Introduction
After the two shake, Gray enters the Alamo, having killed Redmond's Engineers, leaving the three alone. He introduces himself to the two as Gray Mann, their brother, and explains that he sent the letters. Unfortunately, the two appear to be suffering some sort of cognitive disorder, and Blutarch and Redmond apparently forget who Gray is just seconds after he introduces himself. It is noted that Gray appears to be wearing some sort of mechanical device on his spine, possibly of his construction. Gray begins to recount the tale of the brothers' birth, and explains how he was taken by an eagle shortly after he spoke with their father. He explains how he was raised by the eagle as one of its own, and how he later killed it and her children to feed himself.
He goes on to explain how, unlike how Redmond and Blutarch had their empires handed to them, he had to build his own out of scratch. Gray tells Redmond and Blutarch that he watched for a hundred and fifty years as they both wasted their father's fortune over an "asinine war, over worthless pits of gravel." He asks them to consider their true birthright, and tells them that it's "the only thing in this hell-blasted landscape actually worth fighting over" which appears to be Mann Co. Redmond dismisses his claims, stating that gravel powers the world's steam engines, showing how uninformed about the world he actually is. Gray grows tired of his responses, and kills both Redmond and Blutarch by slitting their throats.
Three days later, Gray makes his move against Mann Co., sending a massive robot army to attack all of the company's facilities. Saxton Hale is too busy wrestling a Yeti to deal with the crisis himself, so he sends a video message to the remaining RED or BLU mercenaries informing them that with Redmond and Blutarch dead, the Gravel War has finally ended and they no longer have jobs. He then immediately re-hires the team(s) to defend Mann Co. against the robots.
Character Sheet
- Code: Select all
[b]Name:[/b]
[b]Gender:[/b] (Male, female, or pyro(Unknown)?)
[b]Class:[/b] (NO. 10TH. CLASS. Choose one from the game!)
[b]Team[/b] (Were you originally RED or BLU?)
[b]Nickname:[/b]
[b]Personality:[/b]
[b]Likes:[/b]
[b]Dislikes:[/b]
[img](Put TF2 Cosplay IMG Link Here)[/img]
RED Medic: RESERVED BY- Lloyd999
BLU Medic: AVAILABLE
RED Demoman/Woman: AVAILABLE
BLU Demoman/Woman: AVALIBLE
RED Scout: AVAILABLE
BLU Scout: AVAILABLE
RED Spy: AVAILABLE
BLU Spy: AVAILABLE
RED Heavy: AVAILABLE
BLU Heavy: AVAILABLE
RED Soldier: AVAILABLE
BLU Soldier: AVAILABLE
RED Sniper: AVAILABLE
BLU Sniper: AVAILABLE
RED Engineer: AVAILABLE
BLU Engineer: AVAILABLE
RED Pyro: AVAILABLE
BLU Pyro: AVAILABLE
View All »Arcs
Arcs are bundles of posts that you can organize on your own. They're useful for telling a story that might span long periods of time or space.
There are no arcs in this roleplay.
View All » Create New » Quests
There are no quests in this roleplay.
Add Group » View All » 0 Factions to align with
Here's the current leaderboard.
There are no groups in this roleplay!
Game Master Controls
Welcome home, Promethean. Here, you can manage your universe.
Arcs
Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.
Add Quest » Quests
You can create Quests with various rewards, encouraging your players to engage with specific plot lines.
Add Setting » 1 Settings for your players to play in
Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.
Navigation
While not required, locations can be organized onto a map. More information soon!
Add Group » 0 Factions to align with
There are no groups in this roleplay!
Collectibles
By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.
Once an Item has been created, it can be spawned in the IC using /spawn Item Name
(case-sensitive, as usual) — this can be followed with /take Item Name
to retrieve the item into the current character's inventory.
Mobs
Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!
Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!
Current Mobs
No mobs have been created yet.
Spawns
Locations where Mobs and Items might appear.
Events
You can schedule events for your players to create notifications and schedule times for everyone to plan around.
The Forge
Use your INK to craft new artifacts in TF2: Speeding Bullets. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.
Notable Items
No items have been created yet!
The Market
Buy, sell, and even craft your own items in this universe.
Market DataMarket conditions are Quick Buy (Items Most Recently Listed for Sale) |
Open Stores
View All » Add Character » 1 Characters to follow in this universe
Newest
Miss Pauling
"Yes, ma'am."
Trending
Miss Pauling
"Yes, ma'am."
Most Followed
Miss Pauling
"Yes, ma'am."
View All » Places
Fullscreen Chat » Create Topic » TF2: Speeding Bullets: Out of Character
Discussions
-
- Topics
- Replies
- Views
- Last post
-
-
TF2: Speeding Bullets
by Rabidness on Sat Sep 20, 2014 8:34 pm
- 9 Replies
- 696 Views
- Last post by Rabidness
on Sun Sep 28, 2014 6:16 am
-
TF2: Speeding Bullets
Most recent OOC posts in TF2: Speeding Bullets
Re: TF2: Speeding Bullets
Re: TF2: Speeding Bullets
Those are some good suggestions. I especially like the upgrade suggestions, with the realism. There will be canteens. I will have a money system implemented into the RP soon(ish), probably as an OOC post that will be updated with the game.
I have watched a few videos made using SFM, plus the majority of the official videos. Those are another reason I want to play TF2. In the roleplay, I will be playing Ms. Pauling.
Re: TF2: Speeding Bullets
Yeah, Medics can revive fallen players. Players will drop these big packs which will display holograms which the Medic can place his heal beam on to magically revive a person with full health. Its probably best and most accurately illustrated in the TF2 promotional video "The Sound of Medicine" (which is on youtube) which also illustrates the projectile shield. Either way, I think that's all fair enough. The idea that all players begin with stock weapons in the beginning? On one hand, I think that's fair as characters slowly progress and get more experienced at defending against the robots and gain more money and can spend them on new weapons just as they would spend them on upgrades, thus allowing a wide range of weapon loadouts to be explored by the players, especially if you, the GM, decide to turn this weapon buying system into something similar to the random drop system, where when a player decides to buy a weapon (however expensive you decide that will be, maybe somewhere between $1000-$3000) you choose a weapon at random that they receive.
On the other hand, allowing players to use whatever weapons they please also has its own spirit to it that resembles how MVM was played. Back when it was released, everybody was new to the gamemode and no real metas had been established, so everybody would be trying out all kinds of different loadouts and strategies and trying to establish metas. The Engineer would be using the Frontier Justice as had difficulty being able to save his sentries from the Sentry Busters, Soldiers would try out all kinds of launchers and buffs, Pyros wouldn't have learned to airblast enemies into pits so they would use the Phlogistinator or Backburner, Spies and Snipers would have difficulty fighting and Medics were a luxury as opposed to a requirement. It was just something new at the time and the players would be trying out their old strategies on the gamemode and develop new ones as they discovered weaknesses and explored possibilities with other weapons.
Though, I will admit this is still fully possible with the system I spoke of above, so if you decide to start everybody with stock, then that's perfectly fine. I personally like the idea of the random item buying system, and thus a very strict money system should be implemented into the roleplay. Every wave should provide a maximum of a certain amount of money and everybody gains the same amount of money regardless of who collects it. The exact quantities and type of robots that appear in each wave should also be clearly defined at the beginning of each wave, along with the maximum amount of money to be collected. Upgrades should have the same costs as they ordinarily would in the game (and for simplicity's sake, lets give Medic the updated Overheal and Heal Mastery upgrades he gets in Two Cities as upgrading the different aspects of healing and overhealing separately was just way to tedious) and upgrades should probably be preserved between events. Perhaps upgrades should have some sort of realism to them, such as Reload Speed upgrades might had some sort of autoloading device onto the guns or Regeneration and Resistance upgrades should perhaps inject a class with some sort of special serum, and so on. One question I have is if Power Canteens will be available. I'd imagine uber canteens would be consumed and make a player shortly invunerable, while crit canteens supplies directly to a weapon, along with clip/ammo refill canteens. Building upgrade canteens probably send a signal to placed buildings that somehow automatically upgrades them while teleport to spawn upgrades probably work similarly to the Eureka Effect. Of course, with how the Medic can share power-ups with other classes with an upgrade, the canteen probably supplies directly to the healing supply.
I think one thing I'll suggest to you, who doesn't play the game, is to certainly watch a lot of videos. As you probably know, there are plenty of promotional TF2 videos, 10 centering around the classes as the Meet the Team videos and about four (I believe) other promotional ones, two based on MVM. Yet, with the release of Source Filmmaker, there's all kinds of fanmade TF2 videos out there, many of which with what looks like impressive or at the very least decent animation skill (SFM tends to make even lazier works look professional, although it still requires a lot of skill to animate with it) and many of which are great for giving a visualization of TF2.
Also, on an unrelated note, I'm assuming you'll be playing Miss Pauling? She's definitely an essential character.
Re: TF2: Speeding Bullets
@Lloyd999, I remember you! I tried to join the roleplay, but no one else did. I mean, other than the GM.
Anyway, I'll have everyone start with the basic default starter weapons, and later on, get new weapons. It'll be assumed that Hale sold the weapons the mercs used to own. And it will progress with updates, except with updated guns. Also, I haven't played any TF2, but I love a lot of aspects of the game itself. And since I have internet, I can easily search up statistics and updates for guns. Sorry for my limited knowledge, I just love the story and wanted to make a roleplay out of it. Also, I wouldn't be including the weapons that aren't updates for MvM.
The reason the 9(well, 18 including the other team) mercs can't respawn, is because I didn't want some NPR (Non Playable Robot) killing a character over, and over, and over again. It gets really annoying quickly with all roleplays I've seen that have an un-die system. So really, it's partly because I don't want people to get annoyed and leave the RP. And I wanted to force people to work together even though the characters seem to hate each other. That is why they can't respawn. Later in the game it may be changed, because I think there was a respawning update thingy for Medic in MvM.
Re: TF2: Speeding Bullets
Hmm, there was a roleplay like this that I saw before and I regret not creating a character, but unfortunately, it didn't gain so much interest. If this one does, perhaps I'll join in as well. Demoman, Engineer and Medic roles are certainly ones I'm interested in, but I really wouldn't mind playing anything else, be it Pyro, Soldier or whatever.
So, I'm assuming almost all weapons are available. I think if this is going to be an MVM based roleplay, we should keep everything in theme with the MVM updates. That means that in the beginning, we'll have MVM as it was when it was first released, then later on when we introduce Bigrock, we'll also introduce the Engineer's new Rescue Ranger, the Demo's Loose Cannon, the Medic's Vaccinator and the Mecha Engineer. Some time after that, of course, would be Two Cities, where we'd introduce Rottenburg and Mannhattan. At the same time, of course, the new Medic features (along with the Soldier upgrade) would be introduced, such as the projectile shield and revival feature. I think that's fair, considering that wont be until much later on in the roleplay.
Also, keeping in line with this idea, it'd make sense if the weapons from Love and War aren't included as available weapons, just to make the idea of this progression more clear. I think, however, that any weapons that have been updated since MVM's release (such as the Housekeeping and Smismas updates, e.g. Loose Cannon, Short Circuit, etc.) should retain those updates in this roleplay, as those updates are kind of like retcons.
Well, its your roleplay anyway, so you make the decisions. I'm just saying that these would be most logical. I'd like to see an MVM roleplay up and running successfully.
By the way, if these two teams have spent a bunch of time killing each other and there's no respawn, then, what's the deal? I mean, I suppose if there are many combatants, then these particular mercenaries on opposite sides probably haven't met each other before, if they haven't killed each other already.
TF2: Speeding Bullets
You may edit this first post as you see fit.