Growing up on the Borian Homeworld often involves an apprenticeship in a trade or craft.
Prerequisites: Borian.
Attributes: STR +1, AGI +1, LOG +1, REP +1
Skill choices: [crafting], [technical], [outdoor]
Artisan. Choose a [crafting] skill. You gain 3 ranks in that skill.
Your childhood was characterized only by its unremarkability. A normal childhood and High School experience, reasonable grades, and a typical teenaged social life, perhaps you dreamed of being something more.
Prerequisites: none.
Attributes: END +1, LOG +1, CHA +1, LUC +1
Skill choices: [scientific], [outdoor], computers, carousing, [performance]
Ordinary. Your very nondescript nature makes you easily able to blend in unnoticed, giving you a +1d6 bonus to attempts to bluff, disguise, or otherwise remain visible but unremarked upon.
You were the subject of tests and experiments by scientists and doctors, whether created or merely altered. Your childhood was spent in a lab.
Prerequisites: none.
Attributes: STR +1, AGI +1, END +1, LOG +1
Skill choices: [physical]
Programming. You have been specifically bred and engineered for a purpose. At the start of a fight your ‘programming’ kicks in, granting you a +2d6 INITIATIVE bonus.
You grew up on a farm – a wheat farm, a moisture farm, or similar.
Prerequisites: none.
Attributes: STR +1, END +1, INT +1, WIL +1
Skill choices: [outdoor], [vehicle], [physical], [crafting], [technical]
Dreamer. You may replenish your LUCK pool once per day by spending five minutes daydreaming about wonderful possibilities.
With their short lifespans and rapid growth to maturity, the Felan do not form strong family bonds. A youngster is soon left to fend for itself.
Prerequisites: Felan.
Attributes: AGI +1, INT +1, LUC +2
Skill choices: [perception, stealth, survival, [local knowledge]
Scavenge. Once per day, given an hour in an urban environment, you can scavenge one item worth up to 100cr. This exploit cannot be used during downtime.
You were obsessed with computer systems in your adolescent years.
Prerequisites: none.
Attributes: LOG +2, LUC +1, REP +1
Skill choices: [computers, bureaucracy, cryptology, gaming, [scientific]
White-hat. You are practised at hacking and anti-hacking techniques. You can actively provide a starship control computer with a +4 ELECTRONIC DEFENSE score, and gain a +1d6 bonus to electronic attacks.
You were a football player (or other sportsman) in High School. You developed your physical and social skills, but your academic skills fell slightly behind.
Prerequisites: none.
Attributes: STR +1, AGI +1, END +1, CHA +1
Skill choices: [sporting], [physical], carousing, intimidation
Athlete. You are able to either throw objects with a +50% to their range increment, OR gain a +2 to your SPEED.
You grew up on a desert world, eeking out a living harvesting moisture from the atmosphere.
Prerequisites: none.
Attributes: AGI +1, INT +1, LOG +1, LUC +1
Skill choices: driving, farming, negotiating, engineering, pilot
Technician. You are adept at maintaining and repairing old equipment, persuading it to function for far longer than it is designed to. You can make any non-functioning Medium or smaller electronic item work for up to one hour, although it will be permanently broken thereafter.
You were brought up on starships, starbases, and military installations.
Prerequisites: none.
Attributes: AGI +1, END +1, LUC +1, REP +1
Skill choices: [vehicle], computers, leadership, military trivia, brawling
Petrolhead. You have a familiarity with vehicles of military design. When driving or piloting a military vehicle (but not a starship), you gain a +1d6 bonus to checks to operate it.
You were brought up in a monastic or religious order.
Prerequisites: none.
Attributes: END +1, INT +1, WIL +1, PSI +1
Skill choices: religion, [artistic], [crafting], linguistics, martial arts, concentration, meditation
Confidant. Being brought up in a monastery has given you a certain perception. You can discern a lie through a mix of intuition and experience. You gain a +1d6 bonus to discern lies and deceptions.
Your childhood was not a happy one
Prerequisites: none.
Attributes: AGI +1, INT +1, CHA +1, LUC +1
Skill choices: brawling, stealth, thievery, running, bluffing, [performance].
Urchin. You are very familiar with urban backgrounds, and are able to blend in easily. With a one-hour period in a new city, you are able to name local crime figures.
A veritable genius, years ahead of your classmates, you were fast-tracked through your academic career.
Prerequisites: none.
Attributes: INT +1, LOG +1, LUC +1, REP +1
Skill choices: [scientific], engineering, computers
Unorthodox. You often have an unorthodox approach to things. Once per day you may substitute one of your mental attributes for another one for the purposes of making a single attribute check.
You had a privileged upbringing in a wealthy family, heir to old money. You have never known hardship.
Prerequisites: none.
Attributes: INT +1, CHA +1, REP +2
Skill choices: [trivia], [social], [artistic], [gaming], [sporting]
Privileged. You gain two sets of exceptional quality clothing and 1,000 bonus credits.
You were created to perform a specific service – perhaps as a repair droid, domestic bot, astromech, or a translator.
Prerequisites: Android.
Attributes: AGI +1, LOG +2, CHA +1
Skill choices: cooking, linguistics, engineering, computers, driving, accounting, navigation, astrogation
Unsuspicious. Everybody trusts a service droid; it doesn’t even occur to them that one might lie or attack. You gain a +1d6 bonus to all attempts to bluff or deceive or to access an ambush turn.
You manifested undisciplined psionic ability early in life, and struggled because of it.
Prerequisites: none.
Attributes: INT +1, WIL +1, PSI +1
Skill choices: empathy, stealth, [psionic], [performance]
Empath. You can sense strong emotions in those with whom you converse.
Your parents travelled a lot, which gave you great exposure to the wonders and goings on of the universe.
Prerequisites: none.
Attributes: END +1, INT +1, LUC +1, REP +1
Skill choices: piloting, astrogation, bureaucracy, computers, linguistics
Stargazer. Your years of travelling the space lanes has heightened your sense of location. You can identify which system you are in if you are able to see the sky (as long as you are not in uncharted space) and you gain +1d6 to all astrogation checks.