T'Sgt Fa’Nard "Nardo" by bencantwell91

Species
Chardrafan
Career
Engineer
Specializations
Mechanic
System
Age of Rebellion

4
Threshold 15
Current 0
Threshold 13
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
4
4
2
1
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1 Eng
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 2 Eng
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) X 3 Eng, Mech, Chadrafan
Medicine (Int) 1
Negotiation (Pr) 0
Perception (Cun) X 2 Eng
Piloting: Planetary (Ag) X 3
Piloting: Space (Ag) 1 Eng, Mech
Resilience (Br) 0
Skulduggery (Cun) X 1 Mech
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 1 Eng
Brawl (Br) 0 Mech
Gunnery (Ag) 2
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 2 Eng,
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 1 Eng
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 1
Knowledge: Xenology (Int) 0

Attacks

Vibro- knife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
+1
Critical
2
BlasTech DL-7H Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
none (see attachments)
Damage
8
Critical
3
(2) AP-M1 Armor Piercing Grenade
Range
Short
Skill
Ranged: Light
Blast 4, Limited Ammo 1, Pierce 4
Damage
13
Critical
3
(4) BKX-4 "Shockwave" Grenade
Range
Short
Skill
Ranged: Light
Blast 8, Knockdown, Disorient 5, Limited Ammo 1
Damage
10
Critical
5
(6) Frag grenade
Range
Short
Skill
Ranged: Light
Blast 6, Limited Ammo 1
Damage
8
Critical
4

15
265
400

Weapons & Armor

Battle tested BlasTech DL-7H Heavy Blaster Pistol. Attached- Combat tested and Built-in Blaster Sight

Mechanic's Utility suit- 2 soak, has a tool kit built in. Attached- Integrated Ascension Gear

Personal Gear

PERSONAL GEAR
- (8) emergency repair patch.
- (2) Glow rods
- (4) Foamcast Add 1 boost die when repairing structures and vehicle hulls. Also an explosive.
- Mechanical Dianogal (Remove 2 setback dice from checks to remove system strain from starships or vehicles.)
-Binders
-Earbud Comlink
- (8) Booster blue, Upgrade ability of Agility, Intellect and Cunning checks once, for the remainder of the encounter.

May not remove strain at the end of encounters, for the remainder of the session.

ISSUED GEAR
- Load-Bearing Gear
- Combat Scanner- remove 2 setbacks in darkness
- Macro-binoculars- remove setback imposed by distance
- (9) Stimpacks
- Military Trauma-pack-May use a medical check to remove critical injuries without penalty from others
- Emergency med-pack-They allow to perform a medical check to heal wounds without penalty

Assets & Resources

Sillioute 0

Cybernetic Brain Implant- Add +1 to Intellect, and built in comlink and computer access link

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 2 Gain +2 wound threshold.
Solid repairs 1 When repairing hull traum on starships or vehicles, - die. repair I adcilional hull trauma oer rank of Solid kepoS
grit 1 Cain & 1 strain thrachold
bad motivator 1 Once per game session, the character may take a Bad Motivator action to make a Hard Mechanics check. If successful, one device (subject to the GM's approval) spontaneously fails due to the character's involvement, or because it was about to fail anyway and the character noticed it (this is the character's decision).
Acute senses 1 Remove 2 setback dice from their Perception checks, due to their superior hearing, vision and olfactory senses.

Background

Fa’Nard Rellor, or "Nardo" was born in the industrial slums of Corellia, a world where the Empire's shadow loomed large over every aspect of life. The towering spires of the wealthy cast long, oppressive shadows over the streets where he grew up—a constant reminder of the systemic injustice that kept people like him in the dirt. Orphaned at a young age after his parents were killed in a gang war sparked by Imperial greed, Fa’Nard learned early on that the galaxy was a cruel place, ruled by those with power and an iron fist.

As a Chadra-Fan, Fa’Nard’s natural affinity for mechanics quickly became his lifeline. He spent his childhood salvaging scraps and fixing whatever broken machinery he could find. But simply fixing things wasn’t enough to survive in Corellia’s underworld. Fa’Nard had to be smart and ruthless, turning to scams and black-market deals to keep himself afloat. He became known as a brilliant mechanic who could make ships run faster, hit harder, and evade Imperial sensors—skills that made him valuable, but also put him on the Empire’s radar.

His hatred for the Empire was born out of years of witnessing their brutality and corruption firsthand. He saw how they exploited his people, turning them into tools for their war machine, and how they crushed anyone who dared to resist. Every piece of Imperial tech he dismantled was a small act of rebellion, and every ship he modified to outmaneuver their patrols was a step toward his ultimate goal: vengeance.

Fa’Nard's chance came when he joined a crew of smugglers looking to hit the Empire where it hurt. They needed a mechanic who could outthink the Empire’s engineers, and Fa’Nard fit the bill. For a while, things were good. He relished every chance to sabotage the Empire, knowing that each stolen shipment and each escape was a blow against those who had taken everything from him. But his ambition led him to a scheme that was too big, too dangerous: a plan to steal and sell highly restricted Imperial technology.

The operation failed disastrously. The Empire, with all its resources, tracked them down and launched a devastating raid. Fa’Nard barely escaped the slaughter, his crew wiped out and everything they had built seized. As a survivor, Fa’Nard quickly found his way into the embraces of the DK.

Motivation

Now, Fa’Nard is on the run, a wanted fugitive with a bounty on his head. His hatred for the Empire has only grown, fueling his desire for revenge. He dreams of the day when he can strike back at those who have wronged him, crushing the Empire in combat.

Deep down, Fa’Nard also harbors a quieter dream—a life where he’s no longer hunted, where he can finally build a small, tranquil repair shop in some forgotten corner of the galaxy. A place where he can tinker in peace, free from the Empire’s reach. Until that day comes, Fa’Nard will keep fighting, using his skills and his rage to dismantle the Empire piece by piece, one ship at a time.

Duties

10 Duty- Combat victory

Fa’Nard’s hatred for the Empire is deeply personal, born from years of being hunted and betrayed. He takes grim satisfaction in getting up clos making each kill a calculated act of vengeance. His goal is to see the fear in their eyes as they realize the lowly mechanic they chased is the one dismantling them piece by piece. For the crew.

Description

Fa’Nard is a small, wiry Chadra-Fan, standing around 1 meter tall. His dark brown and gray fur is matted with grease and oil from years of work. His large, bat-like ears, highly sensitive to sound, constantly twitch, making him easily triggered by loud noises. Sharp yellow eyes reflect both his intelligence and simmering anger, darting around with suspicion.

He wears faded, military-grade coveralls, stained with oil and patched in places. A heavy blaster pistol hangs from his belt, ready for trouble. His small, calloused hands are nimble, perfect for intricate mechanical work, with a toolkit strapped to his back. Fa’Nard moves with cautious energy, his posture slightly hunched, yet there’s a fierce determination in his eyes that warns against underestimating him.

Other Notes

Integrated Ascension Gear Integrated a grapnel launcher, along with a few clips and rappelling equipment, into a piece of armor is a safer solution than an in-hand grapnel launcher.
Base Modifier: As an action, make an Average (2 difficulty) Ranged (Light) check to secure grappling hook to an object within medium range. Reel in cord as an action to pull self to object (or other way around if object is unsecured). Can pull someone else along as well with an Easy (1 difficulty) Athletics check.

Combat tested Add 1 boost dice to Discipline checks. 1x "Add 1 boost dice to resist Fear."

Built-in Blaster Sight Remove 1 setback die imposed by the 'Called Shot' use of the Aim maneuver from Ranged (Light) and (Heavy) checks.

Return to Top