Cojoin
Cojoin [minor] by Iczer
'Let's share'
The character can merge himself with another target, becoming a temporary co-joined twin. This requires that the character have a willing, helpless or grappled target. It takes one full melee round to merge with a target, and if grappling the target may attempt to escape by contesting a battle of strengths. Unwilling targets may also make a saving throw to resist (14+ PE bonuses apply).
A merged creature has the mass of both targets combined, and consists of 2 legs, one swollen torso two arms and two heads. The creature has the combined SDC of both parties (but distinct Hit points). If the pair are co-operating, both members of the union have their normal attacks at the lower of their initiatives. Their PS and PE scores is equal to the highest of the two plus half of the weakest. Their PP and Spd scores are equal to the lowest of the pair. Both parties retain their powers but if co-operating, they can use each others powers at will.
If the target resists (but failed his saving throw) he can make the pairing awkward. He can deny access to his powers (the character must contest ME scores to use a borrowed power) and he can interfere physically, (both parties lose one attack per melee round, halve Spd and combat bonuses). As an action he may use powers on the character, (bearing in mind that he shares a body with him - his attacks will inflict half damage to the character's HP) or he may attempt to will himself free (takes a full round, a saving throw and an opposed ME vs ME roll). If he can teleport or turn intangible (for instance) he may attempt to do so and leave the character behind. An ME vs ME roll is required. If he wins, he can be made free, if he fails, then the power affects both parties.