The continuation of Memetia Legends Part 2! [quote=part 1 Intro] After the Armature Incident, the world of Memetia was facing peril. Most of the wildlife and vegetation was mutated or destroyed by bombing of the surface. Those who remain have either made remote settlements ore struggle under the regime of an oppressive alien force.
There have been rumors that some of the veterans that lived through the incident at the source have appeared after nearly fifty years thinking they all died. They may be allies, but they may have been what caused this whole incident...
FOR THOSE WHO PLAYED PART 1: You can insert the original character sheet as an application, and you will receive the gear you kept at the end and be placed in a unique situation.
FOR THOSE WHO JUST STARTED: Don't worry, you can still start here, and you will be able to play the story from this point.
Character Sheet Name: Athlete: Mind: Body: Race: Origin:
(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 Overall Endurance
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, and has gained more strength than before the Incident from forced labor in the Collective cities in Memetia. Body 6, Athlete 5, Mind 7
Chanian: Generally hated and stupid, they bulk up to Hulkish levels to compensate. They, however, have gotten a little brighter in the need of the epic wasteland that is now their home. Body 8, Athlete 6, Mind 5
Youtubian: In the 50 years, the Youtubains had to fix their cybernetic implants that have been broken since the invasion. This makes their bodies lighter, allowing for an easier time with athletics. Body 6, Athlete 4, Mind 9
Trollix: A more rebellious type of the aliens, they invaded Critizuela, wiping them all out. They decided that this would be a prime opportunity to break off from their oppressors. Body 6, Athlete 6, Mind 6
Origin: Determines stat modifications and the start of the character's story.
Laborer: An oppressed people who were forced to work in the Collective work camps. It's mind-numbing work, but it makes muscles strong. +2 body, -2 Mind.
Vansibane: Hermits that study the secrets of magic. Intense meditation makes them a little atrophied, but they can have a much more well-developed mind than normal. -1 Body, -2 Athlete, +3 Mind
Colonist: People who live in colonies other than the Collective cities. Stat-wise, they don't lose or gain anything.
Mercenary: A gun for hire. There's no charm to these cold soldiers of fortune, but they are more athletic and have more endurance than most. +1 body, +2 Athlete, -3 Mind
Survivor (VETERAN ONLY): Those who survived the Armature incident. The class for anyone who is re-using a character from Part 1. Keeps the same stats and equipment as they left with. [/quote]
Dr. Zed: Hmm...This may just be what I need for the Super-Soldier program. Also, Gravity Hammer is done and the team can now work on the smuggling ship.
You would need to stop for a moment to check your loot. Like just ahead...
Unfortunately, John doesn't really have the subtlety for sneaking. You do, however, have him stick his arm out in front of the door to counter any escapees. Sure enough, the shopkeeper tries to escape and John ends up pulling a Captain Carrot with the shopkeeper's face. You take $25000 from his cash register and grab the attachments.
Unfortunately, most of these attachments will need some tweaking before they will work with your guns. You find...
Five of- Masterkey Underbarrel Shotguns Underbarrel Grenade Launchers Yin Yang Sights Standard Scopes
Nameemyx Athlete:2 Mind:9 Body:6 Race:Youtubian Origin: Survivor Armor: Shadow Cloak Weapons Equipped: Ancient Tornadogun: 250/250 Mana Beam Shotsniper: Radioactive Mode Electric Guitar: 680/400 Mana Power Brush: 150/150 Ink Brush Techniques: Fire, Thunder, Boat, Wind Karma: 760 Group Leader: Demyx Members: Silent Beaver, Jack(TempNPC) Group Rank: Class E
You summarize the log data. It seems that the SynthElem project allows people with synthetic limbs to use magic. There's a lot of in-progress data, but you're able to piece together some technical specs you could use.
PROSTHETIC MANA CONDUCTOR Requires- Kinetic Musculature(0/3) Mana Channel Cables(4/4) Insulated Wondrium(2/3) Blood-Mana Pump(0/1)
You have been sent to assassinate Fthagn. You also have orders to not reveal your contractor and kill any competitors. You remember that he sent Hyrin and his group in, so they'll likely act as a good distraction while you sneak in. Speaking of which...
It appears that Hyrin's group is already together. You are keeping an eye out when suddenly the big one perks up and turns right at you. You're forced to back off into cover before he gets suspicious in the wrong way.