NAME | FEATURE | PROFICIENCIES | DESCRIPTION |
---|---|---|---|
Bounty Hunter | Show me the Puck | Deception, Insight, Persuasion, Intimidation | As 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. |
Criminal | Criminal Contact | Deception, 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. |
Folk Hero | Rustic Hospitality | Creature 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. |
Gambler | Let's Make Things Interesting | Deception, 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. |
Gladiator | By Popular Demand | Acrobatics, 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. |
Guild Craftsman / Guild Merchant | Guild Membership | Insight, 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. 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 One | Heart of Darkness | Investigation, 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. |
Hermit | Discovery | Medicine, 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. Work with your DM to determine the details of your discovery and its impact on the campaign. |
Noble | Position of Privilege | History, 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.
|
Outlander | Wanderer | Athletics, Survival | You 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. |
Soldier | Military Rank | Athletics, 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. |
Urchin | City Secrets | Sleight 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?
|

Backgrounds
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.