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Licensed Chapter Idea: Team Fortress Two/Fear the Flames.

officialcickzzzz
officialcickzzzz Member Posts: 10
edited September 2 in Creations

The Pyro and The Scout from Team Fortress Two join the fog. Not much is known about Pyro. If it is even a him, that is. All we know about it, is that it sees differently than what we do. It sees sunshine and rainbows, whilst the people on the other side of those goggles only sees flames and the... Things face within them. Scout or Jeremy Willis is just an ordinary young merc, living with his mother. He isn't the brightest but he's damn fast.

First, Pyro.

Ability: Flamethrower.

Come on, couldn't not give THE Pyro its flamethrower. The Pyro can use their flamethrower to damage or inflict burns on their victim. The flamethrower can run for a total of twenty seconds/charges base kit, until the Pyro has to find an ammo box that is not revealed to either team. The flamethrower has a range of six meters. It can; burn survivors. It takes six seconds of burning to lower the survivor a health state and a further six to down. It can burn upright pallets, causing them to inflict burn on survivors if pulled. It takes two seconds to burn an upright pallet, pulling it causes three seconds of burn to be afflicted onto the survivor. It can burn pulled pallets to destroy them within ten seconds of being burnt for three seconds. If a survivor vaults the burning pallet they will too, be afflicted with three seconds of burn. It can burn windows for three seconds, causing three seconds of burn to the survivor. When The Pyro uses their total of twenty seconds worth of flamethrower ammo, twelve ammo boxes spawn around the trial grounds. If a survivor finds one, it refills their item, if they have a charge based item, fully. If The Pyro finds one, the rest eleven boxes despawn and The Pyro gets their flamethrower filled up again, allowing for another twenty seconds of burn time. The Pyro takes 1 second to pull out the Flamethrower, slowing them down to 4.4m/s for three seconds and then returning to the base 4.6 movement speed. If the Flamethrower is full, it fires up immediately. If it is under 15 seconds, Pyro has to click twice, costing 0.5 seconds. If it's under 10 seconds, Pyro has to click it 4 times costing 2 seconds. The Burn effect lasts ten seconds before it starts to regress. When a survivor is burning, a flame, cut up in to six parts will begin to fill up. The flames behind the Survivor will begin to flash when regressing. It takes ten seconds for a Burn to regress.

Perks:

Hex: Degreaser. A weapon that strangely is easy to get your hands around. One Dull Totem will light up. When this totem is lit, when you hit a survivor, you cooldown from hitting them 10%/20%/30% faster. "Mmh... Mmph. Hm hm!" -The Pyro.

Hex: The Third Degree. Guaranteed to stop Medics in their tracks. One Dull Totem will light up. When this totem is lit, if you hit a survivor healing or being healed by any other survivors, 1/2/4 of them will get damaged. "I fear no man... but that thing... it scares me." Mikhail or "The Heavy."

Hex: Ubercharged. Just because it's risky, doesn't mean it doesn't work. One Dull Totem will light up. When this totem is lit, you can gain tokens up to 5/3/2 every time you injure a survivor. When full, if a survivor tries to stun you by any means, it will be ignored. The tokens will then be depleted and you can continue regaining tokens. "Let's go practice medicine..." -Herbert Ludwig "The Medic" Humboldt.

Add-Ons.

Common.

  • Jar of Urine: A jar of urine, sometimes used offensively. Burn regresses for three seconds longer.

  • Moldy Sandvich: A sandwich left in a break-room fridge too long. You pull out your Flamethrower 0.25 seconds faster.

  • Bloody Bird Feathers: White bird feathers stained by blood. If a survivor is healing anywhere, your Flamethrower's range is extended by two meters.

Uncommon.

  • Dented Baseball Bat: An aluminum baseball bat with a large dent in the center. Hitting a survivor with a Basic Attack, their Burn meter will regain two seconds.

  • The Wrench: A wrench, previously wielded by a brilliant mind. The slowdown when starting the Flamethrower is reduced by 1.5 seconds.

  • Bucket: It's just a bucket. Why would anyone want it? Flamethrower has five more charges.

Rare.

  • Medi-Gun: A machine of great healing, used to patch up merc's on and off the field. If you are stunned while using the Flamethrower, gain all charges back.

  • Flare Gun: One of your own tools. Good for signaling things. Oh. And of course burning people to death. When a survivor loses a health state to Burning, they gain Broken and Haemorrhage for sixty seconds.

  • Spiked Explosive: A spiked explosive that sticks into surfaces easily. Burnt surfaces Burn for ten seconds longer.

Very Rare.

  • Butterfly Knife: A graceful knife used by a sophisticated man. Burning a Locker with a survivor inside causes them to lose a health state immediately and start Burning. You have five less Flamethrower charges.

  • Flared Barrel: A flamethrower that has been modified so that the barrel flutes at the end. Flamethrower range decreased by two meters. The Flamethrower's Flame changes shape from a beam to a cone with a width of four meters.

  • Rocket Launcher: A classic, military standard rocket launcher. If a burning survivor passes another survivor within four meters, the other survivor will burn for five seconds.

Visceral.

  • The Iridescent Briefcase: A briefcase full of top secret files about the enemy. It is the objective after all. The amount of Ammo Boxes that spawn are reduced by seven. Survivors can either use them to refill the item, or pick it up and bring it to a Generator to give it ten immediate charges. These charges are not permanent. If they regress, another Box can be used. This only works once per Generator. The Flamethrower now has forty charges.

  • The Respawn Machine. A true feat of engineering. Able to bring back the dead. It's eternity in there. If a survivor is healed from the dying state, gain all charges back, 10% Haste for ten seconds and gain Killer Instinct on all survivors involved including the survivor healed for five seconds. Survivors now need to be burned for twelve seconds.

Weapon: The Fire Axe. Pyro laughs when hitting a basic attack.

Terror Radius: 40 Meters.

Terror Music: 40-32 Meters. Off key subtle violin. 32-24 Meters. The violin picks up in tempo and a beat is underlaid. 24-16 Meters. Violin gets faster, so does the beat and a metallic banging rhythm is added. 16-8 Meters, everything gets faster and the violin's tune gets worse. Chase. The violin is constantly shifting tune the drums go off beat as well as the clanging. A subtle crackling can be heard as well as screams. (Like when Dredge's nightfall is ending, but much quieter.)

Height: Tall

Mori. We see behind the goggles of Pyro and he is covering the survivor in rainbows and butterflies. We then cut out to see Pyro staring at the survivor, an orange light illuminating the mask. The survivor is screaming and flailing as they struggle to put out the fire clinging to their clothes (similar to Jason's Mori.) When the survivor falls down dead, Pyro giggles, claps and jumps around.

Now, The Scout.

Scout has Perks that reward him for being in chase, taking protection hits and avoiding attacks.

Perks.

Break a Sweat: Get some practice in and then put in the effort. When in Chase BaS charges for 5/10/15 seconds. When full, using the Secondary Ability Button grants you and teammates in a 10/15/20 meter radius gain 15% Haste for four seconds. You gain Exhausted for forty seconds. Your teammates gain Exhausted for five seconds. - "Hit the bricks, pal. You're done." Jeremy "The Scout" Willis.

Swift Distraction: Get in the way and buy some time for your friends. If a survivor loses a health state within 10/20/30 meters gain 50% haste for five seconds and gain Exhausted for sixty seconds. When you get between the Killer and the Survivor, if you take damage the other survivor gains Endurance for 5/10/12. -"Wananana..." Jeremy "The Scout" Willis.

Small Target: Your small frame makes it a challenge to hit you. When in chase and no other survivors are in chase if the killer misses a Basic Attack within five meters gain a token up to 1/2/3. When you have these tokens, survivors gain a five percent repair boost for every token. Taking damage or dropping chase removes these tokens. "I'm a freakin' blur here! - "Jeremy "The Scout" Willis.

Cosmetic Ideas.

I can't exactly put a finger on any cosmetic. Other than giving both of them two base looks off rip like Legion. One outfit for R.E.D and one for B.L.U. Maybe make cosmetics change with the base outfit?

Perk Icon Ideas.

I'm not the best at art so these are going to be descriptions.

Degreaser is the outline of the Degreaser. Shocker. Same with the Third Degree. Ubercharged will just be an outline of the Medi-Gun.

BaS is just Scout wiping his forehead with his arm. Swift Distraction is Scout doing a starfish pose with the outline of another survivor behind him. Small Target is Three Scouts with "woosh" lines between each one. If you have a better idea about any of these feel free to describe or draw them.

So there are two of TF2's Mercs brought to the Fog. I also thought of Spy instead of Scout but Spy seemed too Killer coded, so I went with the only other merc that has a realistic body. (Ignoring sniper.) I think I did alright.