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— The of many a in the franchise, as demonstrated. Gundam is a series of shows started by in 1979, for the genre, and basically the Japanese equivalent of.
Gundam is a and a veritable, encompassing not just televised anime, but also manga,, video games, plastic models, toys, theme park rides and a racing team sponsorship. The Gundam franchise is the for: • (now ) • • • • 'Gundamjack' (now ) • • The Gundam franchise provides examples of the following tropes: •: One of the hallmarks of the show is that there are no signs of extraterrestrial life, which originally made the show stand out from the pack.

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The only exceptions so far are mentioning a winged fossil found on Jupiter in passing, with the microbial 'Angel's Call', and, which includes in. •: Generally fielded by or while himself usually has a. •: There are some very strangely named characters in Gundam, there are also a scattering of people with completely mundane names. If we listed every bizarre name in every series, well. We'd be here all day.
•: Most of the in the series qualify as these. Particularly if you count flight-capable as 'aircraft'. •: While Gundam usually goes out of its way to show that, it's generally still the case that one side has the moral high ground. • On occasion it's not the ostensible protagonists.
There are moments early in where the protagonists (who are committing terrorist acts against military targets to bring about world peace) occupy a sort of middle ground between antagonists who are actually pretty evil (but ) and antagonists who are nice, morally sound people who happen to be fighting against the mysterious pseudo-terrorist group that just showed up. Later on, many of this latter group end up on the same side as or working with the protagonists, and then it becomes more clear-cut.
•: There are loads of supplements like side-stories and model kit manuals. You won't miss vital information by ignoring them. •: There's at least two in a series. She's always an important female character, usually the main character's (possible or ), or the. •: TV series, movie trilogies, manga, video games, and novels all retell the same stories. And all slightly differently. •: So far there's: • Universal Century: (January UC 0079), (September UC 0079), (October UC 0079), (late UC 0079), (December UC 0079), (UC 0083), (UC 0087), (UC 0088), (UC 0093), (UC 0096), (UC 0123), (UC 0153), (UC 223) note generally treated as, but not formally de-canonized, (RC 1014) note It has been confirmed that the Reguild Century is in the far future of UC, though when precisely UC ended and RC began is unknown at this time.
• Future Century: (FC 60) • After Colony: (AC 195), (AC 196) • After War: (AW 0015) • Correct Century: (CC 2345) • Cosmic Era: (CE 70), (CE 73), (CE 73) • Anno Domini (00): (2307 AD in the first season, 2311 in the second), (2314 AD) • Advanced Generation: (AG 115-201) • Post Disaster: (PD 323) •: Used for every series but, largely to avoid having to set a definitive ' setting. Amusingly, the first few series (from to ) simply filed the serial numbers off by setting them in the year 'UC 00XX', where XX was the year in the 20th century that the show was released., for example, was released in 1979 and set in UC 0079. • Not helping things was the fact that and had scenes identifying the date as 20XX (as in, 2079 for the original show); these were quietly out of later releases.
In response, fans attempted to pin down a specific year as UC 0001, using a couple of concrete dates note As in, a specific date AND day of the week from Gundam 0080 (January 14 falls on a Monday) and (0088 is a leap year, and by extension so is 0080 and all other UC years that are multiples of 4); the general consensus is that it's 2047 note The last official timelines ever published that include the AD era have 2045 as the last AD year mentioned, with 2047 being the earliest possible candidate after that based on the above dates. Still, it's just theory. •: The series takes place in the future, but due to the excessive use of how far in the future is impossible to pinpoint. •: The series' signature, Mobile Suits. •: The series was, after all, who was nicknamed.
•: Effective ejection systems are the exception rather than the rule in the franchise; in most instances, the pilot's best chance to survive is to pop the cockpit hatch and try to escape on foot — which is rarely an option while your mecha is exploding, although. •: A staple of the franchise are attack drones controlled by a pilot's psychic abilities, rather than onboard AI. Some shows have non-psychic versions available, but that just means they're manually remote-controlled instead. •: While several characters qualify, it's worth noting that the red 'beard' protrusion is one of the defining features of the Gundam's distinctive faceplate after the V-Fin. •: Most warships have impressive firepower in addition to their mobile suit payload..
•: Having downright pretty guys (more often than not, including the protagonists themselves) has been a hallmark for the series since about. Despite most of them being hardened soldiers, which doesn't typically lend itself toward that sort of thing.
•: By far the most common sort of ending to a Gundam series. Only a handful have unambigiously happy (,: Endless Waltz) or downer ( ) endings.
•: A pilot's helmet visor being cracked or outright shattered is a good indication that they're in a lot of trouble, though it's not usually an immediate death sentence since their cockpit is also pressurized. •: Gundam has an unusual take on this, partly because the Western definition of 'canon' in regards to fiction doesn't exist in Japan. All animated works are considered 'official', while is 'non-official'. This means that the various contradictory works (namely, the TV shows and their remakes) are equally 'canon', while some non-animated works like Crossbone Gundam are 'non-canon' despite being praised for their quality and attention to not mucking up the timeline. This makes it completely impossible to come up with any kind of 'one true version' of events: see below. •: Seen in everything from individual ships (many of which come equipped with rotating 'gravity block' sections) all the way up to the kilometers-long space colonies themselves (whose entire structures spin along one axis), because Gundam's tech level generally isn't advanced enough to support. •: Being the and, of course.
With the exception of the, there's at least one in every series where the original Char doesn't appear. Except, where Char was originally intended to appear, but was scrapped when was given the green light. •: Consciously averted. When Tomino wrote the original series, he decided to use particle-based weapons rather than lasers specifically because lasers would be invisible, instant-hit weapons and would kill a lot of the drama of battle. •: When a protagonist's love interest dies (and ), the writing focuses mainly on how the protagonist feels rather than the tragedy of said love interest's life being cut short.
•: The; Gundam series are extremely fond of dropping large objects onto targets from orbit. •: Comes and goes in phases.
The original Gundam had the ability to separate and recombine; this was downplayed later. The CE timeline has this in spades, as the titular mecha combine with 'packs' that seem expressly designed to of the mecha.
•: Many pilots either start or come to view their mobile suits this way. Relatively minor examples will do things like ask their mecha for more power when they're going all-out, while the most extreme cases will do things like asking for advice and then behaving as though the mobile suit has given it. •: Gundam loves these. The television series generally get compilation movie trilogies, and even some of the OAVs have gotten compilation movies of their own.
•: A single enemy in a new mobile suit is usually far more dangerous than a swarm of them attacking at once — even if it's the exact same model. •: By Sunrise's policy, only animated works are truly 'official'. However, that still makes it impossible to determine a single 'real' version of events, given that the franchise's full-length TV series are usually turned into movie triologies, which are to a greater ( Zeta's movie trilogy retconned its entire sequel series, ZZ, out of existence) or lesser (the Mobile Suit Gundam movie trilogy just removes some of the wackier influences and replaces shoddy animation with higher quality work) extent.
And yet, they're all equally canon in Sunrise's eyes. •: Generally averted — the bigger can ruin your day with even a near-miss. •: Sort of; the Gundams' iconic V crest attached to their heads. •: The main character usually has a ship to haul his Cool Mecha around. •: The main character usually ends up on the wrong end of a punitive beatdown at least once, and that's not even counting the beatdowns he's also likely to receive. •: New works set in early time periods (like Thunderbolt and The Origin, both set in the same period as the original Mobile Suit Gundam but made decades later) tend to include more modern-looking technology (like touchscreen interface controls) than the original shows set in that era.
•: The various Gundam settings are usually not pleasant places to live, often involving mass murder on the scale of millions or billions of people at a time, and the risk of humanity driving itself entirely to extinction. The only good news is that the protagonists are usually able to prevent complete disaster. •: Gundams tend to be an instigator of many of these.
They're made from a than other mobile suits, and their pilots are so they often mop the floor on the battlefield. •: The 'bad guy' mobile suits tend to have a single,; they're typically referred to as 'mono-eyes'. •: Usually the main character, when they're the type that start out as an experienced already. The tend to have dark and troubled presents instead. •: This series is one of the earliest known examples of removing the 'super' from the genre, transforming the into a glorified tank.
•: The main character's hometown, frequently a space colony, is usually wrecked early in the series. Sometimes directly leads to.
•: Less common than the, but more common than the. •: Ever since the original series, the classic melee loadout for a Gundam has been a pair of beam sabers, and if there's a variation from this formula, it's usually because the suit in question is fitted with even more blades as well.
•:,,, and everything in between. •: and are the only TV series that are totally devoid of a princess (or a princess-in-exile, or the daughter of an important official, be it government or a scientist) in a major and/or supporting role. And it's not uncommon for said character to be the for a major character, either note Of all the Gundam characters this trope applies to, there is only ONE who is not a love interest for a character in the show she appears in - Kycillia Zabi.
•: Used, subverted, and played with. Newtypes from the UC timeline are initially presented as this, but they ultimately don't seem to have much effect on the world beyond a handful of ridiculously skilled. Has an ending that explicitly states Newtypes are nothing of the sort, though since it's an alternate universe it's still an open question for the UC timeline. The CE timeline's Coordinators are a mixed bag — some of them consider themselves this, but many do not.
's Innovators are the concept played completely straight. The X-Rounders of are still on the fence; on the one hand, both sides are trying to cultivate them, but one of the series' most powerful considers them to be an evolutionary throwback rather than advancement. •: Sunrise's policy divided non-animate works in two categories.
If the work doesn't contradict with official animate 'white' works, then it's 'gray', somewhat acceptable add-on to the timeline (just don't expect Sunrise to support the events). Whatever contradict with official works is 'black', outright non-canon.
'I'm giving this guy such a headache right now.' Telepathy/Mind Reading is a that allows a character to read another person's thoughts and/or communicate with them mentally. At its most basic level, it functions as a short range radio, allowing the character to pick up the thoughts of those around him.
Sometimes, it has limitations such as touch or proximity, or only being able to 'hear' rather than 'see' thoughts. A common hurdle comes from being unable to probe deeper into the minds of those around them, as well as being something of a whenever an especially strong willed or horrifying character is around.
Psychic overload is also common in crowds, represented by a. Being a passive receptor and out can easily drive a psychic insane, making this potentially.
More advanced uses of telepathy involve receiving and, and probing beneath surface thoughts into memories, or outright going into a or dream travel. Some telepaths may be able to use, or at least see through other people's eyes. At its strongest, a telepath will be able to others, sometimes even to the point of, create after applying, create a and let it, or in general be a terrifying god who can their opponents. It's worth noting that for the above reasons telepathy is one of the most potentially powers, since it's basically an invasion of privacy of the worst kind. The telepath is the sighted man in the kingdom of the blind, and provided he's discreet he can know everyone down to their most intimate detail,. Thus, mind readers in Real Life would be complete.
This is why in settings with un- telepaths, they are often persecuted, policed, and. That is, when they aren't or Heroic telepaths are thus in a difficult position both inside and outside a story proving is not true.
An author wants them to be heroes, but has to somehow assuage the reader the character isn't a mental voyeur (or if he is, he's got a ) and the character will also have to put their colleagues at ease that they aren't likely to turn into a. To solve this, they often practice what they preach with. Telepathy comes in a lot of flavors: • is usually treated as a low grade telepath. • Twins will often share, sometimes to the point of between their bodies. • Very close people can also become, if not a more generic. • Aliens who are advanced enough become.
• A group of telepaths may create a. • A telepath or empath is frequently also a. • In science fiction may be achieved through people and allowing them to transmit thoughts through radio waves or some other form of wireless communication. • Some telepaths can and with animals, and even. • Others can instead • Many telepaths are portrayed as being able to sense the presence of each other or other people and animals, simply by being able to sense the presence of another mind. This may have a very limited range, or it may have a planetary scale; if suitably amplified. This tends to turn them into.
In a setting where there are telepaths, expect people to use to protect their thoughts, and telepaths to construct a to give each other a when they're snooping. Usually indicated by the.
When the ability requires physical contact it's. Subtropes: • • •. • In, there are a number of characters with greater or lesser degrees of telepathic abilities. • Natural born psychics include Charles Xavier, Jean Grey, Nathaniel Essex a.k.a. Sinister, Betsy Braddock, Emma Frost and Harry Thorson. • Telepaths via magic include Loki, Dumbledore and Voldemort in chapter 68, he steals a significant portion of Harry's psychic powers.
• In, the Hermit of Hekima possesses this ability. In The Curse of Death, he reads Simba's mind in order to get an idea of his personality. •: • Carly has the power to read minds and and can later sense others in her vicinity. • Tori has the power to actually 'communicate' with other minds, unlike Carly, and send thoughts across long distances, though she can't hear other's thoughts.
• Voldemort in can read minds, because he ' ' • In, Night Yagami can use her Shinigami Ears to hear people's thoughts. • In, there is the telepathy necklace, which lets Justice and Landras talk to each other via telepathy. This is to fix the fact that Light talked to Ryuk in his room without his family noticing.
•, introduces a kind of pseudo-telepaphy in by which magic users can communicate telepathically. • The / series Legion of Lawndale Heroes has a lot of telepaths, and deals with the problems of being a telepath. There are so many telepaths in society (albeit not revealed to the, they operate in government, the of many countries, and in ) that the nations of the world have laws enacted and adhered to by even the rogue nations that police people with not just psi-powers, but powers in general. You can actually get a legitimate job with, with the understanding that if you misuse them in your work,, not the fault of • In, the Kansael gives John the ability to communicate telepathically through water. Mostly this means he has to touch the others to “connect their water-strings,” but he can also connect them via a puddle, and he has much longer range in a body of water like the ocean, though just how long is not known.
Nor is it known whether he can do more than just talk. He can, however, tap into Ringo's mindsight. • In John proves unable to do anything except talk with his water-telepathy; he can't even take information from an unwilling mind. However, the ability of the four to speak together in telepathic privacy turns out to be immensely useful, since they can plan without fear of being overheard by anyone. • Also in Keys, John has to contend with a roomful of telepaths who are primed to mentally beat him up the second he tries to do anything. That he manages to evade them is partially due to the Kansael and partially to his own bad temper.
• George occasionally in Keys but never does figure out how to use telepathy. Alabama Drivers Permit Test Online. •, a followup story to by the expands further on the idea. Arparently, Luna and Celestia don't even need to speak, be in close proximity, or even use language in order to communicate with each other. They choose to communicate almost exclusively by mortal methods in order to maintain those skills as well as to respect each other's privacy.
• In, Joseph can read surface thoughts, including what a person is about to do. He can't probe deeper, but he does have enough control to block out thoughts. • The title character of is considered a telepath, as are the Psyches.
• When with in chapter 6, the behind Calvin being able to hear Garfield's thoughts is naturally, with Garfield's theory on the matter being that Calvin has this. • Johnny and Roy end up with a telepathic link in after they grab hands during a building collapse. They keep talking telepathically until over 24 hours later when they finally break the hold.
• The cat shifters in paranormal themed fic have telepathy as a standard ability when in cat form. •: A minor version of this occurs with great proficiency in Observation Haki, allowing someone focusing hard enough to read the emotions of others with extreme precision, to the point of understanding their thoughts. Luffy and Zoro, two who possess such a skill, have used it a few times to convey messages while in the presence of others. • In, several such as Mothra, Grand King Ghidorah, and Kaizer Ghidorah possess telepathic abilities, allowing them to communicate with other races like humans.
Since he's evil, Grand King Ghidorah also goes the mind control and routes. • Mostly monsters, but also humans to a limited degree, in the fanfic,.
Social customs dictate when a monster can read someone else's thoughts. • The Quasi-Dead from possess powerful telepathic powers. • The mutants in the second film are telepathic. •: • 's mutation grants him many psychic-related skills. He can read and communicate with other minds (in their, no less), access, suppress and restore memories, apply ( are his specialty and he knows a few ) along with, generate mental blocks around a mutant's subconscious to reduce the full magnitude of their ability,, summon a projection of himself,, and he can even. • Jean Grey, almost to Xavier's levels.
• Howard in has this as part of his Mind Control powers. • And in, the Genie can. • Regan MacNeil seems to have picked up some telepathic ability in, probably from using the brainwave synchronizer. When she helps autistic Sandra to speak, Dr. Tuskin knows exactly what she did and warns her it's not polite to get in people's heads without permission.
• Weaponised in when the Apache gunship crews can hear the aliens pleading in their heads that they're harmless and shouldn't be attacked. Colonel Curtis responds with his own. • in, where it seems like everyone else can read Jay Trotter's mind, especially when he's doing an calculating how much someone may make, and the person (like the bathroom attendant) admitting it's not much, but it's a living. • The series. As enhanced humanoids, the Alteriens are all telepathic. • The spirits and the Aash Ra are all telepaths in.
• Alfred Bester's novel explores what would happen to human societies if telepathy were discovered to be not only real and provable, but a talent that could be developed in the manner of any other skill. With a guild to maintain ethical standards, 'peepers' become valuable, contributing members of society.
• Gamina from has this ability. • The Flame and Deca from can do this. The Latter most sensibly, To Insider Trades on the stock market to get a huge fortune. •: • The (extinct) Tar-Aiym and the Ulru-Ujurrians in his series. • The Solarian Combine in Design for Great-Day, who have developed telepathy into what is effectively a multi-species, intergalactic.
This is treated as the natural and of all species. • The telepaths in 's Telepathist covers the heroic range of this trope (split into 'receptive' (able to listen) and 'projective' (two-way), but most of all it's seen as a benefit to mankind. Actually having the ability to feel and see what someone is thinking is shown to be invaluable in, say, clinical psychology or conflict negotiation. However,when a really powerful telepath succumbs to the temptation to construct a like their patients', they can construct a grand hallucination that another telepath has to. • In the, it seems that all magic users have the potential to become telepaths. Anyone with sufficient training can attempt to resist an attack upon their mind.
• 's classic, in which the core characters can share what they dub 'thought-shapes', implied to be an intermediate stage on the way to full telepathy. In the midst of its larger points re: resistance to change and growth, the novel also acts as probably the most famous serious exploration of the fear and horror telepathy might inspire in the wider 'normal' community. • In, this is how Lord Poppinjay attempts to communicate with his staff, much to their bewilderment. Alex is able to “communicate” back by offering suggestions as to the course of action, but phrasing it as though it was Poppinjay’s idea.
He confirms that of course, that is exactly what he was thinking. Dynisco Pt 482 Manual Lymphatic Drainage. • In 's series, the noble caste (referred to as 'Comyn'), have telepathy as one of their defining features, along with red hair. With a society where most of the people (at least those who appear in the books) have telepathy has led to interesting social rules like 'Do not enter another's mind without permission' and if one accidentally 'hears' something they weren't meant to, it is considered polite not to mention it. Also, if one is suffering from mental anguish, one tries to keep one's thoughts to oneself so as not to burden others with their emotions. These do not apply to the mind-blind peasant class, who treat the Comyn as descended from Gods. Interesting world, Darkover.
• Katherine Kurtz's have a full range of telepathy from an empathic sensing of emotions through Truth Reading (detecting if someone is telling a lie) through compelling them to speak the truth and all the way up to total. They can also send and receive words (Mind Speech) and images at a much faster rate than ordinary speech. These skills prove highly useful when questioning people or gathering information from scouts, not to mention fac.