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Approved Tech Verd Beskar'gam Mk. III

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OUT OF CHARACTER INFORMATIONPRODUCTION INFORMATIONTECHNICAL SPECIFICATIONS
  • CLASSIFICATION: Multipurpose
  • WEIGHT: Average
  • RESISTANCES:
    • Electromagnetic/Ion: High
    • Lightsabers: Very High
    • Weather (Cold): Low
    • Radiation: Average
    • Energy: Very High
    • Kinetic: Very High
    • Disruptors: None
    • Slicing: Average
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SPECIAL FEATURESSTRENGTHS
  • ▲ Breaching: This beskar'gam is uniquely tailored to the wearer's preference for breaching enemy locations. As such, it carries a number of slicing, shield-bypassing, and electronics damaging tools.
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  • ▲ Resilient: Moreover, the beskar'gam provides excellent protection against common battlefield threats - such as lightsabers, blasters, and kinetic weaponry.
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  • ▲ Forceful: Lastly, the beskar'gam features a number of Force-augmented items which boost the wearer's telekinetic and physical prowess respectively.
WEAKNESSES
  • ▼ Neutrality: As the beskar'gam features a number of Force-reliant items, entering the field of a Ysalamir will completely neutralize their effects. Moreover, proximity to Voidstone or its derivatives will severely dampen their effects. Extreme exposure to the Light Side of the Force may also damage the items.
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  • ▼ Electricity: While the beskar'gam does feature hardening against electromagnetic and ion assaults, it is not immune. Extreme exposure to such assaults can and will damage onboard systems.
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  • ▼ Disruption: This beskar'gam features no defenses against disruptor weaponry. The armor and the wearer can be vaporized if exposed.
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  • ▼ Frost: While the beskar'gam offers protection against battlefield threats, it does not offer adequate protection from excessive cold.
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DESCRIPTION

To wear armor is one of the first edicts any Mandalorian is taught. It is the symbol of their heritage, a badge of honor, and the means by which they fight. In the mother tongue, armor born of Mandalore's riches is called beskar'gam. Iron Skin. Like any skin, it bears the scars and stories of its wearer's life - this is Aether the Iron's.

On the day of its construction, Tor of House Verd pepper the young Aether with questions. He demanded to know how the warrior thought and fought. So it was that the resulting armor was tailered to the young man's talents; while doing its best to cover his pitfalls. As a combatant, Aether favors freedom of movement. He is one who will infiltrate, rather than burn down a front line.

Therefore, his beskar'gam is lighter than his Southern contemporaries and features a specialized jetpack for peak mobility. His boots are even blessed by the Force - granting a boon to his natural ability to leap. Additionally, a variety of technical bypasses have been included in his kit. Such as a powerful, electronics-devouring virus, slicing tools, and the means to circumvent shields. These enable Aether to terrorize enemy fortifications - or to reduce their own technologies to scrap.

Outside of specialized equipment, Aether's beskar'gam features an assortment of armaments that could be considered standard among his people. Projectiles adorn each wrist, crushgaunts occupy each hand, and a pair of pistols rest at the hip. Yet, easily his most powerful armament is one that does not appear to be a weapon. A vambrace composed of bone augments the wearer's telekinetic abilities - a boon that Aether conceals and uses as a "nuclear" option.

In all, this beskar'gam carries the battle scars and tales of a Bounty Hunter who has finally returned home.

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