Fusion

Fusion is the process of merging two separate beings into one, combining their attributes and fighting strengths. There are different types of fusion in the Dragon World and each has its own special requirements. Fusion can be an extremely powerful combination and has the potential of creating powerful warriors of unmatched skill. When characters fuse, both consciousnesses are fused together, creating a new mind and character.

Character Combination. When two characters fuse together, you will create a new character. Use the highest attributes of the two characters as the starting attributes for the new fused character. As an example, if one character has strength of ten and the other has a strength of fourteen the new character’s starting strength will be fourteen. You will then increase the new character’s starting attributes by both fusing character’s power levels added together and divided by two. Then you will apply racial modifiers and other bonuses to either character has to attributes. The new character will also gain all racial traits, skill proficiencies, talents, signature attacks, magical abilities, transformations and karma points of both fused characters. Additionally, treat the new character’s capacity rate and ki points as if they where two (2) power levels higher than normal. Also, treat their tier of power bonus as if it was one higher than normal.

When fusing two characters together that are more than five (5) power levels higher or lower than one another, the bonus they receive to attributes from their divided power levels is capped at five (5).

Garrett: Okay, we have fused together. What do you do now?

Architect: Alright, it’s pretty easy. First, what is the highest strength score between you both? It looks like it’s thirteen, so that’s the base score for the fused character. I’ll do that for all the attributes. Then your power level is nine and Rohan’s is seven. That is a total of sixteen, so divide two is eight. You will add eight to all the new character’s attributes.

Garrett: Oh, wow. That doesn’t seem that hard at all. So we then add all other attribute modifiers both our characters have too.

Architect: Yes. The new character gets all racial traits, skill proficients, talents and techniques. Any repeats are simply ignored. Also, don’t forget you get to add both character’s race health modifiers together for that too.

Garrett: That is awesome! Our fused character’s name is Garrhan.

Architect: Great! Now there are a few different ways you can fuse together. Each one has is own rules and special properties.

Potara Earrings. Potara earrings are artifacts of the Kaioshin and known for its distinct method, using magic to force two bodies to join as one. Each character intending to fuse must wear a single earring, and these earrings must be on opposite ears. Putting on an earring and beginning the Potara fusion cost one action. Once the earring are on the two characters will immediately fuse together, combat is paused as the fusion is carried out and the new character is created. When the new character has been created add them to the initiative order and continue combat. This new character’s experience points are equal to the highest between the two fusing characters.

This fusion is temporary for all characters other than Kaioshin and there is no chance of the fusion failing. However, if either of these earrings are destroyed or removed, the fusion immediately ends. Pause combat, if you are in an encounter and separate the fused character back into its two haves. Notably, the Potara earrings also have special quality that allow the wearer to use other Kaioshin artifacts.

Potara fusions follow all rules under the character combination section and in addition the new character will also gain a pool of temporary d10 equal to the together amount of karma points both its halves have. The new character can spend these bonus dice, before they make a roll, during their turn in combat.

Metamorese Fusion Dance. This is a special type of dance created by the Metamorans that align two separate beings into one form. Metamorese Fusion, more commonly referred to as the Fusion Dance, is known for its distinctive posing and chance of failure. The fusion is done by two characters performing a sequence of moves in complete unison. At the end of the dance both characters index fingers touch each other, then in bright light and a flash, they become a single fused character.

To perform the Fusion Dance, two characters must hold their turn in combat so that they both take turns at the same time (back to back); see triggered maneuver. (Actions & Combat) Both characters then spend two actions and make a skill (Performance) check, TN hard. One character must also have the Metamorese Fusion talent. (Talents)

  • Partial Failure. If only one character passes the skill (Performance) check then the fusion counts as a partial failure. This will causes the two characters to fuse, however, the fusion is distorted. A partial failure creates a combined large over-weight version of the two characters. Follow all the normal rules for character combination, however, the new character’s final attributes are divided by two. The new character cannot use an transformations. After one (1) rounds the new character will separate back into its two halves. Both unfused characters will suffer from stress exhaustion.
  • Complete Failure. If neither character passes the skill (Performance) check then the fusion counts as a complete failure. The two character’s don’t fuse together and are able to attempt another fusion on their next turn.
    • Catastrophic Failure. When a complete failure occurs one of the two failing character will roll a single d10. If the natural result is a three (3) or less this will causes the two characters to fuse, however, the fusion is distorted. A catastrophic failure creates a combined weak and elderly version of the two characters. Follow all the normal rules for character combination, however, the new character’s final attributes are divided by four. The new character cannot use an transformations. After one (2) rounds the new character will separate back into its two halves. Both unfused characters will suffer from stress exhaustion.
  • Successful Fusion. If both character passes the skill (Performance) check then the fusion counts as a successful fusion. This will causes the two characters to fuse together creating a new powerful character. Fusion Dance follow all rules under the character combination section. Additionally, the new character score critical results on natural results nine (9) or better. Any natural result of a one (1) no longer counts as a botch result, but a critical result instead. A successful fusion lasts four (4) rounds.

This fusion is temporary, you do not need to worry about the new character’s amount of experience points.

Namekian Fusion. This is the fusion of two Namekian characters in order to create a single being with increased power. One Namekian is the host form and absorbs the other; this fusion can create new consciousness or allow one of the fuse’s personalities to dominate the other. Unlike other fusion methods, Namekian fusion has a different type of benefits.

When two Namekians fuse together, select highest attributes of the two characters as the starting attributes for the new fused character. If the attributes are equal, increase the score by two (+2) for the new fused character. The fused character’s power level is equal to the highest power level for the two fusing characters than is increased by one (+1). The new character will also gain all skill proficiencies, talents, signature attacks, magical abilities, transformations. The new character’s karma points are equal to the highest of the two fusing characters. Only apply Namekian racial traits and aptitudes once. If your Namekian character is fusing for the first time, increase each attribute by two (+2), the new character’s power level by another plus one (+1). The new character also gains one (1) free character perks to spend. This new character’s experience points are equal to their final power level XP requirement.

There is no limit on the number of times a Namekain character can be fuse with another Namekain. Only two characters can fuse at a time, but the resulting being can then fuse again with another Namekian, and so forth and so on. Unlike other fusions there is no time limit or round limit, Namekian fusion is a permanent union and can only be undone by using fission. Once combined, the two halves are gone and are replaced by the new character.

Defusion. When any fusion reaches its time limit, combat is paused, and both combatants will separate back into their respective characters, at their previous initiative positions; combat will then continue as normal. The two characters cannot take a turn until the start of the next round. If the two character’s previous initiative positions at not available, they will roll for new initiative positions for the next round.

  • Fission. This is the separation of a single character into two different beings; when one character becomes two or more different characters. This is not the same as what happens when two characters ‘defuse,’ but rather when one character is forced into two characters. When fission occurs divide the attribute scores and power level of the single character, rounded down. The resulting value are then given to each of the new characters. The talents and other special abilities are divided randomly between the two new characters. The two new characters, both, will gain the racial traits of the single character. If at any point the two new characters created by fission are able to fuse together again, through any means, they do not use the rules for fusion but rather they simply add together their attributes and power levels to once again create the original character. While separated if either of the two characters gains increases to aptitudes those also carry over to their single fused form. As well as talents and other special abilities. Regardless of the type of fusion used when two fission characters fused together the fusion is treated as permanent – unless another ability causes them to separate again using fission.