Tharil Scavix by Lorkmir

Species
Harch
Career
Colonist
Specializations
Doctor, Scholar
System
Edge of the Empire

3
Threshold 13
Current 0
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) 0
Athletics (Br) 0
Charm (Pr) X 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 0
Coordination (Ag) 0
Deception (Cun) X 1
Discipline (Will) 0
Leadership (Pr) X 0
Mechanics (Int) 0
Medicine (Int) X 1
Negotiation (Pr) X 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) X 1
Survival (Cun) 0
Vigilance (Will) 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) X 0
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) X 1
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) X 1
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 0

Attacks

Sap Gloves
Range
Engaged
Skill
Brawl
Concussive 1, Disorient 1, Knockdown, Stun Setting, Sun 3
Damage
2
Critical
5
Slugthrower Pistol
Range
Short
Skill
Ranged: Light
Damage
4
Critical
5
Unarmed
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown, Stun Setting, Stun 3
Damage
2
Critical
5

0
80
130
10/12

Weapons & Armor

WEAPONS
-Sap Gloves-
Enc: 1
HP: 1
Rarity: 4
Price: 50
Type: Brawling
Critical: 5
Skill: Brawl
Qualities: Concussive 1, Disorient 1, Knockdown, Stun Setting
Features: Spotting sap gloves on an individual requires a Daunting (PPPP) Perception check.
Description: "Made in a variety of styles for nearly every imaginable species, they are simply a pair of gloves with heavy plates, alloy pellets, sand, or some other dense, weighty material sewn into the fingers and back of the hand. Relatively innocuous when worn, sap gloves amplify a wearer's punch and act almost like brass knuckles."

-Slugthrower Pistol-
Enc: 1
Rarity: 3
Price: 100
Type: Slugthrower
Skill: Ranged - Light
Critical: 5
Damage: 4


ARMOR
-Concealing Robes-
Rarity: 2
Price: 150
Soak: 1
Features: Add 1S to checks to notice or recognize an individual wearing concealing robes.

Personal Gear

-Field Rations- 4
Rarity: 2
Price: 10
Description: "Personal comlinks are often small, hand-held cylinders capable of communicating over distances into low orbit."

-Stimpack- 5
Rarity: 1
Price: 25
Features: "It takes a maneuver for a character to inject a stimpack in himself or another..Stimpacks are one-use items, and automatically heal 5 wounds. Characters can use stimpacks more than once, but each use heals one less wound (so the second use heals four, the third use heals three, and so on). The sixth stimpack heals no wounds—the character is already oversaturated with the medicine for it to have any effect. It takes a day for the character's body to process the stimpacks and for him to be able to use them at full effectiveness."

-Backpack-
Rarity: 1
Price: 50
Features: Increases Encumbrance Threshold by 4.

-Utility Belt-
Rarity: 0
Price: 25
Features: Increases Encumbrance Threshold by 1.

-Comlink (handheld)-
Rarity: 0
Price: 25
Description: "Personal comlinks are often small, hand-held cylinders capable of communicating over distances into low orbit."

-Physician's Kit-
Enc: 2
Rarity: 2
Price: 400
Features: Grants 1B to all Medicine skill checks, and 1A to successful Medicine checks.
Description: "Carried by doctors and healers on backwater worlds, physician's kits are bigger and more comprehensive than their medpac cousins. While some contain the usual technological medical equipment such as mediscanners, diagnostic computers, spray splints, and the like, many users augment the included medical gear and medications with more holistic or natural healing products. It's not unknown for a physician's kit to include all manner of salves, tinctures, poultices, and special bandages made from local flora and fauna.

A physician's kit allows a user to perform relatively complex medical procedures in the field. Like emergency medpacs, physician's kits allow a character to use the Medicine skill without penalty, as per the rules on page 226, and in addition grant 1B to all Medicine skill checks. Also, thanks to their stock of stimulants and other unguents, these kits add an automatic A to successful Medicine checks made while using the kit."

-Forensics Investigation Kit-
Enc: 4
Rarity: 4
Price: 450
Features: Adds automatic 1S to all Perception checks made by the user to spot and gather evidence.
Description: "Essentially a specialized tool kit for crime scene investigations, forensic investigation kits are produced by a number of security companies for use by law enforcement agencies. Whatever their origin, these kits typically contain a number of medical instruments, evidence collection containers, chemical swabs, magnifiers, scanners, multi-spectrum light emitters, marking tools, and different kinds of solvents, adhesives, and specialty chemicals.

When used during the investigation of a crime, a forensic investigation kit adds automatic ☼ to all Perception checks made by the user to spot and gather evidence. It may also count as the right tools for the job when making checks to analyze the evidence gathered (see page 171 of the Edge of the Empire Core Rulebook). At the GM's discretion, this item can also be used for related purposes such as archeological digs."

-Species Database-
Enc: 2
Rarity: 2
Price: 150
Features: Adds 2B to Xenology checks.
Description: "...custom-built datapads loaded with specific biological details of every known species. In theory, such compendiums help operatives avoid injuring a sensitive body part or inadvertently wearing a known allergen as floral decoration. Cynical individuals have noted, however, that such information can also be used for more nefarious purposes. Most species databases also contain cursory cultural notes, but the core focus of such texts is biology rather than historical or societal studies."

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.
Surgeon - 2 EoTE 144 When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank of Surgeon.
Grit - 2 EoTE 136 Each rank of Grit increases a character's strain threshold by one.

Background

VISIONARY OPPORTUNISTS
Tharil comes from a small Harch community on Coruscant, far from his species' homeworld of Secundus Ando in the Mid Rim. Growing up on Coruscant he had access to a level of technology and education that surpasses almost anywhere else in the galaxy, which he successfully took advantage of to earn entrance to the Rhinnal State Medical Academy, a preeminent school for medicine on the core world of Rhinnal.
Once he was officially a licensed physician, Tharil gained access to more extensive archives than he ever had before.. Yet he found them insufficient. The authoritarian Empire barred and eradicated so much knowledge in order to maintain its power, something Tharil found abhorrent. In particular he desired knowledge on the subject of the Force.


PRAGMATIC POWER
Tharil has none of the religious or spiritual belief in the Force as seen by some orders of Force users. Through studying the data provided to him by the Black Sun, Tharil has used science to discover his own latent Force sensitivity, though he has been unsuccessful so far in "activating" his Force potential for the first time.

With time, Tharil hopes to awaken his Force power and become a powerful wielder of the Force for the purpose of advancing his scientific expertise even further through using the Force to accelerate his senses, perform healing, and manipulate machinery and computers.

ROGUE SCHOLAR
Due to his knowledge of the Force and the research materials he possesses on the subject, Tharil must be careful in any possible interactions with the Empire. But the Outer Rim presents a wealth of scientific opportunity in places where the Empire is less able to reach and prevent access to research and information.

Motivation

Ambition - Discovery: "Seeking out and discovering new worlds, information, or the wondrous secrets hidden among the galaxy's countless stars drives this character's actions. More than anything, he wants to find and experience things nobody else has."

Obligations

FAVOR
Using all the connections and wealth he had available from his home, Tharil made secret contact with the Black Sun syndicate and in exchange for nearly all of his wealth as well as owing them extensive favors, the syndicate acquired a large collection of data on the Force and the study of the Force by groups other than the Jedi or Sith. While the knowledge of the Jedi Order was either destroyed by Empire during the purge, and the knowledge of the Sith was held by the Emperor and Vader alone, there are many other groups that know of the Force; the Lasats call it the Ashla, it is known as the Third Sight to the Chiss, or the Dathomirian nightsisters that study their mysterious "magicks".

With such forbidden knowledge, Tharil could not stay in the inner parts of the galaxy where the Empire's eyes were everywhere. He left his home behind to live and travel in the outer rims where he now works as an associate for the Black Sun.

Description

Other Notes

- HOW THARIL MET DARSK INTRAN -
Aboard the Pantolomin luxury cruiser of the Black Sun, filled with casinos and cantinas, Tharil Scavix and Darsk Intran would meet and establish a friendship. Both were in debt to the syndicate and assigned to a mission to deal with a particularly difficult Duros pirate captain by the name of Jem Ka'Hid, who owed a very large debt to the syndicate himself and had failed to keep up with his payments too many times.

Darsk was the one responsible for slicing into Jem's personal datapad and any other computers, including his ship, to collect what the syndicate was owed. Tharil was to use his medical skill to clean up any evidence of foul play and manipulate the forensics of Jem's assassination look like a hit had been done by his own men; the Black Sun wanted to avoid scaring off other debtors from visiting the cruiser for fear of getting murdered by the Black Sun themselves, while still letting it be known that those who fail to pay their debts eventually get what is coming to them.

Unfortunately Jem's guards proved more ready for the syndicate's hit squad than anticipated and Darsk was hit by a stray blaster bolt in the ensuing crossfire. Tharil quickly patched him up so the Balosar could succeed at his job; a kindness from one debtor to another.

Once the killing was done, Jem's casino suite was cleaned. Then while maintenance crews repaired and covered up any damage to the walls or other property from blaster fire, the bodies of Jem and his men were stealthily planted on Jem's ship and arranged to appear as if they had killed each other.. Importantly off of syndicate property. But, the ship had automated security measures that triggered by Tharil and some syndicate assigned subordinates were doing their work and threatened to trap them on the ship with disabled life support, perhaps as a last "screw up" from the pirates.

Thankfully, Darsk returned the earlier favor by coming to the rescue and slicing into the ship's systems and disabling the automated trap. With that, Tharil and Darsk grew to like and appreciate one another and valuable and trustworthy allies in an underworld where trust may as well be a myth.

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