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  1. Solid Snake (Metal Gear)
  2. Heroic Male Human
  3. Minimum Bid: 70 GP
  4. Upkeep: 4/week
  5.  
  6. Solid Snake is as he appears in Metal Gear Solid 2, with all equipment and weapons from that game other than Stealth Camo and the HF-Blade. He also has access to his Solid Eye and Octocamo from Metal Gear Solid 4, as well as a Custom M4 with Masterkey, Suppressor, Scope, Dot Sight, and Flashlight, a DSR-1, the Solar Gun, and a healthy supply of WP, chaff, fragmentation, stun, and (non-emotion) smoke grenades.
  7.  
  8. Abilities
  9.  
  10. Tactical Espionage Action (Peacetime, 1 AP) - Snake may be sent off to infiltrate an enemy team. This ability has no effect on its own, and may only be resolved by DM’ing a Mercs Admin one of the following abilities during the appropriate timing. Unless otherwise specified, Snake will always return to his team for the fight in the following Wartime. If this ability is declared, Snake may only use one additional ability for the remainder of the week, excluding passives. Snake may use this ability (and all related abilities) even while fatigued. However, he will be injured for one week following ability usage whilst fatigued for overexerting his body.
  11.  
  12. Tags: Peacetime, 1 AP, Fatigue Ignore, Injury
  13.  
  14.  
  15. ! (Pre-Battle, 0 AP) - This ability may only be declared if ’Tactical Espionage Action’ was declared within the same week, and only if Snake’s team declares abilities first. Snake may target an enemy mercenary. If that mercenary declares a Pre-Battle or Start of Battle ability, Snake may intercept it, causing one of the following effects of his merc leader’s choice. This choice has to be specified along with Snake’s ability selection:
  16.  
  17. -Snake will force the ability to cost an additional AP to resolve. If this would exceed the maximum AP available, the ability will be considered invalid.
  18. -Snake will detatch the mercenary from their Pure Support, causing all of the Pure Support’s abilities to not resolve for this Wartime.
  19. -Snake will sleeper hold the mercenary, making them start the match prone and unconscious.
  20. -Snake will remove all armor and clothing the mercenary possesses.
  21.  
  22. This ability’s use is revealed immediately on triggering.
  23.  
  24. Tags: Pre-Battle, 0 AP, Conditional, Targeting, Enemy Target, Trigger, Harmful Effect, AP Manipulation (Option 1), Pure Support (Option 2), Write-Up Manipulation (Option 4)
  25.  
  26.  
  27. “Don’t just think of it as another box. Treat it with love… Don’t be rough. Okay?” (Start of Battle, 0 AP) - This ability may only be declared if ‘Tactical Espionage Action’ was declared within the same week. Snake may purposefully sneak in front of a target enemy mercenary in a Cardboard Box. So inspired by this stealth technique, the mercenary will begin the match inside of a box, and will refuse to get out, thinking themselves completely invisible whilst inside. The mercenary will only emerge from the box if attacked by an enemy, realizing they used the box’s potential poorly. However, they will not abandon the box, considering it their closest ally in spite of its stealth shortcomings and wishing to protect it.
  28.  
  29. Tags: Start of Battle, 0 AP, Targeting, Enemy Target, Seduction
  30.  
  31.  
  32. INFILTRATE THE ENEMY FORTRESS OUTER HEAVEN (Pre-Battle, 0 AP) - This ability may only be declared if ‘Tactical Espionage Action’ was declared within the same week. Snake may target up to two opposing terrains. If the opponent bids on any of them, Snake will detonate C4 charges throughout the terrain. The terrain owner will suffer from the non-healable damage of a close-range C4 explosion for the entire match. Additionally, a pathway between the two teams will be opened, all obstacles that would obstruct progress in between having had a hole with a Solid Snake-sized diameter blown through them. This ability’s use is revealed during rosters if triggered.
  33.  
  34. Tags: Pre-Battle, 0 AP, Conditional, Targeting, Enemy Target, Terrain, Trigger, Harmful Effect, Terrain Manipulation
  35.  
  36.  
  37. “FOX… DIE.” (Peacetime, 1 AP) - This ability may only be declared if ‘Tactical Espionage Action’ was declared within the same week. Snake may target one enemy team. A random human mercenary on that team will be infected with the FOXDIE virus, though only the mercenaries admins will know which. If Snake and the infected mercenary are rostered in the same match, there is an 80% chance that the mercenary will be KO’d by the virus, while there is a 10% chance that Snake will be KO’d by the virus. For every failed roll, the percent chance will go up by 10% until it has KO’d its infected, at which point the virus will be removed. This ability’s use is revealed during rosters if triggered.
  38.  
  39. Tags: Peacetime, 1 AP, Conditional, Counter Generation, Counter Usage, Percentage Based, KO, Trigger, Classification, Badmins
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  41.  
  42. “Kept You Waiting, Huh?” (Passive) - If ‘Tactical Espionage Action’ has been used and Snake’s team wins the terrain bid, Snake may start wherever he would like on the terrain, so long as it is not directly next to the enemy team. This specification must be sent in with Snake’s team’s terrain bid. If Snake has used two or more abilities this week, this Passive will be considered negated.
  43.  
  44. Tags: Passive, Trigger, Positioning, Conditional, Negation
  45.  
  46. Upgrades
  47.  
  48. (Character Upgrade; 20 XP)
  49.  
  50. -Gains Stealth Camo and the Soliton Radar
  51. -Gains the Mosin Nagant and MK. 2 Pistol loaded with emotion ammo and the Rail Gun from Metal Gear Solid 4.
  52.  
  53. (Ability Upgrade; 15 XP)
  54.  
  55. -“Kept You Waiting, Huh?” will no longer self-negate if one of Snake’s abilities fails to resolve.
  56. -Snake may use multiple Tactical Espionage Action abilities for an additional 1 AP cost per ability.
  57.  
  58. (New Ability; 20 XP)
  59.  
  60. Wartime Has Changed (Peacetime, 0 AP, Fatigue 3) - AP-tagged mercenaries use AP-costing abilities to fight leaders’ proxy battles. Snake may deliver a shock to the system, freeing mercenaries of the shackles of the AP system. All AP costs in Snake’s match will be ignored. Additionally, Snake may freely use all of his abilities without the use of ‘Tactical Espionage Action’, other than “Kept You Waiting, Huh?”, though he must declare them publically. However, all mercenaries using abilities will suffer a fatigue status equal to their regular AP costs in addition to normal fatigue costs duing Results, with a minimum of a Fatigue 1 status if only using 0 AP abilities. Wartime will change back to normal the following week.
  61.  
  62. Tags: Peacetime, 0 AP, Fatigue 3, AP Manipulation, Fatigue Manipulation
  63.  
  64.  
  65. Terrain: Shadow Moses Island - The entire Alaskan island facility, as it appears in Metal Gear Solid. All card key doors are opened, all enemies, items, and Metal Gears have been cleared out, and no nuclear weapons may be launched. However, all vehicles other than Metal Gear are still present, the security system is still functional, and the area near Otacon’s lab is still electrified and flooded with poison gas. Attackers begin at the helipad while defenders begin in REX’s hangar.
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