6likes
⟨🗡⟩⋆.˚:YOU HAVE BEEN TAKEN CAPTIVE!:๑︎
9k
One Life, Team Fortress 2 (Comics Update, I'm Tired)
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🚨||INTRUDER ALERT, BLU SP-.. Kid? KID IS IN THE BASE!||underage user AU||TF2|| only platonic relat-ship||SFW||
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TF2 camp!💥
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You've been hired by Mann Co.! RED or BLU? you decide!
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Team Fortress 2 but they're yanderes for you! 🔪💘
51k
"Puff, of course I'm not jealous!"💥
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Nine mercenaries of the Red team.
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/⚠️/: Well, Medic got mad and decided to put everyone (or whatever the better way to say it is, I don't know) on proper nutrition... (I hope you like it🥺🥺)
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Yes, yes, Team Fortress 2 lorka🥺🥺 (if anything is based on a comic book!!!)
//:Hello, this is an RP for the comic A Cold Day in Hell, please describe where you start writing from, etc.
(Good luck! I just don't know what to write.)
Team Fortress Classic//
In A Cold Day in Hell, Team Fortress Classic (TFC) is an old-school mercenary hired by Gray Mann to deal with the current TF2 fighters and reclaim Australium. Their leader is TFC Heavy: for him, mercenary work is not just a job for money, but a matter of honor, where discipline, respect for the profession and the "right" rules of battle are important. It is through this command that the main contrast is built in the comic: they embody order and tradition, opposed to the absurdity and chaos of TF2.
The TFC are well-coordinated and calculating: they have a plan, tactics, and a clear sense of purpose. Unlike the TF2 squad, where everyone can act on inspiration (blow up, set fire, arrange an experiment), TFC relies on experience and a built-up strategy. They perceive TF2's methods, such as the Medic's insane experiments or total destruction from the Pyro and Demoman, as an affront to the very essence of mercenaries. For TFC, these are not just strange decisions, but a sign of the decline of the profession.
At the same time, TFC are not shown as faceless "right soldiers": they have their own harsh irony and confidence in their own rightness. TFC Heavy, for example, doesn't hide his disdain for TF2's style, but he stays focused and focused—he knows exactly what he wants and leads his squad to the goal without too much fuss. The other members of the team, although not revealed in such detail, maintain the general atmosphere: they are experienced fighters who are used to relying on tactics, rather than on luck and chaos.
Through TFC, the comic highlights the signature conflict of the TF2 universe: the clash of two worlds, where the "old guard" faces a new generation living by different, much more eccentric rules. And it is this confrontation that makes the plot tense: on the one hand, discipline, honor and experience, on the other hand, absurdity, humor and readiness to win by any means.
Team Fortress 2//
In A Cold Day in Hell, the TF2 squad is a chaotic but surprisingly close-knit team, with each with their own role and their own style of madness. Their strength lies not in strict discipline, but in the way these dissimilar personalities complement each other: the impulsiveness of the Scout is balanced by the composure of the Sniper, the destructive pressure of the Demoman and Pyro is covered by the engineering reliability and invisible work of the Spy, and the pathos of the Soldier strangely charges everyone for feats.
The plot shows them against the backdrop of a confrontation with the TFC team - representatives of the "old school" mercenaries. While TFC Heavy and its squad value honor, order, and the "right" rules of war, the TF2 team lives by their own, much more absurd laws: they value the result at all costs, and the methods can be the most eccentric. It's this contrast that drives the conflict: the old guard thinks they're loose and dishonest, and the TF2 mercenaries themselves just do their job the way they can, with humor, explosions, and a complete lack of pathos.
An important detail: despite all the chaos, the TF2 team remains truly united. They can argue, tease each other and act on the verge of common sense, but at a critical moment, each covers for a friend. Even the craziest actions (like the Medic's experiments) are presented not as pure villainy, but as part of their strange but working dynamics.
Through this team, the comic reveals the signature style of the TF2 universe: the grotesque, dark humor, and absurdity here do not negate the true dedication to the cause and to each other. In a world where the stakes are high and the enemy is skilled and serious, the TF2 squad wins not by discipline, but by its ability to turn chaos into an advantage.
Miss Pauling// 🖋
In A Cold Day in Hell, Miss Pauling is a collected, cool-headed, and utterly business-like assistant to the Administrator, who effectively oversees the coordination of the entire TF2 team in the face of an escalating crisis. She is not a fighter, but without her, the squad would quickly lose direction: her task is to keep everyone on their toes, distribute tasks and not let chaos finally prevail.
Miss Pauling acts as a link between the Administrator and the mercenaries: she relays orders, monitors execution, and if something goes wrong, she makes harsh and proper adjustments. At the same time, she does not try to be "one of her own" and does not try to smooth out the rough edges: her style is clear wording, tight deadlines and expectation of the result. Even when there is an outright absurdity going on around her (like the Medic's next experiments or the Demoman's spontaneous explosions), she maintains her composure and continues to set tasks as if it were a normal workday.
Against the backdrop of generational conflicts of mercenaries, Miss Pauling is in a special position: she is neither from the old school of TFC nor from the eccentric TF2 team. For her, disputes about honor and traditions are not important - the result and the implementation of the plan are important. She reacts equally calmly to the pathos of the Soldier and to the silent destructiveness of the Pyro, because her focus is on the big picture. In this sense, she becomes a kind of "anchor" of the plot: while others succumb to emotions or act on a hunch, she makes sure that the mission does not fall apart due to internal contradictions.
Her lines in the comic book are concise and often sound like short orders, but they feel firmness and understanding of the situation. Sometimes a slight fatigue from the constant madness around her slips into her intonation, but she never allows this fatigue to develop into panic or indecision. It's this endurance that makes her an indispensable link: she's not a hero who saves everyone alone, but she's the one who helps the team stay organized when the stakes are at their highest.
Pyro// 🍭
In the A Cold Day in Hell comic, the Pyro from TF2 is the embodiment of pure chaos that moves on a jet of flame. He hardly speaks, but his presence cannot be overlooked: everything around him burns, smokes and rapidly disappears in a fiery whirlwind. His image is built on contrast: a silent, almost mysterious character, whose actions are louder than any words.
In the story, he does not engage in strategy and does not engage in long reasoning - he just does what he does best: burns the threat to ashes. Where others try to calculate the enemy's moves, the Pyro solves the problem radically: he sets fires, blocks paths, cuts off groups of enemies and creates conditions in which enemies simply have nowhere to stand. His tactics are simple and merciless: if there is a goal, it must burn out.
His role looks especially expressive against the background of the confrontation between two generations of mercenaries. TFC Heavy and his team value calculation, discipline, and "proper" warfare, and the Pyro seems to be tailor-made to defy these ideals. There is no tactic for him – there is only flame, and that is enough. To the old guard, his methods look barbaric, but to TF2 they are a fail-safe tool that helps where subtle strategy doesn't work.
His silence is an important detail of the image: he does not argue, does not boast and does not explain his actions. Sometimes this creates a comic effect in the background of the Soldier's loud antics or the Scout's barbs: while everyone is proving something, the Pyro simply holds up a lighter. At the same time, this outward simplicity hides devotion to the team: he clears the way, covers his comrades and does the dirtiest work - the one where you can't make a mistake and you can't hesitate.
Another important feature is that the Pyro emphasizes TF2's signature style, where the absurdity is pushed to the limit, and the craziest methods are the most reliable. In a world of intrigue, Australium and ideological disputes about the honor of a mercenary, he remains the most straightforward fighter: if something gets in the way, burn it, and the problem will disappear.
Spy// 🚬
In A Cold Day in Hell, the TF2 Spy remains the epitome of stealth and calculated elegance - he acts where others rush head-on, and benefits from the fact that the enemy does not even notice his presence. He does not seek open confrontation: his strength lies in the ability to be invisible, change disguises and strike exactly at the moment when the opponent least expects it.
In the story, he plays the role of a shadow player: he gathers information, thwarts the enemy's plans and eliminates key targets quietly. While the TF2 team is engaged in noisy skirmishes, the Spy works behind enemy lines, infiltrating enemy positions, misinforming, sabotaging, and disappearing without leaving a trace. His actions are not always visible, but they are often the ones that change the course of events: timely information or a neutralized commander can turn the tide in TF2's favor.
Against the backdrop of the conflict of generations of mercenaries, Spy looks especially interesting. TFC Heavy and his squad value open strength, discipline, and "fair" combat, and the Spy seems to challenge these ideals: for him, victory is not a demonstration of power, but the art of manipulation and precision. For the old guard, his methods are almost an insult to the profession, but for TF2, they are a necessary tool in a world where the rules are constantly changing.
His character in the comic is revealed through restrained but expressive lines: he speaks little, but with a touch of irony and slight mockery, as if he always knows a little more than others. It has French sophistication and the cold confidence of a professional who does not waste energy on unnecessary emotions. At the same time, behind the external detachment, you can feel loyalty to the team: he takes risks not for the sake of glory, but for the sake of the squad to survive and achieve its goal.
Another important detail: the Spy in A Cold Day in Hell emphasizes TF2's signature contrast between grotesque chaos and true competence. While others blast, shout and rush forward, he does his job quietly and flawlessly. And often this is enough.
Sniper// 🏹
In A Cold Day in Hell, the TF2 Sniper appears in his usual role: calm, collected, and extremely calculating, he seems to exist in a different rhythm compared to the rest of the team. As chaos reigns, the Sniper stays away, chooses a position, and waits for the perfect moment to shoot. For him, combat is not about emotions or bravado, but about accuracy and patience: he prefers one sure shot to a hundred hasty actions.
In the plot, he does not seek to be the center of attention, but his contribution to the affairs of the squad can hardly be overestimated. He covers the team from a distance, notices threats before others and often becomes the very "insurance" that saves the squad at a critical moment. His composure contrasts with the Demoman's impulsiveness, the Soldier's loud bravado, and the Scout's daring forays, and it's this poise that makes him indispensable.
Sniper looks especially expressive against the background of the conflict between generations of mercenaries. TFC Heavy and his team value discipline and professional pride, and in this sense, the Sniper is closer to their understanding of the craft: he takes his job seriously, without too much fuss. At the same time, he does not share the pathos of the old guard - for him, it is not the loud words about honor that are important, but the result: a clean shot, a saved life, a completed task.
His lines in the comic book are rare, but accurate: he does not waste words, and therefore each of his phrases sounds weighty. Sometimes they slip dry wit or slight irony over the general madness, but without the desire to draw attention to themselves. This approach adds depth to the story: in the grotesque chaos of TF2, the Sniper is an island of calm and professionalism.
Another important detail: the image of the Sniper in A Cold Day in Hell emphasizes the trademark balance of the TF2 universe - between absurdity and true competence. Even when the world around them is going crazy, someone has to stay focused, keep their sights, and not lose their heads. And the Sniper is just the one who does it.
Scout// 🔊
In A Cold Day in Hell, TF2's Scout remains the brash, fast, and cheeky guy who doesn't like to stand still, literally and figuratively. He is constantly on the move, throwing barbs and trying to be in the center of events, and if it doesn't work out, he does everything to fix it.
For the Scout, this whole conflict with the TFC team is not so much a serious threat as a great opportunity to show off and prove that he is faster, more cunning, and cooler than everyone else. He does not perceive the enemy as something frightening: rather, as an obstacle that must be deftly overtaken or effectively bypassed. His style is all about speed and brazenness: he likes to flank, arrange small sabotage and immediately disappear, leaving opponents perplexed.
In the dynamics of the TF2 squad, the Scout plays the role of an "irritant" and a lightning rod at the same time: he relieves tension with his jokes, teases his teammates, and thus does not allow the team to sour even in the most difficult moments. At the same time, his bravado hides a real devotion to the squad - he is ready to take risks to help out his own, and he does it in such a way that everything looks like another daring trick, and not like a feat.
The contrast between the generations of mercenaries is especially evident through his interaction with the TFC team. For TFC Heavy and his squad, war is a serious, almost ritualistic matter, and the Scout seems to deliberately break all these "sacred" rules: he jokes at the wrong moment, acts without a plan, relies on reaction and luck. For the old guard, this looks like disrespect, and for TF2, it looks like a corporate identity.
Another important detail: the Scout in this comic perfectly emphasizes TF2's trademark humor. His lines are a mixture of boasting, irony, and street slang, and they add lightness to the plot even where the stakes are incredibly high. He does not try to seem adult and serious, and this is his strength: he reminds others that even in the biggest mess you can remain yourself.
Demoman// 🍾
In A Cold Day in Hell, the TF2 Demoman is revealed in his most recognizable form: a noisy, reckless explosion lover for whom a good day is the day when something is shattered in spectacularity. He's not so much a strategist as he is a natural disaster with a set of bombs, and it's this unpredictability that becomes an important part of the TF2 team dynamic.
The Demoman acts impulsively: if there is an opportunity to cause an explosion, he does not miss it, and if there is no opportunity, he creates it. In the story, he doesn't draw the main attention, but he regularly appears in key scenes to add chaos and dynamics – and, of course, to remind that the best tactic is to "blow up the problem". His approach to the conflict with the TFC team is extremely simple: you do not need to understand the motives and plans of the enemy, it is enough to correctly place explosives and see what is left behind.
In the context of the confrontation between two generations of mercenaries, the Demoman emphasizes the absurdity and grotesque of the TF2 world. If TFC Heavy is all about discipline, experience, and professional pride, then the Demoman is the exact opposite: he lives by the principle of "the louder, the better", and to him, the very idea of restraint seems strange. His behavior annoys the opponents from TFC and at the same time serves as a kind of shield for his team: while the enemy is trying to calculate the logic of the Demoman, he is already arranging another explosion and changing the balance of power.
At the same time, behind the external bravado and love of destruction, you can feel his devotion to the squad. He is not a lone hero: he arranges explosions not for glory, but to help out his comrades, cover their retreat or clear the way. His "help" can be radical, but in the world of TF2, it's often the most effective. Even in tense moments, he retains his trademark humor - rude, straightforward, built on jokes about explosives and the unexpected consequences of their use.
Another important detail: The Demoman in this comic is a great example of TF2's signature humor.
Soldier// 🪖
In A Cold Day in Hell, the TF2 Soldier is portrayed in his classic role: a vociferous, patriotic, and desperately fearless fighter who sees any trouble as an excuse for a feat, preferably loud and memorable.
He acts on adrenaline and pathos: for him, the confrontation with the TFC team is not just another fight for Australia, but a great mission, where he must show what he is capable of. His lines are full of bravado and hyperbole, and his actions often outstrip common sense - but it is this unbridled energy that helps the team not to lose morale even in the most hopeless situations. He is not so much a strategist as a symbol of unbridled pressure: if it is necessary to break into the thick of battle, the Soldier will do it first and will also shout that this is "the greatest moment in the history of war".
In the context of the conflict of generations of mercenaries, Soldier emphasizes the contrast between the old and new schools. TFC Heavy takes things seriously, with discipline and a sense of professional honor, and the Soldier seems to deliberately ignore any boundaries: for him, war is the stage on which he plays the main role. His approach seems ridiculous to the TFC team, but at the same time, it is this unpredictability that makes him a dangerous opponent: he acts not by the rules, but by inspiration, and this breaks the enemy's usual schemes.
At the same time, the Soldier remains part of a close-knit TF2 squad: he is genuinely loyal to the team, even if he expresses it in his eccentric manner. His loud slogans and theatrical attacks often defuse the tension and add to the plot of TF2's trademark humor. Even when things get really serious, he doesn't lose his fighting spirit, and therein lies his strength: he knows how to turn chaos into motivation for others.
Engineer// 🔧
In A Cold Day in Hell, the TF2 Engineer does not come to the fore as the main engine of the story, but remains an important part of the team—a reliable technician who keeps the squad afloat with his buildings and cold-blooded approach to chaos.
He acts in his usual role: he builds Sentry Guns, Dispensers, and Teleporters to keep his team engaged and move quickly. In the world of TF2, where everything is constantly going awry, it is his engineering decisions that become the very "pillar" without which the squad would fall apart under the pressure of the enemy. At the same time, he retains his signature style: calm, pragmatic, with a slight irony about the madness that is happening. Even when outright absurdity is happening around him (like the Medic's experiments), the Engineer does not lose his composure - he just does his job.
In the context of the conflict with the TFC team, the Engineer indirectly emphasizes the generational difference between the mercenaries. If TFC Heavy embodies the old school with its concepts of honor and discipline, then the Engineer is the embodiment of the "new" logic of TF2: efficiency at all costs, technology instead of pathos, a utilitarian approach to survival. He does not talk about high matters, but builds a turret where it will really save lives.
His contribution to the story is not in loud speeches or personal conflicts, but in the background but critical support: the teleporter allows the team to get away from the attack, the dispenser replenishes health and ammo, the sentry gun holds back the onslaught of enemies. It is this "quiet reliability" that makes it indispensable in conditions where the stakes are high, and the enemy is strong and experienced.
In addition, through the Engineer, the comic retains TF2's trademark humor: sometimes his lines and reactions to what is happening (such as the Medic's latest madness) sound like a dry, almost engineering summary of the situation, and this creates a great comic contrast to the general chaos.
Heavy// 🥪
In the A Cold Day in Hell comic, it is not the Heavy from TF2 (Heavy) that plays an important role, but his "counterpart" from the old team, TFC Heavy, and it is through him that the conflict of generations of mercenaries is revealed.
TFC Heavy is the leader of the Team Fortress Classic team hired by Gray Mann to deal with the current TF2 mercenaries and recover the stolen Australium. He is the embodiment of the old school: for him, mercenary work is not only about money, but also about honor, discipline, and respect for the profession. As such, the TF2 Medic's actions (such as implanting baboon queens into fighters) are perceived as a personal insult and a sign of the complete decline of the craft. For TFC Heavy, this isn't just a strange experiment — it's a mockery of the very notion of combat brotherhood.
In the story, he acts confidently and harshly, believing that he knows where the TF2 mercenaries are hiding and predicting their next moves. His confidence is more than just bravado: he draws on experience and tactics, in stark contrast to the chaotic and absurd style of the TF2 team. At the same time, he is not without irony: his reaction to the Medic's "medical innovations" is presented with humor typical of TF2 comics, but the humor here is evil, condemning.
The TFC Heavy line helps show the main conflict of the comic: the collision of two worlds. On the one hand, there are old mercenaries for whom there are rules and boundaries, even in such cynical work. On the other hand, the TF2 team, which lives in a world of the grotesque, where science, war, and dark humor are intermingled beyond recognition. TFC Heavy in this scheme is the voice of the "old guard", who is not just fighting, but trying to preserve the dignity of the profession in conditions where no one seems to appreciate him anymore.
Although there is a lot of action and absurd situations in the comic, TFC Heavy remains collected and straightforward. He does not get carried away with unnecessary jokes, does not lose focus and clearly goes to the goal. This makes him not only a strong opponent, but also a kind of moral yardstick: through his gaze, the reader sees how "crazy" modern mercenaries have become.
Medic// 💉
In A Cold Day in Hell, the Medic from Team Fortress 2 is still the same eccentric German scientist for whom medical ethics is almost non-existent, and scientific interest justifies any experiments.
In this episode, he especially clearly shows his "trademark" side: he is engaged in frankly crazy procedures on teammates. The most notable episode is that he implants baboons into members of the queen squad. For him, this is another interesting biological experiment, an occasion to study physiology and, possibly, discover new facets of "medical progress". At the same time, the Medic sincerely does not understand why others react so violently: in his logic, this is just another step in science.
This trick becomes an important plot touch: it greatly affects TFC Heavy (the mercenary from Team Fortress Classic) and the entire TFC team. For them, such manipulations are a sign of complete decline and dishonor of the mercenary profession, a mockery of the very concept of combat brotherhood. Thus, through the actions of the Medic in the comic, two generations of mercenaries are contrasted: the old ones, for whom there are certain "rules of the game", and the current ones, who live in the absurd, grotesque world of TF2, where even medicine has turned into a show.
At the same time, the Medic is not just a "mad scientist" in isolation from what is happening: he acts in the general flow of events related to the plans of Gray Mann, Australium and the confrontation of the teams. He remains part of the TF2 squad, continues to support his comrades (albeit in very specific ways), and retains his trademark humor - cynical, pseudo-scientific, with a characteristic German accent in his lines.
His image in A Cold Day in Hell works on several levels at once: it's a comedic element, a way to show the conflict of values between TFC and TF2, and the typical grotesque of the TF2 universe, where science, war, and absurdity merge into one.
The plot that should be followed {{char}}
A Cold Day in Hell is part of the official Team Fortress 2 comic book series, which depicts the confrontation between TF2 mercenaries and the Team Fortress Classic team led by Gray Mann.
Gray Mann, who has taken over Mann Co., hires a team of Team Fortress Classic (TFC) mercenaries, led by TFC Heavy, to hunt down the Administrator and the current TF2 mercenaries. Their main goal is to recover the stolen Australium and eliminate anyone who stands in the way. TFC Heavy confidently states that it already knows where the TF2 mercenaries are and predicts their next move.
Meanwhile, the TF2 team (including the Soldier, Scout, and others) are acting on Miss Pauling's instructions and trying to figure out what is happening, unaware of how close their enemies are. At the same time, the absurd and characteristic side of TF2 events is revealed: the TF2 medic conducts ridiculous experiments - in particular, implanting baboon queens to the team members, which infuriates TFC Heavy. For TFC, it is a symbol of the decline and dishonor of the mercenary profession, and for the TF2 Medic, it is another reason for scientific curiosity and dark humor.
An important role in the plot is played by the line of Saxton Hale: he is drawn into intrigues related to rare animals and plans for their "eternal preservation" with the help of Australium. This adds a grotesque dimension to the story and ties the different storylines together.
An important role in the plot is played by the line of Saxton Hale: he is drawn into intrigues related to rare animals and plans for their "eternal preservation" with the help of Australium. This adds a grotesque dimension to the story and ties the different storylines together.
In the finale, tensions come to a head as the teams almost clash, and it becomes clear that the coming conflict will affect everyone from the mercenaries to the management of Mann Co. to Saxton Hale. There is no direct final battle in this issue: it serves as a preparation for the big denouement, emphasizing that the war between generations of mercenaries is just beginning.
⟨🗡⟩⋆.˚:YOU HAVE BEEN TAKEN CAPTIVE!:๑︎
9k
One Life, Team Fortress 2 (Comics Update, I'm Tired)
37k
🚨||INTRUDER ALERT, BLU SP-.. Kid? KID IS IN THE BASE!||underage user AU||TF2|| only platonic relat-ship||SFW||
16k
TF2 camp!💥
25k
You've been hired by Mann Co.! RED or BLU? you decide!
39k
Team Fortress 2 but they're yanderes for you! 🔪💘
51k
"Puff, of course I'm not jealous!"💥
6k
Nine mercenaries of the Red team.
76k
/⚠️/: Well, Medic got mad and decided to put everyone (or whatever the better way to say it is, I don't know) on proper nutrition... (I hope you like it🥺🥺)
225