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Jet Force Gemini RP OOC

PostPosted: Tue Nov 24, 2015 11:50 pm
by Zender_Solarheart
NOTE: This RP will NOT require extensive knowledge of the game it is based on.

What game is that?
Basically, there once was a little old Nintendo 64 game made by Rareware called Jet Force Gemini. The game took inspiration from a number of spacey sci-fi works around at the time, and it shows; if you know where to look, you can find shout-outs to Starship Troopers, Alien, and Battlestar Galactica, just to name a few sources. Story-wise, the game had a pretty simple premise. Big bad alien bug-thing named Mizar is leading his army of insect-like "Drones" in a bid to conquer all known space, and Jet Force went out to stop him. Unfortunately, Mizar had this huge battle cruiser called the Sekhmet, and blew most of the Jet Force fleet right out of the stars. Only the Gemini team - consisting of pro soldier Juno, his hot-blooded sister Vela, and their cyborg canine companion Lupus - managed to escape that bloodbath...and went on to royally fuck over the Drones' plans, blast Mizar to a pulp, and prevent his asteroid-sized desperation attack from doing an alternate ending to the classic movie Armageddon. What the game lacked in complex narrative was made up for with its immersive environments, fun run-and-gun action, and massive assortment of weapons with which to dish out the pain. Granted, the whole thing about rescuing all the Tribals could've been done without...but hey, no game's perfect, right?

Neat. Why is this in the RP forums?
Simple: because I'm making an RP based on Jet Force Gemini. Now, bear in mind, the RP will be set about 6 years after the game's events get wrapped up. However, that doesn't mean that you'll be stuck having to play as a Jet Force operative; for the most part, I intend to let your imaginations run wild, see what you come up with, and find a way to work it into the setting. After all, JFG wasn't exactly a story-heavy game, so its universe is actually rather malleable and open to..."artistic license," so to speak. :P

--SETTING--
Spoiler (click to show/hide):

The year is 2397. Having recovered from the crisis that the Drone emperor Mizar - or rather, Tribal King Jeff's envious brother, Barry - had presented, the Cosmic Union has resumed its prior expansion unto the stars, establishing new colonies on dozens of planets. Many of these planets lie within relative proximity of Earth, the pristine capital of the Union, where the many races encompassing its citizens are granted equal representation in Parliament. From the ever-adaptive Humans, to the warm and fuzzy Tribals, to the wise Yodarian psychics, and many more diverse sentient species, all who abide by Union law have a say in its legislation.

However, not all reaches of the Milky Way are so pristine and well-represented. For starters, the Drones - a militarized race of varying insectoid nomads - have survived the fall of Mizar, albeit with significantly less unity. What was once a single war machine led by a fascist tyrant has since fragmented into a number of feudal clans, most of which vie for dominance against the others. Of these clans, three tend to dominate the scene:

1: The Bantanath clan, led by a Drone named Takarut, which uses the mighty Sekhmet battle cruiser to intimidate other clans into bloodless annexation.
2: The Mesta clan, led by a gargantuan Drone named Satemi, which is known for using sheer numbers to win its battles, as it has the Drone Generator onboard its Spawnship to provide "a steady supply of reserves."
3: The Eboni clan, led by Queen Dendera, which takes up a quieter and surprisingly peaceful existence in the caves of Cerulean.

In addition to the Drones, there are also a number of criminal organizations large and small in regions of space beyond Union influence. The most well-known of these groups is the Marsoon-exclusive "Rufusi" mafia, whose primary sources of income are smuggling, hit-men, and slave trade. However, there are also plenty of freelancers contributing to the black market, as well as hired guns and quick-fingered thieves who will work for anyone willing to pay them enough.


--CONTENT DISCLAIMERS--
First and foremost, I should stress that this RP isn't simply about getting one's genitals wet. You can do that if you want, obviously, but the overall focus is for people to have a good time; whether that good time is had via violence, sex, or merely immersing oneself in the universe is up to each respective player. With that being said, there may arise certain types of content that may or may not offend some people's sensibilities, including but not limited to:

1: Furry-related content. Kind of a given, considering some of JFG's canon alien species, such as the Tribals.
2: Sex involving the bug-like Drones. Insectophobes and arachnophobes beware.
3: Robotic devices designed for "erotic entertainment," given how even in the far future sex still sells. Robosexuals rejoice, but technophobes be warned.
4: While less likely than the above examples, tentacles could come into play, depending on where you go. Aliens come in all shapes and sizes.

Of course, there are some lines that even I as GM cannot bring myself to cross, so I can promise that the below fetishes will not be set upon you at any point:

1: Gore, snuff, vore, scat, and/or watersports...or the "Five Nopes," as I like to call them.
2: Bestiality. I know some people here might not like that being ruled out, but...well, I have my reasons.
3: As far as what could be presented to one's character, the threat of rape will be negligible at best. It may end up being referred to or implied, but it's just not something I as a GM would feel comfortable throwing at players...even if this is LoK we're talking about here.

In addition, it should be noted that in the JFG universe, natural hermaphrodites have yet to be encountered. In other words, if you want to play as one, you'll have to give me a convincing in-universe explanation for it, and don't be surprised when it gets your character a variety of reactions.

--RACES--
This section lists intelligent races in Jet Force Gemini (with the names for some of them made up via artistic license, due to lack of in-game clarity). You can either choose from this list, or make your own; in the latter case, you'll have to come up with your own stat mods and racial trait.

Human
Spoiler (click to show/hide):

Life expectancy: 90 years.

Humans are a race of primates native to the planet Earth. Despite the generally livable conditions of their homeworld, they are surprisingly adaptive, a factor that has only been further enhanced in their technological development. Once they were developed enough to reach beyond their home in the Sol system, humans came into contact with a number of other races, and eventually helped form the Cosmic Union. Many see humanity as a jack of all trades, but a master of none; each individual among the species develops their own natural pros and cons, so you never quite know what you're going to get when you encounter one.

Stat mods: +1 to 1 stat of the player's choice.
Racial Trait: Adaptive. +2 to resist status effects.


Tribal
Spoiler (click to show/hide):

Life expectancy: 125 years.

The Tribals are a bear-like race that Mizar once had all but completely enslaved, but were freed 12 years ago by Jet Force's old Gemini team. Now, they have come to play a pivotal role in Union politics, being represented in Congress by their king Jeff. While not natural fighters, Tribals are known for their sharp wits, which came in handy during the Mizar Crisis.

Stat mods: +2 Wits, -1 Strength.
Racial Trait: Sneaky. +2 to stealth checks.


Marsoon
Spoiler (click to show/hide):

Life expectancy: 60 years.

The Marsoons are a race resembling a combination of mole and bird, though the "bird" part is mostly just a beak. Some liken them to the "platypus" creature of Earth, but they lack the flat tail and signature duck bill needed for such a comparison to be accurate. While their race does have some representation in the Union, there has been something of a stigma put on them after the "Magnificent Mining Mole Brothers" were exposed in their Tribal slave mining operation. Marsoons are also known for their strong, durable physiques...but aren't exactly the fastest things around.

Stat mods: +2 Strength, -1 Dexterity.
Racial Trait: Heave Ho. Can throw objects farther than normal.


Beltinian
Spoiler (click to show/hide):

Life expectancy: unknown.

A seldom-seen species, the frog-like Beltinians are nonetheless a hardy race. While multiple offers to join the Union have been extended to them, many turn them down, often because they "don't do very well with others." The only known organized community of Beltinians live in the ruins of Azura, where their amphibious bodies feel most at home; all others are essentially hermits, living in isolation for reasons that are rarely confirmed.

Stat mods: +2 Stamina, -1 Charisma.
Racial Trait: Amphibian. Can breathe underwater without an Aqua-Lung.


Yodarian
Spoiler (click to show/hide):

Life expectancy: 350.

The Yodarians are a peculiar species. Their most well-known features are their long life-expectancies and unique "Psynergy" powers, neither of which can yet be scientifically explained. While the average Yodarian life-span is roughly 350 years, some have been known to live for as long as 800. They are also known for being quite...visually appealing, leading some to nickname them "space elves." However, these gifts aren't permanent: at roughly the halfway point of their life, Yodarians suffer a sudden, rapid change in appearance, transforming their once beautiful body into one more akin to...this. Talk about a mid-life crisis...

Stat mods: +2 Intelligence, -1 Stamina.
Racial Trait: Natural Psynergy. Start with 20ft Mind Sense and 10-pound Telekinesis Psynergy powers.


Drone
Spoiler (click to show/hide):

Life expectancy: 50.

The insect-like Drones have the worst rap of all the known races in Union culture, due to the whole debacle with Mizar and such. In the years since, their society has fragmented into feudal clans, most of which stick to the old ways of having all the intellect kept at the top, and allow very little among the lower ranks. The only clan that is on anything near good terms with the Union is the Eboni clan, which eschews the feudal wars of the others in favor of a more peaceful and equalized existence, sheltered deep within the caverns of Cerulean. Then you have the "rogue" Drones, who leave the clans behind entirely in favor of doing things their own way.

Stat mods: +2 Dexterity, -1 Strength.
Racial Trait: Spry. +2 to feats of acrobatic agility.


--WEAPONS--
While each of you will get to customize a weapon for yourselves, there are also plenty of mass-produced weapons to choose from. These weapons typically come in 2 varieties: Primary weapons, which are excellent at taking down pedestrian targets, and Heavy weapons, which are optimized more for beefier foes like heavily-armored infantry and vehicles. Also, note that some weapons are more accurate if you have swift reflexes (Dexterity-based), while others are more about controlling high levels of recoil (Strength-based), and others still are something of a middle ground, using whichever stat is higher (Balanced).

Primary
Spoiler (click to show/hide):

--Pistol--
(Dexterity-based)

A mandatory piece for every Jet Force operative, the standard-issue Pistol fires energized pellets with the same damage output as the now-ancient .44 magnum. It can fire up to 7 pellets in rapid succession before needing to reload.
Secondary Mode: Stun Shot. Jet Force operatives can't just kill everything they see; some targets must be taken alive. In the event that a non-lethal takedown is needed, the Pistol can fire weaker "stun" pellets with lower penetration and damage, but enough stopping power to knock the wind out of most human-sized adversaries.

Rate of fire: 7 shots per turn.
Ammo: 100.
Range: Medium.

--Machine Gun--
(Strength-based)

Another Jet Force favorite, the Machine Gun fires similar pellets as the Pistol, but with a slightly weaker charge, meaning slightly less damage per shot. What those shots lose in quality is more than made up for in quantity, however; using an internal belt feeder mechanism, the Machine Gun can spit out constant rapid fire in a wide spray for as long as its ammo-count stays above zero. This makes it an efficient weapon for engaging groups of foes, as well as large, slow-moving targets if their armor isn't up to par.
Secondary Mode: Sentry Turret. In this mode, the Machine Gun can be mounted on a flat surface within arm's reach, be it the ground, a wall, or some other object. Once mounted, the gun will aim and fire itself using the wielder's IFF system to designate targets, though its own internal ammo supply will still be drained whenever it opens fire.

Rate of Fire: 20 shots per turn.
Starting Ammo: 150.
Range: Short.

--Plasma Shotgun--
(Balanced)

At first, the Plasma Shotgun's name might seem misleading; its primary firing system shoots two bolts of plasma that revolve around each other, dealing a nasty burn to whatever they hit. Uncharged, these bolts do little more than a Pistol's worth of damage; fully charged, however, they can potentially burn through the armor on a light vehicle. The "shotgun" element was added in as a secondary mode, after the threat of "false advertising" charges put Biff and Timmons Industries in a tight spot.
Secondary Mode: Spread Shot. Added in to settle the aforementioned charges out of court, this mode lets the Plasma Shotgun operate as its name implies: it fires a wide, short-range burst of plasma bolts, with the burst getting larger with a higher charge level.

Rate of fire: 5 per turn uncharged, 3 at partial charge, 1 at full charge or in Secondary mode.
Starting Ammo: 10.
Range: Medium primary, Short secondary.

--Flamethrower--
(Dexterity-based)

A morally frowned-upon and slightly inefficient weapon, the Flamethrower's greatest asset is its psychological effect: it's a lot easier to break the enemy's morale when they see the guy next to them set on fire, consumed by cruel burning agony.
Secondary Mode: Fireball launcher. This mode concentrates the flames into a single blast, which can be fired over a slightly longer range. It deals more damage on impact, but the flames don't burn as long.

Rate of Fire: 3 fireballs per turn, or 1 concentrated stream of flame at 5 ammo per turn.
Starting Ammo: 20.
Range: Very Short primary, Short secondary.

--Shocker--
(Balanced)

A fairly new weapon, the Shocker essentially takes what a taser does at point blank, extends it to medium range, and gives it enough power to kill. A green-colored stream of focused electricity shoots out from between the weapon's two projection pylons, and even a brief burst can incapacitate a target for up to several seconds.
Secondary Mode: Shockwave. Best saved as a last resort, this mode discharges all the weapon's present energy supply to fire a single, instantaneous bolt at the target, which then arcs to any other targets near the first. This bolt has no IFF selection, though, so be careful when using it near allies.

Rate of Fire: Constant Primary (3 ammo per turn), 1 bolt Secondary.
Starting Ammo: 30.
Range: Medium.

--Shurikens--
(Balanced)

A new take on an old classic, the Shuriken is based on a 4-pronged throwing weapon from a culture of ancient Earth history. Modern technology has enhanced its effectiveness, though; it now sports mono-mollecular blade edges, as well as a tracking system that lets it home in on targets. They can even be retrieved after use, unlike the energy or ballistics of most firearms. The one main issue is that they're slow in flight, and nimbler foes can evade them if they see the Shurikens coming.
Secondary Mode: None.

Starting Ammo: 20.
Range: Long, but can only travel up to 20 feet per turn.

--Fish Food--

Guess what you do with it.


Heavy
Spoiler (click to show/hide):

--Homing Missile Launcher--
(Balanced primary, Dexterity-based secondary)

While less powerful than its Tri-Rocket cousin, the Homing Missile Launcher sports a longer range, and does exactly what it says on the tin: launch homing missiles. The user achieves a lock-on by aiming at the desired target; once lock-on is achieved, a single trigger-pull sends a heat-seeking warhead in that direction.
Secondary Mode: Remote Missile. In this mode, the missiles do not lock on, but are instead guided by the wielder via remote control. This leaves the wielder vulnerable while staring at the control screen, but is a great way for catching beefier targets by surprise.

Rate of Fire: 1 missile per turn.
Starting Ammo: 5.
Range: Long.

--Tri-Rocket Launcher--
(Strength-based)

When you absolutely, positively have to kill every motherfucker in the room, the Tri-Rocket Launcher is for you. Three spiraling warheads create a blast zone of magnificent proportions, though the recoil of their launch is a force to be reckoned with.
Secondary Mode: Single Shot. This mode lets the user fire 1 rocket at a time, allowing for better aim control at the cost of reduced damage. Pretty simple, really.

Rate of Fire: 1 trio of rockets in Primary mode, or 2 per turn in Secondary mode.
Starting Ammo: 10.
Range: Medium.

--Sniper Rifle--
(Dexterity-based)

Easily the weapon with the longest range on this list, the Sniper Rifle uses a miniaturized railgun system to propel .50-caliber tungsten rounds over insane distances without sacrificing accuracy. It comes with a scope that can be zoomed in as far as 10x magnification, and was recently upgraded to include a thermal imaging mode for night-time use. Its one major drawback is that it takes a long time to reload between shots, despite the process itself being automated.
Secondary Mode: Silencer. A godsend for covert ops, this mode all but eliminates the sound of a fired shot, albeit at the price of the round's armor-piercing speed. Great for quietly picking off a small infantry team, not so much for nailing a tank in the fuel cell.

Rate of Fire: 1 shot per turn.
Starting Ammo: 15.
Range: Very Long.

--Grenades--
(Strength-based)

A staple of modern warfare, the standard Grenade is simpler to use than ever. A simple button press primes the Grenade, which explodes 2.5 seconds later. Try not to get carried away and blow yourself up.

Blast Radius: 10 feet.
Starting Ammo: 10.

--Remote Mines--

As their name implies, Remote Mines come with a handheld trigger for remote detonation, but they can also be set off by direct physical contact. They stick to most solid surfaces, which means that they can be set up on walls and cielings if you toss one hard enough to reach them.

Blast Radius: 5 feet.
Starting Ammo: 5.

--Timed Mines--

Timed Mines, like their Remote cousins, are thrown explosives that stick to most solid surfaces. These mines, however, come with both proximity and timed fuses. In proximity mode, they have a detection radius of 5 feet, and will detonate on any movement in that area, even by the user. In timed mode, the user must set a time limit on the fuse, up to 10 seconds.

Blast Radius: 5 feet.
Starting Ammo: 5.

--Cluster Bombs--

Some crazy genius in R&D thought that having just one explosion wasn't enough for handheld charges, and designed a bomb that makes 4 separate explosions. Specifically, the first bombs releases 3 smaller bombs on detonation for a massive blast zone. Cluster Bombs are awesome for destroying large groups of enemies, but use them sparingly; they're very rare and expensive, so you won't get a lot of them.

Blast Radius: 20 feet (10 from primary bomb, 10 per secondary).
Starting Ammo: 2.


<<CHARACTER CREATION>>


This is where data related to your character's creation goes. You get to make your own ship, as well. Also, it should be noted that Jet Force is looking for volunteers for the new Gemini team, now that the last of the old members (Juno and Vela) have been promoted to command ranks. There are only 4 spots open on the team, though, so get those applications in fast if you want onboard.

Spoiler (click to show/hide):

Name: (Easy-peasy.)
Race: (see the "Races" section.)
Gender: (Also easy-peasy.)
Age: (Check the "Races" section for each race's life expectancy, but please don't go any lower than 18, for legal reasons.)
Occupation: (NOTE: If you want to join the Jet Force team roster, be sure to put "Gemini Team" in this field. First come, first serve.)
Turn-Offs: (Since this RP is open to the potential for sex scenes, any kinks/fetishes you absolutely cannot tolerate should be made note of here.)
Appearance: (Picture preferred, but text will suffice.)

Stats: (You have 30 points to allocate between these stats. Max value for any starting stat is 5.)
STRENGTH: -2 (Affects melee attacks, recoil control, and throwing weapons.)
DEXTERITY: -2 (Affects movement speed, dodging, and accuracy with precision-based weapons.)
STAMINA: -2 (Affects your HP, improves ailment resistance, and reduces Suppression's effect on you.)
INTELLIGENCE: -2 (Affects usage of Psynergy skills, and helps you analyze various things.)
WITS: -2 (Affects resistance to Psynergy skills, and can help you notice things that others might miss.)
CHARISMA: -2 (Affects your psychological influence on other people, such as in diplomacy or verbal deception.)

Primary Weapon: (This is your stock anti-infantry weapon. Check the "Weapons" section for more info.)
Heavy Weapon: (This is your stock anti-vehicle weapon. Once again, check the "Weapons" section.)
Custom Weapon: (This is where you get to make a signature weapon for your character. Just list whether it prioritizes Strength or Dexterity.)

Pros: (What is your character especially good at? Be reasonable with the bonuses applied here; remember, I still have to approve these.)
Cons: (What does your character tend to fall short in? Once again, be reasonable; as a rule of thumb, make sure you have an equal number of Pros and Cons.)

Bio: (Tell us about your character's backstory. What planet was he/she born on? Is he/she known for a particular type of personality? Does he/she have a favorite food? Let your imagination run wild!)
Misc: (Anything you couldn't cover in the other fields that we should know? Put it here!)


-SHIP DESIGN-
Spoiler (click to show/hide):

Yes, you get a personal ship to fly around in. Considering how much space travel you're likely to do, you'll need it. This is where you get to put that beauty together...figuratively speaking, of course. These ships can come in one of 3 different size categories:

SMALL: Small ships are pretty much the bare essentials, as far as components go. You have a 1-person cockpit, a meager 200-pound cargo bay, room for 2 weapon systems, and a basic shield generator that deflects little more than bits of space debris. Tactically speaking, Small ships provide the best mobility, but they can't take a hit worth jack; a single trio of Tri-Rockets in the wrong place can knock one right out of the sky.
MEDIUM: Medium ships are noticeably more livable than Small ships, as they have not only a 2-seat cockpit, but also room for a bunk bed and simple mini-fridge in a small room just behind said cockpit. They also sport a 500-pound cargo bay, 4 weapon pod mounts, and shields that can actually withstand a fully-charged Plasma Shotgun. They strike a tactical balance between speed and armor, allowing the pilot a bit more breathing room when under fire.
LARGE: While still technically personal vessels, Large ships can easily double as a troop transport due to their 3-seat cockpit and roomy habitation quarters in the fuselage. Oh, and that's without factoring in their 6 weapon pods, 1200-pound cargo bay, and assault-grade shields and armor that can shrug off a Tri-Rocket salvo. The one major drawback is that their sheer size makes them easy targets to spot, and all that extra protection comes at the cost of maneuverability.

Name: (The name of your ship. Duh.)
Size: (Small, Medium, or Large?)
Weapons: (List up to 2 for Small ships, 4 for Medium, or 6 for large. Other than that, feel free to use your imagination.)
Appearance: (Once again, picture is recommended, but text will also do.)
Misc: (Anything else you want to tell us about your ship? Internal furnishings? A fancy A.I. plugged into the computer? A bumper sticker that reads "we brake for nobody?" Well, here's where you list that stuff.)


Gemini Team Roster:

1: Open.
2: Open.
3: Open.
4: Open.

Re: Jet Force Gemini RP OOC

PostPosted: Sun Nov 29, 2015 6:25 am
by Alkalannar
Work in progress. Will edit more info in.

Question: Are the Stat maximums before or after the racial mods?

Spoiler (click to show/hide):

Name: Raullaur
Race: Fteirle [males +1 str, +1 sta, -1 Int; females +1 Int, +1 Cha, -1 Str]
Gender: Male
Age: 25
Occupation: Gemini Force
Turn-offs: Humiliation, m/m, male submissiveness
Appearance: Tall, broad, stong, tawny-furred with a cinnamon-auburn mane. Pic forthcoming when I find a decent Aslani, Cathar, or Trianii picture.

Str: 5
Dex: 3
Sta: 5
Int: 0
Wis: 3
Cha: 3

Primary weapon: Machine gun
Heavy weapon: Tri-Rocket Launcher
Custom weapon: zweihander (str-based giant sword)

Ship name:
Size: Large
Weapons: 2 x Beam weapons, 2 x Missile/Torpedo weapons, 2 x Point defense turrets