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Old 07/04/2012, 02:46
    #1
Serraskai
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Team Fortress 2 Set
FIRST SOME SCENARIOS

Capture The Flag
At the beginning of the game, place a light object in both characters starting areas. All characters may use Super Strength to pick up these objects, but they may not be carried by characters belonging to the owner of that object. If a character is carrying this object when they are KO'd, place it in the square they last occupied. This object may not be used in an attack. When a character carrying this object occupies it's own starting area, the controlling player scores 1 victory point. Once 3 points have been scored by a single player, that player wins. The Respawn rule is in effect.

King of The Hill
At the beginning of the game, designate a 3x3 square in the middle of the map as "the point." Characters occupying this point are considered to be "capping." If a character is occupying the point at the end of your turn, give the controlling character 1 cap token for every character on the point. Once a player gains 10 cap tokens, they own the point. If an opposing character is also on the point, no cap tokens may be given to either side. If a character has all 10 cap tokens and an opposing character occupies the point while it's owner does not own it, that player gets 1 cap point if the point is occupied by characters only friendly to that character. If a player owns the point for 10 turns, and has all 10 cap points, that player is the winner. The Respawn rule is in effect.

Respawn Rules
In scenarios where this rule is applicable, whenever a character would be KO'd, instead place that character on the side of the map. After 3 turns of the player that KO'd that character, place the KO'd character on the map in it's owner's starting area on it's top click. No victory points are awarded for characters in these scenarios.

TF Team Ability (All of the characters have this TA)
This character's attack and range may not be modified. When making a ranged combat attack, this character may increase their range by +1, +2, or +3. When they do, reduce their attack by the same amount.

NOW THE CHARACTERS

The Scout
#001 Rookie The Scout
Team: No Affiliation
Range: 5
Points: 150
Keywords: TF Industries, Mercenary, Teen
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Twice as fast: When The Scout is on a Point, at the end of the turn, the owner gains 2 cap points instead of 1 for this character.
Super fast and stuff: The Scout can use Energy Shield/Deflection and Super Senses.
Scattergun: When The Scout can use the sharpshooter ability. When The Scout makes a ranged combat attack, reduce the damage dealt by 1 for every square away the target character is.

Double Jump (Leap/Climb)
Super super fast (Hypersonic Speed)
Battah Swing! (Super Senses)

The Soldier
#002 Veteran The Soldier
Team: No Affiliation
Range: 8
Points: 150
Keywords: TF Industries, Soldier
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Rocket Jump: Give the Soldier a power action. He may use the flight ability for this turn. At the end of the turn, deal the Soldier 2 unavoidable damage.
Rockets and Crockets: When The Soldier makes a ranged combat attack and does not use an ability, upon hitting, deal each character adjacent to the hit character damage equal to The Soldier's printed damage value -1. If The Soldier makes a ranged combat attack and the attack roll is doubles and hits, increase the damage dealt to all characters by 1. If the roll is a critical hit, deal 3 extra damage.

Last one alive, lock the door! (Running Shot)
C'mere, cupcake (Energy Explosion)
I do not have time to combust! (toughness)
Get a REAL gun! (Ranged Combat Expert)

The Pyro
#003 Experienced The Pyro
Team: No Affiliation
Range: 4
Points: 150
Keywords: TF Industries
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Things catch fire!: Any character that is dealt damage by a ranged combat attack from The Pyro gains a Flame token. A character with a Flame token is deal 1 penetrating damage at the end of it's owner turn for 5 turns. If that character is healed, or when 5 turns pass, remove the flame token.
Flame Thrower: The Pyro can use Force Blast. Give The Pyro a power action to remove a Flame token from a friendly character within range and line of sight. When The Pyro makes a ranged combat attack, it may ignore enemy characters for ranged combat attacks. When it does, compare the result of the attack to every character as though each character were being attacked by The Pyro. Each hit character is dealt damage as though they were the only target of the attack.
WM1: The Pyro may move it's full movement before making a ranged combat attack.

MMPH. (Running Shot)
Asbestos Suit (Toughness)

The Demo
The Heavy
The Engineer
The Medic
The Sniper
The Spy

MORE TO COME.
TASKMASTER KOs!
Avengers Prime, AIM Renegade, Chaos King, Ares
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Old 07/09/2012, 19:15
    #2
mrodd64
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Hey, I sent you a message. I like your dials
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