Tharil Scavix by Lorkmir

Species
Harch
Career
Consular
Specializations
Healer, Ascetic, (Sentinel) Artisan
System
Force and Destiny

3
Threshold 13
Current 10
Threshold 15
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
2
3
3
2
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 0
Cool (Pr) X 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) X 0
Mechanics (Int) X 0
Medicine (Int) X 1
Negotiation (Pr) X 0
Perception (Cun) 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) X 1
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 0

Attacks

Unarmed
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown, Stun Setting, Stun 3
Damage
2
Critical
5
Sabercane
Range
Engaged
Skill
Lightsaber
Accurate 1, Breach 1, Sunder
Damage
5
Critical
2

5
265
1175
1/7

Weapons & Armor

WEAPON
Sabercane Lightsaber (Collapse of the Republic pg 55)

ARMOR
Concealing Robes - Price 150 - Soak 1: Thanks to their cut and construction, concealing robes add ■ to checks to notice or recognize an individual wearing them.

Personal Gear

Comlink (handheld) - Price 25 - Personal comlinks are often small, hand-held cylinders capable of communicating over distances into low orbit.

4x Stimpack - Price 25: Heals 5 wounds

10x Field Rations - Price 10: The only features that distinguish field rations from standard ration packs are their awful taste and hyperinfusion of nutrients that allows a soldier to survive on a single ration for up to one week.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
(Harch Racial) - Special Abilities Collapse of the Republic Harches begin the game with one rank in Perception. They still may not train this skill above rank 2 during character creation.
(Harch Racial) - Additional Limbs Collapse of the Republic Harches have multiple sets of arms. As a result, they gain an additional free maneuver per turn, though still may not perform more than two maneuvers per turn.
(Harch Racial) - Venomous Fangs Collapse of the Republic When a Harch makes a Brawl check to deal damage to an opponent, the attack gains the Stun 3 item quality.
(Ascetic) Grit - 2 Ranks F&D 144 Each rank of Grit increases a character's strain threshold by 1.
(Ascetic) Go Without Disciples of Harmony 28 Once per session, the character may perform the Go Without incidental. If he does, he counts as having the right tools for the job when performing the next skill check this turn.
(Ascetic) Intense Focus Disciples of Harmony 28 Before making a skill check, the character may perform the Intense Focus maneuver. The character suffers 1 strain to upgrade the ability of the skill check once.
(Ascetic) Force Protection F&D 143 The character may take the Force Protection maneuver, suffering 1 strain and committing a number of Force die no greater than Force rating or ranks of Force Protection. The character then increases his soak value by an equal amount. The character suffers 1 strain at the beginning of each of his turns in which he keeps these dice committed.
(Ascetic) Iron Soul Disciples of Harmony 28 If a character is carrying items that total 2 encumbrance or less (after factoring in reductions such as for armor being worn), at the end of the encounter he heals all strain that he is currently suffering.
(Ascetic) Empty Soul Disciples of Harmony 28 If a character is carrying items that total 2 encumbrance or less (after factoring in reductions such as for armor being worn), whenever he makes a Force power check, he adds 1 light pip and 1 dark pip to the results.
(Artisan) Mental Tools F&D 147 The character always counts as having the right tools for the job when performing Mechanics checks.

Force Powers

Force Rating
1
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.

Heal (Light side Force user only): Spend 1 to heal a number of wounds equal to Intellect from an engaged living creature (including user).

Harm: Spend 1 to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Upgrade Effect
Power
Manipulate
Description
The Force user shapes machine components on a molecular level, allowing him to mend damaged mechanical systems. The Force user may spend 1 to cause one vehicle or starship he is engaged with to recover one system strain. The user may activate this multiple times.
Upgrade Effect
Power
Move
Description
The Force user can move small objects via the power of the Force.

The user may spend a force point to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.
Upgrade Effect
Control: Hurl The user gains the ability to move objects fast enough so as to be both difficult to dodge and capable of inflicting damage. Resulting impacts deal damage to both the target and the object being moved. The user makes a Force power check and rolls a ranged attack as part of the pool. The attack's difficulty is equal to the silhouette of the object being thrown instead of the normal difficulty for ranged attacks, and only succeeds if the user can also spend enough force points to move the object. Silhouette 0 objects deal 5 damage, while other objects deal damage equal to ten times their silhouette. The number of targets affected by a single object is up to the GM, but in general, a single object should only affect a single target, unless the object is particularly large. If the player wants to use multiple objects to hit multiple targets, he may do so by using the rules for hitting multiple targets with the Auto-fire quality. This attack follows all the rules for ranged attacks, including ranged defense and aiming.
Strength Spend force point to increase silhouette able to be targeted equal to Strength upgrades purchased.
Range Spend force point to increase power's range by a number of range bands equal to Range upgrades purchased.

Background

COMFORTABLE WITH TECH
Tharil comes from a small Harch community on Coruscant, far from his species' homeworld of Secundus Ando in the Mid Rim. He has grown up on the capital world surrounded by some of the most advanced technology in the galaxy and has grown accustomed to it.

ONE WITH THE FORCE
Tharil is a "devout" member of the Jedi in the sense that he has an intense belief in the Force, but is not blindly loyal to the order as an institution. While he spent his early years on Coruscant, that changed when he became a padawan to Master Miry Letto, an eccentric and deeply meditative selonian. Together they visited planets that held many quite places away from civilization, whether that was due to their remote location such as Lah'mu, or because of the culture of the world, such as with Kashyyyk, as well as planets significant in the history of the Jedi like Ahch-To or Jedha. In their visitations to these worlds they would stay for weeks or months at a time, taking in the planet's natural wonder and meditating on the Force, while enjoying simple lives among common folk, who they aided with knowledge and healing whenever possible.
As his master told him, Tharil's path must be his own path, it cannot be dictated for him. Tharil remembered the value and benefit of advanced technology but also learned to appreciate a simple life free of materialism and attachment. In his own philosophy he combined these principles; that individuals and society can learn to have fulfilled lives without material dependency or attachment while still benefiting from technology and using it to improve society.
From both his time as a padawan and from learning of his race's militancy and alliance with the Seperatists, Tharil developed a great disdain for violence and militarism. He is not a complete pacifist however, all people are entitled to self-defense, but one should never be the initiator of violence on either an individual or societal scale. As a result of this philosophy Tharil is very conflicted in the matter of the Jedi being involved in the galactic civil war, but also recognizes that being involved, at least as peacekeepers, mediators, and providers of humanitarian aid, is important to preventing the war from escalating even further than it already has.


WITH GREAT POWER…
Tharil feels a responsibility as someone with power and training to take some form of action in the war. Despite his personal abhorrence of violence in anything but complete self-defense, Tharil feels the matter of the civil war is of too much importance to let his own personal code prevent him from taking any action. The threat the Separatists pose to the peace and stability of the galaxy, and as a result to the health and safety of the common people, is too great to ignore. Though he hopes for a peaceful resolution, Tharil will not avoid joining republic military operations as an advisor and support operative for medical treatment, computing, and mechanical operations.

Motivation

MOTIVATION - ENLIGHTENMENT
Tharil seeks spiritual enlightenment through the Force, allowing it to guide his actions and to one day become one with the Force.

DUTY - SUPPORT
Tharil abhors violence against organic beings but has less reservation about fighting against the robotic hordes of the separatists. As a consular his talents are related to knowledge and information, putting his intellect and wisdom to use as an advisor and physician for the soldiers of the republic.

Morality

Description

Other Notes

8/14/2019 - Awarded 40 xp, 10 duty, and 500 credits by GM zalgondr#0441
- Spent 35 xp purchasing Move power (10), with 1 Strength upgrade (10), 1 Range upgrade (5), and Control: Hurl (10)

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