Mobile Suit Gundam: Desolation Frontier II

Opening Post
Location
the Republic
Pronouns
He/They
Mobile Suit Gundam: Desolation Frontier II

Following eleven months of desperate warfare and devastating loss, the Martian Revolution came to a close in September of the twentieth year of the Independent Era with a cataclysm of heretofore-unknown scope. The Gravity Burst, a man-made event, destroyed the moons and the artificial ring orbiting Mars, threatening to rain a devastating shower of debris down on the unprotected populace below. Only the intervention of the Messiahs, two psychic presences whose advent was birthed by the Martian insurrection, shielded the people from total devastation.

It is now March of IE 25. The Martian Republic established during the Eleven-Month War has all but collapsed in the intervening years, leading to widespread strife across the war-torn planet. The inability of the Jupiter Energy Fleet to reach Mars through its surrounding debris field, the Graveyard, resulted in a period of life-threatening energy shortages. This brush with death was averted only through the discovery of the G-Cell, which promised a new source of portable, albeit limited, power.

The status quo is disrupted decisively by the advent of the LS Satoshi Nakamoto, a heavily-modified Lunarian blockade runner intended to break the isolated Martian market open once more with its heavy shields and armor. While its G-Field fails catastrophically and the wreckage of the Nakamoto is left to plummet to the planet below, it does succeed in one respect. The disruption caused by the Nakamoto's descent triggers a Gravestorm of unimaginable proportions, the Grand Storm, which devastates Kasimov City and showers the Martian surface with an abundance of valuable salvage.

Salvage teams and battlegroups from across Mars, motivated by greed and charity alike, descend on the Grand Gravesite and do battle there; in the aftermath, the reavers seeking to prey on the defenseless citizens of Kasimov are repulsed, and the other, less objectionable warlords now stand to reap the rewards of the greatest prize of the last five years. Following several weeks of running battles, a double-handful of victors emerge; while the sought-after helium-3 was nowhere to be found, each faction now possesses sufficient salvage not just to survive, but to expand.

And just as this wealth floods the ailing Martian planetary economy, the Graveyard begins to shed more and more of its bulk; more Gravestorms follow, and with each new gravesite, the sky becomes a little bit clearer. This is a time of renewed promise, of dire danger, of opportunity and peril. As old forces stir awake once more, new contenders emerge from the red soil, and war goes from a memory... to an inevitability.

Welcome to Mobile Suit Gundam: Desolation Frontier.

In this game, you play a warlord of Mars, a commander and pilot with psychic Advanced abilities and control over a unit of Mobile Suits, as well as either a colony or a battleship. At the start of the game, warlords are divided into magnates and pirates. Magnates command fortified dome-cities and control vast resources, but are tethered to their static locations. Pirates are in control of a flying battleship, which gives them incredible mobility, but their ability to replenish their losses is limited. I expect these distinctions to break down very quickly. You can be an honorable magnate or pirate; these are mostly just useful categories for my benefit.

A note on where this game is headed: This is the second installment of an intended four-part series (three seasons and a movie), and while Salvation Frontier was about breaking free of the colonial yoke and establishing the consequences of an independent Mars, this game has a more specific purpose from the jump.

The aim of Desolation Frontier is to establish two (ideally; at most, three) coherent factions capable of contending to be the unified ruler of Mars by the end of Episode 13. The game's GMing and conflict resolution will be directed towards that general aim.

Some important notes before we proceed any further:


1. All players are expected to be active and engaged. This principally means sending orders each turn, but also includes being active on Discord (see note 2). In-character posts are optional but very welcome.
2. Players MUST be active on the GSRP Discord for coordination purposes. I should be available most of the time to answer questions.
3. Please try to review the setting details BEFORE you ask me questions.
4. If you're new to the game, please go through the previous installment. Only the updates are required, though my players did do some excellent ICs that I sometimes got around to reading. You don't have to memorize it, but do be aware of what happened.

With that said, I will note that only a basic familiarity with the Gundam franchise is required to play in this game, which can be easily obtained through reading up on the wiki or watching a few YouTube videos. This is a game of mech-bashing and high drama. You will be yelling at people while you fight them. If you want a quick grounding in the Gundam aesthetic, check out the Witch of Mercury prologue on YouTube. I'm not saying Sunrise stole some of my ideas, but there are some similarities there.

Turns will take place in 'episodes,' each comprising one in-game month. I've tentatively scheduled this game for 13 'episodes,' but we'll see how the network feels about it.

Every player will have access to one Personal Order and one Organization Order per turn. Personal Orders encompass actions directly performed by the character that have a meaningful impact on the situation. Organization Orders are more abstract, representing the actions performed by the forces or institutions under the character's control.

Additionally, each player can have several Research Projects in the works at a time, which are multi-turn efforts designed to scientifically design new and exciting ways to kill one another, or maybe even do something productive. The number of Research Projects available is determined by your Research Capacity.

Finally, each player will direct the construction efforts of their faction in the form of Build Projects, which require allocations of Build Capacity to produce new mobile weapons and battleships. Players can gain temporary Build Capacity by finding valuable salvage.

A note on player-designed characters: You are strongly encouraged to mine previous Gundam shows for inspiration, and even to make homages to those shows, but don't post thinly-veiled carbon copies or mix-and-match names. That's just tacky. Also, we already have a Red Comet homage.

Interested players should refer to the following post for signup rules and guidelines.

The previous OOC thread can be found here. The Discord can be found
here. Please find an updated glossary of terms below.

Following the expansion of mankind into space, the nations of Earth gradually fell under the aegis of a single world government: the Earth Federation. From its inception, the Federation promised to be a beacon of freedom and democracy, bringing technology and peace to all its citizens.

But in truth, the hundred-year legacy of the Earth Federation was one of corruption and ineptitude. Liberated from the shackles of national laws, corporations tore down the last feeble barriers between themselves and absolute hegemony. Those not sufficiently privileged to be elevated to the corporate oligarchy were reduced to techno-serfdom at best and idle subsistence at worst. Unrest was staved off through comprehensive media distractions and the pressure relieved by the opening of new frontiers: the space colonies, the Moon, and the Solar System's red jewel: Mars.

The Martian colonies were largely the product of corporate efforts. Tech-billionaires, seeking greater wealth or historical immortality, founded multiple settlements on the surface of Mars, pioneering entirely new fields of technology in the process. Those who chafed under Federal rule found on Mars an endless hunger for creativity, energy, and independence. The direct influence of the corporations was often limited given the vast distance involved, leaving much in the hands of the colonial governors. The Federation's sole influence was in the construction of planetary infrastructure, including terraforming facilities, a ring of orbital mirrors, a space elevator, and a small garrison on the satellite Phobos.

Unfortunately for the Federal elite, not even the establishment of the Jupiter colonies was enough to save them from destruction. As corporate conflicts over limited resources escaped the courtroom and ended up on the battlefield, public order broke down and Earth, already wracked with separatism and discord, found itself falling apart at the seams. Private military companies flourished and arms sales skyrocketed, with nuclear-powered war machines taking the field for the first time in conflict regions -- the predecessors of the Mobile Armor.

The destructive conflicts were ultimately brought to a climax through the advent of new technology. The Colonial Energy Corporation, headquartered on neutral Luna, announced a major breakthrough in harnessing the fundamental force of gravity. By capturing and manipulating gravitons, actual particles of gravity, the CEC had unlocked countless new avenues of research.

As functional anti-gravity prototypes entered public awareness, corporate security forces turned them towards their own ends. Heedless of the consequences, they incorporated anti-gravity into their war machines, giving birth to the first Mobile Armors. These colossal engines of destruction heralded a new and much bloodier era of corporate warlordism, leading to the wholesale disintegration of Federal authority.

In the end, the corporations were brought down by their own aggression. The Eurasian Terrestrial Resource Company found itself the subject of a bloody coup, carried out by their increasingly powerful security forces, who had been granted unlimited autonomy and resources to prosecute the corporate war against its competitors. With a global corporation's resources behind him, the new leader of the ETRC set his R&D department to designing a weapon to end the war, once and for all: the Mobile Suit.

While Mobile Armors boasted tremendous firepower, they were often cumbersome and vulnerable to sabotage. The Mobile Suit, with its humanoid design, made use of a man-machine interface and anti-gravity thrusters to move with unparalleled speed on the battlefield. By reading the pilot's brainwaves, the man-machine interface allowed the Suit to be commanded by a single pilot, and with near-seamless fluidity. A squadron of Mobile Suits could dismantle a slow-moving Mobile Armor at a fraction of the cost and manpower required to field one of the mighty war engines.

Not content with wrapping up his own company's conflicts, the ETRC leader turned his attention on the rest of the corporate forces, and finally on the Federal capital at Luxembourg. The hopes and dreams of billions were realized that day, only to be cruelly dashed in the coming years, when the new President of the Earth Federation declared himself Emperor. The Old Federation was dead, with even its hollow promise of freedom gone. In its place would now exist the Terran Imperium.

Though the Corporate Wars resulted in some low-grade skirmishing amongst the Martian colonies, most colonial governors were more than happy to ship raw and processed materials home, to fuel the fighting on Earth, and otherwise stay out of it. During this time, with travel to and from Earth limited by the conflict, native Martians were gradually promoted into a system that had previously favored Earthborn management, further distancing the colonies from Old World strife.

When the Wars of Unification broke out, hands-off management quickly became no management at all, as personnel from the home offices were either busy fighting off ETRC forces or engaging in a panicked mass exodus to Luna, Mars, or even the Jupiterian colonies, contributing to the rapid collapse of corporate resistance. The sudden influx of Earthnoid elites, many of whom usurped the positions previously held by native Martians, further exacerbated tensions, resulting in a series of uprisings, revolts, and insurrections. Some colonies fell entirely to Martian control, while others managed to work out a balance of power between their citizens, and a rare few hung on to Earthnoid supremacy.

Little was heard from the Imperials until four years into the newly declared Imperium, when the long-departed Federal garrison at the base of the Olympus City space elevator was replaced with a sizable force of Terran Mobile Suits. Having assumed control over the orbital mirrors and the moonbase, the Imperials did not attempt to further expand their control. Instead, the Imperial governor at Olympus declared that all corporations had been dissolved and that all colonies were the property of their residents, in a somewhat misguided attempt to win over the Martian population.

It quickly became clear that the Imperial government had no interest in exercising direct control over Mars, busy as it was asserting itself over the remainder of Earth and the orbital colonies thereof. Instead, it preferred to retain control of the space elevator and the high orbitals, using the leverage provided to become Mars' sole consumer of material exports. Otherwise, the Martians were left to their own devices. With the establishment of the Imperium's Penal Export Program, in which Mars was officially designated as a dumping-ground for criminals and political dissidents, the Red Planet officially became the Imperium's neglected backwater.

Two years ago, the quiescent political landscape of Mars was shaken to its core by the October Uprising, in which a young man and a group of his fellow students from the Asimov Technical Institute fielded an entirely new kind of Mobile Suit: the GUNDAM. Incorporating both a graviton-powered reactor and a revolutionary man-machine interface, the GUNDAM proved to be lightyears beyond what the Imperial garrison troops were prepared to handle. The GUNDAM and its pilot, supported only by a handful of civilian-use Mobile Workers, nearly succeeded in taking Olympus City in a month-long campaign. At the base of Olympus Mons, the October Uprising was brought to an end by the deployment of the Imperial Guard and a series of brutal reprisals across Noachis Terra. The GUNDAM was destroyed, and its unknown young pilot became an instant martyr to the Martian people.

The suppression of the Uprising did not bring the much-anticipated peace and calm hoped for by Imperial officials. Instead, the GUNDAM plans were leaked onto the Martian infosphere shortly after the end of the unrest. Despite only existing in the public network for seventeen minutes, they were instantly snatched up by the colonial governments, many of which now speculated on what might happen if another GUNDAM had some proper support...

Advanced: A human who has developed superhuman mental abilities, including expanded perception, fast reflexes, and the ability to telepathically communicate with other Advanced, as well as other yet-unconfirmed abilities. Previously only available to those who had bonded with an N-DAM System. It is speculated that the N-DAM bond stimulates the brain into tapping into its full potential, leading to a next stage in human development. While active communion with the N-DAM System strengthens an Enhanced's abilities, it is no longer necessary for their manifestation, and Advanced abilities vary widely between individuals. What long-term effects this will have for and on the human race are as yet unknown.

Asimov City: Previously the foremost center for advanced research and development on Mars. The place where the original GUNDAM was built. After the October Uprising, Asimov City was destroyed and its inhabitants scattered. Following the Revolution, the ruins of Asimov City were recolonized by refugees and it is now a lawless, chaotic place.

Awakened: A Mobile Suit equipped with an N-DAM that has, through extended communion with an Advanced pilot, developed its own quasi-personality. While most N-DAMs simply mirror the personalities of their pilots and Awakened will always reflect their original pilot's personality to some degree, the longer-lived Awakened often develop unique personas, along with a degree of autonomy.

Carrier: The generic term for the massive gravity-powered ships controlled by warlords, known formally as strike carriers and dreadnoughts. Often heavily armed and armored, with the capacity to hold numerous Mobile Suits and Mobile Armors. Many of these are modified from salvaged or rebuilt Revolution-era ships. Also known as battleships.

Clash Sensor: A modern development, this is a sophisticated proximity sensor that can near-instantly trigger a beam-based melee weapon's particle effect when contact is imminent. This device allows modern beam sabers and similar weapons to operate in a low-power standby mode when not actively cutting through or clashing with something, substantially reducing the drain on the Mobile Suit's G-Cell.

Colonial Energy Corporation: A Luna-based energy company formerly headed by Vincent Sinclair, known for its pioneering gravitic research. One of the few corporate survivors of the Wars of Unification. Headquartered at Armstrong City on Luna. CEC forces intervened militarily during the Martian Revolutionary War and were largely destroyed at the Battle of Deimos.

City: The term for a self-contained planetside habitat. Generally consists of one or several large residential domes along with a plethora of smaller domes and nearby outposts, connected via personnel tube or anti-gravity shuttle. Found principally on Mars and Luna. Martian cities are almost always located in a crater or extinct volcanic cone and named for the feature. The Revolution saw multiple cities destroyed and the survivors are uniformly heavily armed and fortified.

DIAGRAM System: The Disconnected Integrated Authority Group - Remote Active Manipulation, or DIAGRAM, is a system that uses gravity tethers to both manipulate and power small quasi-autonomous drones. DIAGRAM drones rely on the man-machine interface to be semi-consciously directed by the human mind, with a high-capacity quantum computer assisting in the process. Military-grade DIAGRAM systems, which used the N-DAM System and an Advanced pilot as the coordinating authority, are presently not in use, as their power requirements far exceed the capacity of the G-Cell.

Earth: Humanity's birthplace, population 9.1 billion. Much of the surface is controlled by the Terran Imperium, though pockets of resistance continue in Southeast Asia, Australia, North America, and Central Africa. Contact was lost with Earth at the conclusion of the Revolution.

Earth Federation: Also known as the 'Old Federation,' the previous world government of Earth. Dominated by multinational corporations and largely ineffective at containing their rise. Brought down by corporate warfare and officially ended with the rise of the Terran Imperium.

G-Cell: A recyclable container of variable size that is capable of retaining activated gravitons and can thus serve as a mobile power source. As graviton collectors are currently impossible to fit into anything smaller than a battleship, G-Cells are in high demand for all kinds of machines, particularly Mobile Suits. G-Cells range from the size of a small dog to the size of a large person. Manufacture of G-Cells is a difficult, technically complex process, and is thus largely restricted to cities and battleships.

G-Field: The energy field produced by a graviton power source. The G-U Drive's high output was able to produce a 'bubble' of warped space around its GUNDAM capable not only of cancelling g-forces for its pilot, but also of deflecting solid-state projectiles and rendering long-range observation and tracking completely pointless. G-Cells and G-Drives also produce G-Field effects, but the field is generally only sufficient to cover a cockpit-sized area unless channelled in a particular direction.

Gravestorm: A rain of Graveyard refuse on a particular area. Containing equal parts mineral-rich satellite debris and military-grade salvage, gravestorm sites are hotly contested. Being inside a gravestorm when it happens is a great way to become a permanent part of the salvage site, and those who can predict their arrival are highly prized.

Graveyard: The field of debris surrounding Mars, comprised of now-pulverized former satellites, the wreckage of the orbital ring, and the leftovers from the Battle of Deimos. With the complex interplay of debris and the resulting signal disruption this produces, orbital transit is considered dangerous at best. Some pirates are known reside within the lower layers of the Graveyard and descend from the sky to attack their targets.

Graviton: The fundamental particle of gravity. Gravitons can be harvested and activated for use as reaction mass by CEC-designed graviton collectors, which can also function as (building-sized) power sources in their own right. Gravity fuels are anticipated to one day render most other forms of energy production obsolete, but without refined helium-3 to trigger self-sustaining reactions, their use is presently limited.

Gravity Burst: During the Battle of Deimos, a man-made cataclysm threatened to bring down the orbital ring and the moons down on the people of Mars. Those alive at the time witnessed and felt the superhuman intervention of two Advanced presences who deflected the debris up into a stable field surrounding Mars that is now known as the Graveyard. Following the Gravity Burst, individuals who had never previously bonded with an N-DAM began manifesting Advanced abilities. This event is widely considered to be the end of the first stage of the Martian Revolution.

Gravity Tether: A connection formed between two G-Fields that can be manipulated to transmit data and energy faster than the speed of light. Gravity tethers can also be used by one G-Field to invisibly manipulate another, smaller object, though this requires much greater power output.

GUNDAM: A cutting-edge Mobile Suit that utilized both a G-U Drive and an N-DAM System. The first GUNDAM was named by its pilot as a combination of the two acronyms. In addition to those pioneering advances, the GUNDAM also boasted high-output thrusters, highly durable new-alloy armor, and devastating particle beam weaponry. GUNDAMs were very expensive to build and are presently unusable given the lack of fuel for their G-U Drives.

G-U Drive: The Graviton Unrestricted Drive, a third-generation anti-gravity generator that relied on power derived from graviton-fusion reactions rather than on externally provided nuclear or solid-state fuel. Smaller and far more potent than previous anti-gravity drives. Second-generation drives, which were bulkier and produced less output (and were much easier to produce), were known simply as G-Drives. Despite the supposed energy independence of the G-U Drive, it still required refined helium-3 as the catalyst to activate its reactor core, and without the Jovian energy supply, both it and the G-Drive are presently unusable.

Independent Era: The calendar currently in use by most Martians. Originally the Imperial Year, established by the Terran Imperium during its official founding, and changed following the end of the Revolution. The previous era was the Galactic Calendar, dating from the foundation of the Earth Federation, but is now known in retrospect as the Corporate Era. It is presently IE 25, or GC 143 under the old calendar. Events before the advent of the Imperium are dated BIY, or Before Imperial Year, with the Independent Calendar and Galactic Calendar using similar naming.

Interplanetary Consortium: An obsolete alliance formed by the Mars-based Paesam Corporation with several Lunarian corporations, which intervened militarily in the latter half of the Eleven-Month War. The end of the war and the Gravity Burst saw the scattering of the Lunarian contingent of the Consortium forces, though Paesam forces escaped the battle in more or less one piece. Through inheriting the Consortium's assets, Paesam now possesses legal (albeit largely disregarded) title to most of Mars under (defunct) Federal law.

Jupiter: The largest planet in the Solar System, population estimated at roughly 20 million. Home to a variety of orbital and satellite colonies whose principal purpose is energy extraction. Jovians rarely venture into the Inner System except as part of the once-yearly Jupiter Energy Fleet, which delivers fuel to Mars, Luna, and Earth. Much about their culture and way of life is unknown. The Energy Fleet has been unable to deliver fuel since the conclusion of the Revolution, which has plunged Mars into chaos.

Luna: Earth's satellite, population 214 million. Home to the Colonial Energy Corporation and a few other surviving megacorps. Considered neutral ground due to its centrality in technological development and thus one of the few places in the inhabited System without an Imperial garrison. Its unofficial capital is Armstrong City.

Magnate: An individual who controls a city, along with Mobile Suits. Ranging from benevolent protectors to despotic tyrants, the magnates of Mars are united only in their desire to keep what's theirs from being someone else's. Magnates often feud over resource-rich territory, settlements, or particularly valuable salvage hauls.

Mars: The Red Planet, population 1.4 billion. Home to several dozen autonomous colony "cities." Partially terraformed, with progress stalled following the rise of the Imperium. While much progress was made in achieving self-sufficiency during the Revolution, inter-system trade has been completely severed and resource shortages are common. Officially independent of the Imperium as of the conclusion of the Revolution, though the Earth government has yet to acknowledge this de-facto state of affairs.

Martian Renaissance: Despite the collapse of the Martian Republic's central authority, a pan-Martian identity has nevertheless continued to spread through the cities and tetherlink networks of Mars, driven by the success in ousting the Imperial garrison forces. Combined with planet-wide stringency, necessitating a wave of new recycling and efficiency technologies, this has led to a flourishing of Martian culture and aspirations. The project emblematic of this Renaissance is the so-called search for the Philosopher's Stone: the scientific breakthrough that will enable the resurrection of the Gundams and their G-U Drives without the need for Jupiterian helium-3.

Martian Republic: The largely defunct government of Mars. Originally founded by the northern cities of Garek's Bluff, Pavonis, and Oryza, then expanded through a combination of military and diplomatic victories. Ultimately victorious in the war against the Imperium and then later the Consortium, but with the destruction of Pavonis at the end of the war and the secession of Garek's Bluff afterwards, the fragile ruling coalition collapsed and a state of anarchy has ensued. Many Martian warlords claim to fight either on behalf of or against the Republic. The official capital is presently at Oryza City.

Martian Revolution: Also known as the Revolutionary War or the Eleven-Month War. Lasted from October of IY 19 to September of IY 20. Multiple Martian cities, equipped with experimental Gundam units, declared independence from the Terran Imperium and brought about a period of civil strife. Eventually, anti-Terran forces coalesced into the Martian Republic and successfully brought the majority of Martian territory under their control. The intervention of Lunarian corporate forces midway through the war threw the status quo into chaos, culminating in the Battle of Deimos and the Gravity Burst.

Messiah: The term for the two Advanced who intervened during the Gravity Burst to save Mars from destruction. Formerly known as Ercia Jomon and Hanaa Kamis, these two women are venerated by the Church of the Messiahs, also known as the Messiah Cult, which has a widespread following among the Martian public. Jomon and Kamis are never referred to by name except by those who knew them, and are instead referred to as the Founder and the Successor. Also a colloquial term for Advanced used by the particularly devout, who ascribe mystical abilities to their saviors.

Mobile Armor: Massive non-humanoid war machines crewed by multiple individuals. Originally created during the Corporate Wars with the advent of anti-gravity technology, first-generation Mobile Armors are no longer in use, being cumbersome and heavily reliant on nuclear fuel. Second-generation Mobile Armors that utilized the G-U Drive were fielded to great effect during the Revolutionary War. Modern third-generation Mobile Armors are less impressive, given their reliance on limited G-Cell availability, but benefit from other technological developments.

Mobile Suit: A humanoid machine that incorporates a "half-control" man-machine interface, or neuro-system, as well as anti-gravity thrusters that overcome the square-cube law and provide it with unparalleled speed and maneuverability. Mobile Suits are the mainstay of most Martian armies and are powered by recyclable G-Cells, which limit their deployment times. Mobile Suits are principally armed with beam rifles and beam sabers, with each weapon drawing on its own small G-Cell for power. With the end of the Revolution and the decline of the Martian Republic, Mobile Suit production has become increasingly non-standardized among the Martian cities, though many harken back to the Zeadorsas and Garands of the war.

N-DAM System: The Neuro-Dynamic Access Manipulation System, a next-generation man-machine interface designed for Mobile Suits. Unlike previous "half-control" neuro-systems, which read pilot brainwaves and convert their intentions into actions, the N-DAM is a "full-control" system that both receives and sends data, resulting in an exponential leap in pilot-machine synergy. N-DAM Systems are highly idiosyncratic; experiments have shown that only adolescents between the ages of 16 and 24 can properly synchronize with an N-DAM. Once synchronized, an N-DAM is "locked in" to its pilot. N-DAM System schematics warn of the potential for "unexplained phenomena" when overused. Absent the power supply provided by a fully operational G-U Drive, the N-DAM is reduced in capacity to a high-quality half-control system.

Normal Suit: A full-body protective suit rated for exposure to hostile atmosphere or vacuum. Much less bulky and more flexible than early 'spacesuit' models. Equipped with highly compressed air reserves, atmospheric condensers, radiation shielding, and even small maneuvering thrusters.

October Uprising: The one-month campaign waged by a cadre of students from the Asimov Technical Institute against the Imperial authorities on Mars. The lightning-swift advance, enabled by the GUNDAM's raw power, resulted in a push that nearly ended at the Olympian space elevator. Only the intervention of the Imperial Guard at the base of Olympus Mons stopped the GUNDAM's rampage through the Imperial garrison. In the wake of the Uprising, Asimov City was levelled and the Imperial garrison at Olympus City redoubled in strength, including a permanent detachment of the Guard. The first anniversary of the October Uprising served as the catalyst for the Martian Revolution.

Olympus City: Formerly the largest settlement on Mars, located at the base of the ruined space elevator installed at Olympus Mons. Once an Imperial stronghold, Olympus City today is much reduced due to warfare and strife but remains an important center of commerce due to its heavy fortifications. Barely avoided total destruction during the Gravity Burst; some say their salvation was due to the direct intervention of the Messiahs. Now headquarters to the Knights of Olympus, a militant order of ex-Imperial soldiers who defend the city from warlords and pirates.

Particle Beam: By manipulating the G-Field into both a containment field and a concentrated focusing lens, coherent beams of particle-based energy can be projected with a measure of stability. This effect was showcased most remarkably with the GUNDAM, which was armed with both a beam-firing rifle and a particle-based cutting implement known as a beam saber. Both weapons were seen to shear through Mobile Suit armor and G-Fields without any noticeable resistance. Technological advancement during the Revolution led to higher-caliber beam weapons, known as particle cannons and mega particle cannons. Beam weaponry is principally powered by G-Cells in modern Mobile Suits.

Phobos/Deimos: Formerly the two satellites of Mars. Previously home to much of the Imperium's orbital infrastructure, these satellites were destroyed by the Gravity Burst at the conclusion of the Revolutionary War, and now make up a large portion of the Graveyard's debris.

Pirates: Warlords who rely on a nomadic lifestyle devoted to pillage. While some style themselves as honorable rogues, most are in it for the loot. These forces are depressingly common, and many use salvaged Revolutionary-era battleships to wage their campaigns of plunder. All pirates are warlords, but not all warlords are pirates.

Terraforming: The process of transforming Mars into an Earth-like planet. Originally started under the Earth Federation but abandoned during the final years of the Corporate Wars. Mars presently has an atmosphere comparable to a high mountaintop on Earth, requiring the use of a normal suit to move about on the surface. Vegetation outside the cities is nearly unknown, and most sustenance comes from vast hydroponic agri-domes.

Terran Imperium: The present government of Earth. Ostensibly organized under the absolute rule of the Terran Emperor, in practice the Imperium is a military junta in which vast districts are delegated to the control of the Marshals of Terra and ruled with an iron fist. Much of the Imperium's energies are devoted to suppressing unrest on Earth and in the colonies. With the end of the Martian Revolution, the already tenuous Imperial control over Mars disintegrated.

Tetherlink: With the destruction of Deimos and the collapse of the infosphere, Mars plunged into a new Dark Age. Infosphere contact was impossible to re-establish given the interference produced by the Graveyard. However, the gravity tether technology pioneered by the famous Dr. Momoko Dzerzhinsky was quickly repurposed to serve as a high-speed wireless network to convey information. Tetherlink stations are limited in that they require unobstructed line of sight to function, but a fully operational tetherlink connection allows near-instantaneous data transfer and communication.

Whether by manufacturing the parts directly or putting salvaged bits together, every faction has at least some ability to build new mobile weapons. Any faction without a dedicated home base is considered to have a Build Capacity of 1, which represents their flagship's mechanics being able to assemble parts; this rating cannot be improved through standard means. Most major cities have a Build Capacity of 4, which can be improved through the acquisition of additional facilities or the expansion or improvement of present ones. Factions should indicate in their orders how they want to allocate their Build Capacity. You may allocate insufficient Build Capacity toward a project; should you do so, the project will take multiple turns of construction. Build projects may be spread out over multiple sources of Build Capacity.

Below is a listing of the costs of each currently available build project:

Mobile Suit (2nd Gen): 1
Mobile Suit (3rd Gen): 2
Gundam (1st Gen): 6
Gundam (2nd Gen): 12
Mobile Armor (MP): 4
Mobile Armor (Adv): 12
Landship: 6
Strike Carrier: 12
Dreadnought: 18

The Darwinian culture of Mars necessitates constant innovation in order to survive and thrive. As such, every faction has the ability to research new projects, including mobile weapons, battleships, and other, even more spectacular possibilities. Each research project will take a set number of turns, and can be sped up by the allocation of additional Research Capacity. Any faction without a dedicated home base is considered to have a Research Capacity of 1, representing its onboard team of specialists. Factions with home bases can invest in additional Research Capacity through their orders. No one-person faction can ever exceed 2 Research Capacity.

Mobile Suits (Second Generation)
Pre-war designs retrieved from the battlefield and adapted for a post-cataclysm world, second-generation Mobile Suits are the unappreciated mainstays of most warlord forces. While most second-generation machines fall into the usual three broad categories of design school, the truth is that many are simply assigned those categories by virtue of where the majority of their parts come from. Most of them are irregular in build, a problem further exacerbated by the inadequacy of their armor, which necessitates frequent repairs.

While second-generation machines are equipped with G-Cell power sources, they weren't built to use them properly and must equip larger cells than their more advanced counterparts to achieve near-parity in result. They are typically armed with a hodgepodge of shell-firing and beam weapons, often in a variety of calibers and outputs.

Examples of second-generation Mobile Suits include the Zead-R (built on a Zeadorsa IIA chassis), the Garand VS (based on the Garand Victor), and the Sarissa (Paesam's most profitable Mobile Suit line, based on the Myrmidon).


Mobile Suits (Third Generation)
Third-generation Mobile Suits are modern designs developed after the Gravity Burst. While pre-war mobile weapons were both larger and more numerous, as well as highly energy-inefficient, third-generation machines were built to natively support a large G-Cell and to maximize its limited power output. As such, third-gen Mobile Suits are far more efficient in their use of onboard power, owing to multiple need-based innovations in that particular field.

Finally, in response to the decline of suit-portable beam artillery and the proliferation of smaller handheld beam weapons, third-generation machines are built with sturdy, beam-resistant armor made from alloys created under artificially high gravity.

Third-generation Mobile Suits are typically outfitted with cell-powered beam rifles and beam sabers, as well as other custom weapons and mission-appropriate gear.

Examples of third-generation Mobile Suits include the Republic-designed Neuzea, the Imperial-derived Errant, and the Consortium's Tribune.


Gundams (First Generation)
A portmanteau of the G-U Drive and the N-DAM System, the GUNDAM is a high-performance machine that, in the hands of an Advanced pilot, is nigh-unstoppable without equivalent force being brought to bear against it. The tremendous output of the G-U Drive enables a Gundam to sport a variety of exotic weapons and support systems, giving it a decisive edge on the battlefield over conventional opponents, and its G-Field is powerful enough to deflect all but the most accurate small-arms fire.

First Generation Gundams are more properly known as 1.5th Generation, as all extant examples have been upgraded from their baseline models to better compete on the battlefields of the Revolutionary War. Unlike their more advanced successors, they can be modified to use the G-Cell, albeit with reduced overall performance and a partially-inactive N-DAM System.


Gundams (Second Generation)
Second generation Gundams are those equipped with the N-Frame, an extension of the N-DAM System's neuro-linkages throughout the whole of the Mobile Suit's internal skeleton. This results in an enormous gain in performance and synchronicity between pilot and machine, and when combined with cutting-edge weaponry and other technologies, an Advanced piloting an N-Frame Gundam is more than capable of dominating all but the most experienced lower-generation Gundam pilots.

Due to the helium-3 drought presently afflicting Mars, almost all second generation Gundams are presently inactive.


Mobile Armors (Mass Production)
The mass-production Mobile Armor is a non-humanoid machine an order of magnitude larger than a Mobile Suit, typically outfitted with heavy armor plating, high-output thrusters, and large beam weapons. Each Mobile Armor requires multi-person crews with special training to operate properly, but when fielded correctly, they can serve as excellent fire support platforms or fill other useful battlefield roles.

Absent a high-output power source like the G-Drive, the Mobile Armor as a concept is somewhat impractical on the modern battlefield. Pre-war designs are simply too inefficient to be fielded reliably, and few modern groups have the time, interest, or manufacturing capability to produce Mobile Armors when static fortifications are much cheaper.

Paesam Corporation's Mistral, designed for air-superiority operations, and Sharp City's Bogazkesen, built to provide artillery support, are the only two models currently in production, though some forces do deploy individual, custom-modified or salvaged Mobile Armors to intimidate settlements or rivals.


Mobile Armors (Advanced)
An Advanced Mobile Armor is just what it sounds like: a Mobile Armor built with an Advanced pilot in mind. Sporting the same G-U Drive and N-DAM system as a Gundam, these Mobile Armors are just as unique and powerful as their Mobile Suit equivalents, albeit generally specialized for large-scale multi-target engagements rather than the Gundam's more focused scope. The examples fielded in the previous war were often equipped with powerful G-Field emitters, devastating particle beam artillery, and a variety of other unique weapons.

Extant examples of the Advanced Mobile Armor include the Martian Republic's Helios and Hesperidea, both currently non-functional.

Landships
Venerable relics of pre-War transport, the landship is a massive vessel whose size is on par with the strike carrier, but is unable to operate in the atmosphere. Instead, it hovers just above the ground to avoid rough terrain and obstacles, albeit slowly. While most are armed, their large-caliber shell-firing cannons simply aren't up to the challenge of the modern battlefield, and can generally only serve to threaten a colony with bombardment. However, they can still carry a full complement of Mobile Suits, and their ability to host a graviton collector makes them useful in these very limited days.

Strike Carriers
The Martian strike carrier traces its roots back to the Terran Imperium's Thunderbolt-class vessel, an aerospace combat ship designed for area dominance. Armed with relatively light but still potent beam artillery, a strike carrier's main utility was in its capacious hangars and multiple launch ramps, capable of deploying numerous mobile weapons. Combined with onboard maintenance facilities and supply bunkers, the Thunderbolt-class strike carrier could embark, sortie, and support an entire Mobile Suit division in the field. It was a key tool in the Imperium's order-enforcement arsenal.

Present second-generation strike carriers are noteworthy for their ability to carry a graviton collector, which permits independent operation and the ability to recharge G-Cells far from home. They include the Republic-built Kodiak (that polity's first and last mass-production ship design), the Lunar-built Acquisitor (often heavily modified), and the Imperial Interceptor, the last remnants of that ill-fated reconquest fleet.


Dreadnoughts
Vast warships, heavily armed and armored, with even more substantial carrying capacity than a strike carrier, the dreadnought is a relic of the War of Independence. Each one was either custom-built or otherwise heavily modified, and the ability to make more is beyond the capacity of most modern powers. Several are currently missing, presumed lost, and the wrecks of several more lay within the Graveyard. Prominent examples of presently operational dreadnoughts include the Jeanne d'Arc and the Indomitable.
 
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Signup Guidelines
Signup Guidelines

Character
Name: Self-explanatory. Feel free to look up names from other Gundam media as inspiration.
Status: Either Magnate or Pirate, please. Read up for definitions. Magnates start with control of a city, Pirates start with control of a battleship.
Generation: Either First or Second. First-generation Advanced are former Gundam pilots or test subjects whose potential awoke through the N-DAM bond. Second-generation Advanced began to realize their potential following the Gravity Burst. Please make sure your backstory reflects this.
Birthdate: In the Independent Era calendar, please. Your character should be at least 16 years old.
Origin: Where your character was born, including city and planet.
Background: A brief outline of your character's personal history. Nothing too excessive, please.


Organization (Colony or Battleship)
Name: The typical colony name format is <X> City, with <X> being the relevant geographic feature. Feel free to use any colony that wasn't player-designed in the previous game, as long as your use conforms with the backstory. If you want to use an unused player-designed colony from the previous game, let me know and we'll work something up. Battleships can be named whatever you like.
Origin: Republic, Consortium, or Imperial. Every organization on Mars derives its equipment and traditions from one of these three factions, along with the bulk of its personnel. This will also determine your starting units.
Description: A brief outline of how your organization works and survives. Colonies typically rely on agriculture, manufacturing, or some combination of the two. Independent battleships typically operate as mercenaries or pirates.
History: Your organization's backstory. Keep it plausible.

NOTE: The players of Kesh Chathur (@kızıl sultan), Nerys Griffith (@Ranger), Nora Jansen (@VoidZero), Moss Geryon (@Namaroff), Antara Desike (@Aedan777), and Eva Volkova (@SirLagginton) do not require applications (though posting new bios is encouraged) and will be automatically accepted should they choose to return as their previous characters. They should, however, decide whether they'll begin as Magnates or Pirates. If any player elects not to return, their character will be used as an NPC. Any other potential returning characters should be submitted through the application process.

I'll keep signups open until I get enough acceptable ones, as usual. I'm aiming for about 12 players, but this is not first-come first-served; I'll pick the best signups and go with those, even if I end up with fewer players than expected. Conversely, if I get a lot of apps I like, I may expand the roster. Let me know if you need more time to submit for whatever reason.
 

Name: Eva Volkova
Status: Pirate
Generation: First
Birthdate: Unknown
Origin: Olympus City, Mars
Background: It didn't take long for the halcyon spirit of victory to turn to ashes before Eva's eyes, as the aftershocks of Yuliy's death reached across time and space to cruelly carve a hole in her heart. Not even Helios' blazing spirit could hold back that familiar specter of raw despair, that loathed companion from a previous life under imperial manacles. Noble Helios would dim not long after the failure of the Jovian Energy Fleet to reach Mars, starved of both energy and the hope it heralded, and in turn the Skull would whisper in her nightmares in the years to come.

Though she had only fought for the Union in the latter stages of the war, Eva had become a war hero of no small fame by the war's end, viewed by Mars at large as the successor to the legendary Starlight Knight, a view received with deep-seated bitterness by the person in question. It was on the strength of this personal reputation that refugee convoys would congregate at the ruins of Asimov as the Republic chose to focus aid efforts there, with the Republican 1st Battlegroup 'Starlight Crusaders' repurposing large amounts of neglected infrastructure to turn it in a massive refugee camp. Those perhaps too quick to celebrate the conclusion of the Revolutionary War championed the rebuilding effort as the dawn of the new, independent Mars taking the future into its own hands.

However as the newly enshrined Republican government fell into increasing fractious divides and deadlocks Eva found her increasing alienation from Mars metamorphosing into outright disillusionment, and then genuine rage at the secession of Garek's Bluff. Already thoroughly disaffected with the revolutionary government and its failure to do justice to the heroes that gave their lives for its cause, a fresh crisis emerged after the reconstruction efforts in Asimov were fatally disrupted by the secession of Garek's Bluff from the Republic, and rejection of Republican authority took like wildfire throughout Asimov's populace. Faced with the choice between the last remnants of her adopted home and a cause she felt increasingly detached from, it was no choice at all.

Organization - Battleship
Name: Jeanne d'Arc
Origin: Republic
Description: Formerly the Republic's most celebrated military unit, the Starlight Crusaders have built themselves a reputation over the intervening years as an elite 'Gravedigger' salvage crew, able to weather even the infamous gravestorms of Mars' cluttered orbit with professional ease. Their authority is one of the few given any true respect in otherwise lawless Asimov, not merely for the security guarantee the Jeanne d'Arc represents but also the fact that their regular hauls of military-grade salvage from Martian orbit is a significant contributor to Asimov's economy. Mercenary work is more of an afterthought rather than a primary occupation, but those pirates that are bold enough to intrude on Asimov airspace learn the hard way that the Crusaders have had plenty of opportunity to keep their skills honed sharp.

History: First and only of her class, the crew of the former Republican flagship Jeanne d'Arc had weathered the years with a professional aplomb that spoke of what the Republic had lost when the crew had turned their back on the government. Lacking the opportunity to fully repair after being ravaged by the Solar Flare, especially after the destruction of the shipyards of Pavonis, the Crusaders took to salvage work in the Graveyard for parts amid patrols through the atmosphere as political deadlocks ensured that the more complex repair components would be reserved for the surviving cities instead of the Jeanne d'Arc. Something that would do little to reconcile the traumatised and war weary crew to a government they would grow increasingly disillusioned with as their sacrifices came to be increasingly for nought. After turning their back on the Republic proper, it transformed into a full blown occupation, methodically learning to navigate the hazards of the Graveyard with stolid determination.

Though its presence in Asimov is most keenly felt in the quarters dominated by Pavonis refugees, where the survivors of fallen Pavonis and its numerous expats would ultimately settle in the horrific aftermath of the Solar Flare, the shadow of the Jeanne d'Arc over Asimov is accepted as a fact of life since the inception of its resurrection. Originally deployed to keep the routes where streams of refugees travelled safe and to lend its significant engineering expertise to the revival of the city, the Starlight Crusaders have come to effectively adopt it as a reluctant replacement for their former home.

Despite Eva's status as their most public figure, it is the venerable former Marshal Arnaud Badeaux that holds command over the tight-knit crew, bringing with him the experience of commanding the Republic Mobile Suit Corps and perhaps even more valuable, the memories of the days when camraderie in the Republic was more fact than myth. It was by his intervention that the Crusaders' bridges with the Republic were not totally burned, the respect accorded to him that Eva did not appear before Nerys in the ugly aftermath of the secession with beam saber blazing in hand, though the embittered ex-soldiers regard the Republic with sour disappointment even at the best of times.

All that is left now is to climb Mount Qaf, and to set the ashes of their once-dreams to their final rest.
 
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Character
Name: Sev Mahon
Status: Pirate
Generation: First Generation
Birthdate: IE 2, August 12th
Origin: Pavonis City
Background: Born in the Birthplace of republicanism on mars, Sev was raised to hate the distant and tyrannical Imperial government. A poor son of a poor family, he'd give his all to the independence movement during the Original Gundam's uprising in his City. Though he was of certain age to at least be tested with a NDAM system he'd find that he was rejected to be Pavonis' Pilot...Though the city and soon the early Republic would quickly find a use of him in the Variety of mobile suits. He'd prove both capable and a powerful veteran of the nations...But after the destruction, he'd find himself lost. The very heart of the Republic fell that day-which left him quickly morning. It wasn't long though, as Garek's Bluff would make it's infamous Secession. Outraged, the man would throw himself into the variety of Special-Action units that formed in the slow fall of the Republic, soon after joining the Martian Action and Restoration Kompact. With his potential known and his thirst for revenge, Mars could be painted redder than ever under his wake.

Organization (Colony or Battleship)
Name: Restorer
Origin: Republic
Description: As basically an hyper-militaristic Revolutionary group, the Restorer and M.A.R.K in turn fund their operations via donations, what salvage they scavenge from across the red planet, Tribute, and of course radical redistribution against counter-republican traitors (Aka raids.) They mostly do the more unsavory things against Imperial and Corporate aligned settlements though, still holding a
History: M.A.R.K was founded in the wake of the Gravity Burst, though it had it's routes in the aftermath of Pavonis' destruction. The destruction of the heart of the republic brought many to a newfound radical edge, gathered partly in the crew of the Light of Democracy under Captain Ahab Sharkner. Lost without a home, they'd throw their full efforts in the battles against Paesam and other corporate tyrants like mad. However once Garek's buff left, and Thereafter the Republic slid down hard...The Radicalized elements decided that they will not sit idlely by. Proclaiming that by the Traitorous allowance of Garek's ability to leave that the government was nothing, the vengeance-seeking zealots would come to a new militaristic ideology. As well as a new title for the captain-Grand Admiral of the Republican Battlefleet, they have sworn that the republic would be reunited under a newer, stronger direction. A far more directed force that will not leave any clause for separation. United under a strong, military...
The more things change, the more they stay the same.
 
Name: Nerys Griffith
Status: Magnate
Generation: First
Birthdate: IE 3 (22)
Origin: Garek's Bluff, Mars

Background: Pilot of Wolfpack Gundam, and before that, the Samoyed Gundam. Nerys has seen friends and family die at Imperial and Corporate hands, she's seen the Equatorial Union turn into the Republic and then the Republic collapse, she gained friends in her machine and her fellow pilots only for all of them to be taken away one by one either during or after the war. Now Nerys leads Garek's Bluff semi-officially. Semi because officially the farmers council still hold ultimate power in a state not unlike an old monarchy. The last time the council enforced their rule had been the secession of Garek's Bluff against Nerys' own wishes and since that disastrous result they have retreated from using their power and acted on Nerys' recommendations. Since the fall of the Republic she's tried to maintain personal contact with fellow pilots like Nora and other members of the old group to mixed success. Despite her position she works on the frontlines of the salvage and defense efforts, the latter of which she has recently been rapidly expanded to try and encompass neighboring cities. She tends to spend her downtime in quiet meditation beside the maintained but fuel empty Wolfpack, a much calmer, even melancholic, personality compared to her more spirited youth.



Name: Garek's Bluff
Origin: Republic

Description: One of the larger Agricultural Cities before the war, and in easy competition for the largest to have survived it, Garek's Bluff maintains itself much the way it did before, predominantly with agricultural trade. Post war it's industrial base built in the conflict has also been put to use to a lesser degree. Banking on it's massive food production, ever necessary on the half terraformed world, it provides some for free to neighboring cities, but for more then that, or for further distances/stopping over nomads, they trade for raw salvage. The only locally available salvage source has been the former LADON array, the massive guns slowly disassembled one by one.

History: One of the founding cities of the Equatorial Union, one of the less enthused founding cities of the Martian Republic, and to many, the city that destroyed the Republic with it's secession . The latter has become a dark stain on the city not just from without, but within. The modern city is, despite greenery everywhere, a grey place. A population that realized too late they had made the wrong decision. Hyped up on victory and powerful sentiments of independence, the colony firmly believed they would be fine on their own even with the Gravestorms, and they were. What they hadn't realized was how many others wouldn't. In their unerring faith in themselves they had attributed the same to every other colony. The collapse of infrastructure, trade, and unified civilization that came after the secession came as a shock to the people of the colony. The farmers council had taken weeks more to decide on what they should do, and by then it was too late. All they could do was shelter the refugees.

And yet through it all Garek's Bluff never did, and still hasn't, lost it's belief in it's own independence. The cultural phobia against external imperialism, rule by any other, runs deep. This left the city in a twilight zone, they knew their actions created more harm then good, but they remain steadfast that they were not wrong to secede. What they believe was their fault was not ensuring in the aftermath that the other colonies could survive even with that secession. In the last year though the city's attitude has changed. The world does not seem to truly be recovering, not at the pace it needs to. So rather then mire in self pity and act reactively, they start to seek a more proactive approach. A quest to strengthen the other cities, until everyone could thrive together, but live independent.

Lastly, one cannot talk about Garek's Bluff without speaking of the LADON array that was the cause of much conflict and concern half a decade previous. In the modern day only one cannon still stands in it's intact glory, but inactive, and it's radar and power systems disconnected long ago. Another more skeletal gun system is in the process of being taken down for metal. The rest have faded into history as they were salvaged one by one over the years.
 
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>Banned from the GSRPG Discord
>2 Years already
>All I remember was leaving of my volition and then trying to get back in for a game and then finding out I'm banned
>:funny:

In other news, I'd like to get unbanned since this game seems really interesting.
 
>Banned from the GSRPG Discord
>2 Years already
>All I remember was leaving of my volition and then trying to get back in for a game and then finding out I'm banned
>:funny:

In other news, I'd like to get unbanned since this game seems really interesting.

Lmao, I am in the same boat buddy. The game looks cool but my ass is banned.
 


Name: Hunter Vale.
Status: Magnate.
Generation: Second.
Birthday: 18 BIE.
Origin: Argyre.
Background: A foolish man who loved Ercia Jomon and now lives in the ashes of her legacy. 43 years old.

Fought as an idealistic soldier of the Martian Republic and received the special honor of commanding a Mobile Suit team.

After the Gravity Burst, he led an ad-hoc battalion to occupy the minor city of Argyre, showcasing his talents as an unwavering fanatic of the Revolution. A doctor there diagnosed him as being an Advanced given his heightened mental awareness.

He is very personable and optimistic despite the years of unending bloodshed. Leadership did not rob him of his basic sense of empathy, but he can be cruel to those that hurt him or his city first. He has an abundance of knowledge of the old world and still seeks to fix the present.

Essentially, he is a permanent revolutionary and the dream of a peaceful and happy Mars continues to smolder in his gut.




Name: Free Republic of Argyre.
Origin: Republic.
Description: An autonomous polity without a traditional tyrant. The Free Republic is a democratic state and very agrarian in character. Independent cadres from the farms and armed forces send representatives to the Argyre Council to settle their affairs. Commandant Hunter Vale–the unofficial leader of the Council–is oriented toward expanding the city's territory but faces steep opposition from many farmers. The latter is more interested in raising the living standard of the city and fears the cost of Vale's expeditions. The dialectic between the two defines the Free Republic's politics for the foreseeable future.

History: In Imperial Mars, Argyre was an agricultural colony that helped feed Archangel City. Most of the inhabitants there were tenant farmers languishing under feudal conditions. A steady stream of labor disturbances blew up into a large insurrection after the Martian Revolution. The lack of industry, however, helped the forces of reaction keep the insurgents in check. The handful of Mobile Workers appropriated by the farmers could not overpower the garrison.

Stuck in a brutal stalemate, only the intervention of Commandant Vale's makeshift unit shifted the time. When the bloody fangs of the old order were smashed, the Free Republic of Argyre was established. The city soon served as a bright beacon of hope in the Red Planet: it is the armed haven of the imaginative, the tired, and the weak. But perhaps it could rise to greater heights under the right circumstances.
 
Cosa Sakharov-Miyamoto
Status: Magnate
Generation: Second
Age: 22
Origin: Miyamoto City
The second son of the current matriarch of Miyamoto K.K. and by extension Miyamoto city, Cosa and his twin sister's Advanced abilities were awakened in the Great Gravestorm.

Miyamoto kabushiki kaisha

Location: Miyamoto City
Type: Corporate city-state
Miyamoto K.K. was established as a Martian joint-venture subsidiary of several Japanese megacorps, supplying everything from cutlery to industrial robotics to HVAC systems. By the time of the end of the Universal Century they were well-established in the reliable, non-premium sector and were essentially entirely Martianized, unusually long terms of service leading to an entire cadre of Earthbound elites that ended up settling permanently on Mars. When war engulfed the Red Planet they informally cut ties with Earth even as they paid lip service to the Imperium and mobilized their security and maintenance teams to ensure the continued operation of Miyamoto City's infrastructure and the security of its population.

Mitamoto's demographics today are dominantly Japanese, with roughly 1/3 of the population being Russian (mainly from the far east), German and North American origin (though by this point they are mostly multi-generational Martians and intermarriage is common) All voting citizens are 'stockholders', while those without the vote are 'employees'. Transients are 'contractors' or 'tourists'.
 
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Character
Name: Colonel Hercules Pride
Status: Magnate
Generation: First
Birthdate: IE -4
Origin: Asimov City
Background:
One of the few survivors of the levelling of Asimov City who dislikes Eva Volkova, Hercules Pride fell from love and prosperity to destitution and abandonment along with it. The Revolution following saw him take enthusiastic work in various low-level militias, graduating to serving in Consortium aligned mechanized pilot forces, before eventually turning tails to the Republic after one too many massacres. He participated in the liberation of Mendel City and following events, but was totally blindsided by the return of peace and, later, the collapse of the Republic. Ascribing the cause of much of this to division and lack of discipline on its leaders' parts, Pride remained in the city as its best pilot, too popular to simply retire by the new management.

This proved a mistake, as as the economic situation spiralled, Colonel Pride led a squadron of Tribunes into the central hub of communications and declared the end of corporate rule and the return of rule of, by, and for the people. Remaining a simple Colonel, he has nonetheless concentrated absolute power in his hands through economic control and the widespread arrest of all high-ranking corporates, collaborators, and bureaucrats in what has become known as "Pride's Purge". It yet remains to be seen what the future is, but by his promises there is no doubt that ambition is high.

Organization (Mendel City)
Name: Mendel City
Origin: Consortium
Description: A strong traditional manufacturing city, it has only recently begun to invest heavily in real technological advancements as a priority in large part to make the most of its manpower pool after changes due to the improving economy.
History:
A simple enough industrial melting pot of varied precedence but most often from hilly regions on Earth, Mendel had few problems before the war. During it, however, the corporate government was first overthrown by Martian Liberation-aligned forces, then languished in irrelevance under Paesam's iron fist after Mendel was conquered by it, before some of them were integrated in collaboration corporations. When Paesam and its allies were defeated and the Republic took over, no matter how temporarily, the streets ran red with collaborators.

As it turned out, however, the Consortium's purges had left few leaders for the people to rally over, while the remnants of the anti-Paesam corporate movement were better organized, held some prestige, and thus were able to take power by making great promises. These left over were far more pragmatic and held a more long-term view of maintaining their rule, together with a learnt fear of mortality. Enlarged by refugees and threatened by forced Martian autarky, the not too rich city found itself resorting to ever more desperate measures to maintain both a budget and their promises, until finally the very top, fearing revolt, fired the vast majority of the bureaucracy and gave them jobs in industry or the police force, while instating a cyberocracy: rule-by-information. Modernizing the technology of the administration as much as possible, the city was set to be run by code, with a rotating council elected by sortition from within the elite that keeps watch over the system while their compatriots while away life in the lap of luxury.

This lasted little: groups within the military had deep-running allegiance to more idealistic forms of governance, and led by pilot ace Colonel Pride, couped the ailing goverment. Having only recently ago, the government has mainly concerned itself with ensuring the welfare of as full a portion of the population as possible and extending 'Pride's Purge' as wide among the old elite as they can.
 
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A couple notes:
1) I added a pre-game historical summary to the OOC post for everyone's edification.
2) Regarding age limits: First-generation Advanced were required to be between 16 and 24 to synchronize with the N-DAM. As such, they're all currently between the ages of 21 and 29. Second-generation Advanced were awakened or at least began to be awakened by the Gravity Burst five years ago; the only age restriction for them is that they must be at least 16 years old, with no static upper limit.
 
Character
Name: Generalissimo Khoal Kharkman
Status: Pirate
Generation: Second-Generation
Origin: Pickering City, Mars
Background: With perfectly styled brown hair and clad in a uniform with medals stretching from one end of the chest to another, 'Generalissimo' Khoal Kharkman is the very image of a blowhard military strongman.

A rather unremarkable Republican soldier during the revolution, often described by those who knew him with no more than one word, most often 'hardass'. Post-Gravity Burst, another side to Kharkman showed itself as he developed his abilities as an Advanced. Pompous, yet strangely charismatic, Kharkman's words, combined with his slippery kind of luck, soon won him a cadre of followers, based around a single, simple idea:

For Mars to begin, Earth must end.

For how he and his followers will accomplish such an impossible task, Kharkman rarely gives the same answer twice. Sometimes it's a superweapon Mars will develop, other times it is merely the strength of a coming age of Advanced Humans. Whatever he says, Khoal always makes it's clear what's really important that Mars is united, probably behind him. Even then, how much of this goal is genuine and how much of it is elaborate set dressing over an otherwise unremarkable pirate is highly debatable. Though saying that to him or any of his follows is a fast way to an early death.

Organization - Battleship
Name: Monte Cristo
Origin: Republic
Description: Though the Monte Cristo and it's crew always claims to be an organization based around ideals, if genocidal ones, in practice they nearly always act in their own self interest. Their typical behavior bounces somewhere between mercenary and piratical. Often, they'll show to provide assistance in various conflicts, though in every aftermath they'll make it clear they expect 'donations' in exchange for the help they provided. Other times, they'll simply show up somewhere uninvited, and demand similar such donations. Or even just show up, make a demand, and then attack anyway before an answer can be made.

No matter what their doing, the Monte Cristo's crew always has some elaborate explanation for how it advanced their cause of Earth's annihilation, no matter how many mental gymnastics it takes. Generalissmo Kharkman always tries to maintain a positive image for the group. Or at least one that someone desperate or extremely alienated might believe.
History: The Monte Cristo started life as one of the Kodiak class hull being built by the Republic post-Gravity Burst. On the verge of completion in the Republic's waning days, a gang of deserting soldiers attacked the yard the hull was under construction at. With the local garrison on the verge of being overwhelmed, then Republic squadron leader Khoal Kharkman burst onto the scene, along with his unit of handpicked, loyal soldiers, and boldly took command of the vessel to confront the brigands. As the vessel lifted into the air, he ordered it forward...

...and promptly had the ship pick up the attacking mobile suits (also piloted by soldiers loyal to and handpicked by Kharkland) and leave for parts unknown. Upon the vessel's completion, Kharkman would christen it the Monte Cristo, to reflect their ideals of vengeance against the Earth that has brought Mars so much suffering, and has been his flagship ever since.
 
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Character


Mementos, gifted by dear friends. Jacket from a brave knight. A headpiece, from the rash friend. Gloves of a kind engineer.

Name: Nora Jansen
Status: Sky Pirate
Generation: First
Birthdate: IE 2 (23 years old)
Origin: Garek's Bluff, Mars

Background: The Equatorial Union stands. The Equatorial Union stood. The Equatorial Union was here. Did Equatorial Union ever exist? What can you point to as evidence of its rise and fall? What rights, freedoms, achievements, can one divine from the frozen ashes scattered across the surface? Did Nora Jansen, the Gundam pilot, the backup pilot of a destroyed machine, a replacement pilot of an inherited machine claimed to have existed? What did she achieve? Laid vengeful ghosts to rest? Witnessed the hollowness of their victory? Demanded the inevitable to stop?

Standing between the unforgettable past and an inescapable future, what choice is there but to try. A desperate longing of something. Eyes trained toward the sky; the dark storm will pass, for the sake of everyone.


Organization
Name: Evanesce - Orca Class Battleship
Origin: Republic Equatorial Union

Description: Formerly known as battleship Arafel belonging to a forgotten battalion, it now serves as the mobile base of the Evanesce operation. The ship raises above its original profile during the revolutionary days, where fate saw fit to entwined it with the Equatorial Union. The embers contained within will never go extinguish, no matter how strong the headwind.

History: Evanesce operation is a unit of republic traitors. They, with little understanding of republican realities, chose to disregard the interest of the republic whole in favor of pursing an impossible ideal. Their incidental private ventures coinciding with interest of republic is just that, an overlap. While they are not actively hunted (due to prowess of an unknown battleship in their possession) or hated as Garek's Bluff, they are no better than a warlord not actively harming republic interest.
 
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Character
Name: Antara Desike
Status: Magnate
Generation: First
Birthdate: IE 3 (22 years old)
Origin: Paesam City, Mars
Background: The end of the Revolutionary War hit Antara Desike hard. While by most standards her relationship with Maryka Paesam could not be considered friendly, with the two often getting into heated arguments, Antara had found herself, against her better judgment and efforts, to be warming up to her. There was only so long a person could pretend that they didn't need to be close to anyone after all. This had tragically backfired for Antara when, like everyone else she had ever grown close to, Maryka was killed right in front of her during the Battle for Deimos.

After she was forcibly withdrawn from her fight with the Blue Devil, Antara immediately drew into seclusion. Emotionally she veered wildly during this time, blaming alternatively Kesh Chathur and herself for the death of Maryka, filling her with rage or self loathing respectively. No amount of threats or offers could get her to return to the frontlines, as she was caught up in grappling with her inner demons. She had tried to close herself off to not feel this loss again, but it had happened regardless, and she looked on what she had done, wondering what it was all for. She had never been loyal to Paesam, or any of its supposed ideals, though she had been swayed for a while by promises of power.

Now it all seemed so pointless. She had caused the deaths of so many, for nothing more than petty and selfish reasons. And as a result of the war she had fought for, Mars was worse off than ever. What reason was there for her to continue fighting? She had no ideology, no friends or family to fight for, no loyalties to speak of. Even as a job to survive, she could scarcely muster the will to live after Deimos. However, nor did she have any particular opposition to fighting, and this would be used by Benicew Paesam to bring her back into his service.

After weeks of seclusion, Paesam made a personal visit to Antara's quarters. During this visit, he expressed sympathy for her plight, and shared his own remorse over the death of his granddaughter. He mused on the failure of both of them to achieve what they had wanted, and the importance of failure to personal growth. This surprised Antara and caught her attention, she would not have expected the vainglorious and self-assured Benicew Paesam both admit to failure and claimed to have learned from it. He explained that now was the time to look upon one's actions, and determine what went wrong. He claimed that where he had gone wrong was in his assurance of victory, and resulting lack of caution in pursuing his goals, which led to practically all of Mars opposing him.

Antara's mistake, he told her, was in her refusal to use others. From reviewing combat data on her battles, he said he saw her rush off to fight every battle herself. While skilled enough to win most fights, he said there were those who she was not able to overcome alone. Flashes of Chathur and the now deceased Volkov flashed through Antara's mind. Paesam proposed that she learn to use others, exploit them to improve her abilities and rise above. This, he said, was the path to victory, and victory is the key to happiness and success. Antara didn't buy it, not fully, but in her short and struggle filled existence, she did find some of her happiest moments in her victories. And she didn't know what else she should do, and so she once more agreed to fight for Paesam, this time using others to fuel her fight for victory.

Despite the impression most opponents who faced Antara in the Revolutionary War would get, she is generally not an angry or emotional person. Within the Slasher Superior Gundam however, her feelings, especially violent ones, were heightened. This, along with her experiences being as a fighter not a soldier, largely contributed to her tendency to fight on her own rather than as a group or team. With the Slasher Superior too taxing to use, Antara's use of a modified Praetor Mobile Suit has allowed her to be more in control of herself and calm on the battlefield, assisting in her transition as a warrior.

Organization (Colony)
Name: Paesam City
Origin: Consortium
Description: Though heavily mobilized for the Revolutionary War and attacked once, Paesam City avoided the worst of the fighting and has developed a powerful manufacturing base, much of it feeding into secretive research projects and defensive preparations. This largely runs on the oppression and exploitation of the impoverished masses of the undercity.

History: In the final moments of the Martian Revolution, the forces of the Paesam Corporation, the APDA, did what they did best- ruthlessly exploit the distractions of others to take valuable resources while no one was able to stop them. Just prior to the destruction of Deimos from the imploding Solar Flare, the flagship of the APDA, PCS Invisible Hand, docked with the main Consortium base on the small moon, with operatives launching a rapid snatch and grab op with looted most research and scientists in the facilities, leaving behind all other personnel, especially the leadership of the other major corporations.

While a coup for the Paesam Corporation on paper, and with little to no material cost, this had the side effect of alienating, and crippling, what few allies the Corporation had left. Already hated by most of Mars, the events around Deimos effectively led to the dissolution of the other companies involved in the Consortium, with their holdings planetside quickly falling into the hands of local or pro-revolutionary forces. While the APDA had survived with much of its strength intact, the loss of Maryka Paesam and her Goliath Gundam had a resounding blow on morale, leading to Antara Desike to entirely refuse to sortie for quite some time. Combined with the energy crisis looming from the creation of the Graveyard, the Paesam Corporation would pull back most of its forces rather than risk bleeding out its strength, reducing its physical footprint to Paesam City itself and only a few nearby minor cities.

Benicew Paesam has, in the interim, put aside his grandiose ambitions of taking over all of Mars, for now at least. Instead Paesam City has been turned into a veritable fortress, a point too defensible to be taken by the reduced armies and power of the post-revolutionary era. With the steel walls of Paesam, untold horrors are under way, the ill gotten fruits of Imperial and Consortium science being put to the work of fulfilling Paesam's final will.
 
Name: Kincaid Valgis
Status: Pirate
Generation: Second
Birthdate: BIE 11
Origin: Earth
Background:

Some fight for personal wealth or glory, he fought for an empire.

Kincaid Valgis is a man who has been run through the grinder of war far too many times to count. A man haunted by war, but unable to escape it. His service lasted for years, making him develop paranoia and psychosis. His mind clouded with anxiety and his bloody past that he himself is too afraid to look back on. To him, his life would revolve around a single motto.

'Fight for the Empire, crash for the Empire, live, repeat.'

A veteran Mobile Suit pilot of three wars, his loyal service in the Imperial Guard was rewarded with the ship he was serving on to be abandoned on the war torn red planet.

The Gravity Burst changed his predicament, in varying ways. Becoming an Advanced during the Burst was painful for him, his already dark mental state becoming worse and sending his sanity spiraling into the depths of his mind, never to return. Kincaid became much more unstable than he usually was, his mind was broken that day. In his final moments of lucidity, the one thing that Kincaid clung onto were the ideals of an Empire far away from this planet. Along with a burning desire to ensure it continues.


And so, after a quick, violent mutiny, Kincaid took control of The Golden Eagle, the ship he was assigned to. With loyal Imperial remnants beside him, Kincaid turned his eyes towards Mars and by extension, the Graveyard and the opportunities it provided.

He is a man with a broken mind, unhinged and ready to do what it takes to enforce Imperial Law on this planet, even if it means dragging these Martians into the pits of hell.

Organisation (Battleship)

Name: The Golden Eagle
Origin: Imperial
Description:

With no one to rely on besides their own, whatever remained of the Imperial forces that survived who could be found by Kincaid banded together to form The Forgotten, relying on their military training and precise, quick raids to steal the resources they require, sometimes even using small squads of men to board ships and attack from the inside, whether that be to take food, materials or even personnel. They regularly attack any ships that enter their patrolled areas and frequently snag salvage from The Graveyard, even if it means fighting someone else for it.

They heavily rely on these raids for their continued survival, seeing no other option that would not include bowing down to the Martians.

The Forgotten are much more than simple pirates, they are opportunistic raiders, flying swiftly around wounded and battered enemies to take them down, slowly, painfully, like vultures to a dying animal. They will not commit to a battle where they do not have an overwhelming advantage, a tactic that helped them not only survive, but thrive.

History: Once, The Golden Eagle was a ship that inspired awe and fear throughout space. Now however it has become a shadow of it's former self, it's colors slowly disappearing underneath damage and battle scars, creating a home for a group of Imperial remnants to plan their next attack.

The Forgotten are a mismatched band of loyalist Imperials, armed with whatever gear they had on hand during The Burst. When supplies ran low, they began to raid surrounding areas to ensure their survival. This would begin their conversion into nothing more but a group of desperate pirates, albeit with military training and much better gear, They went through the following years with a bloodthirsty determination, a burning desire in their hearts to return to Earth and deal with these revolutionaries once and for all. Soon after The Grand Storm, they made off with enough supplies that they became much more organised, their attacks more precise and deadly.

Their goals of reaching back to Earth seemed much more closer, but they could only hope such a thing would happen. Instead they laid low, sending out small raids to ensure a steady supply of materials back to them.

The Forgotten prepare for the eventual return of Imperial forces, ready to be the first into the fray.
 
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Character
Name: Duna Destine
Status: Pirate
Generation: First
Birthdate: IE 3 (21 years old)
Origin: Samsun, Turkey, Earth
Background: The Imperium's experiments with the N-DAM system, and their parallel development of GUNDAM-types, are well understood, at least among the Gundam pilots who clashed with people like Kesh Chathur. Less well-known are the basics of the Imperium's experiments with Advanced which allowed them to create people like the Blue Devil - ones that started back on Earth when the ink was barely dry on the Imperium's declaration. Duna was a young street child brought by the whims of fate, and a law enforcement sweep, to the attention of His Imperial Majesty's scientists as someone with the potential to plumb the very depths of the dynamic man-machine interface. However, while she was useful to these experiments, she was not the groundbreaking piece they were searching for. After the October Uprising, the powers that were decided to take advantage of her existing experimental conditioning and deployed her to the Martian garrison, which both needed skilled pilots and was the location of a known Advanced who existed outside of Imperial control.

The then-16-year-old was, then, part of the Martian garrison at the start of the 11-Month War, piloting not a full Gundam, but an N-DAM-equipped Garand Ultor used to gather combat data, deploying in the early stages of the war to brutally repress revolution in the Republic of Xanthe, something she first did without question or real emotion, having been conditioned into near permanent dissociation by her time in the Imperium's laboratories. However, things rapidly changed over time as her N-DAM echoed with despair and rage at the injustice she was visiting upon the people of Mars - whether from the dying victims or within her own soul, she's not sure to this day. It reached a breaking point shortly before the Solar Flare Incident, and the complete breakdown of Imperial command and control afterward allowed her to gather other disaffected and panicking Imperial soldiers to the cause of defection. When one of the scattered Imperial reinforcement ships who survived that incident landed in Xanthe, it was quickly rendered the property of a new organization under the young Advanced's leadership (or at least her emotional impetus). It was at this point she selected her surname, "Destine", and rallied the deserters to become a mercenary organization - soldiers who were once in bondage, but now were no longer slaves to the Imperium or any other government: in Duna's words, Mamluks.


Organization (Battleship)
Name: Shajar al-Durr (formerly the Imperial Interceptor-class strike carrier El Arish)
Origin: Imperial
Description: Duna's crew, made up of fellow Imperial deserters and any other former soldiers who have given up on their states in favor of living the life of a self-guided warrior, operate as mercenaries and troubleshooters-for-hire. They are strictly guided by their own consciences, something specified in all of their contracts, meaning they tend to be hired for lower-paying guard work and don't generally engage in the more profitable kinds of banditry, though they will happily salvage and loot fallen foes for trade purposes. They're soldiers without a country, not monks. As for internal organization, in the grand tradition of ancient sailing pirates, they don't really have one, or at least not a hierarchy. Everyone has their roles, including field tacticians who have authority in battle, but strategic decisions are made by consensus, and the wealth of their work is distributed as needed to keep the ship running. Still, Duna's preternatural empathy and will mean she's a guiding force in the organization despite being one of its youngest members.
History: The crew of the Shajar al-Durr, or the Mamluks as they call themselves, have their origins in Imperial desertion that began after the Solar Flare Incident, spending the last part of the Eleven Month War as an independent faction fighting for survival amidst the confusion of the collapse of Imperial authority. While the Republic and the Consortium fought their apocalyptic battles for the bodies and souls of Martian civilians, Duna and the Mamluks fought their own war on behalf of soldiers. In an existential conflict like the Eleven Month War, no one who picked up a weapon had a true choice, after all - all soldiers fought at the demand of emperors or entrepeneurs or ideologues, all used as disposable weapons. As it came to light in the end stages of the conflict, even Gundams were, effectively, brand new lifeforms brought into existence for the sole purpose of fighting and killing, with no choice in the matter - something Duna could relate to even without her own experiences with N-DAM.

The Gravity Burst that ended the war catalyzed these observations into a new ideology. The Mamluks would become a home for all soldiers who had abandoned or would abandon the states that controlled them, that wanted to fight for their own reasons and not as tools of government and commerce. As the Shajar al-Durr began protecting itself and paying clients from the slow collapse of the Graveyard and the depredations of marauders, they began to directly advertise to homeless or abandoned soldiers as a place where they could belong. A haven for those who knew nothing but war, but wanted to fight on their own terms. Not everyone accepted the offer, obviously - the depraved did not share in Duna's ideology, and many decent Martian folk disagreed with her assertion that there wasn't a peaceful life to go back to, orbital calamity notwithstanding. But enough did, especially after the disintegration of the Martian Republic, to turn the group from a gang of ex-Imperial scavengers to a bona fide military force well-positioned to reap the benefits of the Grand Storm, and perhaps to liberate the other soldiers of the Red Planet as well.
 
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Name: Alex Thalmann


Status: Pirate
Generation: Second
Birthdate: BIE 5

"Abnormal survivor." This is what was written in Colonel Thalmann's service records from the Imperial Guard's 101st Terran Lancers regiment. Those remain obscure, like many others' service history in the wake of the Gravity Burst. He, however, is notable for having weathered the storm of current events and coming out relatively intact. Crawling, scampering out of his command Garand's smoking ruins into those of Pathfinder after the Burst, Thalmann found himself changed by the experience. Though at first the former grunt was disoriented by the new powers his Advanced nature bestowed upon him, the young officer soon came to understand he had a purpose.

Thalmann knows the Imperium is corrupt - evil, even. People like him, who served at the barrel of a gun, were thrown into combat with low odds of coming back - and not all survived, like he did. While not possessed of a strong political understanding, Thalmann knows that positive change on Mars might lead to change for the better on Earth. If such an opportunity presents itself, he will throw himself behind it. For now, however, he and his Martian Lancers stay in the Martian periphery, only "requisitioning" what they need to survive and doing mercenary work.

Thalmann himself is an unassuming young man in his 30s. He speaks in clipped tones and has long ago reasoned out that freedom from the Imperium is freedom from rhetoric. For that reason, he is less inclined to grand speeches than most. In person, he has a tendency to shake his leg, a nervous tic that has never really went away after the Burst.

Organization (Battleship)

Name: Alphecca
Origin: Imperial
Description: The Martian Lancers - a loose collection of Imperial veterans and their dependents - clustered around Colonel Thalmann. While ostensibly ideologically neutral mercenaries, they have a stated interest in leaving things "better than we found it". For this reason, they mostly do "security" work, deciding to take contracts on the basis of the client's need and according to strictures laid out by Thalmann. Three principles are the main strictures:
  • No "suppression". Quote: "We've had enough of that crap for a lifetime - deal with it yourself".
  • No unnecessary killing. "Necessary" is strictly defined parties directly in conflict with the contractee.
  • Mission parameters must be stated on contact with the Lancers.
The Alphecca is an old Terran Imperium Thunderbolt, its artillery largely stripped from it save for anti-air/MS defenses. Thalmann sees little need to maintain the guns that consume so much energy and has used the power savings to bolt on a long nacelle with additional thrusters mounted. Aboard, it carries a battalion's worth of MS. These are mostly the Lancers' old Garands modified with an eye towards prolonged operations in the field, with the odd Sarissa Thalmann bought using their earnings.
 
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Moss Geryon - Magnate, First Gen
Birthdate: BIY 1
Origin: Johannesburg, Earth

Background: Only child of retired Eurasian Terrestrial Resource Corporation mobile-suit pilot turned Imperial bureaucrat Kanmi Geryon. In IY17 was sent to Yellowknife University in Sharp City on Mars by his stepfather, Imperial apparatchnik Araki Sun-Woo. Was unwittingly recruited as an intelligence asset by the Lt. Governor of Sharp, Faiz Kamis, through Faiz's daughter Hanaa who also attended the university. Became test pilot of the MARATHON Gundam constructed in secret by Prof. Momoko Dzerzshinsky. Used as a propaganda tool in the Lt. Governor's coup against Pro-Earth Governor Giren Volta. As their Gundam pilot, was instrumental in the success of the Sharp City Red Revolutionaries during the Eleven-Month War.

When N-DAM users received a vision from the original Gundam pilot Ercia Jomon, of the University Revolt, Moss underwent a dramatic change of personality and gathered a cult of personality; creating an internal split in Sharp between radical republicans and nascent "Church of Mars" of which he was considered a Prophet. As Hanaa Kamis became the pilot of Gundam AGINCOURT, she became the primary messenger of the religion's new direction as the "Church of the Goddess"; during which time she and Moss were romantically involved. Following Hanaa's miraculous intervention and death at the Battle of Deimos, Moss abandoned the shattered Red Revolutionaries (then the Martian Liberation Front) command onboard the battleship Austerlitz. Left Olympus City to return to Sharp, which had been occupied and evacuated during the war.

Aeolis City (formerly Sharp)
Origin: Republic
Description:

Sharp City was famous for its high-tech microcorporations supported by the University. That manufacturing base was either evacuated or destroyed during the war, forcing returnees to start fresh with a new settlement dubbed Aeolis; using Yellowknife University's scientific facilities to create an agricultural commune for the Church of Messiah. In addition to Republican Zead-R's and Neuzeas, Aeolis inherited the Bogazken mobile armors, the improved successor design to the Guagamela. Salvatore Friedman and his Revolutionary Design Collective are at work reconstructing the MARATHON-Dash, bisected by Revenant Gundam and its accompanying Mausoleum mobile armor at Argaeum. But without a means to power a Gundam, the Prophet pilots a Neuzea customized for his highly mobile sharpshooter fighting style, with decorations giving it a silhouette similar to statues of the god Bishamon. Aeolis inherits the naming conventions of the old Sharp revolutionaries, naming equipment after famous battles in Earth history. The aesthetics of the Messiah Church that governs Aeolis society are based on the trappings of Japanese Buddhism.

History:
The death (or ascension) of Hanaa Kamis led to the death of her father, with the Martian Liberation Front under the temporary command of trade unionist Irgan Shocke being absorbed into other Republican groups. Major Yagmur Bialystok and Prof. Momoko Dzerzshinsky went MIA with the battleship Austerlitz and the remains of Skull Gundam. The Church of the Goddess split, with the Prophet Moss Geryon taking his new Church of the Messiah with him back to the ruins of Sharp, while former Mars governor Jacob Astor-Smythe remained to lead Goddess believers at Olympus at the time of the split (current whereabouts unknown). Former MLF Lt. Gunther Matsui and the Prophet's personal technician Salvatore Friedman went with Moss, along with PR consultant turned evangelical Maia Kaysen. Matsui is from Sharp, Friedman and Kaysen from Herschel City.
 

HUBU DAR
The Juru Love

Status: Magnate
Generation: Second Generation
Birthdate: BIE 11 (36 years old)
Origin: Melas City
Background: The Juru Love had always been considered an expert, yet in the days before, it was not in the Spirit, but in the Body. Hubu Dar was a humble doctor in Melas City prior to the October Uprising, a physician known for a kind bedside manner and a soft-spot for the laborers who scrapped by to survive. The ensuing Revolution was hard on everyone, most especially Dar, who lost a great many friends to violence. Sympathetic to the cause, Dar's hippocratic oath and general tendency towards pacifism left him largely uninvolved with the Eleven-Month War.

One notable exception proved to be the fall of E Meng, prospective dictator of Melas City. The public ire following Meng's betrayal of Zunun Red-Crow escalated into riots. Dar participated in these as a leader, promoting non-violent but impactful action. Dar's calls for a trial were drowned out by anger, but though Meng received mob justice, Dar became a known city leader in the aftermath, an advocate of peace promised by so many on Mars. A council aligned with republican values managed Melas City quietly throughout the remainder of the war, of which Dar was a member.

A catastrophic industrial accident had Dar stranded in a Melasian mega-mine concurrent with the Battle of Deimos. While war raged on the Martian satellite, Dar and a small team fought in a different manner, providing emergency medical aid while the structures around themselves collapsed. Silently, Dar prayed to whoever would listen, not for himself, but for those around them. Then the cavern collapsed.

Dar awoke a month later, having been comatose during the recovery operations and the Gravity Burst. Doctors, Dar's own proteges, reported that while they worked on their mentor, he spoke in his sleep, speaking of salvation and love. In truth, the anomalous effect of the Gravity Burst affected Dar as he slept and he awoke as a full-fledged Advanced. Believing his prayers answered and having learned of the Messiahs, Dar's peaceful ideology only redoubled as he turned to matters of spiritualism. Preaching what his supporters call the Path of Love, Dar is now known as the Juru Love, a title giving him dominion over a growing network of wise folk and spiritualists practicing a peculiar form of Messiah worship.

The Love Awakening directly led to Melas City's renaming as Love City and Dar's election as the city's presiding councilor.


LOVE CITY

Origin: Republic

Description: True to its origins, Love City is still largely industrial in its economy, operating mega-mines and technical foundries. While by no means truly egalitarian, the Martian Revolution did succeed in equalizing the harsh disparity between the managerial elite and the working class, with cooperative economics playing a major role in affairs. The Gravestorm over Kasimov City has developed a healthy sector of scavengers, who occupy Love City's outskirts as an increasingly vocal segment of the population. Likewise notable is the Path of Love, a Messianic, pacifistic folk-faith largely inspired by Hubu Dar and his school of wandering wise men.

History: Formerly Melas City, Love City survived the Eleven-Month War as a quiet republican city-state, mostly devoted to its own preservation and security after the fall of E Meng. This continued afterwards, as faith and republicanism melded into one movement - the Path of Love. Perhaps among the most tolerant and peaceful societies on Mars, the inhabitants of Love City remember the warfare of yesteryears with fear. While not truly theocratic, the political structure of Love City has shifted towards the ideals put out by the Path of Love, namely a love of peace and love for one another as Martians.
 

Reinhold "Ray" Fujimoto
~ Pirate (possible Mercenary) ~
SECOND GENERATION PILOT
of the GUNDAM known as "Bastard Blade"

Birthdate: 25 BIE (50 years old)
Origin: San Francisco, Earth.
Background:
~ What distinguishes a man from the masses? One of the many existential and also political questions of the modern age. What will the grunt change, heading head first into battle for their overlords? What is a single voter's choice in an ocean of choices? That gnawed at young Reinhold's mind. Having been born on Earth, Ray was once accustomed to the sight of the greeneries on the home planet, though his family sought promises elsewhere. Working as volunteer engineers in various (barely legal and borderline vigilante) aid organizations going to and from Mars, Ray was struck the first tragedy of his life- as he was left to tend to his family's small 'substitute' apartment in Olympus City, his parents died in a freak accident, on their way to Earth. Now stuck on Mars, the young man had few options...

~ ... one of those was to enter the military. or, rather, to enter a Corporation and begin working as an underpaid intern on convoys to and from Martian cities. Here, Reinhold was whisked further and further into a life of armed conflict, as the Corporate wars enflamed Mars. While being an intern, he proved his prowess in an impromptu firefight, earning him a promotion and raise. Something that got him out of the muck. Becoming a Mercenary certainly wasn't sudden, but the rise from Mercenary, then to Private in the Imperial armies, then a Sergeant during the explosion of the Eleventh Month war and then surrender during the Gravity Blast seemed to muddle together. The experiences he witness morphed the young man's ideals into that from empathy to apathy. Once, he was a teenager wishing to join his father and mother in their mission to better the livelihoods of other people. Now, by the time of joining the Imperium, he was no better than the few odd other mercenaries working with him.

~ The Gravity Blast changed everything, including Ray. Already an older man, his hidden talents for GUNDAM piloting were found out by the new Republic, and with GUNDAMS to spear, the old Sergeant was raised to the rank of Lieutenant and given command of his own platoon to aid him in the "Bastard Blade", on the ship "Theseus", which would be one of the many Republican Military Battleships to patrol Mars. Not for long, of course. Something was changing in Ray's mind. The radiation of the Gravity Burst and also his advanced age put strain on him, and, being the man with the Gundam, his deterioating mind took charge. The coup on the Theseus was recently, at the backdrop of overall Martian Republican collapse. Nonetheless, the mutiny was a spur of the moment event, most of the crew left to maroon in the desert while those loyal or seeking to be better off being pirates follow the slowly decaying Captain Fujimoto. A man who has lost his purpose and mind.


"THE THESEUS"

Description: ... is a Martian Strike Cruiser, outfitted just like any regular Thunderbolt-esque vessel, though poorly manned, with its skeleton crew being made up of Ray's loyalists. Made during the first years of the Republic, when things were going steady, the ship's first owners were its first mutineers, as the Theseus was explicitly made to accommodate the Bastard Blade, a Gundam which's most integral part is its experimental, heavy blade, stylized after the medieval 'bastard blade'.

Of course, due to the general incompetency of the Republic, the aging GUNDAM pilot was not properly trained, and only practiced while on duty. One of these practice runs, of course, was when Reinhold first struck against the Captain, who tried using the main guns of the Strike Cruiser, forcing Reinhold to dislodge and destroy one of the ship's main guns in the short coup, just before the cockpit was stormed by Ray's platoon.

Now, with half of the crew marooned elsewhere and the Captain dead after resisting arrest, Ray commands a crew of would-be pirates, or possibly mercs, not many know or understand their Captian's decisions. They only care for the possibilities before them. Among them is a loyal cabal of platoon-men, known as Ray's Ruggeds- people who had fought alongside Reinhold under the Imperium and had surrendered alongside him during the end of the Revolution and the Republic's victory.
 
Character
Name: Adanensse vam Agneyastra
Status: Magnate
Generation: Second
Birthdate: IE 12 (17 years old)
Origin: Kuiper City
Background: Second child of the Agneyastra family, Adanensse follows in the footsteps of her elder sister Adelaida as the student council president of the Kuiper Conservatoire, who cemented her legacy when she took the whole city by storm during the October Uprising. Declaring Kuiper City for the Imperium, she led a team of loyal cadets to reinforce the Imperial Guard at the base of Olympus Mons, and while her own Garands was summarily dispatched by the GUNDAM, those at home heard only of her daring gambit that provided an invaluable opening for the Imperial Guard. This won her immeasurable acclaim among the ardent anti-Asimovs, and put them firmly in the ascendancy, highlighted by her triumphant return from her second mission, the sacking of Asimov City. Still only 20 years old at the time, her meteoric rise seemed all but confirmed, especially as the Conservatoire's own research and development team–long derided as a pale imitation of Asimov Technical Institute–would soon complete their first Gundam.

Ada still remembers that day like it was yesterday. She had innocuously tinkered with its G-U Drive that fateful morning, having secretly gained access to it using her sister's protocols. What should have been the most momentous occasion in Agneyastra City's history became one of its most tragic. Instead of deploying against the upstart Republic and Consortium rebel forces in the Martian Revolution, the Gundam Agneyastra detonated in in cruelly spectacular fashion during its test flight, the explosion taking out the nearby sector as well as knocking out electronics in the entire city. For the city's leading scientists and engineers, it was a baffling mystery; they had even used the schematics from Asimov to complement their own. No one else ever figured out what led to that catastrophe.

Ask anyone and they will tell you that Ada is fuelled by her sister's legacy, and that she too fights for her city like Adelaida once did. They do not notice how the forceful and charismatic girl subtly flinches at any mention of her sister, or that mentioning the word Gundam would cause her normally mesmerising and penetrating gaze to glaze over and lose focus. They only see a determined heiress and her unwavering commitment to fight for her birthright, and to defend all that she holds dear.

Organization
Name: Agneyastra City (née Kuiper City)
Origin: Imperial
Description: Agneyastra City is the Kuiper Conservatoire of Military Sciences, and the Conservatoire is Agneyastra City. Since she regained control of her family's rightful domain, Ada has focused the city back to its bread and butter: leveraging the Conservatoire's facilities and expertise in research and development, while making the most of its lean industrial capacity to arm the core of her most trusted and loyal companions as they fight to protect their home city, much alike how her sister used to over half a decade ago.

History: The amalgamation of Agneyastra City and the Kuiper Conservatoire is a a recent development, though given the Conservatoire's leadership, it is not a radical departure from its recent history. The city had previously been the personal domain of the Agneyastra family through its foundation for generations, whose tendrils extended to every layer of society. Its grip has been tested repeatedly since the October Uprising, and it is a test that the family has actually failed multiple times since the Gravity Burst, most disastrously when the Agneyastra patriarch was assassinated by the captain of his own personal guard. This led to a years-long period of anarchy as a power struggle broke out, before it was decisively crushed by newly anointed Student Council President Ada and her supporters from the student body.

Even before that, City and Conservatoire shared a symbiotic relationship. The Agneyastra Foundation was a generous donor, keen to compete with the Imperial loyalists in Ptolemaeus City and the Asimov Technical Institute. Long overshadowed by its far more highly lauded neighbours, a plurality of both the student body and general populace of Kuiper would develop a virulent antipathy beyond mere competitiveness towards Asimov City, culminating in the city council endorsing and even outfitting then Student Council President Adelaida vam Agneyastra and a team of her loyal minions with Mobile Suits to defy Asimov's GUNDAM during the October Uprising, and then investing further in the sacking of Asimov City itself.

The shock from the abortive disaster of its Gundam project paralysed the city, and it was largely a bystander in the first stage of the Revolutionary War, and by the time it recovered, the Gravity Burst would radically alter the geopolitical landscape of Mars once more.
 
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I'm very interested, but I do not think I can manage a fast update game or Discord right now sadly.

I will definitely be reading as things develop though! ^_^
 
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