Macross:
Macross - The titular unit type of the series. The original Macross, the SDF-1, was salvaged and converted to a human design from its original, Protoculture/Supervision Army form after its crash and subsequent discovery. The SDF-1's initial designation was ASS-1 for Alien Space Ship, while its current designation, SDF, stands for Super Dimension Fortress which is the operational designation for all Macross Ships.
Destroid - A generally humanoid, land based mobile weapon such as the Monster, Phalanx, and Spartan.
Valkyrie - The general term for Variable Fighters, combat vehicles developed using research gained from ASS-1. Valkyries can shift into 3 different modes: The standard flight mode in the form of a plane, Gerwalk mode where the Valkyrie shifts its arms and legs out from its flight form in a sort of half transformed state, and Battroid mode where the Valkyrie assumes a fully humanoid form. These forms grant a Variable Fighter depths of spontaneity and adaptability over a standard Destroid or fighter craft.
While most Valkyrie unit models are designated by VF (or RVF for recon and AWACS units), prototypes and other outstanding units are denoted as YF; meanwhile, civilian and non combat units are designated as VT.
Zentradi - (Zentradi, adj./n. Zentran; ie "the Zentran there") A race of giant humanoids created by the Protoculture for the purpose of combat. The Zentraedi discovered humans after tracking down ASS-1. After years of fighting, Humanity and the Zentraedi reached an understanding and began to live side by side.
Zentraedi generally grow to be around 10m tall, their skin tones can range from common human colors to greens and grays of various hues, and have a somewhat common phenotype of pointed ears which manifests more often in human-zentrant hybrids.
Protoculture - A dominant, "humanoid", space faring species that seems to have preceded most other forms of life in the universe. Through manipulating basic organic life across the expanses of space, the Protoculture sowed the seeds for humanity and countless other life forms. Ruins and relics of their highly advanced technology are occasionally discovered, but the scope of the technology is often too far to understand.
Spiritia - A rather inexplicable energy emitted by most organisms. Spiritia is generated primarily through intense emotions, manifesting primarily, in humans at least, through the performance and reception of music.
Protodeviln - Ancient creatures sealed away by the Protoculture. The power of a Protodeviln is vast, but their primary trait is to feed on the Spiritia of other organisms. This generally leaves such creatures as effectively soulless husks if their Spiritia isn't restored somehow. The form of a Protodeviln is typically quite large and monstrous, however they are able to bend smaller creatures such as humans to their will and remotely operate via that body.
Fold - The manipulation of physical space between 2 points. By compressing or simply swapping the space from one point to another, rapid long distance travel becomes trivial. However, there exist anomalous bands all across space called Fold Faults which cannot be Folded, causing vessels operating with folds to have to traverse space manually until they have passed over the fault.
Within the hyperspace created by Folding, 1 hour is equivalent to 10 days in normal space. As such, travel by Folding is most efficient when traveling at the longest possible distances.
Pinpoint Barrier - A technique which utilizes a Fold generator to create a field of altered space that absorbs incoming attacks. The space effected by the barrier is comparatively small on most craft that can utilize this technique. Some newer Valkyries have small Fold generators in their arms to create barriers in Battroid mode that increase their melee potential.
Vajra - Mysterious migrating space creatures. Largely insectoid in nature, the Vajra consist of a queen and a vast hivemind of drones under that. The hivemind utilizes the fold bacteria, microorganisms that carry rare fold quartz, within Vajra's bodies in order to communicate as well as to travel via Space Fold and even bypass fold faults. The Vajra Soldiers are biomechanical and range from smaller "fighter" level units up to whole "naval carriers" and "destroyers". While immensely powerful and highly adaptable due to the queen's ability to retrieve information from fallen Soldiers and produce upgraded units almost immediately, the Vajra are generally peaceful and typically only act in self defense.
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The Five Star Stories:
Mortar Headd - The mobile weapon of choice in the Joker galaxy, for the comparative few able to use it at least. Based off of centuries of development and technology too ancient and esoteric for most to reproduce accurately, if at all, a Headd is excessively advance in its systems and construction. The frame and components of an MH are fashioned like a humanoid skeleton, with its internal modules behaving as lungs and muscles to the machine. The heart of the Mortar Headd being the Ezlaser engine.
The average Mortar Headd, measured from the ground to the top of its shoulders, stands at about 15m tall. Their primary attribute is agility; even MH heavily laden with armor have an impressive range of motion thanks to their skeleton-like frame.
Headdliner - People born with the inherited genes of ancient, augmented warriors necessary to wield a Mortar Headd. Effectively anyone in the Joker galaxy could be born a Headdliner with how old yet potent the warrior genes are. The traits of a Headdliner surface fairly early for most, however there is the odd "late bloomer" who undergoes a rather gruesome metamorphosis from a standard human to a super soldier as opposed to the somewhat gradual growth of the standard development.
A Liner's physical attributes have the capacity to be leagues beyond human comprehension, crossing great lengths in mere seconds, leaping meters into the air, and moving faster than most bodies could even "think". However, with the steadily dissolving and devolving genes of old, this inhuman power is simply a luck of the genetic draw to what manifests and to what extent.
Fatima - Artificial humanoids designed to mentally interface with a Mortar Headd and serve a Headdliner as their copilot. As biologically fabricated beings, Fatima are all gifted with pristine, exaggeratedly statuesque bodies. A Fatima is a living work of art and a labor of love, the creation and development of one taking years of constant resources and input; however, to many Liners this sentiment falls flat.
As purpose made assistants to Headdliners Fatima are granted with a similar physicality, but under Joker law a Fatima cannot be made with greater ability than a Liner; if one went rogue then it would be a great labor to retrieve or neutralize it, and for this reason any Fatima created with such parameters is legally required to be "sealed" via stasis or otherwise neutralizing it. When a Fatima is fully developed, its characteristics are graded on a scale from E to A, and with all accounts taken it is given a final "clearance" grade. If a Fatima's stats are totaled too low, then they are given the lowest grade and are "cleared for scrapping".
Fatima are mentally conditioned with several blocks to ensure they serve their purpose: Only a headdliner may be chosen as master, they obey only the orders of their master, a new master must be found after the current one dies, they may not harm humans unless ordered to by their master, they must respect humans as better than themselves, and they may not attempt to pass themselves off as humans. Fatima with stronger parameters are more likely to bend these conditions or have the blocks lapse momentarily. Thusly, striking a balance between strength and mental control for a Fatima is key.
Ezlaser Engine - An impossibly advanced marvel of engineering. The Ezlaser is an external combustion engine that harnesses photons and transfers them through a reaction to create pulses of energy tens of thousands of times per second which ultimately culminate in energy waves that flow throughout dedicated conduits and systems. Current Ezlaser engines measure a mere 1 cubic meter in size, allowing them to be utilized in a myriad of different machines from MH to warships. Their immense power, often translating in over a trillion horsepower, is however dependent on ambient "photon mass". The Joker star cluster, being a quaternary system with a large, migrating 5th star has a deep wealth of photons to supply Ezlaser engines. Meanwhile a small system such as the Sol system with only the 1 yellow sun would supply a drastically less efficient quantity of photon mass for an Ezlaser's function and results in a far less superior power system.
Speid - The common physical blade in the Joker galaxy, for both person and MH. Not to be confused with a Spaad, a device wielded by both humanoid and MH that emits an energy blade.
Veil - A shield utilized by Mortar Headds. While they can vary in size depending on the unit, the Veil is a vital part of the Headd's systems as it carries its own Ezlaser engine to augment the MH's power. Additionally, the Veil houses many of the unit's secondary weapons such as spare speids and anti personnel devices.
Diver - Those born with exceptional genes that effect the mind, allowing them to sense and utilize the mysterious energy of the universe. While lacking the physical enhancement of a Headdliner, a Diver could still be considered more powerful than a Liner with the great power that they can invoke. The standard Diver can conjure balls of fire, call forth bolts of energy, emit deadly force with a mere thought, disappear and teleport, and effectively anything in between; a Diver need only hone their control of the universal energies to learn new abilities.
There are however other ways a Diver's abilities can manifest. A Para Simul has heightened sense of the universe and its energy which allows them to see throughout time and space. Meanwhile, the Highbrain is able to cast their mind over the weak, bending them to their will and controlling their actions. Lastly, the exceptionally rare Alchemy Diver which is granted an even greater mind than all others. Their exceptional brain granting them inherent understanding of creation and construction, math and science incomprehensible to most, and therefore the ability to shape and manipulate the physical world through "alchemy". Very few Alchemy Divers exist at any given time, however the remnant genes of ancient Alchemy occasionally manifests partially and provides the world with a new genius inventor or scholar.
It is possible to have more than one or two of these "specializations" as a Diver. Those rare few who have been granted the ability of all Divers are called a Diver Force
Baiya - A rare fusion of the genes of a Headdliner and a Diver which results in the creation of a true superhuman. With the individual traits of both already being incredibly scarce, the birth of a Baiya is truly a marvel.
Overman King Gainer:
Overman - Biomechanical small size Mobile Weapons that are constructed using a mixture of conventional machinery and ancient super-technology
While often of very particular and deliberate designs or uses, they're relatively easy to mass produce certain models or create derivatives. Due to their complex, malleable and flexible construction, Overmen are considerably hardy and agile. Their layered system of mechanisms and armor, consisting first of a skeleton with individually motorized artificial muscle clusters which is then covered in a sort of suit to contain these systems along with fluids necessary for their operation, then an outer, more armored layer of much the same followed by any additional true armor such as breastplates, helmets, or otherwise non integral systems.
This construction makes Overman damage more like patching up human injuries, requiring taking off outer armor in order to access any lacerations or holes put into the inner suit.
The cockpit is in the chest or abdomen; panoramic monitors are standard and the space can fit 3 people if necessary.
Ancient/Early Overman - The first Overmen were created much the same way as their contemporaries, but their quality and power are nearly unparalleled to this day. Many possess wills of their own, moving of their own accord and acting on inscrutable whims; while they still have cockpits and relatively similar controls to the Overmen of today, their autonomy makes them rather unwieldy as pure weapons of war in untrained hands or those without the will to reign them in.
Overskill - A trait or ability inherent to every overman, its effect being unique to every specific model. Most Overskills are toggleable via a switch, button, or other apparatus within the cockpit of an Overman, however some Overmen have little reason to ever turn theirs off and others may simply have an Overskill that effects the Overman at a core level.
Overcoat - A detachable, additional layer of armor or equipment for an Overman. Some units rely on these more than others. Overcoats can supply an Overman with a variety of utilities depending on what is equipped ranging from simply carrying extra energy to increase an Overman's usage of their Overskill to actually adding a complimentary Overskill to the unit; however most Overmen are only designed with their own specific Overcoat in mind when it comes to actually equipping them- if they have one at all.
Oversense - A person's innate affinity for piloting an Overman, especially in regards to utilizing its Overskill. There is little known about the formation of this phenomenon other than the fact that those with high Oversense are likely to pass that down to their offspring. With Oversense, one is able to "bond" with and draw out the full and even latent potential of an Overman, using its tools in ingenious ways or creating techniques of sorts by applying the Overskill in specific ways. However, it has been observed that individuals can become "absorbed" by an Overman and become mentally unstable or erratic, especially after excessive use of an Overskill.
Photon Mat - An energy mass emitted by all Overmen. By controlling the rate of emission, Overmen are given their signature floating thrust and aerial movement and can even use the dense cluster of photons to attack or defend. Depending on the amount put out, the Photon Mat can range from being simply not visible to forming "gaseous" clouds of photons or the striking, halo-like Flying Ring which marks significantly high output.
Some Overmen rely on their Photon Mat to use their Overskill, some Overcoats simply increasing the range at which the Photon Mat can cover.
Silhouette Machine - A general term for a machine that is powered by a Silhouette Engine, a miraculous technology which utilizes vibration and heat energy at a molecular level along with a contiguous, integral shape (silhouette) to amplify and route that power throughout the whole unit. This process naturally produces heat and is a welcome byproduct for use in frigid climates. Because the entire structure of the machine constitutes the engine, a Silhouette Machine can sustain very heavy damage without suffering very much in the way of performance and are easily repairable; if a bipedal Silhouette Machine were to be bisected into a top and bottom half, both parts would technically still be operable separately.
There are some Silhouette Machines of considerable size called Silhouette Mammoths which often serve as their own buildings or have a specific utility as a structure.
Domeopolis - Covered and occasionally partially subterranean cities to house civilization in exceptionally harsh environments designed to be compact and self sufficient, relying on connectivity between different cities via integration with the global railroad networks. Some Domeopolis cities are constructed in and around giant mechanical structures which house their own old model Silhouette Engine design to keep from collapsing under their own weight and have broad solar panel arrays to draw energy and protect those under the "roof" from weather.
The King of Braves GaoGaiGar:
Trinary Solar System - The Trinary Solary System is, in truth, a cluster of 3 planets that are simply blazing with energy. These three planets are known simply as the Green Planet, the Red Planet, and the Purple Planet. Less noteworthy celestial bodies revolve around these 3. After the calamity of the Zonder mechanization, the Trinary Solar System is a wasteland and its "stars" no longer shine.
G-Stone -
Cain - The late ruler of the Green Planet. Unable to defend against the threat of the Zonder, Cain was forced to entrust the future to his infant son and sent the boy to the Sol system along with the faithful Galeon to watch over him.
Galeon - A leonine machine created by Cain to protect his son, the last survivor of the Green Planet. Designed to combine with a being bearing the burning willpower of the Green Planet, or by extension a G-Stone which acts as a conduit to generate such energy.
G-Stone - A special crystalline circuit capable of converting willpower into energy. Designed to mimic the son of Cain's purifying power, the energy of the G-Stone is a polar opposite to that produced by the Zonder; when the two clash they quickly destroy the other and leave the stronger source of power to remain. G-Stones are all linked via an "infinite information circuit". This circuit not only serves to send signals across vast distances, but also provides the basis for an "echo chamber" to convert an effectively infinite amount of willpower into effectively infinite energy provided there is such bravery within the hearts of those who bear G-Stones.
Abel - Late ruler of the Red Planet. Created the J-Jewel, a copy of the Green Planet's G-Stone, as well as the clone armies of the Soldato-J Division and the Arma series.
Soldato-J - Cybernetic soldiers of the Red Planet who bear J-Jewels and wield their power. As mass produced tools for combat, they are known only by numerical designations.
Arma - Bioweapons produced similarly to the Red Planet's cyborg armies. An Arma bears powers similar to the child of Cain of the Green Planet, able to produce powerful psychokinetic forces and purify Zonder.
Zonder - A mechanical lifeform born of a rogue machine meant to rid "minus energy", a collective term for negative emotions and stress, from the minds of the Purple Planet's denizens. Exceeding the scope of its initial programming, the machine evolved to mechanize organisms to not only meet its original purpose of eliminating "minus energy" but to go above and beyond and ensure that it would no longer be generated in the first place.
The Zonder are amorphous at a core level and are capable of shifting through solid matter and even taking in that matter to create more robust forms, culminating in the creation of a Zonder Robo which houses the Zonder itself inside a hardened core that is typically situated in a central location.
Zonder Robo - The result of a Zonder absorbing matter and/or infiltrating and taking over an existing machine or structure. Functionally an extension of the Zonder at its core, A Zonder Robo has the same amorphous traits and can easily mold its body into different modes, continue to draw in material to augment its size and power, and even regenerate over time from almost complete destruction provided the Zonder core is still intact.
Elementary Particle Z0 - Particles given off by the Zonder. They produce unique signatures and thus can be detected and tracked, however there are various ways a Zonder can obfuscate this- even simply by dematerializing and hiding within solid matter. In high densities, Z0 particles can Zonderize organisms without the need of Zonder Metal.
Zonder Metal - The foundation of all Zonder, Zonder Metal is the premier machine that eliminates "minus energy" from a host. When bonded to an organism, the Zonder Metal quickly invades their mind and brings out their latent fixations of stress to create a rampaging monster bent on fulfilling their desire until achieving closure. At that point, the resulting Zonder "matures" and begins to produce an immense amount of Zonder Spores which carry large masses of Z0 particles. If the Spores are left to develop fully, the Zonder is able to fire them all across a planet's surface and almost instantly mechanize a planet. This is the key to the Zonder's strategy.
Zonderian - A specialty Zonder that has "matured" well past being mere monsters. These Zonders are typically regarded as commanders and work under a master unit to coordinate the mechanization of a planet. While any Zonder can assume a human form, the Zonderians are most known for this as they "blend in" with the ordinary populace in order to scope out prime targets to create strong Zonder Robos.