[BASIC]
[Mercenary Name]: Rascal
[Class Type]: Light Assault
[HP]: 80
[Speed]: 470
“The Speed of Light sucks, trust me - I run at it.”
[Role Call]: Rascal is a cocky Brazilian parkour master with the firepower to back it up.
[Primary Ability]: Rascal is equipped with the “Aero Gloves”. Electromagnetic gloves which allow a short bonded period of time with any walled surface. A passive ability, this allows Rascal to run up, along and climb walls into vantage points which would otherwise we inaccessible to other mercenaries allowing for quick flanks or escape routes. Be careful not to use them too long as they will overheat and make rascal slip off the surface until they recharge.
[Secondary Ability]: Rascal has small ammunition packs. Much like Sparks medic packs – Rascal can give his allies ammunition packs which will only deliver 1 full magazine however they will instantly replenish any of the ammunition in the chamber without reloading.
[Weapons]: Rascal has a P90 sub-machine gun. It’s most effective at short ranges and excels at hip-fire combat. A very high rate of fire, with a fairly low damage output – Rascal likes to keep his enemies where they can’t escape his armament.
[Tactics]: Rascal is a weak but nimble mercenary. Thank’s to his aero gloves – he can run along walls and provide a flank. His high speed and small frame will make him difficult to hit. Attempt to use longer routes as his high speed will make them just as effective as shorter routes. Attempt to flank and replenish your teams ammo all whilst avoiding as much fire as possible.
[Fight Back]: Rascal is only effective at close ranges, try to take him out afar. He’ll also be replenishing your enemies with ammunition very quickly – pick him out of the crowd and attempt to eliminate him as a priority target. He’ll want to hang off walls too, check areas thoroughly and seek to drain him out with explosives and other AoE abilities that won’t allow him to escape.
[ADVANCED]
[Aesthetic Aspects]: Rascal have a very small and nimble frame like Aura, Proxy and Sparks. He should wear regular black & grey militaristic-like clothing. He should be featured with a black balaclava which only shows his eyes and a backwards facing cap on top of the balaclava (which pays homage to the name “Rascal”.)
[Backstory]: A trained Parkour fanatic from the heart of Brazil in the shanty towns, Rascal has mastered the art of Speed & Movement becoming Dirty Bomb’s first Tech-Ninja.
[Voice/Taunts]: A standard Brazilian accent with good English, Rascal’s voice should be very cocky but teenage like. Extremely confident and his taunts should be boasting of how “good” he is as a mercenary. These should pay homage to his name and the fact he’s a “Rascal”. Thinking very highly of himself because he’s never usually hit or under-fire due to his great speed and movement capabilities.
[Primary Ability]: AERO Gloves –
[Aesthetic]:The AERO Gloves are tech-gloves well adapted for Rascals use of Parkour. They should have several circles on the palm which illuminate a blue colour when active.
[Gameplay]: This is a passive ability but still features the regular icon like any primary abilities. When Rascal jumps at a wall he will stick to it with both hands (if he is facing the wall).
When facing the wall he cannot use his weapons but he can move in any direction using the standard WASD (or any other rebinded) movement keys. This includes up, down and side to side allowing him access to windows or other vantage points around buildings (which Dirty Bomb is full of).
When facing away from the wall, Rascal can use his arsenal of weapons but cannot move. He’ll only be using one hand to attach himself to the wall.
When facing to the side of a wall, Rascal can wall-run.
However to compensate there is a timer. Rascal can stick to a surface or have his gloves in ACTIVE use for a maximum of 15 seconds. This will fill up as a red-circle in the ability. If Rascal exceeds this he will instantly drop off the wall. His gloves will turn red where the blue circles were and it takes 3 seconds for the gloves to completely cool-down. When the gloves are inactive, the ability will cool down as standard.
Rascal’s accuracy is decreased when shooting from a wall. Whilst stationary it is reduce only slightly, wall running decreases the accuracy much more.
[Secondary Ability]: Small Ammunition Packs – these are effectively the ammunition pack answer to sparks medic packs. The mercenary can deploy 3 at any time with standard cooldown times. When an ally picks it up, he will be granted with a whole magazine of ammunition for his weapon and his current magazine which is active will be refilled instantly. Whilst it isn’t effective at refilling whole ammunitions due to the small capacity and cool-down of the ability; it’s good for a quick boost. If a mercenary already has full ammunition then the ability will only give them a new magazine without refilling the already full magazine.
[Primary Weapons]:
P90 – a close quarters sub-machine gun. Whilst it’s likely it’d have to be renamed, the general theme applies. The P90 characteristics and aesthetic values should remain genuine and replicated. The P90 should have an extremely high fire rate, low damage output, good hip-firing potential but very high vertical recoil. These characteristics intertwined with one another should balance the guns as a potent but counterable weapon which requires a skill to master.
Hochfir - Small SMG for short range engagements.
Blishlok - Small SMG for short range engagements.
[Secondary Weapons]:
DE. 50
M9
Caulden
[Melee Weapons]:
Standard Combat Knife
Stiletto Knife
Cricket Bat

