Right-Step Alternate Universe - Soldier
Profile
Name: Jeremy Villeneuve
Class: Soldier
Role: Appear very rapidly, cause problems, disappear again
Speed: 133%
Health: 125
Class-Specific Traits: Takes no fall damage.
Character Details
Was only ever in reserve before Mann Co. bought him up, and it shows. Probably pulled half his melees out of the trash can or a skip. Yells "batter up" a lot, usually right before someone explodes messily. You'd think Scout would have rubbed off on him some, but it seems the apple fell quite the distance.
He's more adept in causing trouble on the street than any sort of military combat, but pointing a rocket launcher at a problem isn't exactly a science, even if the weight far exceeds anything he'd wave around in Boston. He's menacingly quick when he's not balancing weights, and even more so in the sky. Unfortunately, he's not exactly what you'd call a team player, even if he enjoys the backup of one - he's not great at working with people for longer than half a minute, and tends to wander off a lot. Still, it's the short bursts of hollered encouragement and airborne firepower that count.
Time hasn't quite gotten its hands on him yet, but that's not to say Mann Co. hasn't changed him - the strain of lugging around a rocket launcher all day means he's finally gotten something to brag about in terms of muscle mass. Of course, it doesn't come close to what some of the other mercenaries are carrying, but such comments are generally best left unsaid lest they trigger yet another fight in the kitchen. They're still scraping the pancake mix off the ceiling...
Notes
RS!Soldier was... kind of difficult to adapt simply because he's not really suited to Canon!Soldier's strength-based build, and because a Soldier who moves at Scout speeds apropos of nothing is. Pretty terrifying to think of, to be honest. My original idea was that he was walking around with his shirt half-open specifically so everyone could see his terrible Tom Jones tattoo. But. That felt a bit too much like painting a target on his back. Chest. Whatever. So.
Weapon Stats
Primaries
Stock Rocket Launcher
Weapon Equivalent: N/A
Appearance: As in game
Stats: Movement on the ground is slowed by absolute 75% while active.
Purpose: Explode :)
Strike Out
Weapon Equivalent: Direct Hit
Appearance: As in game, but with dark brown accents rather than green ones
Stats: As in game
Purpose: Are other people trying to fly? EXPLODE THEIR WINGS OFF OUT OF JEALOUSY. SCREW ‘EM. THE SKY BELONGS TO YOU
Black Box
Weapon Equivalent: N/A
Appearance: As in game
Stats: As in game
Purpose: 125 is really not a lot of health, and nobody appreciates you pinching the health packs
Hawk's Tail
Weapon Equivalent: Air Strike
Appearance: As the in-game Air Strike, though with a white-and-team finish and a winglike look to the decals and tail.
Stats: Deals -25% damage from blast jumping; fires 40% faster while airborne and 20% while on the ground. Clip size starts at 2 and increases with each kill up to 6. 20% damage penalty on the ground. -10% blast radius.
Purpose: Rewards air precision with extra kaboom.
Boston Bazooka
Weapon Equivalent: Beggar's Bazooka
Appearance: As in game
Stats: Movement penalty reduced to absolute 25%. Can load up to 4 shells at once; 20% less damage from rockets fired. When overloaded, will start dealing upwards knockback with no damage. Does a flat 125 explosive damage at 8 shells. Once fired, will still only release a maximum of four shells.
Purpose: Boston Roulette is easier to beat if you can count. Still dangerous, though.
Secondaries
Stock Pistol
Weapon Equivalent: N/A
Appearance: As in game
Stats: As in game
Purpose: Chip off health quickly at medium range
Gunboats
Weapon Equivalent: N/A
Appearance: As in game
Stats: Reduces blast damage from own rockets by 60%.
Purpose: To reduce the unfortunate phenomenon of Soldiers exploding immediately when trying to rocket jump
Braggart's Buff
Weapon Equivalent: Buff Banner
Appearance: An orange-striped megaphone. Activated by Soldier yelling through it - something along the lines of "Beat that, suckers!"
Stats: Charges with damage dealt, filling at 800. Gives every team-member mini-crits for 8 seconds, and marks the self for death for 4.
Purpose: Cause problems. Loudly.
Demoraliser
Weapon Equivalent: Concheror
Appearance: A pale green megaphone. Activated by Soldier yelling through it - something about the enemy being "a bunch'a slowpokes".
Stats: Charges with damage dealt. Increases nearby allied movement speed by absolute 33% and allows allied health regeneration at a rate of 35% of damage dealt.
Yes, I am aware of what this will do to the Scouts. However, consider. :3
Purpose: For use in the event of the violent urge to murder your evil twin.
Adrenaline Rush
Weapon Equivalent: Buff Banner
Appearance: A bulky headset with earpiece and mic. Activated by Soldier yelling through it - something along the lines of "Ay, look at us, we're untouchable!"
Stats: Passively increases own health by 30 HP. Charges with damage dealt. 75% of all damage, with crits treated as non-crits, will be resisted, with 25% of total damage taken delivered as a block upon the effect ending. This adds up to 50% complete resistance, with 25% delayed damage.
Purpose: Over time, rewards well-timed pushes/retreats, and measured sacrifices/trades. Probably really bad for pubs though.
Reserve's Shooter
Weapon Equivalent: Reserve Shooter
Appearance: A pistol with a finish something like the in-game Reserve Shooter.
Stats: Mini-Crits airborne targets. 30% smaller clip size.
Purpose: Give his arms a break
Melees
Stock Bat
Weapon Equivalent: Stock Shovel
Appearance: As the in-game bat
Stats: As the in-game shovel
Purpose: Stock melee
Sky Rat
Weapon Equivalent: Market Gardener
Appearance: As in game
Stats: As in game
Purpose: Fun
Equaliser
Weapon Equivalent: N/A
Appearance: As the in-game Sandman.
Stats: As the in-game Equaliser. Alt-fire throws a ball that does all of 3 damage but always crits. So, nine damage. It’s a very scary looking nine damage though.
Purpose: Rewards very careful HP balancing, or a tendency to die in people's faces.
Pain Train
Weapon Equivalent: N/A
Appearance: As in game, but with some smaller spikes in it too.
Stats: As in game
Purpose: Trades speed for weakness. Also, just feels right.
Escape Plan
Weapon Equivalent: Escape Plan/Disciplinary Action
Appearance: A large foam hand, pointing its index finger and reinforced with rocks.
Stats: 70% extra melee range. Upon hitting an ally: if % health is within 20%, both have their speed boosted to 140% for 3 seconds,; if ally’s health is more than 20% less, boost ally speed to 140% for 5 seconds; if own health is more than 20% less, boost own speed to 140% for 3 seconds and extinguish any fires on both. Does base 49 damage.
Purpose: Rewards good communication. Also: wheee!
Old Flame
Weapon Equivalent: Sun-on-a-Stick/Half-Zatoichi
Appearance: What appears to be an Olympic torch with a vibrant red/blue flame. Where did you even get that??
Stats: One-hits enemy Demos. Enemies up to 50% out of normal melee range will instead take 5 seconds of afterburn. No random crits. Hostering without scoring a kill will instead set you on fire. Sorry.
Purpose: For countering Source jank, and incredibly emotional duels to the death.