A downloadable game

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Our opponent has transformed and is threatening our home, so you know what that means! It's...

Fusion Time!

What if the Shame Wizard puts a curse on the roller rink, and our rock band plays a song on our magical instruments to summon a musical warrior that can defeat his monster?

Fusion Time is a GM-less, zero-prep tabletop RPG for 2-5 players. You'll generate a team of people with special abilities and a home for them to protect. They'll explore their interpersonal bonds and clashes, but when their internal conflict comes to a head, their home will come under attack, and sooner or later they'll have to Fuse to defend it!

Do we want to have the next Conflict be about the rivalry between our two pilots? Professor Callous could try to get to the Chorus Heart through the docking bay.

Fusion is a way to combine your strengths to create something that belongs to all of the participants but none of them in particular. It's an experience, a merging, and a celebration of difference. Maybe you link your giant robots together to form a colossal warship, or you combine your powers to summon a hero of peace, or you merge your bodies into a new person entirely. Fusion could represent a synthesis of your differing perspectives, an expression of your physical attraction, or a celebration of your shared interests.

What does it mean for us to lose this battle against The Scrabbling Horde? We need the Grove of Ages or the Crystal Citadel will be vulnerable.

You'll pick whether your character is better at Struggling or Chilling, Singing or Crying, and then use your Bonds and Clashes with other characters to try and Fuse when the time is right. Every roll changes the course of the Conflict in a way you choose, and you work together with the other players to decide how your Opponent responds.

When we Reach Out to Princept Xisha, what makes them finally forgive us for destroying their crown? Does anyone have an idea for a new Opponent they warn us about?

The 45-page PDF contains campaign and character creation steps, full rules for play, a guide and principles for GMless storytelling, safety tools, eight potential character traits, seven potential Site types, a running example of play, and a glossary.

How Does It Play?

To play, you'll need 2-5 players, pencil and paper, and eight six-sided dice per player in two different colors (e.g. four black and four white per player).

You'll be collaborating to tell a story by suggesting ideas and asking questions. When a Conflict starts, you'll roll a pool of dice based on a pair of stats, either Struggle and Chill or Sing and Cry. The results will tell you whether you've had a huge success, a success at a cost, a change of heart, or a total failure. You'll build progress toward the Opponent Transforming, at which point you'll Fuse to make them Depart. In the end you'll determine the consequences of the Conflict on your Home.

The rules and play approach are inspired by Lasers and Feelings, Blades in the DarkApocalypse World, and Dream Askew. The setting and feel are inspired by Steven UniverseCaptain PlanetVoltronPower Rangers, and Dragon Ball. For safety, I include a simplified summary of the excellent Script Change by Beau Jágr Sheldon.

Purchase

Buy Now$14.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $14.99 USD. You will get access to the following files:

Fusion Time 1.1.pdf 1.4 MB

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Fusion Time Fillable Sheets.zip 249 kB
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Fusion Time Printable Sheets.zip 310 kB
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Fusion Time Quick Reference.pdf 52 kB

Development log