PSA: Do not eat the mysterious green goop that’s infested this world.
Wanted to step away from the FusionFall art style study, and this came as a result. Wanted to do a what-if where, what if a water goddess who likes to eat everything “helped” by eating Fusion Matter?
Yep, that’s totally not a way to become part of a hivemind. Not at all. Completely safe.
Nevermind the monsters--overexposure to pure fusion matter is one of the greatest dangers nearly everyone on Earth is at risk of. Minor side effects for standard humans/humanoids include aches, dizziness/confusion, and nausea, but the exposure can turn fatal at any point. All civilians are required to undergo routine check-ups because of this with Fusion Fighters experiencing them more often or even going through full-decontamination routines, the frequency depending on where they’re stationed and their activity in the field.
Stages of Fusion Infection:
STAGE ONE:
Most commonly, this stage forms from exposure to air pollutants where fusion matter has formed rather than direct contact. Often little-to-no sign of infection is recognized, and the subject remains in an overall healthy state. Any sign would include excessive weakness/fatigue and/or headaches as the most common side effects, with the worst being a sore throat, coughing, and/or slight chest pains.
STAGE TWO:
The subject has experienced direct contact with fusion matter. Depending on its concentration, the potency may vary, but this often results in nausea, inflammation or burning of the skin, slight disorientation, dehydration, sores, and/or flu-like symptoms. If the subject experienced direct contact with fusion matter on bare skin, bodily aches, inflammation, sores, or burns are almost inevitable. Phlegm has an obvious green color. If the subject has ingested fusion matter or if it has come into contact with an open wound, signs of nausea or illness are more likely. At this stage, the subject should seek full-decontamination and medical help as soon as possible to keep the symptoms from worsening.
STAGE THREE:
This stage is most often experienced by prolonged exposure to fusion matter without assistance or from experiencing large, sudden doses of it at once. Inflammation, burns, and/or sores have worsened; the aching sensation in the body is exceptionally painful and/or flu-like symptoms have strengthened; and/or the subject has begun to experience heavy disorientation, confusion, and/or fatigue. A fever or signs of dehydration should be highly evident, and vomiting may occur. The subject’s skin may begin to pale, or take on a faint grey-green hue.
STAGE FOUR:
Fusion matter has begun to greatly infect the body. The subject has difficulty moving/concentrating and should be in extreme pain. Multiple bodily fluids have a green discoloration, and the veins have begun to appear more evident through the skin with a green hue. The subject may have violent spasms or hallucinations when active.
STAGE FIVE:
The subject cannot regain consciousness and is in critical condition. Body temperature is either extremely hot or extremely cold. If the subject is not given immediate medical attention, the result will be fatal.
NOTES: Symptoms may overlap between stages. Subjects may also experience some relief after being removed from a heavily infected area; however, decontamination is still highly advised.
Immunities and Deterrents:
The only known natural immunity to fusion matter exposure as of yet stems from imaginary energy (IE). Thanks to their physical bodies’ high concentration of IE, both imaginary friends and nanos are completely immune to the effects of fusion matter. Humans with a higher IE can withstand exposure to fusion matter the most, with symptoms often taking longer to appear.
Many Underworlders like Grim, Him, and Dracula also don’t seem to experience any physical symptoms against exposure; although, they still mostly tend to keep away from it overall in case of any negative, mental side effects.
Fusion Fighter technology and armor often relies heavily on IE, with the energy acting as a natural, invisible “shield” of sorts to combat exposure in the field. IE can also be surged through most weapons to help battle against fusion monsters.
Some nanos can expand their IE to temporarily shield others--particularly their IE Donors--from the effects of fusion matter using the Antidote ability.
Fortunately, while some fusion monsters--such as fusion spawns--have purer concentrations of fusion matter, most fusion monsters tend to have diluted concentrations of it from melding with Earth’s own matter/energies. While this often makes them physically stronger, it also means that Fusion Fighters are less likely to experience strong, direct doses of fusion matter from them. As for Fusions, not enough research has been conducted to see how high their concentrations average; however, it’s theorized that they are largely made of pure fusion matter--with the exception of imaginary friend Fusions, whose natural IE constantly combats it.
Additional Side Effects:
With fusion matter allowing Fuse himself to establish a sort of hive mind with his minions, it sometimes means that a person can undergo a battle for their own mind after experiencing heavy exposure (around Stage Four). This is what causes hallucinations and for them to sometimes lash out violently, as their own will fights against the hive. There have been some cases, like with Kevin, where the individual lost all control of themselves. It was likely Kevin’s Osmosian DNA that kept him alive--if further pushing him in Fuse’s control from an additional loss of mental stability--depending on how he siphoned fusion matter’s properties as opposed to facing normal exposure. However, he still needed immediate care following the events of “Kevin Help Us.”
Luckily, this exposure doesn’t seem to effect a person down to their soul, as the only cases where spirits have been controlled by fusion matter is indirectly through beings like Fusion Demongo, thanks to his own abilities.
Direct exposure to fusion matter can--rarely--also result in a Fusion’s creation if enough is ingested or fused with a large DNA sample. One example of this is the creation of Fusion Cheese, as seen in the events of “Chocolate Milk.”
I was thinking how it would be kind of neat if a Fusion was able to break out of Fuse’s hive mind for whatever reason. Basically a Crystal Gem of Fusionfall.
It’d be extremely difficult, but not altogether impossible. The problem with Fuse’s hivemind is that most of the fusions and fusion monsters lack an actual sense of their own identity, the monsters largely just following whatever commands they’re given and straight-up causing havoc when they’ve got nothing else to cling to, more like beasts, and the fusions copying the traits and abilities of their original counterparts with Fuse’s influence altering them to his desires and purpose. To make a Steven Universe comparison, it’s closer to White Diamond’s control of gems like with Pink’s original Pearl than typical gem creation/society. Fusions are a bit of an exception, as Fuse needs them to have a bit of independence to lead his armies, but that’s about it. Even then, their minds are still warped to obey only him.
But to get to breaking that control, there’s the silver lining unique to the war with Earth due to the influence of Imaginary Energy (IE). Fusions who’ve been copied from imaginary friends have that IE in them, which constantly fights off against their fusion matter makeup. As a result, Fusions like Edwardo and Coco have actually sabotaged some of Fuse’s attempts to conquer Earth by assisting the Fusion Fighters. Basically, it’s two forces fighting for control inside them: The fusion matter and thereby Fuse himself vs. IE trying to free from that influence so that they’re more like true individuals, pushing them to be the friends that their counterparts were imagined as–like two, differently shaped pieces cut from the same cloth.
They do feel better and are their “true” selves when broken from fusion matter’s influence; however, most will still give back into it due to just how strong it affects them, both physically and mentally. More often, they’re really confused by their free-thinking decisions to do good, like it’s a tick they need to break. And if they can’t break it–or, worse, become more independent–Fuse is likely to find out. To him, all of his minions are just goo. If they die, he can just create more of the same or start from scratch. He won’t think twice of pounding one into oblivion and using the fusion matter left behind to create a fresh copy if one falls out of line. He could even send a command for them to destroy themselves before things go too far.
To free one completely, a Fusion would first need help keeping them safe both from other fusions/monsters and themselves. Then, there would need to be a way to stabilize their form without the reliance of fusion matter in order to liberate them from it without destroying them in the process. The result would likely be something similar to a nano, as they’re also beings made of fusion matter, imaginary energy, and some personal affect/DNA of an original model. There’s a chance they could help with the war effort by providing info from the hivemind, but it’s also likely that they’d lose memories of their time under Fuse’s control like Kevin did after “Kevin Help Us,” with only pieces of random knowledge to offer. Their personalities would remain similar to that of their counterparts, but their experiences up to that point would also make them strikingly different, solidifying themselves as their own persons.
FusionFall Headcanons: Fusion Fighter Standard Equipment
Weapons, wardrobes, and add-ons may differ for each individual Fusion Fighter, but there is some basic equipment in their arsenal that tends to spread across the board:
Wristcom: This unit was wired specifically to limit Fuse’s ability to highjack communications between Fusion Fighters. It comes with a mission log, audio and message transmitter, and holographic maps. It can connect to other systems in order to send/receive additional data.
C.A.T.A.L.O.G.: (Contains Atomized Tools And List Of Gadgetry) A small pack that can hook to a Fusion Fighter’s suit and atomizes materials for easy storage and transport. It keeps track of what’s stored and can transfer items to and from shopkeepers and banks or during trades. The wristcom also registers to it so Fusion Fighters can review their inventory via hologram, keep track of their taros, and send/receive items by email. All items can be re-materialized by a quick selection, and it really comes in handy when fighters find C.R.A.T.E.S. out on missions. The one downside is that space is limited.
Nanochips: These Pokeballs are used to transport Nanos while on missions and to transfer them to and from the various Nano Stations. They are called ‘nanochips’ for their small, computer chip-like design, and can hook to a fighter’s suit similarly to the C.A.T.A.L.O.G. Whenever a Nano is resting inside one, a small panel on the front of it will glow the color matching whatever the Nano’s Power is, and will also list a small, specific code for that Nano (For example, OGM-1 for a Buttercup Nano). Nanos can be summoned from them by a quick click of a button; However, in the event of the chip falling into enemy hands or if a situation becomes too dangerous for a Nano–such as heavy injury or overexertion–it contains a locking mechanism to keep a Nano safely inside.
FM Converter: A small tool that siphons Fusion Matter for IE (Imaginary Energy) Donors to later purify and synthesize into Nanos.
NanoSynth: If an IE Donor cannot reach the Great Machine to create their Nano, they may be able to use this device in order to create one out in the field so long as their Imaginary Energy can stabilize its creation. To use it, the FM Converter must be slipped into a compartment along the device’s side with the right amount of Fusion Matter. Then, using either a gathered sample of the model hero/villain the Nano is based from or a sample already set into the Great Machine’s data files, the IE Donor will use neurotransmitters to help manifest their own IE for the process.
IE Spinal-ARCH: (Spinal Architect) An experimental technology that fits under the clothes and attaches along the Fusion Fighter’s spine. This device is the combined efforts of DexLabs and Mandark Industries. In order to help Fusion Fighters stand on their own against Fuse’s army, the Spinal-ARCH traces IE for fighters to manipulate it around their bodies–often invisible, but also taking various forms following specific codes and data readings imported into the system. It also can help Fusion Fighters disguise themselves on various missions. However, while Fusion Fighters have shown to have some control over the forms the IE takes, the IE itself currently proves too unstable for fighters to have real use out of without dissipating (such as fighters being able to summon wings and move them, but not actually use them to fly). One theory to improve the device has been to include the DNA or data from the personal affects of other beings, similarly to how they were used along with Fusion Matter to create Nanos. However, some scientists such as Azmuth and some of the Plumbers have stood against the idea and even refused to help with research for the device because of it. Meanwhile, no one’s willing to risk directly using Fusion Matter on the fighters due to its toxicity and other negative effects. (Except, possibly, people like Mojo Jojo…) Still, the device has widespread use–if only because so many of the Fusion Fighters just like it and think it makes them look cool.