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]
Name:Justice Athlete:7 Mind:7 Body:5 Race:Warermaid Origin:Plot Karma:-150 Affinity:Ice -------------------------------------------------------------------- Armor: Caster's Robe Weapons Equipped: Orichalcum Trident: 750/750 Mana Harpoon Rifle: 74 Harpoons -------------------------------------------------------------------- Group Leader: Demyx Members: Silent Beaver(PS Demyx), Jack(kingjac11), Justice(PS Jack) Group Rank: Class D
You grab some of the glowchalk, and the light illuminates the room. You can hear a rumbling as a door the guards were pinned to moves up. When you go through, it moves back down and you can see that it has a purple-white swirl on it.
In this room, there appears to be several Obsidian platforms in the wall and lava flows. In the lava, there are some...what looks like small versions of Nova and a larger one.
When you hit the water, several mermaids and what looks like a dolphin made out of lasers are around you. The mermaids swim over to you and touch you, gently at first. You can feel two caressing your legs and-
*SPLASH*
The mermaids force your under the water and hold your arms and legs in vine whips. The laser dolphin swims in front of you, tightens itself up, rushes and...
*WHOOSH*
When scouts were sent later, they found only an arm with Dexter's badge stuck to it.
"... ok, this room must either require both our affinities at some point, or just that to open the door. anyway, let's look around and see what's going on"
Name:Justice Athlete:7 Mind:7 Body:5 Race:Warermaid Origin:Plot Karma:-150 Affinity:Ice -------------------------------------------------------------------- Armor: Caster's Robe Weapons Equipped: Orichalcum Trident: 750/750 Mana Harpoon Rifle: 74 Harpoons -------------------------------------------------------------------- Group Leader: Demyx Members: Silent Beaver(PS Demyx), Jack(kingjac11), Justice(PS Jack) Group Rank: Class D @kingjac11: Basically, magic does mostly whatever the hell you want. More precisely, it does whatever the hell IT wants and most of the time it matches your needs. Magic, being magic, isn't really well defined. One rule seems to be that a magic object can only work to an affinity, either its own or of one close. The glowchalk seems to be a particularly strong example of conductive affinities.
Ice plus lava usually equals water and Obsidian. Also, Obsidian has been shown to react strongly to Arcane forces. There seems to be a platform high up that the lava flow leads to.