Colony 179 - After Earth
Current Era:The Star Dust Revolution
Quote:
"People who commit war are stupid, but the blood they spill is not meaningless." - Treize Kushrenada
Year
2350
Economic Status
Satisfactory
Colonies
Running at 63%
Earth Sphere
Running at 98%
The Colonies

The Colonies were formed by the Earth Sphere (then- United Alliance of Humanity) in 2171 to expand human exploration in space. Origanally colonies were funded and maintained by seperate national groups (ie- United States, Japan, Iraq, ect.) and were independant from the Earth Sphere (formed 2180). With the forming of Terra's new government, OZ, regulations began to seep out into the coloines. Certain nations were denied funding or were overbought by the growing power. By 2298 colonies were completely seperated from their orignal investors, the only reminants of their lives on Earth living on in integerated heritage and customs.

Colonies have survived, self maintained for the last century through established metal trade and mobile suit manufactoring with the Earth Sphere. Colonists ability to operate in zero gravity has given them a advantage over Terra factories. Other colony based economy includes weapon manufactoring, medical testing facilities, and technological engeringing.

Earth's Attack on the Colonies

Several things can be attributed to what many colonists refer to as "the Earth's rape of Space." Certainly the most underlying factor of OZ's slow, if not brutal, take over of outerspace is the oppertunity to control, maintain, and collect on the colonies resources.

The Earth Sphere has snuck up on the colonies, claiming their take-overs as a "service to humanity." With many colonies dying ecnomy this claim may in fact not be entirely techinically correct, however, many coloniest object to the changing surroundings and inability to further opperate thier born homes.
Sixteen years ago, after the assasination of Heero Yuy, an advocate of the colonies, a secret organization, then called ZERO was formed. This militant group collected and captured many civilian children and intergerated them in their studies and rigerious training practices, in hopes of making them future model soliders for the colonies. ZERO proposed to iniate a war in the year 2350. A team of scientists were brought in to further the chance of colonist victory by subjecting the obtained 275 children (ages ranging from 3 months to 7 years) and genetically enhance their cell structure.

Only 32 of the 275 children survived the treatment and were either released or kept in the program.
ZERO's goals shifted five years after the failed experimentation and the idea of using children in warfare was put on the back burning. Until now.

The year is 2350, the Project has reopened, the alive soliders recalled and more children - now teenagers- have been recruited. The Age of ZERO is about to begin.

Commence Destruction.









Ground ZERO
Basic Game InformationV 2.0
Quote
"Why didn't I take the blue pill?"
Game
Play-By-Email
Posting
2 Times a Week
Rating
R
Warnings
Yaoi/Yuri
Main GM
Victoria Krasnow
Game Overview
Ground ZERO is an Alternate Universe play-by-email RPG. In Ground ZERO you are the colonist terrorists, genetically enhanced, and bent on destroying the Earth Sphere. Yes, characters from Earth are accepted, but remember in character creation that you are going to be asked to destroy various terra sites.

In this Universe such people as Heero Yuy, Duo Maxwell, Relena Peacecraft, ect do not exist. I.E. you cannot be Quatre's little sister, or Duo's best friend, you cannot be Duo either. You also cannot be named after or similiar to any of the orginal GW characters (that includes last names). However certain characters from the anime series do make guest apperances in the game, but are more than not strictly played by GM's or are just mentioned named. The two most likely characters to be seened or discussed will be General Treize Kushrenada, and the engineer ally, Howard. The Barton foundation or such people as Feild Marsha Noventa might also be intigrated.

The series for you will start with a month (or more, ususally more) long training program. The scientists, other GMs, run the program and develope your skills (writing, ect) and knowlege of the GZ Universe. There you will aquire your Gundams and be subjected to the generator, thus earning your kinetic powers.

Gundams have never existed in the Galaxy until the last year. They were created by Project ZERO operative Tsukiyono Sunnie. Possible other machines will be offered later on in the game, most likely in the main group, also engineered by Tsukiyono. Two of these new models include Einhanders and Aquatic Jets.

As mentioned beforehand, Ground ZERO operates on genetic based "powers." More information on this and the ZERO System is listed below in designated section. Powers are loose but have strict guidelines. Read the rules before you post.

Technical Information
Ground ZERO has no stats, levels, combat numbers, dice rolls, or wages. It is a completely story-based game where the winner and the loser depend on the character or (sometimes) the GM.

Adaquet writing skills is recommended. If you are not fluent in English please reconsider joining another game more suited towards your language skills. Spell check is not a priority. However, using "compute ebnoics" (example, using 'ur' for 'your' or '2gether' for 'together' ect) is disapproved of. Also, if you feel the need to use offensive language (a good character tool, depending on personality) place a standard warning at the beginning of each post.






The Principal of Ground ZERO
Goal: Character Study
Quote
-People who commit war are stupid, but the blood they spill is not meaningless.
Our Goal
This RPG isn't centured around Mobile Suits or carnage candy. This game was created to explore the psychological reactions and developments of young adults put in the situation of war. Naturally, missions play a large part in the basic plot, but every post is not designed to be focused solely on fighting and bleeding.





ZERO
Powers
Quote (FF7 Fic)
"She looked with horror at the figure before her. A figure so strong it made him weak. he stood there blazing with power but he clutchd at his sides in such agony that it broke her heart."
Basis
Genetic Based
Type
Varies
Limit
Varies
Activation
Generator
Exception
Psychic
Power Information
Powers are enabled throgh cell simulation via the Generator. At first the powers are violent, unpredicatable, the user is completely at the mercy of his energy. Due to this, each trainee is locked in isolation until his or her scientists deems them stable to work outside of a chamber. Powers can be activated by emotion and take months to control, strict discpline is needed to maintain energy flow.

The form of cell manipulation is determined on the character type; ie personality and genetic structure. Powers are completely random and cannot be determined by user or scientist until the Generator has released them.

Super Nova - Super Nova is the unoffical definition of a power explosion. When one super nova's they release all the energy in their body in a massive elemental discharge. Everything in site is almost always destroyed. Super Novas are only to be used in extreme instances, with GM's permission, afterwards, character will be forced to regather energy for another month before he or she is able to deploy it again.

Elemental rules are in effect with the game. In other words, a water element can be easily destroyed by a thunder element. The strength of an attack will be dependent on the amount of energy a player puts forth in the attack. The stronger the ambition the stronger the power. The stronger the emotion the stronger the attack.

Remember, for the most part you will be battling people who do not have powers themselves.

Rules
1. Characters are allowed one and only one power.

2. This goes with the ultimate character rule, no character can have powers that could wipe out Tokyo, New York City, and Paris in a single blow and have the character be in fit shape to go on a ten mile jog afterwards.

3. Do not abuse or alter your powers in the middle of the game or without your GM's permission.

4. ) Remeber, these powers are coming from the energy in your body. After so many uses in a short period of time the attacks will get weaker and the character will become exhausted. Having a character collaspes on the battle feild from over using their powers is a good plot twist and makes the game more entertaining.

5. Water and Ice elements are seperate things. You can either have one or the other.

6. Avoid using powers in front of cilivans or OZ Members who are expected to survive.

7. If powers remain inactive for a long period of time they will burst out sparatically and harm yourself and everyone around you. The GM may choose to exercise this rule as a plot twist and add it in at any point in the game.

8. With the expection of rule 7, you are immune to your own power.

Psychic
Psychic powers are to be limited into specific catagories. Although telekenisis (the ability to move an object with ones mind) is considered of psychic orgin, one cannot be able to read others thoughts and "float things" at the same time.

Psychic powers can be minized to interesting sub-genres. Here are a few examples currently being used in the game:

Oracle/Precog - the ability to briefly glance into the future.
Sequencer- the ability to sequence the possiblities of the future and thier correct outcome.
Empath- The ability to sense other peoples emotions and transmit them back to them or other people.
Mind Destroyer - the ability to erase or scramble a person's personality, memory, and basic function.
Manipulation (self) - The ability to convince your body to withstand increiable amounts of pain or do death-defying feats.






ZERO's Child
Previous Involvement in Ground ZERO
Quote
We are the End Generation...
The 30 Survivors...
Yes, you can be one of the thirty surviving children of the orginal Ground ZERO. Or, you could be a continued project before the fund was officially opened to accepting outside members. If you wish to do this you must do three things. The first includes aquiring a comphrensive understanding of the game's information and Universe's basic. The other is an approval by Krasnow (just put it in your bio, she'll ask you to change it if you are rejected.), the third is a basic understanding of who else was in GZ before the training groups.

To make it easier on the researcher here is a list of the current orginal Zero Children.


Damien Sage - Doctor J's first project, one of the orginal 30 survivors.
Stro - Doctor U's adopted "son." Enlisted months after the project was closed.
Evangelo Evanlion - orginal survivor who escaped the Project and headed to Earth, only to be unknowningly reenlisted years later.
Xiang Yung-Sun - The youngest survivor who was raised to return to ZERO by his colony.
Tsukiyono Sunnie - The creator of the Gundams who was recruited after the Project was put on the back burning.
Miguel Cellous
An early project, not subjected to the Generator, but was endowed with a major psychical handicap when he was hooked to the ZERO System without the hold of Generated Cells.
Ashleigh Vance - one of the orginal survivors, a recalled but failed project.
Salvador Young - Unknown.
Charm Anderson (?) - a genetic experiment in muscle stimulates, part of GZ.
Solo Bianca - Classified.
Xiefiel Alexavier - a failed but recruited experiment.
Shen Spiegel - Doctor S's first project.
Tabris St. Claire - A cyberntic protoype.
Pyriel - A early psi project.


Any person who registers as a pre-197 character will be added to list, as it is updated accordingly.






ZERO Infedels
Our GodsZero
Quote
"He's the person who's been pulling the strings the while time."
Character Information
Historical Information
The ZERO Infedels - The founders of the colonies's resistance. Who they are and what they actually want is unknown even to the scientists. They are an elite organization that has never been seen in the political world. All of their working is done in secret, under masks, and clean. Their protection - body and indenity- is nesscary at any costs. Without the Infedels, ZERO would not exist.





Takatori Foundation
Current Evaluation:Allies
Quote
"To the end, the darkness that consumes us all."
Known Information
Limited data exists on Project ZERO's main alliance. Made two years ago, prior to the current scientist reactivation, the Takatori family provides the operation with funding, shelter, and security; quickly becoming one of their main fianancers.

The Takatori Foundation is in reality a peice of a large puzzle; a dark if not unethical band of psychic assasians with unknown motives. Theories ranging from domination to total destruction has been speculated by those who have discovered their group. Those people, however, do not remain alive very long.
The importance of the Taktori Foundation to the player exists mainly with the character, Takatori Dark Zoilo. A mysterious child of zero with unknown powers and an even shadier agenda. Whether Dark Zoilo, or his "family" is a true ally of the project is yet to be known. Up to know they are trusted.
But let it not be totally blind, Krasnow and the ZERO Ifdels are well aware that Takatori is playing both sides.






The Absolute Destiny
Our Only Haven
Quote
"Abandon all hope ye who enter me."
Information
The Absolute Destiny is the "minicolony" in which all Ground ZERO soliders without missions are posted. The station is large, multistoried, with all the modern convinces. It is run by Victoria Krasnow. Mobile Suit maintance can be performed there with little worry of discovery, a complete medical facility is equipt, as well as adquate housing units, and relaxing quarters. The Absolute Destiny is the home of Ground ZERO, the only safe haven for a group of misunderstood warriors.






© 2001 Victoria Krasnow -Character Creator / Owner. All Rights Reserved.