Background
Risil got addicted to stims and ran afoul of some stim dealers and had to abandon her life on Kothlis. Went on a bender and built a whole bunch of turrets as payment for the stims that accidentally turned on the dealers' clients, which triggered a gang war. She made an ungraceful exit from Kothlis on the first freighter she could find to the Outer Rim and hasn't looked back. The suburban mechanic life was pretty boring and stifling anyway. Has parents and a kid sister out there somewhere, hasn't made contact. It's better that they think she's dead, otherwise the stim dealers/gang rivals might try for revenge.
MIDDLE CLASS STRUGGLES
Sometimes a character comes from modest, but comfortable conditions prior to entering a life of adventure. The character and her family did not come from vast wealth and they know the meaning of hard work to get ahead. This "middle class" background may be the hardest of all to leave, for the character had a taste of the good (or at least decent) life and finds that getting into adventuring is harder than it appears.
This broad category could include anything from a skilled technician, minor political official, professional soldier, or any other lifestyle that typically involves hard work—but with the pay to make it worthwhile. The character lived comfortably, but put in long hours to make ends meet. She’s no stranger to hard work and certain levels of injustice, but may have been shielded from the truly darker side of the galaxy—crime, corruption, slavery, and conflict.
A FAILURE OF CHARACTER
Some inherent flaw in the character causes him to leave behind the life he knew for the unknown. This background hook ties in well with some Obligations, such as Addiction, Obsession, or Betrayal. Regardless of the cause, the character finds himself shut out from his former society, left to deal with his own problems. However, the character may view this in a positive light, seeing himself freed from the pressures of scrutiny or keeping on the move to leave trouble behind.
Motivation
Mad Genius: It's not the Technician’s fault if no one understands her genius. Granted they just asked for cooling condensers, but an arctic environment generator accomplishes so much more! A mad genius Technician probably has one or more misunderstandings in her past. She finds bureaucracy stifling (especially all the paperwork one must fill out after a moderate-sized explosion that might happen to eradicate a city block) and chafes at regulations or anyone trying to limit her genius. She must keep moving and continue searching for the perfect opportunity to display her genius, not to mention exciting new things. Always be building, or else be confronted by the existential dread in her soul.
Obligations
Addiction: The character has a strong addiction she must keep feeding. Whether it's a physical addiction to stims, dust, or alcohol, or a mental addiction such as gambling, law-breaking, or priceless antiques, the character devotes a lot of time, energy, and resources to pursuing or obtaining the object of her addiction. Avoiding this Obligation has an almost immediate result—withdrawal. The exact nature depends on the addiction, but the character finds it increasingly difficult to concentrate on even mundane tasks, often reflected in the GM adding anywhere from ■ to ■■■ to skill checks.
Description
Tiny little Bothan, cynical, grumpy, always needs to be inventing. Everything can be improved or enhanced. To stand still is to wallow in mediocrity. Basically a tiny, furry Rick Sanchez. (1.2m/4'2" tall)
Risil has a slight drinking/stim problem and is perpetually broke. Total night owl whose room is a disaster area of clutter, parts, tools and tech. Pesters the droid in the group relentlessly, always wants to improve him or ask him questions. Thinks the Force is fairytale nonsense. Constantly building little helper droids, then harvesting them for parts for other things. Very short attention span.
Riz also hates bureaucracy and has no patience for rules and regulations. All that matters is the ends justify the means. Terrible at haggling and negotiation.