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  1. RED Team (Team Fortress 2)
  2. Neutral Male Human(s)
  3. Minimum Bid: 96 GP
  4. Upkeep: 7/week
  5.  
  6.  
  7. RED Scout is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instant kill.
  8.  
  9. RED Soldier is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instant kill.
  10.  
  11. RED Pyro is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instant kill.
  12.  
  13. RED Demoman is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instant kill.
  14.  
  15. RED Heavy is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instant kill.
  16.  
  17. RED Engineer is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>, Construction PDA, Destruction PDA, and an infinite supply of metal. Only one of each building may be constructed at a time. No taunt is an instant kill.
  18.  
  19. RED Medic is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instantkill.
  20.  
  21. RED Sniper is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instant kill.
  22.  
  23. RED Spy is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>, Sapper, and a disguise of every rostered mercenary and assist. No taunt is an instant kill, though his backstab will kill instantly, and the enemy team is aware of this.
  24.  
  25. The RED Team are as they appear in Team Fortress 2 and its cinematics & comics. Each member has the equipment listed below. Only one of each of the Engineer’s buildings may be constructed at a time. No taunt is an instant kill, though the Spy’s backstab will kill instantly and the enemy team is aware of this.
  26.  
  27. Scout: <customization>
  28. Soldier: <customization>
  29. Pyro: <customization>
  30. Demoman: <customization>
  31. Heavy: <customization>
  32. Engineer: <customization> Construction PDA, Destruction PDA, and an infinite supply of metal.
  33. Medic: <customization>
  34. Sniper: <customization>
  35. Spy: <customization>, Sapper, and a disguise of every rostered mercenary and assist.
  36.  
  37.  
  38. Abilities
  39.  
  40. Customization: Each team member has their own customization. For each that is rostered, select one weapon from the following category to add to their battle write-up. If nothing is chosen, they will default to the first option listed in each category.
  41.  
  42. Scout
  43. Primary: Scattergun, Force-A-Nature, Shortstop, Soda Popper
  44. Secondary: Pistol, Bonk! Atomic Punch, Crit-a-Cola, Mad Milk
  45. Melee: Bat, Boston Basher, Fan O’War, Sun-on-a-Stick, Atomizer
  46.  
  47. Soldier
  48. Primary: Rocker Launcher, Direct Hit, Black Box, Cow Mangler 5000
  49. Secondary: Shotgun, Buff Banner, Gunboats, Battalion’s Backup, Concheror, Righteous Bison, B.A.S.E. Jumper
  50. Melee: Shovel, Equalizer, Disciplinary Action, Escape Plan
  51.  
  52. Pyro
  53. Primary: Flame Thrower, Backburner, Phloginstinator
  54. Secondary: Shotgun, Flare Gun, Detonator, Manmelter, Scorch Shot, Thermal Thruster, Gas Passer
  55. Melee: Fire Axe, Axtinguisher, Homewrecker, Powerjack, Sharpened Volcano Fragment, Third Degree, Neon Annihilator
  56.  
  57. Demoman
  58. Primary: Grenade Launcher, Loch-n-Load, Ali Baba’s Wee Booties, Loose Cannon, B.A.S.E. Jumper
  59. Secondary: Stickbomb Launcher, Scottish Resistance, Chargin’ Targe, Tide Turner, Quickiebomb Launcher
  60. Melee: Bottle, Eyelander, Scotsman’s Skullcutter, Ullapool Caber
  61.  
  62. Heavy
  63. Primary: Minigun, Natascha, Huo-Long Heater
  64. Secondary: Shotgun, Sandvich, Dalokohs Bar, Buffalo Steak Sandvich
  65. Melee: Fists, Killer Gloves of Boxing, Gloves of Running Urgently, Warrior’s Spirit, Fists of Steel
  66.  
  67. Engineer
  68. Primary: Shotgun, Frontier Justice, Pomson 6000, Rescue Ranger
  69. Secondary: Pistol, Wrangler, Short Circuit
  70. Melee: Wrench, Gunslinger, Southern Hospitality, Eureka Effect (which will teleport him to his team’s starting location)
  71.  
  72. Medic
  73. Primary: Syringe Gun, Blutsauger, Crusader’s Crossbow, Overdose
  74. Secondary: Medi Gun, Kritzkrieg, Quick-Fix, Vaccinator
  75. Melee: Bonesaw, Ubersaw, Solemn Vow
  76.  
  77. Sniper
  78. Primary: Sniper Rifle, Huntsman, Sydney Sleeper, Machina, Hitman’s Heatmaker,
  79. Secondary: Submachine Gun, Jarate, Razorback, Cozy Camper
  80. Melee: Kukri, Tribalman’s Shiv, Bushwacka, Shahanshah
  81.  
  82. Spy
  83. Secondary: Revolver, Ambassador, L’Entranger, Enforcer, Diamondback
  84. Melee: Knife, Your Eternal Reward, Conniver’s Kunai
  85. PDA 2: Invis Watch, Cloak and Dagger, Dead Ringer
  86.  
  87. Tags: Customization
  88.  
  89.  
  90. Meet The Team (Passive) - Each member of the RED Team is targeted separately for most abilities, and they will be considered individual targets for random selection abilities and pools. However, KO abilities and delays will hit the entire RED Team at once - if a single member is hit by one of these abilities, they all go down.
  91.  
  92. Tags: Passive, Clarification, Targeting
  93.  
  94.  
  95. Commence Team Scramble, Now! (Peacetime, 0 AP, Fatigue 1) - RED Team’s merc leader may divide them into as many groups of mercenaries as they would like. Each team will be considered to have a “Meet the Team” Passive, which will only apply to that individual group Additionally, each group may declare any ability that the RED Team has access to, though they must declare it individually - one group declaring an ability will not have it apply to another. Each group will be considered a 3/week mercenary, plus 1/week upkeep for every additional team member over 1. An individual RED Team member is considered unrosterable, and no RED Team group can be rostered in low tier without a paydown.
  96.  
  97. Tags: Peacetime, 0 AP, Fatigue 1, Upkeep Manipulation, Targeting Manipulation
  98.  
  99.  
  100. Mann Vs Mercs (Start of Battle, AP 1) - The RED Team is excellent in all the important fields - power, skill, and disposability. If a RED Team member is defeated during battle, they will revive at their team’s starting location fifteen seconds after being defeated. They will be unable to be revived through other means, including abilities. However, each RED Team member only needs to be defeated once for the opponent to be declared victorious. The enemy team knows about the RED Team’s quirk.
  101.  
  102. Tags: Start of Battle, 1 AP, Self-Targeting, Buff, Revive, Victory Qualification
  103.  
  104.  
  105. Upgrades
  106.  
  107. (Ability Upgrade; 10 XP)
  108.  
  109. -KO’s and delays now no longer hit the entire RED Team unless ‘RED Team’ is specified as a target. ‘RED Team’ may be be included in pools, only individual members can be.
  110.  
  111. (Ability Upgrade; 15 XP)
  112.  
  113. -RED Team groups under ‘Team Scramble’ are now considered 2/week plus 1/week for every group member over 1 mercs.
  114. -Spy, Scout, Pyro, Heavy, Sniper, and Medic may be rostered individually and may be rostered in Low Tier without paydown under the effect of ‘Team Scramble’.
  115.  
  116. (New Ability; 25 XP)
  117.  
  118. Mann Co. (Pre-Battle, 1 AP) - The mercs of Team Fortress 2 have long learned that payment is best applied by trading for various objects - mostly crates and hats. The RED Team may apply this same logic to mercenaries. At the time of this ability’s declaration, RED Team’s merc leader may swap any two weapons, vehicles, armors, or pieces of equipment mentioned in any of their rosterable mercs’ write-ups or customizations with another from another rosterable merc. Whether the mercenaries will be able to use the new equipment is up to interpretation. These swaps may occur multiple times under the single AP cost, though all swapping must be finalized in the same post that this ability is declared in.
  119.  
  120. If RED Team’s… team declares abilities first, this ability may be declared without specification. All swaps may take place during roster submission instead.
  121.  
  122. Tags: Pre-Battle, 1 AP, Team Global, Targeting, Allied Target, Weapon Targeting, Rosters Action
  123.  
  124.  
  125. Terrain: 2fort - Two parallel forts staring each other down across a river. All health and ammo drops are gone, all safe room barriers have been removed. Attackers begin in the BLU Team’s intelligence room, while defenders begin in the RED Team’s intelligence room.
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