Post by Staffbot on Aug 30, 2024 23:02:26 GMT -5
Fusion... Huh?! |
Unity, precision, perfection. The state of fusion represents ultimate synchronization between two or more individuals that creates something greater from the component parts. Whether initiated with the elusive Metamo Band or the practied grace of the Metamoran Dance, fusion is peak teamwork.For a classic Solo Main Character build the mechanic works as follows:THE TWO FOR ONE SPECIAL - When two individuals synchronize perfectly, entering a state of unison, their combat output is heightened!
- Both characters must have the Metamo Band Super item.
- In order to work, both players must agree to the action out of character and are then able to fuse instantly on either player's next turn.
- Turn order is immediately altered so that the two players are right after each other for the duration of the mechanic being used, the original turn position of either character involved can be chosen from for this.
- Even after unfusing, this remains as their new place in the turn order.
- No PL is combined or altered whatsoever.
- Lasts for 5 rounds. Can be done up to twice per thread, but you must wait 6 rounds between doing so.
- Damage that would hit either participant normally is divided between them evenly (as with the Chipped Potara's effect.), rounded down to the nearest percentage.
- Both participants can respond to attacks meant for their partner as if they themselves were the target.
For a Buddy based Companion build, the mechanic works as follows:
ALL FOR ONE, ONE FOR ALL - Behold— when the group acts as one with the power of ULTIMATE united teamwork!
- The Main and all Buddies must know the Metamoran Dance Support Technique individually. Battle Buddy does not transfer this support technique to your buddies.
- Upon entering a thread, a ‘Focus’ character must be declared from the group.
- The resulting fusion uses the traits and multipliers (so long as they are unlocked normally by the account) of the declared Focus Character at full power.
- Fusing does not refresh already used traits or uses of Sparkings.
- All Standard Techniques, Support Techniques and Utility Techniques across all participants can be used by the Fusion.
- The Fusion can use Sparkings that are known by any constituent, but their uses are subject to all other Sparking use limitations. Additionally, they may only use a total number of Sparkings equal to every 100,000 cumulative PL + 1.
- The PL of the resulting Fusion is equal to 80% of the total PL of all characters involved.
- If the Focus Character has Battle Buddy, raise this percentage by +5%
- Lasts indefinitely, until willingly undone. It can only be undone at the end of your turn, and can only be done once per thread.
- Fusions inherit the average of total damage sustained by all participants, rounded up to the nearest percentage.
- Fusions inherit the lowest KP/MP pool +1 among all participants, to the 6/6 maximums if applicable.
- Upon unfusing, all participants inherit the damage that the Fusion sustained.
- If in this case any individual were to exceed their own damage threshold, they are considered incapacitated.
- Upon unfusing, all participants inherit the same KP/MP that the Fusion had.