Jadzi

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Jadzi
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Jadzi

Post by Jadzi » Sat Feb 03, 2018 12:26 pm

Board Name: Jadzi
Discord Name: Jadzi#5415
Other Names: Jade, Jadewing, Androdreams, N U E
Common Times of Activity: Eastern Time
Other Notes:

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Jadzi
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Myun Silverton

Post by Jadzi » Sat Feb 03, 2018 12:28 pm

Image Myun Kawasari Silverton
Age: ~48
Date of Birth: Unknown Date, ~114 Post Departure
Gender: Female
Species: Newtype
Hair: Chocolate Brown
Eye Color: Prussian Blue
Height: 5' 6"
Weight: 120 lbs
Affiliations: Maxwellian Intifada, Exegesis
Profession: Mobile Suit pilot
Residence: Lorinand, Laurelin Colony, Archeon Bunch

"No one ever said it would be easy, Sara. War machines and advanced genes only help you so much in the real world. Psychic powers didn't exactly prepare me for motherhood, you know."

Appearance:
  • The genetic lottery was about the only stroke of luck Myun enjoyed growing up. That she was found fairly early in life by a gundam fighter, and made to adhere to a strict and even sadistic regimen to hone herself was as much blessing as curse. Somewhere between the two factors, there emerged a young woman of both beauty and redoubt, her curves built on lean and balanced muscle. She was A five-and-a-half foot, C-cup powerhouse with a washboard belly and a wicked right hook. Oh, and she was a budding Newtype as well.
  • These days, while she still keeps in shape, she's not quite that level of fit anymore. In many places, the athletic tautness and pertness of her youth have relaxed into soft and matronly curves. She takes pride in these badges of motherhood. She wears them gladly. And thus while she keeps herself trim, she's possessed of a distinct milfen hourglass that does her few favors in a serious fight. The combination of her modest height with her rounded figure makes her chest and thighs somewhat prominent.
  • Her hair is a rich chocolate brown, long and silken with a slight waviness as it rests about her shoulders. It's a distinct change from the spartan bob she kept it in for much of her formative and insurgent years, one that accompanied her transition from militant to mother.
  • Three Sizes: 37F-23-35.

Personal Information:
  • The records of her birth were lost in the wars of the late Solar Era, and are thus impossible to recover. Had they survived, her Korean birth name would be 崔明淑.
  • As a small child her hair was actually a pale powder blue. However, much like other children that are early blondes, it naturally turned to brown by her teens.
  • Kaarde's training included taikwondo, kumdo, karate, judo, baji quan, tai chi, jeet kune do, and boxing. Of these, tai chi and taekwondo are the only ones she still practices with any rigour. The others she retains pieces of, occasionally brushing up on them more as an exercise in nostalgia.
  • She enjoys exercise generally, especially as a means to focus and clear her mind. She also just does it for fun, and routinely invites friends and visitors to join her.
  • Due to the ascetic lifestyle she ended up living until her thirties, Myun was only able to explore life's comforts after the Cataclysm. This delayed 'childhood' has lent her a thirst for experiences almost bordering on hedonism, which she tries to balance responsibly with her means and duties.
  • Chief amongst the predilections she discovered was a love of cosplay, something her daughter shared. It's still one of their few avenues of bonding.
  • She does have basic cooking abilities - really, she does! It's just she cannot compete at all with the innate level of precision and technical skill her husband and children possess, and thus often comes off as the clutzy, scatterbrained one in comparison. Don't worry, though - what she lacks in mechanics she makes up for in potent intuition.

Biography:

Myun. An enigmatic girl, who spoke little, and said even less. Little was known about this girl, partly because she was so isolated from others, and partly because there is so little to know. Born in the crumbling countries of southeast Asia, Myun was a nameless street rat almost from birth. With the chaos and violence of the area where she lived, it was only by the good graces of an old woman that ran an orphanage out of her house that the abandoned girl even made it out of her infancy. Her life wasn't easy, but she managed to spend her days carefree on the streets, her charm and her wits aiding in her survival.

When she was about six, she ran into a tall, powerful, and rather unstable man who traveled by the name of Kaarde. Kaarde, whose apprentice had died only days earlier (due to him pushing the lad too far past his limits in training), was searching for a new one, and took a liking to the strong-willed Myun. After all, here was a girl that had a strong spirit, a naive heart, and comely appearance. While it is uncertain as to which of these most influenced his choice, it is a fact that he did
choose her.

Eleven years passed, the two venturing from one army to another, following the winds of destiny and the needs of Kaarde's wallet. Now 17, Myun detested some of Kaarde's habits, even as she came to respect him as her master. Day in and day out, he pushed her mind and body to their extremes with methods that were unusual at their best, and torturous at their worst. Her soft skin came to bear many faded scars from his training, and her mind bore tenfold that number. Yet time and again she sealed all the pain away, adapting in order to survive. After all, in spite of his abuse, Kaarde otherwise took excellent care of her. Bit by bit, his 'training' had its effect, and a power she didn't even know she'd had began to awaken.

It took another five years, but Kaarde finally managed to fully awaken that new part, succeeding in molding the girl to follow in his footsteps. Her wits became power, her will defiance, her kindess pride in who and what she is. Bit by bit she had started to cast off her weaker self, though it took Kaarde's death at the hands of the Black Guard to finally clench it. Before her eyes, one fateful evening, the massive Shin Ryu was felled by a battalion of the Black Guard's GINNs, overwhelming and
crushing the powerful mobile fighter beneath hails of gunfire. Though she escaped, ahe became possessed by her anger, her rage, and her disgust of the group she once laid down her life for, the faction that had built her beloved Cho Ryu...

After that time, she fled to Russia, to the protection of the Maxwellian Intifada, carrying the broken remains of her master's suit with her and vowing to destroy the
Black Guard with the very sword they tried to silence. With the Intifada's air she rebuilt the spritely Cho Ryu into the Junkou, and then eventually consented to upgrade to the MaSR.

Unfortunately, the roughly cobbled systems of the suit began to encounter more and more difficulties operating, as the 'improvements' made by MI engineers clashed with the existing base. These issues would eventually prove a fatal flaw to the suit, when Myun went AWOL to settle her vendetta against BG by slaying BG general Meiryu Murakumo. In a final battle between her team and the massive Black Sarena mobile suit in Belfast, the MaSR's increasing instability would keep it mostly grounded - something that was suicide against the remote-laden mobile suit. While her team tried to keep the Sarena busy enough for Myun to settle the
MaSR's problems, the effort would prove in vain, and the Sarena's massive volleys would serve to annihilate the entirety of the Phobos Militia special ops. It was as this happened, however, that Myun was able to activate the MaSR's true form: the Mashin. As her suit threw off the invasive systems forced upon it, and took its proper form around her, Myun powered through the Sarena's onslaught, and slammed the remains of the Shin Ryu's Dragonheart Claymore through its chest, resulting in the destruction of both the Sarena from the attack, and the Mashin from the detonation that followed.

After the battle, Myun and her team withdrew aboard the crippled Indefatiguable to the South Pacific, eventually coming to rest off the coast of New Zealand. There
they have lived for months, trying to decide what to do. With her vendetta all but settled, and having given up the path of a gundam fighter for now, Myun searched for a reason to exist in the ever changing world. That reason would find her in the form of Trent Silverton, a young Intifada pilot. His friendship would convince her to
return to the Intifada, now the Neo Terra Firma Republic, despite the infamy and disdain she had garnered with her costly assault.

Upon her return to Mars she was assigned to the experimental Justice Gundam, and participated in front-line assaults during the Judas conflict. While she performed her duties well, the hatred she had generated from her fellow officers began to weigh on her psyche, which only coupled with her latent newtype abilities to destabilize her mind. The jeers and abuse made her yearn for the days she had spent under Kaarde, a yearning so strong she managed to convince herself his ghost was invading her. Her behavior increasingly erratic, her leadership was soon compromised, and she was demoted from her command. Rather than endure this latest slight, she fled from the Indy in her gundam during the battle of Meridia, donning Kaarde's mask and throwing herself entirely into his identity. Trent pursued her to Austria, catching up with her at the Huber Estate, the site of her single happiest memory. There she led him through a series of traps, escaping to the Justice Gundam only to be shot down by her own team. The defeat was more than her addled mind could handle, and she fell into a coma.

When she awoke several months later, Trent was there to greet her. With his assistance she was finally able to leave her memories of Kaarde in the past and move on
with her life. For the first time, she was able to live for herself, to have her own identity. No longer was she nameless, no longer was she just an accessory to another person. Together they set out to uncover the truths behind the constant wars and the factions that fought them. Her friends from the Phobos Militia would follow her, bringing with them the ships and mobile weapons necessary to protect themselves. Thus the organization Exegesis was formed at the fringe of society, and has survived as a neutral power for the past twenty years.

Now 44, Myun is married to Trent, and the couple has had two children. The majority of her time she spends at the Exegesis headquarters in the asteroid belt, or escorting friends and allies on excursions to and from the planets. Despite her advance into middle age, regular exercise of mind and body have kept her fit and strong, her mind clear and powerful. Her potent newtype abilities have only continued to grow over time, her specialty in spatial awareness often helping her to organize and coordinate her subordinates. With a soft word, a kind smile, and a ferocious spirit, she lives a mostly quiet life furthering her husband's ideals...

Relationships:
  • Trent Silverton - Husband
  • Misao Silverton - Daughter
  • Aidyn Silverton - Son
  • Kefira Rys - Best friend, wingman
  • Yadira Rys - Best friend, wingman
  • Toulouse Berlioux - Adoptive son
  • Lucius Mikkelson - Ad. son-in-law
  • Katrinn Dunlap - Ad. daughter
  • Lael Steiger - Ad. daughter-in-law
  • Sara Janovsky - Ad. imouto
  • Alfimi Elwren - Ad. imouto-in-law
  • Meiryu Murakumo - Mortal enemy
Personal Holdings:
  • Archangel-class Indefatigable
  • GN-008 Gundam Seravee
  • GN-009 Gundam Seraphim
  • GN-00902 SEM (x2)
  • GN021 XN Unit
  • MSN-07 Evigheden
Primary Mobile Suit:
Image
Gundam Seravee
Secondary Mobile Suit:
Image
Evigheden

Combat Style: Radiance
Focused. Organized. Centered. The brilliant sun that blazes in the sky, searing and blinding, scattering light across the void. Myun typically remains stationary through most battles, shielded behind the Seravee's beams, barriers, and armor. From this platform she directs her allies - both her colleagues, and her remote bit suits - through the course of a battle. On the rare occasion that engages directly, she overwhelms her opponent with the searing brightness of her very presence, in an elaborate dance of mental pressure, projection, and mechanical numbers.
Last edited by Jadzi on Mon Feb 19, 2018 4:00 pm, edited 19 times in total.

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Sara Janovsky

Post by Jadzi » Sat Feb 03, 2018 12:29 pm

Image Sara Ainsley Janovsky
Age: ~32 (physical), ~53 (actual)
Date of Birth: September 29, 107 Post Departure
Gender: Female
Species: Newtype (Exam Cyborg)
Hair: Platinum Blonde
Eye Color: Azure
Height: 5' 7"
Weight: 132 lbs
Affiliations: Terra Firma Republic, Maxwellian Intifada, Neo Terra Firma Republic, Exegesis, Ambra Sestinas
Profession: Mobile Suit pilot
Residence: Forodwaith, Laurelin Colony, Archeon Bunch

"The fate of destruction is also the joy of rebirth. The history of humanity is all about starts and stops, but each time, we survive. Come with me then. Let's see how this ends, together..."


Appearance:
  • Sara's body was genetically and mechanically manufactured by Vexnel Corp, and later reinforced with advanced nanotech. Because it was so difficult to acquire, and almost impossible to replace, she works hard to keep all physical parameters within medically nominal values. The end result is that she's as flawless as physically possible for an aryan woman - pale skin, toned muscles, shiny hair, supple curves. This optimization however only pertains to her particular genetic strain - thus while certainly not unattractive, her typically nonaccentuated looks can come off a bit plain-jane.
  • She has a strict non-modification policy about her hair, a factor that was much to Alfimi's chagrin. She pays careful and methodical attention to it, very rarely trims it, and typically wears it either free behind her back, or bound simply into a ponytail. When piloting or on certain high-formal occasions she ties it back into a bun with no small amount of effort.
  • Her taste in clothing tends to be spartan, if not outright drab. If she doesn't have a faction uniform to wear, she basically uniforms herself. Her common taste in civilian attire is a white dress shirt, black blazer, black slacks (or pencil skirt and hose), and black pumps. To skew much outside this requires outside intervention.
  • It should be noted that her eyes are synthetic, and a clear, azure blue iris. Originally they were red, based on her birth color of a ruddy light brown. Upon a later repair, she gained conscious control over the color, and chose to turn them blue for aesthetics. When agitated they tend to turn back to their default red. And when truly enraged, they gain a glowing fractal echoing her EXAM origins.

Personal Information:
  • Her OS 'ghost' was stored in an EXAM program. At her creation, she was still able to go into a 'berserker mode', suspending extraneous (but expansive) portions of her persona in favor of combat clarity. This function was painstakingly removed by Trent Silverton during a series of repairs, moving her mental mechanics closer to human.
  • That said, the experience of being EXAM is still a major portion of her psyche. She strives for constant control in all things pertaining to her person, not least of these an active aversion to anger. As her typical temperament tends to run severe and dispassionate anyway, this isn't terribly difficult. But when she does feel herself losing control of her anger, she regards it as slipping back into the clutches of the (now non-existant) EXAM parameters.
  • Her body is 80% organic, the remaining 20% being primarily a cybernetic nervous system. Her brain, eyes, spinal column, and various other key nerve junctions are high-end Vexnel cybernetics. This tends to make her mentally quick, with processing and retrieval speeds rivaling that of most coordinators.
  • However, being an electronic brain means she's not subject to brain chemistry. She can't intrinsically be intoxicated, and thus has to simulate inebriation based on blood-alcohol rating. She has no intrinsic sexual orientation, only the memory of being attracted to men. Post-cyberization, she has engaged in a series of homoerotic relationships, but each of these were judgement calls based on the person.
  • In life she was an untapped Newtype. After being digitized, she retained the core of that function, and has steadily improved her grasp on over time. Her potential is limited only by her cybernetic nature, and that drastically so. Were she to somehow regain a fully organic body, she could become as potent as her mentor, Myun.

Biography:
Sara Ainsley Janovsky was born without incident on September 29, 107 P.D., the second child of Matthew and Elaina Janovsky. Though not a particularly prominent or wealthy family, the Janovsky line had produced a fairly steady stream of career soldiers and dedicated civil servants. As such, the family had made several beneficial connections over the generations, enough to live quite comfortably at the fringe of the upper class. This adjacency to privilege allowed Sara to grow up in somewhat modest mansion, surrounded by bevies of aunts and uncles and cousins of varying distance. It also allowed her to attend a series of elite private girl's academies, much of her formative years spent sequestered in quiet and dutiful study.

One of her few passions in those years was mystery fiction. She was initially introduced to the genre by the shows watched with some frequency by one of her aunts. Police and legal procedurals were her first love, and they in turn lead her to detective novels and suspense thrillers. She was particularly fascinated by those ashing sleuths of old, so perceptive and so widely-versed, masterfully maneuvering through the veil of secrets and lies that had baffled all others, to eventually arrive at the truth. To see justice was done, no matter how oppressive the situation, how impossible the world around them. As her own world descended further and further into the bloodbath of the Solar Civil Wars, she found reassurance of pride and purpose in those tales. One day, one way or another, the Republic would find peace again. There was simply no other way it could turn out.

But the war dragged on and on. The global population was being decimated, the Republic conscripted more and more of its citizens into the churn. She was spared from the draft by a combination of age and favorable position - no one was going to send a bunch of little girls off to fight, especially the daughters of politicians and business leaders. At the same time, her academy had to show solidarity with the cause, and so began classes in the most basic nursing and defensive skills. She learned firearms safety and first-aid, the proper ways to tie a tourniquet or carry a box of ammunition. She was sixteen when the first war finally ended, and with it the Post Departure era. She graduated not long after, her diploma bearing the mark of the hopeful new age - 01 S.E.

With the planet still reeling from the devastation, the young Ms. Janovsky enrolled in a state-sponsored military college. Though not entirely certain what major to pursue, she felt a duty to both her family and the world at large to go into the service in some capacity. The initial plan she flirted with was to indulge her favored pastime and pursue a degree in criminal justice, perhaps end up as an MP. Perhaps eventually get her law degree and become a JAG. She progressed admirably through the general education requirements of her first couple years, her dedication only strengthened by the gradual deterioration of peace within the Earth Sphere. She just kept her head down and her eyes on the task at hand.

Well, there was one other thing that she kept her eyes on.

His name was Nathan. Nathan Woodall, an up-and-coming engineering student. As much as she tried not to let him distract her, to keep her crush to herself and eventually let it fade, she couldn't entirely banish him from her thoughts. She was eighteen and had relatively little experience with men in general, let alone handsome ones around her own age. It was only a matter of time before happenstance and required courses led them into close proximity, and she, unable to completely rid the signs of her affection from her body language, eventually drew his. Over the summer of 03 S.E., with war breaking out again in Europe, Sara lost herself entirely in her burgeoning romance, the naive girl unable to muster much of any resistance to Nathan's advances. He doted on her, he spoiled her with affection, and he talked dreamily about the next era. What their generation could do with the Republic's increasingly sophisticated mobile suits. The sorts of protections they could offer, stemming the carnage and defending the populace. How he wanted to help build that future, with her at his side.
He talked her right into his bed, his betrothal, and a new major. In May of 05 S.E., she graduated cum laude with a degree in mechanical engineering, specialized in industrial robotics. With a degree in one hand, a ring on the other, and a position already waiting for her in the Republic supply corps, the future seemed promising. The Judas war was over, the independent strike teams were establishing order. With any luck, the future Mrs. Sara Woodall would be able to contribute to that, if only in her own small way.

That was about as far as her luck would take her. One year later, the North and South Star Strike Teams staged a coup, supplanting the Republic government. The supply division they worked in was absorbed and reorganized, pushed closer to an arms factory. In their own veiled form of protest, the division took on a contract to develop a next-generation mobile suit, and conspired to keep the end product a non-lethal civil defense unit. Over the years that followed, the government grew ever more oppressive, ever more totalitarian, and the pressures piled up to push the project towards a war machine. Their efforts were forced into greater and greater subtlety, elaborate sabotage and subterfuge slow the project down, but keep it just viable enough to prevent it (and they) from being killed off.

The stress of the situation weighed heavily on the young couple. Stringent limits on travel and communication cut off Sara's contact to the rest of her family. To her greater despair, she found Nathan becoming increasingly cold and distant. Right when she needed him most, right when she needed someone to lose herself in again, to hold her and console her that everything would still be alright, she instead found him stiff and numb to the world around him. Every day became a struggle, watching what she said and what she did and where she went and who she saw. At any moment, she felt, any little thing could get the lot of them incarcerated for treason, or worse, and her would-be husband was so weighted with his own sorrows he had no room left to help bear hers.

In desperation, Sara hatched a scheme to defect to the newly-forged Maxwellian Intifada, for the sake of her sanity and her pending marriage. Had it been for herself alone, she would never had been so bold. But for him, for the love of her life she felt she was losing, there was nothing she wouldn't attempt. One by one, she brought her co-workers in on the plot, manipulating storage locations and testing dates to set up their own little jailbreak. To spare her beloved's heart, she waited until the plan was in motion, until she was certain of its chances for success to let him in on it. They would finally find deliverance, she hoped, and in that the freedom to rekindle their love affair.

The plan was fairly simple. A test flight, an aerial experiment they would need to accompany in their own small observation craft. They would take their convoy up to altitude, following an extended flight plan, and make a break for it midway, weaving toward the open sea. Should they be caught, they could try to pass it off to mechanical errors. Otherwise, once out at sea, they would swing up toward Intifadan territory in eastern Eurasia. Thus, one evening, all three prototypes of the BGM-07 Justice were prepared to be mobilized. A plane was made ready with all the needed instruments. Ms. Janovsky herself was at the controls of one of the prototypes, Nathan at another. Together, she swore, they would forge a new future for themselves and their cohorts.

That was not to be. As they began to implement their plan, and break away from their scheduled route, they were beset by a Black Guard squadron. In a fair fight, their Justices could have disabled the trio of GINNs they were faced with. But this was not a fair fight - amid the chaos of the engagement, one of Nathan's birdlime volleys snared their wingman, just long enough for a GINN to skewer the torso. Both machines went down, and the remaining defectors tried to use the distraction to make for the coast. With their pursuers closing in, Sara tried to buy time for the others to get away, planting herself on the beach and turning to face the remaining GINNs. Nathan followed, she assumed to assist her in the effort. But before she could so much as take aim, she found her own machine ensnared - her beloved had betrayed them all.

One GINN kept on the survey craft's trail, the other landing to 'secure' their stolen prototypes. She begged. She pleaded. She screamed at him not to do this, not to let this happen. The world closed in on her it seemed - with the might of the Guard before her and the ocean behind, her almost certain execution stalking nearer, the only man she had ever truly loved was standing calmly by, complicit in her pending demise. She did as much as she could, tried to maneuver her half-disabled machine into some avenue of defense or escape, but what few methods the GINN didn't anticipate, her fiance did. In her agony, her heart and her mind cried out for someone, anyone to save her. Time slowed to crawl, each minute its own lingering epoch. Her Justice fell beneath the GINN's heel. The cockpit door was torn away by its blade.

And then, at the last moment, salvation came. A separate band of defectors, themselves following what was becoming a well-traveled route, were drawn by the psychic echo of her terror. A melee broke out before her. A struggle that continued to escalate. Her rescuers pried her machine loose. More Guard units were mobilized. Nathan's Justice turned, pointed its clay bazooka her way. Without even thinking, she charged at it, one Justice pummeling another. When next she came to her senses, the other machine had stopped moving. It was unimpaired, unimpeded, and yet simply lay there, crumpled and motionless. Somewhere in the back of her mind, in the pit of her stomach, she knew the reason why. Somehow, she could simply feel it.

In truth, it was one of the last things she would ever feel. Their band of fledgling revolutionaries fled all the way to the former Soviet block. They met up with the Intifadans. They talked their way into the ranks, went through the screenings and the procedures, the questions and the scrutiny. They found themselves new positions, a new assignment out beyond the Earth Sphere. Soon they were all in space, leaving behind a blue marble for a red one. They were giving over the fruits of their work, their wearying labors, to these new people, to this loudly proclaimed cause. And through it all, she felt absolutely nothing. Her life was a walking shadow now, everything she had ever known or cared for being taken away piece by piece.

Her unwitting psionic call was not forgotten, either.





Relationships:
  • ~~Put one of these for each line~~
Personal Holdings:
  • ~~Put one of these for each line~~
Primary Mobile Suit:
[image]~Suit Image (We can put this in for you)~~[/image]
~~Mobile Suit Name~~

Combat Style: Clarion
Clarity of mind, mission, and purpose. Sara is an engineer at heart - building something she could be proud of was all she ever truly wanted. That same level of surgical precision, of mechanical knowledge and intuition, was only enhanced by her forcible digitization. At her best, she thinks as fast or faster than a Coordinator, analyzing, dissecting, and finally dismantling her opponent. On the battlefield, hers is a mind unclouded by emotion. Instead, she operates under a near ruthless devotion to accomplishing her task as quickly and directly as possible, no matter what it takes. Her effectiveness is, however, often undermined by her single-minded fixation with Alfimi. Because she refuses to part with the woman, she is often thrust into unfavorable positions to save her partner, even putting herself in harm's way just to protect the object of her obligation. Furthermore, she is prone to taking death-defying risks if they seem to be to be the most effective course of action - but this drive for efficiency and results is far from perfect. Sometimes the most direct route is not the best one.
Last edited by Jadzi on Fri Jan 11, 2019 3:04 pm, edited 4 times in total.

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Misao Silverton

Post by Jadzi » Sat Feb 03, 2018 12:59 pm

Image Misao Silverton
Age: 20
Date of Birth: November 21, 03 UE
Gender: Female
Species: Coordinator
Hair: Raven Black
Eye Color: Crystal Blue
Height: 5' 6"
Weight: 110 lbs
Affiliations: Exegesis
Profession: Software engineer
Residence: Lorinand, Laurelin Colony, Archeon Bunch

"So I've heard. But that's just it, I've only heard. I've never seen it for myself, or much of anything else for that matter. And... well... I'd like to."


Appearance:
  • ~~Put one of these for each line~~

Personal Information:

Biography:
It was an impossible coincidence. Or at least, a most unlikely occurrence. What else could one call it when one of the most potent newtypes crossed paths with one of the most perfect Coordinators? Or that one had started life alone in the desperate slums of southeast Asia, while the other was a pampered child of German aristocracy? Much less that one was hopelessly dependent for much of her early life, treated as nothing more than a living tool, while the other was busy independently funding and building highly advanced (and highly profitable) mobile weaponry? And yet, not only did they meet, but they fell in love. This despite a long and winding road of mental instability on her part, of her abusing and nearly killing him time after time without really meaning to, and he simply enduring until nearly at his breaking point. This despite war after war, struggle after struggle, the whole world threatening to tear itself apart around them.

These trials served to not only hone their abilities, but also strengthen their bond. The strife they endured hardened their resolve and sharpened their senses. It also surrounded with with an extended family of allies, and motivated them to look past the rhythm of human warfare, to the damage it caused and the causes behind it. By the time the Cataclysm came, they had evolved to a point that they could not only endure it, but help others to do so as well. Under her guidance and his coordination, their family of misfits and outcasts managed to weather the storm, and guide an entire pocket of humanity to do the same. Over the years that followed, they would help establish an outpost of peace at the furthest edge of the Earth Sphere. Hidden amid a sea of ruin like a rose amid thorns, the fledgling utopia would serve as home and sanctuary, a place to go to escape their cares, to simply exist without worry in the ever-changing world...

Misao was the result of escaping said cares. Her brother Aiden's inception had been carefully planned, plotted, and prepared for, but even coordinators and newtypes have trouble as new parents. Their newfound responsibilities proved more taxing than anticipated, especially when coupled with the stresses of coordinating the creation of a frontier space colony, its supply lines and defense. In order to cheer themselves up, her father arranged for a quiet, romantic Valentine's evening. A few months later, around Mother's Day, Myun Silverton learned she was three months pregnant - a fact she'd failed to notice from a mix of overwork and sheer denial. She gave birth to her daughter in November, just before Thanksgiving.

Though demanding at first, having two children close together made life easier in the long run. As they grew up, the two siblings were able to keep each other company. Where Aiden was an incorrigible free spirit, Misao was soft-spoken and tentative. This often meant that he would attempt some great feat or lead the way into some grand adventure, with his sister eagerly following to see how it all turned out. In this way they conquered the heights of trees, the depths of storm drains, any number of random bugs and small animals, as well as the occasional mud puddle. When her brother got himself in trouble for an ill-advised outing (such as the aforementioned storm drains), Misao would often stay with him during his punishment, even if she had none herself. When his sister was picked on at school, Aiden would stand up to defend her, even if it meant losing a schoolyard fight. In this way, they were nearly inseparable for much of their early years.

They were also quite precocious children, a quality they owed in part to their coordinator lineage. Misao was already two grades ahead of her classmates by the time she entered school. It was a lead she would maintain over the years, though she would still follow the traditional pace of academic advancement in order to fit in. By age
seven she had already learned the basics of piloting a mobile suit, in large part from observation of her father's work. This was perhaps only natural, seeing as she had spent a fair portion of her childhood in and around her father's shop. To her, mobile suits were simply giant dolls, and her father an expert toymaker. She pleaded to be allowed to pilot one - a request both her parents were more than a bit hesitant to grant. Who lets a little girl move a million-dollar war machine around? Her persistence would win out all the same, granting her the use of an old, small-scale worker frame.

By age of nine, she was allowed to help move mobile suits between hangars as an occasional reward. On one particular occasion, her father was running late with repair work on Halloween. Misao came to hurry him along so he could take her trick-or-treating. In order to appease the girl, he made a deal: return the last of the unparked mobile suits to its alcove one hangar over, while he and his assistants completed the the repairs. She all too readily accepted the assignment, and was soon deep within the belly of the XXXG-01DB Gundam Daishi. Exactly what followed that remains a mystery to all but Misao herself: though she quickly and easily marched the unit out of the machine shop, she brought the unit to a complete standstill in access shaft a little over halfway to its destination. When her father found her a half hour later, the
Daishi was powered down, and Misao herself was nearly inconsolable.

After that incident, the girl's personality began to change. She became more quiet and introverted, pouring what remained of her youthful energy into her studies. Her interest in mobile suits began to wane, only to be replaced by an intense curiosity about the Earth. She remained polite and even a bit upbeat around family and longtime friends, yet most of them felt as if something about her had gone cold. Something that only got colder over the years, as she began to decorate her body with
tattoos, piercings, and dyes.

Now sixteen, Misao's academic career is nearing its completion. For all the friends she has on the colony of Archeon, or the loving family that surrounds her, a
deep-seated restlessness has taken hold in her. Despite her mother's wishes for her to remain in the relative safety the colony provides, the young woman burns with the desire to feel the Earth's gravity for herself. Not knowing what it is that would await her there, she nonetheless insists on seeing the world for herself. Not knowing what shape her own destiny could take, she nonetheless yearns to start down it...


Relationships:
  • ~~Put one of these for each line~~
Personal Holdings:
  • ~~Put one of these for each line~~
Primary Mobile Suit:
[image]~Suit Image (We can put this in for you)~~[/image]
~~Mobile Suit Name~~

Combat Style: Mischief
Between her imagination and her her high-functioning analytical mind, Misao is able to come up with all sorts of playful ideas on the fly, even if they fail or aren't viable to begin with. Thankfully her heritage has provided her with many of the tools necessary to at least attempt implementation of her wild notions. In combat, this means she often hides or flees, only to fling something from the top of her mind at her opponent, and come at them anew. Much of her combat style revolves around illusion, analysis, and sabotage to confuse or disarm her target, letting her have her way through deceit rather than brute force. When all else fails, she falls back on
what brawn she does have to drag herself out of whatever catastrophe she caused for herself.

At her deepest core she rejects the world, holding little sacred, and seeking to remake it. The world simply doesn't work the way she wants or expects it to. She
isn't nearly as invulnerable as she'd like to believe, nor are her skills that superior to her foes, if at all. All too often her arrogance, naivete, and inexperience trip her up, while her brashness and contrarianism spur her on from one misadventure to another.
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Katrinn Dunlap

Post by Jadzi » Sat Feb 03, 2018 1:02 pm

Image Katrinn Dunlap
Age: 46
Date of Birth: December 4, 201 OE
Gender: Female
Species: Ki Fighter
Hair: Strawberry
Eye Color: Ruby
Height: 5' 10"
Weight: 135
Affiliations: FORCE, CEU
Profession: Base commander, mobile suit pilot
Residence: Stützerkopf, Austria

"Don't worry, Ide. I'm not going to be joining you today. I've got too many things to do before I let some spacey kill me!"
Appearance:
  • For most of her adult life, Katrinn has been a lean and muscular hardbody. Between military service and athletic pastimes, she's always pushed herself physically, keeping herself honed beyond what was really necessary. Now in middle age, her aging body is still plenty durable. Her eyes still gleam, and her smile still crackles with fervour. But her fading youth has left her less a gym cutie than a seasoned, ruggedly handsome woman of experience.
  • Her body is toned from head to toe. Wherever it's exposed, chiseled muscle swims beneath her ever-so-slightly olive skin. She isn't particularly bulky in any area, and in most respects, her curves are fairly modest. What figure she has is easily hidden under her uniform. Her bust isn't particularly small, but nor does it tend to stand out much on her.
  • Her hair is long and usually messy. She styles it sporadically, giving it sidelock braids or tying it back, but often just leaves it to hang. The way her fluffy mane frames her head accentuates her Celtic heritage.
  • Three Sizes: 34C-25-37.
Personal Information:
  • She grew up in Arizona, and has a thing for wide open places. Her appreciation for the outdoors was only strengthened after seeing the world destroyed, and then miraculously restored by the Cataclysm.
  • Keeping the Earth from being destroyed again is one of the major driving forces in her life. She's a diehard Terran and was one of the first to enlist in CEU when it formed.
  • The consequence of her fixations is that she's never really had much drive for relationships, let alone luck in them. She can feel her biological clock ticking, she knows her chance at having kids of her own is soon to run out. But she's resigned herself to the fact she won't, and instead let the Union Star take that place.
  • About the only person she's close to these days is her CTO, Lael Steiger. The two have become the best of friends over the years, and have an excellent chemistry. In some way, Lael reminds Katrinn of Ide, and thus she holds her in a sisterly fondness.
  • While she keeps in touch with the other FORCE members, the only one she sees regularly is Toulouse. Their relationship has grown more distant as their paths have diverged - a fact not helped by his eternal youth and breezy nature, while she slips ever closer to 50 and deeper into responsibility. At times she feels she's the Wendy to his Peter Pan.
Biography:
Once upon a time, there were three sisters: Ide, Katrinn, and Katherine.

The first and eldest daughter, Ide, was a fiery young woman. Brash, proud, and headstrong, she developed early on an affinity for speed, and a tendency to get into fights. Her pride was something she would not relinquish to anyone - even the slightest impunity against it was met with a violent backlash. She was not a cruel girl. On the contrary, she was quite outgoing and good-natured to those around her. She simply would not suffer insults, and her kind-hearted nature and all-around personability meant she had few that spoke ill of her. As the years passed, she found her calling in the speed of the track. First as a sprinter, then as a cyclist, and finally as a driver.

It was only natural her younger sisters would look up to her. Katrinn, especially, was quite fond of her sibling, in no small part due to the former being entrusted with her care. Many of the younger girl's first memories were that of riding along on her sister's racing bike, clinging to her sibling for dear life as the wind whipped past. The scent of the dust in the air, the feel of her palms locked against polyester and spandex, but also the rush of adrenaline as the whole world flew past, their little bike quaking as it skidded over the earth. These were the first things she truly enjoyed.

And so it was, in turn, that Katrinn developed her own love of flying, on wheels or in the air. While her sister was an excellent driver, she began to take an interest in the mechanics of what they were riding. She was always trying to push them ever faster, ever harder to perform. When Ide learned to drive, Katrinn began reading automotive manuals, seeking out ways to improve the ability of their family's dated jeep. And thus, their bond only grew, the car becoming a joint project and primary pastime. Even as Katherine began to come of age and could join them in their joyrides, she became the audience to her elder siblings' exploits. Ide drove, Katrinn tweaked, and Katherine watched. There was was little else the three needed.

And then one day it came Katrinn's turn to learn to drive. Quite eager to learn how, to better understand the machine by actually driving it, she took up her tutelage under her elder sister. A careful and cautious student, she performed as well as was to be expected for a novice. Over several months, she practiced when she was able, taking Ide's advice to heart. Once she passed her final exam on the matter and earned her license, she was overjoyed and determined to celebrate by taking her sister on a joyride to show off what she had learned.

In all honesty, she never saw the truck coming. Too focused on the road, on maintaining her course, she neglected to look around properly. By the time the wailing horn filled her ears, it was already too late. The fragile little jeep, its frame compromised in the pursuit of speed, was crushed in on itself against the merciless grill of a military transport.

It was three months before she awoke again. Three months lost in dim dreams of those final moments, over her sister's face as she watched the wall of metal close on them. Only when she awoke, did she learn the end of the tale: she had survived, sheltered from the impact by her elder sister's body. Her elder sister, however, had paid for her benevolence with her life.

For the rest of her academic career, she never drove again. She kept to herself, losing interest in most all her previous pursuits. Her passion instead found itself squelched and hidden, redirected to the proper things... her zeal for machinery instead passed off her younger sister. And when she graduated with honors from her rural high school, she immediately went into the only proper and well-paying institution left on the earth: the armed forces.

Determined to live out her life regardless of her past pursuits, she has, with time, grown past the isolation of her teenage years. But to this day, she remains somewhat aloof, a little withdrawn... and can be overheard, from time to time, carrying on conversations with her long-lost sister...

Relationships:
  • ~~Put one of these for each line~~
Personal Holdings:
  • ~~Put one of these for each line~~
Primary Mobile Suit:
[image]~Suit Image (We can put this in for you)~~[/image]
~~Mobile Suit Name~~

Combat Style: Abandon
Deep down, Katrinn has a natural need to push her limits. To exert herself, to fling herself at something by the skin of her teeth. For much of her life, this has manifested as an obsession with speed, with needing to run her vehicles and mobile suits to the absolute limit of ability. Her natural state is to lose herself in the adrenaline and blood-heat of sport and speed, something she's come to repress beneath layer on layer of military discipline. When it breaks, and her fighter spirit is finally freed, she's a whirling dervish of boosts, bursts, and blades. But this is a dangerous state, and she needs a team backing her so her abandon doesn't get her killed.
Last edited by Jadzi on Mon Feb 19, 2018 6:28 pm, edited 10 times in total.

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Major Non-Player Characters and Groups: Exegesis

Post by Jadzi » Sat Feb 03, 2018 1:13 pm

Image Exegesis
Status: Corporate Nation-State
Style: Industrial Paternalism
Fields: Aerospace Engineering & Information Technology
Location: Archeon Bunch, Side 6
Population: 850,000
Chief Executive Officer: Trent Silverton
Mission: The recovery and distribution of information for the welfare of mankind.

"Sapientia et Doctrina Stabilitas"

If one were to describe Exegesis in one word, it would be 'salvage.' While it's literal meaning has been lost in a time of scuttled machines and space debris, it represents everything the group strives for, since inception. Established by Trent Silverton in the Solar Era in response to the 'Grand Chariot incident' that he was a behind-the-scenes instigator of, at its inception Exegesis was a tool to rescue the deepest, dirtiest information hidden by the governments and make it accessible for those that needed to know. From its mobile data farm, the Jupitris-class Tübingen, Exegesis worked to keep the powers-that-be honest... until the Cataclysm.

Since then Exegesis has grown exponentially. Building its muscle with the former NTFR compatriots of Myun Silverton, Exegesis established a working relationship with the Archeon Bunch in the shoals outside Side 6. Made up of the main colony Laurelin and 'refugee colony' Telperion, Archeon is an Aevum Astrum bunch that exists relatively quietly outside the machinations of the Central Earth Union and Frontier Commonwealth. In the meantime Exegesis has expanded its capabilities to providing a solid mining and salvage port in the Shoals, building capable mobile suits for independent contractors, and even building simulation software and operating systems. It has turned Laurelin into a bustling technology hub; Exegesis has all but taken over Archeon in everything but name, where everyone is either working for Exegesis or providing services for those that work for Exegesis. With complete control over their internal economy, the company has managed to establish their own slice of utopia that even other well-off colonies are jealous of.

Archeon is home to several humanitarian efforts, often based in Talperion with minimal interference from the local government and ample support and funding from Exegesis itself. The biggest of these is the Archeon Red Cross, which was established early after the Cataclysm and provides medical and transport aid to the displaced. Another major Exegesis project is the Virtual Suit League, an online game that utilizes variants of Exegesis's own mobile suit simulators for competition throughout the Earth Sphere. Exegesis has done much to reestablish network infrastructure throughout the world and wherever they have laid wire, VSL machines are close by.

Despite its size Exegesis defends Archeon Bunch with considerable firepower. Their technology is above the curve of the major Earth Sphere governments, and it shows with superior GN technology and high performance mobile suits. Between Exegesis's mutually beneficial relationships with both the Commonwealth and Union and the effort it would take to attempt to subjugate Archeon's defenses, the neutral government has found a comfortable niche in the Post-Cataclysm world.


Strategic Forces
  • Archeon Fleet: Little Grey Exegesis, 2x Zamouth Jeth, 2x Lombardia, 2x Zamouth Giri
  • Salvage Fleet: Jupitris Tübingen, 3x Bladewood, 3x Marseille III, 4x Zamouth Giri
  • Medical Fleet (Archeon Red Cross): 3x Pegasus 0080 Refit
  • Expeditionary Fleet: 2x Archangel, 2x White Ark

Members
CEO
COO
Bodyguard
Technician
Technician
Programmer
Programmer
106
Trent Silverton
82
Myun Silverton
Image
Kefira Rys
Image
Arcia Wells
Image
Tobia Farid
110
Aidyn Silverton
83
Misao Silverton

Captain
1st Officer
Comms
Sensors
Navigation
Fire Control
Mechanic
Image
Yadira Rys
Image
Melanie Hood
Image
Saidra Mynx
Image
Dominic Heath
Image
Lunaria Duval
Image
Sylvia Crocker
Image
Bruce Carmichael

Captain
1st Officer
Comms
Sensors
Navigation
Fire Control
Mechanic
Image
Ladoc Hawkwood
Image
Cass Gibson
Image
Eric Hardy
Image
Vi Luenga
Image
Gavin West
Image
Alex Carver
Image
Jackson Lauler

ARC Chair
Nanosurgeon
Ship's Doctor
Ship's Doctor
Nurse
Musician
Image
Hakase Hasegawa
Image
Iskra Daskalova
Image
Michiko Moretti
Image
Nathaniel Geiger
Image
Danelle Wright
Image
2
Toulouse Berlioux

Proto: MP:
Image Seravee Image Seraphim Image Evigheden Image Daishi Image Infinite Justice Image Rig Shokew Image SEM Image Public

Image
Image Yadira Rys
Age: 52
Date of Birth: August 14, 110 Post Departure
Gender: Female
Species: Newtype
Hair: Red-Auburn
Eye Color: Blue-Violet
Height: 5' 7"
Weight: 140 lbs
Affiliations: Exegesis
Profession: Ship Captain, Indefatigable
Residence: Lorinand, Laurelin Colony, Archeon Bunch

"Our organization isn't some random band of mercenaries, and we will not be treated as such."Image
Appearance:
  • A cordial, diplomatic woman in most respects, and will sooner attempt to open channels than open fire. However, her velvet touch belies her iron hand - firm and steely under fire, her steady wits are one of the main reasons Exegesis survived the cataclysm. Her figure is likewise a model of softness over strength - flowing, voluptuous, yet quite sturdy.
  • Generally speaking she's thick all around, pairing a plump frame with a long and wavy mane. While she was always on the curvy side, much of her current figure is due to age and maternity. Where Myun and Kefira make a point to maintain their athleticism, Yadira mainly just tries to keep herself reasonably trim.
  • When in uniform she favors a pencil skirt. When out of uniform, she's more given to saris, loose tops, and ankle-length skirts.
  • Three sizes: 40G-30-42
Personal Info:
  • Her birth name is یدیرا رئیس.
Biography:






Image
Image Kefira Rys
Age: 46
Date of Birth: April 16, 116 Post Departure
Gender: Female
Species: Newtype
Hair: Red-Auburn
Eye Color: Blue-Violet
Height: 5' 5"
Weight: 125 lbs
Affiliations: Exegesis
Profession: Mobile suit squad leader, Indefatigable
Residence: Lorinand, Laurelin Colony, Archeon Bunch

"You got three seconds to explain why I shouldn't shoot you!"Image
Appearance:
  • Her volatile temper and itchy trigger finger have gotten her into more than her share of problems, but her dedication to the unit is second to none. It really isn't her fault though - she's a touch hyperactive, and tends to have a bit of a hair trigger. A lot of this energy she's funneled into fitness over the years, maintaining herself as a muscly little twig. Even as she nears 50, she's still a taut and wiry hardbody, with a tush so firm one could bounce quarters off it. And then promptly have them shoved down their throat by the irascible spitfire.
  • She keeps her hair far shorter and less voluminous than her sister, often tied back in a braid or left straight.
  • In uniform she favors slacks. Out of uniform she usually opts for snug, sporty ensembles of shorts, leggings, jodhpurs, and tank or crop tops. It's not entirely uncommon, however, for her to opt for more breezy options on her lazy days. These are typically a sleep shirt over pajama or harem pants.
  • Three sizes: 34B-22-34
Personal Info:
  • Her birth name is كبيرة رئیس.
  • Myun's closest friend and confidant, she is most often found acting as a sort of bodyguard to the Exegesis co-commander.
Biography:





Image
Image Hakase Hasegawa
Age: 63
Date of Birth: May 27, 99 Post Departure
Gender: Female
Species: Oldtype
Hair: Platinum Grey
Eye Color: Lavendar
Height: 5' 9"
Weight: 135 lbs
Affiliations: Exegesis
Profession: Doctor, Head of operations, Archeon Red Cross
Residence: Archeon Bunch

"."Image
Appearance:
Personal Info:
Biography:






Image
Image Daishi
Age: Unknown
Date of Birth: Unknown
Gender: Female
Species: Unknown
Hair: Raven Black
Eye Color: Luminous Cerulean
Height: ~5' 11"
Weight: ~130
Affiliations: Unknown
Profession: Unknown
Residence: Unknown
"Is this better, Misao? Is this the sort of world you wanted?"Image
Appearance:
  • Daishi cuts a haunting and ephemeral visage each time she appears. Her skin is inhumanly white, paler and milkier than even the most sickly albinos. Her hair is blacker than the darkest moonless night. Her eyes are an unearthly blue that glows more than it glimmers, no matter the light she's under. In every way, her appearance is that of beauty gone wrong, of impossible things that scream 'poison flower' - at least to a certain girl's analytical mind.
  • In all of her appearances, while the nature of her attire is subject to change, it invariably covers every inch below the neck. Be it a suit and gloves, a billowing robe from which hands never seem to emerge, or woolen winter vestments and mittens, she has only ever exposed her head. What can be made of her figure through them is a long and willowy one, with distinct curves separated by long and slender expanses.
Personality:
  • A smirk ever on her lips, a glint ever in her eye, Daishi seems to revel in being a trickster. She never comes when asked, but when she deigns to. She rarely gives a straight answer, even if the suspense she conjures is shallow and pointless. If one were to ask her what color the sky was, she would either ask what the person thought it was, mock their intelligence for not knowing, or direct them on some silly sidequest as if it would lead to an answer, just to waste their time.
Biography:
When Misao SIlverton activated the Z.E.R.O. system of the Gundam Daishi in 14 UE, her inquisitive mind was presented what it wanted to see. Namely, a closer vision of the Earth, the world she had yet to set foot on. Confused and bewildered by what was happening, she pressed whatever power was responsible for what was happening to her to show themselves, and tell her why they were doing it. The answer came in her first glimpse of the specter that seemed to haunt the suit. What it showed her that day, and what it told her, would traumatize the 10-year-old girl in to cynicism and jadedness for years afterward.

It isn't clear what exactly Daishi is. Whether a hallucination generated by the Z.E.R.O. system, a well-hidden interface, or a legitimate ghost, the only thing known about it was that it showed up, only to Misao, the few times she operated the haunted Gundam. Her father has thus barred her from the suit, but Misao is still obsessed with finding out the secret of what happened to her. And whether a product of such single-minded meditations or just happenstance, Daishi has begun to visit her in her dreams...
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Major Non-Player Characters and Groups: UAT

Post by Jadzi » Sat Feb 03, 2018 1:13 pm

Image Union of Australian Territories
Status: Minor Government
Style: Authoritarian Republic
Locations: Australian Continent
Population: 970,000
Leader:
Mission:

"Advance Australia"

The Union of Australian Territories is a fascist confederation of continental Australian states. It was founded in 22 U.E. by the Commonwealth of Queensland, in the wake of orbital strikes against Europe from Libra and Geminus. Their fanatical devotion to isolationist and xenophobic policies has lead to a number of controversial acts, such as the forcible deportation of dissidents and zealous resistance to humanitarian intervention. Much of their worldview stems from years of enduring devastating conflicts between the factions that had each held sole occupation of the continent in their own timelines. This in-fighting only heightened long-standing suspicions of outside factions and governments. When the sky began to rain fire again elsewhere in the world, the UAT was forged as a single sovereign banner to reunite the warring continent. Their ultimate goal is insulate themselves from the chaos continually gripping the Earth Sphere, and to eventually forge a self-reliant protectorate that spans the Oceanic region.

As the first step toward true independence, the UAT galvanized the populace with an unprecedented undertaking - the construction of an orbital elevator. A near tyrannical coordination between government, business, industry, and the general public was instituted, pushing the project forward at a maniacal pace. In just over a year and a half, the tower went from lofty dream to full fruition, opening in late September of 23 U.E. Through the ease of transit the tower provides, the UAT has
positioned itself as an alternate economic gateway to the Central Earth Union, while still keeping this island hub of transport and trade safely at arm's length from the continental populace.

Their masterwork completed, the Aussies have settled back into some semblance of normalcy. But though the slavish pace of progress has relaxed, the UAT has already set its sights on their next project: establishing a network of orbital relays to augment the energy production of their elevator.

General Goals
The UAT's immediate goals are to establish the Orbital Elevator as a primary conduit of commerce between Earth and space, and to match that economic expansion with enough military might to defend it. Eventually, the hope is to incorporate the rest of the Oceanic region under the elevator's sphere of influence, forming a mutual protection pact with their neighbors and further reducing reliance on external powers.

Power Structure
Each of the six allied city-states is ruled by a democratically-elected Lord Mayor, who may in turn appoint a cabinet of advisors for varying departments. Once elected, the Lord Mayor is the singular authority over the the entirety of their respective state, including rural settlements and farming clusters. When necessary, the Lord Mayors convene to form the Consulate based in Canberra (for historical purposes). Here they address matters that affect the conglomeration as a whole, including common law and defense funding. They are, however, limited to a maximum of two three-year terms in office.

Quality of Life
The quality of life varies based on location. The basics are well-provided for, at the very least: food, power, health care and transport are all given top priority by the government. Many rural parts of the electrical grid are still questionable, but are gradually being replaced as the elevator-fed energy grid is constructed. Coal-fire power-plants continue to fill the gaps in the extremities of the continent's vast desert. The majority of H3 is reserved for military use, but in emergencies, old Mobile Suit power generators have been used for outlying communities that just cannot be linked to a power station.

Telephone lines are fully functioning for the city-states, and basic telecom services are provided for most homes. Desalination plants, both on and off-shore, provide clean water for communities, and is also shipped to outlying communities in emergencies when rain tanks are running low. A traditional space port in Sydney provides transit solely for citizens, with much of the freight traffic gradually being shifted to the elevator. There is also a more remote, industrial HLV facility in the Amadeus Basin, though it lacks proper reception facilities for incoming craft. Instead, returning craft that lack Minovsky propulsion must make water landings off the southern coast, and wait for retrieval.

Ultimately, those in the city-states are well-provided for, but the outback remains a vast and untamed wilderness. For those who don't wish to be found, the hiding place is the easy part - surviving the wilderness is the challenge. Most outlying towns and settlements rely on air link just to keep functioning. Without light air transportation, the farming communities would fail, and with them the rest of the country.

Production Capabilities and Technology Level
Production capabilities are medium to high in general for the country. While each city-state brings its own production capabilities to the table, dedicated production facilities have been constructed in recent years in order to produce the heavy military hardware employed by the armed forces. A number of facilities have also been confiscated from the defense contractor known as Cronus Heavy Industries (formerly the de facto military for much of the continent). While most of the CHI models such as the ZAKU and GOUF have been subsequently retired, the UAT has adopted the M1 Astray as a civil defense unit for most major cities. Most of the rest of the combat mobile suit corps is comprised of the highly adaptable UAT-05 Hellion.

The pride of the UAT military, however, is its latest unit, the Enact. A nimble and versatile transforming fighter, the Enact incorporates not only the potency of modern beam weaponry, but also the new Solar Energy System. Using this system, solar energy can be continually transmitted from the elevator to Enacts in the region, providing them nearly unlimited power and operational time.

Population
The current estimate for the Australian population is around 970,000, with another ~130,000 having been forced into exile by the UAT.

The population is spread out over a number of city-states - eight hundred thousand people live across the seven state capital cities, while the remaining one hundred seventy thousand live in rural communities all across the nation, linked by ground and light air transport. Sydney has a population of three hundred thousand and it is by and large the most populous city-state. Brisbane, Melbourne, Perth, Adelaide, Hobart and Darwin are in order of decreasing size, comprising the remaining five hundred thousand or so.
Last edited by Jadzi on Thu Feb 22, 2018 4:34 am, edited 8 times in total.

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Major Non-Player Characters and Groups: Graveyard

Post by Jadzi » Sat Feb 03, 2018 1:14 pm

Image Graveyard
Status: Terrorist Organization
Locations: Multiple Cells throughout Earth
Population: 40,000
Leader: Jacqueline Amano
Mission: Opposition of Global Tyranny

"This world belongs to the dead, and the dead will keep it!"

Founded in the years of the Solar Era, not long after the establishment of the Neo Terra Firma Republic, Graveyard started as an informal network of disgruntled officers and soldiers determined to combat the growth of internal corruption. While hardly opposed to the concept of a centralized Terran government like the Union, they have watched one too many well-intentioned entities slip into brutality, totalitarianism, and corruption. Capitalizing on the churn of personnel and mechanized units through the wars and petty power squabbles of the powerful few, these cast-off fighters have risen from their proverbial graves. They vow to be the shadow of the Union military, exposing its atrocities, meting out justice to the perpetrators, and either forcing it to remain honest, or fall and be replaced.

Much of the power structure revolves around semi-autonomous cells, each loosely derived from a squad, ship, or small group assimilated into the larger network. Individual commanders have most of the say over their forces, but the majority still maintain some semblance of a military hierarchy. Thus, most of the organization is made up of numbered regiments, battalions, and divisions, even if the naming patterns are incongruous, or the actual roster within individual cells understaffed. A select number of noteworthy commanders oversee multiple divisions, themselves answering up the chain to increasingly remote and anonymous superiors. Despite how fragile such a network would normally be, Graveyard has managed a nearly flawless retention rate on membership - once people have made up their mind to join, it's extraordinarily rare for them to try to leave.

Graveyard regularly raids small, low-priority targets from pretty much any faction they can reach - from unaffiliated vultures and bandits to armed Union convoys. On certain ambitious occasions they have orchestrated raids on high-value targets, the most noteworthy the bombardment and sacking of the Union's central spaceport in Morocco. They frequently steal information, personnel, and machinery, and re-engineer it for their purposes. Though they only have a handful of industrial facilities capable of building mobile weapons, they have used their resources to construct armies of mobile dolls, AI cores to pilot them, psycommu control systems to direct them, and an ongoing line of prototype Mobile Animals to back them up.


Strategic Forces
  • Crucible Fleet: 1 x Josefine, 2 x Vosgulov, 8 x Prober
  • Atlantic Fleet: 1 x Zanzibar IV, 3 x Jukon U-801, 5 x Prober
  • Pacific Fleet: 1 x Zanzibar IV, 1 x Mad Angler, 2 x Jukon U-99, 4 x Prober
  • Indian Fleet: 2 x Jukon U-99, 14 x Prober
  • Tunnel Fleet: 5 x Suzushiro

Members

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Tai Li Wong
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Ericka Saar
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Julianne Leth
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Allan Henegar
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Ferran Nyilas
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Ling Wong
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Julio Sabada
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Shun Ueda
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Emre Nyilas
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Sule Nyilas
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Cloe Sabada
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Tavish Forney
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Colin Moray
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Siran Tashjian
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Mike Magro
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Jarvis Hahn
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Chanda Kaur
Image Image Image Image

Prototypes: Limited: Current MP: Old MP:
Image Code QB
Image Epyon Bai
Image Vidar
Image Velner
Image Early
Image Revenant
Image Giraffe
Image Hundred
Image Volf
Image Kouou
Image TOM
Image Leo
Image Badd
Image Psy
Image Warnea
Image Graze

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Image NPC
Age:
Date of Birth:
Gender:
Species:
Hair:
Eye Color:
Height:
Weight:
Affiliations:
Profession:
Residence:
"."
Appearance:
Personality:
Biography:
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Plot Listings

Post by Jadzi » Tue Feb 06, 2018 4:52 pm

SIDESTORY OF MOBILE SUIT GUNDAM GATES:
What You Leave Behind


Unified Era 0021. Two decades have passed since a Cataclysm fused multiple realities together. Earth is now more populated with weapons than people. The fledgling Central Earth Earth Union seeks to bring order through merciless conquest, opposed by the remnants of wars past. As mankind teeters on the brink of extinction, the children of the Unified Era must find a way to confront the destructive legacy of their forebears.

To find the「Peacable Kingdom」, a「Wild Hunt」begins...


SEASON ONE:

COUR 1
  • Case 00: Revival
    Year 1 of the Unified Era. Armageddon is at hand. Amid the turmoil and bloodshed, a girl flees for her life from the chaotic melee the world has become. Falling into the depths of the earth, she comes across an unlikely saviour.
    Image
  • Case 01: Waking the Dead
    In a daring show of force, a lone mobile suit assaults the capital of the Union, sewing devastation throughout its spaceport. Once confronted, the attacker finds himself outmatched, and escapes into the desert sands. As he vanishes, he delivers a dire taunt: the world belongs to the dead, and dead shall keep it.
    Image
  • Case 02: The Wreck of the Old 97
    Caught in an assault during re-entry, a merchant transport crashes into the wastes of Siberia. A local garrison responds to the distress call, only to find that a ruthless band of mercenaries are one step ahead of them.
    Image
  • Case 03: Bird of Prey
    Over the waters of the North Atlantic, a Union supply plane finds itself being assaulted by a fire-breathing mobile suit.
    Image
  • Supplemental: Sons of War
    The CEU warmaster himself comes to the aid of an outpost under attack in central Africa. The Union's finest engage a squad of ghostly mobile suits, while another group looks on from within the earth itself.
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  • Case 04: Legends of the Hidden Temple
    A routine demolition of space debris turns into a pitched battle for survival on board the asteroid Bhavagra.
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  • Case 05: Magus Night
    Freed from the abandoned remains of Bhavagra, a haunted mobile fortress rains destruction across central Europe. Garr Shyver, a man all too familiar with tragedy, attempts to talk the spirit of the fortress down from its rampage, while a Union squadron moves to intercept.
    Image
  • Case 06: Nuit Mage
    In the wake of Bhavagra's crash to earth, and the subsequent orbital bombardment, young Misao Silverton makes her escape from her boarding school. While on the run from a berserk mobile suit, she encounters a talented young fighter once again.
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  • Case 07: Magier Nacht
    In the wake of Bhavagra's crash to earth, and the subsequent orbital bombardment, a band of raiders attack a Union mobile suit factory.
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  • Case 08: Exit Wounds
    Pursuing the raiders along the Mediterranean Coast, Misao and her allies find themselves pitted against the unwitting architects of the Magus Night incident.
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  • Case 09: Tooth and Claw
    One week after the orbital bombardment of Europe, a Union assault team tracks the raiders to a fallen outpost on the coast of the Black Sea.
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  • Case 10: King of the Land
    The surviving defenders from the Trabzon assault fall back to the village of Damar, pursued by the Union. Misao and her allies arrive to find the city already in flames. As the raiders make their final stand, a powerful new Beast rises to their aid.
    Image
  • Supplemental: The Exemplar and the Elegy
    Several months after the events in Europe, representatives of two of the world's dissident factions meet to discuss their next move.

COUR 2:
  • Supplemental: Case Study
    A group of mobile suit engineers try to understand just what happened at Trabzon by analyzing the events that led up to it.
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  • Case 11: Echoes in the Dark
    When a team of tunnel-diggers stray from their course, they uncover a trove of ancient technology - and awaken a deadly foe.
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  • Case 12: Gjenganger
    High in the Ural mountains, a lone revenant attacks all who cross his path.
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  • Case 13: The Apple
    Misao continues her search for the place from her dream.
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  • Case 14: Black and White
    Late one afternoon, the Vultures call upon the talented Mr. Mikkelson...
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  • Case 15: Cubs
    Misao reunites with an Exegesis team and tries to finally leave Earth behind. But a seething figure rises to block her path, and thirsts for her blood.
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  • Case 16: Ivory
    Still reeling from their defeat at the hands of the 00, the Beasts attempt to recoup their losses by staging an attack on a supply depot.
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  • Case 17: Heavy Metals
    Siran's band of mercenaries lays its sights on the camp of a rival vulture gang, and the behemoths that slumber there.
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  • Case 18: Convoy
    When no other option will let them reach the rendezvous in time, Siran and her gang make a run for it across the Black Sea.
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  • Case 19: Stage Fright
    Only hours remain before what could be their final battle. Deep in the heart of Danger Island, Ensign Leth's faith begins to falter.
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  • Case 20: Code QB
    While the warmaster is away, the beasts launch a daring raid on his former base of operations. The battle they've prepared for, trained for, is finally at hand. And yet, a shadow looms within their very core...
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PC Technical Information - Myun Silverton

Post by Jadzi » Tue Feb 06, 2018 4:54 pm

Image GN-008 Seravee Gundam
Unit type: heavy assault mobile suit
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 18.2 meters
Weight: base weight 39.8 metric tons; standard weight 67.2 metric tons; max gross 121.2 metric tons
Armor materials: E-carbon with GN Composite
Powerplant: GN Drive solar furnace, typical running output estimated at ~14,000 MW
Propulsion: GN Drive, GN verniers, GN particle vents: ~210,000 kg
Performance: maximum thruster acceleration ~5.28 G (base), ~7.30 G (base in Trans-Am)

"33-83... 89-02... 93-17... sweep 62-97. FULL BURN!!"
Equipment and Design Features:
  • GN Field: A common feature of the Solar Furnace is the ability to charge the particles surrounding the suit into a defensive barrier. However, without the proper equipment, this requires the suit to all but shut down. Seravee is designed to be able to freely generate such fields during normal operation, and to maintain them most of the time during combat.
  • Trans-Am System: A system that temporarily triples Seravee's performance by releasing highly compressed particles. The suit however will have reduced performance in battle after the time limit expires.
  • Optical Camoflague: Optical Camouflage uses a holographic projection system that creates an illusionary image of its surroundings to avoid visual detection, a form of invisibility. The camouflage isn't a true invisibility cloak, rather, an advanced grid projection system to blend in its surroundings like a chameleon. Maintaining the hologram precludes any other activities.
  • GNHW/B Armament Pack: For heavier firepower, the Seravee can be equipped with this pack, swapping out the skirt armor for an additional pair of cannons. It is also equipped with additional GN field projection equipment based on the Virtue's particle vents, improving its defenses.
  • GN021 XN Unit: The XN unit is a general maneverability armament pack. Equipped to the base Seravee, it offsets the loss of verniers from the Seraphim, while also adding a GN Buster Sword III pair to its arsenal. This pack can be used alongside the GNHW/B pack to make Seravee a tanky melee unit shooting from its hips.
Armaments:
  • 2 x GN cannon, mounted on knees
  • 4 x GN beam saber, stored in arms and knee subarms
  • 2 x GN cannon (w/ GNHW/B pack), mounted on hips
  • GN Bazooka II, hand-carried in use
  • GN Buster Sword III x 2 (w/ XN unit), hand carried in use
Technical and Historical Notes:
During the events of the Cataclysm, the research organization Exegesis partnered with the hospital ship Mary Celeste to take in casualties and stranded survivors. Among the many people they rescued was a small paramilitary organization, FORCE, and their badly damaged mobile suits built around an unprecedented new engine
called a GN Drive. In exchange for saving their lives and providing them a place to live during chaos, FORCE shared their technology with Exegesis, and ultimately provided them with the GN Drives.

One of the first truly successful products of Exegesis's development of GN technology was the Seraph mobile suit platform. Based heavily on the frame of the wrecked GN-005 Gundam Virtue (and its core, the GN-004 Nadleeh), the Seraph platform was built to fully utilize the offensive firepower and defensive shielding capabilities of GN physics. More mobile and nimble than the original Virtue, the Seraph platform was more than capable of handling itself in a melee battle, while pouring out massive beam artillery in support of other units. When necessary, it could also protect itself from all angles within a 360 degree beam barrier, allowing it to easily
defend itself from opposing artillery.

The core unit of the Seraph platform, and typically the control unit, is the GN-008 Gundam Seravee. The Seravee is an updated version of the GN-005 Virtue - thinner and more evenly proportioned, while housing as good or better firepower capabilities. Its thick armor plates house generous internal GN particle storage within them, allowing the unit to function as either a remote frontline tank, or a walking support and coordination bunker. Without the GN-009 Seraphim attached, the unit loses a bit of thrust mobility, while cutting its weight nearly in half. Often this is offset by docking an XN unit directly to the back, thus also providing the unit a pair of GN Buster Sword IIIs. It can also be equipped with parts of the GNHW/B pack, providing more efficient particle distribution vents.

As development of the unit progressed, these capabilities drew the attention of Exegesis's matriarch, Myun Silverton. An awakened super newtype, Myun had spent
much of the initial Cataclysm utilizing her abilities to locate the wounded and coordinate allies from the secondary seat of the ZGMF-X12D Outframe D. The support potential within the Seravee seemed a natural fit for the role she had taken upon herself - the unit was versatile enough that she could serve as a shielded, semi-stationary platform while guiding her allies, back them up from range with the cannons, or indulge her natural skill at melee combat.

These capabilities were only further enhanced by the subsequent addition of the GNHW/3G armament plan. This sprawling architecture, developed under the codename 'Cherubim', overhauled the bit control system and added a pair of drone mobile suits. In this form factor the Seravee functions its own psychically networked mobile suit squad. This allowed Myun to freely participate in a battle without having to distract herself with traditional mobile suit control, leading the mobile suit corp of the Indefatigable from any location she chose.

This broad range also made the Seravee 3G the natural choice for implementation of the Trial system. Should any Exegesis-built mobile suit be hijacked, the Seravee could use the Trial system to broadcast a rotating override code into the errant unit's control systems, and shut it down safely and quietly. When fighting alongside allies, the Trial system's access level could be used to send emergency messages, or to take control of automated remotes. Over the decades that followed, the Seravee would establish itself as the heart of the Exegesis mobile suit corps, and a general symbol of its expeditionary arm. It would see numerous tweaks and refinements as their expertise with GN physics improved, its abilities slowly evolving along with those of its pilot.


Image
Image GN-009 Seraphim Gundam
Unit type: Trial System mobile suit
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 16.6 meters
Weight: base weight 27.4 metric tons
Armor materials: E-carbon with GN Composite
Powerplant: GN Drive solar furnace, typical running output estimated at ~14,000 MW
Propulsion: GN Drive, GN verniers, GN particle vents: ~150,000 kg
Performance: maximum thruster acceleration ~5.47 G; ~7.72 G (Trans-Am)

"It's one of our GN-particle powered machines, though as you can see it's fairly bare-bones."
Equipment and Design Features:
  • Trial System: A system exclusive to Myun's machines, the Trial System is the failsafe should any machines produced by Exegesis go rogue. In the event that a unit is stolen or misused, the Seraphim (and suitably equipped SEMs) can broadcast a precise waveform code to activate a hardwired backdoor, shutting down the errant machine's OS. SEMs cannot transmit on their own, however - they can only relay the transmission initiated by the Seraphim.
  • Face Burst Mode: When high GN particle output is needed, a second Gundam face reveals itself hidden under the armor pack. When the second face reveals, the lower sides of its face vents large amounts of GN particles necessary for immediate GN Field generation/regeneration and works in conjunction with Seravee's GN particle weapons for higher destructive yield. The GN particle vents also provides additional thrust for maneuvering and hauling.
  • Trans-Am System: A system that temporarily triples Seraphims's performance by releasing highly compressed particles. The suit however will have reduced performance in battle after the time limit expires.
  • Optical Camoflague: Optical Camouflage uses a holographic projection system that creates an illusionary image of its surroundings to avoid visual detection, a form of invisibility. The camouflage isn't a true invisibility cloak, rather, an advanced grid projection system to blend in its surroundings like a chameleon. Maintaining the hologram precludes any other activities.
  • GNHW/B Armament Pack: Where the Seravee is a tank, the Seraphim is a flighty featherweight. Thus, while the pack reinforces the former's GN fields, it adds additional verniers and GN particle tanks to the Seraphim. It can also optionally add a pair of GN cannons on the hips.
  • GN021 XN Unit: The XN unit is a general maneverability armament pack. Equipped on the Seraphim, it further accentuates its flight abilities while also providing a set of subarms. The unit can be mounted on the back as with most GN units, or optionally docked to the Face Burst panel. The latter option is far clumsier in construction, but allows the unit to be used on the combined platform.
Armaments:
  • 2 x GN vulcan, mounted in head
  • 2 x GN Beam Saber
  • 2 x GN cannon (w/ GNHW/B pack)
  • GN Beam Machinegun, optionally stored on knee
  • GN Shield, optionally stored on knee
  • GN Bazooka II, hand carried in use
  • GN Buster Sword III x 2 (w/ XN unit), hand carried in use
Technical and Historical Notes:
The secondary unit of the Seraph platform, and optional control unit. The Seraphim is intended to operate primarily as a bit suit for the Seravee, while also capable of serving in the reverse role, or even as an escape launch. Like the GN-004 Gundam Nadleeh before it, it is little more than a frame with a thin layer of armor. Its light weight and thin figure makes it extremely mobile and agile, the glass cannon to the Seravee's ground-pounding tank.


Image
Image GN-00902 SEM
Unit type: Umanned Trial System support mobile suit
Accommodation: None
Dimensions: head height 16.6 meters
Weight: base weight 27.0 metric tons
Armor materials: E-carbon with GN Composite
Powerplant: GN Drive Tau solar furnace, typical running output estimated at ~5,000 MW
Propulsion: GN Drive, GN verniers, GN particle vents: ~135,000 kg
Performance: maximum thruster acceleration ~5.0 G; ~7.0 G (Trans-Am)

"It's one of our GN-particle powered machines, though as you can see it's fairly bare-bones."
Equipment and Design Features:
  • Trial System: A system exclusive to Myun's machines, the Trial System is the failsafe should any machines produced by Exegesis go rogue. In the event that a unit is stolen or misused, the Seraphim (and suitably equipped SEMs) can broadcast a precise waveform code to activate a hardwired backdoor, shutting down the errant machine's OS. SEMs cannot transmit on their own, however - they can only relay the transmission initiated by the Seraphim.
  • Trans-Am System: A system that temporarily triples a SEM's performance by releasing highly compressed particles. Like other Tau Drive units, however, the SEM's GN Drive enters a Stasis Mode after sufficient damage from Trans-Am has been sustained. Once offline, the suit relies on condensers for emergency power.
Armaments:
  • 2 x GN vulcan, mounted in head
  • 2 x GN Beam Saber
  • GN Beam Machinegun, optionally stored on knee
  • GN Shield, optionally stored on knee
Technical and Historical Notes:
The SEM is a mass-production version of the GN-009 Seraphim, originally produced by Exegesis as a local defense bit suit for use with the GN-008 Seravee. Though it later saw a limited production run for colonial and convoy defense, these original SEMs remain unique on two notable fronts. First, they're equipped with the Trial system to extend the reach of the Seravee's Trial field, something that was eliminated on all other units. Secondly, their GN Tau Drives are specially tuned for marginally higher performance, based on data on normal GN Drives. This causes them to produce golden particles when their drives are active, as opposed to the usual red or orange.


Image
Image MSN-07 Evigheden
Unit type: custom newtype-use assault mobile suit
Accommodation: pilot only, in panoramic monitor/linear seat cockpit in torso using Psyco-Trace
Dimensions: head height 25.8 meters
Weight: standard weight 27.1 metric tons; max gross weight 55.3 metric tons
Armor materials: gundarium alloy
Powerplant: Minovsky type ultracompact fusion reactor, power output rating ~5960 kW
Propulsion: rocket thrusters, output rating ~150,000 kg; vernier thrusters/apogee motors: 32
Performance: maximum thruster acceleration ~2.71 G

"In the light of eternity we shall see that what we desired would have been fatal to us, and that what we would have avoided was essential to our well-being." ~ Francois Fenelon
Equipment and Design Features:
  • Psyco-Trace Cockpit: The end-product of research into various psycom control systems, the Psyco-Trace cockpit system is designed to harness both Myun's Newtype abilities, and her life experience as a fighter. It combines design principles from Psyco-Frame, Psyco-Neutralizer, and Ring PsyCom systems into a sensitive, variable-mode cockpit. In normal operation it functions as a typical panoramic monitor/linear seat cockpit, combined with a psycom headset. For heavier combat applications, much of the chair structure can retract, allowing the pilot to control the unit through a combination of thought and physical movement. In both forms, it features potent psycowave reading and transmission, letting Myun more easily project her empathic abilities at other pilots. In a pinch, though, it can be used to overpower nearby psycom remotes into submission.
  • Clear Funnels: A later addition to the unit, these funnels are based on data recovered from FORCE on their encounter with the Folie Imposée. They are otherwise normal funnels constructed using translucent armor, making them exceptionally harder to see or track. Particularly in space, the only reliable way to follow them is to watch for the thruster and beam flashes.
  • Hardpoints: As a result of using Rig Shokew parts, the backpack of the Evigheden mounts two hardpoints for mounting or storing equipment. These hardpoints are typically occupied by beam jurs, allowing them to be operated as mounted guns while the hands are otherwise occupied.
Armaments:
  • scattering mega-particle cannon, output rated at ~8.0 MW, mounted in torso
  • 2 x beam saber, power output rated at ~1.21 MW, stored in recharge racks in forearms
  • 2 x foot guard saber, power output rated at ~1.21 MW, mounted in toes
  • 2 x beam string emitter, mounted in knees
  • 2 x beam jur, power output rated at ~2.2 MW, optional beam gun mode rated at ~3.9 MW
  • 2 x beam shield, mounted on forearms
  • 30 x clear funnel (mounts beam gun, power rate at ~1.3 MW) stored in tail binder
Technical and Historical Notes:
The initial months after the Cataclysm were fraught for everyone. Desperation led people to attack whoever they could find to try to glean resources. For the fledgling Exegesis organization, this meant needing to defend their ever-growing flotilla of refugees and hospital ships while they established a new home. And while Myun Kawasari was perfectly capable of flying a Rig Shokew, Great Justice, or Destiny Outframe, none of these appreciably harnessed her talents. To tackle the issue, Trent Silverton used the cutting-edge parts they had available to re-invent a storied Newtype mobile suit, the Sazabi.

The product was dubbed the Evigheden ("eternity" in Danish). The name was drawn from the legend of the Snow Queen: in the end, a boy finds himself frozen to a lake, tasked with arranging shards of ice to spell the word to gain his freedom. He is saved when a girl arrives and professes her love at last, and the two in their joy dance round and round amid the desolate winter, until the shards of ice fall into place of their own accord. The development of the suit was much the same - in saving others, and learning from them, the needed parts and knowledge came together over the bones of what they already had.

Many of the core internals were repurposed Rig Shokew parts produced by the Tübingen. They were fitted into a long, slender, feminine frame with a long reach and physical power. These spindly limbs were in turn laden with beam melee weaponry reminiscent of the Justice, allowing Myun to continue to fight on point as she had for so long in the Intifada. They also housed beam strings for disabling, and beam shields for defending. More importantly, it housed a proper psycoframe cockpit, not only allowing finer and easier control of the unit, but also letting her use her empathic powers to try to talk people down. In this way, she could defend herself while she tried to soothe her opponents into becoming allies.

Over the years the Evigheden would see subsequent revisions, as better technology became available and more research was completed. Building off concepts encountered by one of their allied groups, a set of translucent 'clear funnels' would be added. Refinements in psychic communicator systems would enable the building of a convertible cockpit chair, with improved sensitivity to Myun's brainwaves and more potent transmission of psycowaves. The resulting machine was so well tuned to her needs that Myun would keep it close at hand in her travels, even as she moved to the far more offensively powerful Seravee as her mainstay.

Evigheden. The white queen that dances in the night, glimmers swirling about her as so many shards of ice. For those who bask in the light of Eternity, gentle counsel is offered, mistakes are illuminated, hearts are soothed, and minds won.
Last edited by Jadzi on Thu Mar 01, 2018 4:10 am, edited 19 times in total.

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PC Technical Information - Sara Janovsky

Post by Jadzi » Tue Feb 06, 2018 4:56 pm

Image GGS-000 Gundam Phoenix Zero
Unit type: reconstructed general purpose mobile suit
Accommodation: pilot only, in panoramic monitor/linear seat cockpit in torso
Dimensions: overall height 19.4 meters
Weight: max gross weight 70.3 metric tons
Armor materials: gundarium alloy/super-ceramic composite on movable frame
Powerplant: Minovsky type ultracompact fusion reactor, power output rating ~9000 kW
Propulsion: rocket thrusters, output rating ~365,560 kg
Performance: maximum thruster acceleration ~5.2 G

"Come on! Floor it! Show me you can really fly!" - Alfimi Elwren
"Let's go, Phoenix." - Sara Janovsky
Equipment and Design Features:
  • Shoulder Hardpoints: The suit can be configured with one of two options. One version mounts long and slender shoulder pylons in the style of the original Phoenix, which feature one 6-tube missile launcher and one lateral thruster each. The other version mounts an additional thruster pod mirroring those aft of the shoulder, lending the suit additional maneuverability.
Armaments:
  • 2 x MMI-M19L 14mm dual machine gun, fire-linked, mounted in head
  • 2 x MA-M02G "Super Lacero" beam saber, stored in calves
  • 4 x MA-M02L "Unguis Lacero" large beam saber, stored in forearms and toes
  • 2 x MR-Q15A "Cruris Lacero" beam blade, mounted in knees
  • 4 x M108 "Sarisa" mega beam cannon, mounted on shoulders
  • 2 x MA-M23PZ "Arcus" high-energy beam rifle, combineable into mega beam launcher, stored in racks beneath forward Sarisa barrels
Technical and Historical Notes:
In the wake of the Cataclysm, many if not most machines that were unique in their original timelines suddenly found themselves facing their dopplegangers from others. The exceptions to these rules were usually so obscure or specific to a single person as to not bear comment. But in a few notably mysterious cases, machines managed to be highly visible in multiple histories, and yet only ever exist in the singular. The Phoenix series was one such line, in that, while its appearances could be documented easily, each account of its activities seemed to pick up roughly where the previous one left off, no matter how jarring the break between the surrounding contexts. In the Unified Era, the latest of these reappearances came in the form of a prototypical frame in a cave in southern Africa. Once recovered and rebuilt by the investigatory organization Exegesis, it would be dubbed the Phoenix Zero.

Having previously encountered a complete Phoenix in his native Solar Era, Exegesis founder Trent Silverton put that knowledge to use to explore both the similarities and differences in this latest incarnation. For one thing, while the Phoenix Zero was almost identical externally, it lacked many key mechanisms for its predecessor's transformation. Its head contained a simpler avionics package than would be suggested by the Phoenix's structure, including visor optics in place of its counterpart's paired camera suite. The shoulder pylons that housed remote and pyrotechnic weaponry were absent, a pair of compact rotary thrusters in their place. It was unclear what these differences were due to - was it a predecessor that was later improved? An attempt at streamlining in anticipation of mass production? Downgrading due to lack of replacement parts? An uninformed replica? Whatever the cause, Silverton faithfully followed the path the skeletal machine lead him on. The end product was a unit so strikingly similar the one Ryusei had used to bedevil him on Mars, and yet so very different.

After a comprehensive evaluation of the unit's qualities, the Phoenix Zero was assigned as the personal unit of its test pilot, Sara Janovsky. A former mobile suit engineer herself, Janovsky was struck by numerous design concepts the machine shared with her former unit, the Infinite Justice. She in turn had the unit adjusted to more closely resemble it, adding toe, knee, and forearm beam sabers to duplicate her Justice's signature melee style. It was in this modified configuration that the unit would finally see actual combat, traveling to Earth with Janovsky in late 22 UE. By 23 UE, Janovsky's new employer, the shadow organization Ambra Sestinas, had found the unit so effective they duplicated it piece by piece for use by her partner, Alfimi Elwren.

Additional Info: Pilots:
Image Super Lacero rack
Image Saber docking
Image Arcus rifle & dock
Image Cannon deployment
Image Sara Janovsky
Image Alfimi Elwren

Image
Image RX-124 Gundam TR-6
Unit type: transformable mobile suit
Accommodation: pilot only, in panoramic monitor/linear seat cockpit in head
Dimensions: overall height 16.3 meters
Weight: standard weight 18.9 metric tons
Armor materials: Gundarium Lambda/Super-Ceramic composite
Powerplant: Minovsky type ultracompact fusion reactor, power output rating ~7000 kW
Propulsion: rocket thrusters, output rating ~100,000 kg
Performance: maximum thruster acceleration ~5.29 G

"Berth 4 reports ready for launch. Units J-1, L-2, G-3, R-4, on standby."
Equipment and Design Features:
  • sensors, range ~40 km
  • Minovsky Flight System
  • sub-arm unit, mounted on waist
  • booster pod, mounted to drum frame
  • EWAC radome, mounted to drum frame
Armaments:
  • 2 x 15mm vulcan gun, fire-linked, mounted in head, fed from shared internal 1400 round drum
  • shield booster, mounted on shoulder or drum frame (mounts mega-particle cannon, power rated at ~7.5 MW; optional spare e-pac)
  • composite shield booster, mounted on shoulder (transformable into wire-guided claw, mounts long blade rifle; I-field generator; beam emitter, power output rated at ~5.9; optional long blade barrel power extender, power output increased to ~8-12.1MW)
  • shield, mounts 3 x mega-particle gun, individual power output rated at ~4.4 MW
  • XBR-M84 beam rifle, power rated at ~5.21 MW, powered by replaceable e-pac; beam shotrifle, power output rated at ~5.3 MW, with optional pump charge rated at ~10.1MW, powered by replaceable e-pac
Typical Pilot Loadouts:
  • L. Stubon: EWAC Radome; 1 x composite shield booster
  • J. Machesky: 3 x shield booster; 2 x XBR-M84 beam rifle
  • R. Nyseth: booster pod; 2 x composite shield booster
  • G. Toten: shield booster; 2 x composite shield booster; 1 x beam shotrifle; 1 x shield
Technical and Historical Notes:






Image
Image Gyrfalcon
Class: Volière Noir
Unit type: stealth combat cruiser
Dimensions: length 265 meters; height 75 meters; width 95 meters
Weight: max gross ~45,000 tons
Propulsion: 4 x rocket engine, with optional jet/hydrojet modes
Mobile Suits: 7
Launch Catapults: 1

"Please try to understand, Ms. Elwren, that our little birdcage here is only so
durable. She's a transport, not a tank. I can't risk another encounter like that."
Equipment and Design Features:
  • sensors, range ~3200km
  • ablative gel heat/beam protection system
  • underwater submergence mode
  • Mirage Colloid
Armaments:
  • 2 x 225cm dual-barrel high-energy beam cannon
  • 42cm triple cannon; 36 x multipurpose vertical launcher
  • 12 x surface-to-air missile launcher; 6 x torpedo launcher
  • 8 x 75mm automatic multi-barrel CIWS
Technical and Historical Notes:

During the first two decades of the Unified Era, the survey and salvage group Exegesis found a number of allies amongst the disaffected dwelling in space. Single ships and small fleets, their homes and governments lost in the Cataclysm, found aid and refuge through either the auspices or connections Exegesis could provide. In exchange, they were often offered tasks to help others in need, creating both a cycle of charity and a new way of life. Unforunately, many of the vessels these refugees had survived on were all the worse for wear. Some were refitted, others recycled, but many had to be scrapped and replaced. Eventually, a modest shipyard was formed in the Archeon bunch colony Telperion, to better service the growing need.

One of the first products of this effort was the Voliere class. It was a simple, straightforward, and relatively spartan transport, built expressly for efficiency, modularity, and ease of maintenance. Much of the internal structure was inspired or outright derived from the highly automated Archangel line, allowing the ship to be operated and maintained even by a minimal crew. As such, crew accommodations were kept quite modest and utilitarian. This allowed most of the internal space in the rear hull to be devoted to propulsion, power, and basic provisions, while the entire forward hull served as customizable cargo block.

The Gyrfalcon is one such customization. Drafted for use by the Hawkwood squadron, the forward hold was fitted for mobile suit service and storage. An
electromagnetic catapult was mounted down the center, flanked on either side by a pair of launch bays, with the remaining space devoted to storage of parts and ammunition. Though the launch system was constructed with the equally modular SEM in mind, it was adaptable enough to fit other machines if need be. As a combat vessel, the ship was also fitted with pair of dual-barrel high-energy cannons, a central naval turret, and smaller CIWS and missile blocks.

The maiden voyage of the Gyrfalcon was made in UE 0022. Blackbird's assignment was to carry Alfimi Elwren (and her handler, Sara Janovsky) to Earth to seek and destroy the weapons caches the former chancellor had left behind. However, during their first stop in Alaska, Elwren ran afoul of her past, and the entire ship
soon found itself conscripted by the shadowy Ambra Sestinas organization.

As part of their induction, the Gyrfalcon saw further modification - a Mirage Colloid optical camouflage system was installed, and the hangar system reorganized to service the faction's TR-6 mobile suit platform, as well as to better accommodate the GGS-000 Phoenix Zero. Now firmly oriented as a stealth combat cruiser, the Gyrfalcon was rechristened as a Voliere Noir class - a dark cage, for a flock of black birds.
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PC Technical Information - Misao Silverton

Post by Jadzi » Sat Feb 17, 2018 12:19 am

Image OZ-15CGX Cruel Gundam
Unit type: refurbished stealth assault mobile suit
Accommodation: pilot only, in standard cockpit in torso
Dimensions: overall height 24.6 meters
Weight: empty 21.7 metric tons; max gross 30.0 metric tons
Armor materials: Gundanium Alloy
Powerplant: ultracompact fusion reactor, output rated at 15,965 kW
Propulsion: rocket thrusters, combined output ~316,950 kg
Performance: maximum thruster acceleration ~10.56 G

""
Equipment and Design Features:
  • High Mobility Mobile Armor Mode:The lower torso of the Cruel Gundam can reconfigure itself into a flight/hover mode, folding the legs back and shifting skirt armor panels to reposition its thrusters.
  • Active Cloak: Sprawling armored wings identical to those of the Deathscythe Hell. Contains four field generators that function similarly to the Mercurius' planet defenders. The force field is strong enough to repel shots from Vayeate or Virgo's beam cannons, and the armor itself is coated with an anti-beam coating. The active cloak can function as wings when opened, enhancing the suit's mobility.
  • Compound Sensor: The Cruel's head is composed of multiple faces, enabling it to face and fight in multiple directions at once.
  • Stealth Jammer: Similar to the Deathscythe line, the Cruel Gundam mounts jamming equipment to prevent detection on long range and visual sensors.
  • Diffusing Cloak: A large armored cloak that covers much of the Cruel Gundam's body. It can withstand multiple beam strikes before deteriorating.
Armaments:
  • 2 x Shoulder Claw, mounted in shoulders, mount 1 x beam gun each, optionally wire-guided
  • 2 x beam saber, stored in recharge racks in skirt armor, optional dock into beam naginata
  • 2 x Dragon Fang, mounted on forearms
  • Beam Scissors, hand-carried in use
Technical and Historical Notes:




Image
Image XXXG-01DB Gundam Daishi
Unit type: refurbished stealth assault mobile suit
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 16.3 meters; overall height 16.5 meters
Weight: empty 57.2 metric tons; max gross 65.1 metric tons
Armor materials: Gundanium Alloy
Powerplant: ultracompact fusion reactor, output rated at ~9000 kW
Propulsion: rocket thrusters, combined output ~433,566 kg
Performance: maximum thruster acceleration ~6.66 G

"That's a funny name. Dye-ee-she? Dye... she? Day-is-he? Oh, Daisy! Pleased to meet you, Daisy~"
Equipment and Design Features:
  • Hyper Jammers: Like other members of the Deathscythe line, the Daishi sports stealth ECM suites called hyper jammers. These suites scatter jamming particles which scramble the enemy's radar and cameras, preventing detection. Daishi's are far more advanced, however - being so powerful as to generate sensor ghosts to confuse opponents, or overwhelm camera and sensor systems to the point of shutdown. These systems are housed in pairs the large armored 'skulls' on the shoulders.
  • Holographic System: The Daishi is fitted with a series of smoke dispensers and holographic projectors arrayed along the torso. Used in tandem, these can shroud the suit and immediate area in smoke, and then project images against it.
  • Prism Particle Coating: An optical camo system allowing the Daishi to cloak itself from sight. Using the search-eye system to take in precise imaging, the effect is quite convincing as long as the unit doesn't move very fast. Can be used in tandem with the holographic system to conceal the unit as something else entirely.
  • Zoning and Emotional Range Omitted (ZERO) System: The ZERO System was developed to be an interactive interface between a human pilot and a Mobile Suit. The system computes the results of possible courses of action, and the pilot considers these and mentally feeds directions back to the system. What this means is that the pilot knows the result of his actions before he performs them. The system is programmed to think tactically, so that the options that it feeds the pilot might include civilian death or unnecessary destruction. It is up to the pilot to guide the system and lend it a conscience, so the relationship becomes a balance of emotion and logic.
  • Search Eyes: Focused on data gathering. When the antennas and main cameras do not suffice, the Daishi's secondary eyes in its chest are used to gather visual and radio-wave data. During combat, it instantly calculates the precise position, movement, and weak points of an opponent, feeding this information to the ZERO system.
Armaments:
  • 2 x vulcan gun, mounted in head
  • 2 x EM Heat Saber, stored on waist skirt
  • 2 x Buster Shield, mounted on forearms
  • 2 x EM Heat Claw, mounted on legs
  • 2 x bat funnel, stored in recharge racks in wing binders
  • Double Beam Scythe, collapsible, stored in recharge rack on rear skirt
Technical and Historical Notes:
In the wake of the Cataclysm, the majority of citizens in the Earth Sphere were left to fend for themselves amid complete anarchy. Without major military or political powers to control their distribution, many prototype and customized mobile weapons found their way into the hands of of the general public. However, the same entities that had controlled these units had also often been responsible for their manufacture and upkeep. As a result, many of these machines found themselves without a supply of replacement parts, and eventually either aged out of service or were gradually jerry-rigged with whatever was available. In more uncommon cases, entire machines were salvaged, gutted, and refurbished with more common technology. The XXXG-01DB Gundam Daishi was one product of this unruly culture.

In its original form it was the Gundam Dark Angel, a sister unit to the XXXG-00W0 Wing Zero Custom. As such, it featured many of the same design principles. For propulsion, it mounted a pair of thruster-laden wing binders. For perception, it featured the ZERO system pilot interface and an accompanying Search Eye, allowing it to swiftly analyze opponents and predict their weak points. Its armaments were fairly light, consisting of a pair of standard vulcans and a collapsible beam scythe. Its primary strength, however, lay in the complex array of jamming and projection equipment that filled the majority of its upper frame. The intention was for the unit to utilize the optical camouflage of the Prism Particle Coating to approach targets undetected, sew chaos to soften the enemy up, and then escape the same way it came. For more difficult targets or tighter security areas, its quartet of hyper jammers were powerful enough to not only easily conceal it from conventional sensor systems, but also scramble radar and even overpower camera systems. Should it be engaged in direct visual contact or combat, it mounted a series of holographic projectors and smoke dispensers. These, coupled with the jammers' sensor ghosts, allowed the pilot to confuse opposing forces with decoys and illusions if the situation got out of hand, execute its objective, and escape amid the chaos.

The high complexity and delicacy of the jamming, hacking, and projection equipment was simplified in by the suit's ZERO system. The interface beamed tactical data directly into the pilot's brain, often in a series of mental images. This enabled the pilot to not only keep a more refined watch on his surroundings, but to react more quickly and decisively in an emergency. Further, the ZERO system was able to learn and grow from the data it had accumulated on its surroundings, units encountered, and how the pilot reacted, further refining both the synchronicity with the pilot, and the quality of the suggestions it offered. In short, the more illusions it perpetrated, the more it became a master of fear. Unfortunately, the sheer amount of information going in and out between system and machine also had a tendency to cause the mental projections to devolve into vivid, often horrifying hallucinations in the unprepared.

The Dark Angel was one of the countless machines looted from its home during the initial fallout of the Cataclysm. Soon after, it began to pass freely from owner to owner, in large part due to the side effects of the ZERO system. Many who attempted to pilot the machine were either terrified or driven outright insane by the twisted and often grisly visions it produced, earning it both a reputation as haunted and the nickname of "Crazy Beast". As time progressed, varying owners added their own cosmetic touches and weaponry upgrades. The formerly spartan exterior was fitted with a trio of large armored skulls in one instance. In another, the deteriorating legs were replaced by a pair of taloned pincer claws. Still another tweaked fitted the Crazy Beast with a pair of bat-shaped funnels. Time and again, however, the Crazy Beast lived up to its name, and the unit was handed off or abandoned.

Some twenty years after its original theft, the unit found its way into a proper machine shop on Archeon. By now many of its basic systems were degrading from shoddy maintenance, the notable exception being its oft-unused ECM suite. In order to bring the unit up to modern performance standards, the Crazy Beast saw an overhaul and parts replacement from the ground up. Its failing reactor and the bulk of its internal machinery was gutted, replaced by comparable parts recovered from the wrecks of similar Gundanium machines. Upon its completion, the unit was re-christened as the Gundam Daishi, or "Great Death" - a nod to not only its pinnacle as a Deathscythe, but also its repeated brushes with oblivion.
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PC Technical Information - Katrinn Dunlap

Post by Jadzi » Thu Feb 22, 2018 2:00 am

Image GNX-Y901TW Union Star
Unit type: prototype transformable mobile suit
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 20.4 meters
Weight: base weight 68.4 metric tons
Armor materials: E-carbon
Powerplant: 2 x GN Drive Tau solar furnace, average individual output rated at ~5000 kW
Propulsion: GN Drive, GN verniers, GN particle vents: ~369,360 kg
Performance: maximum thruster acceleration ~5.4 G

"Ha! And to think, you've barely even seen what my little shooting Star can do!"
Equipment and Design Features:
  • Trans-Am system: One of the singular focuses of its development program, the Star houses the absolution cutting edge of the Union's production-grade Trans-Am abilities. At its zenith, the Star's system is capable of matching even the speeds of the 00 Raiser's Trans-Am. Like other Tau Drive units, however, the Star's GN Drives enter a Stasis Mode after sufficient damage from Trans-Am has been sustained. Once both drives are offline, the suit relies on a condenser for emergency power. Experiments are currently being conducted into the possibility of power cycling to mitigate the damage over time.
  • Energy Cables: As part of the power management experiments, the Star features features a cable on either side of the condenser and on each drive housing. These cables are stored on spools during normal operation, launching out and flexing into the desired port automatically when activated. Connector ports are available on the shoulders and weapon hilts. If necessary, they can also be fitted manually into the power docks on most GN-X line weaponry.
  • GN Field: The protrusions on the shoulders and elbows can create a small GN Field to compensate for the lack of a shield. These can also function as subthrusters, making its flight stance easier to control.
  • Tri-Punisher: When in flight configuration, the Star's abdominal armor rotates to expose a connector port for the GN Blade Rifle, providing it both a stable foundation and supplementing its potency. When in MS mode, however, if this port is popped open, and the shoulder Field emitters rotated into a precise configuration, the array of systems can be used to produce improvised beam projectiles. It's a rather inefficient method, however, and thus less a feature than a backup trick.
  • Gauntlets: An experimental armor option featured on the forearms of Katrinn Dunlap's personal unit. These gauntlets reinforce the arms for melee weapon testing, as well as providing the Major additional defense when taking point.
Armaments:
  • 2 x laser machinegun, fire-linked, mounted in chest
  • 2 x beam saber, power output rated at ~1.10 MW, mounted in recharge racks in forearms
  • 2 x powered saber, mounted in recharge racks in hip binders, mounts 1 x beam saber, power output rated at ~1.25 MW, as hilt
  • 2 x GN Claw, mounted on tips of hip binders
  • GN Blade Rifle, power output rated at ~3.5 MW, mounts underslung GN bayonet; mounted as nosecone in MA mode
Technical and Historical Notes:
When the Central Earth Union began to develop its knowledge of GN Physics, it did so mostly by studying captured prototypes or fitting GN Tau drives onto existing mobile suit frames. This led to units such as the Union Saber and the GN Flag - machines that, while enlightening, were highly unstable. The lessons learned from these experiments informed one of the first efforts by the CEU to build its own original GN-powered mobile suit from the ground up, which it initially dubbed the GN Flag II. As it neared completion, its antenna-laden body and roughly five-point layout earned it the nickname of the Union Star.

The Star followed directly in the footsteps of the Gundam Kyrios and the Union Flag as a high-speed transformable harasser. Power was provided by a pair of GN Tau drives, which it mounted in external, ejectable hip pods. As with earlier experiments, this allowed the drives to be rapidly jettisoned in case of catastrophic failure, while also keeping the frame as lightweight and nimble as its Flag predecessor. This also allowed it to keep the Flag's transformation block, while adding an armor plate to the mechanism's defense from the front. The Star's prominent collection of antennae allowed it to generate electromagnetic fields both to aid in aerodynamics and to control the flow of GN particles around the body. In a pinch, these could be used to generate various effects, such as concentrating particles into a small ring (later known as a 'beam chakram') in front of the chest. Later improvements would enable it to build larger projectiles, at the cost of remaining stationary.

At rollout the Star was equipped with fairly standard armaments, consisting of a beam rifle, two beam sabers, and a pair of laser machineguns as CIWS. Various experimental weapons were fitted during the course of the unit's development, some of which were later refined for use by the GN-X line. While the Star lacked the arm structure or ports the GN-X line's weapons were built for, basic compatibility was maintained via the machine's handplugs and extendable energy cables from the drives and rear condenser. By UE 0022, an additional, smaller pair of sabers had been added, in forearm racks similar to the Flag. Three sets of GN blades were also incorporated, developed from the GN Claws of the Gundam Reborns. These took the form of a divisible, underslung bayonet on the Star's blade rifle, and two larger, Kyrios-inspired pincer claws on the tips of the hip binders.

Perhaps the most noteworthy aspect of the Union Star, however, was its production-grade Trans-Am system. Though based on schematics of the Gundam Reborns personally contributed by Warmaster Priscus Nox himself, the integration of the system into a lighter and less powerful machine proved extremely difficult. Even under the best conditions, Trans-Am could fully deplete a GN Tau drive in a matter of minutes. More often, it led to the drive's outright destruction, frequently from explosive overload. Early versions of the system were only limited to shunting the additional particle generation into thrust, exponentially increasing the speed of the machine - anything else risked causing a chain reaction through the suit itself. As the system was stabilized and the quality of GN Tau drives improved, these restrictions were gradually eased to allow broader combat applications.

Additional Info: Pilots:
Image Katrinn Dunlap
Image Eve Boeck
Image Vance Tindall
Image Madara Hall
Image Grier Westley
Image Arlette Darzi
Image
Image GAT-01A2R+AQM/E-X41F Slaughter Dagger Valravn
Unit type: mass production multi-role mobile suit
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 18.0 meters
Weight: standard weight 54.4 metric tons; max gross (with pack) 70.7 metric tons
Armor materials: laminate armor over titanium alloy on movable frame
Powerplant: Ultracompact battery, output rating ~1650 kW
Propulsion: rocket thrusters, output rating ~130,000 kg
Performance: maximum thruster acceleration ~1.83 G

"The Daggers should be loading up shortly. If you want to hide. Or if you want to go look..."
Armaments:
  • 2 x "Igelstellung II" 40mm multi-barrel CIWS, fire-linked, mounted in head
  • 2 x 12.5mm anti-infantry gun, mounted in feet
  • 2 x ES01 beam saber, stored in recharge racks on hips
  • beam launcher, mounted on pack
  • railgun, mounted on pack
  • large anti-ship sword, stored on pack
  • rotary multi-launcher, mounted on pack, four tubes of four rounds each (smoke, flash, incendiary, and birdlime)
  • 12 x small missile, mounted in sets of 3 on pack wings
  • Optional: MX703G beam rifle; Mk39 low recoil cannon; shield, optionally fixed to left forearm

Technical and Historical Notes:
The AQM/E-X41F Valravn Striker was custom striker pack created by Lael Steiger, lead engineer of the CEU's 41st Technical Flight, following the routing of the Daggers assigned to the flight's Stützerkopf facility. It was essentially a standard AQM/E-A4E1 Jet Striker modified to serve in a manner similar to a AQM/E-M1 IWSP, while remaining lighter, more efficient, and broader in application. The core of the Striker was modified with four primary hardpoints, onto which weapons could easily be added or removed. This required the weapons to be fairly compact and self-contained, limiting their power, but making up for it in attachment variety - an anti-ship sword for high-level melee combat, a beam launcher for beam artillery, a railgun for anti-I-field combat, and a four-round, four-chamber rotary multi-launcher for deploying various forms of countermeasures. The pack retained the Jet Striker's attachment points for conventional missiles, and thus could also be fitted for more traditional sweeping and aerospace combat applications.

By late UE 23, a total of twelve such packs had been produced at the facility, enough to support a deployment of four three-man squads around the mountain's circumference. Further, any excursion by the flight for field testing usually included at least one of these teams, allowing for perimeter defense without endangering the sensitive prototypes and special operations machines the flight was developing. The balance of firepower and maneuverability gave the flight's aging Daggers more of a fighting chance should they ever run into raiders again.

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PC Technical Information - Historical

Post by Jadzi » Thu Feb 22, 2018 2:00 am

Image BG-470X Justice
Unit type: prototype transformable civil defense-use middle mobile suit
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 6.8 meters; overall height 7.5 meters
Weight: max gross 3.50 metric tons (suit only); 3.95 metric tons (suit w/ binders);
6.95 metric tons (suit w/ lifter)
Armor materials: Fiber-reinforced plastic on carbon-fiber reinforced moveable frame
Powerplant: ultracompact energy battery
Propulsion: subflight lifter thrusters, 2 x ~7,000 kg; thruster binders, 2 x ~7000 kg;
Performance: maximum thruster acceleration ~2.01 G (suit w/lifter); 3.54 G (suit with binders); 180-degree turn time: 0.75 seconds

"It was supposed to be their defender. Something they could look up to. Something to inspire!"
Equipment and Design Features:
  • Subflight Lifter: The most unique feature of the Justice is a lifter that can optionally be docked to its back. When deployed horizontally, it allows the Justice to enter 'High Mobility Aerial Tactics (HiMAT) Mode' for higher acceleration and mobility. It is also detachable and capable of functioning independently via an AI system, or be remotely controlled from the Justice as a drone aircraft. In this form, it either serve as an unmanned support unit or as a subflight unit, like the Guul, for Justice or any other cargo.
  • Transformable Frame: The Justice can shift between a suit mode and an aircraft-like flight mode. While in flight mode, the pilot is exposed in a method similar to other petite and middle mobile suits, and rides the unit like a patrol bike. In MS mode they are shielded within a cramped armor chamber.
Armaments:
  • 4 x collapsible anti-machine stun baton, stored in chest and calf compartments
  • 2 x anti-armor blade, mounted on feet
  • 1 x riot shield, optional forearm mount
  • 1 x clay bazooka, option storage on rear pelvic latch
Technical and Historical Notes:
The BG-470X was one of countless prototypical machines initiated by the Black Guard in the heyday of their ruling state. The project was for a small enforcer unit to be used at the municipal level as the reach of the Maxwellian insurgents expanded. When it was taken up by a team headed by Normal Woodall and his fiance, Sara Janovsky, it became the latter's passion project. She envisioned it as a non-lethal law enforcement tool. A gentle defender who had the power to entrap and disable, so that the misguided and the desperate could be reformed, not summarily executed.

With this ideal of public service in mind, Janovsky came up with the idea of an on-board lifter. In this way the Justice could disable a machine and then transport it on the lifter. Or it could use the lifter to transport personnel and supplies in times of emergency. Leaving the lifter behind would cut down on resource usage, while still leaving the unit agile enough to contend with larger military mobile suits. It was equipped with stun batons it could use to disable vehicles or short out joints, foot blades to cut through fencing and other obstacles, and a clay bazooka that could be loaded with adhesives or anti-riot gases to help disperse or restrain violent protestors. Woodall subsequently added an option of a thruster package to make the unit a swift aerial unit, the better to chase down planes and other rogue aircraft.

Unfortunately, near the project's end, Janovsky was tipped off that the Black Guard were planning to reconfigure the design into a lethal war machine for populace suppression and active destruction of Intifadans. When she protested, her fiance admitted to having known about the change to the project's purpose for some time, and having hidden it from the idealists on the team, including her. She and the like-minded team members proceeded to wipe their data and tried to make off with the prototypes, prompting Woodall to notify the authorities, and assist them in the recapture of the units. His vision of the Justice battled Janovsky's. In the end, she triumphed and escaped with her surviving comrades, at the cost of killing the man she loved.

Ironically, once the team was accepted by the Intifada, the Justice reworked into a military mobile suit anyway - becoming the ZGMF-X09A Justice Gundam.

Image
Image EXMS-02 Marduk
Unit type: prototype EXAM mobile suit
Accommodation: pilot only, in panoramic monitor/linear seat cockpit in torso
Dimensions: overall height 22.1 meters
Weight: standard weight 23.7 metric tons, max gross 57.3 metric tons
Armor materials: hyper-tensile reinforced Gundarium Gamma/Neo-Ceramic composite with a nano-tube carbon overlay on high-tolerance gundarium/titanium/tungsten moveable combat frame
Powerplant: Minovsky type ultracompact fusion reactor, power output rating ~4880 kW
Propulsion: rocket thrusters, total output rating ~260,000 kg; vernier thrusters/apogee motors: 78
Performance: maximum thruster acceleration ~4.54 G; 180-degree turn time: 0.22 seconds

"Look into my eyes. See you Marduk?! Are you my Tiamat?!!" - Sara Janovsky
Equipment and Design Features:
  • Enhanced Armor-Frame: Designed as a rugged assault unit, the Marduk's frame and body were crafted to take massive amounts of punishment. The frame and armor were assembled from high-strength materials to withstand just about anything that could be thrown at them. Actuators, servo-motors, hydraulics and pneumatics were created accordingly, granting the Marduk godly strength and resistance to both impacts and its own recoils. Simply put, if you're going to be wrestling giant mechanical bears or dual-wielding sub-orbital doom lasers, this is the sort of frame you need.
  • "Abuba" I-field Gauntlets: Minitature I-field generators, mounted in armored 'gauntlets' on the forearms. In use they slide down over the hands, enabling defense against both beam projectiles and melee. Each gauntlet also mounts a pair of charged metal blades known as the cold slasher, which deliver a powerful electric pulse on contact capable of disabling opposing machine components.
Armaments:
  • 2 x cold slasher, mounted on forearms on I-field gauntlet armor
  • 2 x cold blade, stored in recharge rack on back
  • shield, mounted on right shoulder, mounts beam shield emitter on extending peg
  • 4 x cold kunai, stored in recharge racks in shield
  • 2 x beam multi-handle, average output rated at ~1.20MW, stored in recharge racks in knees
  • "Imhullu" Generative Beam Rifle Device, hand-carried in use, output rating variable
  • mine-laying module, mounts to backpack, houses 60x beam net generator
Technical and Historical Notes:
The pinnacle of the Maxwellian Intifada's EXAM project, the Marduk was the marriage of two parallel programs. One was to create a combat AI that either possessed Newtype abilities or could emulate them in a pilot. The other was to produce units that kept pace with the Black Guard's cutting edge prototypes. Had the project continued, it could well have produced a powerhouse on the level of the personal units of Meiryu Murakumo or Vector Alias. Unfortunately, the EXAM AI went berserk while still in testing, and the resulting fallout saw both projects scrapped.

The suit used a stocky, rugged frame based on observational and captured data about certain Guard units the insurgents were facing. It married this to design principles of the Geara Doga and Rick Dias lines, producing a well-armored workhorse of a unit. For armaments, the suit employs multiple physical, anti-beam-coated blades. Unlike most physical melee weapons, however, they are not heated, nor do they rely entirely on cutting or piercing ability to do damage. Rather, the point of these weapons are to channel extreme amounts of electricity into their blades and release it at the point of contact, such that even a glancing blow can short out a joint or fry a camera. The deeper the blade can penetrate, naturally, the more devastating the damage. Each blade is normally kept in a recharge rack so it's primed for a lightning strike when drawn. They can also be held in the palm and powered via the handplug, but still require adequate time between strikes to rebuild a meaningful charge. This reliance on electrical melee weapons garnered the unit the name 'Marduk'.

Other armaments included a hefty Generative Beam Rifle Device for ranged attacks, and a combination of physical, beam, and I-field shielding for defense. For more offensive melee it carried a pair of collapsible double-headed polearms with variable emitter heads, known as beam multi-handles. It could also be equipped with a mine-laying backpack housing a supply of beam net generators, enabling it to set up a field of electric beam strings to box an opponent in. In use, the suit would entrap a high-value target this way, whittle away its power with shocks from even glancing blows, and wear down the unit until it could either be captured or destroyed. If all else failed, it could blow the suit away with its Imhullu, thereby rendering Marduk's judgement to its Tiamat of the moment.

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NPC Technical Information - Graveyard

Post by Jadzi » Wed Aug 08, 2018 8:46 pm

Image ASW-G-XX Vidar
Unit type: prototype general purpose mobile suit
Accommodation: pilot only, in standard cockpit in torso
Dimensions: overall height 18.5 meters
Weight: base weight 30.9 metric tons; 34.5 metric tons (full armor)
Armor materials: nano-laminated armor on high hardness rare alloy frame
Powerplant: 2 x Ahab Wave reactor (w/ optional third)
Propulsion: Ahab thrusters, thermal phase transition thrusters: ~97,645 kg
Performance: maximum thruster acceleration ~3.16 G (base)

"I guess if you're looking for symbolism, a famed avenger isn't the worst thing you could pick." - Shun Ueda
Equipment and Design Features:
  • Alaya-Vijnana Type L: Like its brethren, the Vidar was originally equipped with an Alaya-Vijnana neural interface. After its excavation, this system was one of several thoroughly studied by Graveyard. It was subsequently modified, with the original software and certain critical components being archived for their safety. The replacement "Type L" version is more of a pseudo-Alaya-Vijnana, utilizing an AI processor to spare the pilot part of the strain. In this way it operates similar to a mobile animal's BEAST system: providing combat data and piloting suggestions the majority of the time, while also being able to take control of the suit in an emergency. It does not, however, use the EXAM-based AI common in Graveyard mobile dolls, nor an artificial animal construct like most BEAST systems.
  • Svalinn shield system: An alternate backpack from the Vidar's space configuration. In standard operation, the Vidar is fitted with a simple binder backpack featuring a third Ahab wave reactor, increasing the amount of ambient Ahab wave radiation it gives off. The Svalinn backpack instead adds a pair of shields on sub-arms, increasing the Vidar's physical protection. Though intended for space, these shields mount sufficient thrusters to make them reasonably viable on Earth as well. More importantly, the shields also house additional KEP bullets for use in either the drill lance or bayonet rifle.
Armaments:
  • 2 x Hunter's Edge, mounted as toe and heel blades
  • 2 x 50mm handgun, stored in front skirt armor
  • 1 x Burst Saber, sword and additional blades stored in side skirt
  • Optional: 110mm rifle; bayonet rifle (folding sword/100mm submachinegun/200mm Dainsleif railgon combo)
Technical and Historical Notes:
From their inception, Graveyard was an organization that survived on scraps. Rebuilding and reconfiguring these scraps to be less identifiable furthered this survival. And when they finally gained their own production facilities in the wake of the Cataclysm, they gained the means to begin to innovate. At the core of these innovations were the technology from three mobile suits: Gunsapiens, Epyon, and Vidar.

Vidar was perhaps the most instrumental in providing shaping the mechanics of Graveyard's mobile suits. Unlike the other 72 Gundam Frames, it was a developmental extra unit devoid of a number. Whether this was due to it being their ancestor or their descendant or even from the same universe is unclear, only that it was still in development at the time the Cataclysm hit. It was subsequently recovered in an abandoned facility, along with various equipment options constructed for it. These materials, and those of the surrounding facility, provided Graveyard the information for producing and manipulating the machine's armor components.

By 20 UE, they had successfully constructed a number of additional Gundams using these technologies, blended with those of others. They had also adapted two limited production units from the Vidar's design: Gundam Velner, based on its terrestrial form; and Gundam Kouou, based on its space form. So confident were they in their grasp of the technology that, in UE 21, they began fielding the Vidar itself in critical operations. Its first known sortie was by Gundam Volf pilot Ling Wong against a Union research facility. Subsequently, it was adopted as a unit of choice by Allan Hennegar, former pilot of the Gundam Giraffe.

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