TEXT: TABLE OF CONTENTS
  Barbarian
  2
  City Watch
  3
  Clone Trooper
  4
  Companion
  5
  Courtier
  6
  Crime Lord
  7
  Dathomir Witch
  8
  Far Traveler
  9
  Farmer
  10
  Folk Hero
  11
  Force Adept
  12
  Gladiator
  13
  Guild Adventurer
  14
  Guild Artisan
  15
  Guild Merchant
  16
  Hermit
  17
  Holonet Technician
  18
  Investigator
  19
  Jensaarai
  20
  Laborer
  21
  Lawyer
  22
  Nomad
  23
  Oﬃce Worker
  24
  Outlaw
  25
  Pirate
  26
  Racer
  27
  Servant
  28
  Student
  29
  Teacher
  30
  (Un)retired Adventurer
  31
  Urchin
  32
  EXPANDED CONTENT | BACKGROUNDS | TABLE OF CONTENTS
  
  BARBARIAN
  Though you might have only recently arrived in civilized
  lands, you are no stranger to the values of cooperation
  and group e�ort 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 tools
  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 �nd 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:
  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-�ve miles without stopping to warn to
  my clan of an approaching orc 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
  owlbear.
  6
  I'm always picking things up, absently �ddling with
  them, and sometimes accidentally breaking them.
  7
  I feel far more comfortable around animals than people.
  8
  I was, in fact, raised by wolves.
  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 su�er 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.
  d8
  Feat
  1
  Animal Handler
  2
  Brawny
  3
  Naturalist
  4
  Survivalist
  d8
  Feat
  5
  Entertaining
  Competitor
  6
  Crafter
  7
  Athlete
  8
  Weapon Expert
  EXPANDED CONTENT | BACKGROUNDS
  
  CITY WATCH
  You have served the community where you grew up,
  standing as its �rst 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 �nd 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:
  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 �inching.
  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 battle�eld. 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
  su�ered or the enemies who dealt it.
  5
  Those who �ght beside me are those worth dying for.
  6
  I �ght for those who cannot �ght 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.
  d8
  Feat
  1
  Brawny
  2
  Empathic
  3
  Investigator
  4
  Perceptive
  d8
  Feat
  5
  Linguist
  6
  Alert
  7
  Athlete
  8
  Durable
  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:
  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 in�uence over other soldiers, requisition simple
  equipment, and gain access to military compounds
  a�liated with the Republic.
  BACKGROUND FEAT
  As a further embodiment of the experience and
  training of your background, you can choose from the
  following feats:
  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 �inching.
  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 Light. We �ght not for ourselves, but for
  countless of others that can't �ght 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 battle�eld. To this day, I
  will never leave a friend behind.
  3
  Those who �ght beside me are those worth dying for.
  4
  I �ght for those who cannot �ght 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 the orders without, 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 in�exible in my thinking.
  6
  I can't tell a lie for the life of me.
  d8
  Specialization
  1
  Trooper
  2
  Commando
  3
  Jet Trooper
  4
  Medic
  d8
  Specialization
  5
  Spec Ops
  6
  Ordnance
  7
  O�cer
  8
  Scout
  d8
  Feat
  1
  Brawny
  2
  Medic
  3
  Perceptive
  4
  Ace Pilot
  d8
  Feat
  5
  Demolitionist
  6
  Bypasser
  7
  Slicer
  8
  Martial Adept
  EXPANDED CONTENT | BACKGROUNDS
  
  COMPANION
  You are experienced in the arts of companionship, and
  you provide these services for people who can a�ord
  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:
  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 guilds or the local government. It
  requires outgoing and adventurous personalities to be
  a success, and often these traits lead them to
  adventures of a di�erent 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 di�erent 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 �ll 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 o�
  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.
  d8
  Feat
  1
  Acrobat
  2
  Silver-Tongued
  3
  Empathic
  4
  Performer
  d8
  Feat
  5
  Entertaining
  Competitor
  6
  Master of Disguise
  7
  Linguist
  8
  Force of Personality
  EXPANDED CONTENT | BACKGROUNDS
  
  COURTIER
  In your earlier days, you were a personage of some
  signi�cance 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
  guilds, 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 a�uent planet.
  Even if you are no longer a full-�edged 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 �ne 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:
  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 �ne 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 bene�t 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 guild 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
  guild co�ers.
  4
  I'm never satis�ed 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.
  d8
  Feat
  1
  Silver-Tongued
  2
  Empathic
  3
  Performer
  4
  Survivalist
  d8
  Feat
  5
  Linguist
  6
  Actor
  7
  Practiced
  8
  Gourmand
  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 �ne 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 pro�t. 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.
  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:
  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 �attery 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 �elds.
  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 trip down the Styx for all I care.
  (Neutral)
  6
  Redemption. There's a spark of good in everyone. (Light)
  d6 Bond
  1
  I'm trying to pay o� 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.
  d8
  Motivation
  1
  Desperation
  2
  Freedom
  3
  Infamy
  4
  Love
  d8
  Motivation
  5
  Malice
  6
  Pro�t
  7
  Respect
  8
  Revenge
  d8
  Feat
  1
  Silver-Tongued
  2
  Empathic
  3
  Threatening
  4
  Charming Persona
  d8
  Feat
  5
  Entertaining
  Competitor
  6
  Linguist
  7
  Inspiring Leader
  8
  Observant
  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, or Nature
  Tool Proficiencies: Herbalism 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.
  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:
  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 a�ects their mannerisms and
  ideals. Their �aws 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 �rst.
  3
  I follow my clan's book of law to the letter.
  4
  I once ran twenty-�ve miles without stopping to warn to
  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 �ddling 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 su�er 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.
  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
  d8
  Feat
  1
  Acrobat
  2
  Animal Handler
  3
  Loremaster
  4
  Naturalist
  d8
  Feat
  5
  Herbalist
  6
  Linguist
  7
  Force Sensitive
  8
  Force of Personality
  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 that it 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 �nd some of this land's ways to be
  strange and discom�ting, 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: Any one musical instrument or gaming
  set of your choice, likely something native to your
  homeland
  Languages: One of your choice
  Equipment: One set of traveler's clothes, any one musical
  instrument or gaming set you are pro�cient 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.
  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:
  SUGGESTED CHARACTERISTICS
  The distance you've traveled manifests itself in the way
  you speak and carry yourself.
  d6 Personality Trait
  1
  I have di�erent 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 �nd 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 a�ection 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 di�erent 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.
  d6
  Reason
  1
  Emissary
  2
  Exile
  3
  Fugitive
  d6
  Reason
  4
  Pilgrim
  5
  Sightseer
  6
  Wanderer
  d8
  Feat
  1
  Empathic
  2
  Investigator
  3
  Perceptive
  4
  Charming Persona
  d8
  Feat
  5
  Entertaining
  Competitor
  6
  Linguist
  7
  Athlete
  8
  Practiced
  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 tools or herbalist's kit
  Equipment: A rough instrument you are pro�cient 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.
  FEATURE: RUSTIC HOSPITALITY
  Since you are of the common folk, you �t in among
  them with ease. You can �nd 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:
  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 �nd
  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 a�airs of others only
  causes trouble. (Neutral)
  6
  People. I'm loyal to my friends, not to any ideals, and
  everyone else can take a trip down the Styx for all I care.
  (Any)
  d6 Bond
  1
  I'm trying to pay o� 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.
  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
  d8
  Feat
  1
  Animal Handler
  2
  Naturalist
  3
  Charming Persona
  4
  Techie
  d8
  Feat
  5
  Entertaining
  Competitor
  6
  Crafter
  7
  Herbalist
  8
  Haggler
  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 tools,
  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
  di�erent path and marked you for greater things.
  Choose or randomly determine a de�ning event that
  marked you as a hero of the people.
  d8 De�ning 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 �ght o� 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 �t in among
  them with ease. You can �nd 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:
  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 �nd
  the most equitable solution to arguments.
  5
  I'm con�dent in my own abilities and do what I can to
  instill con�dence 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 signi�cance 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.
  d8
  Feat
  1
  Animal Handler
  2
  Brawny
  3
  Naturalist
  4
  Performer
  d8
  Feat
  5
  Crafter
  6
  Gourmand
  7
  Biochemist
  8
  Healer
  EXPANDED CONTENT | BACKGROUNDS
  
  FORCE ADEPT
  You are keenly attuned to the �ow of the mysterious
  energy �eld known as the Force. With proper training,
  you could learn to consciously sense and manipulate
  that energy further. As it is, you may appear to have
  heightened senses, extremely quick re�exes, an
  intuitive understanding of others, or an uncanny ability
  to persuade people to your way of thinking. Your
  powers may have lain dormant for a long time,
  perhaps you felt something inside of you but never
  knew what it was. Perhaps your abilities were awoken
  by a strong encounter with another force-sensitive with
  the powers of the Force, or an object associated with
  the Force, such as a lightsaber.
  Skill Proficiencies: Choose two from Deception, Insight,
  Perception, and Persuasion
  Tool Proficiencies: Two of your choice of artisan's tools,
  gaming sets, or musical instruments
  Equipment: A set of common clothes, a sturdy knife, and
  a belt pouch containing 150 cr
  FEATURE: GUIDED BY THE FORCE
  When you attempt to learn a piece of knowledge, you
  often instinctively know where or from whom you can
  obtain it. Usually, this information comes from a
  seemingly random person, book, or data �le. Your GM
  might rule that the knowledge you seek is secreted
  away in an almost inaccessible place, or that it simply
  cannot be found.
  BACKGROUND FEAT
  As a further embodiment of the experience and
  training of your background, you can choose from the
  following feats:
  SUGGESTED CHARACTERISTICS
  Force adepts can come from all walks of life and have
  varied life experiences. Often, though, there is an
  underlying in�uence that the Force has on the
  personalities of Force Adepts, especially once they
  begin to be conscious of their connection to the Force.
  d8 Personality Trait
  1
  I see omens in every event and action. The Force tries to
  speak to us, we just need to listen.
  2
  I am always calm, no matter what the situation. I never
  raise my voice or let me emotions control me.
  3
  The Force has chosen me for a greater purpose. I am
  destined for greatness.
  4
  I would rather make a new friend than a new enemy.
  We are all connected to each other.
  5
  I've always been good at everything and things come to
  me naturally, but I am proud of my accomplishments.
  6
  I don’t pay attention to the risks in a situation. The odds
  are always in my favor.
  7
  The best way to get me to do something is to tell me I
  can’t do it.
  8
  My emotions sometimes get the most of me, but they
  help me succeed.
  d6 Ideal
  1
  Dilligence. I seek to prove myself worthy of the Force by
  matching my actions against the Jedi teachings. (Lawful)
  2
  Change. We must help bring about the changes the
  Force is constantly working in the world. (Chaotic)
  3
  Redemption. There's a spark of good in everyone. (Light)
  4
  Power. I will do whatever it takes to have power. (Dark)
  5
  Faith. I trust that the Force will guide my actions; I have
  faith that if I work hard, things will go well. (Neutral)
  6
  Growth. Self-improvement is an unending chore, but
  one that must be done. (Any)
  d6 Bond
  1
  I'm searching for instruction in the ways of the Force.
  2
  I am fully dedicated to the will of the Force. It leads and I
  follow.
  3
  I must return a relic to the temple it was taken from.
  4
  I will become the greatest user of the Force that ever
  lived.
  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
  My faith in the Force sometimes leads me to blindly
  trust others that profess that same faith.
  2
  The Jedi and Sith worship the Force as a religion. I think
  they are idiots for worshipping a hammer.
  3
  I'm convinced of the signi�cance of my destiny, and
  blind to my shortcomings and the risk of failure.
  4
  I have trouble trusting in my allies that don't share my
  connection to the Force.
  5
  I remember every insult I've received and nurse a silent
  resentment toward anyone who's ever wronged me.
  6
  Once I pick a goal, I become obsessed with it to the
  detriment of everything else in my life.
  d8
  Feat
  1
  Silver-Tongued
  2
  Empathic
  3
  Perceptive
  4
  Charming Persona
  d8
  Feat
  5
  Crafter
  6
  Entertaining
  Competitor
  7
  Force of Personality
  8
  Force Sensitive
  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 �ashy
  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 �nd a place
  to perform in any place that features combat for
  entertainment—perhaps a gladiatorial arena or secret
  pit �ghting 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 �nd 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 �gure. 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:
  SUGGESTED CHARACTERISTICS
  Successful entertainers have to be able to capture and
  hold an audience's attention, so they tend to have
  �amboyant 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 re�ect 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 e�orts, I am unreliable to my friends.
  d8
  Feat
  1
  Acrobatics
  2
  Brawny
  3
  Threatening
  4
  Performer
  d8
  Feat
  5
  Entertaining
  Competitor
  6
  Linguist
  7
  Durable
  8
  Martial Adept
  EXPANDED CONTENT | BACKGROUNDS
  
  GUILD 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 guild member saved your
  life so you swore loyalty to them. Work with your GM to
  determine the nature of your adventuring.
  FEATURE: GUILD MEMBERSHIP
  You are an established and respected member of an
  adventurer's guild, allowing you to rely on certain
  bene�ts that membership provides. If you are in a
  town with a headquarters for your adventurer's guild
  and you are in good standing with the guild, you will be
  allowed to look at the job postings and �nd
  adventuring work to earn money.
  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 justi�able. You can also gain access to
  powerful political �gures through the guild, if you are a
  member in good standing. You must pay dues of 50 cr
  per month to the guild. Your dues must be current to
  remain in the guild's good graces.
  BACKGROUND FEAT
  As a further embodiment of the experience and
  training of your background, you can choose from the
  following feats:
  SUGGESTED CHARACTERISTICS
  Adventurers are well adjusted to life on the road. They
  are often comfortable doing dangerous things like
  dungeoneering and �ghting 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 �nd, 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 �ll 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 �nd 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.
  d8
  Feat
  1
  Brawny
  2
  Investigator
  3
  Naturalist
  4
  Survivalist
  d8
  Feat
  5
  Demolitionist
  6
  Bypasser
  7
  Slicer
  8
  Linguist
  EXPANDED CONTENT | BACKGROUNDS
  
  GUILD ARTISAN
  You are a member of an artisan's guild, skilled in a
  particular �eld 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 guild, 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 tools,
  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 guild, a set of traveler's clothes,
  and a belt pouch containing 150 cr
  GUILD BUSINESS
  Guilds are generally found in cities large enough to
  support several artisans practicing the same trade.
  However, your guild might instead be a loose network
  of artisans who each work in a di�erent village within a
  larger realm. Work with your GM to determine the
  nature of your guild.
  FEATURE: GUILD MEMBERSHIP
  As an established and respected member of a guild,
  you can rely on certain bene�ts that membership
  provides. Your fellow guild members will provide you
  with lodging and food if necessary, and pay for your
  funeral if needed. In some cities and towns, a guildhall
  o�ers 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 justi�able. You can also gain access to
  powerful political �gures through the guild, if you are a
  member in good standing. You must pay dues of 50 cr
  per month to the guild. Your dues must be current to
  remain in the guild's good graces.
  BACKGROUND FEAT
  As a further embodiment of the experience and
  training of your background, you can choose from the
  following feats:
  SUGGESTED CHARACTERISTICS
  Guild 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 �ne 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 bene�t 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 guild 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 guild 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
  guild co�ers.
  4
  I'm never satis�ed 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.
  d8
  Feat
  1
  Brawny
  2
  Empathic
  3
  Charming Persona
  4
  Techie
  d8
  Feat
  5
  Crafter
  6
  Linguist
  7
  Biochemist
  8
  Gourmand
  EXPANDED CONTENT | BACKGROUNDS
  
  GUILD MERCHANT
  Instead of an artisans' guild, you might belong to a
  guild 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 guild 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 guild, a set
  of traveler's clothes, and a belt pouch containing 150 cr
  GUILD BUSINESS
  Guilds are generally found in cities large enough to
  support several artisans practicing the same trade.
  However, your guild might instead be a loose network
  of artisans who each work in a di�erent village within a
  larger realm. Work with your GM to determine the
  nature of your guild.
  FEATURE: GUILD MEMBERSHIP
  As an established and respected member of a guild,
  you can rely on certain bene�ts that membership
  provides. Your fellow guild members will provide you
  with lodging and food if necessary, and pay for your
  funeral if needed. In some cities and towns, a guildhall
  o�ers 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 justi�able. You can also gain access to
  powerful political �gures through the guild, if you are a
  member in good standing. You must pay dues of 50 cr
  per month to the guild. Your dues must be current to
  remain in the guild's good graces.
  BACKGROUND FEAT
  As a further embodiment of the experience and
  training of your background, you can choose from the
  following feats:
  SUGGESTED CHARACTERISTICS
  Guild 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 �ne 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 bene�t 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 guild 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 guild 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
  guild co�ers.
  4
  I'm never satis�ed 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.
  d8
  Feat
  1
  Silver-Tongued
  2
  Empathic
  3
  Performer
  4
  Charming Persona
  d8
  Feat
  5
  Linguist
  6
  Inspiring Leader
  7
  Gourmand
  8
  Practiced
  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: Herbalism kit
  Languages: One of your choice
  Equipment: A diary of your experiences, a winter blanket,
  a set of common clothes, an herbalism 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 signi�cance.
  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 discoved 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 or 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:
  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 su�er.
  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 bene�t. (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 a�airs 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.
  d8
  Feat
  1
  Animal Handler
  2
  Loremaster
  3
  Medic
  4
  Naturalist
  d8
  Feat
  5
  Herbalist
  6
  Alert
  7
  Dungeon Delver
  8
  Healer
  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.
  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:
  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.
  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
  d8
  Feat
  1
  Empathic
  2
  Investigator
  3
  Stealthy
  4
  Techie
  d8
  Feat
  5
  Genius Mechanic
  6
  Bypasser
  7
  Slicer
  8
  Tech Dabbler
  EXPANDED CONTENT | BACKGROUNDS
  
  INVESTIGATOR
  Rarer than watch or patrol members are a
  community's investigators, who are responsible for
  solving crimes after the fact. Though such folk are
  seldom found in rural areas, nearly every settlement of
  decent size has at least one or two watch members
  who have the skill to investigate crime scenes and track
  down criminals.
  Skill Proficiencies: Choose two from Insight, Investigation,
  Perception, and Survival
  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 �nd 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:
  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 �inching.
  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 battle�eld. 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
  su�ered or the enemies who dealt it.
  5
  Those who �ght beside me are those worth dying for.
  6
  I �ght for those who cannot �ght 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.
  d8
  Feat
  1
  Empathic
  2
  Investigator
  3
  Perceptive
  4
  Survivalist
  d8
  Feat
  5
  Linguist
  6
  Alert
  7
  Observant
  8
  Keen Mind
  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 �nds 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 �t the job.
  Skill Proficiencies: Choose two from Insight, Intimidation,
  Lore, and Perception
  Tool Proficiencies: Armormech's Tools
  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 fully understand concepts, and can recall key
  information, The exception being if the research was
  hidden from the public and you have not had
  experience working with, in which you may only
  partially understand. 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:
  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 �aws 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 �rst 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
  De�ant 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 �ght?
  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 �ght for those who cannot �ght for themselves.
  4
  I lost my mentor in battle. I will honor their sacri�ce by
  destroying their killer.
  5
  I was able to slough o� 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.
  d8
  Feat
  1
  Empathic
  2
  Threatening
  3
  Loremaster
  4
  Perceptive
  d8
  Feat
  5
  Crafter
  6
  Linguist
  7
  Alert
  8
  Observant
  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 e�orts,
  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
  tools
  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 �eld or specialty or roll on the
  table below.
  FEATURE: WORKING CLASS
  You have a contact that acts as your liaison to a union
  or guild. 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:
  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 �x.
  3
  I have little respect for people who call others to �x their
  problems.
  4
  I am �ercely 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,
  �exing 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 �eld
  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 trip down the Styx 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
  �red 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 in�exible 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.
  d8
  Specialty
  1
  Construction
  2
  Droid Repair
  3
  Electrician
  4
  Facilities Maintenance
  d8
  Specialty
  5
  Logistics/Shipping
  6
  Manufacturing
  7
  Mechanic
  8
  Plumbing/HVAC
  d8
  Feat
  1
  Animal Handler
  2
  Brawny
  3
  Survivalist
  4
  Techie
  d8
  Feat
  5
  Entertaining
  Competitor
  6
  Crafter
  7
  Genius Mechanic
  8
  Durable
  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 �t for their crimes. Your job required a
  deep understanding of the law which you used to
  resolve con�icts both clear-cut and morally grey.
  The legal system on the planet where you worked
  has a large e�ect on how you view the law. Was it a
  court system with a jury making the �nal 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 speci�c? 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.
  FEATURE: LEGAL AUTHORITY
  You are familiar with the letter of the law and workings
  of courts, at least on the planet that you were a judge
  in. If you are in a foreign place where you are not
  familiar with their exact laws, you often will be able to
  track down the resources you need to learn them.
  If you or your party gets into legal trouble, your
  experience may help you get out of it. If you can prove
  your credentials, you might be able to represent your
  party in a court of law without admonishment. You
  may know of legal loopholes that will help your case. If
  you are in the region where you originally worked, you
  might have past connections with many legal
  professionals there.
  BACKGROUND FEAT
  As a further embodiment of the experience and
  training of your background, you can choose from the
  following feats:
  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 sacri�ces 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 �ght 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 bene�ts 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.
  d8
  Feat
  1
  Empathic
  2
  Investigator
  3
  Performer
  4
  Charming Persona
  d8
  Feat
  5
  Linguist
  6
  Actor
  7
  Observant
  8
  Keen Mind
  EXPANDED CONTENT | BACKGROUNDS
  
  NOMAD
  You grew up in the wilds, far from civilization and the
  comforts of town and 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
  speci�c features of the terrain, you know the ways of
  the wild.
  Skill Proficiencies: Choose two from Animal Handling,
  Athletics, Medicine, and Survival
  Tool Proficiencies: One type of musical instrument
  Languages: One of your choice
  Equipment: A walking stick, a hunting trap, a trophy from
  an animal you killed, a set of traveler's clothes, and a
  belt pouch containing 100 cr
  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 �nd food and fresh
  water for yourself and up to �ve other people each
  day, provided that the land o�ers berries, small game,
  water, and so forth.
  BACKGROUND FEAT
  As a further embodiment of the experience and
  training of your background, you can choose from the
  following feats:
  SUGGESTED CHARACTERISTICS
  Often considered rude and uncouth among civilized
  folk, nomads have little respect for the niceties of life in
  the cities. The ties of tribe, clan, family, and the natural
  world are the most important bonds to nomads.
  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-�ve miles without stopping to warn to
  my clan of an approaching orc 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
  owlbear.
  6
  I'm always picking things up, absently �ddling with
  them, and sometimes accidentally breaking them.
  7
  I feel far more comfortable around animals than people.
  8
  I was, in fact, raised by wolves.
  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 su�er 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.
  d8
  Feat
  1
  Animal Handler
  2
  Brawny
  3
  Medic
  4
  Survivalist
  d8
  Feat
  5
  Entertaining
  Competitor
  6
  Linguist
  7
  Gourmand
  8
  Dungeon Delver
  EXPANDED CONTENT | BACKGROUNDS
  
  OFFICE WORKER
  You are an experienced o�ce 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 o�ce workers, and within a
  government or private enterprise, individual members
  have particular specialties. Choose your role or the
  department you worked for in your o�ce life or roll on
  the table below.
  FEATURE: CLERICAL AUGER
  You have an intuitive understanding of how o�ces
  work and can readily �t in to an o�ce 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 o�ce: 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:
  SUGGESTED CHARACTERISTICS
  O�ce workers run the gamut from loyal and e�ective
  team member to lazy and incompetent employee.
  d8 Personality Trait
  1
  I can �nd common ground between the �ercest
  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 �guring 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 �eld
  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 trip down the Styx 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
  �red 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 in�exible in my thinking.
  3
  I like to talk at length about my o�ce 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.
  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
  d8
  Feat
  1
  Empathic
  2
  Investigator
  3
  Loremaster
  4
  Perceptive
  d8
  Feat
  5
  Entertaining
  Competitor
  6
  Linguist
  7
  Feigned Con�dence
  8
  Snappy Interjection
  EXPANDED CONTENT | BACKGROUNDS
  
  OUTLAW
  You are a notorious free adventurer who, due to
  unfortunate circumstances, has lost favor with the law.
  However, being of the common people, they protect
  you due to your just nature. A protector of the people,
  a thorn in the side of authorities.
  Skill Proficiencies: Choose two from Acrobatics, Athletics,
  Insight, and Survival
  Tool proficiencies: Disguise kit
  Languages: One of your choice
  Equipment: A hunting trap, an iron pot, a set of traveler's
  clothes, and a pouch containing 150 cr
  DEFINING EVENT
  Though you were once just a commoner, a speci�c
  event caused you to drastically change your lifestyle
  and take o� for a life of dangerous wandering, or
  perhaps revenge. Choose or randomly determine a
  de�ning event that marked you as an outlaw.
  d10 De�ning Event
  1
  I stood up to a tyrant's agents.
  2
  I stole from a corrupt Lord to help the poor.
  3
  I broke into a tyrant's castle and stole weapons to arm
  the people.
  4
  I failed to assassinate a tyrant.
  5
  I loved a noble, and was caught in bed with them.
  6
  I robbed a bank with unfair interest rates.
  7
  I murdered a pedophilic priest to save local children.
  8
  I received a heroic calling from a mysterious creature.
  9
  I was framed for a crime I didn't commit.
  10 Outlaw by choice.
  FEATURE: NOTORIOUS
  Since you come from the ranks of the common folk,
  you �t among them with ease. You can �nd a place to
  hide, rest, or recuperate among other commoners,
  unless you've 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:
  SUGGESTED CHARACTERISTICS
  An outlaw is a hero for the common people who takes
  pride in his humble origins and revels in disrupting
  authority to help those he's close to.
  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 �nd
  the most equitable solution to arguments.
  5
  I'm con�dent in my own abilities and do what I can to
  instill con�dence 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 signi�cance 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.
  d8
  Feat
  1
  Acrobat
  2
  Brawny
  3
  Empathic
  4
  Survivalist
  d8
  Feat
  5
  Master of Disguise
  6
  Linguist
  7
  Observant
  8
  Entertaining
  Competitor
  EXPANDED CONTENT | BACKGROUNDS
  
  PIRATE
  You are an experienced pirate. Banditry and raiding
  are common in the Outer Rim, and little negative
  stigma is given to pirates. Those that prey on the
  Empire are sometimes even held in high regard as bold
  warriors. However, you still have contacts within the
  criminal underworld and 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 �outing the rules and
  regulations of �ner society.
  Skill Proficiencies: Choose two from Athletics, Deception,
  Intimidation, and Piloting
  Tool Proficiencies: One type of gaming set, your choice of
  demolitions kit, security kit, or slicer's kit
  Equipment: One set of traveler's clothes, a gaming set you
  are pro�cient with, poorly wrought maps of Outer Rim
  worlds in your territory, a small piece of jewelry worth
  100 cr from some exotic planet, and a pouch containing
  50 cr
  FEATURE: GALACTIC SCOURGE
  You've been from one end of the galaxy to the other.
  You know the most lucrative trade routes. You have
  expert knowledge of the various hyperlanes. In
  addition to this, you know a large number of the
  models and designs of common space ships that are
  found in the galaxy. Further, the bonds you formed
  with your crew are strong, and you can call on their aid
  even if you've been away from their side for some
  time. You can expect your former comrades to o�er
  you passage aboard ship, reasonable aid, or shelter
  when you are in need. Keep in mind that this bond
  goes both ways, and they may come to you expecting
  the same.
  BACKGROUND FEAT
  As a further embodiment of the experience and
  training of your background, you can choose from the
  following feats:
  SUGGESTED CHARACTERISTICS
  Despite the cutthroat nature of the business, pirates
  come in all shapes and personalities. Some are
  bloodthirsty brigands who leave no survivors, others
  are free spirits who believe in strength over weakness.
  The hardened warriors of deep space can be
  implacable foes who often form unshakable bonds
  with their crewmates. The same circumstances that
  give them their edge can also grind them down, leaving
  them vulnerable to greed, shame, and the scars of fear
  and horror left by battle.
  d8 Personality Trait
  1
  I respect my captain and trust my crew. It may be all
  that saves my life one day.
  2
  Whether the credits comes from the split of the spoils
  or from a side wager, I'll get my hands on it.
  3
  When my blood gets up, my swearing could boil the icy
  tundra of Hoth.
  4
  I enjoy spreading the tales of my exploits, no matter
  who hears.
  5
  I never let witnesses escape from a raid.
  6
  I take what I need, but I don't kill without reason.
  7
  I always have an exit planned.
  8
  I assume everyone else wants to take what I have.
  d6 Ideal
  1
  Equal Shares. All hands who spend sweat and blood
  earn their share of the credits. (Lawful)
  2
  Adventure. I'm far from home, and everything is strange
  and wonderful! (Chaotic)
  3
  Greater Good. I raid to weaken the Empire that
  threatens my people, but I don't steal from civilians.
  (Light)
  4
  Strength. The weak exist to feed the strong, and I am
  strong. (Dark)
  5
  Crew. A ship is nothing without her crew. Protect your
  mates. (Neutral)
  6
  Ambition. One day I will be so much more than a
  captain. (Any)
  d6 Bond
  1
  My band and I will be known across the world, and we'll
  never be forgotten.
  2
  My ill-gotten gains go to support my family.
  3
  Everything I do is for the good of my people.
  4
  My ship and many of her crew were lost to treachery,
  and I won't rest until I discover who was behind it.
  5
  My ship comes �rst, and all other loyalties simply pale in
  comparison.
  6
  A crew member of a ship we raided saved my life, and I
  don't know how to resolve that debt.
  d6 Flaw
  1
  I never back down from a �ght.
  2
  When faced with a choice between money and my
  friends, I usually choose the money.
  3
  I was drunk on watch when my ship was lost to an
  ambush. I can't set the shame aside.
  4
  I feel I'm entitled to a greater share of the spoils, no
  matter the circumstances.
  5
  I won't let myself be captured. If a raid goes sour, I'm
  the �rst to run for cover.
  6
  I get lost in the thrill of the raid and can't focus on the
  details of a plan.
  d8
  Feat
  1
  Athlete
  2
  Silver-Tongued
  3
  Threatening
  4
  Ace Pilot
  d8
  Feat
  5
  Entertaining
  Competitor
  6
  Demolitionist
  7
  Bypasser
  8
  Slicer
  EXPANDED CONTENT | BACKGROUNDS
  
  RACER
  You have a need for speed. You live o� 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-�nish 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 �rst-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.
  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 di�cult 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 e�ective short-cut, trimming your travel
  time by up to half. Your GM may rule that your short-
  cut entails signi�cant 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:
  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 �y. (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 o� 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.
  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
  d8
  Feat
  1
  Animal Handler
  2
  Naturalist
  3
  Ace Pilot
  4
  Techie
  d8
  Feat
  5
  Entertaining
  Competitor
  6
  Genius Mechanic
  7
  Linguist
  8
  Observant
  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 tools (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 o� 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:
  SUGGESTED CHARACTERISTICS
  A servant, for better or worse, will have their
  personality a�ected 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,
  �exing the little power I have.
  5
  I dote over my companions like a concerned mother
  bird, �xing 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-di�use 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 �attering
  others; which can come o� 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 sti�, old fashioned and generally a
  stick in the mud.
  d8
  Feat
  1
  Empathic
  2
  Loremaster
  3
  Performer
  4
  Charming Persona
  d8
  Feat
  5
  Linguist
  6
  Crafter
  7
  Gourmand
  8
  Keen Mind
  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: The scholar's robes of your cloister, a writing
  kit (small pouch with a quill, ink, folded parchment, and
  a small penknife), a borrowed 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 signi�cant 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:
  SUGGESTED CHARACTERISTICS
  Cloistered scholars are de�ned by their extensive
  studies, and their characteristics re�ect 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 in�nite 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 speci�c
  �eld 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.
  d8
  Feat
  1
  Empathic
  1
  Loremaster
  2
  Investigator
  4
  Naturalist
  d8
  Feat
  5
  Linguist
  6
  Keen Mind
  7
  Observant
  8
  Healer
  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 e�ciently.
  Skill Proficiencies: Choose two from Lore, Nature,
  Performance, and Technology
  Tool Proficiencies: One instrument or set of artisan's
  tools of your choice
  Languages: One of your choice
  Equipment: A set of common clothes, an instrument or
  set of tools with which you are pro�cient, 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 �nd 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 pro�cient in the language. Finally, when you
  hear music, you know which instruments are being
  used in the performance, even if you are not pro�cient
  in their use.
  BACKGROUND FEAT
  As a further embodiment of the experience and
  training of your background, you can choose from the
  following feats:
  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 �nd 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
  di�erent 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.
  d8
  Feat
  1
  Loremaster
  2
  Naturalist
  3
  Performer
  4
  Techie
  d8
  Feat
  5
  Entertaining
  Competitor
  6
  Crafter
  7
  Linguist
  8
  Feigned Con�dence
  EXPANDED CONTENT | BACKGROUNDS
  
  (UN)RETIRED ADVENTURER
  "I'm getting too old for this stu�."
  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 tools
  Languages: One of your choice
  Equipment: A grappling hook, one tool with which you are
  pro�cient, 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:
  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 �inching.
  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 su�ered or
  the enemies who dealt it.
  5
  Those who �ght beside me are those worth dying for.
  6
  I �ght for those who cannot �ght 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.
  d8
  Feat
  1
  Brawny
  2
  Empathic
  3
  Loremaster
  4
  Survivalist
  d8
  Feat
  5
  Crafter
  6
  Linguist
  7
  Athlete
  8
  Observant
  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
  �ercely 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 �ows to cities and
  can �nd 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:
  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 �nd 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 �ght 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 �ght.
  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 �ght 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.
  d8
  Feat
  1
  Silver-Tongued
  2
  Empathic
  3
  Quick-Fingered
  4
  Stealthy
  d8
  Feat
  5
  Master of Disguise
  6
  Bypasser
  7
  Alert
  8
  Athlete
  EXPANDED CONTENT | BACKGROUNDS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Star Wars 5e/Expanded Content - 04 - Backgrounds.pdf