The Armature Incident: an incident that was part of what sent Memetia tumbling into the Crysis period. The Crysis period lasted 50 years, until the Cheezburgian underground movement launched the first colony ship into space, named Hapy Landing. But, the Crysis and Imperical periods are for a later time... For now, we should delve into the Armature incident.
Character Sheet Name: Athlete: Mind: Body: Race: Job:
(Stats cannot go below 1. But still, prepare for... Unforseen consequences.)
Name: Kinda self-explanatory.
Athlete: Speed and Endurance. Some things can only be avoided by straight running.
Body: Strength and Aim. You may have to fight something off...
Mind: Intelligence and Charisma. What's a good game without a puzzle?
Race: What part of memetia you Hail from.
Cheezburgian: The most well-liked of anyone. Also, runs faster than average, but not as well toned. Body 4, Athlete 6, Mind 7
Chanian: Generally hated and stupid, they bulk up to Hulkish levels to compensate. Body 8, Athlete 6, Mind 3
Youtubian: An intelligent group who gains a little extra power from their mass. However, they have weak cardio. Body 6, Athlete 2, Mind 9
Critizuelan: Those who excel by not excelling. Body 5, Athlete 5, Mind 5
Job: What you do in Armature.
Security: The people who keep the labs safe. Can use Large weapons. +2 body, +2 Athlete, -4 Mind.
Scientist: The real eggheads or the place. Can use Tech weapons. -1 Body, -1 Athlete, +2 Mind
Science Assistant: People who help the scientists with daily work. Can use Mechanized weapons. +2 body, -2 Athlete, +1 Mind
Vansibane: No one is sure what they do. Can use Unconventional weapons. -2 body, +3 Athlete, -1 Mind
He's nearby, trying to hack into the system. In fact, he's on a higher spot. He seems to be approving various weapons for use now. Approving them for the Polix, anyways.
You go in with a Water-and-electricity spewing hose at the ready! Several guards have their guns readied (with wide-eyed expressions at your impressive guns).
You end up killing the guards with the weight of the sitar. You put the guards into nearby lockers. Just for effect, heads go in the upper compartment with the bodies propped in the big section. If anyone asks, then you kicked them into the lockers and they stuck like that.
You look at a map to find the security office. You check the armory, but it's all cleaned out! You wonder who took the guns and move to a nearby office.
You see someone who is too well-armed to be anyone but a security guy.