In the year 2150, humanity has - finally - left behind the cradle of Earth, and ventured out into the Solar System, establishing settlements on the numerous moons, asteroids and planets of the Solar System, as well as orbiting stations and colonies.
The energy crisis of the mid 21st century could've come to an end with the production of the worlds' first viable fusion reactor in the late 2060's. This resulted in a race of space exploration as greater resources of Helium-3 were required to sustain fusion reactions.
As space was increasingly explored, new settlements were raised, and restrictions removed as increasingly liberal and diverse governments were established on many of these worlds, and even in the newly prosperous countries of Earth, elevating themselves over former concerns as money and work poured into previously disadvantaged regions, their governments offering incentives for new industry on their territory, free of the treaties and regulations elsewhere.
The Earth Government became a singular entity around 2086, with the founding of the first colonies on the moon and on Mars, and the deployment of the Jupiter Fleet and Asteroid Fleets to begin mining for Helium 3, as well as raw materials for the continuing expansion of the human population.
With the demand for workers and numbers in the expanding sphere of human influence, humans developed genetically engineered 'assistant' workers to assist with space exploration and working in hostile environments. These beings were created by splicing together human DNA with animal characteristics, creating a race of Genetically Engineered people - otherwise known as Gennies, or GE's. They first came to public attention in 2105, when the first 'models' were released for use by corporations, after being developed in a number of countries in Africa and East Asia, as well as in the Jupiter colonies.
The first ones were not much more than animals with some rudimentary understanding of complex instructions and more sophisticated thought-patterns. However, as the understanding of the process increased, the sophistication of the GE's grew, leading to fully humanoid animal hybrids, with developed and complex intelligence and full personalities. This lead to dissension among many people and governments, leading to the Space Colonies forming their own governments with increasing independence from Earth's control on the various worlds - such as the Jupiter Sphere, Venusian Orbit and the Asteroid Belt - though the Luna settlements and earth-orbiting colonies remained under Earth control, around 2120, as the development of space colonisation reached it's peak, and the population of the Jupiter Sphere reached over one million people, and it's economic output was equal to a large country on Earth.
Part of the Jupiter Sphere's declarations and government charter included freedom and liberty for GE's and people of all races, which was at odds with the Earth Government's charter, which kept GE's as second-class citizens with no real rights of their own beyond a handful of token freedoms, such as owning their own property, limited free-time and financial independence and even limitations on the size of their families, as opposed to the 'pure' humans, who, while under restrictions due to overcrowding and the sagging state the environment and resources on Earth, enjoyed considerably more freedoms than their GE counterparts.
A frosty peace remained throughout this period, though many covert operations were later exposed, as the Earth Government attempted to retain connections to the Jupiter Sphere and Venusian government, as well as that of the fledgling Martian government, who depend on Earth for much of their support, especially as the Terraforming effort begun in 2100 continues.
Alongside all of this is the development of exoskeletons for use in space and heavy environments. The first such systems were little more than augmented space-suits, but as their sophistication increased, they increased in size, relying more heavily on robotics and artificial systems, and becoming more piloted vehicles than worn suits. The breakthrough in fusion power, and then its' reduction in size allowed for the Exoskeletons - or XO's - to become much smaller and avoid being relian on tethered power or limited batteries. Materials breakthroughs allowed for stronger, lighter frames and armour, and the successful production of room-temperature superconductors allowed for rapid processing of command inputs and sensor relay, establishing the XO as one of the driving forces in exploration.
Following the Colony Rebellion of 2112, the XO became a weapon of war, as the colonists haphazardly armed their XO's to fight against EarthGov fighters, scoring a surprising success in space, as well as dominating the light armour and utility vehicles of the Astromarines in the close confines of the colony interiors.
The Jupiter Sphere took note of this, and deployed its' first purpose-built XO's late the next year, with Earth following suit early the year after. Since then, there has been an unofficial XO 'arms race' as the technology develops in leaps and bounds, though it still is placed alongside other, more conventional weapon systems, and the XO is not invulnerable, by sheer virtue of its' size and design.
For the next fifteen years, things existed in a steady state of wary cold war. Numerous small-scale skirmishes broke out, as the various power blocs danced around all-out war. Increasingly, both groups built up their military forces as their populations grew, and more and more often debates of policy broke down, over contentious issues such as Martian Independence, trade agreements, immigration rights and more. EarthGov - now named the Terran Republic - accused numerous incidents of sepratist terrorism on Luna, the Asteroids and Mars as evidence of Jovian interference, while the Jovian Alliance directed accusations - and exposes - back at the republic, showing it's interference in the politics and affairs of other groups, as well as their own record of human - and GE - rights abuses, which they dismissed out of hand.
The GE population, meanwhile, grows extensively in the Jupiter Sphere, and they have become an increasingly normal part of the population, mingling with the human people there, and slowly becoming part of the Jovian Alliance, holding positions of authority in business, government and the military alike. The first squadrons of GE XO pilots have graduated, and have joined the buildup of forces around Mars, as part of the increasing 'patrols' around the area.
Finally, things have reached a head, as on its' day of inauguration, the Martian Space Elevator was destroyed by a terrorist attack. Thousands died as the elevator fell, with tens of thousands more injured. The Republic immediately wheeled out its' accusations against the Alliance, but the Venusian and Asteroid Belt governments stepped forward to debunk the claims, with the Venusian Intelligence Agency having found evidence that points to Republic involvement.
Mars immediately declared itself separate from the Republic, which in turn declared it was taking control from the Mars Government, as an 'internal security action', and began landing troops - as well as running interception missions against the Venusian Governments vessels attempting to pass through Earth or Martian space, causing the Jovian government to act further against the Republic.
Mars seeks help from Jupiters forces, and the stage is set for the powers to clash - even as other smaller, quieter governments draw their own plans up in the shadows.
At the head of this, the first all-GE XO unit, the Roughriders, are sent to test their mettle - and that of their XO's - in combat...
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More info -
This is a game based loosely around the Mobile Suit Gundam Universal Century universe, as well as the universe of the Jovian Chronicles role-playing game, and some influences from the Western animation series Exo Squad.
It is a distinctly Real Robot setting, as opposed to a more fantastical Super Robot setting - so, no shouting your attacks, no summoning your mecha, and no combining robots.
It is more a setting with understandable and relatable technology - such as cannon, machine-guns, missiles and lasers and the like, rather than 'black hole guns', and other bizarre technology.
XO's are agile, fast and responsive. More like a Gundam, Arm Slave from Full Metal Panic or a Variable Fighter from Macross (although they do not transform), than a lumbering humanoid 'tank' from Battletech.
The average XO stands around two to three stories tall, with the pilot within the torso, in a very cramped cockpit. They control their machine through touch-sensitive holographic controls, voice commands, and an array of helmet displays and interfaces, as well as traditional controls. Their piloting suits double as space-suits, and light body armour against shrapnel.
An XO is NOT an invincible super-weapon - shoulder-fired missiles from infantry, vehicle-mounted weapons and other similar weapons mounted on comparably-sized vehicles can damage and destroy them.
XO's come in a variety of makes and models, and most have interchangable hardpoints for weapons, allowing them to be flexible for their missions, much like a modern-day jet fighter or attack helicopter. Most XO's have two shoulder hardpoints, two hands, and two forearm hardpoints along with two waist ones for support equipment (such as spare magazines or hand-thrown grenades, or knives and other melee weapons).
Most XO's are capable of limited flight within an atmosphere (in the form of long jumps or sustained hovering), and full free flight in a vacuum or low gravity. 'Flight packs' are also available for most XO's.
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Other rules:
-Post more than two lines when you post in character. Please try and give your character some depth, insight and motivation.
-This is a hard-science setting. No superpowers, magic, or other 'non sci-fi' stuff.
-Please follow a third-person perspective - i.e. 'He did, she did, he said' rather than 'I said, I did, I went'.
-Also, posts should be in a narrative style, as if part of a book.
-Please use the character and mecha sheet templates below.
-Keep your character and mecha within the setting. Consistency between characters and the technology makes the game better.
-The GM - i.e., me - is in charge of the plot and it's developments. Please do not introduce any new technology or story elements without checking it's okay first.
Character Sheet:Name:Age:
Species:
Appearance: Picture or description is finePersonality: A short paragraph describing their personality and general temperment. Please try to avoid cliches and Mary Sues.
Call sign: A nickname they've been given for their performance in battle. Again, try not to be too cliched.
Personal weapons or equipment: Remember, you're a pilot not an infantryman. You'll have minimal weapons. And if you're lucky, you won't have to use them. XO Sheet:
XO Name:
Function: I.E. Recon, heavy assault, etc.
Appearance: Picture or verbal description is fine
Standard weapons:
You may have two free built in small-caliber machine-guns, as well as the hardpoint mounted weapons, which are interchangable. Other systems:
Other systems or equipment of note: such as advanced sensor systems and the like (note that an XO has a suite of sensors built in already, much like a modern-day aircraft or other fighting vehicle).
I realize this is a lot of information and detail, and that will probably put most people off... but I want to see how much detail people are willing to actually put in. And inevitably, to be disappointed