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Team Fortress 2; the RP

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XxTsuki KumorixX

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PostPosted: Sun Jun 28, 2009 12:39 pm


Story/Introduction
Team Fortress 2 is built around two opposing teams competing for an objective. These two teams are meant to represent a demolition and a construction company: Reliable Excavation Demolition (RED) and Builders League United (BLU). Players can choose to play as one of nine classes in these teams, each with their own unique strengths and weaknesses.

For this Role Play, the setting will be based on the map 2Fort which is a Capture the Flag map. Each "fort" is a mirror of the other, there are subtle differences in the exterior of the buildings and the colors. RED team's building is a bit taller mainly because of the watch-tower, the walls also are made of wood and there is dirt covering the floor of the first story. BLU team's building is more modern with steel walls and cement floors.
There are 2 ways for someone to go to their enemy's base, the main way is to cross the bridge that connects both pieces of land, then you may choose to go in one of two different doors which both lead into the same hallway (the length is the same so it doesn't matter which door you choose), the second way is to go through the sewer. When you go down the stairs to the sewer area you go directly underneathe your own base and turn, the elbow contains a small portion of floor so you can get out of the knee-high water, continuing there are two more turns which then there is an entrance to some water which goes above your characters head. It's an open area of water which means if you fall off the bridge area you will automatically be in the water. The easiest way to get back up to the bridge is to go back through your sewer.
Once inside your enemy's base there are 3 ways you can go, either straight, left, or right. Turning left leads to the entrance of the sewer, turning right leads to the lower hay room (appropriately called so since there are bundles of hay in spots on the floor), going straight leads to a hallway that goes straight for a short portion then turns right. Both the hallway and the hayroom lead to the courtyard where there are 2 sets of stairs to get to the second floor. Turning left will lead to the higher hay room which on the direct left is a large door that leads to the enemy spawn room (which is basically just a locker room with showers in the back), if you continue straight from the higher hay room you'll turn right and be on the enemy battlements, at the end will be another door that leads to a second enemy spawn (the other way to exit that spawn is dropping down into the hallway that leads to the courtyard). If you turn right in the higher hay room you can go either straight or right, going straight leads you to the grate which opens just above the hallway that leads to the intersection of the entrance of the base, the sewer entrance, the hallway and lower hay room. Turning right in the higher hay room leads you to the spiral staircase that leads down into the basement. Back at the courtyard going up to the second floor, if you turn right you go to the entrance of the straight staircase which also leads to the basement. In the basement once again there are another 2 hallways, which both lead to the Briefcase room. The Briefcase room contains the Briefcase which is the objective for the map. You have to grab your enemy's Briefcase and take it all the way back to your own Briefcase room to win the round.
PostPosted: Sun Jun 28, 2009 1:33 pm


Introduction Cont.
To more accurately explain what will happen in this Role Play.. 1 person will take control of 1 class of 1 team, which means there will be a max of only 18 people in this RP (Unless I come up with a way others can be involved).

There will be different times where fighting will take place, and there will also be a cease-fire time. During the daylight hours will be the fighting time, and nighttime hours will be the cease-fire (people in a war gotta sleep too, right?). People entering the RP arrive to the area by train, and trains also bring food and supplies to sustain everyone (more than one person can be on a train, and it's Team neutral and weapons-free). Also within the bases are bedrooms for everyone (they also need a place to sleep, right?) along with other home-like facilities such as a kitchen and bathrooms.
There will be no killing in this RP except for a few certain conditions. 1) Someone wants to stop being a part of this RP or they're going to be gone for a while. 2) Someone wants to be a different class (they can't be the class if someone already is it), or if you can convince someone who's the class you want to be to switch with you, that can go as well (must be cleared by me first by both participants of the trade)

XxTsuki KumorixX

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XxTsuki KumorixX

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PostPosted: Sun Jun 28, 2009 2:31 pm


The Classes


Scout
He is the fastest of all the classes and has the ability to double-jump. This, coupled with his Scattergun or Force-A-Nature, makes for quick point capture and assault, and can also inflict massive damage if fired at close range. The Scout is traditionally used for objective acquisition, i.e. capturing control points or flags. However, Scouts are particularly good at swift territorial denial and enemy harassment, especially with the stun ability they gain from wielding their trusty Sandman.

http://www.youtube.com/watch?v=VfXcCkxVgyM

Weapon list:
-Primary
Scattergun
Force-A-Nature (knockback for both the shooter and the target, 2-shots per load and many bullets)
-Secondary
Pistol
BONK! Atomic Punch (does not deal damage, makes everything miss the Scout for a short while, then the Scout is slowed down for a bit)
-Melee
Baseball Bat
Sandman (comes with a Baseball that if it hits the enemy, it stuns them, the farther away the longer the stun)

Soldier
The bread and butter general assault unit, the Soldier is one of the most common and simple-to-understand classes, but that doesn't make it one of the weakest. In fact, when played right, the soldier can be one of the most dangerous classes in the field. Equipped with a rocket launcher as their primary draw and a large health pool without being terribly slow, the soldier is a great class for many offensive and defensive roles and easy to pick up and play. But with the slow stray of the rockets and the fact that he's got only four at a time makes the soldier difficult to master. Anticipating the enemy's movements and knowing when to shoot is important.

http://www.youtube.com/watch?v=Mq-XaBmRsg8

Weapons list:
-Primary
Rocket Launcher
-Secondary
Shotgun
-Melee
Shovel

Pyro
The Pyro has the unique ability to set enemies on fire at close range with his Flamethrower, inflicting damage over time through burning. With only a secondary Shotgun to supplement his short range, he must rely on Ambush tactics to catch opponents off-guard.
Pyros are major assets in locating enemy Spies. The Flamethrower will ignite both Cloaked and Disguised Spies; which, when combined with its spread, makes it ideal for finding a Spy attempting to hide or blend in.
Despite his place in the offensive category, the Pyro can also be a useful asset in defense, confusing incoming attackers and defending a Sentry or group of Sentries from meddling Spies. Another useful defensive application is defending Sniper spots from Spies, so the Snipers can do their jobs without fear.
Though he is far from the best in the open field due to his limited range and will often die if the enemy sees him coming, he is great for when the combat is tight, and when others don't see her coming. He is often excellent for causing panic in her enemies if she gets close enough. He is the best class for dealing with enemy charges, since he can get them all running for water or health packs and cripple their momentum.
Another useful asset of the Pyro class is their compression blast, allowing skilled Pyros to reflect projectiles back at their opponents and to clear areas of deadly sticky bombs.

No video out yet

Weapons list:
-Primary
Flamethrower
Backburner (Does lots of damage if you burn enemies from behind, no compression blast)
-Secondary
Shotgun
Flaregun (Sets enemies on fire from a distance, flares are slow like Soldier's rockets but unlike rockets, are affected by gravity)
-Melee
Fire Axe
Axtinguisher (Does lots of damage if enemy is on fire, does little damage against non-burning enemies)

Demo
The Demoman is one of the more complex classes available. With no weapons (outside of his melee weapon, the Scrumpy bottle) suitable for close-quarters combat, the Demoman excels at indirect combat. Armed with a Grenade launcher and Sticky bombs, the Demoman is capable of taking out enemies using clever tricks with the game's physics engine.
The Grenade launcher is very powerful, capable of taking out classes with smaller health-pools (Scouts, Medics, Spies and Engineers) in one or two grenades. The Grenade launcher is perfect for taking out Sentry guns that are around tight corners. Sticky bombs are the perfect tool for defending Intelligence or Control points. Fire a few in some hard -to-see spots, and wait for some prey.
Despite multiple nerfs to the Demoman's weapons through patches, the TF2 community generally agrees that the class remains overpowered at the higher levels of play, due to the sticky bomb launcher's unparalleled versatility as a hard counter to enemy buildings, a means of setting deadly traps, and a powerful mid-range combat weapon to rival the soldier's Rocket launcher.

http://www.youtube.com/watch?v=rxps--huGKY

Weapons list:
-Primary
Grenade Launcher
-Secondary
Sticky Bomb Launcher
-Melee
Bottle

Heavy
As the class name implies, Heavies are the heaviest class in Team Fortress 2, boasting the highest health max, the biggest gun, and the slowest footspeed. Their firepower is very impressive, able to quickly mow down just about anything but an opponent Heavy in seconds, and able to take on large numbers of enemies at once up to a reasonably long range and wide cone of fire. However, revving up and shooting the Minigun brings their already-unimpressive speed to a snail's pace, making them an open (and large) target for any enemy outside their range of fire - especially enemy Snipers.
Making an excellent teammate for a Medic, and being far more effective with allies of any class going alongside them to draw fire, Heavies may seem all-imposing even alone but as the name of the game suggests, they truly shine in a well coordinated team. They may not be the most complicated class, but no good team would be complete without one.
Heavies are an opposite to the quick scout, him being very fast but with low health and not very damaging weapons, while you are very slow, but can soak up huge amounts of bullets and can send a volley of your own.

http://www.youtube.com/watch?v=Cbl3ihE1Wf8

Weapons list:
-Primary
Sasha
Natascha (less damage but each bullet that hits slows the enemy for a few seconds)
-Secondary
Shotgun
Sandvich (Does no damage, heals for some damage)
-Melee
Fists
Killing Gloves of Boxing (slower than fists, but does a bit more damage)

Engineer
Choosing to (usually) build and maintain helpful buildings for the team rather than engage in direct combat, the Engineer is a defensive class that can do many helpful things to give their team much more of a fighting chance. They are perhaps most known for their Sentry guns, automated turrets that can be upgraded via wrench whacks as the Engineer gathers Metal from downed units' dropped weapons, ammo crates and even their own Dispensers (portable machines that replenish the health and ammo of nearby troops). They can also build Teleporters to quickly transport team-mates between two points on the map.
Engineers must keep in mind, however, that all of these constructed machines can be destroyed by enemies, and the builder or another Engineer should be on-hand for repairs should one wish to keep their creations running for long - especially if built closer to enemy territory.
Like the Spy, your job gets harder while people get better, so prepare to adapt as an Engineer.
Engineers aren't completely out of the game in direct combat though; with a trio of generic, yet capable weapons and the ability to assist themselves by staying around their own buildings, they can put up a great fight and are adept in medium-to-close ranged combat.

http://www.youtube.com/watch?v=ybmrVVs4mpQ

Weapons list:
-Primary
Shotgun
-Secondary
Pistol
-Melee
Wrench
-Special
PDA (Allows Engy to build/destroy his own buildings, 1 of each)

Medic
The Medic is the primary healing class in Team Fortress 2. They are typically found near the front-lines, healing wounded team-mates while trying to stay out of trouble. The Medic carries mediocre weaponry (if mastered, he can fight as well as other classes), as his main focus is to heal other players using the Medigun. While the Medigun is focused on an ally, that ally gets an additional bonus of up to 150% of his maximum health. If the medic stops healing, that bonus health will slowly degenerate back to the maximum health for that class. This bonus is called overheal or buffing. While healing, the Medic's ÜberCharge bar will fill up to full, at which point he may make himself and an ally invulnerable or give his patient 100% crits for up to 8 seconds.

No video out yet

Weapons list:
-Primary
Syringe Gun
Blutsauger (heals the Medic slightly for every syringe that hits)
-Secondary
Medigun (Gives an Ubercharge at 100% charge, making self and an ally invulnverable for a short time)
Kritzkrieg (Gives an ally's weapon more damage for a short time, does not make them invulnerable)
-Melee
Bonesaw
Ubersaw (gives 25% charge per hit)

Sniper
The Sniper is the class for players who love to hang back and pick people off from a distance. Perfect for hiding in hard-to-see areas, the Sniper can pick off slow moving classes like the Heavy with ease. The Sniper is also ideal for eliminating an enemy Medic healing a Heavy or Soldier, giving your team a chance to advance.
As for the Sniper's weapons, the Sniper relies primarily upon his Sniper Rifle which charges in strength the longer the Sniper remains zoomed in. Unfortunately, the Sniper has very little close-combat defense because he only sports a weak, but rapid firing Submachine gun and a Kukri. However, the Sniper can earn three unlockable weapons that allow him to have increased functionality. The Huntsman is his Primary replacement and is an excellent mid-range weapon with a quick draw but requires more skill to use in long range accurately. The Razorback is a passive, one-time use item that saves the sniper from one backstab. His other unlockable, Jarate, allows him to throw a jar of urine at an enemy which makes them susceptible to mini-crits and can also extinguish any fire effects from himself or his allies.

http://www.youtube.com/watch?v=829AXrJI6Po

Weapons list:
-Primary
Sniper Rifle
Hunstman (Bow and arrow)
-Secondary
SMG
Jarate (covers anyone in the radius with urine, causing enemies to take more damage, or allies to become unburned)
Razorback (prevents a Spy from backstabbing once, giving the Spy a shock so it takes him longer to attack again)
-Melee
Kukri

Spy
The Spy is the stealth class in Team Fortress 2, using his Cloak and Disguises to blend in and sneak behind enemy lines. A Spy can get behind his foes and silence them in one smooth swipe with the Knife. The Spy cannot use weaponry at all while Cloaked, and will lose any active Disguise if a weapon is used except for the Electro Sapper. In addition to being able to eliminate enemies quickly, the Spy is a great anti-Engineer measure. The Spy can place an Electro Sapper on an Engineer's building, disabling it and slowly draining its Health until it is destroyed. However, the Electro Sapper is easily removed by an Engineer with two swings from his Wrench. A common strategy is to Sap a structure and then immediately Backstab the Engineer. A less common tactic is first stabbing the engineer and then quickly sapping the turret before the turret turns around and shoots the spy.

http://www.youtube.com/watch?v=Fg6PWTz2XBc

Weapons list:
-Primary
Revolver
Ambassador (first shot is as accurate as the Sniper rifle, each consecutive shot is less accurate unless the cooldown is waited out)
-Secondary
Electro Sapper (Is placed on an Engineer's building and destroys it after a short while, does not damage enemies, also once place on a building will cause the building to stop working, but it will work normally once again if an Engineer knocks off the sapper)
-Melee
Knife
-Special
Disguise Kit (Allows the Spy to disguise as either an Ally or Enemy to trick enemies)
-Special 2
Invisibility Watch (allows for 8 second cloak, can be recharged faster by picking up metal/ammo from the ground)
Dead Ringer (allows the Spy to fake die when hit by an enemy attack, the Spy immediately cloaks but only for 8 seconds while a ragdoll takes his place.. cannot cloak unless hit)
Cloak and Dagger (allows a Spy to cloak almost forever, it recharges when the Spy stands still but drains when he moves, if the watch runs out of charge he will shimmer slightly while he moves until he charges his watch again)

All Class information taken from the TF2 Wiki, all videos Copyright Valve.
PostPosted: Sun Jun 28, 2009 2:48 pm


Characters

PM me to request a spot
Also, please include in your PM what weapons you want to have (if you choose a class that has more than one weapon choice)
Note: ALL character's are MALE

RED team:
Scout
Available
Weapons:
1.
2.
3.

Soldier Available
Weapons:
1. Rocket Launcher
2. Shotgun
3. Shovel

Pyro Available
Weapons:
1.
2.
3.

Demo Available
Weapons:
1. Grenade Launcher
2. Sticky Bomb Launcher
3. Bottle

Heavy Available
Weapons:
1.
2.
3.

Engineer Available
Weapons:
1. Shotgun
2. Pistol
3. Wrench
4. PDA

Medic Available
Weapons:
1.
2.
3.

Sniper Gumby Ningata
Weapons:
1. Sniper Rifle
2. Sub Machine Gun
3. Kukri

Spy Available
Weapons:
1.
2. Electro Sapper
3. Knife
4. Disguise Kit
5.

BLU team:
Scout
Available
Weapons:
1.
2.
3.

Soldier Available
Weapons:
1. Rocket Launcher
2. Shotgun
3. Shovel

Pyro Zero Andronian
Weapons:
1. Flamethrower
2. Flare Gun
3. Axtinguisher

Demo Available
Weapons:
1. Grenade Launcher
2. Sticky Bomb Launcher
3. Bottle

Heavy Available
Weapons:
1.
2.
3.

Engineer Available
Weapons:
1. Shotgun
2. Pistol
3. Wrench
4. PDA

Medic Available
Weapons:
1.
2.
3.

Sniper Available
Weapons:
1.
2.
3. Kukri

Spy XxTsuki KumorixX
Weapons:
1. Ambassador
2. Electro Sapper
3. Knife
4. Disguise Kit
5. Cloak and Dagger

XxTsuki KumorixX

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XxTsuki KumorixX

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PostPosted: Sun Jun 28, 2009 3:08 pm


RULES

Follow Gaia R&G and ToS
Also follow the Guild's rules

No killing (Unless someone is switching classes/teams, trading classes/teams, is going away for a while, etc.)
No auto-hitting
No God-moding
Nothing too gorey when you're hit (you can be descriptive, but try to keep it in a way that won't make others sick to the stomach)
Spy's can't attack or anything while cloaked, all they can do is run around, change weapons, etc.
Romance encouraged (Yes Yaoi, it can be between people on the same or different teams, doesn't matter.. and yes you can sneak into the enemy's base during cease-fire but they can still attack you if you're caught, and the basement doors are locked down so you can't steal the Intelligence)
No infinite ammo, infinite uber, or infinite cloak (unless using C&D)
People can speak to their own teammates by hidden microphones and earbugs (excluding Scout since he already has a headset)
PostPosted: Sun Jun 28, 2009 3:12 pm


Extra

Your character can have his own personal name for being addressed easily
When posting, use a color in your post that helps others know what team you're on so no one gets confused (does not have to be plain red or blue)
Pyro's are hard to understand because their gasmask's muffle their voices, so if you're a Pyro make your dialogue only somewhat understable.. make it sound like whatever your character is saying is saying it through a mask

Color list:
-Red's
indianred
lightcoral
salmon
darksalmon
lightsalmon
red
crimson
firebrick
darkred
pink
lightpink
hotpink
deeppink
mediumvioletred
palevioletred
lightsalmon
coral
orangred
tomato
darkorange
orange

-Blue's
cyan
aqua
lightcyan
paleturquoise
turquoise
darkturquoise
mediumturquoise
deepskyblue
cadetblue
steelblue
lightsteelblue
powderblue
lightblue
skyblue
dodgerblue
cornflowerblue
royalblue
blue
mediumblue
darkblue
navy
lightblue
skyblue
thistle
plum
violet
orchid
fuchsia
magenta
mediumorchid
mediumpurple
blueviolet
darkviolet
darkorchid
darkmagenta
purple
indigo
slateblue
darkslateblue
mediumslateblue

XxTsuki KumorixX

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XxTsuki KumorixX

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PostPosted: Sun Jun 28, 2009 4:02 pm


~Reserved~
PostPosted: Sun Jun 28, 2009 4:03 pm


~Reserved~

XxTsuki KumorixX

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XxTsuki KumorixX

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PostPosted: Sun Jun 28, 2009 4:04 pm


Open!
PostPosted: Sun Jun 28, 2009 6:19 pm


[Meet the Pyro. AKA: Burny.]

A man in a dark blue, flame-proof suit sat in a rotten wooden chair. As he leaned back in the chair, he started falling backwards. When he fell, he hit his head. He got up and rubbed his head, mumbling several obscenities, muffled by his gasmask.

"Sonuva b***h!" He said, though no one around would probably understand him.

Omnisichord


XxTsuki KumorixX

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PostPosted: Sun Jun 28, 2009 7:04 pm


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(Since there should be some people already at the bases I'll already be there.. and I'll make a select other couple people already be waiting as well, I'll mention it in a reply to your request when you send it to me)

Jordeau (pronounced zhor-dough) was walking around his base disguised as a BLU Pyro to fool any enemies that wandered by, he saw that the base was clear and started locking up once the cease-fire was sounded. He took the mask off of his face and put it away as he headed back wiping a little sweat from his brow. "We were supposed to get a new Pyro a week ago, where could he be?" he asked himself as he headed to the lockers. He sat on the bench giving a sigh to release some pressure. Jordeau undid his tie hanging it in his locker space and slowly one by one undid his dressings hanging them with everything else, he stood up running his fingers through his blonde hair taking one last puff of his cigarette before putting it out between a finger and thumb and tossed it into the nearby waste basket. He walked into the showers and turned the hot water on deciding to just let it run down his body for a while as he rested from the day's work, "I had better stand guard tonight.. who knows what RED is planning at this moment? But who should I switch shifts with?" he asked himself.


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PostPosted: Sun Jun 28, 2009 7:13 pm


(The red sniper Mack)

The man sat in an old chair, that had cuts down the legs, sharping a knife. He started to look at the case on the floor.

I hope no one is going to be dumb and try to take the money in my case. Mack said as he ran his blade along on of the legs of his chair, placing another mark on it.

Gumby Ningata

Lavish Ladykiller


XxTsuki KumorixX

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PostPosted: Thu Jul 02, 2009 1:39 pm


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Jordeau sighed finishing his shower and turned the water off, he walked out into the locker room with a cloud of mist just following him. He grabbed his towel drying himself off and got dressed again. He went over to the Resupply locker grabbing some ammo for his revolver and a couple extra Electro Sappers. He made another round making sure all the doors were closed and locked, after he was certain no one had gotten in he grabbed a wooden crate and set it down in the hallway of the main entrance. He sat down leaning back against the wall putting one leg over the other and started polishing his revolver making sure it was fully loaded with the ammo he had grabbed after his shower.


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