Unofficial Tabletop Role-Playing Game
A monster exists within all Saiyans that cannot be challenged by any ordinary being. In a fit of anger, this monster emerges as a golden blaze erupts out of you and your pure rage takes the shape of raw, divine flames.
AG | FO | TE | SC | IN | SP | PE |
+2(T) | +2(T) | – | – | +1(T) | +2(T) | – |
Golden Fury. Increase your Combat Rolls by an Extra Dice equal to your Superiority Extra Dice. While you are in Rage, apply these Extra Dice an additional time for your Wound Rolls.
Once per Combat Round, if you do not take Damage from an Opponent’s Attacking Maneuver, either due to successfully dodging, using a Parry Maneuver to avoid Damage or by reducing the Damage to 0, you may use the Basic Attack Maneuver as an Out-of-Sequence Action. You are in Rage for this Attacking Maneuver. If you were already in Rage, instead increase your Wound Roll by an +x(bT), where x is equal to the number of stacks of Battle Born you have on your Strike Roll.
This Transformation’s name is always treated as ‘Super Saiyan’.
Saiyan Birthright. Once per Combat Round, if you fail your Dodge Roll against an Opponent’s Attacking Maneuver, you may choose to increase your Soak Value for the duration of that Attacking Maneuver by +x(bT), where x is equal to the number of stacks of Battle Born you have on your Wound Rolls.
Once per Combat Encounter, if an Ally would attempt to use the United Attack Maneuver in response to your Maneuver, you may spend 5(bT) Ki Points to allow them to use the Transformation Maneuver as an Out-of-Sequence Action to enter a Transformation with ‘Super Saiyan’ in the name, automatically succeeding at the Stress Test. If you do, they immediately exit the Transformation after the Maneuver is completed, but they do not suffer from Stress Exhaustion. If an Ally does not have access to any Transformation with ‘Super Saiyan’ in the name, you may allow them to enter the first stage of the Super Saiyan Alternate Form (they do not gain access to this Transformation and cannot enter it again during this Combat Encounter).
The level for the Durable Form Aspect of this Transformation is equal to your base Tier of Power -1 (max. 5) and this Transformation’s Tier of Power for the effects of the Full Power Transformation is equal to your base Tier of Power (max. 4).
Bestial Howl. Upon gaining access to this Transformation, you gain the ‘Heavenly Flame’ Signature Technique (detailed below) for free. If you use a Transformation Maneuver to enter this Transformation, immediately after completing the Maneuver and entering this Transformation, you must use the Signature Technique Maneuver as an Out-of-Sequence Maneuver to use the ‘Heavenly Flame’ Signature Technique. This Aura remains active until you leave this Transformation or the Combat Encounter ends, you must still pay the Ki Point Cost as you would for any other Aura to activate the Aura and at the start of each of your turns.
Once per Combat Encounter, if you would use an Ultimate Signature Technique that is an Attacking Maneuver, you may gain Superiority on all Combat Rolls for the duration of that Maneuver. If you do, that Attacking Maneuver gains +1 Energy Charge.
Heavenly Flame – Super Signature
Spewing intense flames of Ki from your mouth, the energy becomes a cloak, wrapping around your head and body, cloaking you in the flames of a mythical warrior.
Savior from Heaven Mastery. You cannot gain Mastery for the Savior from Heaven Legendary Form until your base Tier of Power is 4+. When you gain Mastery for the Savior from Heaven Transformation, you gain the following benefits:
Scarring Light. Your unstable light has left scars upon your body, crackling with powerful light that is ready to release. While in Rage, increase your Soak Value by +1(bT), all Extra Dice gained from Energy Charges are increased by +1 Dice Category (they become Solid Dice) and increase the Natural Result of your Steadfast Saves by +2.