Post by Emirate Xaaron on Sept 4, 2011 18:14:43 GMT -5
The Scramble City Upgrade
In Deadzone, the Scramble City upgrade lets any character with it combine with other characters who also have the upgrade in groups of 4-6. (Those who normally combine in groups of 2 or 3 can still do so with their 'normal' teammates but have expanded combining capacity via this upgrade.) Thus, they can form torsos or limbs. (As far as structure goes, groups of four probably look something like Build King. Groups of five probably look like 'classic' G1 or Energon combiners. Groups of six probably look like G1 Devastator. Trying to make toys of DZ Scramble City combiners would make toy engineers cry.) They tend to operate on a 'merged minds' basis, without any one personality dominating. Players can work out how they want to handle who posts the combiner when, but it might be reasonable to simply rotate through all of the characters in the combiner. For example, if Jetfire, Jetstorm, Slingshot, and Long Haul are combined into a four-binder, Jetfire might do the first combined form post, Jetstorm the second, Slingshot the third, and Long Haul the fourth. If one player cannot post for some reason, that player should alert the other players, and if that one falls off the face of the planet, due to internet troubles perhaps, the next one down the list can just go ahead and post.
For canon combiner members who can already combine in some fashion (for example, Jetfire and Jetstorm into Safeguard or Slingshot as a member of Superion), this is a 'free' upgrade that does not use up an upgrade slot, but they still need to apply for it for bookkeeping purposes.
For OCs, canon characters who don't combine in canon, or canon characters who never received their combiner modifications before their pull points (for example, Long Haul), this upgrade is not free and does cost a slot.
Expect that Adminimus will be looking for a really good justification for this upgrade. 'Really good' doesn't always mean more words. Sometimes, it means, 'The justification makes Adminimus excited to see that in action,' which sometimes doesn't take an essay.
See "Combination Protocol" for information on how these combiners are statted.
Combination Protocol
So, you have a bunch of characters with the Scramble City upgrade, and you want to combine! Follow these basic steps.
1) DZ Scramble City combiners can combine in groups of 4 to 6. Depending on the number of characters in the merge, you will use a certain stat template for the combiner, as shown below:
4-Binder
Strength: Leader/Dinobot
Endurance: Average
Toughness: Stalwart
Agility: Average
Intelligence: [average of components, rounded up]
Firepower: High
Ranged: [average of components, rounded up]
Melee: [average of components, rounded up]
Armor: Tanklike
Speed in Combined-Mode: Slow
5-Binder
Strength: Gestalt
Endurance: Average
Toughness: Unbreakable
Agility: Fumble-fingered
Intelligence: [average of components, rounded down]
Firepower: City-Buster
Ranged: [average of components, rounded down]
Melee: [average of components, rounded down]
Armor: Unbreakable
Speed in Combined-Mode: Slow
6-Binder
Same as 5-binder, with an extra ability
You declare the number of characters in the merge and the stats of the combiner as soon as it appears in the thread, in the OOC section of its first post.
2) As far as the combined form weapons and special abilities go:
* Whoever has the coolest gun, that is the combiner's gun. It is magically upsized via the power of animation errors.
* Whoever has the coolest melee weapon, that is the combiner's melee weapon. It is magically upsized via the power of animation errors.
* Whoever has the coolest special ability, that is the combiner's special ability. 4-binders and 5-binders pick out one special ability. 6-binders may pick out two special abilities. Teams may choose to raise a stat by one as their special 'ability'. For example, a 6-binder could use up their two special abilities to raise their combined Agility from Fumble-Fingered to Nimble, if the team so chose.
The players should OOCly decide what they want and post in the OOC section of the post with the stats. They can pick a different weapon/ability array during a different combination, but they cannot change in the middle of a scene. For example, if Jetfire, Jetstorm, Slingshot, and Long Haul combined into a 4-binder, it might look something like this:
4-Binder
Strength: Leader/Dinobot
Endurance: Average
Toughness: Stalwart
Agility: Average
Intelligence: [Exceptionally Bright+Exceptionally Bright+Average+Average]/4=Above Average
Firepower: High
Ranged: [Average+Average+Steady Hands+Average]/4=Average
Melee: [Average+Average+Average+Average]/4=Average
Armor: Tanklike
Speed in Combined-Mode: Slow
* Ranged Weapon: That wind/fire typhoon that Safeguard does
* Melee weapon: Fists
* Special Ability: Flies
The players of the combined characters should also decide on a name for that particular merge and declare it, as well as what the merge looks like and who is forming what body part.
3) Please be open to 'clever' ways of taking a combiner down. Consider including an amusing exploitable weakness that will come up later in the thread, after the combiner's players have had some fun.
In Deadzone, the Scramble City upgrade lets any character with it combine with other characters who also have the upgrade in groups of 4-6. (Those who normally combine in groups of 2 or 3 can still do so with their 'normal' teammates but have expanded combining capacity via this upgrade.) Thus, they can form torsos or limbs. (As far as structure goes, groups of four probably look something like Build King. Groups of five probably look like 'classic' G1 or Energon combiners. Groups of six probably look like G1 Devastator. Trying to make toys of DZ Scramble City combiners would make toy engineers cry.) They tend to operate on a 'merged minds' basis, without any one personality dominating. Players can work out how they want to handle who posts the combiner when, but it might be reasonable to simply rotate through all of the characters in the combiner. For example, if Jetfire, Jetstorm, Slingshot, and Long Haul are combined into a four-binder, Jetfire might do the first combined form post, Jetstorm the second, Slingshot the third, and Long Haul the fourth. If one player cannot post for some reason, that player should alert the other players, and if that one falls off the face of the planet, due to internet troubles perhaps, the next one down the list can just go ahead and post.
For canon combiner members who can already combine in some fashion (for example, Jetfire and Jetstorm into Safeguard or Slingshot as a member of Superion), this is a 'free' upgrade that does not use up an upgrade slot, but they still need to apply for it for bookkeeping purposes.
For OCs, canon characters who don't combine in canon, or canon characters who never received their combiner modifications before their pull points (for example, Long Haul), this upgrade is not free and does cost a slot.
Expect that Adminimus will be looking for a really good justification for this upgrade. 'Really good' doesn't always mean more words. Sometimes, it means, 'The justification makes Adminimus excited to see that in action,' which sometimes doesn't take an essay.
See "Combination Protocol" for information on how these combiners are statted.
Combination Protocol
So, you have a bunch of characters with the Scramble City upgrade, and you want to combine! Follow these basic steps.
1) DZ Scramble City combiners can combine in groups of 4 to 6. Depending on the number of characters in the merge, you will use a certain stat template for the combiner, as shown below:
4-Binder
Strength: Leader/Dinobot
Endurance: Average
Toughness: Stalwart
Agility: Average
Intelligence: [average of components, rounded up]
Firepower: High
Ranged: [average of components, rounded up]
Melee: [average of components, rounded up]
Armor: Tanklike
Speed in Combined-Mode: Slow
5-Binder
Strength: Gestalt
Endurance: Average
Toughness: Unbreakable
Agility: Fumble-fingered
Intelligence: [average of components, rounded down]
Firepower: City-Buster
Ranged: [average of components, rounded down]
Melee: [average of components, rounded down]
Armor: Unbreakable
Speed in Combined-Mode: Slow
6-Binder
Same as 5-binder, with an extra ability
You declare the number of characters in the merge and the stats of the combiner as soon as it appears in the thread, in the OOC section of its first post.
2) As far as the combined form weapons and special abilities go:
* Whoever has the coolest gun, that is the combiner's gun. It is magically upsized via the power of animation errors.
* Whoever has the coolest melee weapon, that is the combiner's melee weapon. It is magically upsized via the power of animation errors.
* Whoever has the coolest special ability, that is the combiner's special ability. 4-binders and 5-binders pick out one special ability. 6-binders may pick out two special abilities. Teams may choose to raise a stat by one as their special 'ability'. For example, a 6-binder could use up their two special abilities to raise their combined Agility from Fumble-Fingered to Nimble, if the team so chose.
The players should OOCly decide what they want and post in the OOC section of the post with the stats. They can pick a different weapon/ability array during a different combination, but they cannot change in the middle of a scene. For example, if Jetfire, Jetstorm, Slingshot, and Long Haul combined into a 4-binder, it might look something like this:
4-Binder
Strength: Leader/Dinobot
Endurance: Average
Toughness: Stalwart
Agility: Average
Intelligence: [Exceptionally Bright+Exceptionally Bright+Average+Average]/4=Above Average
Firepower: High
Ranged: [Average+Average+Steady Hands+Average]/4=Average
Melee: [Average+Average+Average+Average]/4=Average
Armor: Tanklike
Speed in Combined-Mode: Slow
* Ranged Weapon: That wind/fire typhoon that Safeguard does
* Melee weapon: Fists
* Special Ability: Flies
The players of the combined characters should also decide on a name for that particular merge and declare it, as well as what the merge looks like and who is forming what body part.
3) Please be open to 'clever' ways of taking a combiner down. Consider including an amusing exploitable weakness that will come up later in the thread, after the combiner's players have had some fun.