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- God Hunters: Just You and Me
- (A Kamigakari supplementary work of bringing people closer)
- THINGS "Just You and Me" INTENDS TO COVER:
- - Ways to use the Bond System differently
- - Soul Fusion, method of using 2+ characters to utterly wipe out people
- - Soul Forging, method of using 1 character to make strong weapon temporarily
- - Talent Errata/extra Talents that Might Be Useful for "weaker" [Styles]
- ____________________
- [Bond] that ties
- Process of [Soul Fusion]
- (1) All participants expend [Timing: Prep] and [Timing: Attack].
- [Soul Fusion] may be attempted by 2 or more characters by expending x1 [Timing: Prep] and x1 [Timing: Attack] becoming [Not Ready], done by all characters that wish to fuse, in the round they wish to fuse.
- (2) Compare {Bond Power}.
- At the end of that round, all participants compare their respective {Bond Power}, applying all modifiers that apply to the situation.
- (3) Check for success.
- Roll 1d100. If the result of this roll is less than or equal to the average of all participants' {Bond Power}, the participants successfully perform [Soul Fusion]. Otherwise, all participants lose 2d6 [HP] and [Crest].
- {Bond Power} is 0 by default, unless otherwise modified.
- + If you have a Talent with [Effect Class: Use on [Appearance Check]], you gain 5 {Bond Power}.
- + Increase your {Bond Power} by 20 for every other participant that shares a [Main][Style] with you ([Type] does not matter).
- + Increase your {Bond Power} by 8 for every other participant that shares a [Group] with you.
- + Increase your {Bond Power} by 35 if the total of your current {Main Stats} are within 4 points of all other participants.
- + Increase your {Bond Power} by 10 for every participant that has you listed as one of their {Bonds}.
- - Decrease your {Bond Power} by an amount equal to your missing {Crest}.
- - Decrease your {Bond Power} by 3 for every negative [Shift] that you have.
- - Decrease your {Bond Power} by 8 for every other unit beyond the first.
- - Decrease your {Bond Power} by 5 if you have less than 50% of your maximum HP.
- Successful [Soul Fusion] creates a single [Fused Entity]. This [Fused Entity] does not take a turn during the round that it is created, but may act in the following round.
- A [Fused Entity] has some differences from a normal character:
- Stats - The [Fused Entity]'s {Main Stats} are the average of all participants's respective {Main Stats}, multiplied by 1.5. The [Fused Entity]'s {World Influence Level} is equal to the lowest value among all participants.
- {HP} - The [Fused Entity]'s current {HP} is equal to the combined current {HP} of the participants. If this would exceed the maximum {HP} of the [Fused Entity], it is instead equal to the maximum {HP}.
- Actions - The [Fused Entity] gains [Timing: Prep] x1 and [Timing: Attack] x1 as a normal character, but takes multiple consecutive turns, controlled by each participant in turn.
- Numen - The [Fused Entity] uses the Numen Dice Pool of the participant controlling it.
- [Style] - The [Fused Entity] is treated as having the [Style] of all its participants, but is only treated as having the [Main][Style] of the participant currently controlling it. (The [Fused Entity] gains the [Combat Modifiers] of 1 participant's [Main][Style], selected when the [Fused Entity] is created.)
- [Race] - The [Fused Entity] is treated as being all the [Races] of all its participants.
- Talents - The [Fused Entity] possesses all non-High Talents of its participants. The [Fused Entity] has the High Talents of the participant currently controlling it. (Duplicate Talents do not stack, unless the Talent can normally be taken multiple times.)
- [Weapon] - The [Fused Entity] has access to all participants' [Weapons], and may equip up to two [Weapons] at a time, regardless of [Mode] or ※. When the [Fused Entity] performs a [Weapon Attack], they may choose to attack with both weapons, using the [Range] and [Target] of each weapon. Effects that would apply on these attacks apply to both of these attacks.
- [Protectors] - The [Fused Entity]'s [Protector](s) is a combination of all the [Protectors] of the same type currently equipped by the participants.
- [Soul Fusion] is immediately terminated if the [Fused Entity] gains [Shift: Down], and if terminated this way, all participants become [Shift: Down]. [Soul Fusion] may also terminate if 7 rounds have passed since the [Fused Entity] has taken its first turn, or if any participant wishes to cancel it. Regardless of how [Soul Fusion] is terminated, all participants [Install] themselves onto a space that is [Engaged] to the [Fused Entity]'s position, or adjacent to another participant, and are treated as [Not Ready] until the end of the round.
- ____________________
- Current draft of [Soul Forging]:
- X = your current [Crest] - 1. By spending [Timing: Prep] x1, [Timing: Attack] x1, and X [Crest], you may create a [Soulforged Regalia] that is immediately [Equipped] to another character you are [Engaged] with as a [Weapon] for 2 rounds, and an additional round for every 5 [Crest] spent. You become [Taken Out] while the [Soulforged Regalia] is equipped. (Something about the character moving out of bounds for the duration, as well.)
- [Soulforged Regalia] are a little different from a normal [Weapon]:
- **Stats** - While [Equipped], [Soulforged Regalia] confer the [Combat Modifiers] of its creator's [Main][Style] as opposed to having stats of their own. In addition, the creator may increase any one of {PD ● MD ● ACC ● CNJ ● INIT} by 1 a number of times equal to their {World Influence Level} * 2.
- **Form** - When a character creates a [Soulforged Regalia], they may choose any one [Weapon] that they have [Equipped]. The [Soulforged Regalia] gains any [Form](s) from that weapon.
- **Talents** - In addition to giving the [Combat Modifiers] of its creator's [Main][Style], [Soulforged Regalia] also allow the character [Equipped] with it the ※ Talent(s) of the creator's [Main][Style].
- **Soulforged Powers** - something something give other bonuses like converting the SFR into a Unarmed Weapon, or being DS/EM-enabling
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