Johnbobb

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Oct 11th, 2018
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  1. Blob (de Blob)
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  3. Heroic Male Otherworldly
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  5. Support
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  9. Abilities
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  13. War On Color (Start of Battle, R echarge 2) - Once every three weeks, the terrain will be turned entirely white and paint tubes will be spread throughout the terrain. Blob's attached merc will adapt Blob's powers, starting the match in a water-like state and absorbing the paint on contact, changing color and growing in size as they collect more. When they come into contact with white surfaces, the surfaces will be painted. Any mercenaries with song-based passives will have their songs' volumes and their strength increase by 1% per square yard painted. The watery transformation will not weaken the mercenary in any way and they will maintain their normal parameters, abilities and weapons, but contact with water will drain the paint from them.
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  17. Upgrades
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  21. Ability Upgrade - Only mercenaries on Blob's team can be buffed by painting the terrain.
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  25. New Ability - "Monochromatic Morons!" (Start of Battle, Recharge 3) - Once every four weeks, the enemy team will be taken over by the INKT corporation, and transformed into Inkys. They will retain their normal abilities, parameters and weapons, but will all be indistinguishable from each other and will only be able to communicate through squeaks.
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  29. Ability Upgrade - One post-rosters enemy will be randomly selected as the Papa Blanc and one as the Blanc, as they appear in de Blob 2. The Blanc will be unable to attack until after the Papa Blanc is defeated, at which point the Blanc will return to their normal self.
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  31. Terrain
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  35. Chroma City - A large, modern city completely drained of color. INKT soldiers are present throughout the city, spraying speed-decreasing ink at mercenaries on both teams.
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  40. The Batter (OFF)
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  42. Neutral Male Otherworldly
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  46. The Batter is as he appears while playable in OFF. He is equipped with the Ashley Bat, Aura of Power, Neil Tunic, The Color of Neglect, and Wednesday. He is accompanied by Add-On <Loadout>, which is equipped with the Perfect Symbol, Aura of Lunacy, Femur Epidermis, Color of Neglect, and Tuesday.
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  48. Abilities
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  52. Show Yourselves, Corrupted Children! (Passive) - Whenever The Batter enters combat, "Pepper Steak" will play. Only The Batter and whoever he's fighting can hear the song.
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  56. Loadout - Every week, The Batter may bring with him a single Add-On. The Add-Ons are all considered identical Neutral Genderless Otherworldly... things, though they do not interact at all with abilities and are considered to simply accompany The Batter. If The Batter is delayed, they will also be delayed. Omega does not have access to Optimized Blur.
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  60. Alpha
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  62. Omega
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  64. Eplison
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  68. Purification In Progress (Start of Battle, Recharge 3) - Once every four weeks, The Batter may purify a pre-selected allied mercenary or a random post-rosters enemy mercenary. They will be reclassified as 'Neutral' and lose all semblances of their personality, becoming an entirely autonomous blank slate that won't even react to defend themselves. Other than breathing or other natural processes to keep alive, the mercenary will be required to be ordered around to perform any action, and will follow any command that they hear prefaced with their name before the command. Only The Batter's team knows about this if this ability targets an ally, while both teams know about this if this ability targets an enemy.
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  70. Upgrades
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  74. Character Upgrade - The Batter gains 2 Jokers, which he and the Add-ons may only use on each other.
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  78. Character Upgrade - Two add-ons may be brought at once.
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  82. New Ability - N...No...Uh...I Don't Know (Start of Battle, Recharge 2) - Once every three weeks, The Batter's team will not die upon being defeated in battle. Instead, their heads will explode upon defeat, turning them into Burnts. Burnts cannot see or hear, but may rely on touch or psychic abilities to maneuver, and are otherwise as capable as the original mercenary. Burnts can still sustain damage, but cannot die in full, rising up if they'd be capable of doing so. If all mercs are reduced to Burnts, their team will be considered defeated. If The Batter's team loses while reduced to Burnts, a random rostered mercenary on The Batter's team will be injured the next time they are eligible to be rostered.
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  84. Terrain
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  88. Amusement Park - The world's most low-risk amusement park, complete with chairs meant to emulate the feeling of a roller coaster, a balloon popping game, and lakes of liquid plastic. The plastic is perfectly fine to swim in, but there is a duck pedalo if you find it icky. All NPC's are removed, access to the rest of Zone 2 is denied.
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  92. Ancient Ogre (Tekken)
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  94. Villainous Male Otherworldly
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  98. Ancient Ogre is as he appears in the Tekken series, including Devil Within. He cannot create other Ogres or transform into True Ogre. He cannot absorb other fighters.
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  102. True Ogre is as he appears in the Tekken series, including Devil Within. He cannot create other Ogres, but may transform into Monstrous Ogre.
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  104. Abilities
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  108. True Ogre (Passive) - If Ogre is rostered in High Tier, his merc leader may choose if he is in his regular or True Ogre form.
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  112. Devourer (Results) - If Ogre was rostered during Wartime, he may take what he desires from the fallen. Ogre may choose a pre-selected mercenary from the losing team of his match and devour them. If allied, the mercenary will be injured the next time they are eligible to be rostered. If enemy, the mercenary is ineligible for Results abilities or to receive EXP. Ogre will learn all of the physical abilities of the mercenary, being able to perfectly replicate their fighting techniques and ki-based attacks, though he will never duplicate any weapons. Ogre may learn up to four styles at a time, but may replace one with another upon learning a new one. These fighting styles are only available in Ancient Ogre form. Fighting styles learned are as follows:
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  124. Upgrades
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  128. Ability Upgrade: True Ogre can be used as a pre-battle ability during mid-tier matches, putting the ability on two weeks of recharge.
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  132. Character Upgrade: Ancient Ogre can learn up to seven styles.
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  136. New Ability: Ogre Gene (Pre-Battle, Recharge 4) - Once every five weeks, Ogre may instantly trigger all transformation abilities for both teams, even if the ability is already on recharge. However, all transformed mercenaries other than Ogre will become berserked, attacking friend and foe alike, though starting the match charging in the direction of the enemy team. All abilities triggered in this way will go on half of their normal recharge, rounded up (or if already on recharge, this will be added to it).
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  138. Terrain
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  142. Ogre's Temple - The inner sanctum of ancient ruins in Mexico. Access to the rest of the world is denied.
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  146. Jinx (League of Legends)
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  148. Neutral Female Human
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  152. Jinx is as she appears in League of Legends and its cinematics. She is considered to be at the maximum level, equipped with The Bloodthirster, Berserker's Greaves, and a Rapid Firecannon. She does not have Wards, Potions, Masteries, or Summoner Spells.
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  154. Abilities
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  158. Wanna Join Me? Come And Play...
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  160. But I Might Shoot You In Your Face (Start of Battle, Recharge 3) - Once every four weeks, Jinx may pass on her level of excitement for violence to the entirety of her match. Every mercenary will slowly grow more bloodthirsty during the match, preferring to attack whenever possible and not caring about the consequences, just wanting to unleash an all-out offensive. The effectiveness of this depends on the mercenary, but after long enough, all mercenaries will become just as trigger-happy as Jinx. Attacking accelerates this process.
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  162. Upgrades
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  166. Character Upgrade: Gains Lord Dominick's Regards, Guardian Angel, and Sterak's Gage
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  170. Ability Upgrade: "I May Shoot You In Your Face" gains pre-battle timing. However, Jinx will appear as a neutral third party in the middle of the terrain, hostile to both teams, if she is not rostered.
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  174. New Ability: Get Jinxed (Start of Battle, Recharge 3) - Once every four weeks, Jinx may shoot a Super Mega Death Rocket at a pre-selected enemy mercenary. The mercenary will sustain all damage from being shot by a Super Mega Death Rocket and will start the battle on fire. In addition, this move has a 20% chance of dealing splash damage to each mercenary on the opposing team, rolled individually. All mercenaries caught in the splash will start the battle on fire.
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  176. Terrain
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  180. Twisted Treeline - A series of vines over ruins where two teams can mindlessly fight over control. All structures, turrets, creeps, and other npc's are removed.
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  184. Killer (Dead By Daylight)
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  186. Villainous Male/Female Human/Otherworldly
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  190. The Trapper is as he appears in Dead By Daylight. He has access to twenty bear traps, which he may set freely. He has all generic killer perks and his three unique perks all fully upgraded.
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  194. The Hillbilly is as he appears in Dead By Daylight. He has all generic killer perks and his three unique perks all fully upgraded.
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  198. The Wraith is as he appears in Dead By Daylight. He has all generic killer perks and his three unique perks all fully upgraded.
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  202. The Nurse is as she appears in Dead By Daylight. She has all generic killer perks and her three unique perks all fully upgraded.
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  204. Abilities
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  208. Loadout: Each week, the killers' merc leader may select which killer will be represented in battle. If The Nurse is selected, all prior declared abilities that would affect male mercenaries will still affect her, but all future declared abilities will affect her as if she were female.
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  212. Dead By Daylight (Pre-Battle, Recharge 3) - Once every four weeks, the killer will pursue one random enemy mercenary to their own terrain in the dead of night. The Killer will be considered to have total knowledge of this terrain. A pre-battle topic will be made, asking voters if the terrain owner could make it from one end of the terrain to the other without being murdered by the killer. However, the Killer's victim will not be allowed to take any offensive action other than shoving the killer away. Additionally, meat hooks will spawn all over the terrain, giving The Killer a direct connection with The Entity if they impale their victim on it. The loser of this encounter will be KO'd.
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  214. Upgrades
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  218. Ability Upgrade: Three mercenaries will be rolled for "Dead By Daylight". The Killer may choose which they would like to pursue.
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  222. Ability Upgrade: If The Killer successfully KO's a mercenary using "Dead By Daylight", they may use the mercenary's terrain as if it were their own for the remainder of Wartime.
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  226. New Ability: The Slaughter (Start of Battle, Recharge 2) - Once every three weeks, The Killer may slash the leg (or an equivalent for mercs without legs) of a pre-selected enemy mercenary. The mercenary will begin the match with an incurable wound on one leg, leaving a trail of blood from it wherever they go. The mercenary will not pass out or die from blood loss, or suffer any negative effects other than the pain from the wound.
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  228. Terrain
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  232. Ironworks Of Misery - The ruins of an ironworks facility, as it appears in Dead By Daylight. The basement is open, and all generators are still present, but escape is forbidden. The Entity will never spawn.
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  234. ----------------------------------
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