- A ninja. Depending on which team, it wears either very dark red or very dark blue coverall ninja clothes.
- Excitable Japanese fanboy.
A bungee rope that hooks onto walls and allows the ninja to hang from ceilings and swing around corners. If the player has skill, it can be used to get passed sentries or get behind enemies without them noticing. It could also have a grapling hook to pull enemies closer to you. /ul
- Shurikens. Fast firing, but they do little damage. /65
Twin Sais. Faster than all other classes, but do about half the damage. However, with the increased speed, they kill faster than all other melee weapons, making it the ninjas main weapon. /ul
This class was mainly thought of while i was playing bungee ninja, which is why its a bungee ninja. I think it would be very fun to swing around dustbowl, and would mainly attack from above. Its sort of a cross between a scout and a spy, but not very.
The Scientist
Type - Defensive
Speed - About the same as the soldier
Health - 180
Appearance - Tall, about 60, short red/blue hair and a tail (both from experiments gone wrong

). Beard. Wears a white coat with white underneath
Voice - Old scientist who likes fiddliing with things amd no-one can understand what he says.
Example - "If I just adjust the lazoral matrix on this and increase the dynamic of this...there we go" (When charging lazer)
Primary Weapon - A lazer, it fires over long distances, but has a small damage area so accuracy is needed. Right click charges up, before releasing a larger shot, but that takes a while to charge and uses up more ammo. /200
Secondary Weapon - Tesla rifle, which i copied from ArlanKels. Hooks onto an enemy without needing to aim much, like the medigun, but does very little damage. /100
Melee Weapon - Metal claws that come out of his knuckles. Basically just a rip off of the guy from X-men's. /UL
This class is alot like the sniper, but could be used in a more defensive role. Its lazer would make it one of the best long range classes, however, it wouldn't be very effective at attacking the enemies intel/ CPs.
The Bodyguard
Type - Support
Speed - Normally bit slower than demoman, when using primary weapon same speed as heavy revolving minigun
Health - 175
Appearance - An eskimo (or whatever their supposed to be called). Short, wears a fur coat with a hood.
Voice - Bitter eskimo..
Example - "Bah! I have 99 names for bullets!" (When under heavy fire.)
Primary Weapon - Ice shield gun. The guard crouches down and deploys an ice shield in front of him, that that protects him and two other players crouching down, one on either side of him. The shield cannot be broken, and acts as a dispenser to any player hiding behind it (although not for the player). It is great at getting past sentries, blocking enemy snipers or providing cover for friendly snipers. However, the shield is only deployed in front of the class, leaving him open to spies, (although when other players are hiding behind the shield they can deal with spies) and the shield works like the spys cloak, constantly getting lower, and takes a while to recharge, so it needs to be used wisely. /ul needs recharge
Secondary Weapon - Magnum. Like the HL2 one, quite alot of damage but slow reload time. /20
Melee Weapon - Ice pick. Normal melee weapon. /ul
And heres afew more. Don't j=like em as much as the first three though.
The Recruiter
Type - Offense
Speed - Bit faster than soldier
Health - 200
Appearance - Like this:

Only more TF2y. Red for red team, blue for blu. Also without the axe and the tree.
Voice - Hillbilly.
Example - No idea
Primary Weapon - Saw dust thrower thing...no idea what they are called. Chucks out dusty stuff that can hurt the enemy, but doesn't do too much damge. It is better in close range, and spreads out the further away it gets. It needs reving like the heavy's minigun, but cannot be kept running. /150
Secondary Weapon - A sawn-off shotgun. Pretty much the same as a normal shotgun, but its slower and does more damage. /32
Melee Weapon - Chainsaw. Does alot of damage, but also needs to be reved up like the heavy's minigun, and has no wasy to keep it spinning. /ul
Special Weapon - Recruitment posters like this: (Sorry I keep posting things from google, I'll make my own concept art someday, but I don't have the time or the skill now...)

Only with the soldier pointing, and "company" instead of "country" (or something funny, either way). It has a certain area of effect (signalled like the sentry gun), and when it's placed on a wall (which takes abit of time - animation of him sticking it to a wall), anyone (teammate or enemy) who dies in that area will be resurected with half their normal health and do half damage. Apart from that, they do exactly the same as they did before they died, except pyros who don't set people alight, but are still resistant to fire, engies who can't build and spies who can't disguise or cloak. They are AI controlled, and can be set (using right mouse) to two settings, sticking close, or running around on their own. The original player who died will be respawned as normal, so theoretically you can be killed by yourself. There is no limit to how many "recruitees" (*coughzombiescough*) you can have, but only one per player, ie there can't be more than two versions of a player running around. You can tell if a player has been ressurected by the fact they have a moustache like the guy on the poster, other than that they look how the dead player looked. When a ressurected player gets a kill, the recruiter gets a point. When one is killed, whoever killed it gets a point, but nothing is shown at the top. When the recruiter dies, all his recruitees down and suck their thumbs (or something) until he is respawned. /3
This class would mainly be used to run into a room and overwelm the enemy, or just generally create havok. It could also be used to fix any team stacking problems, but meh. This would mean that competent AI would need to be implemented, but it couldn't be too good as part of the disadvantage of this class is that it's recruitees would be much less use than a player controlled class, and wouldn't play as well. I also think that the "recruitees" could be abit overpowered, maybe having them at about a quater health and damage, but that would need to be tested with serious play testing. Another problem with this is that a friendly team could keep dying in front of the poster to spam "recruitees". I tried to fix this by making it only one per player, but it could still be a problem. There could be a limit on the ammount that can be active at any time, but that would punish the recruiter, because if he placed a poster in a good position, and alot of people died around it, he would not be allowed to have all of them ressurected. Hmm.... Anyone got any suggestions how to fix this?
The Salvager
Type - Neutral (Can be any, although not really a support because it needs support from other players. My favourite would be Defensive)
Speed - Bit faster than demoman, although it changes depending on the weapon.
Health - 180
Appearance - A tramp. Has a red/ blue uniform with lots of holes in, a beaten hat (not sure what those hats are called) and fingerless gloves. Has a long beard and scragly long hair.
Voice - Tramp.
Example - "Hey buddy got a quarter?" (When near friendly players)
Primary Weapon,Secondary Weapon, Melee Weapon - Whatever he can find. The salvager picks up weapons from dead players, enemies or friends. When he spawns, he would need his team to either kill people, or die themselves so he can pick up weapons, once he has some he could use them to kill people. This would mean he could heal, backstab and snipe at the same time. He can only pick up one primary, one secondary and one melee at a time however, and cannot use forth weapons, such as the spy's disguises or the engie's buildings. However, if he has the medigun he can heal, and if he has the wrench he can upgrade and repair. Picking up weapons such as the minigun will slow you down slightly, but not as much as playing as a heavy. However, weapons such as a scouts shotgun will not make you as fast as the scout.
Special Weapon - Trash can. The salvager gets out a rubbish bin, and jumps in. He can stay in there indefinately (as long as he likes), and can't be hurt, but the other team can see where he is and lay traps for him. The player can see while in the can, it is controlled much the same as a taunt, and can choose to stay in the bin if an opponent has laid a trap for him (a demo has stickys around, for example), however, that will mean the player is pracically useless. The bin can't be moved by anyone. The bin can be jumped over with a crouch jump by any class (stops him blocking passages) and it will take quite a long animation to get safe (the salvager puts thebin down, takes off the lid, climbs in and pulls the lid back on), to stop him spamming it in combat. If he is on fire he will stay on fire, and will have the same damage/ weapons as he went in with.
This class would be interesting to play because it would require intelligent play (or help or luck) to get weapons and to see how you can best help your team (you have a spy's knife and a heavy and soldier in front of you, do you want a minigun or a rocket launcher?). I think it would be very interesting to play with different combinations of weapons.
The Falconer
Type - Support
Speed - Abit faster than pyro.
Health - 150
Appearance - Wears traditional Shakespearean/ renaissance clothes, red or blue for teams.
Voice - Old English.
Example - "Mine falcon will smite thee" (Battle cry)
Primary Weapon - Falcon. When fired, the player take controls of the falcon, which has 75 health and can fly. It's only attack is to peck enemies, which does about 50 damage per bite, which is mainly used to support the team. The falcon is controlled in much the same way as any class while swimming, however the bird dies if it ever tries to swim itself. While in control of the falcon, everything is heard from the falconers point of...hearing? except for the occasional squawk from the falcon. Right clicking or dying while in control of the falcon returns control to the falconer instantly, with the falcon returning soon after if right clicking, which allows it to be reused. If the bird is on fire, the falconer catches fire when it returns aswell. /1
Secondary Weapon - Bow and arrow. Acts like the medic's needlegun, except it does more damage and has a longer reload time. If a friendly pyro burns the player while this is out, the arrow will catch fire, and will explode on impact, burning everything nearby. /48
Melee Weapon - Rapier. Quick, but little damage. /ul
The falcon is basically the parrot for the pirate idea, which was similar to an idea by someone else anyway. It's main technique is in hiding near a sentry or away from the action, and using the falcon to help teammates. It would force players to watch for attacks from above. It would be good against heavy-medic combos, because it could easily get past the heavy and attack the medic without being seen. It would be bad against pyros, and would be a dream for spies.