Star Wars Roleplay: Chaos

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Character Jhira Mereel

Captain Jhira Mereel
JhiraAerialArmor.PNG
  • Bounty Hunter
  • Pilot
  • Merchant
  • Mother.
  • above all, Mandalorian.

NAME: Jhira Mereel.

CLAN:
Born to a splinter group of Clan Fett, far on the edge of the Galactic Rim, near Wild Space.

Married into Clan Mereel but allied with Clan Awaud, though she never lived upon Vlemouth Port with the main body of the Clan.

She is deeply loyal to all of these Clans, but her heart lies with the teachings of the
True Mandalorians.

Currently, she is the adopted daughter of
Ijaat Mereel, Alor of Clan Mereel, and serves as Rus'alor of that Clan. As she is a Star Ship Captain and used to commanding two full battalions of Mandalorians, she gets a bit annoyed when referred to as a sergeant.

HOMEWORLD:
A small Outer Rim system near to Wild Space, utterly destroyed by the Omega War.
Surrogate Homeworld, also in the Outer Rim, wiped out by the Ssi-Rusk. At the least the burnt out husk still circles it’s sun.


FACTION:
Children of the Protectors.
The Rimward Trade League.
Breshig/Strill Securities.


RANK: Captain - of her ship. She flies, fights and owns her own ship.
Thus, Captain.
A Respected Bounty Hunter, an excellent merchant, owner of Mereel Ice Works.
Custodian of a ruined system, and repairing / restoring several more.

Reasonably wealthy, by anyone’s standards.


SPECIES: Mandalorian Human.


AGE: 35, b. 832 ABY. Looks younger than her years, because she avoids sun weathering and has good genes.

SEX: Female, Heterosexual

RELATIONSHIP STATUS: Single

HEIGHT: a statuesque 5’10” (1.78 m)

WEIGHT: a curvy 138 lbs (62.5 kg)

EYES: Dark, dark dark eyes … antiqued bronze or endless, Stygian black, depending upon her mood.

HAIR: Luxuriously thick true-black hair with a soft natural wave.

SKIN: A golden skin tone, beautifully, naturally colored despite almost never permitting sunlight to touch her skin. She has few age lines, and no spots or wrinkles - and likely never will have, for the same reason.

FORCE SENSITIVE: Jhira can feel when Force Powers, especially Dark Side ones, are used near or around her. She has been wounded by Force Creatures sufficiently to be aware of how such powers affect her, but does not in any way control the Force.
She was kidnapped by a Force Ghost.
Held my Sith.
Zapped by the Nexus, slowing her aging.



STRENGTHS AND WEAKNESSES
  • Honorable. Despite the weary weight of defeat and grief, Jhira clings to both a personal sense of honor, and the Creed of her people.
  • Controlled. Jhira is not easily moved to rash decisions, nor wrath. She has a cold, calculating mind.
  • Resilient. Even for a Mandalorian, she has been through a lot. This makes her very resilient both in battle, and when resisting fear or Force attacks.
  • Tolerant. In general, Jhira is too tired to hate people as a class. Faction, race, job, Force Use - few generalized sins irritate her, anymore. If you earn her personal enmity, it will most likely be for your personal actions. Slavers are a special exception to this rule.
  • Deadly and Ruthless ranged combatant. Raised on the hope of becoming a Protector, enduring the chaos and horror of the outer Rim, has taught her to improvise and survive. She is deadly with any sort of gun in short or medium range, reasonably lethal at long range. She has particularly mastered fighting with a Jet Pack, Point Blank fighting, and Wrist Rockets. She can even kip-up in full gear!
  • Exceptionally gifted Pilot. Even compared to Force Users. She is a gifted instinctual pilot with a solid command of gunnery, both in space and in atmosphere. But nowhere is she quite as skilled or deadly as with her Jet Pack and rifle.
  • People Skills. Calm, controlled, no longer angry or looking to pick a fight, Jhira has discovered she has a gift with people. Negotiation, Leadership, Charm, rather than Corporate Etiquette or Core World high society.
  • Perception. When spotting the ripples of a cloaked enemy or the faintest hiss of a Light Saber being activated has meant life or death, you learn to attend to the world around you.

  • Disillusioned. Jhira has seen too many organizations fall, too many leaders abandon or compromise the Way of her people to easily trust a large organization.
  • Tired. Jhira is not all fire and ambition, anymore. She is a little too likely to take the easier, safer road so long as honor and creed are not compromised.
  • Her Children. If one thing could bend her from her path, cause her to falter when she should sacrifice her life, it is the fear of leaving her children too soon. Never before has her honor or her Way seemed so hard a path.
  • Homeless. Her small family lives entirely upon their ship. They have no permanent residence elsewhere, nor does the planet she grew up on even exist, anymore.
  • Astrogation/Navigation. She is a terrible navigator. Really. Let her pilot; don’t ask her to navigate.
  • Computers. They do not like her, and the feeling is mutual. She is no kind of slicer or hacker. Computers she uses too long tend to develop odd quirks, seem to become maliciously sentient, or simply break down. The jury is out on whether there is some dark curse afoot, or if her computer skills are so bad that she literally breaks machine code.
 
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APPEARANCE:

JhiraFullBody.PNG

Old armor.​


JhiraCISball.PNG

CIS Ball




Jhira is tall and strong, but not aggressively fit nor ultra thin. She has a curvy figure, if you can ever get her out of her armor long enough to discover it. Her long hair is often kept tightly confined to go swiftly and easily under her helmet, but when loosened will fall to her waist. She bears burn scars along her right shoulder, disfiguring her Clan Tattoo, and deep lacerating scars along her thighs from a close call with a Rancor. She moves with a shocking grace, especially for someone in armor.

Her armor is most certainly custom-made and exquisitely well maintained, yet is obviously the work of a dozen different mechanics and techs. Scattered bits and pieces scrounged from battles, derelicts and disreputable vendors have been cleverly adapted and turned into something greater than the sum of its parts. A keen observer might notice Clan Mereel’s sigil overlaid with the image of a curled scroll upon one pauldron; Kot, Ijaat, Verburyc, Kyr’am,* (Strength, Honor, Loyal(ty), Death) are painstakingly engraved in the Mandalorian script upon the other. Jaig eyes adorn her helmet, and a mythosaur skull covers her heart, the Shield of Clan mereel intertwined with her Iron Heart.

Her fighting style is a touch unorthodox, taking as it does from many different styles and schools, learned all over the Galactic Rim. Jhira usually has a disadvantage in reach, mass and strength to typical warriors. She counters this with an aggressive style, and seeking as much as possible to limit her combats to ranged fights utilizing the movement advantages of her Jet Pack and her superb coordination.


BIOGRAPHY:

  • Most of this is for my benefit, so I have one easy place to look up events that happened. For events about Jhira, you need only look for the Bold, Underlined posts. Everything else is from one of the sources down below, or faction posts.
  • Events from your timeline are paraphrased for the sake of brevity. I have in single quotes the name of the page I got the basic information from.
  • Very Mandalorian-centric events are from The Mandalorians: A Beginner’s Guide.
  • These events are all written with Jhira’s point of view in mind, and so some are colored by her opinions in places.
  • Items in Bold only are simply events that are Mandalorian oriented or directly affected her. I had decided her path and origin before I read through your Timeline.
  • Real world-dates reasoned out from information in the Campaign Medals of Strider Garon.


700s ABY Gulag Plague Tapers off.
  • The 400 years-long plague changed the Creed enough that the gods were lost, and only the concept remains.
  • Too many people had died, and Factions destabilized.

832 ABY Jhira is born.
  • She was born to Jasper and Krahira Mereel of Clan Fett, deep in the Galactic Rim, on the edge of Wild Space.
  • The world of her birth literally does not exist anymore.

835 ABY Jhira is 3. ‘A Galaxy at War’ ‘The Clockwork Rebellion’ and Dark Harvest’
  • The Gulag has been quiescent for a century.
  • The Mandalorians and the Sith Empire are at war.
  • The Holonet Crashes - ‘We are the harbingers of your evolution’
  • Omni’s army is once more believed defeated, but Omni itself escaped.

836 ABY Jhira is 4. ‘Dark Harvest’
  • Degobah system releases some sort of new plague that causes the dead to rise.

837 ABY Jhira is 5. ‘Masks of Madness’
  • Those on Dathomir meet something at an Archaeology dig.
  • An ancient, corrupted Kwa Princess invades the galaxy, threatening to unravel Dathomir.
  • Kwa Princess is tempted into leaving to search for her lost celestial lover.

838 ABY Jhira is 6. Still ‘Masks of Madness’
  • Sith sack Coruscant while they are still celebrating the victory at Dathomir.
  • Fringe factions and warlords everywhere erupt and cause chaos galaxy wide.

844 ABY Jhira is 12. ‘Netherworld’ (March, 2014, I think)
  • Rise of Force Sensitives.
  • The Force begins to behave erratically.
  • Freak weather, floating rocks, signs and omens everywhere.

844 ABY Jhira is 12. On the eve of 12th of Taungsday
  • billions of people vanish
  • Most of the people in Jhira’s fraction of Clan Fett simply cease to be.

845 ABY Jhira is 13. Start of ‘The Omega War.’
  • The Netherworld Incident - billions dead and many world lost.
  • Lost: The Protectorate and the Lords of the Fringe.
  • Jhira has her Verd’gotten, She successfully hunts down and captures a ‘deadly pirate’, returning them for a bounty. (It would be fun if someone wanted their PC to be her first capture.) This was supposed to be a relatively easy hunt, but complications ensued.

846 ABY Jhira is 14. Second year of ‘The Omega War.’
  • Gain: the Primeval and Hutt Cartel.
  • Lost: the Silver Sanctum Coalition.
  • The One Sith conquered the Core Worlds, driving the Republic to the Mid and Outer Rim.

847 ABY Jhira is 15. Third year of ‘The Omega War.’
  • Gain: the Galactic Alliance - the Jedi, the Protectorate, and ‘Fringe Groups’ allied together to form the Galactic Alliance and drive back the Sith.
  • Survives: the Galactic Alliance - though they turn on each other.

848 ABY Jhira is 16. Fourth year of ‘The Omega War.’
  • Gain: ‘The Mandalorian Empire.’
  • A Mand’alor arises, Ra Vizla and in his infinite wisdom destroys the New Republic. He works for the Sith, forms the ‘Mandalorian Empire.’
  • Jhira begins taking work as a mercenary; there are no end to available contracts, with the galaxy embroiled in so many wars.

849 ABY Jhira is 17. Fifth year of ‘The Omega War.’
  • Sith hit upon a doomsday weapon that will destroy the galaxy.

850 ABY Jhira is 18. Sixth year of ‘The Omega War.’
  • The Galactic Games are held.
  • Jhira takes a job escorting athletes to their events and breaking up brawls when they party. It is surreal, to see everyone here taking the events so seriously, while the galaxy burns around them.
  • Entire worlds are wiped from existence.
  • Her home world is one of them.
  • Jhira tracks down a few survivors of her branch of the Fett Clan.
851 AYB Jhira is 19. ‘The Incursion.’
  • Lost: The Dominion and the Order of the Sacred Lotus, who were defeated by the Sith.
  • Survivors: The Sith, though they call themselves The Sith Empire now.
  • Gain: The Free Worlds Coalition, the Commenor Systems Alliance, the Metal Lords, and the Confederacy of Independent Systems.
  • Jhira begins working as a Bounty Hunter - and her preferred prey are Sith, old Sith, the ones behind the Omega Weapon.

852 - 856 ABY Jhira is 20 - 24. ‘Chaos in the Core.’ The Great Galactic War.
  • Lost: the Ancient Eye, the Collective, the Iron Empire, Sovereignty, Metal Lords, Commenor System Alliance.
  • Also loose: the Free World Coalition and old Galactic Alliance at the hands of Sith Empire, the Galactic Empire, and the First Order.
  • Lost more: The Galactic Alliance as it is betrayed from within, and falls.
  • Survivors: Outer Rim Coalition, Confederacy of Independent Systems, and the Silver Jedi (not yet Concord).
  • Gain: the new - new (how many times new? Is this three?) ‘New’ Republic, the Jen’ari Empire and the Chiss Ascendancy.

854 ABY Jhira is 22. A new home!
  • Her remnant of a fraction of a Clan settles upon yet another Rim World, far from the Sith madness, or so they hope.
  • She marries Mikael Mereel (Clan Awaud), and begins to think of settling down.

856 ABY Jhira is 24. From The Mandalorians: A Beginner’s Guide.
  • Mand’alor Ra Vizla dies.
  • Yasha Cadera (Now "Mand'alor the Infernal") ascended to the throne of Sundarai after the death of Ra Vizsla, Observed by the present Sith Emperor.
  • Ronan Vizsla, Alor of House Vizsla challenged her right to rule.
  • Vilaz Munin fired a wrist rocket into the crowd.
  • The Red Coronation happens.
  • Yasha, Mand’alor the Infernal, rules a divided nation. But still serves the Sith.
  • Clan Fett opposed Yasha (Clan Fett’s A’lor, Careena Fett’s bio)
  • Though much of her remnant of a fraction of a Clan goes to Mandalore and dies in the Red Coronation, Jhira was busy giving birth to a boy child. They call him Mikan. She begins studying to be an Armorer.

856 - 858 ABY Jhira is 24 to 26. ‘A Spiraling Galaxy.’
  • Lost the First Order, the Jen’ari Empire, the New Republic, the Chiss Ascendancy.
  • Gained the Core Imperial Confederation, the Corellion Confederation.
  • The survivors were the Silver Jedi Order (not Yet Concord), Outer Rim Coalition, the Sith Empire, Confederacy of Independent Systems, The Mandalorian Empire.
  • The Ssi-Ruuk attack the outer rim, having hidden on old First Order worlds.

858 ABY Jhira is 26.
She gives birth to a girl child, Mhira.
The needs of her Clan and family soon draw her off to war once more, for the Ssi-Rusk attack their new home!
Jhira and a few survivors of that world pile into the nearest ship and escape the chaos.

There is no owner to come after them, nor records left of whomever that owner ever was.

858 - 864 ABY Jhira is 26 to 32
. ‘Annihilation.’

  • Lost the Corporate Protectorate, Black Sun, Grey Forces, Cartheian Hegemony, The Network, The Mandalorian Empire, the Keshiri Imperium, Outer Planet’s Alliance, Zwiehander’s Union, Agents of Chaos.
  • Gained the Bryn’Adûl (who seek the destruction of all life), the Eternal Empire, New Imperial Order, Galactic Alliance (take two, but still - core worlds only), Darkwire, First Order (has nine lives like a cat), and the Mandalorian Union.
  • The survivors are the Silver Jedi, now Silver Jedi Concord, The Sith Empire, and the Confederacy of Independent Systems.
  • New Imperial Order and The Sith Empire are currently still at war.
  • The Sith Empire betrayed The Mandalorian Empire, gutted Mandalore and enslaved its people. (The Fall of Mandalore thread is here.)
  • Mandalorian Union took back a ruined Mandalore with Operation Beskar Falls, defeating the Sith-aligned Mandalore the Conciliator.
  • Kreslin Westwind proclaimed Mand’alor the Reclaimer.
  • The Night Owls led by Aloy Vizla fight the Sith-aligned Death Watch, led by Apollyon the Betrayer
  • Rynn Vizla leads the non-Force aligned Death Watch.

860 ABY Jhira is 28.
  • The Sith betrayal leads to her once more picking up her skills as a Hunter of Sorcerers. She’s good at it, and she makes a lot of money doing it.
  • But she no longer trusts planets, and what is left of her family travels with her, in her ship.

867 ABY Jhira is 35 as she begins Play. ‘Oblivion.’
Fall of Csilla - planet destroyed with super weapon. Silver Jedi Concord find unusual papers about Omni. Remember him?


Mandalorians have been influenced and controlled by so many factions (The Sith, the New Imperial Order, and the Mandalorian Union, at the least) that Jhira can’t even keep track anymore. She believes that there is no Mand’alor currently - and is at peace with that. At least with no Mand’alor, no Galactic faction can take them over to win an instant army.

Current Mandalorian Factions she’s heard of and who might be around as of 867 ABY:

  • The Mandalorian Union - Vowed to take back Mandalore, and succeeded.
  • Silver Jedi Concord - Concord and Concord’s Moon ally with yet more Sorcerers.
  • The Sons of Mandalore - Vowed to take back Mandalore by working with the New Imperial Order, opposing Sith In theory. Though Sith and Empire always go hand in hand, sooner or later.
  • The Enclave - Vowed to preserve Mandalorian Culture despite the Sundering and Genocide.
  • Children of the Protectors - want to rebuild Mandalore’s ecology.
  • The Night Owls led by Aloy Vizla fight the Sith-aligned Death Watch.
  • Sith-Aligned Death-Watch led by Apollyon the Betrayer
  • Rynn Vizla leads the non-Force aligned Death Watch.
868 ABY. Adopted into Clan Mereel by Ijaat Mereel, made Rus'alor. Their homeworld is Gardius.
  • CIS falls.
  • Bryn'adul Falls.
  • The Maw falls under Sith dominion.
  • Enclave becomes major faction, moves to Kestri.
 
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Parents
  • Father: Jarel Mereel, Born Clan Mereel but married into Clan Fett. Clan Fett Warrior, b. 800 ABY. He was 32 when she was born, and died when she was 12, during the Netherworld incident.
  • Mother: Misha Fett, Clan Fett scientist, b. 805 ABY. She was 27 when Misha was born, and died when their homeworld was blown up during the Omega War.
    • All her younger siblings died upon the planet, at the same time.
    • Mindan Fett, the oldest brother, b. 825 ABY was 7 when Jhira was born. He died during a Bounty Hunt after Sith when they were seeking vengeance for the Omega War, in 851 ABY at the age of 26. He left behind a young daughter.

Husband, Kids and niece.
  • Husband: Mikael Mereel, born Clan Mereel, but becameAwaud Warrior when his branch of clan was destroyed, b. 830 ABY was 2 when Jhira was born. He died in 858, at the age of 38, when the Ssi-Ruuk attacked the family’s new home.
    • Niece: Mia ‘Omega’ Mereel, b. 849 ABY, the year the Sith hit upon the Omega Weapon. She is 18 in 867 ABY. Mia is a scholar, like her nanny, and only reluctantly participates in weapons drills and self defense.
    • Oldest Son: ‘Red’ Mikan Mereel, b. 856 ABY the year of the Red Coronation. He is 11 years old when in 867 ABY.
    • Next oldest Daughter: Mhira-Ssi Mereel, b. 858 ABY the year thee Ssi-Ruuk attacked and killed her father. She is 9 in 867 ABY.

Clan Solus Master Armorer, Retired; and his granddaughter. (Too old and injured to do Master level work)
  • Clan Solus Master Armorer: Kadin Solus, b. 800 ABY, the year the Plague was first noted to be subsiding. He is 67 in the year 867 ABY. He has had a long, bitterly hard life. Long since retired from Armor work, he cannot do the Craft, but only teach it. And even then, only upon a world with a proper geographic make up, and plenty of volcanoes. While he possesses the plans to create a forge, he does not have one, and so even what he can teach is limited. He has a cyber leg all the way to the thigh, and a cybernetic eye he likes to use to intimidate people. He hates arusetti and barely tolerates his current Clan. He rarely leaves the ship, for he is not a fighter, but a civilian. Yet he has both skills they need, and an iron hard determination to hang on until he can pass his knowledge on to his apprentices.
    • Kadin’s granddaughter and apprentice, Kayla ‘Silver’ Solus, b. 856 ABY. Technically nothing happened the year she was born save the Concord Dawn folks allied with Jedi. She is enamored of the Silver Jedi Concord, and so adopted Silver as her use-name. She is 13 in the year 869 ABY.

Clan Fett Warrior and his two Foundlings
  • Clan Fett Warrior: Jhetar Fett, b. 837 ABY, he was 5 years old when Jhira was born. He is everything in a warrior that she is not; fierce in hand-to-hand or melee combat. Friends since childhood, they are a good team, and Hunted together until they had so many civilians to look after. Now only one Hunts at a time; the the other stays aboard ship. To her knowledge. He has two Foundlings. Loyal and fierce, he has stayed with her small band despite the hardships his greater Clan is suffering. He is 30 years old in 867 ABY.
    • Ssi-Ruuk Foundling: Zir (used to be Iridonia) Fett, b. 845 ABY. A dock worker at only 13, the young Zabrak had learned to be tough even before the Ssi-Ruuk attacked and killed his family. He is skilled at ship mechanics, despite his young age, and Jhira enjoys helping him learn more. So long as it isn’t about computers. He is 22 in 867 ABY. He is a skilled fighter, but his temper is a risk in the field. He can go on a mission at need.
    • Sith foundling: Ayla (used to be Synd) Fett b. 855 ABY. This young Twi’lek was found in 861 ABY at 7 years of age, in the custody of a Sith. She fiercely fought back, distracting the Sith, when Jhetar was hunting him. She is determined to be a warrior and never let another Twi’lek be prey to the Sith. There is some concern that she maybe Force Sensitive, but both Jhetar and Jhira avoid mentioning it to any of the children. She is 12 in 867 ABY.

Clan Awaud Teacher/childcare expert and her three students. (Fett/Awaud/2 Foundlings) 858
  • Clan Awaud Teacher/Child Care Expert: Lin Awaud, b. 807 ABY. Caught off planet on vacation when the Ssi-Ruuk attack occurred, she found Jhira, and demanded protection and shelter. Damaged in the madness of the fight, she has but one arm, and so far refuses a cybernetic replacement. Permanent lung damage earlier on stopped her career as a warrior, but she remains deadly in a short fight. She is 60 years old in 867 ABY.
  • Clan Beroya Orphan: Shae Beroya, b. 857 ABY. They rescued her from the slavery imposed upon her by the Sith after the destruction of Mandalore. They had rescued her parents as well, but they died trying to reclaim their home. She is 10 years old in 867 ABY.
  • Clan Fett Orphan: Kad Fett, b. 854 ABY. Orphaned at the Red Coronation in 856 ABY at only 2 years old, his adopted parents were slain in the Sith betrayal in 862 ABY, when he was 8, and he was soon sold into slavery to ‘pay their debts.’ He was discovered upon a transport, only 3 years ago, along with two friends, who were rescued with him. He is 13 in 867 ABY, and it fills Jhira with dread to try to plan his Verd’gotten in such a deadly and war-torn galaxy. They simply must find a home, before his patience wears thin.
  • Foundling: Zhul Semrhas Awaud, b. 847 ABY. This young Falleen seems the least convinced that he will join a Clan; he asks often to be taken home. Jhira is searching, but the Falleen are a secretive people, and so far she has no leads upon who he is, or how he ended up on that Sith transport. Though he is chronologically 20 years old in 867 ABY, Falleen grow up slowly, so he only appears about 10. Still, he has nearly a decades’ worth of terrible memories, to the other children’s scant years. He often assists Jhira in shopping, negotiations, or evaluating the people offering contracts. His instincts for reading people are uncanny, bordering upon the Sorcerous, and Jhira prays that curse doesn't fall upon him.
  • Foundling: Jason Anderson Awaud, b. 857 ABY. He does not speak of how or why he came to be upon the Sith transport, but throws himself fiercely and determinedly into his combat training. He must often be reminded to slow down and learn the rest of the culture as well. In particular, he struggles with the language. He is 10 in 867 ABY.

Crew of her Ship:
  • Navigator: D6-S7O9481-03E D6-S7 class Astromech Droid. Or 03E, which is what they call him, is a really fine Astromech who has taken just a few too many bumps to his Microprocessor. He can’t be mindwiped or easily hacked, but he does fritz out on occasion (1 in 12 chance) and end up with them taking a crazy hyperspace jump. His long, odd designation suggests some sort of experimental model, or perhaps simply a repair tag that never got fixed.
  • Medical Droid: RQ-HD8. HD as they call her, was orignally designed for human / Droid interfacing, and came from the factory as part of the ship, in order to manage the Flight Deck. She is very proud of her real job, and rather resents when she merely translates between organics. She has been programmed as a Nurse Droid, and resentfully doubles as the ship’s medic. As such, she becomes quite surly when doing so, leading to either rather inexact and colorful translations or rather rough and tumble medical care if you aren't a child.
 
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What is our Way?”


That question wasn’t as easy to answer, as it used to be. Oh, like any Mandalorian, Jhira knew the rote replies, the poems and cadence used to recite the Resol’nare and the Cannons of Honor. While she couldn’t do the same for the Codex, still she understood its purpose. Pivoting slowly, the Beskar clad warrior turned to face her curious, angry, and restless questioners. Slowly, she unsealed her helm with its Jaig eyes symbol, and hooked it to the side of her belt. Leaning back to rest her Rising Pheonix along the curved hull of the ship, she cocked a hip and gave them a cool, slow stare. The mass of children pressed tightly to the very edge of the doorway, green, purple, black, tan, and sun-burnt, red skin all mixed together. They knew not to burst into another Mandalorian’s personal space without an invitation, yet the press of bodies, the warping and bonding of still-warm, hand-made and hand-shaped plasteel armor pieces as they crowded together spoke of a pressing urgency.

Gentle Shae, only 10-years-old, held hands with the fierce Ayla. Ayla’s purple speckled Lekku worried away at the edges of the child’s armor, even curled in Ayla’s brown locks and tugged anxiously. The 12-year-old Twi’lek was only a year from her Verd’gotten; had that been what had driven them from the task-oriented care of Master Armorer Kadin? Her attention jumped instantly to Kad Fett; Nearly as tall as she, though only 13, he stood in the back, struggling for composure. Ardent, angry gaze begged her, silently and intently.

Not yet, Kad. Soon. Now, what has driven your squad into such disarray?” The sharp bite of a ship’s captain was in her voice, and he braced to attention.

Aunt,” Zhul’s voice gently interupted, “What is our Way?“ he repeated. “Must we all go at 13? Am I too old?“ Even now, Jhira could not tell if he was relieved or terrified for that to be so. The young Falleen stood only waist high to her, short even for the 10-year-old he appeared to be. But he didn't always think like a 10-year-old.

A good squad leader, Kad stepped forward to offer covering fire for his erring squad mate. “
They are saying you will wait, and I will not become a youth warrior until I see Aya through her Verd’gotten! But that’s not right; how will she learn to lead?

The final question cooled the small bite of anger the dual interruptions and sparked, and Jhira help up a hand. “Settle, all of you. I will not tell you the answer; but I will tell you what you must know, to discover it for yourselves.” The groans of dismay were half-hearted, at best; they knew better then to come to her, if they wanted a quick, easy answer. There were some ominous pings and groans from their too-rapidly cooled armor as they charged into her day-room and sprawled over and above her extra-large couch. The enthusiastic weight of nine children made it moan in protest, but failed to collapse it beneath their wiggling mass.

“What is our Way? What do we believe? In Mando’a, the same word means Clan, as means Way!”

While most of them chorused out, Aliit, Zhul’s quiet protest, “
But that makes no sense, a Clan has a very precise definition, and The Way does not,” pierced the room.

In Basic, it makes little sense. Turn your minds now to Mando’a. Where a Clan is a pledged Clan, of those who choose to live a certain way. Not only blood, or necessity, or even honor. Each Mandalorian must find their own Way; no one can give it to you ...”




The Resol’nare (Jhira’s take on it)

Speak the Language
Language shapes thoughts; it frames the questions that can be asked, and shapes the answers given. So if a person desires to think like a Mandalorian, that person must learn to speak and think in the langauge. For instance … there is no word for ‘hero’ in Mando’a; all Mandalorians are expected to be that brave and clever! Jhira feels that a person need not be fluent, to join a Clan. They may struggle with the archaic and rune-like written form, or even never master it. But to be a Mandalorian is to learn - and when possible, speak - the revered language amongst their Vode.

Wear the Armor
Jhira strongly feels that common sense must be applied to this rule. Yes, it is ideal if all those who are able and trained to wear Beskar are always ready for battle. And absolutely, the armor must be Mandalorian armor! But not everyone in a Clan is so trianed, and even then, not every mission permits it. She and her people have compromised with always bearing the symbol of being Mandalorian upon their person. For many it is the Mythosaur Skull or Clan sigil they cling to. But what you will always find is the Iron Heart upon their clothing and gear.

Serve the Clan
This is perhaps the single most important factor, to Jhira. She feels that a Mandalorian should look after their people as individuals. She has witnessed too many leaders who have become enamored of the Ideals of her people, and lost compassion and loyalty to the individuals themselves. As this time of strife has grown, she has come to define Clan a lot less formally. Any Mando who has some small group of people whom they love has Clan. And should they shelter and protect those people above their own interests or any high-sounding Ideal or lust for power? Then they follow at least this much of the Resol’nare.

Rally When Called.
Indeed, yes.

Should any member of the Fett, Awaud, or Beroya Clans who follow the first three of these principles call her for aid, she and her family will come. To her, this does NOT mean serving some self-proclaimed leader. Jhira believes that whosoever is going to lead whatever mission is needed ought to be decided by those assembled. And that she is free to leave thereafter. Mandalorian Warriors are not Imperial or Republic soldiers, who serve without consent, but highly skilled specialists with the right to choose both their leader and their allegiance mission-by-mission. Given her love of her people in general, she and hers are likely to assist any Mando who asks - or who is in need, yet cannot ask. Yet it doesn’t follow that she will serve them or their greater goals.

Defend your Children
Even the most mild-mannered, timid Mando child or foundling, lost and meek scholar or gentle ambassador will be quite thoroughly and deeply instructed in a fighting skill and style suited to their build and the things likely to be around them as they do their job, should they remain in Jhira’s orbit for long. She will even tolerate a certain hesitance to kill or maim; stun weapons exist for a reason. But everyone with her will protect children. Their own, especially; but any child is due protection, and will not be made war upon.

Raise them to be Mandalorians
Often abbreviated as merely ‘teach your children,’ the actual phrase in Mando’a is a lot more comprehensive. This translation best reflects how she and her people feel. You are teaching them everything - honor, love, duty, self-respect, how to treat others. Of course the language, and - quite critically - self defense.

A link to a wikki for the
the Resol’nare Rhyme, just for fun!

(This precise wording of this version of the Resol’nare is from a beautiful graphic I found years ago. For now, looking for its origin, I found the The Resol’nare graphic here, though I cannot say where it was first created.)


The Canons of Honor - Jhira’s take on it

Strength is Life - For the strong have the right to rule.
Jhira feels that this is very true, and yet, all too often, taken at face value. Jhira did, when she was young; thinking that to support the fiercest warrior meant she was living by this principle. But ruling and leadership do not require strength only along one continuum. Not only strength of arm, or of will, or of wit. One can be strong in the principles of the Resol’nare, yet still be a terrible leader. Those who rule must be strong along a number of critical aspects. Furthermore, a certain circumstance or tribe or Clan or world might require a different set of strengths! So for her and her people, leadership in any given moment is flexible. And strength remains, for Jhira, the most difficult and complex thing to articulate - or recognize in another.

Honor is Life - for with no honor, one may as well be dead.
So difficult, to live with honor and not end up dead! Or to get the rest of her family killed. So hard to serve, and retain your personal sense of right and wrong. Harder still to be part of any greater society, and be allowed to follow your own Way! So life has shriven and shorn at her sense of honor, narrowing and narrowing it to a few essentials.

To be seen as a person of honor by her, your character should usually:

  • Keep your word, breaking it only for a terribly compelling reason that exceeds their own self-interest.
  • Keep your bargains - stay bought, if a mercenary; pay your just debts; if someone does you a good turn they deserve at least a moment’s consideration before you slay them. Do not hire people planning you betray them.
  • Do not hurt children, or permit them to be hurt.
  • Do not willfully make war on civilians or civilian targets.
  • Avoid atrocities and war crimes, as per the Codex - doing these things hurts all Mandalorians.

Most of the Bounty Hunter’s Creed has slowly, almost like a disease, worked it’s way into her beleif system. She has internalized more and more of the Bounty Hunter’s Code.

(The precise wording for the Canons of Honor that I use here is from
Star Wars' Most Lethal Warriors: The Mandalorians. This wording appears in several other resources though none of them are currently cannon.)


The Supercommando Codex - Jhira’s take on it.

Jhira believes that Jaster Mereel re-worked the Supercommando Codex and re-instated the Cannons of Honor to the betterment of her people. Being aware that how an individual acts affects more than the current event was and is critical to avoid having everyone in the galaxy firing at anyone in Beskar. However impossible it may seem to the young (and she was young, once), she has now learned that seemingly private battles in out-of-the-way corners of the galaxy can affect Galactic opinion for decades to come.

(The Supercommando Codex - Legends or Mandalorian Supercommando or even True Mandalorians which gives the same story form a different point of view. I could never find any explicit write up of the principles, and generally play it as a sort of ‘Geneva Convention’ document, affecting the honorable behavior of warriors in and out of battle.)
 
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GEAR

JhiraBeskarGam.PNG

ARMOR: (approved)
Weapons/Shields:
  • Myntor Personal Shield. With a set of the modules, though only one can be deployed at a time. Her default is the first:
    • Xythan Force Shield: This module is actually a duplicate of the main system, however, its shields rotate in the opposite direction of the primary shield, which lessens the ability of more powerful weapons to fully pierce through these energy shields.
    • Particle Shielding: This module contains a particle shield generator, providing the user from protection from slugs, shrapnel, many melee weapons, and other threats of a physical nature. This is probably the most commonly used auxiliary slot. Those who use it conjunction with a physical weapon, such as a slugthrower, often synchronize it to their helmet's HUD to allow it to briefly flicker off when they fire their own weapon.
    • Ion Shield: This module contains an ion shield generator, providing protection from Ion/EMP warheads as well naturally occurring ion storms.
    • Sonic: This shield is actually a sonic dissipator, which rapidly reduces incoming sound waves to a fraction of their volume and power. This not only protects the user's ears from loud noises, but actually breaks down the ultrasonic waves of sonic pistols, blasters, and other like weaponry.
    • Radiation Dampening: This shield absorbs and protects against radiation from both artificial sources (like reactors or radiation grenades) and natural sources (solar winds, etc). This is most commonly used by spacers onboard starships (especially when engaging in salvaging operations) or scouts on radiologically contaminated worlds.
    • Thermal: This shield provides an exceptional amount of insulation to the user, protecting them from extreme differences in cold or heat. This is useful to protecting its users from extreme environments and exotic weapons like flamethrowers or cyroban weaponry, but it does not provide protection against blasters, slugthrowers, and most common weapon types.
  • Droch Series Individual Field Distruptor
    • Individual Field Disruptor: The Droch-series typically acts as an individual field disruptor to allow its wearer to penetrate through different shields and energy fences. In terms of rough performance and capabilities, it is largely equivalent to the earlier Evasive-13 Individual Field Disruptor, easily capable of running through low-grade shields and fences for hours, while it may only have enough power for a few minutes of use against the highest-powered shields and energy fences.
    • Melee Weapon: As with older individual field disruptor designs, the Droch in its standard mode encompasses the user in an energy field that is dangerous for opponents to touch - with each touch typically being equivalent to a heavy blaster bolt. Lucerne Personal Defense decided to add some additional components to modulate that field to get different effects. It can act as a short-range ion field generator - anything the user touches is rapidly drained of power as long as that physical contact is maintained. This is often used to disable droids and security features. Similarly, the Droch can also be switched to produce a stun field not unsimilar to the field produced by a stunner, allowing Droch users to incapacitate organic opponents with a simple touch.
    • Dataport: Droch features a scomp-link accessible dataport on its underside. This allows its status and settings to be accessed and changed through a datapad, droid, or armor suit HUD. This is usually used to activate and configure the disruptor's configuration through voice commands or an armor's HUD system.
    • Modular Power Supply: The Droch uses many existing parts from Lucerne Personal Defense's personal shield generators, including its capacitor to store charged energy. However, this capacity can be connected to other power sources such as powercells or generators to resupply the Droch's power.
  • A pair of CRP-01 Rim Cartridge Revolver. Keyed magnetic tether to keep them from being lost if she drops one or is disarmed while flying. The Revolvers are tied into her Sragivagr Control Suite. Each Canister holds only six shots, and she must reload thereafter. Canisters:
  • LPD-34 Cracken Combat Knife - a bandlier of throwing knives along her right thigh, one hidden in each boot. Beskar hilt and tang, vibro blade with repulser lift for up to 50 meters range when thrown
  • RIFLES and HEAVY WEAPONS:
    DC-15A Blaster Riffle, with stun setting slung beside Jet Pack. Keyed magnetic tether to keep it from being lost if she drops it or is disarmed while flying. The Rifle is tied into her Sragivagr Control Suite.

    PS-1 Particle Shotgun, fastened below and beside her Blaster Rifle. Keyed magnetic tether to keep it from being lost if she drops it or is disarmed while flying. The Rifle is tied into her Sragivagr Control Suite for range finding/heat signatures/sighting. Dual - mode weapon, either one powerful shot, or a scatter of smaller bolts. This short-ranged weapon fires six shots per canister. Jhira carries four canisters at her waist, behind her belt pouch.

    PR-1 Ravager, Heavy Particle Repeater. Tethered to the right side of her Jet Pack, and clamped in place by the paired droid. AS she cannot use it while flying, this does not interfere with her flight profile, as in-flight the Droid balances the other side. This heavy weapon has powerful recoil, and Jhira has paired it with a small construction droid. When Jhira deploys the weapon, the dedicated assistant drops down to form a gyroscopic support (as the droid heavy weapons did in the Clone Wars). Old tech, and slower than a shoulder shot or even a traditional tripod, the platform none-the-less gives her a a fairly decent first shot, and allows her to lay down suppression fire from kneeling, not prone. In addition, she uses her built in Mechanic’s Tools for a much more stable and precise grip than can normally be maintained even in powered armor. This heavy weapon is tied into her Sragivagr Control Suite for range finding/heat signatures/sighting, also improving her targeting if she fires in short, controlled bursts. The PR-1 is a particle cannon, the bolts explode when hitting both solid objects and energy fields. This makes the Ravager difficult to really defend against, even by a lightsaber or personal shield.

    LPD-17 Hammerstrike Grenade Launcher. Slung beside Jet Pac, opposite her dual rifles.. Keyed magnetic tether to keep it from being lost if she drops it or is disarmed while flying. This is tied into her Sragivagr Control Suite for range finding/heat signatures/sighting. Its drum magazine holds 8 grenades, the stick 4 grenades. But it’s liquid Deutrium-Baradium Nitrate propellant only holds 16 shots at a time (4 magazines). It is slow loading, and slow firing, with heavy recoil. Jhira carries one back up canister of propellant, and uses the smaller stick magazine with 4 grenades. Armor piercing rounds are her default load out.

    THROWN GRENADES specially made to also go in the Hammerstirke, purchased in the stick magazine)
    C-22 Fragmentation Grenade: ‘This is fairly common weapon seen across the galaxy, which typically is used to create a cloud of rapidly expanding shrapnel that is effective against infantry and other lightly armored targets. The Hammerstrike typically fires these with set timers which are activated by an actuated hand in the firing chamber. However, it's not uncommon to hear of soldiers modifying these grenades with impact detonators for use in the Hammerstrike.‘ Jhira
    LXR-6 Concussion Grenade: ‘This grenade is probably the second most common payload after the C-22. It has a tight, focused blast radius that is poorly suited against groups of soft targets like infantry, but is well-suited towards piercing through the armor plating of vehicles and other barriers.‘
    2 EMP Grenade: ‘Another fairly common weapon, this grenade can cause electromagnetic pulses that can fry or temporarily disable electronics in such things such as droids, weapons, and vehicles.’
    1 Smoke Canister: ‘This CSPL-12 canister produces an erupting stream of smoke used to mark sites for other friendly units, obscure the vision of opposing forces, or to “smoke out” occupants in enclosed spaces.’
    T-238 Canister: ‘This CSPL-12 canister produces a cloud of T-238, which causes intense and immediate nausea and vomiting in most organics. It is most often used for riot control purposes or to combat creatures.’
    2 Cyroban: ‘This CSPL-12 canister releases a cloud of chilling Cyroban. This intense freezing effect is not only used to damage or destroy targets, but also sees use in putting out fires and combating area of effect thermal weapons.’
    Plank Gas: ‘This CSPL-12 canister releases a cloud of plank gas, which rapidly corrodes not only flesh, but eats through metal objects as well.’

    More GRENADES: (these are individual, and would need to be loaded either individually, or put in an empty stick magazine)
    2 LPD-56 Firewrecker Anti-Armor Grenade. ‘The Firewrecker is a relatively modern example of an anti-armor grenade designed to give the average, individual soldier a fighting chance against heavily armored tanks and walkers. Firewrecker is a self-propelled grenade that can be fired out its own, single use disposable tube launcher, or more commonly through existing grenade launchers, notably the Hammerstrike Grenade Launcher and the Crasher Underbarrel Grenade Launcher.’ And ‘its shaped charged shoots a concentrated jet of molten metal and gas that can rapidly eat through meters of metal before releasing toxic gases and superheated air into the compartment of the armored vehicle. Controls, sensitive electronics, and other vehicle components are often destroyed by this intense heat while the target's crew often dies or is incapacitated from burns or asphyxiation. While primarily designed for anti-vehicular use, Firewrecker also seems some limited use in destroying field fortifications (or more often, the fighters inside them) or against heavily armored individuals, battle droids, and creatures otherwise too strong to be attacked by most individual weapons.’ The Firewrecker needs to hit hard to go off, so it can be skipped or go through light barriers without exploding early. It is a thermal detonator but in a shaped charge; it will not usually blow up a vehicle, but breach it. It is not very effective against hoards of normal troops. It can effectively engage enemy vehicles at a range of hundreds of meters. This is so big, it must be individually loaded and is NOT a hand-thrown grenade.
    4 LPD-12 Hydra Electronet Grenade. (Stun and sticky) These sticky grenades throw out an electrified web of gluey, sticky duracord strands. They stick to everything, walls, people, gear. While they can be thrown or placed like a mine, they have a five second delay built in. They can be set for a long, slow stun or maximum, sometimes lethal damage.
    4 LPD-24 Fireblast Dual Purpose Grenade. (description below from link). Jhira usually carries these, modified to allow her HUD and tactical system to adjust the timer and blast type, Framentation or High Explosive Concussion. This weapon can be let for a detonation between 5 seconds and 15 minutes. It has an adhesive pad, as most of LPDs grenades do.
JET PACK (approved)

MISCELLANEOUS

CYBERNETICS: (approved)
  • On board tactical assist, HUD, sensors.
  • Machine /Man interface
  • Piloting Enhancement
  • Navigation system
  • OPBC-01s | Standard version
 
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Weapon Load out/modularity choices for INVASION: Breaking Dawn (8/15)

Jet pack weapons (No reloads on these.)
  • PR-1 Ravager, Heavy Particle Repeater. Tethered to the right side of her Jet Pack, and clamped in place by the paired droid. As she cannot use it while flying, this does not interfere with her flight profile, as in-flight the Droid balances the other side. This heavy weapon has powerful recoil, and Jhira has paired it with a small construction droid. When Jhira deploys the weapon, the dedicated assistant drops down to form a gyroscopic support (as the droid heavy weapons did in the Clone Wars). Old tech, and slower than a shoulder shot or even a traditional tripod, the platform none-the-less gives her a a fairly decent first shot, and allows her to lay down suppression fire from kneeling, not prone. In addition, she uses her built in Mechanic’s Tools for a much more stable and precise grip than can normally be maintained even in powered armor. This heavy weapon is tied into her Sragivagr Control Suite for range finding/heat signatures/sighting, also improving her targeting if she fires in short, controlled bursts. The PR-1 is a particle cannon, the bolts explode when hitting both solid objects and energy fields. This makes the Ravager difficult to really defend against, even by a lightsaber or personal shield.
  • anti-armor Missiles (six loaded). Requires preparation; this is not an instant fire weapon.
Sheild Settings:
Myntor Personal Shield. 10 minutes on/1 off; requires time to shift type. Can be expanded for less duration.
  • Particle Shielding: This module contains a particle shield generator, providing the user from protection from slugs, shrapnel, many melee weapons, and other threats of a physical nature. This is probably the most commonly used auxiliary slot. Those who use it conjunction with a physical weapon, such as a slugthrower, often synchronize it to their helmet's HUD to allow it to briefly flicker off when they fire their own weapon.
Droch Series Individual Field Disruptor.

Melee:
LPD-28 Silver Talon Series Vibro Beskad made with Beskar so it can be utilized against a Lightsaber. Effectively a silent weapon, even vs. species with enhanced hearing. Also much denser than it appears, so it can withstand multiple parries of a Lightsaber.

LPD-34 Cracken Combat Knife - a bandlier of throwing knives along her right thigh, one hidden in each boot. Beskar hilt and tang, vibro blade with repulser lift for up to 50 meters range when thrown

GUNS:
A pair of CRP-01 Rim Cartridge Revolver. Keyed magnetic tether to keep them from being lost if she drops one or is disarmed while flying. The Revolvers are tied into her Sragivagr Control Suite. Each Canister holds only six shots, and she must reload thereafter. (What reloads/where down below.)

LPD-34 Cracken Combat Knife - a bandlier of throwing knives along her right thigh, one hidden in each boot. Beskar hilt and tang, vibro blade with repulser lift for up to 50 meters range when thrown

PS-1 Particle Shotgun, fastened below and beside her Blaster Rifle. Keyed magnetic tether to keep it from being lost if she drops it or is disarmed while flying. The Rifle is tied into her Sragivagr Control Suite for range finding/heat signatures/sighting. Dual - mode weapon, either one powerful shot, or a scatter of smaller bolts. This short-ranged weapon fires six shots per canister. Jhira carries four canisters at her waist, behind her belt pouch.

LPD-17 Hammerstrike Grenade Launcher. Slung beside Jet Pack, opposite her dual rifles. Keyed magnetic tether to keep it from being lost if she drops it or is disarmed while flying. This is tied into her Sragivagr Control Suite for range finding/heat signatures/sighting. Its drum magazine holds 8 grenades, the stick 4 grenades. But it’s liquid Deutrium-Baradium Nitrate propellant only holds 16 shots at a time (4 magazines). It is slow loading, and slow firing, with heavy recoil. Jhira carries one back up canister of propellant, and uses the smaller stick magazine with 4 grenades. Armor piercing rounds are her default load out.

Reloads/Grenades and where they are
1x Armored Satchel (belt; left hip)
  • CRP-01 Blaster Canister x2
  • Stim pack, 2
1x Military Belt pouch- Belt pouch, right hip. Gear will include:

1x Armored Satchel (over left kidney)
  • CRP-01 ion Canister x2
  • Stim stick, 2
1x Armored Satchel (over right kidney)
  • CRP-01 slug Canister x2
  • Bacta Spray

1x Thigh-Mounted Armored Satchel (upper right thigh) (large)
  • 2 stick magazines (4 each) of grenades for Hammerstrike, (can be thrown). C-22 Fragmentation Grenade: ‘This is fairly common weapon seen across the galaxy, which typically is used to create a cloud of rapidly expanding shrapnel that is effective against infantry and other lightly armored targets. The Hammerstrike typically fires these with set timers which are activated by an actuated hand in the firing chamber. However, it's not uncommon to hear of soldiers modifying these grenades with impact detonators for use in the Hammerstrike.‘
  • 2 Individual LPD-56 Firewrecker Anti-Armor Grenades. ‘The Firewrecker is a relatively modern example of an anti-armor grenadedesigned to give the average, individual soldier a fighting chance against heavily armored tanks and walkers. Firewrecker is a self-propelled grenade that can be fired out its own, single use disposable tube launcher, or more commonly through existing grenade launchers, notably the Hammerstrike Grenade Launcher and the Crasher Underbarrel Grenade Launcher.’ And ‘its shaped charged shoots a concentrated jet of molten metal and gas that can rapidly eat through meters of metal before releasing toxic gases and superheated air into the compartment of the armored vehicle. Controls, sensitive electronics, and other vehicle components are often destroyed by this intense heat while the target's crew often dies or is incapacitated from burns or asphyxiation. While primarily designed for anti-vehicular use, Firewrecker also seems some limited use in destroying field fortifications (or more often, the fighters inside them) or against heavily armored individuals, battle droids, and creatures otherwise too strong to be attacked by most individual weapons.’ The Firewrecker needs to hit hard to go off, so it can be skipped or go through light barriers without exploding early. It is a thermal detonator but in a shaped charge; it will not usually blow up a vehicle, but breach it. It is not very effective against hoards of normal troops. It can effectively engage enemy vehicles at a range of hundreds of meters.

3x Armored Satchels (lower left rib cage) (medium)
  • 1 Battery for Hammerstrike (top)
  • 1 stick magazine (4 each) of EMP Grenade grenades for Hammerstrike. 1 individual. ‘Another fairly common weapon, this grenade can cause electromagnetic pulses that can fry or temporarily disable electronics in such things such as droids, weapons, and vehicles.’ (Middle)
  • 1 stick magazine (4 each) of Smoke Canister. 1 individual. ‘This CSPL-12 canister produces an erupting stream of smoke used to mark sites for other friendly units, obscure the vision of opposing forces, or to “smoke out” occupants in enclosed spaces.’ (bottom)

3x Armored Satchels (lower right rib cage) (medium)
  • 1 stick magazine (4 each) of LXR-6 Concussion Grenade: grenades for Hammerstrike. 1 individual. ‘This grenade is probably the second most common payload after the C-22. It has a tight, focused blast radius that is poorly suited against groups of soft targets like infantry, but is well-suited towards piercing through the armor plating of vehicles and other barriers.‘ (Top)
  • 1 stick magazine (4 each) of T-238 Canister grenades for Hammerstrike. 1 individual.: ‘This CSPL-12 canister produces a cloud of T-238, which causes intense and immediate nausea and vomiting in most organics. It is most often used for riot control purposes or to combat creatures.’ (Middle.)
  • 1 stick magazine (4 each) of Cyroban grenades for Hammerstrike. 1 individual. ‘This CSPL-12 canister releases a cloud of chilling Cyroban. This intense freezing effect is not only used to damage or destroy targets, but also sees use in putting out fires and combating area of effect thermal weapons.’

4x Armored Satchels (belt; right hip) (medium)
4 LPD-12 Hydra Electronet Grenade. (Stun and sticky) These sticky grenades throw out an electrified web of gluey, sticky duracord strands. They stick to everything, walls, people, gear. While they can be thrown or placed like a mine, they have a five second delay built in. They can be set for a long, slow stun or maximum, sometimes lethal damage. (1st and 2nd)
4 LPD-24 Fireblast Dual Purpose Grenade. (description below from link). Jhira usually carries these, modified to allow her HUD and tactical system to adjust the timer and blast type, Framentation or High Explosive Concussion. This weapon can be let for a detonation between 5 seconds and 15 minutes. It has an adhesive pad, as most of LPDs grenades do. (3rd and 4th)

2x Armored Satchels (right calf) (small)
2x Armored Satchels (left calf) (small)
 
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Small Craft associated with the Echoy’la Sun:

The Echoyl’a Sun has three small-craft bays. Two are equipped for support craft, one for fighters. As her compliment of small craft consistory mostly of vessels scavenged, captured, or purchased from disreputable sources, the precise complement able to deploy at any paricular moment is subject to change.

A single squadron of support ships is 12 transports, each of which can carry up to 40 passengers or 175 metric tons of cargo.
A single squadron of fighting ships is varies by the fighter type.



Most likely fighters:
The Peth-Pinook series Fighter Gig.


Art is from here, on the ship page above.

“The Peth Pinook is CorelliSpace's redesign of the old Pinook starfighter and one of its primary sales products to planetary governments and civilian organizations. Ostensibly redesigned as a small shuttle and defense craft, the Peth Pinook remains somewhat underarmed and not terribly durable as a "civilian" vessel compared to the average starfighter. Yet the Peth Pinook blurs the line between starfighter and shuttle, having a similar size and flight performance as a starfighter but with the utility of a typical ship's launch vessel. This is where the Peth Pinook really shines. A squadron of Peth Pinooks can deliver a company-sized element of troops onto the battlefield, help chart new hyperlanes, or provide the basic logistical support for large vessels by ferrying passengers and small deliveries of consumables. Explorers are known to use the craft for short expeditions and salvagers have used to find new wrecks and briefly explore them before returning with a larger vessel for collection and processing. Pirates use Pinooks as boarding craft. While not flashy or high performance, the sheer utility of the craft has provided a steady demand from CorelliSpace that seems likely to provide the company with a much needed source of more "legitimate" credits.” - Verbage from the ship page above.


The Trill T-wing II-series Missile Boat


Art is from here, on the ship page above.

“The Trill T-wing II has fairly sleek lines which accurately suggest its relatively high speed, much like its original predecessor. CorelliSpace's redesign of the classic T-wing though is not inconsiderable, however. Rather than making a strict interceptor, CorelliSpace reimagined the craft primarily as a platform for launching warheads. To that end, the Trill T-wing has four modular warhead launching tubes, which can carry a wide variety of munitions for different missions and circumstances. This allows the T-wings to be loaded up with proton bombs for assaults against orbital platforms and capital ships or cluster missiles and concussion missiles to take down other starfighters. Unusually, the Trill T-wing has scattergun laser cannons, which partially compensate for its low maneuverability by indiscriminately filling the space in front of it with fire, making it reasonably effective particularly against fast and/or small targets like enemy warheads or swarm fighters. While somewhat unconventional, the versatile firepower of Trill T-wings has made them popular among individuals and groups that don't have access to the latest technology from top tier defense manufacturers commonly associated with the major powers of the galaxy.” - Verbage from the ship page above.



Most likely Shuttles:

Grek Gladiator-series Armed Transport - "Corellian Armed Transport"


Art is from here, on the ship page above.

“With its military catalogue bringing in more profits back to the company, CorelliSpace dipped its waters again into the light freighter market, this time deciding to revitalize the older CEC XS-800 design rather than develop one of its older Gymsnor designs. In aping CEC's aesthetics, they hoped to broaden their appeal to customers (especially the less knowledgeable) outside of their native sector. They seem to have succeeded. The Gladiator has quickly made inroads into its markets thanks to its extensive factory standard defenses that allow it to withstand the turmoil in the galaxy's spacelanes and a reasonably large cargo hold, which can make even short runs profitable for independent spacers. Ever with a mind towards than less than reputable clientele of pirates and raiders, it became apparent that the Gladiator can also work as a fairly decent assault shuttle between its strong defenses, hull-cutting ring, and ability to carry a platoon of troops into battle.” - Verbage from the ship page above.

The G-Type Light Shuttle

The
Delta Class Escort Shuttle


Most likely mining ships:
The Y-8 Mining Vessel

The
AEA-500 Mineral Extractor

Corellispace - Jhira’s favorite store.
 
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Threads Jhira is in (roughly in IC chronological order, not necessarily in site order)

June 2021
Rescue Service away: Csilla Search and Rescue. Rimward Trade League.

Manda Lore on Mandalore: Children of the Protectors invite mandos in to talk about restoring Mandalore. Jhira visits, eager to learn techniques to restore a dead world. Takes place in New Imperial Order space, on Mandalore, at the new settlement of Beskar Falls. Sith Attack Mig!

Shaba Oyu’Baat: After a few exploring Beskar Falls, Jhira’s family debates helping out Mandalore. They decide to participate in the Great Hunt. Choosing to explore Mandalore and determine what is most needed, Jhira decides to face an Elysium Admiral in the hope of gaining access to rare items.

The Great Hunt: To slay a dragon. Jhira and Lori-goof pick up and transport the Kryat Draogn slain by Rocho, Darakses and Bovos.

POPULATE Western Skies: Jhira is trying to deliver used farming equipment to Abrion Major, ends up helping The Enclave to fight off Pirates. Her first official encounter with the Enclave. Takes place in Confederate of Independent Systems space, at Abrion Major.

DOMINION The Swirling Depths: One of Jhira’s friends from The Enclave invites her to help investigate a strange anomaly. Rumors abound, but the lure of new knowledge brings Jhira in to try to help. If the CIS doesn’t arrest her, anyway. Takes place in Confederate of Independent Systems space, at the anomaly. (A
Nether Adventure!)


July 2021
Common Grounds: Jhira ends up with an Invite to a Clan Solus gathering … And discover it is much more. She meets the Mandalorian Covenant.

The Dawn of A New Era: Jhira wrangles an invite to the CIS Ball in the hopes of finding people who can give her access to Nexu. Lots and lots of Nexu. Meets scary people. Dodges scary people. Dances.

When all else fails, there’s always diplomacy: Jhira and Lori-goof go Nexu hunting in an old temple.

Every Cloud: Jhira and Mig go Nexu hunting in order to save some stubborn farmers.

The
Dar’Manada: Jhira hunts a Hutt to recover her finances, and helps out a Gred Clansman in trouble.

SKIRMISH Elysium vs. Mandalorians Fleet Skirmish: A war game, not a war.


Seafood and Shanties: Jhira and Mia attempt to have a normal meal in a normal place on a normal planet. (Naboo)

August 2021
Mandokar: After Shuklaar’s negotiated release of people and things belonging to Breshig, Jhira brings some of those lost souls home.


Solstice of the Mando’ade: Jhira visits the Vigil, to mourn her dead. Mia buys a Starship.

First Flight: Jhira gets a chance to pilot a truly unique vehicle, and does some intensive piloting training.

Six Feet Under: Omen’s forest home, drug dealers, Jedi and a Terentatek.

Family is more than Blood.: Omen and Jhira talk about family, armor and his home.

Tropic Thunder: Help the Silver Jedi Concord with an evil Factory, buy some Nexu.

Righteous Steps On a Wretched path: Hunter, Hunted ! Meeting Jenn Kryze!

R&R Mando Style: Reckless good fun with Aeselia Verd, Jet Packs and Asteroids.

INVASION: CIS of BOTM held Rand: Zombies, slaves, sith rituals, abominations, warfare. Jhira presumed dead.


Ongoing Procedures: Captured by the MAW, eeee! (Talking thread).

September 2021


Amethyst Dreams: Zlova Rue helps make sure Jhira is still sane.

February 2022

Having a sister over for tea and conversation. Jhira catches up with Omen, meets his friends.

March 2022
Legends of the sword, Part 1. Jhira helps her friend re-connect with what it means to be Mandalorian. it's a choice, not a bloodline.

Nothing Ever Happens on Naboo, Reprise. Jhira and Zlova join Strill Securities on SAR and Monster Slaying on Naboo.


With fresh Eyes. Jhira bargains with the Queen to help restore Naboo.

the Nexu Hunt progress: (goal: 500)
167 Nexu acquired From The Great Nexu Hunt via Mia, Omen, Han, Vulcan.



NOTE: I will try to reply in a day or two, especially to group/plot threads. If I don’t please feel free to IM me or Ping me on Discord; I may well have written the reply and forgot to actually post it.



Planned threads:

Exploration thread/part of Nether quest: Dark hearts, bright secrets - discovery of ancient lore, to be brought to her allies in the Enclave.
Exploration thread/part of Nether Quest: Random Chance - Find a second clue!
Delivery/End of Great Hunt quest: bringing prizes to Mandalore.
Exploration Thread/part of Nether Quest: Looking into ancestral sites of Clan Fett, find a third clue!
 
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