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reagent [2020/10/07 12:20]
kyle
reagent [2020/11/19 13:25] (current)
kyle
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-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Fusion Dance:** As a procedure, you can physically fuse with another willing creature to create a single, combined creature that's more powerful than either of its constituents and looks like a combination of both. \\ \\ {{fa>plus-circle?24&align=left}}**Time to Make a Platypus:** A fused creature's level, combat ratings (Melee/Remote/Whelm), and resource counts (Provisions/Supplies/Mojo) are equal to the sum of its constituents'. Fused creatures have access to every class and ability known by their constituents', and are the same size as whichever constituent creature was largest. Flesh/Energy/Attention are equal to whichever constituents' total was lowest at the time of fusion. If either constituent has a weakness, the newly merged creature also has that weakness (but might have more free abilities from it due to their higher level). \\ \\ {{fa>minus-circle?24&align=left}}**Inventory Squish:** Fused creatures still have only 10 inventory slots as normal. All inventory items held by both constituent creatures are merged and held by the new fused creature. This might immediately force the newly-fused creature into heavy encumbrance or even cause them to drop excess items on the ground if they can't hold everything themselves. \\ \\ {{fa>minus-circle?24&align=left}}**Playing Doubles:** Fused creatures cannot undergo fusion again. \\ \\ {{fa>plus-circle?24&align=left}}**Fission:** A fused creature can split back into its constituents at any time as an action. Both constituents appear in or adjacent to the space formerly occupied by the fused creature. After fission, both participants are left with Flesh/Energy/Attention equal to whatever the fused creature had and can split up resources as they see fit. \\ \\ {{fa>minus-circle?24&align=left}}**Auto-Fission:** Fission happens immediately and unavoidably as a free action when a fused creature loses a point of Flesh for any reason. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** Fusing requires you to spend 1 point of Provisions. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Fusion Dance:** As a procedure, you can physically fuse with another willing creature to create a single, combined creature that's more powerful than either of its constituents and looks like a combination of both. \\ \\ {{fa>plus-circle?24&align=left}}**Time to Make a Platypus:** A fused creature's level, combat ratings (Melee/Remote/Whelm), and resource counts (Provisions/Supplies/Mojo) are equal to the sum of its constituents'. Fused creatures have access to every archetype and ability known by their constituents, and are the same size as whichever constituent creature was largest. Flesh/Energy/Attention are equal to whichever constituents' total was lowest at the time of fusion. If either constituent has a weakness, the newly merged creature also has that weakness (but might have more free abilities from it due to their higher level). \\ \\ {{fa>minus-circle?24&align=left}}**Inventory Squish:** Fused creatures still have only 10 inventory slots as normal. All inventory items held by both constituent creatures are merged and held by the new fused creature. This might immediately force the newly-fused creature into heavy encumbrance or even cause them to drop excess items on the ground if they can't hold everything themselves. \\ \\ {{fa>minus-circle?24&align=left}}**Playing Doubles:** Fused creatures cannot undergo fusion again. \\ \\ {{fa>plus-circle?24&align=left}}**Fission:** A fused creature can split back into its constituents at any time as an action. Both constituents appear in or adjacent to the space formerly occupied by the fused creature. After fission, both participants are left with Flesh/Energy/Attention equal to whatever the fused creature had and can split up resources as they see fit. \\ \\ {{fa>minus-circle?24&align=left}}**Auto-Fission:** Fission happens immediately and unavoidably as a free action when a fused creature loses a point of Flesh for any reason. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** Fusing requires you to spend 1 point of Provisions. |
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Emergence:** When both you and your partner have at least one level in the same class as each other, the newly-fused combination creature gains a free advanced ability from that class that neither of you knew. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Emergence:** When both you and your partner have at least one level in the same archetype as each other, the newly-fused combination creature gains a free advanced ability from that archetype that neither of you knew. |
 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Latency:** So long as only one fusion partner has a weakness, you can decide whether the fused product has that weakness or not. \\ \\ {{fa>minus-circle?24&align=left}}**Double Recessive:** If both fusion partners have the same weakness, then the product creature also has to have that weakness too. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Latency:** So long as only one fusion partner has a weakness, you can decide whether the fused product has that weakness or not. \\ \\ {{fa>minus-circle?24&align=left}}**Double Recessive:** If both fusion partners have the same weakness, then the product creature also has to have that weakness too. |
reagent.1602094853.txt.gz ยท Last modified: 2020/10/07 12:20 by kyle