Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the galaxy.

Bounty HunterShow me the PuckDeception, Insight, Persuasion, IntimidationAs a pragmatic, shrewd, and dangerous Bounty Hunter, you have a unofficial, galaxy-wide license to hunt and even, if you like, kill. The quarry and the reward is up to your contractor, but all the rest, from how you catch that quarry to what you do with it, is up to you. There aren’t that many rules that you adhere to, but there are many sentients throughout the galaxy that fear you.

Skill Proficiencies: Choose two from Deception, Insight, Persuasion, and Intimidation
Tool Proficiencies: One type of gaming set, thieves’ tools
Languages: One of your Choice
Equipment: A set of dark common clothes including a hood, and 100 credits.

Feature: Show me the Puck
You are able to find steady bounty hunting work in any city that possesses a Bounty Hunter's Guild. The various guilds spread throughout the galaxy will work with you to acquire clients and provide pucks to help track down targets. Bounties may come in all shapes, sizes, and difficultly levels. Throughout your adventure you may choose to commit to one of the various Bounty Hunting Guilds in order to receive higher paying jobs usually reserved for members.
CriminalCriminal ContactDeception, Stealth

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A plasma torch, a set of dark common clothes including a hood, and 200 credits.

Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt masters, and seedy smugglers who can deliver messages for you.

Folk HeroRustic HospitalityCreature Handling, Survival

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 creatures that threaten the common folk of the galaxy.

Skill Proficiencies: Creature Handling, Survival
Tool Proficiencies: One type of artisan’s tools, vehicles (land)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an carbon pot, a set of common clothes, and a pouch containing 100 credits.

Feature: Rustic Hospitality
Since you come from the ranks 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.

GamblerLet's Make Things InterestingDeception, Sleight of Hand

The pitter patter of dice rolling on a wooden table, the soft noise of shuffling playing cards, the pings and clinks of credits hitting the table: these sounds are like an angelic symphony to you. Win or lose, you are drawn to gambling like a Skywalker to Sand. Are you the type that constantly bluffs, or the kind that doesn't know what a poker face is? Do you spend your nights raking in large sums of credits? Or do you barely scrape by on your winnings? And most importantly, what is your preferred game; dice, sabacc, pod-races? Or are you the sort that tries everything to earn credits? No matter your preference, the fact remains the same; you are a gambler, and you have come to play.

Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Two types of gaming sets
Equipment: Dice set, playing card set, fine clothes, and a belt pouch containing 50 credits.

Feature: Let's Make Things Interesting
You can convince nearly anyone to put up something they aren’t willing to part with (property, information, credits, or an item) by putting up something that you have, in a game of chance. Your DM might rule that they will only agree to a game of their choosing, and they may only agree if they feel the odds are heavily stacked in their favor. Roll for charisma, if used many times in succession the DM can institute a temporary negative modifier on your charisma rolls.

GladiatorBy Popular DemandAcrobatics, Performance

A gladiator is as much an entertainer as any dancer or musician, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine. From the Tatooine underground to the dueling rings of Taris, the crowds cheer your name.

Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, one type of musical instrument
Equipment: An inexpensive but unusual weapon, the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a 75 credits.

Feature: By Popular Demand
You can always find a place to perform in any place that features combat for entertainment — perhaps an arena or secret pit fighting club. 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.

Guild Craftsman / Guild MerchantGuild MembershipInsight, Persuassion

You are a member of an craftsman’s guild, skilled in a particular field and closely associated with other craftsmen. 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 guild, until you became a master in your own right.

Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and 75 credits.

Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. On some planets and in some cities, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild 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 guild, if you are a member in good standing. Such connections might require the donation of credits or rare artifacts to the guild’s coffers.

You must pay dues of 100 credits per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Haunted OneHeart of DarknessInvestigation, Survival, Deception

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 with a blaster. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a haunting whisper in the dark. 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 among Investigation, Survival, and Deception.
Languages: You learn an additional language of your choice.
Equipment:  A creature hunter’s pack, a set of common clothes, and one trinket of special significance.

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 will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

HermitDiscoveryMedicine, Religion

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

Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A holopad full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 20 credits.

Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the galaxy, the force, the powerful beings of the outer rim, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.

NoblePosition of PrivilegeHistory, Persuasion

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?

What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?

These details help establish your family and your title as features of the world of the campaign.

Skill Proficiencies: 
History, Persuasion
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: A set of fine clothes, a signet ring, a hologram of pedigree, and 200 credits.

Feature: Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.


OutlanderWandererAthletics, SurvivalYou grew up in the wilds, far from civilization and the comforts of the galaxies technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A vibrostaff, a hunting trap, a trophy from an creature you killed, a set of traveler’s clothes, and 100 credits.

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
SoldierMilitary RankAthletics, Intimidation

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of the Republic army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a city guard, or a town militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.

Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a blaster, broken vibroblade, or piece of a banner), a set of dice or deck of cards, a set of common clothes, and 50 credits.

Feature: Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

UrchinCity SecretsSleight of Hand, Stealth

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: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves’ tools
Equipment: A small knife, a map of the city you grew up in, a pet womprat, a token to remember your parents by, a set of common clothes, and 100 credits

Feature: City Secrets
You know the secret patterns and flow 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.


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