Mythos Gun Classes

Taken from TF2. Will be updated to include the mechanics that we use. Sword classes can be found on the Mythos Classes page.

= Official Classes =

Heavy:
The Heavy is a unit that can take more punishment than any other class. He has one degree of damage reduction, meaning that a fatal wound is serious, a serious wound is moderate and a moderate wound is light. He also does not have a knife, unlike all other gunmen, instead he uses his fists (please do not punch people in the face). He can generally be identified by carrying a larger gun or having a large 36-shot drum equipped.

Medic:
The Medic uses either a six shot or a one shot gun and has two abilities. Their primary ability is healing, which works in the same manner as it does in swords mythos. Their other ability is to cause damage reduction on a single target. To do so, they must have both their hands on the target (in inoffensive places please). If a medic applies this to a heavy, they have double damage reduction. However, if the medic dies, the damage reduction instantly goes away.

Scout:
The scout is from Boston and carries with him a baseball and a bat. He can use the baseball or the bat to stun his target for a few seconds and if he winds up and swings hard (but not too hard) with the bat on a stunned target, they will die. He also has inverse damage reduction. This means that a light wound is moderate, a moderate wound is serious and a serious wound is fatal. If a medic is on a scout, they take damage normally.

Spy:
The spy is equipped only with a knife and a invisibility cloak. The cloak is identified by a hat. While they are wearing the hat they are invisible. While invisible, they can take 10 steps before the hat runs out of power. To recharge, they must stay in one place for 30 seconds without the hat, or a minute with the hat on. They must take the hat off completely to attack a player. Invisible players can be shot, so if a door 'mysteriously' opens and a player reflexively shoots into it, the spy can still die. Also, if a spy is in the middle of a crossfire, they can get shot. Spies should try to stay in the corners and skulk- like a spy.

Engineer:
Engineers are the most complicated and least used class. They can create portals and trip wires. Trip Wires are a piece of string taped to two surfaces. If it is pulled off of either of the surfaces, the attached bomb/mine/etc.... will detonate. Portals are mobile respawning stations. To do this, the Engineer must stand in the open holding an ammon box directly in front of them at arms reach. The player must stay like that until they choose to stop the portal or they are distracted. If the engineer drops his arms, is shot, or if an explosion goes off nearby, he is considered "distracted" and the portal will collapse catastrophically. So long as the portal is open however, players on the engineers team may respawn there instead of at their normal spawning location.