Title: Jet Force Requiem.
Setting: Spacey/Interstellar Science-Fiction.
Based on: Jet Force Gemini, Nintendo 64 game. Developed by Rareware, and released in 1999.
Game synopsis: Read the spoiler-tagged summary below. For more details, research at:
http://jetforcegemini.faithweb.com/.
Spoiler (click to show/hide):
The game begins with the battle-damaged starship of Jet Force's Gemini team drifting through space. Its crew is composed of Juno, a calm and strategic field-op; Vela, Juno's hot-blooded twin sister; and Lupus, the cyborg war-hound they have as a combat-specialized pet. They had recently fled from a large battle between the insect tyrant Mizar and his massive Drone armada, vs the rest of Jet Force, which was decimated by the seemingly-endless swarms of Drone opposition. Unfortunately, a Drone Spawnship tracks them down, and sends Soldier Drones in to board them. Out of options, the three abandon ship in their personal craft, with Juno holding the Drones back as Vela and Lupus escape, then taking his own craft down to the nearby planet Goldwood.
Through a series of varied events, violent shoot-outs, and brutal boss battles with Mizar's top-class military units, the three Gemini team operatives meet back up at Mizar's palace, where they pump the despot full of lead...or so they think. Mizar actually survives the battle, and hijacks a passing asteroid with which he aims to destroy Earth. The Tribal king Jeff reveals that he has an ancient ship built by their race's ancestors, which is their only shot at reaching the asteroid in time...but it has missing parts. After a much more extensive series of events, Tribal rescues, and scavenger hunts, they are able to repair the ship, and chase down the asteroid as it's drawing dangerously close to Earth. They gun down the tyrant for good, and with the help of a defected Drone assault robot Floyd, demolish the Asteroid into tiny bits. The Earth is saved, the Tribals are freed, and Gemini team is awarded a bunch of medals in a Star Wars-esque ending ceremony.
Current backstory:Spoiler (click to show/hide):
It is now Federation Calendar Year 3964. Over the 60 years between Mizar’s defeat, and the present day, Jet Force team has slowly rebuilt itself. Each of the Greek alphabet letters has regained its own team, and while Juno, Vela, and Lupus have been promoted to the top-brass rank of Alpha, their spots on Gemini team have been given to three volunteers. The Tribals have rebuilt much of their society as well, though the global devastation on the now-swampy Tawfret remains irrevocable.
Sadly, even today, peace is not universal. Without a Mizar-like leader to unite them, the Drones have devolved into a number of space-pirate clans, and raiding operations from the “Omnis Domina” clan are proving notably more troublesome than before. Their raids often involve highly-advanced weaponry of truly formidable power, which has made their insignia one that merchants avoid at all costs. To make matters worse, Jet Force Commander-in-Chief Juno has gone missing, and the resulting dent In strategic efficiency has actually caused some ground to be lost in anti-piracy efforts.
To address concerns on the Omnis Domina raids, Chairman Robert A. Baum of Baumtech Inc., supplier of top-notch military technology to Jet Force, is making a special (and private) announcement on a new prototype at this year’s Interstellar Tech Showcase, which Jet Force itself has sent operatives to for security. They can’t afford this tech falling into the wrong hands, especially with the recent rises in Drone piracy raids.
--Character creation--Your ability to customize your character is relatively flexible here, and I will allow for suggestions of custom-made races and/or factions. The lore of Jet Force Gemini is built in a way that lets such additions be made rather easily, within reason. That said, each race/faction suggestion will have to go through an approval process by yours truly - the GM - before being implemented. If there's such a suggestion you'd like to make, please PM me about it, along with a background description of the addition you're suggesting. For example, if you wanted to implement a custom race, you'd need to describe their appearance, and provide a decent backstory for me to base their culture and lifestyle on.
While these suggestions are indeed open, they are not required. I have lists for some "standard" races and factions down below, which you may select from if you so choose. Also, being part of any faction is optional in itself; if you want to be neutral, that's fine too.
--Races--Note that this list will be updated with any and all approved custom races as they surface.
Humans.Spoiler (click to show/hide):
The majority of Federation citizens, whose backstory is pretty much self-explanatory. While lacking in the natural boons of most other races, they generally learn quickly, and can adapt into a variety of roles with the right mindset.
Perk: Jack of all trades.
Quirk: Master of none.
(in other words, they have no particular pros or cons, being good for a well-rounded set of skills.)
Tribals.Spoiler (click to show/hide):
An anthropomorphic bear-like race, which tend to live twice as long as the average human. Few seek military roles, but those who do are often found in technical positions, as – in contrast to their appropriately “tribal” architecture – they have a unique knack for mechanical design and repair. They still carry a strong distaste for Drones and their associates, however, and with their planets now recognized as Federation protectorates, attacking them could put you on the receiving end of a Jet Force firearm.
Unique ability: “Super Repair.” When repairing damaged equipment, standard wait time is cut in half. If the equipment takes only 1 turn to repair, then it gains added damage resistance.
Perk: "The Knack." Increased ability in technical and mechanical tasks.
Quirk: "Natural Wimp." Physical strength is reduced.
Dugbeaks.Spoiler (click to show/hide):
A mole-like race of anthromorphs, who are largely driven by profit. Their key economic gain is in the mining industry, though they tend to conduct some of these operations in non-Federation territories, where they can forego the employment system in favor of slaves in the less law-bound areas. Mole Brothers Inc. once had such a mine on Rith Essa during the Mizar campaign, but after being infiltrated and shut down by Gemini team, and subsequently shut down by the Federation for “funding terrorism,” life for the Dugbeaks has turned to even less savory avenues, such as sex-slavery.
Unique ability: “Dig.” Dugbeaks can tunnel through most types of rock with their talons alone, Which can open access to special areas, among other things.
Perk: "Nature's Steroids." Physically strong.
Quirk: "Cannot Unsee." Generally not that good-looking, so don’t expect much admiration from the ladies.
Yodarians.Spoiler (click to show/hide):
The Yodarians’ background is largely mysterious. From birth up until roughly the age of 135 (equivalent of human age 45), they resemble blue or green-skinned elves in appearance, and are actually quite easy on the eyes. From that age onward, however, they take on something more like a chimpanzee with fur the color of their skin, and large, floppy, mouse-like ears. They are amazingly intelligent, and many have such powerful minds that they develop what is now known as “Psynergy.” Psynergy is pretty much psychic abilities, such as telekinesis and mind-reading. Commonly among the Federation’s foreign relations department in older ages, but younger Yodarians are occasionally seen in military roles, often as field tacticians and advisors.
Unique ability: “Psynergy.” A user-made (no god-mod powers) form of Psynergy is used; effects may be a special attack, buff/de-buffs on surrounding allies/enemies, or mind-reading (not guaranteed to always work).
Perk: "Master Debator." Increase in negotiating ability, and cannot be lied to.
Quirk: "Glass-Vested." 2x damage from physical attacks.
Amueliates. (courtesy of Reapergod36.)
Spoiler (click to show/hide):
Race Name: Amueliates (Nicknamed by human scientists to be called snowflakes. Due to that every Amuliates is unique. No two are the same)
Massive beast transport in both air and ground
Migrational and live on their giant beasts
These beasts are often varied to suit different missions and needs. But are most often a brutish ape like lizard. With thick and large claws, as well as muscled arms and legs that they walk on all fours with. Their eyes often glow when they see another life form besides an Amueliates. They have massive tails like an crocodile that they can use to attack as well, although it betters. Because they have spikes on the sides of the tail. Amueliates often build entire cities on the eldest of the beasts. While the younger are used as transports. In space, like the Amueliates themselves. They propel themselves through gases in their bodies, through space. Odorless and often cloaking them from sensors.
Friction guns, friction makes heat. The gun will shoot an friction wave at you like a wall. That will light you on fire.
Electronic parasite nanite darts that change enemy to ally for a type of ammo
Energy based weapons. Replacing metals in war.
Reduced damage taken from energy weapons, and lasers.
Increase damage taken from gunfire, and ballistics.
Increased optical senses, switching to night vision and thermal. Transitions much faster than human.
Increased weakness to flashbang and optical disruption grenades.
Their grafted on armor provides little to no weakness vs. flame-like weapons.
Sex that requires an injection of phermones that make the sex partner(s) very aggressive and dominant.
Robots do most of the manual work, but run on any sexual extract and have a sex drive (the rapist kind.)
The rest of the race works to perfect their arts of combat to the extreme.(include some example classes)
For instance some warriors have gone to extreme with being stealthy and blending into the enemy. To the point where they will steal flesh, skin, and hair, to remain said body. And some even go so far to put poison in their genitalia and offer themselves for sex to the enemy. Others will say, favor claw weapons on thier hands and chop off their entire arm to make it a rocket firing claw weapon that grabs you and brings you in close via energy chain
The few that aren't really extreme into physical combat arts. Are the calm and sirene, Quellens a intelligent and powerfull (if well studied) magic user. That drawns power from a force known as only as the "The Calm" to the Amueliates. As they see Quellens reduce a roaring battlefield to a calm state.
The Amueliates are of many shapes and sizes. But the generalization of the race, armored plates grafted to the skin. With energy strands waving up and down, with a touch soft as silk. As well as a variety of colors. A plate over there entire face, giving them an inhuman look. The plate is smooth, without any dicerning features. Physical warriors, often are much different. Seeking to carve their face plate to be a object of horror. Because of this armor grafted appearance. The Amueliates are often hard to operate on medically as well as disect. As often they will have safety mechanisms to kill themselves. If they the plates are removed improperly, a feature only the Amueliates know. Because of this difficult procedure, the Amueliates often focus on energy based, or liquid based healing. As energy based healing is not intrusive, and liquid can just soak in. Their statures vary, but most are thin, slender, and lean. Standing at around 7-8ft tall. Also their feet have four toes (Think Cooler's final form, from dbz to make sure you know what i'm talking about for the feet. But remember their feet have four toes not three)

There feet also have jets that propel an odorless sensor cloaking gas that will propel them through liquid and jam sensors.
The Amueliates religion revolves around something rather unusual. Instead of worshipping their best virtues. They worship their worst, as they find they can better focus on controlling their darker tendancies when they focus on them. Their other gods are celebrated and worshipped. But none so much as Re'vera the goddess of the mist. She is a physical being of immense power. That only interferes for her own self enjoyment. Sexual, emotional, or war torn, she is known to be seen by the Amueliates. As well as to be able to affect them. Amueliates do not frown upon those who fall under dark tendencies. Due to how much of her influence is focused on. She cannot be seen by other races. But when she is seen by an Amueliate. A faint purple mist with surround the Amueliate. It has happened that one Amueliate will not see her. As one will see her. It has even gone so far as for millions to see her at once. Which the more who see her. The less and less opaque the purple mist becomes. As well as the wider it spreads. Her appearance is a purple demon with sexually enticing features. The main problem, and the most enticing for the males is how well she conceals herself. Giving just enough show of flesh. But hiding with clothing that isn't too concealing or too revealing. Although she seems to never be beyond teasing her true naked form. But never to actually show it. She will wear many different attractive outfits. To suit the major attractions the male may have. But she maintains a constant form and motive. Her most notable occurance was killing the Warlord of the Amueliates, after he insulted her. Calling her a "teasing whore" None know why, because during these visions the Amueliates movements are brought to a halt even though they may be moving in real life. But their speech continues. Most often when an Amueliate is visited, man or woman. They fall to their knees sitting with there legs spread. Sitting on their legs, and then hands palms up, laying on top of either leg's thigh. One on each. While the goddess of the mist has offered great suffering. She is capable of great gifts, such as "The Calm". As well the ability for the Amueliates to shape their bodies as they see fit. She often favors those who excel at what they focus on. As well as in those who do so in their own unique way.
Nekos. (courtesy of Daxtinator.)
Spoiler (click to show/hide):
A nomadic space faring race, the Nekos often just go where they fancy following rumours and many become mercs or merchants.
Unique ability: "Cat's Paw." Allows Nekos to use one handed weapons while clinging to walls due to their claws and natural climbing ability.
Perk: "Catlike Reflexes." Increased chance to dodge thrown weapons or explosives.
Quirk: "Flammable." 2x damage from energy weapons.
Drones.Spoiler (click to show/hide):
Labeled as “scum of the galaxy,” these insectoid anthromorphs are very well-known for both long-past and recent acts of crime, violence, and oppression. Their society is largely driven by strength and combat ability; stronger and more skilled Drones end up higher in rank, while the not-so-gifted take up lower ranks, often even being simple laborers (or breeders) if they can't even be a Soldier Drone. When united under Mizar’s banner, they were even more dangerous, though now they are far less organized, having split into pirate clans.
Unique ability: “Power Jump.” Drones have very strong legs, which allows them to jump twice as high as any equally-fit individual of a separate species.
Perk: "Eye of the Hornet." Very accurate with firearms.
Quirk: "Pride and Prejudice." Bad reputation makes most others shoot first, and ask questions never.
--Factions--Like the other list, this one will be updated as custom additions are accepted. However, I suggest that any of you with ideas inform me before the IC thread starts up; being able to fit new factions in, while keeping things in-line with the story, will become more difficult later on. Once again, having a faction is optional.
Cosmic Federation.Spoiler (click to show/hide):
Like any democracy, the Federation is a connection of many smaller cultures into one political bond of mutual interest. The politicians do business similarly to the United Nations: they allow each culture to operate independently, as long as it does not serve to harm, degrade, or undermine another allied state. Of course, should one ally seek the subversion and/or destruction of another, they will have the full weight of all other Federation states bearing down on them, though such an incident has yet to occur. At present, the Federation has three* races represented in its Council: the Humans, the Tribals, and the Yodarians. The Dugbeaks declined entry, opting to remain a neutral faction to their interests, and as for the Drones...well needless to say, they didn't get an invitation.
*If a custom-made race is integrated later on, with representation in the Federation, they will be added to the starting three.
Drone Pirate Clans.Spoiler (click to show/hide):
Ever since they splintered into clans, the Drones have been going back and forth between raids on merchant vessels, and small "turf wars" between clans. In each skirmish, survivors of the losing clan are given an ultimatum: either join the victorious clan via assimilation, or be destroyed. More often than not, the defeated choose assimilation, and either way, the victorious grow stronger. It is through this process that the Omni Dominus clan gained ground, and became the largest among the Drones. Their leader is rarely seen, but when he is, everything below his shoulders is hidden from view, and his face is obscured by a purple-tinted visor on his helmet.
The Ecstacy. (courtesy of Reapergod36.)
Spoiler (click to show/hide):
The Ecstacy - A society mainly comprized of Amueliati. Is one that seeks perfection in certain of many things or only in one. Often to the extreme, some try to help others assume their perfection. But some are trying to perfect stealth and espionage. So accepting help is somewhat unwise. This faction was formed when the Amueliates learned to seek alliance from other like-minded races.
--Action System and Skill Ranks--Combat and skill-dependent actions will be determined largely on the basis of causality; if the way you go about a task would work in a real-life form of the situation, chances are that it will work here. That said, there is still something in place to estimate your proficiency in certain skills, which I call the “Skill Rank” system.
There are 6 skill types in this RP:
•Power. This is your physical strength, and your ability to exert it. This also helps reduce how much recoil you get from discharging a heavy projectile weapon.
•Awareness. This is your ability to detect things not immediately obvious, such as a hard-to-spot button on a distant wall.
•Endurance. This is your ability to withstand physical stress and damage. It also affects how far you can fall without hurting yourself.
•Intelligence. Simply put, this is your brainpower, and how efficiently you learn new stuff.
•Agility. This is your ability to move quickly, make swift evasive maneuvers, and change direction when moving at a high speed.
•Charisma. This is your ability to hold sway in negotiation, haggling, and similar tasks. Sex-appeal won't get everything done, ya know.

Unlike other RPs, however, these are not true stats, as they are not given a numerical value for any algorithm. Instead, they are given a “rank” to illustrate how proficient the character is in that skill. These ranks range from A to E, with A being highest, and E being lowest. For example, your typical tank-type character will likely have an A in Power, and at least a B in Endurance, but perhaps a D or E in Agility.
In order to prevent abuse of this system (e.g., a well-rounded character who happens to have A in every skill), each rank will be given a number between 1 and 5, which will correspond to a set of “points” you are permitted to spend when creating your character. A-level rank will expend 5 points, B 4 points, and so on. You are not required to have an A in anything, and if you so choose, you could make a jack-of-all-trades kind of character with B or C rank in each skill.
--Character Sheet--Name: <No-brainer.>
Age: <None below the age of 18, or the equivalent developmental age in a non-human species.>
Race: <Either one of the races listed above, or make your own. Custom races must come with a perk and quirk; Unique Ability is optional, but recommended.>
Gender: <Once again, no-brainer.>
Appearance: <Picture is preferable, but a written description will also suffice.>
Faction: <Jet Force, Drones (specify clan), Mercenary, Other (specify if so), or none.>
Weapon specialty: <Primary and secondary. Weapons will be assigned at the start of the RP based on this; if your character is in a non-combat role, then they will receive equipment that can be used like a weapon if needed.>
-Skill ranks- (15 points to spend. A = 5 points, B = 4 points, and so on. Each field has 1 point in it to start with, which is equivalent to each field having an E. All points must be expended, regardless of what ranks you end up with. Note that no field can exceed an A rank.)
Power:
Awareness:
Endurance:
Intelligence:
Agility:
Charisma: