Origins

I'm stealing a page or two from Atomic Highway and that wonder of wonders, Dungeons the Dragoning and having several layers to character creation. Here are the backgrounds, things like your planet of origin or special circumstances of your upbringing, or some other event that shaped you before your adventures take place. Unless noted in the entry, each Origin gives 1 point to each listed trait.
 * Attuned - Somehow you have spent most of your life immersed in the force. Perhaps you spent your formative years among a naturally force-sensitive species, or maybe you were intensely trained in the ways of the force from a very young age. Maybe your physiognomy was altered to ingrain you with Force-sensitivity. Whatever caused it, you are better prepared to deal with a life surrounded by knowledge and application of the Force. [Awareness, Beast Handling, Coercion, Deceit, Discipline, Insight, Rapport, Survival] Gear: Focus item (bit of crystal, oddly colored or shaped stone, a carved talisman, etc.) simple but sturdy clothing.
 * BioDroid/Cyborg - You had an accident, and now you are half the being you used to be; it's ok, though: They were able to rebuild you. Better. Faster. Stronger. Or at least that was generally the goal. Sometimes the process is used to recondition criminals, or maybe you were fine, but needed a new body to exact revenge, or be better at your chosen profession. [Academics, Athletics, Awareness, Survival, Unarmed Combat] Gear: Self-maintenance kit, Clothing cut to allow for your special form (unless you are a full conversion like General Greivious), any tools necessary to represent droid parts or cybernetics.
 * Coreborn - You are privileged enough to have been born on one of the thriving core world that make up either the center of the galaxy, the Republic, the Empire, or the corporate & glitterati elite, depending on your point of view. You have been able to take advantage of your circumstances and resources available to you into a lucrative opportunity. Whether you are part of the new nobility, working in the Senate or corporate sector, or making a name for yourself as a Holovid star, you are at your most comfortable when you are part of civilization as you see it. [Academics, Artistry, Chicanery, Rapport, Science & Technology, Statecraft, Technician, Vocation] Gear: Expensive or well-cut clothing, high-limit credstick.
 * Clone - You aren't a unique individual. You are a copy of of another being. But your creators didn't stop there. Your genes were tailored toward some purpose; this could be known to you or just another enigma in your life. Whatever the case, your artificial existence haunts you. [Academics, Athletics, Discipline, Insight, Vocation] Gear: Form-fitting jumpsuit to cover your nakedness. See the GM for more.
 * Fringer - Born on one of the worlds out on the Rim, you are hardy, practical, and largely self sufficient. You know how to defend yourself, and can generally maintain and repair your equipment, as well as barter for goods. Generally seen as good dock hand or space hand, too. [Awareness, Beast Handling, Navigation, Manufacturing, Engineering, Medical Arts, Munitions OR Melee OR Unarmed Combat, Security, Survival, Vocation] Gear: Sturdy & functional clothing, most likely with many pockets & pouches, simple weapon to match the Proficiency you chose, with one extra reload if applicable, any rudimentary gear you need to use your Proficiencies.
 * Owned - You are - or were - owned. Whether you were an indentured worker on a moisture farm, a slave to a Hutt master, or a criminal serving time on a penal colony, your life has not been your own. Life was difficult, but made of it what you could, and survived. Now, you are determining your own Destiny, either through a loosening of the leash or slipping it entirely; your time under the yolk has marked you though, and you will never go back. [Awareness, Chicanery, Discipline, Manufacturing, Medical Arts, Rapport, Security, Subterfuge, Vocation ] Gear: Whatever you were given or managed to steal before you gain your new-found freedom. Speak to your GM.
 * Spacer - You were born in space, literally, either on board a ship or station. All you have ever known, at least reliably and comfortably, is space. Whether it' selling secrets in some dim bar on a remote starport, or making the Kessel run, you are at home in space. [Heavy Munitions, Navigation, Engineering, Science & Technology, Technician, Vehicle Operation, Vocation] Gear: Spacer's jumpsuit, a set of personal tools, a datapad to help with readouts,
 * Tribal - You were born to a society that isn't as technologically advanced as the rest of the galaxy. Perhaps you are from a planet dense with jungles like Kashyyk, or maybe you're from a forgotten colony world, or your society is still developing. Or maybe your world was decimated by plague or war and society is finally picking up the pieces. Whether from a more socially advanced feudal hierarchy, or a primitive clan or tribe based culture, you are more proficient with hunting, tracking, animal husbandry and other skills the galaxy at large has forgotten. Let the soft ones have their hard skins and their lightning rods; you can make it a weak on your own in the wild with nothing but a good knife. [Artistry, Athletics, Awareness, Beast Handling, Melee, Strategy & Tactics, Subterfuge, Survival, Vocation] Gear: Some furs or fibrous plant material to cover the naughty bits or if from a feudal society, some simple loose fitting garb. Either some kind of tribal paint or scar tattoos or the colors and arms of your kingdom, a primitive or archaic weapon, rudimentary tools for your Proficiencies.

The main purpose of Origins is to serve as the main base of characteristics and a small grouping of proficiencies to help reinforce their theme. Appropriate gear, should it be warranted, could be given out, too.

Wiki Contents
Basic Mechanics

Basic Traits

Character Creation

Species

Spheres

Proficiencies

Advantages

The Force

Gear & Vehicles

Destiny Mechanics

Conflict Resolution