Post by Ultrawing on Oct 19, 2016 11:45:02 GMT -6
Story: (its a long one)
1822
Mann Family
1850
Zepheniah's Will
Beginnings of RED vs. BLU
1890
A Loose Canon
1968
During the Summer of 1968, a group of individuals were hired by Reliable Excavation & Demolition (RED) and Builders League United (BLU) to continue Redmond and Blutarch's neverending war to seize the land left to them by their deceased father
Helen, a descendant of Elizabeth, acts as the overseer of the large-scale battles fought amongst these mercenaries. Descendant of Barnabas Hale, Saxton Hale, runs the renowned weapons and headwear business Mann Co., a subsidiary of the Administrator's shadowy company, TF Industries.
The Nine Classes
Sign ups:
*Name:
*Gender:
*Age:
Personality:
Appearance:
*Team: (can be RED or BLU)
*Background:
*Class: (can be changed later)
*- Required field
1822
Mann Family
The Mann family's backstory begins in the 19th century with the wealthy Englishman, Zepheniah Mann. Zepheniah Mann was the owner and proprietor of Mann & Sons Munitions Concerns – which also went by the name of Zepheniah Mann & Sons Co., but is better known by the name of Mann Co.. His wife, Bette, gave birth to three sons in September 2nd of 1822; Redmond, Blutarch and Gray, but died in childbirth. Though Redmond and Blutarch were perfectly normal, Gray was underweight, and had learned to talk inside the womb. Zepheniah ordered the baby to be smothered, but he was abducted by an eagle during the "Great Eagle Scourge of 1822." The remaining Mann brothers grew up without knowledge of their missing brother.
Gray was well cared for by his eagle abductor. He was fed grubs and mice, kept warm under her breast and accepted by her children. Gray grew strong under the eagle's care and when he was strong enough, he killed her and her children and ate them all before crawling back to civilization.
Gray was well cared for by his eagle abductor. He was fed grubs and mice, kept warm under her breast and accepted by her children. Gray grew strong under the eagle's care and when he was strong enough, he killed her and her children and ate them all before crawling back to civilization.
1850
Zepheniah's Will
Around 1850, Zepheniah traveled to the United States with Redmond and Blutarch, to expand the munitions business. When they arrived, they discovered the gravel pits and dustbowls that he had purchased were useless; in addition, Zepheniah had contracted numerous illnesses in his old age. With his last will and testament, Zepheniah set up the events of Team Fortress 2 by leaving half of his land to each of his sons – for them to fight over for the rest of their lives. He also left Elizabeth the "miracle gravel" cache that he discovered on a trip to "Terra Australis". According to him, Gray had resurfaced the year before and wanted to blackmail him for it, so he entrusted Elizabeth with it, to keep it secret and safe.
Beginnings of RED vs. BLU
Comprised of Billy the Kid, Stonewall Jackson, Abraham Lincoln, Alfred Nobel, John Henry, Nikola Tesla, Sigmund Freud, Davy Crockett, and Fu Manchu, Blutarch had his crack mercenary team set and was eager to claim his land. However, Redmond had assembled his own team of mercenaries and was making similar plans to gain control of his brother's land. The RED and BLU teams proceeded to enter into a massive stalemate as they attempted to destroy each other and take the land for their respective Mann sibling.
1890
A Loose Canon
Forty years later, Redmond and Blutarch were still engaged in their unwinnable war.
As Blutarch neared death from old age, he called in an expert craftsman named Radigan Conagher to construct for him a machine that would allow him to live on, to "make [him] a monster", by artificially extending his life. Radigan agreed.
Upon returning to his store that evening, Radigan found a stranger who had already made her way past his locked door. Knowing she couldn't convince Radigan to change his mind about building Blutarch's life extender, this stranger asked Radigan to build Redmond a machine as well. As payment, she gave him a hundred pounds of Australium – a powerful element found only in Australia which had caused the nation of unintelligent savages to become extremely intelligent and develop such technological marvels as teleportation and cloaking techniques.
Radigan agreed and became super-intelligent due to the Australium. He went on to develop life extending machines for Redmond, Blutarch, and one for Elizabeth.
As Blutarch neared death from old age, he called in an expert craftsman named Radigan Conagher to construct for him a machine that would allow him to live on, to "make [him] a monster", by artificially extending his life. Radigan agreed.
Upon returning to his store that evening, Radigan found a stranger who had already made her way past his locked door. Knowing she couldn't convince Radigan to change his mind about building Blutarch's life extender, this stranger asked Radigan to build Redmond a machine as well. As payment, she gave him a hundred pounds of Australium – a powerful element found only in Australia which had caused the nation of unintelligent savages to become extremely intelligent and develop such technological marvels as teleportation and cloaking techniques.
Radigan agreed and became super-intelligent due to the Australium. He went on to develop life extending machines for Redmond, Blutarch, and one for Elizabeth.
1968
During the Summer of 1968, a group of individuals were hired by Reliable Excavation & Demolition (RED) and Builders League United (BLU) to continue Redmond and Blutarch's neverending war to seize the land left to them by their deceased father
Helen, a descendant of Elizabeth, acts as the overseer of the large-scale battles fought amongst these mercenaries. Descendant of Barnabas Hale, Saxton Hale, runs the renowned weapons and headwear business Mann Co., a subsidiary of the Administrator's shadowy company, TF Industries.
The Nine Classes
Scout: they are the fastest and most mobile mercenary on the battlefield unassisted. they can Double Jump which leaves slower opponents such as the Heavy struggling to keep up and helps them navigate the terrain while dodging incoming projectiles, the Scout is an ideal class for aggressive fighting and flanking. The Scout is a great class for quick "hit-and-run" tactics for sapping away the enemies' health due to their ability to get in, do damage, and dash away before even being noticed. However, the Scout has one of the lowest health out of all of the classes, leaving them vulnerable when they is in the front line. However, the Scout can run in and out very quickly, letting them lead the team to victory without the other team even noticing in time. The Scout is an excellent choice for completing objectives quickly. they have the capability to capture control points and push carts at twice the rate of any other class. Only the Scout has this ability naturally, speed makes them perfect for capturing the enemy control points and intelligence. - Scouts Uses Scatterguns, Small Pistols, Sodas, and Variants of baseball bats.
Soldier: The Soldier is well known for the spectacular rocket jump. In defiance of all good sense and judgment, the Soldier can detonate a rocket at their feet and launch themself skyward at the cost of some health. This ability allows the Soldier to appear from unexpected places and reach areas off-limits Well-balanced and possessing both survivability and mobility, the Soldier is considered one of the most flexible classes. Despite the low ground movement speed, they capable of using rocket jumps to reach their destination quickly. their large health pool is second only to that of the Heavy, and the wide array of armaments and weaponry allow them to bring whatever weapon or equipment is best suited to the situation at hand. - Soldiers uses Rocket launchers, Shotguns, Banners, and digging tools.
Pyro: 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.
the Pyro also brings some utility to the battlefield. The Pyro’s compression blast, for example, can deflect and reflect any projectile that is not a bullet, extinguish burning teammates, and forcibly reposition any enemy, including one under the effects of an invincibility-granting ÜberCharge. - Pyros uses Flamethrowers(no duh), Shotguns, Flare guns, and Axes.
Demoman: The Demoman excels at swift destruction; they can bounce grenades at creative angles to wreak havoc on enemy Sentry Gun emplacements while remaining safely out of sight. their stickybombs are a perfect tool for area denial, and are effective at keeping opponents away from any carts, control points, or Intelligence that they deem off-limits. - demoman wields Gernade launchers, Shields, Sticky bomb launchers, Bottles, and Swords.
Heavy: Boasting the most default health and devastating firepower from the trusty Minigun, the Heavy is no pushover. The Heavy's Minigun can inflict heavy damage at a high rate of fire, allowing them to mow down opposing babies, cowards and teeny-men in seconds. The Heavy's movement speed is their main weakness. Upon revving up or firing the Minigun, their already unimpressive speed drops down to an even slower amount, making them a very easy target for Snipers and Spies. their slow speed makes him more dependent on support from Medics and Engineers to keep them in the fight. - heavy wields a Minigun, Shotgun, Food, and boxing gloves.
Engineer: specializes in constructing and maintaining Buildings that provide support to the team, rather than fighting at the front lines, making them the most suitable for defense. 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 their gear under a watchful eye and under repair with their Wrench at all times. When the Engineer needs to get their hands dirty,the trio of generic yet capable weapons, along with the assistance of the helpful hardware, make them more than capable of holding their own in a fight. If need be, the Engineer can even pick up and haul constructed buildings to redeploy them in more favourable locations. their Teleporters are also a key point to both the offensive and defensive team's success, allowing slower, heavier classes to reach the front-lines quicker. - Wields Shotguns, engineer Shotguns, Pistols, and Wrenches
Medic: Although the Medic's Syringe Gun and Bonesaw aren't the greatest weapons for direct combat, they can typically still be found near the front lines, healing wounded teammates whilst trying to stay out of combat.
When the Medic focuses the Medi Gun on a teammate, they will gradually regain health points. Teammates who are already at full health will have their health buffed beyond the normal limit, going up to 150% of their base health capacity. Teammates who have not taken damage recently will be healed more rapidly, encouraging other players withdrawals when injured. When healing, the Medic will gradually fill a unique ÜberCharge bar, which can fill faster if healing injured or non-overhealed teammates. When the ÜberCharge bar is fully charged, the Medic's healing gun will begin to crackle, accompanied by small electric Team-colored particles at the tip of the Medi Gun, indicating that they can now deploy a unique charge to benefit the healing target, and themself, A charge from the Medi Gun offers temporary invulnerability (or other effects based on the Medi gun) Although the Medic cannot heal themself, they is capable of slowly regenerating health over time, and is the only class capable of doing so naturally. The longer a Medic stays out of combat and avoids taking damage, the greater the increments of health they will passively heal. An injured Medic will begin regenerating health at a rate of 3 health points per second, scaling up over the following ten seconds to a maximum of 6 health per second - Medics Wield Syringe guns, Medi guns, and Saws.
Sniper: The Sniper's main role on the battlefield is to pick off important enemy targets from afar using the Sniper Rifle and its ability to instantly kill a target with a headshot (with some exceptions). they are effective at long range, but weakens with proximity, where they is forced to use the Submachine Gun or Kukri. As a result, the Sniper tends to perch on higher grounds or in hard-to-see places, where they can easily pin down enemies at chokepoints. - snipers wield Sniper rifles(no Duh), Sniper utility tools, SMGs, and hunting blades.
Spy: relies on stealth and trickery to aid the team. Using a unique array of cloaking watches, they can render themself invisible, leaving unaware opponents off-guard. their Disguise Kit lets them take on the form of any class on either team, allowing them to blend in while behind enemy lines before stabbing the 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. - Spies wield Revolvers, Sappers, Knifes, and invis-watches
Soldier: The Soldier is well known for the spectacular rocket jump. In defiance of all good sense and judgment, the Soldier can detonate a rocket at their feet and launch themself skyward at the cost of some health. This ability allows the Soldier to appear from unexpected places and reach areas off-limits Well-balanced and possessing both survivability and mobility, the Soldier is considered one of the most flexible classes. Despite the low ground movement speed, they capable of using rocket jumps to reach their destination quickly. their large health pool is second only to that of the Heavy, and the wide array of armaments and weaponry allow them to bring whatever weapon or equipment is best suited to the situation at hand. - Soldiers uses Rocket launchers, Shotguns, Banners, and digging tools.
Pyro: 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.
the Pyro also brings some utility to the battlefield. The Pyro’s compression blast, for example, can deflect and reflect any projectile that is not a bullet, extinguish burning teammates, and forcibly reposition any enemy, including one under the effects of an invincibility-granting ÜberCharge. - Pyros uses Flamethrowers(no duh), Shotguns, Flare guns, and Axes.
Demoman: The Demoman excels at swift destruction; they can bounce grenades at creative angles to wreak havoc on enemy Sentry Gun emplacements while remaining safely out of sight. their stickybombs are a perfect tool for area denial, and are effective at keeping opponents away from any carts, control points, or Intelligence that they deem off-limits. - demoman wields Gernade launchers, Shields, Sticky bomb launchers, Bottles, and Swords.
Heavy: Boasting the most default health and devastating firepower from the trusty Minigun, the Heavy is no pushover. The Heavy's Minigun can inflict heavy damage at a high rate of fire, allowing them to mow down opposing babies, cowards and teeny-men in seconds. The Heavy's movement speed is their main weakness. Upon revving up or firing the Minigun, their already unimpressive speed drops down to an even slower amount, making them a very easy target for Snipers and Spies. their slow speed makes him more dependent on support from Medics and Engineers to keep them in the fight. - heavy wields a Minigun, Shotgun, Food, and boxing gloves.
Engineer: specializes in constructing and maintaining Buildings that provide support to the team, rather than fighting at the front lines, making them the most suitable for defense. 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 their gear under a watchful eye and under repair with their Wrench at all times. When the Engineer needs to get their hands dirty,the trio of generic yet capable weapons, along with the assistance of the helpful hardware, make them more than capable of holding their own in a fight. If need be, the Engineer can even pick up and haul constructed buildings to redeploy them in more favourable locations. their Teleporters are also a key point to both the offensive and defensive team's success, allowing slower, heavier classes to reach the front-lines quicker. - Wields Shotguns, engineer Shotguns, Pistols, and Wrenches
Medic: Although the Medic's Syringe Gun and Bonesaw aren't the greatest weapons for direct combat, they can typically still be found near the front lines, healing wounded teammates whilst trying to stay out of combat.
When the Medic focuses the Medi Gun on a teammate, they will gradually regain health points. Teammates who are already at full health will have their health buffed beyond the normal limit, going up to 150% of their base health capacity. Teammates who have not taken damage recently will be healed more rapidly, encouraging other players withdrawals when injured. When healing, the Medic will gradually fill a unique ÜberCharge bar, which can fill faster if healing injured or non-overhealed teammates. When the ÜberCharge bar is fully charged, the Medic's healing gun will begin to crackle, accompanied by small electric Team-colored particles at the tip of the Medi Gun, indicating that they can now deploy a unique charge to benefit the healing target, and themself, A charge from the Medi Gun offers temporary invulnerability (or other effects based on the Medi gun) Although the Medic cannot heal themself, they is capable of slowly regenerating health over time, and is the only class capable of doing so naturally. The longer a Medic stays out of combat and avoids taking damage, the greater the increments of health they will passively heal. An injured Medic will begin regenerating health at a rate of 3 health points per second, scaling up over the following ten seconds to a maximum of 6 health per second - Medics Wield Syringe guns, Medi guns, and Saws.
Sniper: The Sniper's main role on the battlefield is to pick off important enemy targets from afar using the Sniper Rifle and its ability to instantly kill a target with a headshot (with some exceptions). they are effective at long range, but weakens with proximity, where they is forced to use the Submachine Gun or Kukri. As a result, the Sniper tends to perch on higher grounds or in hard-to-see places, where they can easily pin down enemies at chokepoints. - snipers wield Sniper rifles(no Duh), Sniper utility tools, SMGs, and hunting blades.
Spy: relies on stealth and trickery to aid the team. Using a unique array of cloaking watches, they can render themself invisible, leaving unaware opponents off-guard. their Disguise Kit lets them take on the form of any class on either team, allowing them to blend in while behind enemy lines before stabbing the 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. - Spies wield Revolvers, Sappers, Knifes, and invis-watches
Sign ups:
*Name:
*Gender:
*Age:
Personality:
Appearance:
*Team: (can be RED or BLU)
*Background:
*Class: (can be changed later)
*- Required field