Background Synopsis: BALDR is a prototype Mech developed by Hahne-Kedar. Named after the Norse god of Light and Purity, it was intended to replace the aging YMIR. With the Milky Way assailed by The Reapers, the first and only BALDR was constructed along with some tech salvaged from a Geth Juggernaut and deployed in a few battles before being shipped to the Ark for use as a low-maintenance security unit.
It has changed hands many times since then, from the remnants of the Alliance, to the Blue Flames, and then a mercenary company that was wiped out on a mission. Without a nearby operator, it went into hibernate mode and awaited reactivation by ‘allied personnel’. The player can choose to re-activate BALDR, take it back to the ship for disassembling (awarding some materials), or just leave it where it was. If re-activated, it will state the following:
“Hahne-Kedar thanks you for purchasing this BALDR Heavy Security Unit, serial number ZERO-ZERO-ONE-DASH-P. Designate storage facility.” The player will then send it back to their ship, but not before it brings with it the crate it was found besides.
Personality: BALDR is logical, informative, and incapable of lying. It is capable of storing audio logs and data files to play them back for others, serving as a mobile planning tool as well as a fully-functioning combatant. Despite existing since before the Reaper War, BALDR has limited information in regards to the Milky Way, due to years upon years of use without proper maintenance. Asking questions will result in ‘ERROR: DATA CORRUPTED’ or ‘ERROR 404: DATA NOT FOUND’.
It goes out of its way to mention that it is purely ‘a VI-operated Security Mech’ and is not ‘alive’ in any way. Its voice is deep,bass-filled, and masculine in nature.
Appearance: BALDR stands taller than the other companions the player can recruit at Ten feet. Its body is masculine and human in form in comparison to its old counterpart, the YMIR. In general its form can be compared to the N7 Destroyer Power Armor, being exceptionally bulky and angular. Several parts of the armor (back, shoulders, thighs, wrists) seem to feature extra compartments for on-board weapons and other systems. The armor is a deep, metallic azure blue and is accented by yellow stripes.
It’s ‘head’ has clearly been changed at some point, as it does not match the aesthetics of the body. It is a humanoid head, with a long, thin horizontal light across that serves as its ‘eye’. The head has only a vague outline of a nose along with a non-functioning mouth. Despite the head being a non-necessary part of its functioning, it wears a standard helmet with a(n unneeded) re-breather for protection.
Combat: BALDR is unique in that it features armor instead of health. Devastator Mode gears BALDR more towards churning out weapons fire, but reduces the movement that it already lacks. BALDR can use Propulsion Charge, which is a short-range tackle followed by a backhand, that can knock enemies around and detonate tech bursts.
As BALDR has armor instead of health under its shields, it cannot be healed by the player (medi-gel still revives it when downed for gameplay purposes). For BALDR to heal while on the battlefield, it will have to be switched to Repair Mode which forces it kneel in a defenseless position on the ground, which will actively repair the damaged mech with hovering nanomachines dispersed from the wrists and back. BALDR’s loyalty skill is Siege Pulse, referencing the usage of geth technology in its creation.
BALDR will engage in melee combat with large enemies, and can also grab nearby humanoids and slam them into the ground. If they still exist, it is immune to sync kills. BALDR uses an assault rifle and a shotgun.
Approval/Morality Alignment: BALDR will always agree with the player, even if the player makes blatantly illogical decisions or attempts to make the synthetic contradict prior agreements or statements. It is a complacent ‘Yes Man’ and is the only ‘pure neutral’ companion on everything. It will even agree with the player’s companions, switching sides frequently in arguments to the point where it’s clear BALDR has no real opinion for itself on the matter.
Most people are suspicious of BALDR, especially Keera and Zarr who are both Quarians (Zarr being a Krogan raised by Quarians). Herald will consider BALDR a ‘reminder of humanity’s past glory’ and approve of the player taking it. Tasha will sympathize with it, especially if convinced to embrace her mechanical side. Gnash will get excited upon first seeing the mech (“SCIENCE!”) but will soon grow bored of it.
Loyalty Mission: BALDR is technically loyal upon recruitment, but the player will still receive a ‘loyalty mission’ for them. At some point, the player will learn about a rogue AI and will embark to put a stop to it. BALDR will follow the player even if told to stay back. Bringing Tasha along for this mission will bring up some interesting dialogue between the two as the party delves into a factory, fighting synthetic enemies along the way. Throughout the course of the mission, the AI will mock the player based on their Paragon/Renegade rating, their other party member, and BALDR for being ‘an unfeeling tool of lesser beings’.
Eventually, the player will reach the control station of the factory and try to shut the AI down, but will not be able to. The AI is isolated so it cannot escape, and if asked, BALDR will suggest either blowing up the factory entirely or interfacing the mech with the system to preserve the factory for later use, ‘both are viable options’. If Tasha was brought along, the player can suggest she interface with the system who will turn the thought down as the risk of giving an AI access to her modded body is ‘all sorts of nope’.
- If the player destroys the base: AI is purged from orbit. Mission Accomplished. It will be considered ‘loyal’.
- If the player connects BALDR to the base: BALDR will temporarily shut down, then the body will twitch sporadically a moment before re-activating, saying: “Thank you for purchasing-[PLAYER NAME], AI terminated. Task is complete.”. It will be considered ‘loyal’.
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If the player interfaced BALDR to the system and asks what happened, it will state that the AI attempted to ‘assume control of my body’. This will be the first time it referred to itself with such a term, which the player can comment on but the mech will not recognize this as strange. Not risking harm to the player, BALDR reset its own systems which purged the AI with ‘only junk data remaining’. It had to scan through its onboard data files to recognize the player and their party.
As the party departs, the camera focuses on the mech, which stumbles a moment (if interfaced) before looking down at its legs a moment before continuing to follow. If not interfaced, it follows after the player without issue.
If the mission was completed by interfacing the mech to the command station, BALDR will start doing things that are clearly erratic and non-‘logical’ in nature. It can be seen mimicking people in casual situations (Ex crossing its arms, leaning against a wall, hand gestures ETC), and will also frequent the ship’s Med Bay (if someone is injured inside it) despite having no need to be there.
It will later ask to speak with the player in the cargo, and reveal that the crate it brought aboard was not for storing itself in, but is actually filled with various helmets. It will state that ‘these are the helmets of my prior owners’. The player can ask a few questions, and BALDR will state that it didn’t know why it did so prior, but now it does. Purging the AI left more within BALDR’s system than it initially thought relevant, which altered BALDR’s existence: BALDR became self-aware.
The player can approve (“I’m happy for you, Balder.”) or warn it (“If you try to take over this ship, I’ll tear you apart and throw the pieces out the airlock.”). It will not be sure how to respond to the former (Player: “You could try: Thank you.”) or it will assure the player that it has always "been bound to this body, as you are to yours". Regardless its loyalty in the player will be unshakeable. The player can further encourage BALDR to be more self-expressive (“I think it’s time you found out what ‘you’ want to do, Balder.”) or convince it to hide its new found sentience (“Not everyone is approving machine life, Balder. Be careful.”). It still is without a solid personality, and always defers to the player’s will.
Romance: BALDR cannot be romanced or flirted with.
Other: - BALDR has no information surviving about The Reaper War or the events of the Shepard Trilogy. The player can ask a loyal BALDR, regardless of how their loyalty mission took place, what other files from Earth it has. BALDR will state that most of its remaining data consists of usage records and culture data. If the player asks for an example, the mech will state it has the complete works of Shakespeare installed, amongst other things. The player can ask for a demonstration and one of the following will happen:
- If it is self-aware, it will make the same presentation, but with notable variation: instead of its own head it will take one of the helmets from its collection, and stare at it a moment. It will then, state the name of the helmet's wearer in the place of 'Yorrick', and instead of ‘Horatio’ they will name the player. After finishing it will put the helmet down and ‘request some time to shut down’. The player will have to leave the ship and come back to talk to it.
- BALDR is found near a gateway to a ruin. Balder's Gate references abound.