Like its predecessors, Team Fortress 2
is built around two opposing teams competing for an objective.
These two teams are meant to represent a demolition and a construction company: Reliable Excavation
and Demolition (RED) and Builders League United (BLU). Players can choose to play as one of nine classes
in these teams, each with their own unique strengths and weaknesses.
In Team Fortress 2 [miniPhalla] 24 Players will compete to help BLU team protect their intelligence
against the attacks of the red infiltrators. All classes will be called into the field of battle. Everyone will have a role;
All classes with have some power sort. But in the end only one side will win.
Common "House" Rules
This is my first attempt at running a phalla, I have run smaller mafia on clan forums but a phalla of this size is a first.
This game while Team Fort 2 isn’t going to be like in the exact same vain as Grumpy’s
Its going to be a bit more straight forward, no health counter mechanics etc.
This is a 24 player Server:
4. Toxic Toys
6. Dac Vin
14. Sheep Have Wool
The reflection - Blue
Exarch - Blue
Dead Night 3:
!Araski - BLUE - Spy - Killed by Vote train.
!Inquisitor - RED - Sniper - Killed by sniper.
!Laos - BLUE sniper - Killed by Red Grunts.
!Ryadic - BLUE Scout - Killed by Rocket.
Dead Night 2:
!MacGuffin- BLUE - Medic- Killed by Vote train.
Grumpy - BLUE - Soldier - Killed by Spy attack.
Re spawned night 2:
The reflection - Blue
Exarch - Blue
Dead Night 1.
Wildcat, - Blue Demoman. – Killed by the (vote) Train.
Burnage - Blue Heavy. – Killed by the Red Team. – Power Activated successfully.
JPants - Blue Scout. – Shot by a sniper between the eyes.
The_Reflections – Blue – Kill method unknown
Exarach – Blue – Kill method unknown
JoschuaESQ – Red Heavy. – Blown to pieces by a Critical rocket hit.
You may not communicate regarding the game with someone who is dead, unless there is some specific
mechanic in place to do so. In that case, communication normally goes through the narrator.
You may not use any anonymous method of communication to discuss the game. Forum-based PMs,
external IMs, and e-mails are allowed as long as the person you are talking to knows who you are.
You may not use screen caps to "prove" anything to anyone.
Meet the Team:
Meet the Scout.
Job: Rapid Recovery
[FONT="]The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his
fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into
punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack
of mad dog siblings to the fray.
[/FONT]Basic power: Bonk!
Meet the Soldier.
Job: Shock and Awe
though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S.
military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught
himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded
several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of
the war in 1949. Basic power: Screamin' Eagles!
Meet the Pyro.
Job: Aggressive Burning.
Only two things are known for sure about the mysterious Pyro: He sets things on fire and he doesn't speak. In fact,
only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an
attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure
to his asbestos lined suit. Either way, he's a fearsome, inscrutable on-fire Frankenstein of a man. If he even is a
man. Basic power: Back Burner.
[Pyro’s in this game do not have any posting restrictions]
Meet the Demoman.
Job: House Cleaning
A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six
year old Demoman both natural parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the
Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact
eyeballs, however, did not. Basic Power: Sticky Mines.
Meet the Heavy.
Job: Mow Down
Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy
demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy
of energy that’s often confused with napping, the Heavy isn’t dumb, he’s not your big friend, and he generally wishes
you’d just shut up before he has to make you shut up.
Basic power: Get behind me doctor!
Meet the Engineer.
Job: Area Denial
This amiable, soft-spoken good ol’ boy from tiny Bee Cave, Texas loves barbeque, guns, and higher education.
Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained
him to design, build and repair a variety of deadly contraptions.
Basic power: Sentry going up!
Meet the Medic.
Job: Medical attention.
What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in
medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm
for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had
been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side
effect of satisfying his own morbid curiosity.
Basic Power: Medic!
Meet the Sniper.
Job: Precision Elimination
In his former life as a tracker of dangerous game in the unforgiving Australian outback, the Sniper would spend
months by himself. Prolonged isolation taught him a valuable lesson: You don't have to rely on other people if you
never miss. Power: Boom Headshot!
Meet the Spy.
Job: Uncloak & Dagger
In his childhood, the spy's innate natural potential was recognized and he began spy training at a young age. He
soon became a master of espionage, several forms of unarmed combat and sleeping with beautiful women. The Spy
always completes his mission, and looks incredibly stylish while doing so. Whatever you do, don't bleed on his suit-
you won't like him when he's angry. A master of disguise, misdirection, and the byzantine details of who really runs
things, the Spy is a double reverse quadruple agent whose reflexive suspicion is entirely justified. Power:
Meet the Blue Intelligence.
Job: Hold Important Infomation
The Intelligence, or Intel, is the themed "flag" in the capture the flag mode of game play. It must be retrieved from its
current location and returned to a defined point. It is shaped like a briefcase; when carried on the back of a player,
pieces of paper will slip out of it to leave a short trail behind them.
Power: Vote power Equal to 3.
Special Rules to This Game
Each day you will !vote for a player in bold red;.
If there is an equal vote then the person to be voted for first dies.
Each turn ends at 11pm EST, (Same time Larry's)
Death details and Pm’s shortly after.
I may or may not narrate being as this is my first attempt at a game of this size.
First attempt at running a phalla.
This game has no conversion mechanics.
This game has some resurrection mechanics. – Do not communicate to other dead.