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]
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 acquire the prototypes. You can also fill in the missing data on the formulas if you get a workbench. Now what?
Name:Viet Anh Athlete:6 Mind:6 Body:7 Race:Youtubian Origin: Mercenary
You see a service door at one end of the tunnel. You enter, and there's a ladder going up.
Going up the ladder, you exit in the testing area of the Collective base. It appears that the Explorers have an express tunnel to the Collective.
In the room, there are some targets on one end covered in what looks like mirror armor. On the other end, some scientists are firing energy and magic weapons at it, with every one bouncing off. Lasers, Beams, Plasmas, some weird thing that shoots blue spheres, Fire, Ice, Arcana and Wind don't do anything. It seems that bullets, however, are the weakness. The armor seems to yield when faced with rounds as small as a .22.
You jump in the vents, and crawl around for a while. You disable several traps in the vents along the way, so you can guess they finally wised up and figured out that everyone uses these things for sneaking.
Unfortunately, these vents only lead up to the Officer Quarters, not to Fthagn's Office. You can see an officer in this room, appears to be a Cheezburgian. Of course, being an Officer there's a 99.9% chance he's a traitor.
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
SB: The best way to do that would be to go to the Control Room and hit the primary thruster. A little error the Collective made with these ships is that the main thruster is in the tip. It works great while it's closed, but when it's partly open like this, it'll fry everyone inside. There's a seven minute window of time to escape, though.
@kingjac11: No problem. Feel free to reclaim your rightful place as Player Character when you're ready.
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
SB: Yes, we do. There should be an elevator around here we can take to the Science Apartments. Once in there, there should be an office that will have the code to the Officer's Quarters. From there, we can go to the Bridge and activate the main thrusters. Before we do that, it would be wise to find an emergency exit.
Hyrin: I do believe we got attacked, and John bricked a sniper. That about sums it up. I think you were on auto-battle for most of that fight. Don't worry, it's just a sort of adaptation we Mercenaries have in order to make fighting simple.
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
It looks like the emergency exit on this floor is just to run out. The Residentials share a flight of stairs, and the Bridge and Offices use a high-durability elevator. Or, you could destroy the right walls.