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Exterior - Communication Hub in Coach Steven
6th Mar 2017, 8:30 AM
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Exterior - Communication Hub

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6th Mar 2017, 8:30 AM

Next comic is Wednesday

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6th Mar 2017, 4:44 PM

Here are my current homebrew Fusion rules, untested. I tried to make them as vague as possible to allow for multiple editions of D&D, but I have a prejudice toward 4e since that's what I know best.

Fusing and Un-fusing: Fusion requires two or more adjacent characters to use their Standard actions in the same round to make a Wisdom, Charisma, or Perform check. High or low, if the two rolls are within 5 of each other, then they can fuse. If not, they can try again next round.
Each round they are fused, the two characters must cooperate. If they don’t, then the GM might call for for a Wisdom-Charisma check/Will save similar to the one they used to fuse in the first place. If they can’t roll within five of each other, then they unfuse.
If the Fusion falls unconscious, then it un-fuses, and the component characters are unconscious. All of the fusion’s negative HP is split evenly between the characters.

Building a Fusion character boils down to taking the highest of each player's modifiers and recalculating based on that.

Hit Points: Recalculate total hit points using the highest base HP, HP per level, and Constitution score between the fused gems.

Defenses: Take the highest of every possible defense modifiers. Two modifiers from the same source can’t stack.

Attacks: To do a Fusion Weapon, take the higher of the two Proficiency bonuses, Damage dice, and every weapon property including weapon group, reach, etc. If combined Reach exceeds 3, then it becomes a Ranged weapon. Work it out with the GM to reflavor the result.

Feats: A fusion should still meet all requirements for its feats, so all of them stack. If the fused characters share the same feat, then the benefits only count once.

Skills: Recalculate skills, taking the higher of the two Attribute bonuses and stacking all misc. Bonuses- unless they wouldn’t stack anyway, as with Feat bonuses.

Class Features: A Fusion gets all of the class features and powers from both classes.

Speed: Take the higher Speed, and add ½ of the lower speed. Additional movement modes stack.

Actions: When two or more characters are fused, the Fusion gets one Move action, one Minor action, and one Standard action for every member of the Fusion. So, two gems get two standard actions, four gems get four standard actions, etc. Each player gets to decide on one of the standard actions, but they have to agree on how to use the Move and Minor actions.
(Naturally, one gem gets one standard action, but that’s nothing new.)

My Size rules required a table, and thus have been omitted.

6th Mar 2017, 4:45 PM

What do you think?

6th Mar 2017, 5:03 PM

Well, in my opinion, it'd be a little too easy to remain fused, because they have to arguing with each other before that would happen, right? It isn't if they think or feel differently, it's just if they show that they do.

7th Mar 2017, 3:27 PM

Oops. I meant that the _players_ have to cooperate. My mistake.

23rd Mar 2017, 6:01 PM

Oh Hai Nikki.

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