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User:Schwarzweissrot/Sandbox2

From The Codex
Grass grows, birds fly, sun shines, and brother, I hurt people. I'm a force of nature.
~ Scout

Background

Powers and Stats

Tier: At least 8-C, likely 8-B

Name: Jeremy

Origin: Team Fortress 2

Gender: Male

Age: 27 years old

Classification: Human, Mercenary

Attack Potency: At least Building level (He sports several weapons which are capable of vaporizing giant MvM robots. There are statements that indicate some of the weapons of the mercenaries to be capable of atomiziation; see note. He knocked out a Soldier in one blow with a bat, he can use the same pistol that TFC Heavy used to kill Medic with two shots. His Scattergun and other primary weapons are comparable to the Shotgun used by several other mercenaries, whereas Soldier was able to one-shot a Demoman at midrange) to Building level+ (Soldier's Cow Mangler is stated to be able to atomize sheep; other weapons would generally be comparable to this due to outputting similar values of damage), likely City Block level (The Cow Mangler is also stated to be able to atomize cows)

Dimensionality: 3-D

Travel Speed: Relativistic (Moves at a third of the speed of the projectiles from the Righteous Bison, which is referred to as indivisible particle smasher)

Combat Speed: Relativistic+ (Regularly fights with and against his fellow mercenaries, all of which can react to the projectiles from the Righteous Bison. After the events of Mann vs Machine, he was able to defeat multiple MvM robots by himself, whereas pre-MvM Sniper was blitzed by a common Sniper Bot), FTL when launching baseballs with the Sandman or when throwing the Flying Guillotine, higher with gunfire, FTL+ with Bonk! (Capable of casually evading the Righteous Bison's projectiles at point-blank range)

Reaction Speed: Relativistic+ (Capable of easily reacting to the projectiles from the Righteous Bison), FTL+ with Bonk!

Lifting Strength: At least Superhuman, likely Class 1 (Signficantly downscales from Soldier. Implied to be capable of tearing off the arm of an enemy spy and utilizing it as a bat afterwards)

Striking Strength: At least Building Class to Building Class+, likely City Block Class

Durability: At least Building level to Building level+, likely City Block level

Stamina: Superhuman (Bonk! causes feelings of lethargy to regular drinkers and Scout is more than capable of drinking multiple cans of Bonk within a battle. He managed to keep fighting after a bear slashed his stomach open, which caused many of his organs to fall out and his heart to stop. When interviewed by the Director, he boasted about himself until his film camera ran out of film and then for five more hours, stating that he "had tons more ta say")

Range: Standard Melee Range by himself and with melee weapons, Tens of Meters with Shotguns, Hundreds of Meters with Pistols

Powers and Abilities:

Same as the first two keys, Magic, Electricity Manipulation (via Ball O' Lightning), Necromancy and Summoning (via Skeletons Horde), Summoning (via Summon MONOCULUS), Invisibility (Via Stealth), Teleportation and Healing (via Shadow Leap), Fire Manipulation (via Fireball), Healing, Statistics Amplification and Size Manipulation (via Power Up), Status Effect Inducement and Animal Manipulation (via Swarm of Bats), Healing and Invincibility (via Overheal), Explosion Manipulation (via Pumpkin MIRV and Meteor Shower]), Blast Jumping and Healing (via Blast Jump), Soul Manipulation (via Soul Gargoyle; which collects the soul of those who are killed by its wielders)

Same as the first two keys, Regeneration (Mid-low), Self-Healing with Health on Kill, Statistics Reduction (Mad Milk can be upgraded to slow down enemies drenched in it), Statistics Amplification (with Crits on Kill), Resistance to Fire Manipulation and Explosion Manipulation Teleportation and Statistics Amplification with Teleport to Spawn Canteen (Teleports the user to spawn and gives a 5 second speed boost), Invulnerability with Become Ubercharged Canteen, Statistics Amplification with Become Crit Boosted Canteen

Standard Equipment:

*Scattergun

    • Standard primary. Ammo loaded per clip: 6. Ammo carried in total: 36.
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  • Force-A-Nature
    • +50% faster firing speed, knockback on the target and shooter, +20% bullets per shot, -10% damage penalty, -66% clip size. Ammo loaded per clip: 2. Ammo carried in total: 32.
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  • Shortstop
    • When weapon is active: increase in push force taken from damage and airblast. Holds a 4-shot clip and reloads its entire clip at once. Ammo carried in total: 36.
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  • Soda Propper
    • +50% faster firing speed, 25% faster reload time, On Hit: Builds Hype, -66% clip size. When the hype meter is filled, Scout gains the ability to jump up to five times in mid-air. Ammo loaded per clip: 2. Ammo carried in total: 32.
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  • Baby Face's Blaster
    • On Hit: Builds Boost, run speed increased with Boost, -34% clip size, 10% slower move speed on wearer, Boost reduced on air jumps, Boost reduced when hit. Ammo loaded per clip: 4. Ammo carried in total: 32.
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  • Back Scatter
    • Mini-crits targets when fired at their back from close range, -34% clip size, no random critical hits, 20% less accurate. Ammo loaded per clip: 4. Ammo carried in total: 32.
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*Pistol

    • Standard secondary. Ammo loaded per clip: 12. Ammo carried in total: 36.
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  • Lugermorph, C.A.P.P.E.R
    • Reskins of the Pistol; function identically to it.
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  • Bonk! Atomic Punch
    • Upon drinking a can of Bonk, Scout gets a massive speed amp which results in him dodging any attack in-game at point-blank range for eight seconds. He cannot attack during this time period. Afterwards, he is unable to drink more Bonk for the next 22 seconds.
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  • Crit-a-Cola
    • Upon drinking a can of Crit-a-Cola, each of Scout's attack mini-crits for eight seconds. Afterwards, he is unable to drink more Cola for the next 22 seconds. Attacking marks him for death for five seconds after the effect expires, which results in him being considerably more vulnerable afterwards.
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  • Mad Milk
    • Extinguishing teammates reduces cooldown by -20%, players heal 60% of the damage done to an enemy covered with milk, can be used to extinguish fires. Enemies drenched in it are covered in its contents for ten seconds. After using it, Scout has to wait for 20 seconds until he can do so again.
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  • Mutated Milk
    • Reskin of the Mad Milk; functions identically to it.
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  • Winger
    • +15% damage bonus, +25% greater jump height when active, -60% clip size. Ammo loaded per clip: 5. Ammo carried in total: 36.
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  • Pretty Boy's Pocket Pistol
  • +15% faster firing speed, on hit: gain up to +3 health (approximately 2.4% of Scout's total health), -25% clip size
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  • Flying Guillotine
  • Throw it at his enemies makes them bleed. Long distance hits reduce recharge time, no random critical hits. Under normal circumstances, it takes 5.1 seconds for it to recharge and if he has managed to hit an enemy at long range with it, it only takes 3.6 seconds.
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*Bat

  • Default melee weapon.
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  • Essentially reskins of the default bat
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Shadow Leap
  • Regular Magic Spell No. 1 - Shadow Leap
    • Fires a dark smoke-like ball that teleports the spell-caster to wherever it lands when it comes in contact with a surface. Also heals the user for 30 health on use (in Scout's case, it would heal him for 24% of his total health). The projectile arcs under gravity. Hitting an enemy player will deal 10 damage (in Scout's case 8%). Scout can utilize this spell twice and, when doing so, will say "ipsum instantarium."

Fireball

  • Regular Magic Spell No. 2 - Fireball
    • Shoots a ball of fire that sets enemies on fire in a large radius. Not affected by gravity, similar to rockets except they cannot be reflected by a compression blast. The attack deals 100 damage and aditionally sets the target on fire for 5 seconds. If the target does not find a way to put the fire out, and is as durable as Scout is, it would die from the afterburn effect. Scout can utilize this spell twice and, when doing so, will say "caputus crepitus."

Blast Jump

  • Regular Spell No. 3 - Blast Jump
    • Propels the spell-caster into the air, high enough that falling damage will result. Can be used in the air. Will also heal the user for 25 health and deal 4-12 damage to nearby opponents in a small radius on use. Scout can utilize this spell twice and, when doing so, will say "amplus tripudio."

Overheal

  • Regular Magic Spell No. 4 - Overheal
    • Übercharges the spell-caster and all allies within 275 hammerunits (equal to 5.236 meters) and quickly refills their health up to an overhealed amount of up to twice their maximum health. The uber lasts for 1 second and healing lasts for 3 seconds. Also pushes back enemies from the user. Scout can utilize this spell once and, when doing so, will say "barpo kabalto."

Swarm of Bats

  • Regular Magic Spell No. 5 - Swarm of Bats
    • Shoots a glowing ball that quickly falls in a steep arch, exploding in a small radius upon impact. Enemies hit will be assaulted by bats, causing them to fly into the air and bleed. The attack deals 40 damage and targets bleed for 3 seconds. Scout can utilize this spell twice and, when doing so, will say "deus invictus."

Pumpkin MIRV

  • Regular Magic Spell No. 6
    • Throws a bomb that produces a ring of small team-colored pumpkin bombs once it hits something; if it hits a player, it immediately explodes. The pumpkin bombs produced will only explode and deal damage when shot by the spell-caster's team; if they are shot by the other team, they simply disappear. Note that these pumpkins can also cause damage to the spell-caster or any teammate that detonates them. Pumpkins bombs that did not explode disappear after 40 seconds. Scout can utilize this spell once and, when doing so, will say "pactum diabolus."

Stealth

  • Regular Magic Spell No. 7 - Stealth
    • Temporarily cloaks the spell-caster for 8 seconds. The spell-caster is unable to push the cart, capture, or block capture while under the effects of the spell. The caster is fully able to attack, but attacking immediately breaks the spell. The spell also heals the user for 40 health on use. Scout can utilize this spell once and, when doing so, will say "barpo invisum."
Summon Monoculus
  • Rare Magic Spell No. 1 - Summon MONOCULUS
    • Fires a skull at the area. Upon impact, summons a ghostly team-colored MONOCULUS (smaller than the normal MONOCULUS) that floats upwards a fixed height and attacks enemies. Should both teams summon a MONOCULUS, they will attack each other when there are no players of the opposite team to attack. Unlike the real MONOCULUS, the one created by this spell will not move. When utilizing this spell, Scout will say "invokum MONOCULUS."
  • Summon Skeletons

    • Rare Magic Spell No. 2 - Summon Skeletons
      • Fires a skull at the area. Upon impact, explodes into several team-colored Skeletons which begin to attack enemies. If not destroyed, skeletons suicide after 30 seconds have passed. When utilizing this spell, Scout will say "mortis animataris."

    Ball O' Lightning

    • Rare Magic Spell No. 3 - Ball O' Lightning
      • Fires a wave of electricity that continuously deals 20 damage to enemies it touches and sucks them in. It will vanish after a certain amount of time or if it directly hits a large obstacle. When utilizing this spell, Scout will say "imputum fulumenus."

    Meteor Shower

    • Rare Magic Spell No. 4 - Meteor Shower
      • Fires a fire ball. Upon impact, summons several meteors above the targeted area, which does 100 damage continuously to enemies in a range about 1.5 times the size of a capture point. When utilizing this spell, Scout will say "seismela tremoro."

    Power Up

    • Rare Magic Spell No. 5 - Power Up
      • Causes the spell-caster to shrink and gain a big head. Results in the spell-caster becoming more difficult to hit, gaining a significant boost to their movement, attack, and reload speed, taking greatly increased knockback, and having unlimited jumping capacity. Also heals the user for 100 health on use. If the caster is on a slope or near a structure or prop when this spell runs out, they can suffer a crush death. When utilizing this spell, Scout will say "paidum celeris."
    Soul Gargoyle
  • Collects the souls of those who die at the hands of its user.
  • Intelligence: Below Average academics wise (It has consistently been shown that Scout is academically inept), Genius combat wise (Alongside the rest of RED Team, he is considered to be one of the nine most dangerous mercenaries in the world. Despite his cocky and arrogant appearance, he stops boasting when he gets into a serious situation and concentrates solely on the fight, utilizing his honed evasiveness to outperform physically superior foes on a daily basis), Above Average street smarts (He managed to trick Spy by taking advantage of his feelings for his mother)

    Weaknesses: Scout is insecure about his feelings for Miss Pauling and his (unsuccessful) attempts to impress her can distract him from time to time. His insecurities about himself lead to him wanting others to think that he is the best, which is prone to annoy both his allies and enemies.

    Notable Attacks/Techniques:

    • Home Run: The Scout points to the sky, winds up, and swings the bat, instantly killing any enemy too slow, unaware, or simply unfortunate enough to be in range.

    Gallery

    Battle Records

    Notable Victories:

    Notable Losses:

    Inconclusive Matches: