Character backgrounds are very much a matter of personal choice and can be as varied as the galaxy itself. Establishing the background for a character sets the stage upon which the player will tell their story.
All people, to a great degree, are defined by their pasts: experiences, traumas, education, victories, training, and so much more help to shape attitudes, goals, and needs. Going through the process of thinking about and crafting a background enables a player to make cogent and consistent decisions about everything else to do with the character.
The character's species is the first natural choice and is inherently intertwined with the background construction. Often (though not always), a character's place of birth is readily determined by the species choice, as well as their early history and experiences. Parents, siblings, extended family, and friends are all viable - and often vital - parts of a strong, complete background.
Consider Luke Skywalker and his early history on Tatooine. His upbringing by Uncle Owen and Aunt Beru, his strong friendship with Biggs, and his yearning for something more all stem from him being a human raised on the far-flung distant world where non-human aliens actually wield the real power. Delving even further back, there is the true and tragic history of his birth to humans of great power and influence, mired in the conflict of a galaxy coming apart in flames.
As with Luke (or any character, minor or major, who ever appeared in the Star Wars story), a character's background will inform every other decision about what they know and what they can do. This includes career choice, selections of skills and specializations, what kinds of Obligations are incurred, and the character's Motivations
What follows are a number of background suggestions, with a summary of how they can be used in building an Explorer character. This is a far more detailed presentation of the concept of backgrounds than is found on the Edge of the Empire Backgrounds page; as with everything else about this book, the intent is to more deeply examine the Explorer career. Including these sample background ideas is a part of that goal, empowering players with more ideas and information to hel them fully flesh out their own characters.
These background ideas should be taken as inspiration and jumping-off points for the creative process of crafting a unique background tailored to the player's desired character. There are certainly many more concepts and ideas to play with and each player should feel free to craft whatever details best serve the story they wish to play out. In addition, the background constructed for a character should go a long way toward explaining both their Motivation and their Obligation, among other factors.
For the student who seeks history, science, and other knowledge beyond the halls of academia, the stars can be an undeniable siren's song. First-hand experience can mean the difference between theoretical knowledge and true understanding, and the academic who understands the importance of the latter is the true master of their field.
True exploration requires an appreciation for all that is already known, as well as a desire to add to that knowledge. An Explorer with a strong foundation in academia is armed with the knowledge to see themself and their team safely through many situations in which ignorance is a lethal failing. Big guns, fast ships, and all the credits in the galaxy cannot overcome a problem if there isn't sufficient understanding of what the problem is.
Most academics learn quickly that life out in the Rim requires adaptation and versatility. One learns how to fight, how to survive, and many other skills as necessary if they don't want to end up a footnote in someone's journal. One also learns to make the right kinds of friends, trading knowledge for protection and expertise for mutual benefit.
Fringers frequently come from less adventurour backgrounds, taking what they knew and learned before and adding it to what they need to know to survive. An academic who finds themself on the Rim may well take their versatility as a learned person and apply it to their approach to making their way through life, which is exactly what a Fringer does. A scholastically minded Fringer may be just the perfect addition to any team trying to make a living away from the Core.
Archaeologists inherently possess a scholarly background, making this almost a default part of any history for a character of this type. The study of history, ancient civilizations, and related topics requires a great deal of in-depth research and academic focus before taking a single step into the field. Simply put, no Archaeologist is going to be worth a gundark's broken tooth if they don't start out with at least some academic foundation.
Scouts with academic interest in planets, astronomy, and related subjects are not hard to imagine. Ready to live instead of simly study, an academic may well find their way into a Scout service of some kind or even strike out on their own, just to experience all that they have read about and to discover newer, more interesting, results. The wise Scout combines an appreciation of the study of geology, climate, and other subjects with the practical experience of being there.
Big-Game Hunters might not seem like the scholarly types, but something can be said for knowing all there is to know about one's prey and its habitat. Thinking of things the other way around, who best to teach a class on the ecology of the rancor than someone who has hunted and fought one to the death? One interesting background to consider is the conservation-minded academic who takes to the field to track and find exotic alien beasts. Perhaps they do so not to kill them but to learn more about them and ensure their continued existence as civilization expands into their habitats.
Traders who understand the grander scope of interstellar economics may well have a tremendous upper hand in commerce. Reaching out to a nascent civilization to bring trade to it, the academically minded Trader is likely to reap the maximum long-term rewards for their efforts. An interesting background could be the radical economist, determined to change how mercantile systems work, making their way to the Outer Rim to prove their theories.
Drivers are probably the least likely to come from an academic background, but it's not impossible to come up with a story that makes sense. For example, imagine a scientist who designs the latest power systems and insists on testing them themself in the harshest field conditions. Perhaps their ideas are too radical, and they need a team to help them make a prototype to the Outer Rim to truly prove the concept, far away from the prying eyes of Imperial watchdogs.
The reasons for pursuing a life of crime are as varied as they types of crime one can commit. Some are born into it. Some find it the only way to survive. Some are anxious to grab the "quick score" rather than work for a living. Some pursue crime as a way of life, understanding that it is a profession like any other and indeed one that requires immense skilll and a little luck.
Naturally, the farther one travels from the center of Imperial power, the easier a life of criminal activity can be. Criminals may well become Explorers due to sheer necessity, mastering the skills and talents required to find places to hide, ways to pursue their agendas, and means to survive and thrive.
Additionally, the life of a criminal is not often one that is consciously chosen; instead, it is thrust upon a person because they have a horrible streak of bad luck, winding up in the wrong place at the wrong time. Grasping at any means of survival is the natural response, yet it can be nearly impossible to escape the life of a criminal once that path is chosen.
Fringers are, by their natures, likely candidates for the life of a criminal. Inherently opportunitistic, Fringers often fail to see the law as anything but a barrier to whatever goal they have in mind. Skilled at navigating the edges of society, Fringers actually make excellent criminal operatives. They tend to know where to go, who to talk to, what's of value, and how best to get to it. They also tend to be able to fill in many of the gaps a group may have in their ability pool when planning a caper.
Archaeologists are not always of pure heart and noble purpose. More than a few see uncovering ancient artifacts as a means to financial reward, and they are willing to break both taboos and laws to get what they want. They will sell to the highest bidder, even if it means a pricesless heirloom goes hidden into some greedy aristocrat's vault instead of being shared with the galaxy. Then again, an Archaeologist doesn't necessarily have to possess a dark heart to become a criminal; just poking into the wrong tomb on the wrong planet at the wrong time can set them on the fugitive's path.
Scouts can find themselves on the wrong side of the law simply by discovering something the Empire (or local law-enforcement officials) doesn't want found. Seeing too much or asking the wrong questions - these activities can get a Scout into a great deal of trouble adn possibly hunted by Imperial Intelligence. Then there are Scouts who, while working for one employer, sell the information they've discovered to other factions. That kind of double-dealing can lead to all manner of legal trouble.
Big-Game Hunters frequently find trouble when their hunt takes them into restricted areas. Killing a massive and dangerous beast may mean a great moment of glory for the hunter, but doing so lands on belonging to the local lord can carry a death sentence. Of course, being particularly skilled at hunting the strongest and most dangerous creatures in the galaxy means Big-Game Hunters make prime candidates for recruitment in hunting more sentient prey, and criminal overlords may pay quite handsomely to eliminate particularly tough foes.
Traders quite frequently face the slippery slope of temptation by cheating customers or by working out deals that bend the law too far. Those that take such shortcuts one too many times discover they are no longer honest businessmen, that they are instead walking the road of a crooked dealer. This doesn't have to be a death sentence for their career; there are plenty of folks, especially in the distant places of the galaxy, who need to do business with those not afraid to smuggle, lie, and cheat to get what is needed where it needs to go. Criminal Traders are often the only option those in the frontier areas have to conduct necessary transactions.
Drivers are greatly valued by most criminal organizations and enterprises; after all, after every caper there is the need to get away quickly and cleanly. Out in the frontier areas, many Drivers discover that legitimate jobs are few and far between (and often boring), while the truly lucrative opportunities to employ their gifts come with working for those on the wrong side of the law. What's more, the very idea of speed limits and traffic regulations is anathema to a Driver, so they are likely to have a number of traffic violations in their record wherever they go.
The galaxy is overflowing with opportunities for those willing to search for them. The best of those opportunities - especially for someone with more imagination than money - can be found far from the galactic center, where societies and technology are still developing.
A successful Entrepreneur in the outer reaches will surround themself with a team possessed of various skills. They may have a business plan, or they may simply seize upon whatever jumps out at them as they explore their environment. Regardless, Entrepreneurs who leave the safety and security of the Core Worlds are true pioneers, and they have to be adaptable and quick on their feet to survive, much less to thrive.
The old saying abou tlarger risks being necessary for larger rewards holds especially true for the Entrepreneur who explores opportunities in the far corners of the galaxy. Of course, without a great deal of luck and a few allies, the penalty for failure can be quite lethal.
Fringers are naturals when it comes to entrepreneurship. Always seeking opportunities, they are often gifted deal-makers and savvy about who to talk to for whatever they need. A Fringer tends to be adept at seeing a need; they may not have all the skills or resources to fulfill that need, but they're sure to know how to go about finding the people who do. Fringers tend to be "idea people," and if one cannot find a place in the Core Worlds to make the most of their talents, they'll head out to the farther worlds where people like them can thrive. Often they'll look for whatever problem they can find and then go about trying to figure out the best way to turn it into a fruitful business.
Archaeologists are not usually entrepreneurs at hears, but there are plenty who follow that calling who are more than happy to find ways to make money at it. Ancient civilizations - and the knowledge, technology, and potential secrets of power they hold - are highly valuable to governments, corporations, and other factions. Like a Scout, a savvy Archaeologist may well put a solid team together to go out and find treasures that can net a tidy profit.
Scouts aren't normally seen as particularly entrepreneurial, but they can be in a unique position to offer services not readily available from others. Often the first ones to see a planet, asteroid, or other stellar phenomenon, Scouts can levy such discoveries into highly lucrative opportunities. A Scout setting out on their own might do well for themself by putting a good team together, finding out what factions and corporations are looking for in the way of planetary resources, and endeavoring to find such assets. As large as the galaxy is, the pool to search from is nearly infinite.
Big-Game Hunters often make their way leading safari-style expeditions for rich nobles and businessmen who fancy themselves great predators. This is how best to make enough money to go after the prey they truly seek. Others act as bounty hunters, knowing their skill sets are compatible with that line of work; it may not be exactly what they seek to do, but it pays the bills. A smart hunter who heads out to the Rim or beyond goes with a plan to keep their funds up so that they can stay on the prowl of the galaxy's greatest threats and challenges.
Traders are almost by definition entrepreneurs, regardless of whatever else may be driving them to explore the galaxy. A Trader making their own way amon gthe stars is constantly on the lookout for business opportunities, even when they're not in a particularly strong postion to take advantage of them at the moment, they'll take not of the information for later exploitation.
Drivers know their skills sets are in high demand throughout the galaxy, so many of them specifically go into business for themselves as professionals. Many prefer to maintain a distance from their clients; they only want to know what they are driving, where they are going, and how they are getting paid. Others will contract on a long-term basis with a client, usually with a stronger idea of who and what they are transporting. Of course, combat-oriented Drivers can usually make decent money as specialized mercenaries.
The Empire's bureacracy and its military emply billions of beings. The vast majority are happy with their lot in life, even under the harsh rule of the Emperor.
Yet there are plent who, for one reason of another, find themselves departed from their service. Some are simply fired. Others leave Imperial service hoping for something more More than a few find reasons to escape serving the Empire because their freedom, or even their very lives, depend on it.
The safety of such a move depends a great deal upon what kind of role the character played within the Empire before their departure. A minor functionary with little access to important information will probably be able to simply quit or resign, moving on to private pursuits. Someone who knows where bodies are buried and who did what to whom as the Empire rose to power, however, may find their way out very difficult indeed.
Fringers with this background likely operated as contractors to one Imperial agency or another; never truly a part of the Empire, they found reason to stop working for such a lucrative employer and move on to other opportunities. Perhaps one ran afoul of someone of importance and decided removing themself from the reach of their antagonist was the right decision. Then again, a Fringer may still be working for the Empire, out in the far reaches seeking something that will be the key to their freedom or their fortune.
Archaeologists are often employed by the Empire to find and uncover the knowledge and secrets of the countless civilizations that existed prior to the Empire. Such knowledge may need to be suppressed, of course, should it not fall in line with the current propaganda, yet it is still important to know everything possible about the planets and cultures absorbed. Some such Archaeologists may find the suppression of their life's work too much to take, thus seeking to strike out on their own to find and reveal the truths they discover. Perhaps one such Archaeologist may discover rumors and evidence of a powerful ancient culture that directly undermines Imperial doctrine and, knowing the Empire will do all it can to wipe any trace of the offending culture out, they decide to break out on their own to get there first.
Scouts serve the Empire by the thousands as part of survey teams continuously expanding the boundaries and influence of the most powerful entity in the galaxy. Working under the constant interference of Imperial bureaucrats chafes too much for some, or they may decide too many policies and strictures make their service miserable to perform. Sometimes, a Scout comes across a planet where terrible atrocities are being committed in the name of the Emperor; such an accidental discovery may well drive them to make their way into the galactic frontier to dissapear.
Big-Game Hunters may well start out as members of the Imperial military structure, discovering a taste for hunting and killing particularly nasty beasts while occupying or pacifying a particular planet. They may have been special forces of some kind, in charge of advance action in an area or perhaps even members of the Scout Service, with a particular speciality in dealing with hostile fauna. However one served, they may have determined that the challenge of the hunt outweighed any other ambitions they had. Whether they retired or simply abandoned their post, they've set off for the faraway planets to offer their hunting and combat skills in exchange for a chance to take on the galaxy's most dangerous beasts.
Traders may have been bureaucrats of some kind, ensuring the Empire received its due in the form of taxes, fees, and penalties from merchants and mercantile consortiums in various corners of the galaxy. Perphaps one saw an opportunity that could be best exploited if they went independent, taking all they had learned as an inspector or tax collector and employing it to start a business all on their own. Alternatively, such a functionary might find themself simply removed from their cushy Imperial post, and now they're forced to search for opportunities among the stars.
Drivers are employed by the millions in the Empire, operating every form of vehicle imaginable. Speeders, ground rovers, walkers, swoops - all these and more are part of the Imperial war machine, not to mention normal day-to-day business operations. As with all Imperial institutions, these are strictures, policies, and regulations for everything which can be painfully inhibiting to someone who truly wishes to let loose and push their vehicle beyond its alleged limits. Unfortunately, skilled technicians in any role tend to be greatly valued by the Empire, especially if they know a great deal about high-end machinery that shouldn't be shared with the galaxy at large. Such a Driver may well find their way as far out into the frontier as possible, where they can find an old classic of a speeder, enhance its performance, and show the rustics what a great machine with a great Driver can really do.
There are millions - perhaps billions - of noble families throughout the galaxy, and quite a few of them have black sheep. An aristocrat with a poor reputation finds life in the Core Worlds difficult, perhaps even impossible. The outer reaches offer opportunities for redemption, or at least a chance to start over, for the noble who needs to escape scandal or worse.
Nobles rarely have to pursue any kind of profession. Many, however, enjoy various hobbies and intellectual pursuits, which they invariably learn how to parley into an actual occupation once forced out of their comfortable lifestyles. Naturally, a noble may have to engage in a great deal of on-the-job training to really understand their pursuits. Necessity can be a wonderful motivator in such circumstances.
Whether others even know if one is a noble has a lot to do with the measures they take to maintain that secret. They may decide that being open about it will somehow give them advantages when dealing with others. If they're smart, however, they will likely go out of their way to suppress that part of their background, preferring to avoid attention on their troubled past.
Fringers come from all walks of life, so it would not be at all surprising for one to turn out to have connections to nobility as part of their history. The dilettante nature of most nobles flows well into a Fringer lifestyle, where being a jack-of-all-trades is the choice path. A combination of connections, charisma, and commitment is exactly what a fallen noble will need as they make their way out to the Rim.
Archaeologists are inherently well educated, which is also true of the aristocracy in many cultures. Archaeology is a favorite pastime of the rich and powerful, so a noble who is fallen from grace might find that what was once a passionate hobby is now an option for making a living. A possible twist on that theme is a noble who, due to their obsession with rumors of a great lost treasure, finds themself on the outs with their family. To redeem themself, they set out among the stars to prove them all wrong and return to even greater heights.
Scouts tend to come from more working class backgrounds, but it's entirely possible a displaced aristocrat might find themself with a ship and an education in planetology. The right knowledge and resources may well lead them to the life of a Scout, and the general solitude and avoidance of cities and civilization (where they are more likely to be recognized by those they'd rather avoid) can be appealing for a fallen noble. Further, the life of a Scout may enable a noble to regain some of what they've lost, either by discovering vastly valuable resources or even laying claim to a planet upon which to build their own dynasty.
Big-Game Hunters frequently come from the upper crust of society; aristocrats are the ones with the resources and leisure time to go out and hunt wild beasts for fun. The desire to dominate all other creatures in order to establish primacy as a predator is a common part of the noble psyche, and one who finds themself on the outs of the society they were once a master of will understandably seek to further their sense of power by continuing the hunt for dangerous game.
Traders have a great need for diplomatic skills and connections, and someone from the upper crust of the Empire is bound to have plenty of both. A fallen noble might yet have access to enough resources to start up a business, which is a natural path for one who was born to lead. Some nobles come from great mercantile empires anyway, so even on the outs with their families, they are still Traders by nature.
Drivers usually have an addiciton to speed and a fascination with machines. As with the Big-Game Hunter, a noble may decide that they derive a sense of power over their environment by mastering machines of motion. Winning races in a Podracer or on a swoop has that element of danger that truly appeals to those who have everything. When one loses everything, they may well take their talents and experience with those same machines out to the Rim to discover a path for themself in their fallen state.
Curiosity? Boredom? Tragic circumstance? A desire for something more? whatever it is that drives someone to wander away from their home and set out among the stars, it must be a powerful force to overcome the fear of the unknown. Most beings are simply overwhelmed by the sheer vastness of the galaxy, much less the uncountable dangers they must face each day as they ramble across the hyperlanes from planet to planet. The hardy soul who does so merely because they are drawn to is either exceptionally brave or a touch mad. Perhaps they are both.
Fringers are the most likely of all Explorer specializations to come from a wanderer background. Their diverse skills and talents indicate a journey along many different roads, experiencing the many vistas and challenges of a meandering traveler. Hitching rides on freighters, working whatever jobs they can at each destination, a wandering Fringer can find themself anywehere, especially on the Rim.
Archaeologists can easily evolve from a background of wandering. As a restless soul traveling the Rim, coming across ancient ruins and hidden places as their feet took them there, someone could develop a keen interest to uncover and learn more. It may make for an interesting story should a group go looking for a particular site of ruins and are repeatedly told to find the "grungy guy with the strange metal pole" who wanders through the area regularly, speaking often about their latest finds.
Scouts are practically wanderers by profession, albeit with at least some idea of a direction in which to head. With a history of extensive travel, someone who has wandered the Rim might well develop the piloting and other skill sets that are ideal to a Scout. Clearly, someone of that mind-set is well suited to a life of always moving on to the next planet, never really putting down roots.
Big-Game Hunters may well have been merely wanderers who found themselves constantly in battle with powerful, vicious creatures along the way. As dangerous as the galaxy is, a true traveler of random roads would need to learn how to survive and thrive in truly difficult situations, lest their journey be brought to a brutal and messy end. They may have never intended to become an expert killer of the galaxy's most terrifying monsters, but that doesn't mean they won't be called on by others who hear of this extraordinary success at navigating deadly areas.
Traders in the outer reaches of the galaxy make their livings by going from planet to planet, space station to starport, carrying goods to those who want them and buying supplies to sell elsewhere. The mentality of a wanderer is well suited to such a life, especially if the wanderer actually enjoys dealing with other people. A classic sort of background would be the wanderer who started the habit of bringing things needed to the places they were traveling and one day realized they'd taken up the Trader profession without really intending to.
Drivers can easily be wanderers who simply wanted to cover ground more effectively. After all, knowing how to handle vehicles across the worst terrain means the wanderer need never worry about having their path blocked; all ways are open to them. Knowing how to handle machines well is also a great set of skills to barter passage with when they want to make their way to the next planet on their journey.