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Governments
Gundam Eternity has five different governments new players can rally under when first joining the RPG. They exist more as background meta-plot than actual military obligation, and players will rarely be restricted based upon their allegiance. Large events and wars might occur between these institutions, but this is entirely up to their members.
Orb
A loose alliance of nation-states created over a century ago during the Logos Wars. More a confederation than a centralized government, they work together only when necessary to thwart the Empire’s advances. Otherwise, members are free to wage war against each other, with no penalties levied for attacking installations or ships that raise Orb’s flag.
• Salary: 100.000.c
• Merit: Personnel come at half-cost.
• Merit: Increased effectiveness against Coordinator and Newtype pilots.Lunar Empire
A utopian kingdom created under the vision of Marcus Weathers, and forwarded by his daughter, Jessica. Her divine word urges military conquest in hopes of spreading Luna’s idealistic society to all mankind. The military is divided into two branches: Guardsmen and Knights. While Guardsmen (hired personnel) fight little better than contemporaries on other sides, Knights (player-characters) are feared across the solar system for their fanaticism and skill.
• Salary: 100.000.c
• Merit: Enemy personnel fight one level lower when faced against a Knight.
• Merit: 4 Day UpgradesAnnapolis Corporation
Corporations are greatly responsible for encouraging civilization’s revival after the last great cataclysm. Centuries ago, Annapolis managed to beat out its competitors and emerge as the premiere supplier of military wares. Now its “Company Men” ensure this monopoly by encouraging a market that requires Annapolis products (by propagating warfare).
• Salary: 100.000.c
• Merit: Installations, ships, mobile weapons and defenses half-off.Drake’s Legacy
A shadowy cabal of pirates that has existed since time immemorial, Drake’s Legacy emerged from the asteroid belt only a short time ago to begin wreaking havoc on Annapolis shipping lanes. Outwardly, they appear a band of lawless marauders; this is a disguise, meant to obfuscate their true intentions. Of course, these true intentions are unknown by anyone outside the mysterious inner-circle known as Dystopian Snowmen.
• Salary: 0.c
• Merit: Cannot be the victim of a blackout.
• Merit: Can participate in raids.Rogues
Rogues are an X-factor in solar affairs. Appearing to prefer the company of a mobile weapon over that of other people, they associate only with those worthy of attention. No way exists to generalize this broad category of individuals. Each sets out with his or her own purpose, which places them apart from other soldiers.
• Salary: 0.c
• Merit: Receive 50.000.c from victims, per successful ambush.
• Merit: Spend 50.000.c to reduce one day’s worth of damage or travel time (once per update).
Regardless of allegiance, everyone begins on Earth, and paychecks are given Sunday nights. Governments will not restrict who you can ambush, or which players’ property you can assault. However, only Orb players can attack installations or ships directly owned by their side.
Governments are largely static institutions. They possess a good number of bases, ships, and mobile weapon forces but will not move to attack players or factions whom threaten this property. Players hold the true power in this RPG, and on their shoulders (not governments) are placed the burdens of plot and war.
Switching between governments can only be done through expulsion (becoming Rogue) or through roleplay.
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Factions
Players are free to shuck government bondage and form their own independent groups of mobile suits. Creating a faction can be an exciting but difficult prospect. Members lose all advantages offered by their former leaders, and are effectively on their own in terms of property. However, factions are the true powers in Gundam Eternity. They alone can seize territory and start wars, and in these teams does the future lie.
To form a faction, one leader must submit an email listing (at least) four other members. He or she should include a group name and headquarters (installation or flagship) of operation. Custom ranks are allowed, but optional. The new team will be added that very night.
Faction members all receive a base salary of 100.000.c a week. This amount can be bolstered, though, by capturing and holding territory. Furthermore, as with governments, players in a faction receive merits based upon locations controlled.
Headquarters are vital to a faction’s survival. These unique installations can house an unlimited number of additions and defenses – but if they’re destroyed, the faction’s account (and those of its members) is frozen until a leader moves to another installation and establishes that as their headquarters. Flagships can also be used for headquarters, but get no boost to defensive capability.
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War
War has always been mankind’s greatest sin and birthplace of its most glorious moments. Open conflict in the RPG garners incredible opportunity for excitement, but comes with profound risks for everyone involved. Factions control the reins of conflict in Gundam Eternity. The game could be at constant peace, or exist in perpetual bloodshed – the choice rests in players’ hands.
If you desire the thrills and trials of warfare, rules have been outlined to govern the proceedings:
1. To begin, a leader must make his or her declaration on the Roleplaying Board. A case should be stated for war, with actual objectives and grievances cited against the enemy. War isn’t a cheap thrill, so if the announcement holds little gravitas, it can (and likely will) be deleted. The targets of this proclamation may respond, but war will begin the following update regardless.
2. Fights between members of both factions receive double the normal VP, but almost always end in death. Destruction or capture of enemy facilities will provide 500.000.c as reward for victory. Killing an enemy pilot grants 500.000.c, and their leader, 1.000.000.c. Taking a controlled territory offers 1.000.000.c, and destroying a headquarters grants 5.000.000.c.
3. Risk of death increases monumentally during wartime, and new pilots will only be assigned after twelve days have passed. No actions may be sent, nor credits earned. Similarly, captured pilots will not be freed until twelve days have gone by.
4. Victory can be satisfied only when certain terms are met: 1) all enemy pilots are killed or captured, 2) their property is completely captured or destroyed, or 3) one side forfeits, in which case the victors must decide upon a conditional or unconditional surrender. Mutual peace may also be reached, but only after the leaders meet on common ground to negotiate terms in a roleplaying post.
5. If one side does meet total victory, the other faction effectively disbands. All fallen pilots will immediately be resurrected. Every member’s property switches over to the victor’s account, and additional spoils may be granted either side if the war was particularly engrossing.
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Territory
Eight planets, one moon, five colony clusters and two asteroid belts hold the footsteps of mankind. The Map page offers a brief rundown of each territory's attributes, as described below.
Owner:
Who is the ruling power in the region.
Merit:
Government-like advantages given to all members of the ruling faction.
Environment(s):
The types of bases that the area will support.
Factions and governments (not individual players) can acquire control of these locations to increase political, financial and tactical influence. To seize a territory, factions need first remove all unaligned installations and ships from the vicinity. After that, they should construct three bases in the area to ensure military dominance. Two colonies or one asteroid fortress can be substituted for the bases when capturing L-clusters or asteroid belts.
Owning territory grants three unique advantages: 1) 500.000.c per region will be placed in a faction’s account every Sunday. 2) Team members will receive 100.000.c extra on their weekly paychecks per territory owned. 3) Members will also receive unique merits for owning specific territories – these include things like unique shop items, reduced repair times, and VP boosts in battle.
Territories will remain under faction control so long as they maintain at least three bases in the region. Unaligned players are allowed to travel to and build bases in the region, but can be attacked at any time by ships or mobile weapons stationed within the ruling party’s installations. If the controlling faction’s bases fall below three at any point, their grip on the region is lost, and they must remove all enemy property before they can attempt to reacquire the location.
Orbits are considered separate locations from the worlds they halo. To capture an orbit, remove any opposing installations or ships, and construct three space bases and one fleet to gain dominion. Like colony clusters or asteroid belts, two colony cylinders and a fleet, or one asteroid fortress and a fleet will also work. If a faction controls an orbit around its planet, they can choose who is allowed entrance to the territory. If an opposing faction seizes control of an orbit above their enemy's planet, they effectively create a blockade, cutting off all funds (including mines) and advantages garnered from that territory.
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Fleets
Ships can be grouped together to create frightening ramparts against battalions of suits and armors. Anyone may create a fleet. All you have to do is amass at least five vessels (including one flagship) and bring them to a common location. Email requesting formation, and provide a name for the task force. Voila! Your fleet has been born, and can move as fast as your slowest spacecraft.