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.
Nameemyx Athlete:2 Mind:9 Body:6 Race:Youtubian Origin: Survivor Armor: Shadow Cloak Weapons Equipped: Ancient Handgun: 250/250 Mana Beam Shotsniper: Thunder Mode Electric Guitar: 180/400 Mana Power Paintbrush: 120/150 Ink Karma: 760
Pwaaang.
You get in teh ink boat! after a while of riding downstream, you reach the end of the convenient groove. There's a thunderbolt block in the wall that you can hit.
BTW, I did NOT know that the bolt was the thunder god's symbol in Okami when I did that...
Nameemyx Athlete:2 Mind:9 Body:6 Race:Youtubian Origin: Survivor Armor: Shadow Cloak Weapons Equipped: Ancient Handgun: 250/250 Mana Beam Shotsniper: Thunder Mode Electric Guitar: 180/400 Mana Power Paintbrush: 120/150 Ink Karma: 760
... look around for anything to draw with, or if their's nothing, draw a line from the electricity to the things causing the electricity to try and over load it.
You are working to uncover to an ancient temple in a Collective drop-ship that lanced in Mt St. Helens. Or, at least you were until somebody broke in. Now, all of the guards are frantically running amok the base to find the guy who just went into the temple. you could use this to escape, or maybe check on that guy...
Nameemyx Athlete:2 Mind:9 Body:6 Race:Youtubian Origin: Survivor Armor: Shadow Cloak Weapons Equipped: Ancient Handgun: 250/250 Mana Beam Shotsniper: Thunder Mode Electric Guitar: 180/400 Mana Power Paintbrush: 120/150 Ink Karma: 760
You draw electricity from your guitar, but it does nothing since the traps are already overloaded.
****. I think I ended up losing a post and thought I had yours down. Sorry about that.
You, Haarken and John ride the canyon where the bridge across is. There's an expository backstory segment in between, but it's boring so the player holds start to skip. There are several bushes and rocks that you can use for cover while Haarken gets things set up, as well as rock outcroppings you may be able to use to get down.
Haarken: Alright. Hyrin, you get over and find a good spot to you can snipe the car and get the cars stuck under the bridge. John, you get to where you can clean up the stragglers. I'll set the bombs on the bridge. If the detonator fails, which it might, one of you will need to shoot one of the bombs. Don't worry about hitting all of them, they're wired in series so they'll go off when one is detonated.
Nameemyx Athlete:2 Mind:9 Body:6 Race:Youtubian Origin: Survivor Armor: Shadow Cloak Weapons Equipped: Ancient Handgun: 250/250 Mana Beam Shotsniper: Thunder Mode Electric Guitar: 700/400 Mana Power Paintbrush: 60/150 Ink Karma: 760
You go into the door, and you see a bridge connecting to a rock platform suspended by chains. The bridge has those strange wires you've been seeing everywhere.