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Once upon a 2fort.

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Once upon a 2fort. Empty Once upon a 2fort.

Post by Sparknish Wed May 08, 2013 4:09 am

(Once upon a Twofort was written during a car ride home.)
Ahh... Silence. The sound of nothing is filling the jar that is air very quickly. Two complexes were on opposite sides staring each other down. Mirrored. The exact same in fact just mirrored. But with few spins in their respective teams. Only thing separated them is 7ft of water in the lake/sewer in the middle and the Bridge. With a bright brown roof on top.

Blu

Vs.

Red

Fighting over a cause unknown to many. It's been the tradition since Rock'em Sock'em Robots were first invented. What does this have to do with anything you say? Only everything. Because you see. These two complexes have a team that needs to be filled. That's where you come in.

BLU
Scout:
Soldier:
Pyro:
Demoman:
Heavy:
Engineer:
Medic:
Sniper:
Spy:

Vs.

RED
Scout:
Soldier:
Pyro:
Demoman:
Heavy:
Engineer:
Medic:
Sniper:
Spy:

Two teams of nine. What could Possibly go Wrong?

Rules:
No Godmodding.
No Auto-Dodge
No Back and Forth unless the events permits it.
This role play is directed at Pg-13 behavior. Try to keep the M rated on the downlow.
If you get hit need a health kit or a Medic to heal you.

Class Descriptions:
Class roles: Offensive

Offensive classes (Scout, Soldier, and Pyro) are the main attack force of the team. Whether it's assaulting Control Points or grabbing the Intelligence, these classes focus on mobility. Scouts have the ability to capture points twice as fast as any other class and can get there with their top-tier speed and double jumps. Soldiers pack a punch with their devastating Rocket Launchers, and can attack from unexpected directions by rocket jumping. Pyros can wreak fiery havoc in enemy ranks with a well timed ambush or extinguish their own burning friends, and offer the highest speed/health ratio of all classes (barring buffs or nonstandard equipment).

Scout:
Health:125(Overheal 185)
Is the fastest mercenary on the battlefield, and it's Double Jump leaves slower opponents struggling to keep up, as well as it helps him navigate the terrain and dodge oncoming projectiles. Carrying a Scattergun and a Pistol, the Scout is ideal for aggressive fighting and flanking. The Scout is a good class for quick hit and run tactics for sapping away the enemies' health due to it's ability to get in, do damage and dash away before even being noticed.
Weapons:
Scattergun 6/32
Pistol:12/36
Baseball Bat

Soldier:
Health:200(300)
The Soldier is tough and well-armed, he's versatile, capable of both offense and defense,
The Soldier is well known for his spectacular rocket jump. In defiance of all good sense and judgment, the Soldier can detonate a rocket at his feet and launch himself skyward at the cost of some health. This ability allows the Soldier to pop up in unexpected places and reach areas off-limits even to the Scout's double jump.
Weapons:
Rocket Launcher 4/20
Shotgun 6/32
Shovel

Pyro
Health:170(260)
The Pyro specializes in fighting enemies at close range using a homemade Flame Thrower. Enemies set on fire suffer from afterburn and take additional damage over time, allowing the Pyro to excel at hit-and-run tactics. Due to the Flamethrower’s short range, the Pyro is weaker at longer ranges and relies heavily on ambushing and taking alternate routes to catch opponents off-guard.
Although categorized as an offensive class, the Pyro brings a few sources of utility to the battlefield. The Pyro’s compression blast, for example, can deflect enemy projectiles, extinguish burning teammates, and forcibly reposition any enemy, even one under the effects of an ÜberCharge.
Because enemies hit by fire are visibly ignited, the Pyro is the best class for Spy-checking, as even a small puff of flame can nullify the Spy’s Cloak and disguise. Additionally, the Pyro can use the Homewrecker, Maul, or Neon Annihilator to protect an Engineer’s buildings from an enemy Spy's Sapper
The Pyro wears an asbestos-lined suit that provides protection from the afterburn of other Pyros, though it does not add any resistance to the direct damage taken from the flamethrower.
Weapons:
Flamethrower 200 (-50 for an Airblast)
Shotgun 6/32
Fire Axe

Defensive
Defensive classes (Demoman, Heavy, and Engineer) serve to inhibit enemy access and to hold enemies back from vital points on the map. Overall, the defensive group has the most firepower of all the groups. Demomen can safeguard areas with stickybombs that they can detonate when enemies come by. Heavies are great for mowing down incoming troops and pushing back forces. Heavies can also keep enemies in an area while whittling their health for teammates to finish off. Engineers can build Sentry Guns for effective area defense, as well as build Teleporters and Dispensers for logistical support of the team.

Demoman
Health:175(260)
The Demoman is a demolitions expert, and is one of the more versatile members of the team. A master of explosives, the Demoman strategically deals indirect and mid-range combat and massive splash damage. Armed with his Grenade Launcher and Stickybomb Launcher, the Demoman uses his the knowledge of his surrounding environment for well-timed detonations that send enemies skyward, often in many pieces. Should anyone get past his explosive ordinance however, they will be shocked to learn the Demoman is extremely proficient at melee combat, being one of the deadliest melee classes in the game, with a variety of powerful melee unlocks in his arsenal.
The Demoman excels at swift destruction; it can bounce his grenades at creative angles to wreak havoc on enemy Sentry Gun emplacements while remaining safely out of sight. His stickybombs are a perfect tool for area denial, and are effective at keeping opponents away from any carts, control points, or Intelligence that it deems off-limits.
Grenade Launcher: 4/30
Stickybomb Launcher: 8/24
Ullapool Caber: (A weapon which explodes on contact killing the foe and most likely you on hit.)

Heavy:
Health:300(450)
The Heavy is the largest and possibly most dangerous class in Team Fortress 2. Boasting the most default health and devastating firepower from it's trusty Minigun, the Heavy is no pushover. The Heavy's Minigun can inflict heavy damage at a high rate of fire, allowing it to mow down opposing babies, cowards and teeny-men in seconds. The Heavy's movement speed is it's main weakness. Revving up or firing his Minigun brings his already unimpressive speed down to a snail's pace, making it a very easy target for Snipers and Spies. It's slow speed makes him more dependent on support from Medics and Engineers to keep him in the fight. Aside from decimating entire teams, the Heavy is able to provide further support for it's comrades with an oft-required health boost via his Sandvich, which, when consumed, is capable of healing it to full health. It can also be dropped to provide an instant 50% health boost to its greedy teammates. However, if it isn't careful, an enemy may pick up the dropped Sandvich for a health boost of their own.
Minigun 200
Shotgun 6/32
Fists

Engineer
Health:125(185)
The Engineer has an interest in all things mechanical. It specializes in constructing and maintaining Buildings that provide support to it team, rather than fighting at the front lines. The Engineer's various gadgets include the Sentry Gun, an automated turret that fires at any enemy in range, the Dispenser, a device that restores the health and ammunition of nearby teammates, and Teleporters that quickly transport players from point A to point B.
Because the Engineer's ingenious devices are under constant threat from explosives and devious enemy Spies, a good Engineer must keep it gear under a watchful eye and under repair with it Wrench at all times. When the Engineer needs to get its hands dirty, its trio of generic yet capable weapons, along with the assistance of its helpful hardware, make it more than capable of holding its own in a fight. If need be, the Engineer can even pick up and haul constructed buildings to redeploy them in more favorable locations
Weapons:
Shotgun 6/32
Pistol 12/300
Wrench (Able to Upgrade his gadgets by just smacking them)
Construction and Destrctuon PDA (The blueprints to actually build them)


Support
Support classes (Medic, Sniper, and Spy) cannot hold the fight on their own, but their specialized abilities can tip the balance in their team's favor. They offer the offensive and defensive classes an extra edge in battle and can help turn the tide of the game. Whether crippling the enemy advance from behind or keeping teammates healed, the support classes are always handy to have around. Medics offer a mobile means of healing for teammates, capable of overhealing them to 150% of their maximum health, and can provide a range of buffs such as invincibility, 100% critical hit rate, 300% healing rate as well as immunity to movement impairing effects, or 75% resistance to bullets, explosions or fire. Snipers can eliminate key targets from a distance and use Jarate to extinguish teammates on fire and increase the damage dealt to the enemy. Spies can infiltrate enemy lines undetected, disable buildings, and assassinate critical threats.


Medic
Health:150(225)
The Medic is a Teutonic man of medicine. While he may have a tenuous adherence to medical ethics, he is nonetheless the primary healing class of the team. Although the Medic's Syringe Gun and Bonesaw aren't the greatest weapons for direct combat, he can typically still be found near the front lines, healing wounded teammates while trying to stay out of trouble.
When the Medic focuses his Medi Gun on a teammate, they will regain health points. Teammates who are already healthy will have their health buffed beyond the normal limit, up to 150% of their base health capacity. Teammates who have not taken damage recently will be healed more rapidly, encouraging smart withdrawals when injured.
When healing, the Medic will gradually fill an unique ÜberCharge bar, faster if healing injured teammates. When the ÜberCharge bar is fully charged, the Medic's healing gun will begin to crackle with small jolts of electricity, indicating that he can now deploy a unique charge to benefit his patient and himself for eight seconds. A charge from the Medi Gun offers temporary invulnerability, from the Kritzkrieg guaranteed critical hits for his patients, from the Quick-Fix rapid healing and immunity to knock back, and from the Vaccinator enhanced damage resistance.
Although the Medic cannot heal himself, he is capable of slowly regenerating health over time, and is the only class capable of doing so (aside from a Sniper using the Cozy Camper). The longer a Medic stays out of combat and avoids taking damage, the greater the increments of health which he will passively heal.


Sniper
Health:125(185)
The Sniper is a tough and ready crack shot. The Sniper's main role on the battlefield is to pick off important enemy targets from afar using it's Sniper Rifle and its ability to instantly kill a target with a headshot. It is effective at long range, but weakens with proximity, where it is forced to use its Submachine Gun or its Kukri. As a result, the Sniper tends to perch on higher grounds or in hard-to-see places, where it can easily pin down enemies at chokepoints.
Although it is typically known for instantaneously killing enemies at a distance, the Sniper can use the Huntsman to get closer to the enemy. Additionally, the Sydney Sleeper, or the mysterious Jarate allow him to take on a support role by causing enemies to take increased damage.
Sniper Rifle 25 Shots overall
Submachine Gun 25/75
Kukri


Spy
Health:125(185)
The Spy is an enthusiast of sharp suits and even sharper knives. It relies on stealth and trickery to aid it's team. Using a unique array of cloaking watches, it can render himself invisible or even fake it's own death, leaving unaware opponents off-guard. It's Disguise Kit lets it take on the form of any class on either team, allowing it to blend in while behind enemy lines before stabbing it unsuspecting "teammates" in the back. In fact, a swift backstab with any of the Spy's knives will kill any foe in a single hit - provided they aren't under the effects of any type of invulnerability or immense damage reduction.
In addition to being able to swiftly assassinate key enemies, the Spy possesses the ability to disable and destroy Engineer-constructed buildings with his Sapper. Once attached to an enemy building, the Sapper disables and slowly drains health from the building. However, a Sapper can be removed by an Engineer, or Pyro wielding the Homewrecker, Maul, or Neon Annihilator.
The Spy is able to enter an enemy teleporter and can use this to make his way to the enemy team, and blend in amongst them.
Whereas most players can only see the names and health of their teammates, the Spy can observe the names and health of the enemy team as well, allowing him to relay useful intelligence. This ability is unique to only the Spy and a Medic carrying the Solemn Vow.
Weapons:
Revolver 6/24
Butterfly Knife (Insta Kill on backstab)
Disguise Kit
Invis Watch

Mechanics:
This is trying to be realistic fighting or hysterical comedy. It can slide either way.
When in a Fight between a poster. The fight will be turned based but with some RPG elements like Health/Ammo but no levels. No special attacks or death moves. If you die. You respawn after 10 posts.
If you have a Medic Healing your health shall raise up significantly. It will slowly decay of he stops healing you.
When your scoped in as a Sniper you will slowly charge up the force of your bullet. Dealing more damage.

Class Tips:
Pyro's can use their flamethrower to airblast projectiles to reflect it back it takes real skill or luck to do it though.
Spies are able to Cloak and Sneak around the bases to infiltrate them and eliminate key targets. The cloak only lasts 5 posts.

Weapons:
There are unlockable weapons to use in your loadout as a class member of 2fort. They drop randomly and you can change it at any time.

Now that you read the whole thing... Time to get some apps.
To apply just use this form.
Name:
Age:
Gender:
Class:
Bio(If wanted/Needed)
Loadout:
Weapons:
(You are able to unlock 1 weapon if you know or I could Unlock one for you.)
Sparknish
Sparknish
Senior Member
Senior Member

Posts : 219
Join date : 2011-12-15
Age : 25
Location : Everywhere and Anywhere and Nowhere.

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