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Reagent | Fuse with others. | |
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caret-right | Garnet | Get and stay together more easily. |
caret-right | Quicksilver | Merge and split fast. |
caret-right | Troika | Three-creature fusions. |
Enterprises | Reagent School |
Utility | plus-circleFusion 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. plus-circleTime 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. minus-circleInventory 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. minus-circlePlaying Doubles: Fused creatures cannot undergo fusion again. plus-circleFission: 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. minus-circleAuto-Fission: Fission happens immediately and unavoidably as a free action when a fused creature loses a point of Flesh for any reason. minus-circleProvisions: Fusing requires you to spend 1 point of Provisions. |
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Utility | plus-circleUnsplittable: Fused creatures you're a part of are not automatically split when they lose Flesh. You stay fused until you decide it's over. plus-circlePracticed Partner: Keep a list of everybody you've fused with. When fusing with somebody you've previously fused with at some point in the past, doing so does not cost any Provisions. |
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Utility | plus-circleFast Meld: You can fuse with an adjacent creature as a single action instead of taking a full procedure. plus-circleInsta-Split: You can end a fusion as a free action at any time during your turn. |
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Utility | plus-circleTriple Team: You can perform a fusion with three individuals instead of two. This can be done all at once as a single fusion, or you can meld yourself with one other creature as normal and then add another later on. | |
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Reagent School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. |
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