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| Tweet Topic Started: Dec 31 2017, 07:56 PM (71 Views) | |
| Kondai | Dec 31 2017, 07:56 PM Post #1 |
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![]() Fusion So, there's an enemy you can't beat with you and your allies separated power and you need a way to turn the tides of battle drastically? Well here is the trump card for you. Fusion is a way to add together two people's power level and multiply it. All other stats simply add together. The character itself tends to gain personality traits and looks from both fusees, however, a slightly dominant personality usually shines through. With fusion dance and non-Shinjin potara fusion the players take turns posting back and forth, with permanent fusion such as Shinjin potara and Namekian fusion the dominant player keeps control and the players then follow through with whatever method is stated on the technique below. With all forms of fusion, the fusion gains all advantages AND disadvantages of each race within the fusion [except shinjin who always only get shinjin racials when fused] until the fusion expires or the topic ends. All transformation traits are combined for each form (with the exception of god forms) and the forms are a hybridization of both players forms. Fusion Dance Boost: Power Level + Power Level x 1.25 Failed Boost: Power Level + Power Level x 0.75 Time Limit: 5 Turns Description: Fusion Dance is the simplest form of fusion to obtain in the RPG, in order to perform it first the first player must initiate it in their post, and then make the post by performing the dance and saying the words "Fu-sion-HA!" the second player must reply and do the same within 48 hours, if any step is skipped or the time limit is not met then the fusion will fail and you will end up with a weaker mutated fusion. Requirements: Takes 1 tech slot can only be learned in the Hyperbolic Time Chamber, being taught it by another player who knows the dance, or through training with a Metamoran Master Potara (Mortal) Boost: Power Level + Power Level x 1.5 Time Limit: 10 Turns Description: Potara fusion is the easiest form of fusion to use however it is the hardest one to obtain due to it being much more potent than the Fusion Dance. In order to initiate it, the first player must make their post and end it with them tossing a potara earring at their fusion partner, afterward the second person must open up their post with them catching the earring and putting it on, immediately after they will fuse together into a singular being. If you fail to end the battle before the time limit runs out with Potara fusion then you will defuse with only 25% of your remaining resources and have a -10 maximum AP debuff (minimum 1 AP) for the rest of the match unless a senzu bean is used. Requirements: Must have the Potara Earrings consumable item. Potara (Mortal + Shinjin) Boost: Power Level + Power Level x 1.75 (for the shinjin) Boost for the other player: 2 months in otherworld and then Power Level + Power Level x 1.5 Description: This is initiated just like a normal potara fusion, however, the difference being if a shinjin fuses the result is supposedly permanent, the shinjin gains a large power level boost from it and the player who did it gains a smaller but equally large boost, both players keep this boost permanently but cannot use any form of fusion again unless the boost is removed via the Dragon Balls. Requirements: Must have the Potara Earrings consumable item. Potara (Shinjin + Shinjin) Boost: Power Level + Power Level x 2 Description: The most potent form of fusion, the resulting fusion's control is decided by dice roll when the fusion commences, the player that does not get control is gone forever unless the fusion is separated via the Dragon Balls, the player who does not gain control is welcome to reincarnate with a new character. This fusion is permanent and CAN NOT fuse again with any form of fusion. Requirements: Must have the Potara Earrings consumable item. Fusion Techniques When in Fusion, the fusion has access to all techniques both players have except for Signature/Ultimate Techniques, those become "Ultimate Fusion Techniques" while the fusion has access to all Master Signature moves each player has, upon starting the fusion the players must state all Ultimate Techniques they plan to fuse together. It deals the combined damage of those attacks * 0.75 and applies both of their effects. CANNOT SURPASS MAXIMUM ULTIMATE SLOTS FOR ONE CHARACTER |
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8:55 AM Jul 11