- Location
- The City of Big Shoulders
Historical Background:
Join the GSRPG Discord Server! [Link to Discord, look for the Enduscare game channel]
The Enduscare (often abbreviated Endus) Federation is aged polity with written histories going back three thousand years as its founding as a colony of minor power before the arrival of the apocalyptic Godwars and Collapse. For the last thousand years it has been the dominant power of its region of known space, propped as entity without equal by the might of its economy and the mastery of the arcane by its wizards, which has combined to formed the strength of the most powerful fighting force since fall of the ancient empires of Man so long ago. A hegemony not without strife, but for every Reflex War (as the great wars tend to be called) the Federation only grew in response, until the arrival of the Rmaster's whose invasion of the heart of the Federation saw the invaders fought off but sapped the vitality of the Federation for over a generation.
In the decades following the Fifth Reflex War against the Rmasters and the disastrous Murklim Incursion, the Endus Federation fell into a malaise that allowed a political vacuum large enough for the shadowy SIDEREAL organization wizard-spies to grow into and take de-facto control of the Federation through fronts such as SOLAR and influencing appointments to both Frontier and Battlefleet. By [date] the architect of the SIDEREAL takeover, Rotirimus Seaborne, oracle and chief of SOLAR had concerned himself with the only threat to his rule, and engaged in a shadow civil war of small unit actions against the dissidents within SIDEREAL and Frontier Fleet. This conflict proved to be costly as it had left open Sariel's Gate defenses to be weakened.
Known only to upper echelons of SIDEREAL, the magic circle of the 4th planet of Endus system was in fact the material aspect of sealing circle of immense power containing and confining a greater astral being of even greater power, dating back to the pre-Paradisum days of the old Kingdom. However, a Ban Uchar shaman, seeking power for internal conflict back at her homeland had discovered hidden secrets of the gate and using unlikely assortment of allies and mercenaries infiltrated the gate, and broke the seal while eyes were elsewhere in the system, punching a hole into an hellish and eldritch anti-reality.
The resulting Six Months War against the astral hordes and their demonic masters saw the spiraling civil war stopped and the reunification of SIDEREAL as they lead an effort to retake the planet and seal the gate, which they did and in the process, saw conflicting archmages and oracle lost either trapped in the hell dimension or in some other bubble of space.
The resulting Sixth Reflex War as its was called, has served as wake up call to Endus Federation, which has broken the complacency of the surviving leadership. Troops are no longer trained to perform well in parade duties but for for full combat, the Senate has in the last five years past several major arms modernization and expansion bills, and SIDEREAL, the kingmakers since days of the Senate War was formally disbanded citing the destruction of its leadership and concerns about SOLAR (also disbanded) actions during the conflict, and two new Mobile Battlefortresses have been ordered addition to taking over all the new major construction projects of SOLAR which was higher end then average Endus units.
Having survived yet another existential crisis by the skin of their teeth, the Endus Federation is however still not stable, the lack of a kingmaker did not mean there was no would-be kings. As the public masses cry out for increase Panhelios control over strategic magic, a hidden war is occurring over those seeking to gain an edge to be the new power behind the Federation either hidden or public.
Game Concept:
What is this? A game of politics and small scale mecha and ship actions that may grow in size and scope depending on how the game plays. You play as officer, politician or wizard leading a clique or faction with the Federation in the aftermath of the Sixth Reflex War as you maneuver yourself to political or military control of the Federation. Setting is the modified background for Shrike's old game, which if you played before is nice to have but not required to understand the setting and tone which is basically UC Gundam with touch of Macross combined with magic.
There are three primary stats for this race to control, being Military Sway and Political Sway and Arcane Sway. They represent holistically your general control and support over their respective spheres. If you gain 50 points in any one sphere or 60 points combine total in 3 spheres you my attempt to Consolidate your power, which can trigger a civil war if your unwise enough or willing to take a gamble which would bring the game into the next level of play, or start the countdown of your political Accession in which the other players desperately try to knock you out. You can burn 5 points of sway to either buy success for a project, recruit new units or deny your rival sway of his own. Every player starts with 10 points of sway in their chosen main action type. If you are reduced to less then 3 you are vulnerable to direct assassination attempts or political exile.
I expect the game to update every 1-1.5 weeks.
Player Actions:
Military Actions:
Military Sway Order (Domestic): Organize a training exercise, or fleet parade,
Military Strike Order (Domestic): Have your personal forces strike at rival faction clique. [High Risk High Reward]
Military Sway Order (Foreign): Conduct military exercises on the borders, such as in occupied Ban Uchar or in Galactic North on the border with INSTEL.
Military strike Order (Foreign): Launch a military action against a hostile power, (can trigger off-screen war which draws more forces away from Endus and focus of the game).
Military R&D: Design a prototype unit for your use, or give it to the greater military for political sway.
Military Recruit (Domestic): Spend your energies trying to convince a already extant Federation force to join your cause directly.
Military Recruit (Foreign): Send agents out to hire discrete mercenaries.
Court-Martial: Levy charges against your fellow officers.
Political Actions:
Senate Sub-Committee: Drag a rival in front of the Senate in attempt discredit them, attacks political or military sway but has the risk of backfiring.
Filibustering: Put yourself in the news on some hot-button support, gains political support, but also may push political support to your oppostion.
Lobbying (Generic Political Sway): How things get done in the Senate is through basic backroom politics.
Blackmailing: Attempt to gain a hold over prominent official or economic interest for their support.
PR Campaign: Get friendly faces in the media to spin you into a hero.
Budget Expansion: Give a friendly military force extra manpower or units at expense of some political sway.
Arcane Actions:
Can not not be used with a general action
Recruitment: Obtain new apprentices
Blessing: Buff a military unit or political figure
War Wizardry: Directly join into a military action.
Curse: Debuff
Combat Archeology: Find lost tomes of power, or advance mecha
Necromancy: Restore lost units from past wars or dig up the secrets of dead politicians (add units or political sway)
Research: Recover or invent new relevant spells (difficult)
Summoning: Summon forth extra-planar horrors or creatures to fight for you
Player Archetypes
Battlefleet Officer:
The Federation Battlefleet is what most Enduscarians think off when they think the military. The endless arrays of Sirisu class carrier-cruisers, and the ubiquitous MK5 Ibis mobile suit. Battlefleet remains home-ported three main fleet bases in the Endus system and its ship total numbers nearly 800 hundred.
Battlefleet Officers get:
2 Military
1 General Action
4 Cruiser-Carriers
Each has a squadron of mobile-suits (12)
2 Escort Squadrons
And their choice either of two of the following:
1 Fleet Carrier with 120 Mobile Suits
1 Dreadnought with 36 Mobile Suits
4 Gundam Equivalent MS
Frontier Fleet Officer
The Federation Frontier Fleet is what most foreigners think of the when they think of the Federation Military, dominated by the largest mobile constructions since the legendary Freeman Empire's battlemoon, the mobile battlefortesses, there are five of them currently active in Endus Federation aresnal, with two more under construction, and a sixth with the lost expeditionary force sent to chase after the Rmasters. While not as flashy the other main Frontier Fleet unit known to all are the strike-carriers capable of supporting being a task force in themselves. Many of them are deployed in Ban-Uchar as support of the occupation there.
Frontier Fleet Officers get:
2 Military
1 General
1 Strike-Carrier with 36 MK6 Ibis-Fs mobile suits
They may take either
Astral Jump Drive Upgrade
or
War-Wizards for 1 Arcane Action every 2 turns.
Senators / Ministers
The Senate of Endus is large affair numbering over in six hundred Senators, however, most of them are puppets. You are one of the puppet master, have either being a former officer yourself or connected to the vast military industrial complex.
Senators / Ministers get
2 Political Actions
1 General Action
Senators chose two of the following options.
1 Off the Books Cruiser-Carrier with a Squadron
4 Gundam equivalent mobile suits
Book of Thoth: 1 Arcane action every 2 turns
Ministry: Pick one, Prime Minister, Defense Minister, Senate President, Industry, Finance, or Justice Gives passive sway increase per turn.
SIDEREAL / SOLAR Remnants
The former kingmakers of the Federation and their military bullyboys, they are now the underdogs, being mostly comprised of younger wizards and agents, and officially disbanded. Many of them are living under assumed names and owe a Favor to a patron officer or senator who if they rescind their protection will find themselves soon under attack by the ANTISPELL witch hunter units of the broader battlefleet at game start. As the game goes on and they grow in power or ANTISPELL loses units, perhaps that can change.
Magicans get the following:
2 Arcane Actions
1 General Action
Magicians can pick from 3 of the following
1 High End Magic Gundam they pilot personally
1 Umbral-Cruiser (space sub)
1 Book of Dirty Secrets (1 Political Action)
1 Senior Senate Cache
1 Wizard Team Six
Rebel
A failure state of losing sway to be driven from the Game, but depending on your situation you may have enough inertia to stick around as spoiler (or if you very very very lucky) or come still come out on top. Each rebel will be unique to player.
Misc terms:
SIDEREAL: Effectively the Wizard CIA, they were powers behind the throne so to speak since the start of the Federation and had grown powerful enough to form SOLAR which was their outward military arm. Their unity broke apart under accusations that their leader Seaborne was Rmaster infiltrator, and many of their powerful leaders were lost sealing the planar rift that threatened to consumed the system.
Ban-Uchar: Located "south" and occupying the valuable Gates of Magus, a narrow stretch of passable space between the local expanse of stars under the sway of Endus and the distant more independent arising powers.
Murklim: A world under thesway of powerful necromancers, under their inscrutable reasons SIDEREAL had led expedition there, at great cost to the Battlefleet units assigned to escort them with little said about the success of the mission, but many believe that SIDEREAL had gained a king's ransom worth of artifacts.
Pan-Helios: The extra-solar political institution created by the Federation. A governing body of the majority of the bordering systems, it has a general assembly comprised of member worlds, and the Federation Senate sits as the senior house, making the other worlds varying degrees of Federation vassals and clients.
Senior Senate: Nuclear reactions do not work consistently in this universe and WMDS are are therefor much rarer and more expensive. The Federation has through its long history built up a large stockpile of them to break out if they ever get attacked which has nicknamed the Senior Senate. The last use of Senior Senate device was on the last invading Rmaster invading mother ship. With the fall of SIDEREAL its a tightly control secret that many of the warheads and codes to arm them have vanished, leaving the Federation to scramble to rebuild and regain its stockpile.
ANTISPELL: With the fall of SIDEREAL and SOLAR, the general consensus was not let wizards have too much sway over things again. While magic is useful it needed to be tightly control and ANTISPELL has two goals subdue former rogue wizards and indoctrinate those with the Gift. They have sizable forces scattered out Endus and beyond and in-theater of game have five strike carriers at the ready to go after renegades with units specialized in anti-magic training.
Global Military Police: Domestic peacekeeping and police force in the Endus system. They report to the World Security Director that reports to the Justice Minister.
Join the GSRPG Discord Server! [Link to Discord, look for the Enduscare game channel]
The Enduscare (often abbreviated Endus) Federation is aged polity with written histories going back three thousand years as its founding as a colony of minor power before the arrival of the apocalyptic Godwars and Collapse. For the last thousand years it has been the dominant power of its region of known space, propped as entity without equal by the might of its economy and the mastery of the arcane by its wizards, which has combined to formed the strength of the most powerful fighting force since fall of the ancient empires of Man so long ago. A hegemony not without strife, but for every Reflex War (as the great wars tend to be called) the Federation only grew in response, until the arrival of the Rmaster's whose invasion of the heart of the Federation saw the invaders fought off but sapped the vitality of the Federation for over a generation.
In the decades following the Fifth Reflex War against the Rmasters and the disastrous Murklim Incursion, the Endus Federation fell into a malaise that allowed a political vacuum large enough for the shadowy SIDEREAL organization wizard-spies to grow into and take de-facto control of the Federation through fronts such as SOLAR and influencing appointments to both Frontier and Battlefleet. By [date] the architect of the SIDEREAL takeover, Rotirimus Seaborne, oracle and chief of SOLAR had concerned himself with the only threat to his rule, and engaged in a shadow civil war of small unit actions against the dissidents within SIDEREAL and Frontier Fleet. This conflict proved to be costly as it had left open Sariel's Gate defenses to be weakened.
Known only to upper echelons of SIDEREAL, the magic circle of the 4th planet of Endus system was in fact the material aspect of sealing circle of immense power containing and confining a greater astral being of even greater power, dating back to the pre-Paradisum days of the old Kingdom. However, a Ban Uchar shaman, seeking power for internal conflict back at her homeland had discovered hidden secrets of the gate and using unlikely assortment of allies and mercenaries infiltrated the gate, and broke the seal while eyes were elsewhere in the system, punching a hole into an hellish and eldritch anti-reality.
The resulting Six Months War against the astral hordes and their demonic masters saw the spiraling civil war stopped and the reunification of SIDEREAL as they lead an effort to retake the planet and seal the gate, which they did and in the process, saw conflicting archmages and oracle lost either trapped in the hell dimension or in some other bubble of space.
The resulting Sixth Reflex War as its was called, has served as wake up call to Endus Federation, which has broken the complacency of the surviving leadership. Troops are no longer trained to perform well in parade duties but for for full combat, the Senate has in the last five years past several major arms modernization and expansion bills, and SIDEREAL, the kingmakers since days of the Senate War was formally disbanded citing the destruction of its leadership and concerns about SOLAR (also disbanded) actions during the conflict, and two new Mobile Battlefortresses have been ordered addition to taking over all the new major construction projects of SOLAR which was higher end then average Endus units.
Having survived yet another existential crisis by the skin of their teeth, the Endus Federation is however still not stable, the lack of a kingmaker did not mean there was no would-be kings. As the public masses cry out for increase Panhelios control over strategic magic, a hidden war is occurring over those seeking to gain an edge to be the new power behind the Federation either hidden or public.
Game Concept:
What is this? A game of politics and small scale mecha and ship actions that may grow in size and scope depending on how the game plays. You play as officer, politician or wizard leading a clique or faction with the Federation in the aftermath of the Sixth Reflex War as you maneuver yourself to political or military control of the Federation. Setting is the modified background for Shrike's old game, which if you played before is nice to have but not required to understand the setting and tone which is basically UC Gundam with touch of Macross combined with magic.
There are three primary stats for this race to control, being Military Sway and Political Sway and Arcane Sway. They represent holistically your general control and support over their respective spheres. If you gain 50 points in any one sphere or 60 points combine total in 3 spheres you my attempt to Consolidate your power, which can trigger a civil war if your unwise enough or willing to take a gamble which would bring the game into the next level of play, or start the countdown of your political Accession in which the other players desperately try to knock you out. You can burn 5 points of sway to either buy success for a project, recruit new units or deny your rival sway of his own. Every player starts with 10 points of sway in their chosen main action type. If you are reduced to less then 3 you are vulnerable to direct assassination attempts or political exile.
I expect the game to update every 1-1.5 weeks.
Player Actions:
Military Actions:
Military Sway Order (Domestic): Organize a training exercise, or fleet parade,
Military Strike Order (Domestic): Have your personal forces strike at rival faction clique. [High Risk High Reward]
Military Sway Order (Foreign): Conduct military exercises on the borders, such as in occupied Ban Uchar or in Galactic North on the border with INSTEL.
Military strike Order (Foreign): Launch a military action against a hostile power, (can trigger off-screen war which draws more forces away from Endus and focus of the game).
Military R&D: Design a prototype unit for your use, or give it to the greater military for political sway.
Military Recruit (Domestic): Spend your energies trying to convince a already extant Federation force to join your cause directly.
Military Recruit (Foreign): Send agents out to hire discrete mercenaries.
Court-Martial: Levy charges against your fellow officers.
Political Actions:
Senate Sub-Committee: Drag a rival in front of the Senate in attempt discredit them, attacks political or military sway but has the risk of backfiring.
Filibustering: Put yourself in the news on some hot-button support, gains political support, but also may push political support to your oppostion.
Lobbying (Generic Political Sway): How things get done in the Senate is through basic backroom politics.
Blackmailing: Attempt to gain a hold over prominent official or economic interest for their support.
PR Campaign: Get friendly faces in the media to spin you into a hero.
Budget Expansion: Give a friendly military force extra manpower or units at expense of some political sway.
Arcane Actions:
Can not not be used with a general action
Recruitment: Obtain new apprentices
Blessing: Buff a military unit or political figure
War Wizardry: Directly join into a military action.
Curse: Debuff
Combat Archeology: Find lost tomes of power, or advance mecha
Necromancy: Restore lost units from past wars or dig up the secrets of dead politicians (add units or political sway)
Research: Recover or invent new relevant spells (difficult)
Summoning: Summon forth extra-planar horrors or creatures to fight for you
Player Archetypes
Battlefleet Officer:
The Federation Battlefleet is what most Enduscarians think off when they think the military. The endless arrays of Sirisu class carrier-cruisers, and the ubiquitous MK5 Ibis mobile suit. Battlefleet remains home-ported three main fleet bases in the Endus system and its ship total numbers nearly 800 hundred.
Battlefleet Officers get:
2 Military
1 General Action
4 Cruiser-Carriers
Each has a squadron of mobile-suits (12)
2 Escort Squadrons
And their choice either of two of the following:
1 Fleet Carrier with 120 Mobile Suits
1 Dreadnought with 36 Mobile Suits
4 Gundam Equivalent MS
Frontier Fleet Officer
The Federation Frontier Fleet is what most foreigners think of the when they think of the Federation Military, dominated by the largest mobile constructions since the legendary Freeman Empire's battlemoon, the mobile battlefortesses, there are five of them currently active in Endus Federation aresnal, with two more under construction, and a sixth with the lost expeditionary force sent to chase after the Rmasters. While not as flashy the other main Frontier Fleet unit known to all are the strike-carriers capable of supporting being a task force in themselves. Many of them are deployed in Ban-Uchar as support of the occupation there.
Frontier Fleet Officers get:
2 Military
1 General
1 Strike-Carrier with 36 MK6 Ibis-Fs mobile suits
They may take either
Astral Jump Drive Upgrade
or
War-Wizards for 1 Arcane Action every 2 turns.
Senators / Ministers
The Senate of Endus is large affair numbering over in six hundred Senators, however, most of them are puppets. You are one of the puppet master, have either being a former officer yourself or connected to the vast military industrial complex.
Senators / Ministers get
2 Political Actions
1 General Action
Senators chose two of the following options.
1 Off the Books Cruiser-Carrier with a Squadron
4 Gundam equivalent mobile suits
Book of Thoth: 1 Arcane action every 2 turns
Ministry: Pick one, Prime Minister, Defense Minister, Senate President, Industry, Finance, or Justice Gives passive sway increase per turn.
SIDEREAL / SOLAR Remnants
The former kingmakers of the Federation and their military bullyboys, they are now the underdogs, being mostly comprised of younger wizards and agents, and officially disbanded. Many of them are living under assumed names and owe a Favor to a patron officer or senator who if they rescind their protection will find themselves soon under attack by the ANTISPELL witch hunter units of the broader battlefleet at game start. As the game goes on and they grow in power or ANTISPELL loses units, perhaps that can change.
Magicans get the following:
2 Arcane Actions
1 General Action
Magicians can pick from 3 of the following
1 High End Magic Gundam they pilot personally
1 Umbral-Cruiser (space sub)
1 Book of Dirty Secrets (1 Political Action)
1 Senior Senate Cache
1 Wizard Team Six
Rebel
A failure state of losing sway to be driven from the Game, but depending on your situation you may have enough inertia to stick around as spoiler (or if you very very very lucky) or come still come out on top. Each rebel will be unique to player.
Misc terms:
SIDEREAL: Effectively the Wizard CIA, they were powers behind the throne so to speak since the start of the Federation and had grown powerful enough to form SOLAR which was their outward military arm. Their unity broke apart under accusations that their leader Seaborne was Rmaster infiltrator, and many of their powerful leaders were lost sealing the planar rift that threatened to consumed the system.
Ban-Uchar: Located "south" and occupying the valuable Gates of Magus, a narrow stretch of passable space between the local expanse of stars under the sway of Endus and the distant more independent arising powers.
Murklim: A world under thesway of powerful necromancers, under their inscrutable reasons SIDEREAL had led expedition there, at great cost to the Battlefleet units assigned to escort them with little said about the success of the mission, but many believe that SIDEREAL had gained a king's ransom worth of artifacts.
Pan-Helios: The extra-solar political institution created by the Federation. A governing body of the majority of the bordering systems, it has a general assembly comprised of member worlds, and the Federation Senate sits as the senior house, making the other worlds varying degrees of Federation vassals and clients.
Senior Senate: Nuclear reactions do not work consistently in this universe and WMDS are are therefor much rarer and more expensive. The Federation has through its long history built up a large stockpile of them to break out if they ever get attacked which has nicknamed the Senior Senate. The last use of Senior Senate device was on the last invading Rmaster invading mother ship. With the fall of SIDEREAL its a tightly control secret that many of the warheads and codes to arm them have vanished, leaving the Federation to scramble to rebuild and regain its stockpile.
ANTISPELL: With the fall of SIDEREAL and SOLAR, the general consensus was not let wizards have too much sway over things again. While magic is useful it needed to be tightly control and ANTISPELL has two goals subdue former rogue wizards and indoctrinate those with the Gift. They have sizable forces scattered out Endus and beyond and in-theater of game have five strike carriers at the ready to go after renegades with units specialized in anti-magic training.
Global Military Police: Domestic peacekeeping and police force in the Endus system. They report to the World Security Director that reports to the Justice Minister.
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