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Xefas
2015-05-06, 06:35 PM
Related Threads

This is intended as supplementary material for "Mythos" classes, three of which are listed below.

The Teramach (http://www.giantitp.com/forums/showthread.php?t=286983)
The Kathodos (http://www.giantitp.com/forums/showthread.php?p=15947087)
The Olethrofex (http://www.giantitp.com/forums/showthread.php?p=16517470)

You can find a more central thread right here (http://www.giantitp.com/forums/showthread.php?364949-Mythos-Homebrew-Discussion-II-Where-Simplicity-Goes-to-Die).


http://i.imgur.com/LEYuuhi.png

"This is who we are.
This is who I am.
And if you think you can stop me, then you need to think again.
'Cause I am a feeling, and I will never end.

And I won't let you hurt my planet.
And I won't let you hurt my friends.
Go ahead and try to hit me if you're able.
Can't you see that my relationship is stable?

I know you think I'm not something you're afraid of.
'Cause you think that you've seen what I'm made of.
But I am even more than the two of them.
Everything they care about is what I am.

I am their fury, I am their patience, I am a conversation.
I am made
O-o-o-o-of
Lo-o-o-o-ove."
~ Garnet, Steven Universe

The Mythic Fusion

Two souls bound together in the eyes of the gods, two wholes made greater than their sum, bound in chains of love and devotion, cast in desire, tempered in hardship. The rituals of union ubiquitous throughout the Prime are ancient indeed; the first elves, eldest among the gods' mortal children, built families, united clans, and forged kingdoms with the ties of marriage before even dwarves walked the earth.

And before that, the gods themselves bound together one another in oaths of power. Corellon Larethian and Sehanine Moonbow, Moradin and Berronar Truesilver, and even the Lawgivers from which the mighty Hextor and Stratis were conceived; they all bowed their heads as the tethers of their fate were interwoven upon the dias of the Cerulean Star.

But the origins of the ritual do not lie with the Star herself. Before the Great Wheel, when the Titans reigned, their king was greatest among them, and it was her heart that made it so; two hearts, revolving upon one another, a star of glory and a star of judgment, and from their emulation, the other Titans and their souls took to dividing themselves between which star they most identified, and uniting themselves to claim the power that comes from partnership.

It was from this harmony that the Cerulean Star took her name, and Harmony spent many days meditating in the house of the Titans' King, on the nature of Titans and their many selves, countless souls as one soul, countless flesh as one flesh, countless stories as one story. It was here she divined many things of the nature of separation, of fractures and wholes, of space and perception.

These secrets she carried with her into the construction of the Great Wheel, and made them plain for any to find should they seek them.

New Feat: Stellar Nucleosynthesis Understanding
Prerequisite: One Mythos
Benefit: Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class. You automatically succeed on the DC 10 check to Aid Another on a skill check, and are considered trained in all skills for the purposes of Aiding Another. You also gain a +4 circumstance bonus on Perform checks made as part of a two-person team, such as singing a duet, dancing in tandem, or giving a group presentation with Perform (Oratory).

Exceptional Mythos

And They Shall Becomes One Flesh
Prerequisite: -

To use this Mythos, you and an ally (of the same creature type) must both spend a move action on the same initiative count (usually by having the faster character Delay), and both of you must be within the other's Reach. As the two of you contact one another, you briefly disbelieve the cosmic illusion of physical separation, and both of your bodies merge into a single being.

Physically, this new being is a composite of you and your chosen ally, save for perhaps the one or two most prominent features of each participant, which appear in full. For example, a fused 7' Orc Bellator with short, straight dark hair and dark eyes, and 6' Human Teramach with long, curly red hair and green eyes, will typically come out looking like a 6' 6" Half-Orc with medium-length, wavy auburn hair and hazel eyes. However, the Teramach's player might decide that his character's bright red hair is his most defining and important physical trait, and propose that the fusion possess it in full. The Bellator's player might then agree, on the condition that the fusion have his character's massive, tusk-like orcish teeth, undiminshed by his Human half. If they're in agreement, it is so. If two characters of different sexes fuse, the fusion appears androgynous, and is physically and mechanically (in those rare cases that it matters, such as with the Swanmay prestige class) both sexes.

Mentally, the two characters are still separate. They are capable of coordinating their single body without difficulty (although failed attack rolls and skill checks might give them reason to bicker with one another on that point). Each character maintains their own alignment, but both participants are beholden to the actions taken by their single body, and should therefore perhaps exercise discretion in whom they choose to fuse with. While fused, the two characters may communicate with each other telepathically, as they're effectively two minds stored in the same brain.

Mechanically, the fused character is a gestalt of the two component characters' classes; if the characters are different levels, keep gestalting until one runs out of levels, then continue as a single-classed character for the remainder. Do not calculate skill points or feats for the composite character's classes; they have all the skills and feats of both component characters, and know all the languages that both characters know. For ability scores, the fusion has the higher ability score of both participants for each ability. They have all the racial traits of both characters, and are considered to be a member of both races simultaneously. If the two participants have different base size categories, the fusion is of the median size (so, if a Huge character fuses with a Medium character, the fusion is Large). If there is no median size (for example, between a Large and Medium character), round down, but the fusion has the Powerful Build trait. If the fusion already has Powerful Build from some other source (such as one of the participants being a Goliath), then round up for their size instead of down.

The fusion is created at full hit points. However, if one of the component characters has Power Points, spells per day, or some other limited resources (Bardic Music uses per day, etc), the fusion's resources are depleted by the same amount, and resources that the fusion depletes are also depleted from the component characters once the fusion ends. If the fusion is killed, the effects of this Mythos end prematurely, and the component characters reappear adjacent to one another, at -9 hit points and stable. If the fusion ends naturally, subtract the difference from the fusion's current and maximum hit points at the moment of separation from each component character's current hit points. If this would kill one of the component characters, they are instead brought to -9 hit points and stable.

Any ongoing temporary effects on the component characters continue to effect the fusion. For example, if one component is poisoned and has an ongoing Divine Favor cast on them, and the other component has wildshaped into a bear and has taken a Strength penalty from a Ray of Enfeeblement, the fused character will suffer from the same poison and Strength penalty, but they'll also be wildshaped into a bear with Divine Favor.

Equipment-wise, the component characters choose one piece of equipment per item slot (hands, helmet, feet, cloak, etc) between them, and the fusion is wearing that item. Redundant equipment not chosen simply disappears, and then reappears on the component character once the fusion ends (for example, if the two components are wearing a Cloak of Charisma and a Cloak of Resistance, and they choose for their fusion to be wearing the Cloak of Resistance, the Cloak of Charisma vanishes until the fusion ends). All equipment outside of those that fit into the various item slots (backpacks, coinage, potions, weapons, ioun stones, etc) can either be worn by the fusion at their time of spawning, up to their normal carrying capacity, or simply drop into a pile in the fusion's space.

A fusion acts on the same initiative count as they were created. If neither component character used their standard action on the turn of the fusion's creation, the fusion may take a single standard action on their first turn, and no more. On following turns, they act like a normal, single character, with their actions chosen by agreement between their components. If, for some reason, a course of action cannot be agreed upon, the fusion simply does nothing for its turn.

A fusion lasts for 1 minute, or until both character choose to end the fusion (requiring a free action) At its expiration, both component characters reappear, adjacent to one another. After using this Mythos to fuse, you must wait (8d4 - your Charisma modifier) hours for your spirit to recover enough to use it again. If your fusion ended prematurely because of its death, you must instead wait (10d6 - your Charisma modifier) hours.

Dual-Mind Ambidexterity
Prerequisite: The 'And They Shall Become One Flesh' Mythos

When you create a fusion with 'And They Shall Become One Flesh', the fusion gains Two Weapon Fighting, Oversized Two Weapon Fighting, and Monkey Grip as bonus feats. In addition, so flawless is their manipulation that the -2 penalty incurred by the Monkey Grip feat does not apply to them.

Furthermore, if both component characters were wielding a shield, they may fuse their shields together for the duration of the fusion. This composite shield has all the magical properties of both shields (enhancement bonuses still don't stack, as normal), and can be the same type (light, heavy, tower, etc) as either of its components, chosen by the fusing characters.

Interracial Admixture Principles
Prerequisite: The 'And They Shall Become One Flesh' Mythos

When you create a fusion with 'And They Shall Become One Flesh', you may fuse with a target of a different creature type than yourself. Furthermore, the fusion is considered either, or both, creature types, whatever is most advantageous at the moment.

Furthermore, when performing a fusion, you may choose to either (1) calculate the fusion's size category as normal, (2) use the smaller of the two component characters' sizes, or (3) use the larger of the two component characters' sizes. Once this choice has been made between two characters, every time the same two characters fuse, the same method is used to calculate their size, even if the actual size that results is different.

Sewn Of One Cloth
Prerequisite: The 'And They Shall Become One Flesh' Mythos

When you create a fusion with 'And They Shall Become One Flesh', the equipment in each item slot of both component characters disappear for the duration, and the fusion receives the effects of both sets as if they were wearing them (stacking rules still apply). In their place, the fusion is wearing a new set of clothing, the aesthetic of which should be designed by the players of both component characters, and each time the same two characters fuse, the fusion is always wearing this special set of clothing. When designing these clothes, the players should decide whether they are considered to be Light, Medium, Heavy, or No armor. Regardless of their choice, the fusion incurs no Arcane Spell Failure, Armor Check Penalty, Maximum Dexterity Bonus, or Speed reduction, but still benefits from the highest armor bonus of the armors worn by their component characters before fusing.


Fantastic Mythos

Harmonious Cerulean Matrimony Method
Prerequisite: The 'And They Shall Become One Flesh' Mythos

You may use 'And They Shall Become One Flesh' in a new way. Instead of both participants spending a move action, if both participants perform a short, one-minute-long ritual together, they may enter a more enduring fusion. This ritual must be synchronized perfectly, and requires both characters to have practiced together in the past. A character requires (28 - their Charisma modifier) hours of practice to achieve the necessary level of proficiency. The exact nature of the ritual can vary somewhat from character to character, but usually involves either a dance, or a verbal recitation of some kind.

Once completed, the two characters fuse as described in 'And They Shall Become One Flesh', with a few differences. First, the fusion lasts for an entire hour instead of one minute, and cannot be voluntarily ended prematurely (although the death of the fusion still ends it). Second, the two spirits involved become so intimately intertwined that the resulting fusion has, effectively, a single mind. It considers itself a new, distinct entity, and will almost certainly use singular pronouns to describe itself. Mechanically, it still bears both alignments from its components, but its composite intellect attempts to reconcile the different personalities into a single, coherent ideology as best it can.

Third, after the fusion's ability scores have been calculated, they are all increased by a further +2, as its components work so well together that they become greater than merely the sum of their parts.

Fourth, the player of each component character chooses one feat that the fusion qualifies for (for a total of two feats), and the fusion gains the chosen feats in addition to those it normally gains from its components. When the same two characters fuse, their resulting fusion always gain the same feats from this ability. If one of the component characters later gains one of the feats chosen for this ability, that feat may be swapped out for a new one.

By Our Powers Combined!
Prerequisite: The 'And They Shall Becomes One Flesh' Mythos

When you create a fusion with 'And They Shall Become One Flesh', choose one of the following abilities that the fusion character qualifies for (or create a new, relevant ability, using the shown ones as a guideline in terms of power). The fusion gains that ability, and when the same two characters fuse, they always gain the same ability, although a different ability may be chosen for each different set of two characters.

The prerequisites of each ability are separated with tags for [1] and [2]. This simply means that one component character cannot satisfy all the requirements; one component character must satisfy one set of the listed requirements, while the other component character must satisfy the other set.


Authority Of The Red God-Monster
Prerequisite: [1] One Mythos from the Monster's Mythos, [2] The Turn Undead or Rebuke Undead class feature

The fusion ignores the immunity to fear normally granted by the undead type (although an undead creature with immunity to fear from a non-racial class feature, spell, or other source still retains it).

The fusion may cast spells provided by Component [2] while in a Rage, except for spells that heal, revive, restore, soothe, calm, or otherwise alleviate the suffering, harm, rage, or death of others.

As a free action, while in a Rage, once per round, the fusion may spend a daily usage of Turn or Rebuke Undead to invoke one of the following three effects: A Turn Undead attempt may be spent to supercharge the fusion's next Turning Check used for Turn Undead, made on this round or the next, by allowing the fusion to substitute their Strength modifier in place of their Charisma modifier for the check. A Rebuke Undead attempt may be spent to send all undead currently Commanded by the fusion into a Rage for 5 rounds, giving them a +4 bonus to their Strength for the duration. A Turn or Rebuke Undead attempt may be spent to swap one spell that you have currently prepared, that you are disallowed by this ability from using in a Rage, for a spell of the same level from the Destruction, Strength, or Wrath (SpC) domains.

Crouching Tiger, Hidden Owlbear
Prerequisite: [1] One Mythos from the Iron Mythos, [2] The Wildshape class feature


The equipment chosen by the component characters to be worn by the fusion are especially malleable to it; when the fusion wildshapes into a new form, every piece of equipment save for the armor melts into the form, and the wildshaped form retains all benefits from that equipment as if it were wearing them (the wildshaped form cannot then benefit from an external item, such as a magical necklace draped over its neck, if it has already absorbed an item of the same slot). The armor instead reshapes itself into identical barding fit for the new form. The fusion's natural weapons, while wildshaped, are considered discipline weapons for every martial discipline the fusion knows.

Finally, while wildshaped into a form without hands dextrous enough to wield a weapon, the fusion may wield a melee weapon proficiently in their mouth (assuming the form has one), gripping the handle with their teeth or beak and swinging it with wild, ridiculous body movements. The weapon must be a light, one-handed, or two-handed weapon sized properly for the wildshaped form (modifiers such as Powerful Build and Monkey Grip still apply). If the weapon is two-handed, the fusion is considered to be wielding it in two hands. While wielding a weapon in its mouth, the fusion cannot use the bite attack of their wildshaped form (if any). If the fusion has the Natural Spell feat, they may supply verbal components for spells by barking (or whatever) [i]around the hilt in their mouth.

Don The Sidereal Crown Of Hope
Prerequisite: [1] One Mythos from the Sun's Mythos, [2] One Mythos from Harmony's Mythos

The fusion gains a new Fetter; the Fetter of Compassion. Initially Shining, it degrades one level each time the fusion deals damage to a creature that they have not witnessed harming one of their friends. Raising their Compassion back up a level requires dedicating 8 hours of personal time to helping the poor, sick, and downtrodden. While the Fetter of Compassion is broken, the fusion cannot use this ability.

All non-enemies within (20 + 5 per character level)ft that can see or hear the fusion have Fast Healing 1.

As a standard action, the fusion may inspire an ally within (20 + 5 per character level)ft that can see or hear them. The fusion rolls a d6, d8, and d10. The inspired ally adds the d6 result as a morale bonus on all attack rolls, the d8 result as a morale bonus on all damage rolls, and heals the d10 result in hit point damage. The attack and damage bonus lasts until the beginning of the fusion's next turn. In addition, while so inspired, the chosen ally takes no attack penalty when choosing to deal nonlethal damage with a lethal weapon, and they may choose to have spells they cast deal nonlethal damage (this can lead to, for example, a fireball that deals nonlethal fire damage, taking advantage of fire vulnerability, being disadvantaged by fire resistance, but still applying the damage as nonlethal damage).

Eldritch Blaster Shell
Prerequisite: [1]One Mythos from the Monster's Mythos, [2] The 'Eldritch Blast' class feature

The fusion gains a special Blast Shape Invocation while in a Rage, known as the 'Eldritch Blaster Shell'.

An Eldritch Blaster Shell functions like an improvised thrown splash weapon, with the fusion grasping and condensing the energy of their eldritch blast in the monstrous grip of one hand, crushing it into a volatile ball of roiling power, then hurling it like a bomb.

Unlike a normal thrown splash weapon, the Eldritch Blaster Shell deals its full damage as splash damage, applies its splash damage to everything within (Strength modifier x 5ft), and those caught in its splash damage are allowed a Reflex save to negate the damage.

Heart-Stopping Lord of Terror
Prerequisite: [1]One Mythos from the Monster's Mythos, [2] A class feature that provides precision damage, such as Sneak Attack, Sudden Strike, or Ambush

When the fusion successfully demoralizes a target with the Intimidate skill, if that target would currently be denied their Dexterity modifier to their Armor Class if the fusion attacked them, the target also takes all the precision damage provided by Component [2]'s class features, as they suffer whatever their anatomical equivalent to a minor (or not so minor) heart attack is.

There's A Monster At The End Of This Book
Prerequisites: [1] One Mythos from the Monster's Mythos, [2] A level in a spellcasting class that requires a book for memorizing spells (such as Wizard or Archivist)

Component [2] chooses one spellbook (prayerbook, etc) in their possession when they fuse. This book disappears for the duration of the fusion. The fusion character becomes tattooed with a garbled, disfigured version of the contents of the chosen book, every inch of them scarred with esoteric forumlae and diagrams. The fusion character is allowed to cast spells while in a Rage, breaking the normal restriction against such, but they may only cast spells that were in the chosen spellbook.

When the fusion casts a spell that deals damage, affects an area, and allows a Reflex saving throw to resist or negate its effects, and has a creature grappled (or In Their Grip via the 'World-Breaker Grip' Mythos), they may choose to, instead of having the spell go off immediately, turn the grappled creature into a Spell Grenade. A creature can only have one such spell stored inside of them at a time.

If one of the fusion's turns ends, and they are not grappling (or Gripping) a particular Spell Grenade, it detonates. The Grenade itself substitutes a Fortitude save in place of the normal Reflex save the spell would allow. The fusion (and any allies that have seen them use this ability before) gain a +4 bonus on the Reflex save against the detonating spell, if caught within its area. Enemies that have not seen the fusion use this ability before take a -4 penalty on their Reflex saves against the detonating spell.

Creatures are not automatically aware when they become a Spell Grenade, but if they beat the Spellcraft DC to identify the spell that you infused them with by 10, they understand. Merely warning their allies does not negate the Reflex penalty their allies would suffer from the detonating spell, but it would allow them to, for instance, run away from their allies, to prevent them from being caught in the blast.




Legendary Mythos

Unlimited Fusion-Heart Overdrive
Prerequisite: The 'And They Shall Becomes One Flesh' Mythos

While fused via 'And They Shall Becomes One Flesh', the fusion character may take an additional standard action each turn. Usually, the player of one component character will decide on, and roll the dice for, one standard action, while the player of the other component will use the other.

Xefas
2015-05-06, 06:46 PM
I'm going to need some help filling out "By Our Powers Combined!"

Feel free to post anything from errant ideas to fully written abilities if you'd like to contribute. If I like it, I'll add it and credit you. As a disclaimer, I may tweak (or alter in some significant way) what you have if I feel it's necessary. If somebody wants to take another posters idea and flesh it out... I guess I'll credit both of you?

I dunno. I'd like to get a full stable of abilities, but that seems pretty daunting.

(edit: I'm double posting because, if the "By Our Powers Combined!" list gets too long for one post, I'll use this post as overflow.)

Kymme
2015-05-06, 08:18 PM
It's happening. (https://www.youtube.com/watch?v=wO8jpo5E48Q)

caledscratcher
2015-05-06, 08:35 PM
Don the Sidereal Crown of Hope mentions the Harmony's Mythos in its prerequisites, but that... doesn't seem to exist. Is that an error or a preview of what's to come?

Primal Fury
2015-05-06, 08:35 PM
So... uh... Just how IS Harmony's mythos coming along anyway?

Adam1949
2015-05-07, 04:59 AM
Now THIS, is a pretty cool Mythos option. I think it would likely be a bit hard to work with in-game with other players, but I can see it working very well with, say, an NPC ally to work alongside with.

There's several options that you can work with regarding options. I'm simply going to come up with various ideas; perhaps at a later date (maybe when I'm not so tired) I'll get around to putting ideas into mechanics.

Iron Mythos + Wildshape = Crouching Tiger, Hidden Owlbear! Any Martial Disciplines and Book of Nine Swords stuff that you use? Yeah, natural weapons of any kind count as Discipline Weapons, and armor that you would wear before Wildshaping changes form to still be worn by you, no matter what animalistic shape you take.

Iron Mythos + Weapon's Mythos = I Am Iron Man. A walking, talking, living suit of armor with built-in weapons, self-repairing and able to change what they use to stab with (or bash, or slice, or flambe, or whatever) at-will.

Omphalos' Mythos + Monster's Mythos = Storm and Iron! Blood and Thunder! The elements scream and roar at your command, as you bellow out thunderbolts and bring destruction on the winds.

Abomination's Mythos + Soul Binding = How I Stopped Worrying and Loved Acererak. You can call forth the Vestiges to come in and possess dead corpses, giving them a new lease on unlife as you don't have to worry about suffering the effects of their Signs. Granted, these zombies and skeletons are probably still just baaaareeely better than mindless, but that's still an improvement over the usual!

qazzquimby
2015-05-07, 01:50 PM
I second something being made for Iron Mythos + Weapon's Mythos, because I have players in a synergistic Bellator + Syntrofos team, and if they can't fuse effectively I will cry.

Unless I missed it, there is no way to fuse permanently, or semi-permanently? Given that in most cases you aren't so much gaining power, as changing its shape (and losing actions), I don't see why the time limits are so short.

This is probably not a better method, but in SU, weaknesses of the two are exaggerated as well as strengths, as far as I can tell. Something along the lines of finding the average stat for each character (round up), and marking how many points above or below each stat is for each character, then averaging their averaged stats (round up) for the base point all the fusion's stats start at, and adding differences between the character's actual stats and averaged stats. This will give a net bonus of 0, which is significantly worse than best of each stat.
In case that doesn't make sense to anyone else.

Ozodrin
str 16, dex 13, con 14, int 12, wis 10, cha 14
Average 13
str +3, dex +0, con +1, int -1, wis -3, cha +1

Sneaky guy
str 10, dex 20, con 8, int 12, wis 13, cha 13
Average 13
str -3, dex +7, con -5, int -1, wis +0, cha +0

Fusion average stat 13

Fusion stats
str 13, dex 20, con 9, int 11, wis 10, cha 14, average still 13
Fusion stats doubling each modifier (more like the show, I think)
str 13, dex 27, con 5, int 9, wis 7, cha 15, average, average still 13

I don't know if that's at all useful.

Xefas
2015-05-07, 11:33 PM
It's happening. (https://www.youtube.com/watch?v=wO8jpo5E48Q)


http://i.imgur.com/wbDLomS.gif


Don the Sidereal Crown of Hope mentions the Harmony's Mythos in its prerequisites, but that... doesn't seem to exist. Is that an error or a preview of what's to come?

If I post Harmony's Mythos next, it'll have been a preview. If I don't, then it was an error!


So... uh... Just how IS Harmony's mythos coming along anyway?

Pretty good.


Now THIS, is a pretty cool Mythos option. I think it would likely be a bit hard to work with in-game with other players, but I can see it working very well with, say, an NPC ally to work alongside with.

I try to keep tabs on when and where my Mythos stuff is mentioned on the internet*, and the "This is too awesome for real people to actually use." is a common sentiment. And I just don't understand it.

*Whoever runs that tumblr blog "More Hopeless Than Romantic", I know you mentioned my stuff in one post last August. I know. I've always known.

Those are some good ideas for fusion powers, though.


...I have players in a synergistic Bellator + Syntrofos team...

What must I do to get a campaign report?


Unless I missed it, there is no way to fuse permanently, or semi-permanently? Given that in most cases you aren't so much gaining power, as changing its shape (and losing actions), I don't see why the time limits are so short.

I'm being sort of sheepish, power-wise. My original fusion Mythos was in the original Kathodos Mythos set. And it was furiously overpowered! So I want to be cautious this time. I considered putting an indefinite duration option into the Legendary Mythos, but I'm still flip-flopping about it.


This is probably not a better method, but in SU, weaknesses of the two are exaggerated as well as strengths, as far as I can tell.

As far as I can tell, fusing in Steven Universe seems to be an omni-applicable power boost, as long as you can stay emotionally synchronized. Garnet, for example, is made of two small, weak Gems, and is neither small nor weak.

One thing I considered is adding exaggerated personality flaws, which is something that happens in both Steven Universe (with Sugilite compounding Garnet and Amethyst's aggressive traits) and Dragonball Z (with Gogeta becoming so cocky and power-mad that he spends his entire fusion time playing with and humiliating the universe-ending super-demon rather than actually killing it, which he could have done trivially).

I decided that since By Our Powers Combined! was already going to be a monumental effort to get working, it was a bit much to also write a comprehensive list of good mechanics-driven fused-personality flaws to choose from.

qazzquimby
2015-05-08, 12:58 AM
What must I do to get a campaign report?
I accept paypal and Mythos classes.

And you're right, all the exaggerated weaknesses were personality flaws, which probably shouldn't be dealt with mechanically. I still believe the fusions should function more as a sum of the parts rather than the best of each stat and average the rest. I realize that's not at all facilitating though.
Closest way I can think of would be my above approach, but ignoring negatives, though that would greatly encourage skewed scores.

Adam1949
2015-05-08, 02:01 AM
I try to keep tabs on when and where my Mythos stuff is mentioned on the internet, and the "This is too awesome for real people to actually use." is a common sentiment. And I just don't understand it.


It's less that I think it's too awesome, but rather that it definitely feels like something that the potential users of would need to plan and expect before the session that they first attempt it. Much like how a Druid is best-off writing out what happens when they Wildshape, or how a Teramach's allies will probably want their "Monster-ized" version of the Character Sheet made and ready-to-go for when their Teramach teammate decides to wreck their mental health and temporarily give them a new character sheet, someone with this Mythos will be, in all likelihood, best served if they make a potential "Fusion Sheet" with every member of the team. It's not impossible, just unwieldy unless you plan for it much earlier than during the session itself.

roko10
2015-05-08, 07:57 AM
A dumb question: Does the fusion only have one set of actions or does it have two set of actions, and acts on two initiatives?

qazzquimby
2015-05-08, 10:08 AM
One set of actions, but you can get two standard actions later on.

A fusion can fuse again, right? The problem is without additive fusing you get severely diminishing marginal returns.

Xefas
2015-05-09, 12:53 AM
Crouching Tiger, Hidden Owlbear now exists. (http://i.imgur.com/SFCRR3M.png)


It's less that I think it's too awesome, but rather that it definitely feels like something that the potential users of would need to plan and expect before the session that they first attempt it. Much like how a Druid is best-off writing out what happens when they Wildshape, or how a Teramach's allies will probably want their "Monster-ized" version of the Character Sheet made and ready-to-go for when their Teramach teammate decides to wreck their mental health and temporarily give them a new character sheet, someone with this Mythos will be, in all likelihood, best served if they make a potential "Fusion Sheet" with every member of the team. It's not impossible, just unwieldy unless you plan for it much earlier than during the session itself.

True.


A dumb question: Does the fusion only have one set of actions or does it have two set of actions, and acts on two initiatives?

As qazzquimby said (just backing him up), one set of actions, one initiative count. But Unlimited Fusion Heart Overdrive gives the fusion an extra standard action.

Fusing seems to end up being more of a defensive option - one of your allies is getting beaten up, they're low on health, getting focused by your enemies, and you run up and fuse with them, hiding them inside a new character with full hit points and, in all likelihood, better defensive stats than either of its component characters. Then you have the gravy - like a Teramach//Cleric that inherits the Righteous Might that the Cleric had personal-range cast on itself, or a Bellator//Factotum that can levy its non-standard-action-using Inspiration abilities with a far more terrifying chassis, and wade into battle without worrying about the Factotum's squishy hit points and armor.



A fusion can fuse again, right? The problem is without additive fusing you get severely diminishing marginal returns.

The intent is 'no'. Or, more accurately, 'not yet'.

Leuku
2015-05-09, 02:11 AM
Aww. Cool to see fans of Steven Universe.

khadgar567
2015-05-09, 02:13 AM
small question can Syntrofos fuse with lets say Bellator via this mytos

Xefas
2015-05-09, 11:13 AM
small question can Syntrofos fuse with lets say Bellator via this mytos

Yes, although it's weird. Because the fusion inherits the component characters' class features (including the Syntrofos' "A Weapon Am I"), the fusion will be a weapon, not a traditional person. And, as a weapon, a lot of the Bellators' abilities won't really apply.

But, as Adam (above) suggested, I'd like to make an ability for By Our Powers Combined! that lets the fusion take a shape that will allow both sides of the fusion to use their abilities to the fullest extent. Maybe a living suit of armor, maybe a [Living] Construct, maybe the Syntrofos fuses with the Bellators' armor to make some kind of power-armor... I haven't decided yet.

The real question is: How many people have been running a Syntrofos in their meatspace games without saying anything? D= I didn't think anyone was playing it.

7th son of sons
2015-05-09, 01:48 PM
I've been using a Syntrofos within my pirate campaign. It's quite... different. I do kinda wish their was a soul-eater style develop a body mythos, even if its limited in time you can maintain it, but that's a personal thing. Other than that, It's a lot of fun to be a sword.

qazzquimby
2015-05-09, 02:02 PM
The real question is: How many people have been running a Syntrofos in their meatspace games without saying anything? D= I didn't think anyone was playing it.

It is literally impossible not to run a Syntrofos in a game. It simply cannot be done.


I do kinda wish their was a soul-eater style develop a body mythos, even if its limited in time you can maintain it, but that's a personal thing.

I second this. It doesn't fit all characters, and removes the aspect of needing a wielder to do anything, but some people will not be interested in that much dependance. Plus it makes fusion easier.

Hanuman
2015-05-09, 03:31 PM
All of my love to you, I fell in love with SU and immediately wanted the ability to fuse in game. :smallsmile:

I'll watch and post!

Allnightmask
2015-05-10, 08:19 PM
My group has been running a bizarre mishmash of homebrew classes and my friend playing as a Champion* to simulate a kamen rider and took a motorcycle follower with Syntrofos levels. lots of swerving hit and runs and screaming soul headlights. I don't really know what else to say. But we're also have 3 Multi class Champions from the Tome of Radiance so it gets confusing sometimes.

The Giant's Champion (http://www.giantitp.com/forums/showsinglepost.php?p=9623431&postcount=9)

Yasahiro
2015-06-07, 07:38 PM
Does only one fusion member need the fusion Mythos or all of them?

Xefas
2015-06-07, 09:06 PM
Does only one fusion member need the fusion Mythos or all of them?

Only one. I considered requiring both participants and making the Mythos substantially more powerful, but I thought that being able to fuse with non-Mythos characters would be too much of a missed opportunity.

1pwny
2015-06-08, 04:43 PM
Brrruuuuuhhhhh....... Bellator + Syntrofos = Kisame + Samehada! Oh my wow. This officially needs to happen. BTW, does the Syntrofos have a magic-eating ability yet?

TraceChaos
2015-07-21, 01:54 PM
I'd actually very much like to see an "Indefinite fusion time" ability allowed, because... well, specifically because I'm a massive fan of fusing in basically all media, despite the rarity of it. And I would, more likely than not, end up trying to use this.

Similarly, as mentioned above int he 'not yet' thing, I'd like for there to be a way to combine three or more creatures into a single fusion. The big issue there is how would one BALANCE that?

Also, I really like your fusion-option to fuse different creature types and count as both or either whenever most-beneficial. If I can convince my DM to let me play this in a PF campaign he runs (moving one of your classes and this mythos set into PF should be simple enough, aside from the XP-expenditure thing for learning new Mythos) it'd mean I can fuse with our Taninim party member (they're a race of dragons that are PC-capable) my probably-human character would be able to fuse with them and be a half-dragon, just better.

Admittedly, I've been sitting back and attempting to design a fusion-based class myself... but I'm just not quite as skilled as you seem to be at making classes / class options.

Hanuman
2015-08-15, 04:37 AM
Spoilers for steven universe: https://www.youtube.com/watch?v=GgUKzDn-vdk

Here's a concept... forced gestalt. Guess that might be the keirierin or whatever, the "I am incomplete" a bit more than this?
Just a thought.

Xefas
2015-08-15, 02:50 PM
Here's a concept... forced gestalt. Guess that might be the keirierin or whatever, the "I am incomplete" a bit more than this?
Just a thought.

I've already got the particulars written for a Teramach to emulate something like Jasper's rapey-fusion. Stemming off Post-Traumatic Brutality Roar, they psychologically abuse someone until their victim consents to having the Teramach use their body, and the false consent allows them to be considered 'willing' for fusion Mythos even if they aren't. Then the Teramach has near absolute control over the resulting fusion, and once the fusion ends, the victim ends up with either crippling depression, in which case the Monster has won, or they end up angry at the world, in which case the Monster has double won.

I haven't written it because (1) rape is bad*, but also (2) I haven't decidedly how exactly I want to handle multi-class Mythos. I may just end up doing them like the other supplements - take a feat and, for example, gain access to a small tree of Teramach/Epicurean Mythos, with a prerequisite that you need to have some Mythos from both classes first.

*But, Steven Universe put it behind a relatively straightforward metaphor and put it on Cartoon Network, so maybe D&D players can be trusted to conduct themselves with a certain amount of discretion and maturity on the matter.

SkipSandwich
2015-08-15, 05:17 PM
I had an idea for a more reasonable but still fairly simple way of handling attribute boosting for fused characters. The base stats for the fused character are based of the highest of the two component characters as normal, but they gain a bonus to each stat based on the stat Modifier of the character whose stat is lower.

So for example, if two characters with identical stats fused it would go like this, using the elite array for example;

Str 15, Con 14, Dex 13, Int 12, Wis 10, Cha 8

Str base 15 +2 (mod) = 17 (+3)

Con base 14 +2 (mod) = 16 (+3)

Dex base 13 +1 (mod) = 14 (+2)

Int base 12 +1 (mod) = 13 (+1)

Wis base 10 +0 (mod) = 10 (+0)

Cha base 8 -1 (mod) = 7 (-2)

and if one character had stats in reverse order;

Str bast 15 -1 (mod) =14 (+2)

Con base 14 +0 (mod) = 14 (+2)

Dex base 13 +1 (mod) = 14 (+2)

Int base 13 +1 (mod) = 14 (+2)

Wis base 14 +0 (mod) = 14(+2)

Cha base 15 -1 (mod) = 14(+2)

what do you think?

Hanuman
2015-08-16, 01:24 AM
I've already got the particulars written for a Teramach to emulate something like Jasper's rapey-fusion. Stemming off Post-Traumatic Brutality Roar, they psychologically abuse someone until their victim consents to having the Teramach use their body, and the false consent allows them to be considered 'willing' for fusion Mythos even if they aren't. Then the Teramach has near absolute control over the resulting fusion, and once the fusion ends, the victim ends up with either crippling depression, in which case the Monster has won, or they end up angry at the world, in which case the Monster has double won.

I haven't written it because (1) rape is bad*, but also (2) I haven't decidedly how exactly I want to handle multi-class Mythos. I may just end up doing them like the other supplements - take a feat and, for example, gain access to a small tree of Teramach/Epicurean Mythos, with a prerequisite that you need to have some Mythos from both classes first.

*But, Steven Universe put it behind a relatively straightforward metaphor and put it on Cartoon Network, so maybe D&D players can be trusted to conduct themselves with a certain amount of discretion and maturity on the matter.
Fusion's use as a narrative concept varied heavily, it's abstract and it's literal nature is transhumanist. I think it's sort of like a relationship, not sex. If we are describing rape then I'd say Lapis is the rapist, she consented and then went all bondage, when Jasper rescinded consent she denied it, and continued. It went pretty dark, despite of all the previous factors.
Fusion in the show is as far as I know a consensual process to initiate, despite jasper's abusive nature (not that the other gems weren't either in this case). (Edit- Oh wait, fusion arm things glued together? What... >.>)

I've written this purchased class feature for my new class the Quorin, being in the stomach is basically either willing or petrified equivalent.

Adaptive Fusion
Cost: 3000g (x2)

Upon purchasing this class feature you gain one extra form called an Adaptive Fusion.
Unlike other forms, to enter your Adaptive Fusion form you must spend a Full Round Action and have at least one creature in your stomach which is designated as your partner.
As part of this full round action you may transport a creature into your stomach if both of you succeed a DC15 Perform [Dance] check.
Your Adaptive Fusion form has a number of maximum augments equal to your level + ½ your partner’s class level, you may add the augments granted by your partner as part of the full round action.
When in this form you occupy squares as if you were one size larger than you are.
While in Adaptive Fusion half the hit points you lose are lost by your partner, when a partner falls below 0hp you switch to your Guise as an immediate action and your partner does not qualify for fusion until the end of the encounter.
If your actions are against your partner’s nature she may control the fusion upon succeeding a DC10 + 1/2Level + Cha Will Save, if your partner succeeds a will save for 2 rounds in a row she is transported out of your stomach.
By spending a full-round action you may cancel any resistance from your partner for 1 round.
If your partner fused by dancing they must be returned to a nearby square when you leave your Adaptive Form.

Now it's looking more like jasper+lapis.