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: Collective Scientist Cloak Weapons Equipped: Power Bombs: 200/200 Mana(Power Bomb Mode) "Bakugami" Grenade Launcher: 99 Grenades Electric Guitar: 680/400 Mana KLC-42 Submachine Gun: 1250 Bullets Karma: 760 Group Leader: Demyx Members: Silent Beaver, Jack(kingjac11) Group Rank: Class E
You make the taunt and the remaining one gives you a look that can only be described as "I reject your reality and substitute my own!" and charges. While holding a gun. Where do they get these guys?
You run in a direction, and find an elevator that stops at this floor. Two guards walk out, and you run away from them, too. This chase continues until they trap you in an elevator.
Nameemyx Athlete:2 Mind:9 Body:6 Race:Youtubian Origin: Survivor Armor: Collective Major's Uniform Weapons Equipped: Power Bombs: 200/200 Mana(Power Bomb Mode) "Bakugami" Grenade Launcher: 99 Grenades Electric Guitar: 680/400 Mana KLC-42 Submachine Gun: 1150 Bullets Karma: 760 Group Leader: Demyx Members: Silent Beaver, Jack(kingjac11) Group Rank: Class E
You search a few of the rooms while SB searches elsewhere. You find 50 magnums rounds in total, 15 classified Collective documents and a few uniforms in total. You change into the uniforms so you're not conspicuous.
The R&D isn't on this floor, but you do break into the info room and kill the officers. Unfortunately, there isn't any info around. It makes you wonder if they wanted rid of this base.
//WARNING: BASE SELF-DESTRUCT SWITCH ACTIVATED. CONTROL ROOM ONE, ARE YOU READY?//
You don't gain any info from it since it's just a little turret. However, you do send it into the pit, to find that the bottom is full of jagged wood splinters.