Jump to content

  • Log In with Google Sign In
  • Create Account

Valdus Bral

Valdus Bral

Member Since 09 Jan 2019
Offline Last Active Yesterday, 05:25 PM
*****

The Bral Compound

13 March 2019 - 12:22 AM

 

OUT OF CHARACTER INFORMATION

  • Intent: To create an official codex submission for the headquarters of Bral Metal & Engineering, the home of Clan Bral lead by Valdus Bral, as well as a Mandalorian military base.
  • Image Credit: [ Link to where you found the images, or to the original artist if possible. TinEye or Google Image Search can help. ]
  • Canon: N/A
  • Links: [ Provide links to any relevant threads, characters, companies, locations, equipment, etc here. ]

SETTING INFORMATION

  • Military Base Name: Officially known as: Aliit Bral'keldab "Clan Bral's Citadel". Unofficially known as: The Bral Compound
  • Classification: Fortress , DrydockShipyard, and Military Factory.
  • Location: On the planet Mandalore, 310km north-west of Sundari city. 
  • Affiliation: Clan Bral, The Bral Militia, Bral Metal & Engineering, all headed by Valdus Bral.
  • Population: Moderate How large is this Military Base? How many armed units? If your military base is generic, you may separate this population into Army Personnel, Navy Personnel, etc. ]
  • Demographics: [ Please describe the general assortment of inhabitants. Specific species percentages are welcome but not required. If no population exists put N/A. ]
  • Accessibility:[ Describe logistical information on how easy it is to find/access this location. Is it hidden? Is it isolated from society or is it in the middle of civilization? Is it guarded? Open to the public or private access only? ]
  • Description: [ Provide a description of this base at a glance. More in-depth descriptions can be added in points of interest. ]

POINTS OF INTEREST
[ What areas within the base are significant? Give a description of each point listed. ]
 
SECURITY
Maximum) and any specific security assets in list format. What defenses does this location have, including internal and perimeter defenses? Please note that the rating is relative to the type of location this is. Military troops and hardware are appropriate for all levels of the security rating for Military Bases. Please link relevant tech/equipment to the SW wiki article or Factory-approved submission. ]
 
HISTORICAL INFORMATION
[ Include a description on the base's history here. Detail how it came to be constructed and why. Talk about the people/factions involved in this base's creation; and what role it plays. For historical bases, if you so desire, you can include historical events from the Chaos Canon timeline or board history where appropriate. ]

 

Cin'cerar "White-Mountain"

11 March 2019 - 04:10 AM

 

OUT OF CHARACTER INFORMATION

  • Intent: To create the personal beast companion for Valdus Bral.
  • Image Credit: "Gaint Polar Bear (Concept Art 2)" - Vindictus (video game)
  • Role: Cin'cerar will play the role of beast companion and war mount for Valdus Bral . He will also serve as a guardian for the Bral clan compound on the planet Mandalore. Additionally, Cin'cerar will be the alpha male of the Orar'uram.
  • Links: Orar'uram , Genetically modified growth precedent [ X ]

PHYSICAL INFORMATION

  • Age: 5 Months (Aged to full-size, physical age is more around 5 years)
  • Force Sensitivity:  Force User - The Orar'uram have the Vornskr style passive hunting sense that uses the force. Beyond that, he does not have control over the force or any other force ability.
  • SpeciesOrar'uram
  • Appearance: [ Describe the appearance of the creature. How big or small are they? Fur or scale colour. Any distinguishing marks such as scars, tattoos, or other markings. ]
    • Height: 11 meters
    • Length: 17 meters
    • Weight: 40.8 metric tons

SOCIAL INFORMATION

  • Name: Cin'cerar, "White-Mountain"
     
  • Loyalties: Valdus Bral and the Mandalorian clan Bral. 
     
  • Notable Possessions: N/A -May have equipment (armor, augmentations, etc.) or accessories (trophies, banners, etc.) added at a later date.
     
  • Personality: Cin'cerar has a dignified and confident air about him, as he is the uncontested alpha male of the Orar'uram. Even with those that he trusts and recognizes, he demands respect in both handling and on approach. He is very territorial to those who are unfamiliar and extremely aggressive to those who are threatening in posture, tone, or unfamiliar. He holds unshakable loyalty to Valdus Bral. There is a strong bond between the two, manifested as Cin'cerar becoming extremely aggressive and violent towards those that he sees as antagonistic to Valdus or other Orar'uram.
     
  • Training: [ If your beast companion has been trained to perform special tasks or follow certain commands, list those things here. ]

COMBAT INFORMATION

  • Combat Function: [ Combat is difficult to avoid -- after all, this is Chaos.  Should your NPC wind up in combat, what would they be good at?  How would they work alongside you, or would they be a liability?  Remember: An NPC is weaker than a PC of an equivalent level, and will not match them in power, skills, or abilities. ]

Strengths:

  • Behemoth: The Orar'uram are a species with densely packed muscle, Cin'cerar is multiple times larger and stronger than the standard Orar'uram. This not only gives Cin'cerar titanic strength, but his muscle also provides a dense organic barrier to his vital organs that is very difficult to get through. This fleshy bulwark means that Cin'cerar has extraordinary durability. Cin'cerar is capable of flipping over heavy transports such as the MTT , UA-AT while moving in the bipedal fashion. While on all fours he is capable of pushing over an AT-AT from full charge (see Sluggish Start).
     
  • Dense Fur: This species' fur has high resistance to infantry portable blasters, disruptors, plasma weapons, as well as lightsabers. However, Cin'cerar's fur is extremely dense and much longer, allowing for overlapping layers of the resistant fur. This allows Cin'cerar to remain nearly impervious to artillery grade blasters, disruptors, and plasma weaponry. Additionally Cin'cerar has extreme resistance to lightsabers. However thick the fur, this trait does not stop physical weapons from piercing through the fur such as slugthrowers or thrusts from standard blades/arrows/spears or thrusts from vibroblades. His fur is also fire resistant, however flame throwers have a detrimental effect still listed under: Heat Intolerant.
     
  • Force Hunter: From the genetic material of the Vornskr , the Orar'uram have inherited the ability to detect the force presence of individuals to a high degree. Cin'cerar uniquely has a high degree of accuracy up to 3km away for an extremely strong force presence or 2km away for an average force presence. Ysalamir fields, Void Stone, and Arikyrzium Crystal can negate or drastically reduce the accuracy and range of this ability.
     
  • Volcanic Torrent: From the genetic material of the Fire Breather , the Orar'uram have inherited the ability to eject a highly flammable chemical akin to napalm from a special organ within their body. This organic chemical is ejected through the mouth in a line up to 10 meters from the Orar'uram, however Cin'cerar's range is 30 meters with a width of 2 meters. Additionally, the thicker consistency version of the flammable chemical is highly corrosive to metals; the combination of extreme heat and highly corrosive chemical (to metals) easily maims vehicles, defenses, and armor. The consistency of this chemical can be dictated each time it is used; from a low impact but high temperature, hard to remove napalm-like consistency, to a more liquid mist composition that covers a much larger area, roughly 4m wide x 8m long cone. However, due to Cin'cerar's increased size, he has more chemical stores and a much larger ejection gland. Cin'cerar can use the mist to create 12m wide x 24m long cone. This consistency does not leave burning remnants behind. Due to the limited volume of the organ, this ability can only be used 4 times in combat. 

    Note: Lack of oxygen means that the chemical will not burn, however in both forms of the chemical's consistency it is highly caustic and hard to remove from whatever surface it has been put onto. Normally the mist would burn up totally, but if it cannot burn then it will not be burned up, thus making the mist a less powerful version of the standard thicker consistency formula that is naturally supposed to erode metals. Additionally, the liquid is not water soluble, but it cannot ignite underwater and water will douse the flames, but not stop the caustic properties.
     
  • Bones of a Titan: The teeth, claws, and bones of the Orar'uram are exceedingly dense and strong. The teeth and claws of Cin'cerar can puncture up to heavy durasteel plating, medium Duranium plating, and act more like spikes than blades. The claws are used to puncture then rip plating asunder with their incredible physical prowess. The claws can be sharpened if a rider wants, however the claws cannot hold an edge well and will quickly dull.
     
  • Insulated: The Orar'uram have very dense fur which allows their relatively low fat content bodies to keep warm in extraordinarily cold temperatures.
     
  • Keen Senses: The Orar'uram have vision that is extremely acute and able to see normally in low-light situations. The Orar'uram have a sense of smell that is in the upper echelons of organic beings and can differentiate beings on smell alone as well as sense the presence of those by their scent.

Weaknesses:

  • Keen Senses: Due to the increased sight and smell of the Orar'uram, weapon systems or effects that target these senses are highly effective.
     
  • Heat Intolerant: Due to the thick, protective fur of the Orar'uram they are unable to survive on planets or environments that exceed temperatures of around 25C for an extended duration. Sheering their fur to only a few centimeters is one way to help alleviate this. However, at that length their fur is unable to protect them against extreme cold and provides only minor resistance to infantry standard blaster weaponry. The use of flamethrowers, while not likely to ignite the Orar'uram, are extremely uncomfortable and will cause the Orar'uram to become moderately uncontrollable as it tries to either remove the flamethrower user or fallback away from it if the source is unreachable or there are simply too many sources of opposition fire aimed at the Orar'uram in the same area.
     
  • Huge Target: The Orar'uram are the size of most battlefield vehicles and as such they are very easy to point out and to target. It would take a very large obstacle to be able to hide an Orar'urm. Due to Cin'cerar's size he is unable to hide behind many obstacles besides the largest of siege equipment or buildings.
     
  • Sluggish Start: Cin'cerar can reach top speeds of up to 105kph (~65mph) . However, this takes an average of 40 meters of relatively straight movement to achieve and cannot be sustained through turns on unstable or slick surfaces such as sand, ice, polished stone, or 
     
  • Organic: The Orar'uram is not a machine. It can tire out, it cannot 'reload' it's natural weapons, and it needs to eat and breathe in order to survive. While the Cin'cerar takes his place among the same category as heavy tanks and heavy transports, he cannot battle tirelessly as a machine can.
     
  • Larger Than Life: Cin'cerar is an absolutely massive creature, as such he is extremely heavy. Due to his size and weight special transports are needed to accommodate him. Otherwise, Cin'cerar is stuck on whatever planet he is currently on until a transport can pick him up. On the battlefield it is difficult for Cin'cerar to be among allies as he is capable of a mass amount of devastation around him.

 

HISTORICAL INFORMATION
[ Include a description of the history of this creature and how it came to be a companion to your character/involved in your character’s story here. ]


Orar'uram

05 March 2019 - 06:49 PM

 

OUT OF CHARACTER INFORMATION

GENERAL INFORMATION

  • Name: Orar'uram [Thunder-Jaw]
  • Designation: Non-sentient
  • Origins: MandoBioEng (With permission from the owner: Kaine Australis )
  • Average Lifespan: 80 years
  • Estimated Population:  Semi-Unique
  • Description: The Orar'uram are a large breed of ursine with thick, white fur and stark white eyes. The nose, eye lids, and bottom of their paws are the only skin that shows and is black in color. From a glance the musculature is readily apparent even under thick fur, these creatures are bred for combat.

PHYSICAL INFORMATION

  • Breathes: Type I & Type II
  • Average Height of Adults: 3.6m
  • Average Length of Adults: 5.5m
  • Average Weight of Adults: 12.7 metric tons
  • Skin color: Black
  • Hair color: Shades of white
  • Distinctions: There aren't any visual differences between males and females, they are all genetically and physiologically similar besides reproductive organs. In general the Orar'uram look like massive Polar Bears with large muscles and white eyes. 
  • Races: N/A
  • Force Sensitivity:  All

Strengths:

  • Burly: The Orar'uram are a species with densely packed muscle. This not only gives them incredible strength, but the muscle also provides an organic barrier to their vital organs that is very difficult to get through. This fleshy shield means that the Orar'uram have incredible durability.
     
  • Thick Fur: This species' fur has high resistance to infantry portable blasters, disruptors, plasma weapons, as well as lightsabers. This trait does not stop physical weapons from piercing through the fur such as slugthrowers or thrusts from standard blades/arrows/spears or thrusts from vibroblades. Their fur is also fire resistant, however flame throwers have a detrimental effect still listed under: Heat Intolerant.
     
  • Force Hunter: From the genetic material of the Vornskr , the Orar'uram have inherited the ability to detect the force presence of individuals to a high degree of accuracy up to 2km away for an extremely strong force presence or 1km away for an average force presence. Ysalamir fields, Void Stone, and Arikyrzium Crystal can negate or drastically reduce the accuracy and range of this ability.
     
  • Firebreather: From the genetic material of the Fire Breather , the Orar'uram have inherited the ability to eject a highly flammable chemical akin to napalm from a special organ within their body. This organic chemical is ejected through the mouth in a line up to 10 meters from the Orar'uram. Additionally, the thicker consistency version of the flammable chemical is highly corrosive to metals; the combination of extreme heat and highly corrosive chemical (to metals) easily maims vehicles, defenses, and armor. The consistency of this chemical can be dictated each time it is used; from a low impact but high temperature, hard to remove napalm-like consistency, to a more liquid mist composition that covers a much larger(4m wide x 8m long cone) area but does not leave burning remnants behind. Due to the limited volume of the organ, this ability can only be used 4 times in combat. 

    Note: Lack of oxygen means that the chemical will not burn, however in both forms of the chemical's consistency it is highly caustic and hard to remove from whatever surface it has been put onto. Normally the mist would burn up totally, but if it cannot burn then it will not be burned up, thus making the mist a less powerful version of the standard thicker consistency formula that is naturally supposed to erode metals. Additionally, the liquid is not water soluble, but it cannot ignite underwater and water will douse the flames, but not stop the caustic properties.
     
  • Hard Bones: The teeth, claws, and bones of the Orar'uram are exceedingly dense and strong. The teeth and claws can puncture up to medium durasteel plating, acting more like spikes than blades, with the claws being used to puncture then rip plating asunder with their incredible physical prowess. The claws can be sharpened if a rider wants, however the claws cannot hold an edge well and will quickly dull.
     
  • Insulated: The Orar'uram have very dense fur which allows their relatively low fat content bodies to keep warm in extraordinarily cold temperatures.
     
  • Keen Senses: The Orar'uram have vision that is extremely acute and able to see normally in low-light situations. The Orar'uram have a sense of smell that is in the upper echelons of organic beings and can differentiate beings on smell alone as well as sense the presence of those by their scent.

Weaknesses:

  • Keen Senses: Due to the increased sight and smell of the Orar'uram, weapon systems or effects that target these senses are highly effective.
     
  • Heat Intolerant: Due to the thick, protective fur of the Orar'uram they are unable to survive on planets or environments that exceed temperatures of around 25C for an extended duration. Sheering their fur to only a few centimeters is one way to help alleviate this. However, at that length their fur is unable to protect them against extreme cold and provides only minor resistance to infantry standard blaster weaponry. The use of flamethrowers, while not likely to ignite the Orar'uram, are extremely uncomfortable and will cause the Orar'uram to become moderately uncontrollable as it tries to either remove the flamethrower user or fallback away from it if the source is unreachable or there are simply too many sources of opposition fire aimed at the Orar'uram in the same area.
     
  • Large Target: The Orar'uram are the size of most battlefield vehicles and as such they are very easy to point out and to target. It would take a very large obstacle to be able to hide an Orar'urm. 
     
  • Slow Start: The Orar'uram can reach top speeds of up to 64kph (~40mph) . However, this takes an average of 25 meters of relatively straight movement to achieve and cannot be sustained through turns on unstable or slick surfaces such as sand, ice, polished stone, or mud. 
     
  • Organic: The Orar'uram is not a machine. It can tire out, it cannot 'reload' it's natural weapons, and it needs to eat and breathe in order to survive. While the Orar'uram takes its place among the same category as medium tanks, it cannot battle tirelessly. 

CULTURE

  • DietSilicavorous Omnivore - The Orar'uram requires refined metals such as Durasteel, Plasteel, Alusteel, Transparisteel for its body's high demand for iron and other metals. These metals are broken down with the Orar'uram's stomach acid - the end product is used in the creation of its flammable chemical it stores within the special organ. However, the Orar'uram also needs nutrients found in plants and meat on a broader scale of nutrition.
  • Communication: Growls, Roars, physical and chemical marking, and facial features.
  • Technology level: N/A
  • Religion/Beliefs: N/A
  • General behavior: Territorial to those who are unfamiliar, unshakable loyalty, fearlessness, extremely aggressive to those who are threatening in posture, tone, or unfamiliar.

HISTORICAL INFORMATION

 
The Orar'uram, or Thunder-jaw, is a genetically engineered species of large ursine. The Orar'uram was created to be a strong and durable war-beast as well as a stalwart companion for the Mandalorian clan, Clan Bral. The Orar'uram was engineered from the genetic material of Snow Bears and Vornskrs, as well as modified with specially crafted genetic material within Mandalorian Biological and Technological Engineering's facility. Growing to sizes rivaling medium tanks, the Orar'uram is just as durable, and performs a heavy support role on the battlefield. Several dozen of these bears were cloned and aged as to be battle-ready whenever they were delivered to the Bral Clan. While most will serve in war, others will guard the Bral compound, and the remainder will be used for breeding purposes. 
 

DC-17d MK. II

05 March 2019 - 01:59 AM

OUT OF CHARACTER INFORMATION

 

PRODUCTION INFORMATION

  • Manufacturer: Bral Metal & Engineering
  • Affiliation: Valdus Bral , Bral Metal & Engineering (BM&E), Closed-Market
  • Model: DC-17d MK. II
  • Modularity: No
  • Production: Limited 

  • Material: Dallorian Alloy, Beskar, Mandalorian Disintegrator components, DC-17 components, control components, and wrist mounting components.

TECHNICAL SPECIFICATIONS

  • Classification: Blaster & Disruptor
  • Size:  Large
  • Weight:  Very Heavy
  • Ammunition Type: Power Cell & Gas
  • Ammunition Capacity: Power Cell: 50, Gas Canister: 50
  • Reload Speed:  Very Slow

  • Effective Range: Average
  • Rate of Fire: Disruptor - Very LowBlaster- Average
  • Stopping Power: Disruptor -Extreme, Blaster- Average
  • Recoil:  Average

SPECIAL FEATURES

  • This model has the ability not only to fire either a blaster bolt or a disruptor bolt at a target, but it can do so both at once, or alternate fire.
  • This model has the ability to overcharge the disruptor half of the weapon, which takes half of the ammunition, but can disintegrate an organic being instantly [ X ].
  • This model is made out of beskar and dallorian alloy, allow for a large amount of heat resistance, as well as kinetic, lightsaber, and blaster resistance.
  • This model is mounted on the wrist and can be fired hands-free by the user clenching their corresponding fist for an extend amount of time.

Strengths:

  • Disruptor: This weapon utilizes disruptor technology that can begin disintegration of organic beings on contact, temporarily shutdown vehicles, starfighters, and droids.
  • Charge Shot: This weapon can have the disruptor half become overcharged, by overcharging this weapon the disruptor bolt is amplified to a devastating effect that can instantly disintegrate standard humanoid sized organics, or rapid progressive disintegration of large organics, and shutdown large vehicles, starfighters, or droids.
  • Beskar: High resistance to kinetic, lightsaber, and blaster damage to the external parts of this item.

Weaknesses:

  • Long Reload: This weapon is not designed for extended use, it is a side-arm with very low ammunition count, and is not designed for rapid-reload.
  • Slow Fire: The disruptor mode of the weapon has a very slow rate of fire and may only get off one or two shots per post. There can only be one shot fired from the device in general if the overcharge is active on the disruptor.
  • Very Heavy: This weapon was not made for standard humanoids, it is very heavy, very durable, and very awkward to those not in the upper tiers of strength or using a powersuit capable of using very heavy weapons.

DESCRIPTION
 

After the creation of Bral Metal & Engineering (BM&E) and after the Invasion on Eshan, Valdus decided that due to the amount of droids and large beasts present that his previous wrist-mounted side-arm was far too lacking. He set about creating a way to introduce a heavy duty disruptor into the design. By removing one of the modified DC-17 heavy blaster pistols from the design and creating a specialized housing with greater internal volume, Valdus was able to fit in a disruptor design nearly forgotten to the ages: the Mandalorian Disintegrator. While this weapon was once the pinnacle of the available Disruptors , it has likely been replaced. However, the Mandalorian Disintegrator is still a capable design with the ability to cause massive amounts of damage and a slow, painful death. Valdus altered the original design to also include an overcharge function which enables the DC-17d MK. II to consume half of its maximum amount of ammunition in order to release a disruptor bolt so powerful it can shutdown very large vehicles, very large starfighters, very large droids. Additionally, the charged shot can instantly disintegrate standard humanoid targets and cause rapid progressive disintegration in very large organics. While the DC-17d MK. II is an overall upgrade in the previous design, it comes at a cost of increased weight, reloading difficulty, and overall slower rate of fire over the DC-17t. 


Outer Rim Mercenaries

01 March 2019 - 05:40 AM

OUT OF CHARACTER INFORMATION

GENERAL INFORMATION

  • Unit Name: Outer Rim Mercs
  • Affiliation: Any Outer Rim Faction who has hired them.
  • Classification:Infantry
  • Equipment:
  • Description: The unit looks like exactly what it is: a rag-tag group that was brought together only a few days or few weeks previously. There is nothing unifying them besides their desire for credits and purpose. Some may be a part of smaller crews here and there that make up the whole.

COMBAT INFORMATION

  • Unit Size:  Large (50)
  • Unit Availability:  Common (many, easy to replace, likely with more always in training)
  • Unit Experience: Trained
  • Combat Function: This unit goes wherever the action is. The members of this unit are only here for personal fortune and gain. This unit can be used like any other rank and file unit; cannon fodder, occupying force, guarding, or rushing a strategic objective. Once they've done what they were paid to do, they disperse back throughout the Outer Rim.

Strengths:

  • Money Talks: These Mercenaries owe allegiance to no one and are easily available to anyone with a large sum of credits.
  • Experienced: While this unit isn't the top of the line, they are not incapable of getting the job done.

Weaknesses:

  • Money Talks: These Mercenaries owe allegiance to no one and are easily available to anyone with a large sum of credits. Including those who they just fought against - if the price is right.
  • Mixed Bag: Some of these Mercenaries are the scum of the galaxy, they can and will commit heinous acts to get the job done if left unsupervised. 

HISTORICAL INFORMATION
 

This unit is the loose conglomeration of the Outer Rim's most abundant military resource: Mercenaries. They follow where the money is and while they will not turn on their patron mid-battle, after the battle is over they may be persuaded to fight for the other-side if enough money is offered. Then again, Mercenaries have a reputation to not try their luck too much and will stick with the safe bet more often than not. These people can be found all over the Outer Rim in large quantities meaning that entire armies may be composed of mercenaries.