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etranger01

Sphinx of the Tuileries
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Aug 18, 2010
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The year is 117 SE.

Facing rising sea levels and overcrowding on Earth, mankind takes to the stars. First, orbital colonies grow up around Earth's Lagrange Points. Then, colony ships leave for Mars, the asteroid belt, and the Jovian moons, establishing human life across the solar system. United in triumph, the Earth Federation is born from mankind's greatest achievement to govern humanity's multi-planet empire.

Technology advances by leaps and bounds. Fusion reactors and high-capacity solar panels solve Earth's energy crisis, while the abundance of exotic materials coming in from space-mining operations permits the development of fantastic new alloys and propulsion methods. Processing power explodes with the development of quantum computing. These advances culminate in the creation of the Gear, a eight-meter humanoid machine capable of amazing feats of strength and designed to build the massive colonial megastructures in record time.

Nearly a century later, stagnation and corruption have replaced unity and peace. Earth multinationals and oligarch families, the new nobility, still dominate the solar economy and the Earth Federation is increasingly their tool for enforcing that dominance. The space colonies, once marvels of high-tech development and pioneers of new advances, languish with record unemployment. Anger rises among the colonists. Mars and Jupiter have had their own distinct cultures for decades, but until this point the colonists in the Earthsphere still considered themselves citizens of the mother planet.

The demonstrations against Earth authority start out small and peaceful, but they gain momentum faster than they gain organization, and soon protests turn into riots. The Earth Federation ships in police, then military units. Hundreds die in the November Days, and colonial self-government is replaced with military occupation. Public outcry on Earth is muted through censorship and propaganda, but sympathy for the colonial cause grows among anti-centralist groups and other dissidents.

In response, a radical anti-Earth terrorist group infiltrates an under-construction colony at L4 and attempts to hijack the super-structure with the intention of crashing it into the Earth. The heavily-armed terrorists repulse several conventional assaults using their repurposed construction Gears and almost succeed in unmooring the super-structure. Political pressure from the Earthcorp building the colony results in the deployment of a top-secret military Gear squadron, whose unexpected intervention crushes the terrorist plot. This is the first recorded use of Gears for military purposes, but their availability proliferates rapidly among Earth forces in the wake of this incident. It is from the L4 Incident that the modern usage of "Armored Gear" first becomes popularly known. The Earth Special Forces counter-terrorist group also traces its roots back to this incident and the black-ops Gear squadron involved.

Nine years later, the children of the November Days have come of age and with them comes a renewed fury tempered by discipline. A myriad of independent groups have been replaced by several dozen organized cells, all under the umbrella of the Colonial Independence Union. Loosely organized but mysteriously well-funded, the CIU eschews direct confrontation against the colonial occupation forces within the colonies themselves in favor of a more unorthodox strategy.

On the tenth anniversary of the first November Day, transports begin falling to Earth...

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Welcome to Descent, the (hopefully) first installment of War in Heaven, which should encompass several different eras of robot-on-robot conflict in the Solar Era. Inspiration for this game was drawn from Ranger900's game Mechanized Glory, as well as the probably troubling amount of mecha anime that I've watched.

In this game, players can choose to be in either the Earth Special Forces or the Colonial Independence Union. The game will start in November, 117 SE, when the CIU enacts Plan Descent and drops from the colonies to Earth. Where the game ends up, of course, is in the players' hands.

Players are responsible for submitting orders for their character at the beginning of each turn and for crafting relevant and interesting ICs. Any player who doesn't send orders or IC every turn without a valid excuse for not doing so is out of the game. Players are also expected to use IRC regularly; the server is irc.airlock.net and the room is #spacefight.

The different types of player characters are as follows: Each faction has one leader, who is responsible for coordinating the entire faction's efforts and answering to whatever superiors or backers they might have. Leaders get broad orders that aren't limited by location and can be used to build up the faction or alter the strategic situation. Additionally, each faction has up to six aces, each of whom serves as a combat pilot. Aces have substantial latitude in where and when they can act, but are limited in what they can do.

Rather than focus on territorial control or grand strategy, this game primarily depends on interpersonal conflicts carried out against the broader background of organizational conflict. Gear pilots are the knights of the modern age, with larger-than-life stature, and should build their personal legends by coming into conflict with their fellow pilots. Furthermore, while player characters exist within a chain of command, they are expected to be both competent and ambitious. The Earth Federation is bloated and corrupt, while the colonies lack any semblance of government or unity. These conditions are ideal for someone of talent and skill to make their mark on history.

The game will proceed turn by turn, with each turn lasting two weeks, until I determine that the political situation has changed sufficiently to warrant a skip; players will get forewarning of this and the skip will probably follow a climactic event of some kind. During the skip, I'll create a new scenario based on the status quo created by the previous era's actions. Afterwards, players will submit returning or new characters and we'll resume play in the new era.

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Earth: The mother planet. Home to much of the system's industrial and technological output, thanks in large part to discriminatory policies that have shuttered more innovative enterprises out in the colonies. Still recovering from the unstable climate of the previous era and immensely overpopulated. Growing unrest due to overcrowding and the increasingly authoritarian bent of the Federation.

Earth Federation: The trans-national government of Earth, claiming authority over all the solar system. Member states have agglomerated in the preceding century of the Solar Era and are often larger and more diverse than Common Era nation-states. All member states are required to operate their local defense forces and contribute forces to the Federal Military. The Federation is run by an appointed Federal President, who maintains a cabinet and answers to the Earth Parliament. The Federal Military is ostensibly commanded by the Federal President, but in practice run by the Federal Military Staff, who often use their command authority to maintain order and intervene on behalf of their political patrons in the Earthcorps.

The Colonies: Located at the Lagrange Points, the space colonies are generally either massive O'Neill cylinders or Stanford tori built using Build Gears and minerals mined from either the Moon or the asteroid belt. Previously hotbeds of new technologies and social developments, now economically depressed and under military occupation. The CIU draws its strength from these colonies.

Mars: Presently undergoing a generational terraforming project. The most populous inhabited body besides Earth. Distance from Earth makes direct control difficult and Mars enjoys valuable autonomy. A vital trans-shipment point between Earth and the outer system. There is a small Federal Military outpost on Phobos; assignment there is considered career suicide.

The Belt: The asteroid belt is mostly inhabited by Earthcorp-sponsored mining projects. Mining is lucrative for the corporations but dangerous for the people; miners are underpaid and underprotected.

Jupiter: The Jovian moons are home to a variety of research bases, energy extraction operations, and fringe political and religious movements seeking to escape the Earth Federation.

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Build Gears: Giant humanoid machines, typically eight meters tall, capable of lifting heavy burdens and building structures on a massive scale. They're typically used for large-scale cargo operations, space-based megastructure construction, and other heavy-duty industrial tasks. Build Gears used on Earth are typically Atlas models, while space-based Build Gears are generally Wrights. These are bare-bones Gear models, designed to operate a variety of tools and capable of being easily modified. Dissident groups typically steal these capable machines and modify them to use military or jury-rigged weapons.

Armored Gears: Purpose-built military machines designed for combat. They're well-armored and capable of using a variety of handheld and mounted weapons. They're also typically better-powered and more reliable than civilian Build Gear models, but heavy armor and weapons also render them somewhat slower. They compensate for this with integral jump-jets, which allow them to boost through the air over limited distances. Armored Gears rely on solid-state weapons -- their archetypal weapon is the handheld machine gun, which can saturate an area in armor-piercing bullets -- and most also have a utility blade for close-in defense.

The standard Armored Gear model in the Federal Military is the Type-III 'Hercules,' a reliable and easily mass-produceable design. The ESF typically operates the more advanced A- and B-variants of the Hercules, 'Hector' and 'Alexander,' respectively. The Hector is an modified Hercules design with additional modularity for unusual terrain or special weapons, while the Alexander is a commander-type Hector upgraded for greater power output and mobility; each Alexander is usually further modified by its pilot.

Wonder Gears: Cutting-edge prototype machines of unknown origin. Each Wonder Gear is unique, constructed using super-tough space alloys and armed with an exotic array of devastating energy-based weaponry. Each pilot's Wonder Gear is tailored to their unique fighting style or favored environment. Unlike most Armored Gears, which need to use special parts and modifications, Wonder Gears can operate as well in space as they can in atmosphere. As no two Wonder Gears are exactly alike, any further generalization is unhelpful, but they collectively represent a quantum leap in Gear design.


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The Earth Special Forces are a semi-autonomous branch of the Federal Military, responsible for dealing with separatist movements, colonial dissidents, and other potential threats to the Federation. The ESF is led by a general, who nominally reports to the Federal Chief of Staff and through him the President of the Federation. In contrast to the staid and somewhat unmotivated Federal Military regulars, ESF elites have high espirit d'corps and are known to be somewhat eccentric for an organization that otherwise prides itself on turning out square pegs for square holes. Assignment to the ESF is often a function of both talent and connections.

The ESF also has a substantial percentage of the Federal Military's Armored Gears and its pilots are the best in the military. Unlike most regular units, which are organized by locality, the ESF draws equally from the various member states of the Federation. ESF officers have the authority to requisition aid from Federal Military units and local defense forces.

The Colonial Independence Union is a loosely-knit umbrella organization bringing together several dozen anti-Earth and pro-colonial groups within the orbital colonies under a single banner. The Colonial Independence Union is not a governmental organization, but rather the armed wing of the ostensibly non-violent colonial independence movement. Their stated aim is the destruction of Federal authority outside Earth's atmosphere and the establishment of independent colonial governments. This is the extent of the agreement between the united groups, many of whom have divergent ultimate aims. The CIU's Earth wing is led by a coordinator, who is thought to report back to his superiors back in the colonies. Much of the CIU's internal workings are a mystery to outsiders, though the fractious nature of its internal politics leave it less disciplined than the higher-ups would otherwise prefer.

The CIU has relatively few military-grade Armored Gears and most of its cells use converted civilian Gears, often modified irregularly. However, the CIU has also come into possession of several Wonder Gears, which make use of highly-advanced technology unavailable to the Earth forces. The CIU has assigned these Wonder Gears to its most elite pilots and intends to use them to turn the tide in its favor. Moreover, the CIU has close ties with numerous Earth-based dissident groups and can call upon their aid when necessary.

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I'll open submissions until I feel I've got enough people. I'll pick faction leaders and deputies first, so prioritize those submissions if you're interested. Feel free to include a backup ace submission as well. I'll choose who gets into the game and I'm looking for balanced player numbers in each faction. Priority goes to interesting, ambitious, creative character submissions. I reserve the right to reject your submission for any reason.

Name: Self-explanatory. Feel free to go multi-ethnic or even make up something cool-sounding.
Faction/Role: ESF/CIU, leader/ace.
Backstory: As much detail as you like as long as it gives me a strong idea of who your character is.
Origin: Your character's home member-state or colony. Give me some detail on what it's like, your character's relationship to it, its relationship to your faction, etc.
Squad/Cell: Your character's subordinates, if playing an ace. For ESF characters, this is an Armored Gear squadron with military ranks and a chain of command. For CIU characters, this is a group of militants using modified Build Gears. Give me some detail on your character's relationship to his group. Note that an ace is not necessarily the commander of his group, though the player controls both regardless.

ESF squadron commanders will start with an Alexander-type Armored Gear and are free to detail their personal modifications to the unit; their squadron members will use Hector-types. CIU aces will be assigned a Wonder Gear; their groups will use a mishmash of units, primarily modified Atlas-type Build Gears.
 
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Name: Desmond Burr
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Faction/Role: CIU Leader
Backstory: An active militant secessionist and a fiery speaker, Burr is known for his fiery speeches and loyal followers, followers who would fight to the death upon his command. An odd mixture of charming, honest, and ruthless, the name Burr strikes fear into the hearts of Federation officials across the colonies. Leader of one of the first armed secessionist squads, Burr was known for pulling off near impossible acts of terrorism, such as the bombing of Pioneer's Square on Titan, and being able to wield a vast amount of illicit information to silence corrupt Federation officials.

Over the years, Burr's squad grew older and hardened to the guerrilla warfare for independence and gradually split amongst themselves to best govern the gathering secessionist movement. With colonial support for the movement rising, the new squads turned to the old blood for guidance, asking for Burr to return as the head of the organization.

More than happy to unveil his plans for independence, Burr began a rapid takeover and organization of the dispersed groups. Believing in the element of surprise, Burr announced Operation Rising Sun, a full scale invasion of Earth. As the first transports prepare to wreak havoc upon the Federation, Burr stands at the forefront of one of the greatest events in human history.

Origin: New Canterbury lies in the forefront of the secessionist movement, with studies showing up to 70% of the population supporting the movement. The station is also highly industrialized and provides important infrastructure and supplies to neighboring colonies, however, much of the money is sent into the pockets of high ranking Federal officials. Born on the secessionist station to militant parents, Desmond was raised in the seedy colony listening to only anti-federal rhetoric. As he grew up, Desmond honed three abilities, speech, mind, and charm. This charm and speech has led to him being a celebrity and welcomed member of Canterbury society, with Burr funding many of the station's schools and projects, and he regularly receives coverage from the local press. Because of this, Burr is deeply tied to New Canterbury and waged the majority of his attacks on the planet, hoping to free it from the Federations grasp. Even as he turns his eye away from the station, it remains an important part of his life, with Burr visiting his home district yearly, a celebrated event by the locals.
 
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Name: I Ngurah Suardika "Su" Rai
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Faction/Role: ESF Leader
Backstory: An old hand at COIN operations, Su Rai came up through the Nusantaran military, the Civil Security Forces. Part police and part army, the CSF is infamous among Earth Federal Military circles for its agit-prop tactics in fomenting the very student rebel groups and armed strikes its existence revolves around fighting. The university-based revolt in SE 75 provided a young Rai with the opportunity he, a Hindu slum rat in a Muslim majority country, needed to escape the poverty and gangs of the KSK Complex. Thrown into undercover work straight out of basic training, he spent the multi-year conflict infiltrating universities he would have never gotten into by merit, cultivating insurgency cells, and then betraying them to his superiors. The work required he learn to pass for Javanese, and he did. That and his record of meeting the perverse dissident quotas set by the CSF at the time facilitated his rapid rise through the ranks once that campaign was over.

After rapidly rising to the middle, as a spy and a perpetual outsider the technically successful but disliked Rai stayed there, doomed to never rise up to the upper echelon of his nation's military. This and a lack of personal attachments made being promoted laterally out of the CSF and into the Earth Federal Military's standing forces a natural move for him. In the Federation level forces he reinvented himself as a policeman of a soldier, perhaps never welcome in the eyes of the national militaries whom their operations stepped on the jurisdictions of, but respected by those under his command for his fair treatment and professional behavior towards the local populace regardless of where operations found him posted. Unlike the first half of his career, this became a long and slow rise to the top of the EFM's fight against international drug cartels and anti-Corp terrorists. Not the most prestigious or important part of the planetary military by any stretch. Until the November Days, of course.

Following the barely avoided orbital bombardment attack on Earth, the Federation was scrambling to put together a dedicated counter-terrorism branch. When they did, with what became the Earth Special Forces, Su Rai "the Old Policeman" was their natural choice for commander.

Origin: KSK Complex, Nusantara Republic, Earth Federation. Having evolved gradually from the Old Republic of Indonesia, the NR is a common choice by analysts for the "future leading nation" of the Federation. Through painful conservation and apolitical leadership Nusantara has maintained the balance of population growth and natural resource cultivation to remain economically independent of the colonial economy. The price of this prosperity has been constant terrorism, as ethnoreligious partisan groups rage against what they see as a managed democracy or technocratic authoritarian state disguised as a standard Federal democracy. Increasingly, the arcologies that once were part of a humanitarian population management program to prevent the kind of overcrowding that led to the creation of the Colonies are now used as means to imprison the nation's own citizens. One such of these arcology "Complexes" is the KSK, a spiderlike multi-island monstrosity centered upon the former Bali Province.

Squad: ((I'm not sure what this will look like for the ESF's general, but I imagine it has to involve Bridge Bunnies))

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Name: Mirv Tannhauser
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Faction/Role: CIU Ace
Backstory: Eve and Spratt Tannhauser were members of the ill-fated L-4 expedition, martyrs that gave their lives rather than sit back and watch their people be massacred and occupied by the Earth Federation. They left behind a nine year old year old son, their only child, to continue their legacy of radicalism and bravery. For the past seven years he has been raised by die-hard fanatics for the cause, under the nose of the EFM troops occupying the L-5 colony they call home. And now, with the Descent, the day he has been waiting for has finally arrived. The time has come to liberate humanity's chosen few and avenge the murder of his mother and father.
Origin: New Zanzibar, an O'Neill cylinder Colony at L-5. A haven for hackers and disinformation, even before the November Days, what it lacks for a distinct identity from Earth it makes up for in resentment against all authorities. A product of the Haven Earthcorp, the construction of New Zanzibar was troubled to say the least and the many accidental deaths and poor treatment of construction workers at the hands of the EFM security detail engendered the atmosphere of a penal colony to the habitat once completed.
Cell: The underground organization known as Dead Reckoning is wanted for black marketeering, kidnapping, murder, and piracy. It was this group of anti-government extremists that Mirv's parents was a part of, his father a brilliant hacker and his mother a blacklisted ex-Earthcorp space pilot. After the death of his parents in the November Days the group raised him as one of their own, biding the time in the occupied Colony until the day of liberation came. As such, the Dead Reckoning cell are as close as family and will gladly give their lives for one another.

The modified Atlas Build Gears piloted by the rest of Dead Reckoning are equipped with sophisticated communications suites and accompanied by a small flight of surveillance drones, giving them the virtual high ground in the realm of infowar.
 
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Eleanor "Ellie" Yuen San-mei (other naming styles: Eleanor Yuen, Yuen Sanmei-- 阮晨美)
ESF Ace

Backstory: Yuen Sanmei was born twenty-seven years ago in the shadow of the seawalls of Hong Kong in the neighborhood of Sham Shui Po -- both the city's poorest and the most densely-populated district. Taking the English name "Eleanor", diminutized into "Ellie", as was Hong Konger customs, the girl grew up in a poor, broken household. Rubbing shoulders with the lowest of Hong Kong's society-- criminals, factory workers, migrants from poorer member states, and gongtits (bootleg cybernetic-building, drug-using neo-punks), Ellie grew up fast and wild. In secondary school, she became involved in the underground mechanical and street racing scene, along with cybernetic and machine-modding. Intellectually gifted, a battery of personality and mental aptitude tests recommended Ellie become involved as an agent within the PRC's Ministry of State Security, but combat skills combined with mechanical and navigational prowess, perhaps gained from her time in the streets, saw the Chinese forward her to the Federal government for special operations training. Proving herself to be a gifted maverick of a Gear pilot in the China-Southeast Asia Unified Tactical Gear Squadron, Yuen has raised eyebrows and upsetted the status quo at every turn -- her employment tenuously guaranteed by her combat abilities. Ever the free spirit, Ellie is chafing, as she always had, under the suffocating weight and corruption of the increasingly autocratic China and the Federation.

Origin: Sham Shui Po, Kowloon, Hong Kong SAR, People's Republic of China, Earth. The Asian city-state remains to be on the cutting edge of the Earth's economy and technological sectors, but its great social divisions have only widened. The city is extremely densely populated, with the imagery of the 20th century CE's Kowloon Walled City being evoked in certain parts of the city. Chinese control on the city has tightened, and Hong Kong remains in the strange, soft authoritarian state upheld by China for centuries. In a larger context, China is a People's Republic only in name, and is a dizzying mixture of contradictions. Meritocracy is valued widely -- national examinations can decide the fates of people and competence is valued over all, yet the only path to any real power in the government requires immense wealth and social connections, making the country at the top ruled by a clique of deeply-entrenched political families and business magnates. Megacorporations rule the cities, mayors are normally drawn from the boards of directors of the local business conglomerates, and the police are bought out fully by the megacorps. China, and Hong Kong by extension, has been transformed into a capitalist oligarchy through and through -- lip service and lip service only is paid to the supposedly communist values of the state, as has the state of affairs been since the days of Deng Xiaoping in the 1980's and 90's CE.

Squad: Yuen is a pilot of the China-Southeast Asia Unified Tactical Gear Squadron, composed of pilots from and providing Gear support for the People's Republic of China, its SARs, Taiwan, Southeast Asia, the Indonesian successor states, and the Philippines. She's within the top ten pilots of Asia, and by far the best in the squadron. However, due to her youth, lack of connections, disregard for authority and relatively lacking leadership skills she's sidelined for a position within command. Yuen plays the tactical role of the squadron's pointman, usually meaning that she's the first to engage an enemy and is normally involved in close-quarters combat.
 
Name: Commander Esteel Lorchaque
Faction/Role: ESF, Ace.
Backstory/Origin: Hailing from Mars, Esteel (Martian naming convention has the family name first) never felt any strong connection with his homeworld, feeling it to be a boring place where people griped about their troubles rather than take action. Yearning for excitement in his life, the first chance he could he moved to Earth, specifically the member-state of the North American Union, to enroll in the Federal Military at the age of eighteen, leaving his family behind without a second thought. He very quickly stood out from the regular Feddie grunt by his zeal for combat, and his knack for controlling vehicles. He attracted the notice of the Special Forces during the November Days incident, when he was 20, where he charged ahead of his platoon in an attempt to board and disable a rebel Gear after small arms fire proved ineffective. What by all means should have been a foolish suicide attack was turned into a near success by Esteel's use of carefully timed grenades to disrupt the optical sensors of the Gear. He was even able to get on the leg of the Gear and begin climbing, before rebel reinforcements opened fire and forced him to retreat. Despite being wounded in his daring maneuver, he refused to seek medical attention while the fight was ongoing, at least until he fainted from blood loss.

Though his commander sought to court martial Esteel for his reckless behavior, the fledgling ESF saw him as exactly the kind of man they sought, a highly motivated soldier able to think on his feet. Strings were pulled to have the charges against Esteel dropped, and he was inducted into the ESF. After being put through strenuous extra training and conducting many successful simulated missions, he was assigned his own Armored Gear as a Pilot under Commander Raymond Tybalt. As a pilot, he was fairly scornful of the ranged weapons they carried, noting that they lacked the firepower to deal significant damage against enemy Gears. Mindful of his experience during the November Days, he suggested to Commander Tybalt that their unit minimize ranged weaponry in favor of melee weapons and smoke launchers to obscure their advance. Tybalt was skeptical of this method, but allowed Esteel to make the necessary adjustments to his own Gear, in part as a dismissal of "that crazy Martian" as an actually valuable soldier.

In 114 SE Esteel had his first deployment in an Armored Gear, responding to a rebel raid against a EFM military base at a colony in L2. The rebel's use of modified Build Gears were too much for the local forces to repel, necessitating Tybalt's unit to salvage the situation. Esteel quickly rushed ahead of his unit, arriving before the rebels even were aware that ESf had deployed a squad to kill them. Their first warning was smoke suddenly obscuring their vision in the midst of wrecking the EFM base. Their second warning was the screams over their comms from the first pilot that felt Esteel's blade enter his cockpit. They didn't get a third. The rebels were all dead before the remainder of Esteel's squad even arrived, at which point they found Esteel removing the "heads" from the rebel Gears, claiming he was collecting record of his kills.

Though disturbed by Esteel's behavior, both in breaking formation and in collecting trophies, Commander Tybalt was highly impressed by Esteel's effectiveness, making him pointman of their squad, and Tybalt's right hand man for directing the squad. Esteel quickly replaced his reputation as "that crazy Martian" with one of "the Headhunter," on multiple occasions not even waiting for an engagement to be over before tearing off the "head" of a rebel Gear. With time his squadmates began to emulate him, in terms of melee focused tactics at least, less so the obsession with collecting trophies, much to Tybalt's dismay. In a clash of personalities for control of the squad, Tybalt blinked first, and in 116 SE, he requested a transfer to Military Intelligence, and Esteel was promoted to squadron commander.

With nine "heads" to his name, Commander Esteel is one of the most prolific rebel Gear killers in the ESF. More than a few rebel operations have been canceled or postponed at the sheer possibility of the Headhunter's squad being in the area. Though a stigma still exists in much of the ESF against him due to his Martian heritage, few are still brave or foolish enough to openly mock it within earshot of him. His squad is quite free of that stigma, priding themselves in serving under a commander as colorful as Esteel. His brand of fast close range battles is the policy for the entire squad now, though a few machine guns are retained, for the purpose of dealing with soft targets in which it would be overkill to bring a whole Gear to bare, such as transports or foot mobile insurgents. Due to lack of continuous ranged weapon training, collateral damage is nearly always invoked when Esteel's unit uses their machine guns, which doesn't trouble any of them to a significant extent.

Esteel's personal Alexander is outfitted with multiple utility blades, modified to increase their power and durability. He shuns other weapons, though onboard smoke launchers are used to prevent him from being hit at range, allowing him to close in for the kill. Speed and maneuverability are emphasized over armor, which is mirrored in the suit modifications for most of his squad. This loadout is mirrored by most of his squad, with fewer blades and less quality as a consequence of their Hectors. His Gear is painted dark grey, with gold highlights on the head, shoulders, and chest.

Squad: In descending order of seniority
Lieutenant Janice Szizon- Esteel's second-in-command, she is fiercely loyal to him and quite competent in every way, being particularly skilled in coordinating the squad members. She is not as skilled as most of the rest of the squad in close combat, and is one of the members of the squad who carries a machine gun.

Lieutenant Ulanan Bezare- Like Esteel, he is not from Earth, being a native of a colony at L3, yet fights for the ESF. He doesn't speak much, but is ferocious on the battlefield, and is even more reckless in his conduct than the Commander, having lost the limbs of his Hector several times.

Lieutenant Alan Smith- By far the most "cowardly" member of the squad, being usually the only voice who objects to fast moving frontal assaults, which is reflected in his weapon of choice being a machine gun. He believes Esteel's tactics are needlessly wasteful, but he remains part of the squad due to having developed a sense of camaraderie with the rest of the unit. Entirely unintentionally mind you, he doesn't care about them, it would just be a shame if something happened to them when he wasn't around. Ahem.

Lieutenant Yussef Kabir- The bitter old man of Esteel's squad, Kabir is the only member of the unit who still disparages Esteel's heritage as a Martian, though at this point there's a fair amount of affection in his ribbing. Once a firm critic of "that crazy Martian," Kabir has become a solid support for Esteel, and follows him close in any battle charge.

Lieutenant Nadine Shaw- The squad's close quarters combat specialist, being almost as good with a Gear blade as Esteel. She enters battle much more collected than Esteel or Bezare though, and is thus more capable of enacting plans in the heat of conflict. The longest serving member of the unit who joined after Esteel became commander.

Lieutenant Michael Fields- Esteel Squad's basket case. Accused of causing the death of his prior commanding officer, insufficient evidence could be found to convict him, but no commander in the ESF trusted the lack of proof enough to allow Fields to become their subordinate. No commander except Esteel. Fields was a skilled pilot, and Esteel thought it would be a waste for him to be drummed out of the ESF over a "petty issue" like suspected fragging.

Pilot Rebecca Areldini- An admirer of Commander Esteel, she personally requested to join his squad, much to the bafflement of ESF command, to whom it seemed was in need of a new pilot every other week. Areldini sees Esteel as a dashing hero though, and believes his successful reckless frontal attacks makes him akin to a knight in shining armor from ancient times.

Pilot Ivan Checkov- Probably the most unremarkable member of Esteel Squad. He's eager to become a more important part of the squad in the future though, through his effective use of a machine gun during charges.

Pilot Sophia Souza- A mildly skilled pilot, whose opinion of her ability vastly exceeds reality, mainly having gotten into the ESF through her father's connections. He did not, however, have the connections to get her into a stable and "safe" unit within the ESF, which resulted in her ending up in the high mortality rate Esteel Squad. She doesn't see this as a problem though, believing this is a great position from which to prove her worth.
 
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Major Thijs Arendse
ESF - Ace

Backstory: Growing up in the slums of New Cape Town, Thijs Arendse's story is hardly different from anyone else's. He watched as his parents worked themselves to death every single day to try and provide for their two children and attempt to give them a way out of the slums. While his brother would eventually drop out of school and assist their parents, Thijs Arendse would stick with it and eventually earn himself a scholarship to the University of Cape Town to study mechanical engineering. While Arendse would push himself to his limit in the classroom and be recognized as one of the top 10 of his graduating class, he would, unfortunately, find himself without a job after graduation. This was due to a combination of the saturation of engineers from the skyrocketing unemployment of the colonies, and the gross nepotism of the megacorporations, hiring mostly those with familial connections, regardless of skill. With no other employment aspects, and a need to help provide for his struggling family, Arendse contracted into the South African Defense Force as a lieutenant. Quickly showcasing his technical knowledge and abilities, within a few years he was promoted to Captain and transferred to the Federal Military, assigned to the project that would eventually produce the first militarized Gear. In fact, while working on the project, Arendse would demonstrate a natural talent for operating these newly designated Armoured Gears. Seeing him for what he was worth, the Earth Special Forces swept him into their ranks following the successful use of Armoured Gears during the L4 Incident, giving him command of his own squadron as part of their Rapid Response Force. Since then, Arendse has made a name for himself during black-ops missions as a highly efficient and calculating commander.

Origin: The South African Union encompasses all of the continent's territory south of the Cahora Bassa Lake, or roughly the former states of South Africa, Lesotho, Swaziland, Namibia, Botswana, Zimbabwe, and the southern half of Mozambique. Formed as a purely economic necessity following decades of economic depression for all the former states, the SAU had seen relative prosperity as the colonization of the solar system began. With the construction of the Lagrange Colonies came the demand for raw materials and resources, a demand the SAU was all to glad to meet. As colonization extended towards Mars and the Jovian moons, the SAU continued to provide as much as it could to remain competitive, while also attempting to branch into other economic sectors. This would all change in 63 SE after a series of devastating storms wrecked most of old downtown Cape Town before causing the city's sea walls, built as a response to the rising global sea levels, to fail and flood over 70% of the city. With the SAU's main economic center ruined, the entire union's economy, already in a precarious situation due to competition from the L colonies and the Belt, collapsed. Since then, SAU society and governing has held the same characteristics as the other constituents of the Earth Federation; namely rampant corruption and a lack of compassion from the economic and political elites.

Squad: WIP
Code named "Winter Squad," Arendse and his squad serve as part of the ESF's Rapid Response Force. As a part of the RRF, Winter Squad is designed to be able to tackle any situation that may flare up at a moments notice, and is balanced to fight against any perceived insurrection or uprising.

Captain Claudiu Fyodorov - Winter Squad's second-in-command and one of two designated electronic warfare specialists, Fyodorov's Hector model is equipped with the standard-issued Gear rifle and the equipment needed for EW. While Arendse is considered a warm and friendly commanding officer that the other members of the squad can go to for support, Fyodorov is seen as cold and heartless. While Arendse has made it policy to avoid collateral damage as much as possible, Fyodorov has often advocated for the quickest and easiest solution, regardless of the damage to civilian infrastructure and lives. This has often been a contentious issue between Fyodorov and Arendse, and continues to fuel their clash of personalities.

1st Lieutenant Nirmala Gadhavi - Winter Squad's senior designated marksman, rather than equip her Hector model with the long-range variant of the Gear's standard-issued rifle, Gadhavi was able to use familial connections with one of the Earth Federation's top arms manufacturers to field test prototype weapon for a future long-range Gear model. While coming from a rich family with extensive connections throughout the Earth Federation, Gadhavi is fairly quiet and closed off. Except for using said connections to equip her Gear, she rarely, if ever, uses her family's wealth or connections. While Arendse has made multiple attempts since the squad's formation to break her out of her shell and open her up to the rest of the squad, Gadhavi continues to remain standoffish and awkward.

2nd Lieutenant Dov Rudawski - Winter Squad's weapons specialist, Rudawski's Hector model is equipped with a heavy machine gun and a shoulder-mounted rocket launcher. A bear of a man, Rudawski is none-the-less a gentle giant and often the clown of the squad during R&R. An explosives expert from his time in the Federal Military, he often finds himself missing the chance to blow something up and has been known to support Captain Fyodorov when he's called for an explosive solution to a problem. This hasn't, however, gotten in between his and Arendse's relationship as best friends.

2nd Lieutenant Ofelia Vasquez - Winter Squad's pointman and one of two designated close-quarters specialists, Vasquez's Hector model is equipped with a shotgun-like firearm and a sword designed for use against other Gears at extreme close range.

Master Sergeant Ichiro Takenaka - Operations
Sergeant First Class Adam Walsh - Intelligence
Sergeant First Class Roland Babatunde - Medic and secondary marksman
Staff Sergeant Sabriyya Alfarsi - Engineering and close-quarters
Staff Sergeant Jeremy Richter - Communications and electronic warfare

Arendse's Alexander-type Armored Gear: As an engineer, Arendse has personally worked on his Gear to suit his combat style. Constant tinkering with the Gear's power plant, the gutting of redundant systems throughout the suit, and the replacing of others with more efficient and lighter materials, have combined to give Arendse an exceedingly fast piece of hardware, at least when compared to the slower Hector and CIU-modified Builder models. For weapons, Arendse has retained use of the standard-issued Gear rifle to engage the enemy at range, but has adopted a custom-built "staff" for close-quarters.
 
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Keep the submissions coming. I've removed the deputy slot to consolidate submissions; I'll put it back in if I get more than 14 players or there's substantial interest.
 
I'll keep signups open until end of day on Wednesday, September 13th. If I don't get at least a leader and three aces for each side, I'll probably put this aside until the forum's a bit less crowded.
 
Yu, CIU Ace

Backstory: Born in a colony at L2 to two members of medium sized terrorist organisation. When he was aged 9 they gave him up to their mysterious wealthy backer who wanted test subjects for new bio-enhancement technology. He never saw his parents again - he is unaware, but they did try to get in contact and were refused. The experiments were largely successful and endowed Yu with superb reflexes, stamina, and strength. Unfortunately the chemicals used also caused severe hormonal imbalances leading to extreme narcissism and anger issues. Whilst his temper is now largely under control, he remains highly self-centred.

At age 14 he was selected by his patron to undergo rigorous training to pilot wonder gear. For the first time in five years he was around peers of his own age group; something that came as quite a shock for the boy who had only been in contact with scientists who had no interest in him as an individual. He soon found himself at the top of his group in simulations and physical activity, and thrived on the adulation this earned him. However he fell behind in theory and strategy and naturally dealt with this inferiority by disregarding these classes as useless. Yu is aware of at least one other lab owned by his patron, but has never visited. The rumour amongst his fellow trainees is that it is involved in the development of wonder gear.

In Yu's mind he is the hero that will free the system from tyranny and will be loved by all for accomplishing it. It is his destiny.


Origin: Takao is a habitat constructed on the Stanford torus model located at L5. Its population was largely affluent and well educated, many of them engaged in research and the sciences. Under the military occupation many labs have been shut down, ostensibly to prevent the proliferation of dangerous technologies. Mysteriously, the lab responsible for Yu has managed to remain largely operational; connections and wealth, it seems, can get one anywhere.

Cell: Whilst all cell members are proficient with Gear, they all (other than Yu) have additional roles.

Yu: The 20 year old ace who pilots the wonder gear Azrael

Kagami: Cell leader. Relaxed and possessed of great forbearance, Kagami (61) originates from a comfortable family in Takao. In his youth he was involved in anti-corruption, anti-corporatist, pro-transparency demonstrations. After one of which turned violent he served time and was radicalised, gradually turning to the idea of independence. Involved in various terrorist enterprises over the years, he was specially recruited to lead Yu's cell and he has proven more then capable of handling the young man's monumental pride and the dysfunction it causes.


Aoua: Also from Takao, Aoua (28) is the child of one of Kagami's deceased comrades and recruited by him to serve as the cell's strategist. She greatly resents Yu as he refuses to listen to her and uniformly goes off plan, meaning she has to plan as much around how she expects Yu to behave as she does the enemy. She therefore feels her potential is largely untapped.

Claude: Medic. Claude (31) is the only member of the cell to originate from earth. Originally from a poor family in Rhur-Rhine, his parents took on substantial debts to see him through medical school. Unfortunately their business went bust and they chose to leave earth. Claude is in a relationship with Yu, but knows his feelings are not reciprocated and that he is only being used for sex, greatly damaging his self-esteem.

Ronahi: Hardware engineer. An antisocial and introverted Belter, Ronahi's (45) greatest wish is to see Earth burn. Why she feels this way, no one knows. Her second greatest wish is to see Yu burn. everyone knows why she feels this way. Fortunately, she knows how to prioritise.

Alex: Software engineer. With an IQ off the charts, Alex (19) is a kid prodigy. She knows Yu from their time spent in labs, and, despite being deeply hurt by him there, is somewhat understanding of his condition, heaping him with the praise and self validation he requires. Yu treats her as a little sister.
 
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I'll keep signups going a bit longer since there's renewed interest. Remember that Wonder Gears are going to be designed later. I also still need at least one leader candidate for the CIU.
 
Okay, I'd like all the people who've submitted for the CIU to please re-read the available setting information. Mars and the Jovian moons are not the central focus of this phase of the game. CIU characters should be from and principally focused on the orbital colonies.
 
Okay, I'd like all the people who've submitted for the CIU to please re-read the available setting information. Mars and the Jovian moons are not the central focus of this phase of the game. CIU characters should be from and principally focused on the orbital colonies.

Changed accordingly, apologies for my mistake.
 
Still missing apps for at least two CIU aces. At full capacity the game can hold another three ESF aces and five CIU aces. Other applicants for leader will also still be considered.

I'll keep applications open until end of day Sunday.
 
Yeah, I'm done. These signups are closed. I'll bring this concept out again some other time.