Frontier Breaker M.A.W.The premise is simple. It is the year 2307 AD, and the asteroid bound Trojan Coalition is at war with the Transatlantic Union. Claiming it to be an unfortunate, if necessary measure towards their liberation from the whims of distant colonial masters, the Coalition embarked on a grand offensive to push back the TAU’s army at all costs, and secure Trojan dominance over the resource rich Martian colonies in the hopes of forcing the TAU into accepting unfavorable terms, or face a long and humiliating defeat. None of this has happened, and for the past year the Trojan Coalition has been locked in an uneasy truce with the TAU, with both sides seemingly too battered by the long and bloody war to invade the other, and yet too mired in pride and sheer spite to accept anything less but the other’s inevitable defeat.
It is an age of war, an age where the ambitions of men drive them to commit acts of great cruelty or great courage, and where even the unlikeliest of concepts are pursued in search of something, anything that could give one side the edge it needed to triumph over the other, and claim a final victory. And it is in this age that necessity, and unrelated innovations in the field of compact power generation and artificial musculature has culminated in the development of the Multi-purpose Armored Walker.
Heavily armored walking tanks with their roots in armored hardsuit and industrial machinery. Each MAW is an instrument of death purpose designed to operate in low and zero gravity conditions, and utilize its cutting edge electronic warfare suite to bridge the gap in ship to ship combat, and sink enemy ships with support allied bombers and ship mounted artillery. They were one and all glorified fighter jets-cum-tanks, but for a little while it gave the TAU the technological edge they needed to push the Trojans back, until the first Coalition MAWs rolled off the line, and the war ground to a halt once more.
But just as one innovation became a standard, another would take its place, as the TAU’s Advanced Research Projects Agency put the finishing touches on their latest scientific marvel, the Yukawa Jet, and sent their Jet equipped experimental Philadelphia class heavy battleship out for testing. It was supposed to be a simple test, with an intentionally skeletal crew of freshly trained officers and recruits, and just enough war materiel to learn what side effects if any should be expected after a jump, and allow the crew to hold out for rescue if a system or operator error took them deep into enemy territory. And to safeguard against the potential death of the crew, the battleship was even equipped with a last generation AI programmed to prevent the ship and its secrets from falling into Trojan hands among many other systems.
Unfortunately an unexpected assault on ARPA’s lunar base by the Trojan army forced the untested crew into battle, and as one allied ship and bunker fell after another, the Philadelphia’s captain made the decision to activate the Yukawa Jet to make their escape into the relative safety of near Earth orbit, only for a stray round to pierce its hull, and tear a hole into the Jet’s housing. Witnesses reported a brilliant flash of white light enveloping the Philadelphia and everything around it, before finally fading away to reveal nothing but empty space. Two ships disappeared on that day, both the Philadelphia and the front half of the Trojan warship “Prometheus” seemingly never to be seen again, just another tragedy among many in the never ending war.
Of course, no one expected the people on board the missing ships to survive, but when the crew of the Philadelphia blinked back into reality once more, and found themselves with a crippled drive, a makeshift brig full of Trojan MAW and starship pilots, and a good view of an unfamiliar world covered in strange machinery; most wondered if that was really a good thing. No one knew any of the stars here after all.
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Frontier Breaker M.A.W. is my attempt at learning how to write for proper mecha combat. Expect it to have a decently real robot tone as befitting an RP inspired primarily by various Mobile Suit Gundam series, Martian Successor Nadesico, and what I’ve heard about ‘the good’ Star Trek.
I am currently looking for about four to six players. Although I’m leaning on the lower end as I genuinely believe that keeping a lower player count helps to ensure that everyone has their shot at the limelight, and also I don’t want to run a big game to begin with.
The Frontier Breaker M.A.W. System is at its core, not only stolen wholesale from another, more popular game, but also from the concept of RTDs in general. The results of your turn are determined at least in part from a roll of 1d6 that will be opposed by other rolls of 1d6.
There is a World Line that shows your next 10 Rolls, and the roll that will be used next turn on the Leftmost part of the Line.
You start each ‘Mission’ with 5 Alterations, by spending one you get to add or subtract 1 from a dice roll in your worldline, and you can spend any number of Alterations on each turn. You gain 0.5 Alterations per turn, and can have at most 5 Alterations on you at any given time.
You start each ‘Mission’ with 0 Strain, but at any time, you can choose to add a point of Strain to have your character perform particularly anime actions, such as firing off two Specials in the same round, entering into a beam clash with an enemy to deflect their attack, or having your instincts kick in at the last possible moment to keep a round from tearing your mech a new one. You can also add a point to reroll your entire worldline in case something goes terribly wrong, or to refill your pool of Alterations.
While the first point of Strain spent on each Mission come with no drawbacks, in order to spend more, the player can choose to obtain Power At A Cost and temporarily obtain a higher Strain cap in exchange for receiving equivalent drawbacks down the line to your mech or character. Power corrupts after all, and you won’t always have the chance to rest or recuperate in between battles. But if you had to choose between your leg or your life, most people would choose the latter, and of course, we all know that absolutely nothing bad ever happens to someone who injects themselves with experimental medical nanobots to stop the bleeding.
Full disclosure: You're godknowshow far from the nearest supply station and the Philadelphia is not a medical ship. Meaning, if you go over your strain limit and get mangled, whatever replacement parts are going to have be salvaged from the locals in the hopes that it won't cost all of your humanity. No guarantees on that by the way.
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Stats: You have 14 points to freely distribute between player defined stats that represent the capabilities of your character’s mech as relevant to resolving actual fights. A stat can be anything really, as long as you can think of a snappy name, and write a definition for what it actually represents. You should also note that you can increase the effect of a stat’s number by focusing on one specific aspect, someone with 8 in ‘Long Ranged Offense’ is going to be worse at shooting death lasers than someone with ‘Shooting Death Lasers 4-5’ for example. You can have as many player-defined stats as you want, as long as it is below 7 individual stats at the start of the game.
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Specials: A Special represents a…. Special technique, system, move, or other sort of nonsense that pushes your character to their limits. Each character starts with four Specials. Each Special is tied to a number from 3 to 6, and the higher the number is, the more powerful the Special’s effect is. You can always slap a drawback onto any Special to make it stronger than it ordinarily would to represent temporarily turning off your mech’s limiters, allowing it to move at speeds a human body was never designed to handle, or a technique that leaves the user wide open for example, but it isn’t strictly speaking required.
When a Special is used, a result on the character’s Worldline that matches the number tied to that Special is expended as if a turn had passed with that result. It is important to note that a Special can be used at the same turn as other actions, and that only one Special can be used per turn by default.
Strain Specials are Specials that trade a higher level of versatility or power in exchange for requiring Strain points, not worldline numbers to use.
Character Name:
Callsign:
Gender:
Sex:
Age:
Appearance:
Personality:
Aerospace Fighter/MAW Name:
Aerospace Fighter/MAW Theme: (A simple description of your MAW or Aerospace Fighter’s specialized role in combat. While the first MAWs were purpose-designed to be manned anti-ship weaponry, over time they have gradually taken the role of everything from a mobile fire support, to a ‘nimble’ scout specializing in marking targets for artillery bombardment.)
Aerospace Fighter/MAW Design: (Meant to be a description of your MAW/Aerospace Fighter’s appearance, not its role or equipment. The former is what the theme section is for, and the latter is what the stats are for.)
Stats: (Remember that you start with 14 points to distribute between up to 6 Player Defined Stats)
Specials: (Remember that each Special is tied to a number from 3 to 6, and that you start with 4 of these things)
Background: (I’ll potentially accept anyone from a lost scientist, a cooperative POW just trying to keep everyone alive, or the sole experienced Unionist soldier watching everything burn, just as long as they have a good reason to pilot a Fighter or MAW, be on the ship, and are willing to work with a team among other things.)
The Plagues
“To fight for a future, is that such a crime?”
To many living on the Earth today, ‘the Plagues’ were seen as an aberration, an overreaction to the status quo of the time. Throughout the 21st century, as advancements in space travel began to commercialize what was once solely the providence of nations, and space colonization became an increasingly profitable reality. And in time the various superpowers of the world reaped the rewards from decades of investment into what was once little more than a scientific money pit, while the developing nations of the world could do little more than look on in awe or envy as they have always done.
But as time went on, what little profit the developing nations could make from providing raw materials or skilled hands for the hegemons began to dry up as the colonies became increasingly self-sufficient. Until their growing irrelevance finally caused their once promising economies to crumble from their own overspecialization. And all the while the great powers of the world simply carved up the solar system among themselves, seemingly uncaring for the plight of those who were left behind, save for the occasional offer of subjugation, or annexation. As their arable land and people became the sole bargaining chips of these increasingly irrelevant powers.
That is until the first manned exploration of Jupiter discovered an artificial structure in a decaying orbit around the gas giant, a long abandoned space station created by a highly advanced race that had stubbornly stood the test of time, and evaded detection until now. The discovery of what is now known as the Poseidon artifact sparked off a minor space race, as each superpower sought to be the first to discover its secrets, leading to the settlement and expansion of various outposts in the trojans around the distant planet, and the rapid reverse engineering of the technologies needed to create the first truly self sustaining colony. A final strike against these once developing powers, as they are now fully cut off from any hopes of profiting from the scraps left behind by the new solar hegemonies.
Faced with subjugation, or an inevitable decline into irrelevance, some of the more desperate powers of the world turned to an unorthodox solution to their problems, one proposed by the great pariah of his age, one Jaka Aditya Supriyadi. If the hegemonies of the world wouldn’t share the fruits of space travel and the Poseidon artifact willingly, then the developing powers of the world would have to drag them down to their knees through the only means available, continuous biological warfare. And thus, the Red Queen Alliance was formed in secret, and in time they would reveal their presence, just as great swarms of locusts scoured the American continent, and men and women began to wither away in the streets of Europe.
It was a risky gamble, but one the Alliance was all too willing to chance. They had nothing to lose, and everything to gain after all. And with how decentralized their organization was it would have been almost impossible for the solar hegemonies to stamp them out, or eradicate their tenfold plagues before it ravaged the Earth. All they could do was struggle fruitlessly against the approaching end of all humanity, until they finally gave in to their demands.
Three years, it took the first of the Solar Hegemonies three whole years to concede defeat, and call for an end to the seven remaining plagues upon humanity, as in this grand game of chicken each superpower had simply sought to be the one who blinked last, even if it meant the suffering of their own people. After all, what Hegemony would want to be known as the first to concede to the demands of some upstart shadow organization? And admit that above all else, they were not quite as invincible as they seemed.
But even as the rest began to follow suit, and the Alliance frantically attempted to end the very plagues they had unleashed upon the world, it became clear that it was all far too late to matter. Their own brinkmanship had put the Earth on a path to ruin, one that neither side had an answer to.
The Transatlantic Union
“The Earth is the cradle of humanity, but mankind cannot stay in the cradle forever.”
An intergovernmental organization aiming to maintain unity, facilitate economic growth and environmental recovery, and safeguard humanity’s return to outer space. The Transatlantic Union is in theory an alliance of equals, meant to serve as both a balancing force against potential Trojan expansion, and as the final arbiter of extraterrestrial territorial disputes between its member states. In practice it has mostly been the former, and the TAU serve as both the first point of contact between the peoples of Earth and their Trojan counterparts, and the driving force behind Earth’s aggressive policy of solar reclamation.
Yet despite their opposition, the TAU owe their very existence to the Trojan Confederation themselves. As the Poseidon artifact derived technologies shared by the Trojan people during their first contact marked the end of the long humiliation endured by the once proud people of Earth.
But while the remarkable generosity of the Trojan diplomats were key to bringing about the slow but steady reclamation of Earth, and the recovery of its battered and weary people, it also inspired something far more sinister in the process. A hint of fear, as the earnestly grateful people of Earth looked upon their technologically advanced brethren in awe, and wondered when the other shoe would drop.
Over time, this hint of fear seemed to justify itself, as the extraterrestrial ambitions of Earth’s new powers grew, and its people took to the stars once more. The newly founded space colonies of Earth found themselves plagued by the two fold threats of Piracy, and Trojan Expansionism. As pirate vessels with crew hardened through years of plying their craft in well defended Trojan territory turned their gaze towards the often poorly defended colonies of Earth, while Trojan mining vessels continued their work in the many territories claimed by Earth’s nations, often in the company of Trojan military vessels seeking to ward off any potential aggression.
But as each nation’s leaders pushed their Trojan counterparts for a diplomatic resolution, and the recognition of their sovereign territory, it became increasingly clear that the Trojans saw their uncoordinated attempts at returning to the stars as an insult. The Trojans had already given the people of Earth what they needed to reclaim it out of the goodness of their own heart after all, but the stars were their birthright, one these barbarians had the gall to claim for themselves.
Finding themselves ostensibly forced to choose between subjugation or irrelevance, and frustrated with the blunt condescension of their Trojan counterparts, and their own inability to enforce their own territorial claims. A handful of nations looked towards their collective past for a solution, and found it in the Transatlantic Union, forming an all too familiar pact to standardize equipment, and coordinate their military forces to check the ambitions of a common enemy, and in truth, each other’s.
Other nations would seek to join the transatlantic experiment as it began to bear fruit. Each offering their aid and resources in exchange for the legitimization of their sometimes overlapping claims, and the all important protection against piracy. Until in time the TAU’s influence and purview grew far beyond its north atlantic centered militaristic roots, leaving only its name, and distinguished military history behind as proof of its original purpose.
And while the TAU’s critics sometimes deride it as being a hegemony under any other name, one that extracts manpower and raw resources from its member states to enrich the ruling elite, and empower the ‘peacekeeping forces’ that keeps the colonies in line. Before the War of Trojan aggression began, its supporters would likely point out that its member states only have colonies to begin with due to the TAU’s protection, and that there hasn’t been a major conflict over extraterrestrial territory in recent history since the Plagues. These days though? They’re far more likely to mash their fist into your face.
Thanks and credits goes to Empiricist for literally allowing me to steal a system he made, and giving good suggestions for each faction’s names, Furtuka for helping me with the latter, and Doomblade, Strider, and Wrench in the plan for putting up with me throwing fluff at them out of the blu.
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