)
4 Infiltrate. From the position of a servant, I can worm my way into places of power! (Dark)
5 Payment. I don't care what my masters do; as long as I get paid. (Neutral)
6 Live. I only wish to serve in peace. (Any)
d6 Bond
1 I am still loyal to my old master.
2 The Lord I worked for is after my head, and will do anything to capture me.
3 My family still live as servants; I hope to earn a better life for them.
4 An older servant taught me the ropes and looked out for me; and I owe them a great debt.
5 I will exact revenge on the bastards who ruined (or ended) my Master's life.
6 I have plenty of friends in high places; and they've come in useful from time to time.
d6 Flaw
1 I become incredibly nervous around people of power and importance.
2 Saying that I'm a little bossy is a bit of an understatement.
3 I can be a sycophant, constantly fawning and flattering others; which can come off as shallow.
4 I've lived a relatively pampered life; the world of commoners is dull and painful to me.
5 I never speak for myself, letting others walk all over me.
6 I often can seem stiff, old fashioned and generally a stick in the mud.
EXPANDED CONTENT | BACKGROUNDS

Student

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of the galaxy's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home- not to abandon it, but to quest for new lore to add to its storehouse of knowledge.

The most well-known of the galaxy's fonts of knowledge is the Library of the Republic. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Coruscant's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.


  • Skill Proficiencies: Choose two from Insight, Lore, Investigation, and Nature
  • Languages: Two of your choice
  • Equipment: A set of common clothes, a datapad and 10 data cards, a book on the subject of your current study, and a pouch containing 100 cr

Feature: Library Access

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, powerful, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the galaxy, as professional courtesy shown to a fellow scholar.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Empathic
1 Loremaster
2 Investigator
4 Naturalist
d8 Feat
5 Linguist
6 Keen Mind
7 Observant
8 Healer

Suggested Characteristics

Cloistered scholars are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, they value knowledge highly – as a worthy goal in itself, or as a means to a desirable end.

d8 Personality Trait
1 I use polysyllabic words that convey the impression of great erudition.
2 I've read every book in the world's greatest libraries—or I like to boast that I have.
3 I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
4 There's nothing I like more than a good mystery.
5 I'm willing to listen to every side of an argument before I make my own judgment.
6 I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.
7 I am horribly, horribly awkward in social situations.
8 I'm convinced that people are always trying to steal my secrets.
d6 Ideal
1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2 Beauty. What is beautiful points us beyond itself toward what is true. (Light)
3 Logic. Emotions must not cloud our logical thinking. (Lawful)
4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5 Power. Knowledge is the path to power and domination. (Dark)
6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
d6 Bond
1 It is my duty to protect my students.
2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3 I work to preserve a library, university, scriptorium, or monastery.
4 My life's work is a series of tomes related to a specific field of lore.
5 I've been searching my whole life for the answer to a certain question.
6 I sold my soul for knowledge. I hope to do great deeds and win it back.
d6 Flaw
1 I am easily distracted by the promise of information.
2 Most people scream and run when they see a monster. I stop and take notes on its anatomy.
3 Unlocking an ancient mystery is worth the price of a civilization.
4 I overlook obvious solutions in favor of complicated ones.
5 I speak without really thinking through my words, invariably insulting others.
6 I can't keep a secret to save my life, or anyone else's.
EXPANDED CONTENT | BACKGROUNDS

Survivor

You are haunted by something so terrible that you dare not speak of it. You've tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can't be slain, a ghost in the dark, a bloodcurdling nightmare, or a memory that refuses to die. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.


  • Skill Proficiencies: Choose two from Investigation, Lore, Survival, and Technology
  • Tool Proficiencies: Your choice of artist's implements, biotech's implements, or brewer's kit
  • Languages: One of your choice
  • Equipment: A set of common clothes, one tool with which you are proficient, a tattered journal, and a belt pouch containing 100 cr

Source of Dismay

What dire event molded you into who you are today?

d6 Source of Dismay
1 A creature that slaughtered dozens of innocent people spared your life, and you don't know why.
2 An apparition that has haunted your family for generations now haunts you, unrelentingly.
3 Your family has a history of practicing dark sorcery or alchemy. You dabbled once and felt something horrible clutch at your mind, whereupon you fled in terror.
4 A stranger took your sibling one cold, dark night, and you were unable to stop it.
5 You were drastically changed physically by an accident and are haunted by what you once were.
6 A cultist kidnapped and raised you. You escaped, but they still have a mental hold over you.

Feature: Heart of Darkness

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they may even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Investigator
2 Loremaster
3 Survivalist
4 Techie
d8 Feat
5 Crafter
6 Specialist
7 Linguist
8 Total Reconstruction

Suggested Characteristics

Survivors live through some traumatic event that shapes and defines them.

d8 Personality Trait
1 I don't run from evil. Evil runs from me.
2 I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
3 I spend money freely and live life to the fullest, knowing that tomorrow I might die.
4 I live for the thrill of the hunt.
5 I don't talk about the thing that torments me. I'd rather not burden others with my curse.
6 I expect danger around every corner.
7 I refuse to become a victim, and I will not allow others to be victimized.
8 I put no trust in authority.
d6 Ideal
1 Honor. I try to help those in need, no matter what the personal cost. (Light)
2 Vengeance. I'll stop the spirits that haunt me or die trying. (Any)
3 Fury. I kill monsters to make the world a safer place, and to exorcise my own demons. (Light)
4 Entitlement. I have a dark calling that puts me above the law. (Chaotic)
5 Focus. I like to know my enemy's capabilities and weaknesses before rushing into battle. (Lawful)
6 Selfish. I'm a monster that destroys other monsters, and anything else that gets in my way. (Dark)
d6 Bond
1 I keep my thoughts and discoveries in a journal. My journal is my legacy.
2 I would sacrifice my life to protect the innocent.
3 My torment drove away the person I love. I strive to win back the love I've lost.
4 A terrible guilt consumes me. I hope that I can find redemption through my actions.
5 There's evil in me, I can feel it. It must never be set free.
6 I have a child to protect. I must make the world a safer place for him (or her).
d6 Flaw
1 I have certain rituals that I must follow every day. I can never break them.
2 I assume the worst in people.
3 I feel no compassion for the dead. They're the lucky ones.
4 I have an addiction.
5 I am a purveyor of doom and gloom who lives in a world without hope.
6 I talk to spirits that no one else can see.
EXPANDED CONTENT | BACKGROUNDS

Teacher

You are an experienced teacher who knows how to best instruct others in an array of disciplines. Although you have a vast amount of knowledge yourself, pedagogy is the most important tool in your toolbox because it allows the rest of your knowledge to spread most efficiently.


  • Skill Proficiencies: Choose two from Lore, Nature, Performance, and Technology
  • Tool Proficiencies: One instrument or set of artisan's implements of your choice
  • Languages: One of your choice
  • Equipment: A set of common clothes, an instrument or set of tools with which you are proficient, a token from a former student, and a belt pouch containing 50 cr

Feature: Knowledge

If you need information on something, you know if there is a book containing that information and where to find it. Further, when you hear a creature speaking or when you see language written down, you can identify exactly what language is being used even if you are not proficient in the language. Finally, when you hear music, you know which instruments are being used in the performance, even if you are not proficient in their use.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Loremaster
2 Naturalist
3 Performer
4 Techie
d8 Feat
5 Entertainer
6 Crafter
7 Linguist
8 Feigned Confidence

Suggested Characteristics

As a teacher you are devoted to educating others, as well as learning new information for yourself. It is up to you whether you are preachy or wise, a bookworm or more kinesthetic, a note taker or visual learner. In any case, you are most likely underappreciated.

d8 Personality Trait
1 Books are my everything.
2 Knowledge is the most important thing in the world.
3 I have quotes for every occasion.
4 My vocabulary is vast enough I sometimes use words that are larger than necessary.
5 I love working with kids.
6 Because I understand why people can make mistakes, I am also patient with them.
7 Sometimes I start explaining things at a level much to basic for the audience.
8 I reward hard work and good manners.
d6 Ideal
1 Teach. I must spread what I have learned. (Lawful)
2 Insatiable. When I find something new I must learn everything about it, no matter the cost. (Chaotic)
3 Discovery. Every single piece of information is waiting to be discovered. (Light)
4 Greed. Every piece of knowledge will be mine. (Dark)
5 People. I will teach anybody anything. (Neutral)
6 Power. Knowledge is power. (Any)
d6 Bond
1 I was picked on while growing up for being a bookworm.
2 The world is such an open place, I feel like there is still so much to learn. I want to compile knowledge from different places.
3 I like reading books and writing, but I'm no poet yet. It is just a hobby I want to share with others, looking for exotic inspirations.
4 I will become the power behind the throne by controlling the information the throne receives.
5 Children are our future, and I will mold them.
6 I can't teach what I don't know. I will teach everything.
d6 Flaw
1 Someone showing bad manners does not exist to me. I will never talk to or acknowledge that person.
2 I overemphasize the importance of discipline.
3 I invest so much time into planning that I can't bring myself to deviate from the plan, even when it is needed.
4 I look down on uneducated adults.
5 I'd give up my companions for a piece of secret information.
6 I can't stand not reading at least one page of a book a day.
EXPANDED CONTENT | BACKGROUNDS

(Un)Retired Adventurer

"I'm getting too old for this stuff."

You spent your life as an adventurer, learning the use of many skills and basic survival techniques, including how to stay alive in a hostile area. You might have been part of a famous adventuring party or a less renowned one.

When you choose this background, work with your GM to determine the details of your previous adventuring party, and what kind of experiences you had in your adventuring career. How famous was your previous adventuring party and how well known are you? What did you learn? What was your group's specialty?


  • Skill Proficiencies: Choose two from Athletics, Insight, Lore, and Survival
  • Tool Proficiencies: One type of artisan's implements
  • Languages: One of your choice
  • Equipment: A grappling hook, one tool with which you are proficient, a memento of an unsuccessful expedition (map to a never found treasure, lock of hair from a fallen companion, or another trinket), and a pouch containing your last 50 cr

Feature: Bridges Not Yet Burned

Throughout your adventures you have established a multitude of contacts from all walks of life, but the intervening years have seen those relationships strained. You may use any feature of any other background, but once a particular feature is used, that feature can't be used again until one year has passed.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Brawny
2 Empathic
3 Loremaster
4 Survivalist
d8 Feat
5 Crafter
6 Linguist
7 Athlete
8 Observant

Suggested Characteristics

The trials and triumphs of retired adventurers have left an impact, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

d8 Personality Trait
1 I'm always polite and respectful.
2 I'm haunted by memories of war. I can't get the images of violence out of my mind.
3 I've lost too many friends, and I'm slow to make new ones.
4 I'm full of inspiring and cautionary tales from my adventuring experience relevant to almost every combat situation.
5 I can stare down a rancor without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is the best path to success.
d6 Ideal
1 Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2 Responsibility. I do what I must and obey just authority. (Lawful)
3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Dark)
5 Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6 Nation. My city, nation, or people are all that matter. (Any)
d6 Bond
1 I would still lay down my life for the people I adventured with.
2 Someone saved my life when they could have left me. To this day, I will never leave a friend behind.
3 My honor is my life.
4 I'll never forget the crushing defeat my party suffered or the enemies who dealt it.
5 Those who fight beside me are those worth dying for.
6 I fight for those who cannot fight for themselves.
d6 Flaw
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I have little respect for anyone who is not a proven adventurer.
3 I made a terrible mistake in battle cost many lives— and I would do anything to keep that mistake secret.
4 My hatred of my enemies is blind and unreasoning.
5 I obey the law, even if the law causes misery.
6 I'd rather eat my armor than admit when I'm wrong.
EXPANDED CONTENT | BACKGROUNDS

Urchin

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.

You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?


  • Skill Proficiencies: Choose two from Deception, Insight, Sleight of Hand, and Stealth
  • Tool Proficiencies: Disguise kit, security kit
  • Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 100 cr

Feature: City of Secrets

You know the secret patterns and flows to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Background Feat

As a further embodiment of the experience and training of your background, you can choose from the following feats:

d8 Feat
1 Silver-Tongued
2 Empathic
3 Quick-Fingered
4 Stealthy
d8 Feat
5 Specialist
6 Alert
7 Athlete
8 Observant

Suggested Characteristics

Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life— and maybe get some payback on all the rich people who treated them badly.

d8 Personality Trait
1 I hide scraps of food and trinkets away in my pockets.
2 I ask a lot of questions.
3 I like to squeeze into small places where no one else can get to me.
4 I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5 I eat like a pig and have bad manners.
6 I think anyone who's nice to me is hiding Dark intent.
7 I don't like to bathe.
8 I bluntly say what other people are hinting at or hiding.
d6 Ideal
1 Respect. All people, rich or poor, deserve respect. (Light)
2 Community. We have to take care of each other, because no one else is going to do it. (Lawful)
3 Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4 Retribution. The rich need to be shown what life and death are like in the gutters. (Dark)
5 People. I help the people who help me—that's what keeps us alive. (Neutral)
6 Aspiration. I'm going to prove that I'm worthy of a better life. (Any)
d6 Bond
1 My town or city is my home, and I'll fight to defend it.
2 I sponsor an orphanage to keep others from enduring what I was forced to endure.
3 I owe my survival to another urchin who taught me to live on the streets.
4 I owe a debt I can never repay to the person who took pity on me.
5 I escaped my life of poverty by robbing an important person, and I'm wanted for it.
6 No one else should have to endure the hardships I've been through.
d6 Flaw
1 If I'm outnumbered, I will run away from a fight.
2 Gold seems like a lot of money to me, and I'll do just about anything for more of it.
3 I will never fully trust anyone other than myself.
4 I'd rather kill someone in their sleep then fight fair.
5 It's not stealing if I need it more than someone else.
6 People who can't take care of themselves get what they deserve.
EXPANDED CONTENT | BACKGROUNDS