Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide
Every hero has to come from somewhere. Heroes don't all begin as Rebel agents, adventuring smugglers, or daring explorers. For most players, a simple history for their heroes will suffice, but other players might want to choose details in their characters' pasts that will help shape their futures. After all, the heroes are more than just members of a particular Species or the sum of their training; they have defining elements in their histories that molded them into what they will become.
The Background system presented here is an alternative to the Destiny system described in the Saga Edition Core Rulebook. The Background system allows you to focus on a hero's origins rather than on an uncertain future. Gamemasters can use either the Background system or the Destiny system, giving players a choice of selecting a Background or selecting a Destiny. It is not recommended to use both systems together because adding another layer to the characters will affect hero complexity and party balance. To use the Background system, each player chooses a single Background from the Event category, the Occupation category, or the Planet of Origin category. Each category has its own rules giving special access to Skills, Languages, Equipment, or other traits that help define who the character is and what shaped them into a hero. A character receives the benefits of the chosen Background at 1st level, and those benefits stay with the character for life. For details on the benefits gained from each Background, see their individual description.
Background or Destiny? Edit
Should a Gamemaster use the Background system or the Destiny system in a campaign?
The Destiny system puts more powerful abilities in the hands of the heroes, allowing them to perform incredible feats and save themselves from certain death by expending Destiny Points. However, some campaigns, particularly those set during The Rebellion Era, have a more realistic feel. In an era particularly devoid of Jedi, giving such abilities to the heroes might alter the campaign's tone in a way that the Gamemaster wishes to avoid.
The Background system is a substitute that tones down the power level of the heroes while providing opportunities for telling interesting stories. The Background system gives each character a special hook that the Gamemaster can use to develop adventures, much in the same way that a hero's Destiny provides direction for that character. If you are a Gamemaster looking to run a campaign without the high-powered abilities given by Destiny Points, consider using the Background system instead.
When you choose an Event Background, you decide that your hero has a single, defining Event in their past that put them on the path to becoming a hero. This Event fundamentally shaped your character's life. It was the moment at which they took their first steps toward becoming something more than ordinary, and it continues to shape the way your hero's adventuring career develops.
When you select an Event Background, add one of the relevant Skills listed at the end of that entry to your character's Class Skill list, regardless of starting Heroic Class. This Skill represents something your character learned to do as a result of the event. Additionally, when you select an event background, your character gains a small enhancement.
|EVENT||DESCRIPTION||SPECIAL ABILITY||RELEVANT SKILLS|
|Bankrupt||You lost all or nearly all your credits and material possessions.||As a result of being nearly impoverished, you can use the Survival Skill to sustain yourself in urban or civilized environments.||Deception, Gather Information, Survival|
|Conspiracy||You witnessed an attempt to cover up an incredible secret and had to abandon your life for fear that the conspirators would try to silence you.||You can reroll any Perception check made to Sense Deception or Sense Influence, keeping the better result.||Deception, Stealth, Use Computer|
|Crippled||You were crippled or seriously wounded in some way, but you have overcome the effects of that injury to become a hero.||When your Fortitude Defense is reduced as a result of moving down the Condition Track, your Damage Threshold remains the same, as if you had no debilitating Conditions.||Endurance, Mechanics, Treat Injury|
|Disgraced||Once you were respected, possibly even in a position of authority, but you were disgraced and lost the standing you had worked so hard to achieve.||You treat any attempt to create a Deceptive Appearance for yourself as one step simpler.||Deception, Gather Information, Stealth|
|Enslaved||At some point in your past, you lost your freedom and became a slave.||You gain a +2 competence bonus to Grab and Grapple checks.||Climb, Endurance, Jump|
|Exiled||You were exiled from your home planet and cannot return.||As a result of your journeys around the galaxy, you can plot a safe course for Hyperspace travel in half the time it normally takes (You can plot a course in 30 seconds, or 5 rounds).||Gather Information, Knowledge (Galactic Lore), Survival|
|Imprisoned||You were wrongfully imprisoned and spent a great deal of time in an Imperial penitentiary or in the spice mines of Kessel.||You can obtain Black Market goods in half the time it usually takes to obtain (Minimum 1 day).||Acrobatics, Gather Information, Stealth|
|Marooned||You were abandoned in a remote locale and forced to fend for yourself with little hope of rescue or survival.||You take no penalty to Treat Injury checks made to administer First Aid to yourself (Or to Mechanics checks made to Repair yourself, if you are a Droid).||Ride, Survival, Swim|
|Orphaned||At some point in your life, you were orphaned.||When you spend a Force Point to add to a Skill Check in an Untrained Skill, add an extra +1d6 to the Skill Check.||Gather Information, Survival, Treat Injury|
|Scarred||You were physically scarred in some way, a visible reminder of a trauma that you experienced.||When you make a Persuasion check to Intimidate a creature, you always have Favorable Circumstances.||Deception, Persuasion, Treat Injury|
|Widowed||You lost a husband, a wife, or another close loved one.||You can Take 20 on Gather Information checks, but it takes 20 times as long as normal to gain the information.||Gather Information, Knowledge (Galactic Lore), Use Computer|
When you choose an occupation background, you select an element of your character's history that defines her skills and abilities. Most heroes in The Rebellion Era had some kind of job or career before they joined the fight against the Empire.
When you select an occupation background, add one of the relevant Skills listed at the end of that entry to your Class Skill list, regardless of your starting Heroic Class. Your chosen Skill represents something your character learned to do as a result of his or her Occupation. Additionally, you gain a +2 competence bonus to Untrained Skill Checks with the Skills in your occupation's list of relevant Skills.
|Academic||You were once involved in an academic field, dedicating yourself to the pursuit of knowledge.||Knowledge (Any), Persuasion, Use Computer|
|Celebrity||You were a celebrity of some kind, and your name was known throughout several worlds or sectors, or possibly even the entire galaxy.||Deception, Gather Information, Persuasion|
|Criminal||You come from a criminal background and spent your early years in and out of penitentiaries across the galaxy.||Deception, Gather Information, Stealth|
|Executive||You once had a position of influence and authority in a company or corporation.||Initiative, Persuasion, Use Computer|
|Labor||You toiled for years doing manual work.||Climb, Endurance, Jump|
|Law Enforcement||You used to work for a significant law enforcement agency and spent years apprehending criminals.||Acrobatics, Gather Information, Knowledge (Bureaucracy)|
|Medical||You come from a medical background and have learned the art of repairing the bodies of the sick and wounded.||Knowledge (Life Sciences), Treat Injury, Use Computer|
|Military||You have experience in the military and spent time in the disciplined world of professional soldiers.||Endurance, Ride, Treat Injury|
|Pilot||You were a commercial or corporate pilot, using your skill at handling Vehicles in the service of your employer.||Knowledge (Galactic Lore), Mechanics, Use Computer|
|Politics||You come from a political background and have learned the art of diplomacy, negotiation, and maneuvering.||Deception, Gather Information, Persuasion|
|Technology||You have a strong background in technology; either you studied how to operate or repair it, or you researched new technological advancements.||Knowledge (Technology), Mechanics, Use Computer|
Planet of OriginEdit
See also: New Languages
Choosing a Planet of Origin as a Background is different from choosing an event or an occupation. When you choose a Planet of Origin, you are declaring that your hero was raised on a world that is not typically considered to be the homeworld for their Species. For example, they might be a Rodian raised on Tatooine, or a Bothan raised on Bespin. As a result, your hero is unlike other members of his or her Species. You should develop a story to explain why your hero was raised on the chosen planet. You cannot select the same Planet of Origin as the traditional homeworld of your Species. Humans and other Species that do not have a single homeworld can choose any planet described below.
When you select a Planet of Origin Background, add two Skills from the relevant Skills listed at the end of that entry to your character's Class Skill list, regardless of starting Heroic Class. These Skills represents something your character learned on his or her planet of origin. Additionally, you add the Bonus Language given at the end of the planet's entry to your character's known Languages.
|PLANET OF ORIGIN||DESCRIPTION||RELEVANT SKILLS||BONUS LANGUAGE|
|Rebellion Era Campaign Guide|
|Alderaan||You were raised on the idyllic Core World of Alderaan. Your people abandoned open warfare far in your past, and you grew up learning the values of peace, diplomacy, and freedom.||Knowledge (Any), Persuasion, Treat Injury||High Galactic|
|Bakura||You come from the distant Outer Rim world of Bakura. Although your homeworld experienced Imperial rule, its distance from the center of galactic events sheltered you from the worst of the Empire's atrocities.||Mechanics, Treat Injury, Use Computer||High Galactic|
|Bespin||You hail from the gas giant Bespin and were raised in the mining colony of Cloud City. You spent plenty of time in the casinos and hotels of the city and are familiar with the finest luxuries The Outer Rim has to offer.||Deception, Knowledge (Bureaucracy), Persuasion||Bocce|
|Bothawui||You were raised on the Bothan homeworld of Bothawui, the center of the galaxy's most devious political maneuvers. You spent your youth in the cut-throat world of Bothan society, learning that manipulation and deception are fine arts to be savored and mastered.||Deception, Gather Information, Persuasion||Bothese|
|Cerea||Your home is the jungle world of Cerea. You were raised in a society where harmony exists between civilization and nature. You have learned to appreciate the natural world, and you leave few marks on the land you inhabit.||Acrobatics, Knowledge (Life Sciences), Survival||Cerean|
|Corellia||You are from Corellia, long known as the home of proud, stubborn beings. You spent your formative years rubbing elbows with hard-working citizens, expert pilots, and master shipwrights who took risks that others would consider foolish.||Initiative, Knowledge (Technology), Mechanics||Old Corellian|
|Coruscant||You come from the cosmopolitan planet of Coruscant, known during the Empire’s rule as Imperial Center. You have long been at the center of galactic society and are well versed in the latest cultural trends of The Core Worlds.||Gather Information, Knowledge (Bureaucracy), Knowledge (Galactic Lore)||High Galactic|
|Dorin||You were raised on Dorin, a toxic world that is the home of the Kel Dor Species. You have learned to live in a hostile environment, overcoming great adversity as a matter of course during your development.||Endurance, Survival, Treat Injury||Kel Dor|
|Duro||You are a native of the great orbital city-ships of Duro, and you lived on those vessels for much or all of your young life. You studied under great Duros pilots and learned how to do incredible things with a Starship.||Knowledge (Technology), Mechanics, Use Computer||Durese|
|Fondor||You come from Fondor, a world in the Tapani Sector. You grew up in a society that was deeply involved in Imperial politics, and you still take pride in your home planet's great shipbuilding traditions.||Knowledge (Technology), Mechanics, Use Computer||Bocce|
|Gamorr||You hail from the Gamorrean homeworld of Gamorr, a forested planet ruled by warring tribes. You have learned to survive the constant violence and conflict and have become tougher as a result.||Climb, Endurance, Survival||Gamorrean|
|Iridonia||You are from the harsh planet of Iridonia, the home of the Zabrak Species. You have learned to live among vicious natural hazards, and so surviving on a world with an unforgiving climate is second nature to you.||Acrobatics, Endurance, Survival||Zabrak|
|Ithor||You were raised in one of the floating cities of Ithor, the verdant home of the Ithorian Species. You learned an appreciation for all things natural, and you know that nature can be manipulated to serve civilization's needs without devastating the wild.||Knowledge (Life Sciences), Persuasion, Treat Injury||Ithorese|
|Kashyyyk||You come from the treetop cities high above the jungle world of Kashyyyk, home of the Wookiee Species. Since you were raised among Wookiees, you are aggressive and not easily intimidated.||Climb, Persuasion, Survival||Shyriiwook (Understand Only)|
|Mon Calamari||You hail from the aquatic planet of Mon Calamari, home to both the Quarren and the Mon Calamari Species. You learned how to survive on the watery world and studied under great Mon Calamari shipwrights or Quarren traders.||Mechanics, Persuasion, Swim||Mon Calamarian or Quarrenese|
|Naboo||You come from the beautiful world of Naboo, the home planet of Emperor Palpatine. You have learned the value of peace, but you also know the importance of vigilance and occasional defiance. You would go to great lengths to protect your beloved homeworld.||Ride, Persuasion, Swim||Gunganese|
|Nar Shaddaa||You were raised on the grimy ecumenopolis known as Nar Shaddaa, the Smuggler's Moon. Your upbringing in the Vertical City taught you the harsh realities of life on the fringe, and you have become devious and tough enough to survive in any den of thieves.||Deception, Gather Information, Stealth||Huttese|
|Rodia||You are from the humid rainforest world of Rodia, the home planet of the Rodian Species. You learned the art of the hunt from Rodians who shared the world with you; as a result, you developed keen senses and hunting instincts.||Climb, Stealth, Survival||Rodese|
|Ryloth||You come from the dangerous world of Ryloth, home of the Twi'lek Species. The planet is divided in half, with a blasted hot day side and a frozen night side, and you lived in the twilight region between those extremes.You learned to fend for yourself in the perilous Twi'lek society, and you might identify with one of the planet's tribes.||Deception, Persuasion, Survival||Ryl|
|Socorro||You grew up on the volcanic desert planet of Socorro, a distant world on The Outer Rim teeming with criminal activity. You learned hard lessons from the smugglers, pirates, and other spacers who passed through, gaining skills that allow you to follow in their footsteps.||Deception, Stealth, Survival||Socorran|
|Sullust||You hail from Sullust, a volcanic world that is the home of the Sullustan Species. You spent your formative years in the underground cities inhabited by the natives, and you might have worked for the SoroSuub Corporation.||Climb, Mechanics, Stealth||Sullustese|
|Taris||You come from Taris, the home of the Swoop Bike, a once-beautiful planet that is now only a shadow of its former greatness. As a youth, you lived among the tall towers of the city-planet, listening to stories of your world's past as a prominent center of galactic importance.||Deception, Mechanics, Stealth||Sy Bisti|
|Tatooine||You were raised on the harsh desert planet of Tatooine. You have always believed that if there is a bright center of the universe, then Tatooine is the planet farthest from it. Though you learned to eke out an existence on the dry world, you saw enough traders and spacers to dream of the wider galaxy.||Endurance, Ride, Survival||Jawa Trade Language|
|Trandosha||You grew up on the dangerous world of Trandosha, the home of the Trandoshan Species. You learned to live among the violent and aggressive natives, and you were tough enough and strong enough not only to survive but also to prosper.||Endurance, Persuasion, Survival||Dosh|
|Ando||Your home is the oceanic world of Ando. All three subspecies of the Aqualish are often violent and combative, so they have learned to come up with creative methods of survival. The bounty hunting and smuggling trades are popular among Ando natives.||Gather Information, Survival, Swim||Aqualish|
|Cartao||You hail from the relatively unknown world of Cartao, home to the Cransoc Species. Nestled comfortably between the Vaathkree Trade Corridor and the Perlemian Trade Route, your world has the convenience of a Core World with the privacy of an Outer Rim world. Cartao is best known for Spaarti Creations, a company operated by the native Cransoc.||Knowledge (Technology), Perception, Persuasion||Sy Bisti|
|Charros IV||You call the stark plateaus and black lakes of Charros IV home, likely toiling in the cathedral-workshops of one of the Xi Charrian clans. Charros IV is best known for its precision engineering of custom-made or modified devices and vehicles. The galaxy’s elite place orders at outrageous prices, knowing that each Xi Char creation is both a work of art and the best technology credits can buy.||Knowledge (Technology), Mechanics,||Xi Char|
|Commenor||You were born on the colony trade world of Commenor. Your homeworld, though out in The Colonies region of space, is almost considered as cultured as a Core World, known for Cryospaz gemstones and local brandy.||Knowledge (Technology), Mechanics,||Bocce|
|Dagro||An agriworld whose economy is based on the sargheet crop, Dagro is filled with hard-working farming families who tend to their fields. While backward, the agriculturalists are comfortable with complex farming machinery, and are expected to maintain it on their own.||Endurance, Mechanics, Perception||Bocce|
|Dantooine||Dantooine is a planet of grassy plains popular among farmers. It is also home to the primitive and nomadic Dantari. The planet once was home to a Jedi Academy, but the ruins of it are all but forgotten during the Clone Wars. Dantooine was the site of a brief battle when the Confederacy sought to reinforce their defensive perimeter around Muunilist.||Endurance, Mechanics, Survival||Dantarian|
|Gand||You are from Gand, home to the Species of the same name. Gand’s atmosphere is ammonia-based, and is thus toxic to most intelligent Species of the galaxy. Gand is also home to The Gand Findsman, a religious tradition who utilize The Force to locate nearly anything from anywhere.||Gather Information, Perception, Survival||Gand|
|Glee Anselm||You come from the oceanic world of Glee Anselm. You have become accustomed to living both underwater and on land. Since spoken communication is impractical underwater, you have learned the native tongue of the Anselmians who inhabit the land.||Knowledge (Life Sciences), Survival, Swim||Anselmian|
|Kintan||You come from the irradiated desert world of Kintan. You have learned to survive in harsh conditions and utilize native flora and fauna, however sparse, to your advantage.||Endurance, Ride, Survival||Huttese or Nikto|
|Lianna||Lianna is an old planet in the Allied-Tion Sector, once occupied by Xim the Despot. Most notably home to Republic Sienar Systems, Lianna is a very wealthy planet, and primary shipyard to the Tion Cluster. Inhabitants are well-educated and cultured. Many inhabitants can trace their ancestry back over a millennium, in some cases all the way back to the era of Xim.||Knowledge (Bureaucracy), Knowledge (Galactic Lore), Knowledge (Technology)||High Galactic|
|Lorrd||Lorrd is a planet in the Kanz Sector, and its inhabitants are the descendents of ancient Human colonists that predate the Hyperdrive. Subjected to slavery during the Kanz disorders, the Lorrdians worked out a language consisting solely of body language. Long since freed from the tyranny of that conflict, Lorrdians are common in The Corporate Sector, and renowned throughout the galaxy as some of the finer actors and negotiators.||Deception, Perception, Persuasion||Kinetic Communication|
|Makem Te||You hail from the dry desert world of Makem Te. Unknown to most of the galaxy, Makem Te is host to the Swokes Swokes, a hardy and violent Species of warriors and pastoralists. The world was discovered by corporate interests, and mining companies made it a popular resource for heavy ores and spice.||Endurance, Ride, Survival||Swoken|
|Mandalore||You come from the varied climate world of Mandalore, home to some of the most fearsome mercenaries in the galaxy. Since you were raised among the warrior culture, you have a natural toughness and a variety of skills useful between fights.||Endurance, Mechanics, Treat Injury||Mando'a|
|Mygeeto||A planet owned by the InterGalactic Banking Clan, Mygeeto was trapped in an ice age, and home to the peaceful Lurmen. The planet is rich in lasing crystals, nova crystals, reactite, and artesian crystals, making it one of the Banking Clan’s major purse worlds.||Climb, Knowledge (Physical Sciences), Survival||Muun or Lurmese|
|Neimoidia||Neimoidia is an ancient Duros colony, where the colonists were separated from their genetic brethren for so long, they eventually became an entirely different race of Duros known as the Neimoidians.||Deception, Knowledge (Bureaucracy),||Pak Pak|
|Utapau||Also known as the Sinkhole Planet, Utapau is dominated by a pock-marked surface, with holes that extend thousands of meters deep. The planet is best known for its guild houses, led by the lanky Pau'ans. The Utai workers were very talented, able to craft Starships and tame great beasts such as the Varactyl.||Climb, Knowledge (Bureaucracy), Ride||Utai or Utapese|
|Xagobah||A plantet covered in giant fungi, Xagobah is home to the reptilian Xamsters. During the Clone Wars Xagobah was host to a battle that raged over a year across the precious fungal forests, host to many medical marvels.||Climb, Knowledge (Life Sciences), Survival||Xamstan|
Creating New Planetary Backgrounds Edit
Gamemasters might want to create a Planetary Background for a world other than those given here. To do so, the Gamemaster should choose three Skills that are relevant to the planet's history, culture, or reputation. In addition, if the planet is home to a native Species, add the language of that Species to the Background as a Bonus Language. If the planet has no natives, the Gamemaster instead should choose a common trade language (Such as Bocce or Sy Bisti) or High Galactic. The latter language is especially appropriate for Core Worlds and planets that pride themselves on their prestige.
Homebrew Jedi Training Clans Edit
Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Jedi Padawans
All Jedi Younglings are assigned a family that will surround them from the moment the sunstone wakes them to the moment they drift to sleep on their mat. These and the Temple’s other clans are the roots of the tree that sustains The Jedi as an Order. Those brought to the Temple later in their childhood are assigned to a clan upon their arrival. Any reassignment requests to alternate clans should be taken only after the most serious meditation. These clans are a Youngling's colleagues in The Force, closer than any brother or sister.
|TRAINING CLAN||DESCRIPTION||SPECIAL ACTION||RELEVANT SKILLS|
|Bear Clan||Younglings of the Bear Training Clan typically show an advanced degree of skill with a Lightsaber during the clan placement process.||Once per encounter, existing or former members of the Bear Clan may choose to reroll any Use the Force check used to negate an attack using the Block or Deflect Talents, but must keep the second result, even if it is worse.||Deception, Persuasion, Treat Injury|
|Bergruutfa Clan||Younglings are often placed in the Bergruutfa Training Clan when they possess a great degree of bravery and place emphasis on upholding their Jedi Vows during the placement process.||Jedi who currently or previously belonged to the Bergruutfa Clan receive a +5 bonus to their Will Defense to resist Intimidation.||Gather Information, Persuasion, Use Computer|
|Clam Clan||Members of the Clam Training Clan are often placed when they regularly exhibit persistence in achieving their goals or in the defense of others.||Jedi who currently or previously belonged to the Clam Clan receive an additional +1 bonus to their Reflex Defense when using the Fight Defensively Action.||Persuasion, Survival, Treat Injury|
|Katarn Clan||The Katarn Training Clan is generally comprised of Younglings who are calculating and patient.||Jedi who currently or previously belonged to the Katarn Clan may Take 10 on all Stealth checks, even when distracted or threatened.||Climb, Deception, Stealth|
|Soaring Hawkbat Clan||Younglings of the Soaring Hawkbat Training Clan are a tight-knit group, showing great loyalty and cooperation during the clan placement process.||Current or former members of the Hawkbat Clan provide an additional +1 competence bonus when they assist their allies using the Aid Another Action.||Climb, Survival, Treat Injury|
|Wolf Clan||Younglings of the Wolf Training Clan show resourcefulness when facing their foes.||Once per encounter, Jedi who currently or previously belonged to the Wolf Clan may Move diagonally without doubling the movement cost.||Deception, Stealth, Survival|