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.
Name:Jim Athlete:7 Mind:4 Body:7 Race:Cheeseburgian Origin:Mercenary Armor: Troper Element Suit Weapons Equipped: they did sco "Chimera" Submachinegun: 205 bullets Money: $15000 they did whisky it is now lets go
Nameemyx Athlete:2 Mind:9 Body:6 Race:Youtubian Origin: Survivor Armor: Shadow Cloak Weapons Equipped: "Bakugami" Grenade Launcher: 120 Grenades Beam Spreader/Sniper Rifle: MAX Power Electric Guitar: 400/400 Mana Power Orbs(Fire): 200/200 Mana Karma: 740
There appears to be very simple circuits in the tablet, similar to those in the brush.
Name: Marcus Athlete: 9 Mind: 8 Body: 4 Race: Cheezburgian Origin:Survivor Armor: Con Coat + 9mm ammo: 40 Plas-A88: 6 Arc Reactor: 12 Karma: Universe is too biased to determine
The ceramic plates of the shuttle are better than the ones in your coat. Plus, the natural color matches the color of your coat, so you can add the plates to make it a Con Coat +, adding a point to Body.
Thou must eliminate the Collective and the Alliance that the Balcheans and the Syphronitzan spoke of. They preach good intentions, but will lead to the destruction of all life.
Name:Jim Athlete:7 Mind:4 Body:7 Race:Cheeseburgian Origin:Mercenary Armor: Troper Element Suit Weapons Equipped: they did sco "Chimera" Submachinegun: 205 bullets Money: $15000
Scotty gives Gordon a bottle of whiskey since he lost.
Gordon: So, back to the Guild in Happycat's Hope to try again with the proof this time that the Collective doesn't want us working for them?
Very good. I'm tired of riddles. Now, you must rest. Unless there's something else...?
Name:Jim Athlete:7 Mind:4 Body:7 Race:Cheeseburgian Origin:Mercenary Armor: Troper Element Suit Weapons Equipped: they did sco "Chimera" Submachinegun: 205 bullets Money: $15000
You travel to Happycat's Hope! It's one of the more well-developed towns in Cheezburgia. It has a scrap barrier protecting it. You walk up to the heavy door.
Watchman: Halt! Are you settlers seeking refuge or mercenaries seeking guildship?
Scotty: If you remember the real password you can use it, or I can just use the password that works everywhere.
Name: Marcus Athlete: 9 Mind: 8 Body: 4 Race: Cheezburgian Origin:Survivor Armor: Con Coat + 9mm ammo: 40 Plas-A88: 6 Arc Reactor: 12 Karma: Universe is too biased to determine
You head to your home that you remember from before the incident.
You hear a siren blaring as you approach the old town. With the combined total of your conning efforts, your sentence at Armature and the 50 year gap between Part 1 and 2, you haven't been here in...about 76 years. From what you can tell, it hasn't changed except for the damage. It seems that there's nothing and no-one left. There is, however, a strange rumbling from that monocle you were given.