Thall's parents were travelling musicians, travelling from planet to planet across the Outer-Rim. As such, Thall was born among the stars - on the way from one planet to the next. He's never had a place to settle down and call his own.
His parents were intensely political, and they brought that to their music - often stating what was the point of their music if they could not also make their audience feel something for the galaxy around them. This sentiment made them popular during the Clone Wars, where their pro-Republic anthems were co-opted into propaganda. However, with the rise of Emperor Palpatine's New Order, their outspokenness would get them into trouble.
They created some somewhat mocking songs criticising the Empire, it's restrictions on freedoms and it's military industrial complex. Unfortunately for them, it was not long before agents of the Empire tracked them down and executed them.
Since then Thall has been an angry cynical loner who wants nothing more than to burn the Empire down. He thought that joining the fledgling Rebel Alliance [or other appropriate movement] would be his path to doing that. Unfortunately his commanders have only seen fit to put his skills to use in cargo holds - cataloguing supplies and ensuring their efficient use. Thall, however, longs for more - he wants to go out on missions that "actually matter", missions that hurt the Empire, missions that would allow him to become a real hero of the Rebellion.
Glory: The Player Character sees an incredible chance to do something hugely important in the galaxy, securing his place in history alongside other great heroes. He wants to fight in the biggest battles and do something so outrageous and daring that folks will talk about it for centuries. Such motivation can be dangerous for the PC's companions , yet it may also serve to inspire others.
Operational Planning sounds like this character in my head to a tee, just not sure how to integrate it into how I'd play yet:
Efficient use of resources is a key to the success of the Rebel Alliance. Rebel strikes must be carefully organized to be as effective as possible, while consuming minimal supplies. The Rebellion can tolerate few losses. The PC recognizes this and takes it upon himself to ensure that each mission is engineered for success, with nothing forgotten or wasted.
-10 starting Duty for 2500 credits.
- 5 starting Duty for 5XP.
- 5 starting Duty for 1000 credits.