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 Ball Universe, and each has its own special requirements. Fusion can be an extremely powerful combination and has the potential to create powerful warriors of unmatched skill.

Character Combination. When characters fuse together, you will create a new character known as the Fusion. When making the Fusion, you do not follow typical Character Creation rules, but instead use the characters that made up the fusion (known as the Fused Characters) as a base to create it. To create a Fusion, follow the below steps in order:

  • To decide the Fusion’s Attribute Scores, choose the highest Attribute Score for each Attribute from every Fused Character. After this, increase the Attribute Score of 3 Attributes of your choice by +2(bT) using the highest base Tier of Power among the Fused Characters.
  • A Fusion is classified as all of its composite races and gains their associated Saving Throw Proficiencies. The Racial Traits possessed by a Fusion are decided by the Fusion Type (see below).
  • The Fusion’s base Size Category can be any chosen Size Category among the Fused Characters.
  • A Fusion gains all Talents, Skill Ranks, Transformations (included Manifested Powers), Signature Techniques and Magical Abilities of the Fused Characters.
  • A Fusion gains all equipment possessed by the Fused Characters. The only exception is Apparel, which is decided by the Fusion Type or Fusion Method.
  • A Fusion’s base Power Level is +2 higher than the highest base Power Level among the Fused Characters.
  • Gain +10(T) Technique Points to be spent immediately. They can only be used to make new Signature Techniques, to gain new Magical Abilities from the Spellbook or to gain Advancements to Magical Abilities the Fusion has access to.
  • Create a Fused Technique (see: Fused Technique rules below).
  • Gain +2 Talents to represent the combination of different styles.
  • The Fusion has 8 Karma Points. Decide the Z-Soul of the fusion.

A Fusion cannot be a Fused Character for another Fusion.

Fusion Types. Fusions are split into two types: Temporary or Lasting. A Temporary Fusion has a set Time Limit, after which the Fusion will split into their component Fused Characters, while a Lasting Fusion can remain for as long as the Fusion wishes.

Once a Fusion splits into their component Fused Characters, those Fused Characters suffer from Stress Exhaustion and cannot combine again with any character, through any method, until at least 5 Combat Rounds have passed.

Fused Technique. At creation, Fusions gain an Ultimate Signature Technique known as a Fused Technique. The Fused Technique is made by combining any two Signature Techniques the Fusion has access to that are of the same Foundation. Select the Profile from one of those selected Signature Techniques and then the Fused Technique gains all Advantages belonging to those Signature Techniques that apply to that Profile. A Fused Technique has no Disadvantages, but reduces its own Ki Point Cost by -4(T) after all calculations.

You may forgo gaining a Fused Technique to instead gain an additional +20 Technique Points to be spent immediately.

Fusion Timing. If you fuse during a Combat Encounter, that Fusion must immediately roll Initiative. During this Combat Round, ignore their place in Initiative and instead take the Fusion’s turn immediately after they are created.

Fused State. The Fusion is a new character and will appear with their Life Points and Ki Points at their respective maximums. However, if a Fused Character had Ki Points below 1/2 of their Maximum Ki Point Pool when combining, the Fusion will reduce its current Ki Points by -1/4 of its Maximum Ki Point Pool for each Fused Character falling under that classification.

Additionally, it’s generally seen as better to fuse and then transform, to not tax the body. If a Fused Character was in any Transformation when combining into the Fusion, the Fusion will use a Transformation Maneuver to enter that Transformation as an Out-of-Sequence Action immediately after creation but if they do so, that Transformation will gain +2 levels of the Draining Aspect, treat the Tier of Power Requirement as their current Tier of Power, and they cannot exit that Transformation through any means unless they are transforming into a transformation with a higher base Stress Test Requirement (the transformation they transform into also gains +2 levels of the Draining Aspect for the duration of this fusion) – if they would then leave this transformation through any means, they will not return to their normal state but instead return to the transformation they transformed into immediately upon fusing. If the Fused Characters were in different Transformations at the time of combination, select only one of those Transformations to remain.

If two Fused Characters both possess the same Alternate Form or Legendary Form, the Fusion will gain access to any higher stages that they meet the Tier of Power Requirements for – as long as the Fused Characters are aware that the higher stages of that transformation exist.

Fusions cannot benefit from the New Level of Power rule (see – Transformation Rules). The only exception to this is their Transformation with the highest Tier of Power Requirement, which will always benefit from New Level of Power when it is used for the first time since they have been created through fusion.

Fused Transformation. When you enter a Transformation possessed by one of your Fused Characters, you may select a Transformation of the same type (Alternate Form, Legendary Form or Enhancement Power) possessed by a different Fused Character. The Transformation you entered gains one level of an Aspect (Aspects without levels count as one level of that Aspect for this effect) and a Trait from the selected Transformation until you exit the Transformation or the Fusion is undone. If that Trait lists the name of the Transformation for any of its effects, you may replace that name with the name of the Transformation you are currently using of the same type.  You cannot select a Trait that would give you other Traits, nor can you select a Trait that would change the Attribute Modifier Bonuses of the Transformation.

If the selected Transformation is the same Transformation as the one you entered, increase its Attribute Modifier Bonuses (AG/FO/IN/SP) by +1(T) and gain +1 level of the Durable Form and High Speed Form Aspects for that Transformation until you exit the Transformation or the Fusion is undone.

Repeating Fusions. Once any number of characters have combined into a Fusion, that Fusion is locked and certain aspects of it remain in future combinations. The next time those same Fused Characters would use the same Fusion Method to become that Fusion, they:

  • Possess the same name and appearance.
  • Retain any additional Signature Techniques and Magical Abilities, along with any Advancements made to any Magical Abilities.
  • Reduce the number of Technique Points they gain through being created by -10(T), using the Tier of Power they were the last time they were created.
  • You do not gain the option to create a Fused Technique but you may remake your Fused Technique (if you chose to have one originally) by following the rules for Fused Technique creation with the same two Signature Techniques you chose last time.
  • Do not gain additional Talents, unless the Talents taken by the Fusion were gained by the Fused Characters since the last time they combined. If the Talents selected by the Fusion cannot be gained due to them being possessed by one of the Fused Characters, you may select a different Talent to gain.
  • Retain the number of Karma Points they had at the end of the last time that Fusion was in a Combat Encounter. The Z-Soul of the Fusion remains the same as before.

Controlling a Fusion. A Fusion tends to be a combination of two player’s characters; after all, the goal of Fusion is to enjoy that sweet Vegito or Gogeta energy, right? So, there are two methods to control a Fusion in which Fused Characters are equal:

  • Discussion. Discuss each of your turns and come to a decision together on how the Fusion will handle their turn. This is suggested for Temporary Fusions due to their limited number of Combat Rounds.
  • Taking Turns. Switch off which player controls the Fusion during each Combat Round! Of course, they can still take suggestions but this way each player gets to really enjoy the full power of the Fusion.

In some cases, such as through Potara Fusion with a Kaioshin, one player will be in complete control of the Fusion. If this is intended to be a permanent thing for your game, it’s suggested you let the other player make a new character (and that you begin bestowing your other players with some powerful abilities to make up for the disparity in strength that will be caused by the Fusion).

Temporary Fusion

Temporary Fusions are a type of Fusion that creates an immensely powerful being for a short period of time. It doesn’t just add together the power of the Fused Characters, but greatly magnifies it!

Temporary Fusion Creation. In addition to the Character Combination rules above, follow these steps to create a Temporary Fusion:

  • A Temporary Fusion gains all Racial Traits possessed by the Fused Characters.
  • A Temporary Fusion gains +3 Power Levels, in addition to those gained through the Character Combination rules seen above (for a total of +5 Power Levels).
  • If the Fused Characters are of the same Race, increase the Attribute Scores (AG/FO/TE/SP) of the Fusion by +2(bT) and if they are also of the same Subrace, increase this bonus to +4(bT). Recalculate this bonus each time the Fusion is created, depending on the base Tier of Power of the Fused Characters.

    If any number of Fused Characters are of the same Race and Subrace, also increase the current Tier of Power of the Fusion by +1 (see – Breakthrough). This effect is maintained, but not repeated, if the Fusion is created again at any point.

    If two characters are of the same Race, which has no Subrace, they are treated as being of the same Race and Subrace for these effects.

Round Limiter. Each method of Temporary Fusion has a time limit, represented in the system as a number of Combat Rounds that count down with each passing Combat Round. When that number of Combat Rounds reaches 0, the Fusion splits into the Fused Characters as shown in Fusion Types (see above).

The first time a Fusion enters a Transformation with a Tier of Power Requirement of 4+ in this Combat Encounter, reduce their remaining number of Combat Rounds by -1/2.

Metamorese Fusion

  • Fusion Type. Temporary
  • Round Limit. 10 Combat Rounds

To fuse using this method, you and another character must use the Fusion Dance. The Fusion Dance can only be learned with ARC permission, but once a single character learns it, they can either teach additional characters (with ARC permission), or temporarily instruct another character to be able to use the Fusion Dance.

Attempting to teach the Fusion Dance costs 3 Actions and then the targeted student must spend 3 Actions to try and duplicate it. The student must make a Performance (Dancing) Skill Check, TN Very Hard. If they fail, they do not learn the Fusion Dance. If they succeed, they may use the Fusion Dance for the duration of this Combat Encounter.

To perform the Fusion Dance, you must target another character within 2 squares of you and request that they perform the Fusion Dance with you. If they agree, you may both spend 3 Actions to perform the Fusion Dance by each making a Performance (Dancing) Skill Check, TN Very Hard. These Performance Skill Checks are made simultaneously.

Depending on the results:

  • Both Succeed. You successfully combine into the Fusion.
  • Both Fail. Both of those characters do not combine.
  • One Success. You combine into the Fusion but there’s a hitch. One of the Fused Characters must roll a 1d10. If the result is 1-5, they become a Sickly Fusion. If the result is 6-10, they become an Obese Fusion. A Sickly Fusion reduces their Attribute Modifiers (AG/FO/TE/SP) by -1/2 and an Obese Fusion reduces their Attribute Modifiers (AG/FO/SP) by -1/2. Both a Sickly Fusion and an Obese Fusion cannot use any Signature Techniques, Magical Abilities or Transformations. Additionally, both a Sickly Fusion and an Obese Fusion can only benefit from a total of 4 Racial Traits from the Fused Character’s races (choose at the time of Character Combination).

    If you exit a Sickly Fusion or Obese Fusion, you do not suffer from Stress Exhaustion.

Using the Fusion Dance provokes Counter Actions from all opponents who are not at Long Range. If either character suffers damage from an Attacking Maneuver made in response to the Fusion Dance, or is successfully moved any number of Squares, the Fusion Dance automatically fails. All actions spent to perform the Fusion Dance are still lost.

Two Halves of a Whole. You can only target a character to use the Fusion Dance with that has a Power Level equal to yours. For each stack of Holding Back a character has, treat their Power Level as if it was -1 lower for this effect.

You cannot use the Fusion Dance to combine with any character that is 2+ Size Categories larger or smaller than your current Size Category. If you are not the same Size Category as your target, increase the Performance (Dancing) Skill Check’s Difficulty Category by +1 for both characters.

Metamoran Style. Your Apparel is completely replaced with the Metamoran Clothing described below.

Metamoran Clothing

Category. Combat Clothing
Grade. High

Free Flowing (Apparel Quality). Increase all of your Combat Rolls instead of just your Dodge Rolls through the Combat Clothing Category’s effects.

You do not suffer from the Apparel Penalty while wearing Metamoran Clothing and the Metamoran Clothing cannot be destroyed through any means. If you enter a Transformation with Battle Uniform, you do not gain that Battle Uniform but instead maintain the Metamoran Clothing.

Stylish Fusion (Apparel Quality). Increase your Personality Modifier by +1/3 of X and this Fusion gains +2 Karma Points to use during each Combat Encounter. If they are not used, they are lost.

Additionally, gain the Sash Accessory.

Potara Fusion

  • Fusion Type. Temporary
  • Round Limit. 20 Combat Rounds

To fuse using this method, you and another character must each wear one of the Potara Earrings (see – Accessories) on opposite ears. The moment both characters are wearing Potara Earrings, they are flung towards one another and combine as an Out-of-Sequence Action! The Fusion will appear on the Square directly between where both Fused Characters were the moment they had both managed to wear their Potara Earring. If the space directly between the Fused Characters is occupied by terrain or another character, choose the closest square possible to that square.

If a Kaioshin is one of the Fused Characters, a Potara Fusion’s Round Limit is infinite. It still benefits from all typical bonuses gained through being a Temporary Fusion.

Divine Combined Style. Choose up to three pieces of Apparel worn by the Fused Characters. The Potara Fusion gains those pieces of Apparel but increases X for each of them by +3. If any unchosen pieces of Apparel have the same Apparel Category as any of the chosen pieces of Apparel, the chosen piece of Apparel may gain the Apparel Qualities possessed by the unchosen piece of Apparel.

This can exceed the typical Apparel Quality limit for each piece of Apparel.

Lasting Fusion

Lasting Fusions may function for any amount of time but are notably less powerful than Temporary Fusions. Still, they tend to be more powerful than standard characters!

Lasting Fusion Creation. In addition to the Character Combination rules above, follow these steps to create a Lasting Fusion:

  • A Lasting Fusion does not inherently gain the Racial Traits from their races. Instead, you can select up to a total of 7 Racial Traits from the Fused Character’s races for this fusion to gain. If you have less than 7 Racial Traits to select, compare your total number of Racial Traits to 7 and increase your Attribute Modifiers (AG/FO/TE/SP) by +(X), where (X) is the difference between your number of Racial Traits and 7.
  • For each matching race among the Fused Characters, increase the Attribute Modifiers (AG/FO/TE/SP) of the Fusion by +1. 

Merge Fusion

  • Fusion Type. Lasting

To use this fusion method, you must target up to 4 willing characters within your Melee Range. You and all targets must spend 3 Actions to combine into the Fusion.

If created through Merge Fusion, the fusion gains the Giant’s Strength Racial Trait (see – Custom Species). This does not count towards your 7 Racial Traits for Lasting Fusion Creation.

Specific Targets. Merge Fusion is a very broad and open form of combining. For this reason, the only inherent way to use it is typically through the Natural Fusion Racial Trait. Your ARC may allow you to learn how to use Merge Fusion or introduce an antagonist with it, but usually it’s best to suggest that Merge Fusion can only apply to a specific band of characters – such as those of the same race or those with a certain Transformation.

Merged Style. Choose up to three pieces of Apparel worn by the Fused Characters. The Merge Fusion gains those pieces of Apparel scaled appropriately to their Size Category.

A Merge Fusion may also gain 1 Accessory from the Fused Characters.

EX Fusion

  • Fusion Type. Lasting

To use this Fusion Method, you must perform the Fusion Dance (see – Metamorese Fusion) while wearing the Metamo Ring Accessory (see – Accessories). The Fusion will only succeed if both characters pass their Performance (Dancing) Skill Check and will have no effect if only one character passes their Skill Check.

If the Fusion Dance is a success, continue as normal with Character Combination for a Lasting Fusion.

Combined Style. Choose up to three pieces of Apparel worn by the Fused Characters. The EX Fusion gains those pieces of Apparel. If any unchosen pieces of Apparel have the same Apparel Category as any of the chosen pieces of Apparel, the chosen piece of Apparel may gain the Apparel Qualities possessed by the unchosen piece of Apparel.

This cannot exceed the typical Apparel Quality limit for each piece of Apparel.

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