
Transformations are something that increase the power of a Character outside of the typical progression of Power Levels. In the Dragon Universe, Transformations come in all shapes and sizes, sometimes being a permanent change to the Character, such as unlocking their potential or a temporary transformation like the famous Super Saiyan.
General Transformation Rules
Attribute Modifier Bonus. Each Transformation has a table which lists the various Attributes and has bonuses underneath. While you are in that Transformation, you gain a bonus to the relevant Attribute equal to the listed bonus. Awakenings are Transformations that are always active, so any Attribute Modifier Bonus listed on an Awakening is applied at all times.
Normal State. The term ‘Normal State’ refers to a Character that is not using an Enhancement or Form currently.
Transformation Grade. A Grade is akin to pulling more power out of a Transformation without ascending to a completely new level of it. For example, think of the Kaioken Transformation – its various multipliers are represented through Grades. Grades are marked numerically and each possess their own unique bonuses and drawbacks that are applied in addition to what is normally possessed by that Transformation – this will be detailed by an effect with the Graded Keyword.
Transformations with Grades may use the ‘G’ term. ‘G’ is equal to that Transformation’s current Grade.
Every Transformation that uses Grades will possess the Graded Aspect.
Changing Grades. Upon attempting to enter a Transformation through the Transformation Maneuver, or through the effects of Surging Strength, you must declare which Grade you will be attempting to enter (as some Grades will change the Transformation’s Stress Test Requirement).
While in a Transformation with the Graded Aspect, you can change which Grade you’re in through using the Transformation Maneuver.
Transformation Stacking. The maximum number of Transformations you can be in at any time is decided by their Transformation Types. Awakenings are permanently active and thus do not count for this, but you can only be in a maximum of 1 Form and 1 Enhancement at any one time.
Transcendent Enhancements count as a Form instead of an Enhancement for the sake of Transformation Stacking.
Aspects. Each Enhancement or Form lists a number of Aspects that it gains the effects of (both Positive and Negative). Aspects are independent for each Transformation. When using multiple Transformations in conjunction, their shared Aspects are active simultaneously, but do not double up unless they have levels, in which case you add those levels together to decide the level of that Aspect (up to the maximum for that Aspect, if a maximum is listed) while in both of those Transformations.
For a list of Aspects, see — Aspects.
Variant Transformations. A Transformation with the Variant Aspect is known as a Variant Transformation. Variant Transformations have a listed Transformation that they are an alternate version of, but their name counts as that Transformation’s name for any effects and prerequisites. However, they also count as that Transformation for the sake of the Legend Realized effect. Unless a Trait is replaced by another Trait (shown by having the original Trait’s name in brackets), Variants inherit all the Traits of their listed Transformation.
A Variant of a Variant is also considered a Variant of the transformation that their Variant is a Variant to and applies the usual rules. If they replace a Trait from the Transformation they are a Variant of, it also replaces the Trait that it originally replaced.
You cannot use a Variant Transformation in conjunction with their listed Transformation or any other Variant Transformations that have that same listed Transformation.
Accessibility. Transformations are accessible almost purely through being granted them by the ARC. Some ARCs may like Transformations to be earned through story, good roleplaying, and/or Downtime activities. Always ask your ARC at the start of your game what Transformations are available to you and their philosophy on obtaining Transformations.
While you are always benefiting from any Awakenings you possess, that is not true for Enhancements and Forms – which must be entered through the Transformation Maneuver. Having access to a Transformation and being able to use the Transformation Maneuver to transform into it are two majorly different things. Having access means that you may attempt to use the Transformation Maneuver into the Transformation at any time where you meet the requirements, but if you do not meet them, then you cannot attempt to transform into it.
- To transform into any Transformation, your Race must match the listed Racial Requirement.
- To transform into any Transformation, your current Tier of Power must be equal to or higher than the Tier of Power Requirement.
- Some Transformations have unique prerequisites to transform into them – you must meet these prerequisites in addition to the other requirements. If you no longer meet these Prerequisites while in a Transformation, you leave that Transformation immediately. Additionally, if a Transformation lists another Transformation as its Prerequisite, it’s important to remember that any Variants of that Transformation will also count as it for those Prerequisites.
New Level of Power. When you gain access to a Transformation during a Combat Encounter for the first time ever, apply the following effects while in that Transformation (until the end of this Combat Encounter):
- Increase your Tier of Power by 1 (see — Breakthrough).
- Increase your Stress Bonus by 1(bT).
- Treat your base Tier of Power as if it was 1 higher for the effects of Power Advantage.
Depending on the Transformation Type of the Transformation you gained, apply the following effects (regardless of whether you’re in the Transformation or not):
- Awakening. Upon triggering New Level of Power, regain Life and Ki Points equal to 1/2 of their respective maximums.
- Enhancement. You automatically succeed at any Stress Tests for that Transformation as long as it is not a Stress Test to be used in conjunction with another Transformation (or vice versa). Additionally, upon triggering New Level of Power, you may trigger the Burst Limit for that Transformation even if you’ve already used a Burst Limit during this Combat Encounter.
- Form. You automatically succeed at any Stress Tests for that Transformation as long as it is not a Stress Test to be used in conjunction with another Transformation (or vice versa). Additionally, double any Life and Ki Points regained through Legend Realized upon entering that Transformation.
You cannot benefit from a New Level of Power from more than 1 Transformation at any time.
Entering a Transformation
Transforming. Characters can voluntarily enter an Enhancement or Form and revert to their Normal State at will. To enter a Transformation, use the Transformation Maneuver (see — Actions & Combat) and attempt the Stress Test (see below). Leaving a Transformation can be done through the Revert Maneuver, while if you want to enter a lower Stage or Grade of a Transformation, use the Transformation Maneuver as usual.
Stress Test. Certain effects related to Transformations will make you roll a Stress Test. Each Transformation will have a listed Stress Test Requirement that becomes the number you must meet or beat to succeed at a Stress Test. To make a Stress Test, roll 1d10+1 and add both your Power Level and the bonus from Determination (see — Attributes). The sum of your Power Level and Determination is known as your Stress Bonus. If the result matches or exceeds a Transformation’s listed Stress Test Requirement, you enter that Transformation, or remain in it if you were already in the Transformation.
The 1d10 for your Stress Test cannot score a Botch Result or a Critical Result.
Stress Test with Stacking Transformations. If you are using multiple Transformations in conjunction with one another, increase your Form Transformation’s Stress Test Requirement by 1/2 of the Stress Test(s) of the Enhancements used in conjunction with it.
Failing a Stress Test. If you fail a Stress Test, initiated for any reason, you suffer from the Stress Exhaustion Combat Condition until the end of your next turn. Additionally, if you were attempting to enter a Transformation, you fail to do so.
If you were in an Aura when you failed your Stress Test, you automatically leave that Aura.
Forcing a Stress Test. While usually Stress Tests are only used when entering a Transformation, if you are ever knocked through a Health Threshold while in a Form or Enhancement and fail your Steadfast Check, you must immediately make a Stress Test. If you succeed, nothing happens. If you fail, follow the typical rules for Failing a Stress Test.
Surging Strength [1/Round, 3/Encounter]: If your Stress Bonus is equal to or greater than the Stress Test Requirement of a Transformation or Grade of a Transformation minus 4, you may enter that Transformation (or a qualifying higher Grade of that Transformation) for the duration of a single Maneuver (regardless of who initiated it) as an Out-of-Sequence Maneuver. You remain in that Transformation until the next Standard Maneuver is declared.
If you are already in a Transformation when you use Surging Strength, when calculating if you are able to use it via Stress Test Requirement, follow the rules for Stress Test with Stacking Transformations to calculate the Stress Test Requirement, instead of using the Transformation’s own natural Stress Test Requirement. You must follow the usual limits for how many Transformations you can use in tandem with one another.
While engaged in a Duel Maneuver, you may use this effect at any point and remain in your chosen Transformation (or higher Grade of a Transformation) until the Duel Maneuver is completed.
If you were already in a Transformation when you used the effects of Surging Strength and left it to enter a different Transformation through Surging Strength, you return to that Transformation after leaving the Transformation you entered through Surging Strength. You do not lose any Resources for a Transformation you left to enter another Transformation through Surging Strength.
Leaving a Transformation through the effects of Surging Strength does not trigger the effects of the Exhausting Aspect.
Leaving a Transformation. While typically this is done by failing a Stress Test, there are three other scenarios in which you will be forced to leave a Form or Enhancement:
- Defeat. If you are Defeated, you will instantly leave any Form or Enhancement you were in at the time of Defeat.
- No Energy. If your Ki Points reach 0, you will instantly leave any Form or Enhancement you are in and suffer from Stress Exhaustion until the end of your next turn (if your Ki Points reached 0 while using a Maneuver or due to the Ki Point Cost for that Maneuver, do not leave your Transformations until after concluding that Maneuver). You cannot enter any Form or Enhancement while your Ki Points are 0.
- Voluntary Revert. You can voluntarily leave a Form or Enhancement through the effects of the Revert Maneuver (see — Revert Maneuver).
Transformation Types
Transformation Types. Transformations are split among 3 different Transformation Types:
- Awakenings, representing permanent boosts to power for a Character or the acquiring of a new combat skill that is permanently available to them.
- Enhancements, representing techniques or changes to the user’s fighting style that amplify their power temporarily.
- Forms, representing the typical idea you have for a transformation, representing a full on change to the body and abilities of the user temporarily.
Awakenings
Awakenings are permanent Transformations that are constantly active after you have gained access to them.
Stacks. Some Awakenings can be gained multiple times (each instance being referred to as a Stack), gaining its Attribute Modifier Bonuses, but not gaining repeat instances of its Traits (see — Double Dip). You can only have a number of Stacks on each Awakening up to its listed number of Maximum Number of Stacks. Some Transformation Traits possessed by Awakenings may have a number in brackets after the name of the Trait, these Traits are only active once you have obtained a number of Stacks in that Awakening equal to or exceeding the listed number.
Z Stacks. If any effect of an Awakening’s Trait has ‘Z’ listed where a number would usually be, ‘Z’ is equal to the number of Stacks you possess for that Awakening.
Awakening Classification. Awakenings have two different forms of classification: Awakening Type and Awakening Origin. The differences are explained here:
- Awakening Type. An Awakening’s Type represents the general strength of the Awakening. Most Awakenings fall into either Greater or Lesser Awakenings. Greater Awakenings are stronger and more rarely given Awakenings, while Lesser Awakenings are weaker and more plentiful. There are also Super Awakenings, which serve to define a Character’s path once they begin to reach divine levels of power. Each Character can only possess a single Super Awakening.
- Awakening Origin. An Awakening’s Origin represents the nature of the Awakening; either Body or Mind.
Grand Awakening. Each Super Awakening possesses a Grand Awakening, a unique Trait whose effects do not apply until the Grand Awakening has been activated. Each Super Awakening has their own Grand Trigger, a condition that must be met during this Combat Encounter before enabling a Grand Awakening. While that condition is met, that Character has access to the Full Awakening Maneuver (detailed below).
The Grand Trigger is listed as an effect in the Grand Awakening, using the Grand Trigger Keyword.
Full Awakening Maneuver
Full Awakening Maneuver [1/Encounter]: Unleashing your full might, you awaken the core of your being and light your fighting spirit ablaze.
–Action Cost: 1 Action
–KP Cost: N/A
–Effect: Activate your Super Awakening’s Grand Awakening until the end of this Combat Encounter and regain Life and Ki Points equal to 1/4 (rounded up) of their respective maximums.
Awakening Limit. You can only possess a certain number of each type of Awakening, with your current Awakening Limit depending on your base Tier of Power. You can only possess a single Super Awakening, but for the others, the table below shows your maximum number:
| Base Tier of Power | Lesser Awakening Limit | Greater Awakening Limit |
|---|---|---|
| 1 | 2 | 1 |
| 2 | 3 | 1 |
| 3 | 4 | 2 |
| 4 | 5 | 2 |
| 5 | 6 | 3 |
| 6 | 7 | 3 |
| 7 | 7 | 4 |
Temporary Awakenings. An effect or your ARC may grant you a Temporary Awakening. A Temporary Awakening is an Awakening that you only have access to until the end of a Combat Encounter and does not count towards your Awakening Limit.
Gaining access to a Temporary Awakening cannot grant you New Level of Power.
There are two levels of Temporary Awakening:
- Level 1: At the end of the Combat Encounter, your ARC may allow you to keep this Awakening if they deem it fitting for your Character and the campaign. In this instance, it stops being a Temporary Awakening and is subject to the Awakening Limit.
- Level 2: This Temporary Awakening will be removed without discussion at the end of the Combat Encounter.
The purpose of the levels for a Temporary Awakening is to facilitate and balance certain effects, while also allowing your ARC to manage expectations (a Level 1 Temporary Awakening has potential for becoming something more, while a Level 2 Temporary Awakening will always be merely temporary).
Enhancements
Enhancements are techniques that allow for a Character to specialize their combat style and increase their power without dramatically changing their appearance, usually being described as some kind of technique or stance, rather than a traditional transformation. The most iconic example is the Kaioken, which is a technique that boosts the power of the user. As with all Transformation Types, Enhancements have their own rules:
Burst Limit [1/Encounter]. Upon entering an Enhancement through the Transformation Maneuver, or using the Transformation Maneuver to change your Enhancement’s Grade, you may choose to trigger its Burst Limit Trait.
Enhancement Classification. Enhancements have two different Types: Standard and Special. Standard Enhancements are your typical Enhancement, while Special Enhancements are Enhancements that showcase an evolution or a rediscovery of the use for an Enhancement you already possess. As such, they possess several rules unique to themselves:
- Enhancement Evolution. Every Special Enhancement has an Initial Enhancement, which is listed below their Enhancement Type. They are considered to be this Initial Enhancement for any effects and you cannot gain access to a Special Enhancement until you have Mastered their Initial Enhancement.
- Redefined Enhancement. You cannot use a Special Enhancement in conjunction with their listed Initial Enhancement or any other Special Enhancement that possesses that same Initial Enhancement.
Transcendent. Some Enhancements can be made Transcendent, marked by having the Transcendent Aspect. When you gain access to or Master an Enhancement with the Transcendent Aspect, you can choose to make it Transcendent. Transcendent Enhancements have a few additional rules:
- Enhancement Stacking. A Transcendent Enhancement is considered a Form for the sake of using multiple Transformations at once. This means a Transcendent Enhancement cannot be used in conjunction with a Form, but you may use an Enhancement in conjunction with a Transcendent Enhancement.
- Burst Recovery. While in a Transcendent Enhancement, or upon entering a Transcendent Enhancement, if a Burst Limit Trait is triggered, immediately regain Ki Points equal to 1/2 of your Maximum Ki Points.
- Transcendent Traits. If you have mastered a Transcendent Enhancement, you may be able to gain access to its Transcendent Trait. A Transcendent Trait functions as a second level of Mastery for an Enhancement, granting it a new Trait that dramatically increases the strength of the Transformation. To gain a Transcendent Trait, you simply master a Transcendent Enhancement an additional time.
Forms
In the Dragon World, there are many different and powerful beings that can change or rapidly evolve. Perhaps the most iconic is the Super Saiyan Transformation. As with all Transformation Types, Forms have their own rules:
Ki Multiplier. While you are in a Form that you entered through the Transformation Maneuver, your Maximum Ki Points are doubled and your Max Capacity is increased by 1/2.
Legend Realized. You cannot gain this effect more than once per Transformation per Combat Encounter. The first time you use the Transformation Maneuver to transform into a Form during each Combat Encounter, roll 2d10(T) and increase the Dice Score by your Power Level. Restore Life and Ki Points equal to the total Dice Score.
If this is your first time entering any Form during this Combat Encounter, triple the amount of Ki Points regained through this effect (calculated after rolling).
Transformation Line. Forms with various Stages are part of what is known as a Transformation Line. A Transformation Line is an overarching term used to refer to all Transformations in that Transformation Line, used for various effects.
Transformation Stages. A Stage is a level of a Transformation Line, each being their own Transformation. For example, think of the Super Saiyan 2 Transformation, which is the second Stage of the Super Saiyan Transformation Line. Stages gain access to the Traits of all previous Stages for that Transformation, so Super Saiyan 2 gains access to Super Saiyan 1’s Traits in addition to its own. Stages are only used by Forms and to gain access to a Stage, in addition to any prerequisites, you must also possess access to all Stages below that Stage.
Transformations with Stages may use the ‘S’ term. ‘S’ is equal to that Transformation’s Stage (this is useful as higher Stages gain the Traits of lower Stages).
Null Stage. Some Forms have their Stage listed as 0. Stage 0 means that, for all effects and purposes, despite being a Form and a Transformation, this is considered your Normal State (rather than a Form or a Transformation) and benefits from none of the usual rules for Forms (such as Ki Multiplier) or Transformations (aside from any Transformation Traits and Attribute Modifier Bonuses it possesses). A Null Stage is always considered mastered and, upon suffering from Stress Exhaustion, if you have access to a Null Stage, you will return to the Null Stage instead of your typical Normal State (as it serves as your Normal State – you will still be unable to enter any other Transformation until you stop suffering from Stress Exhaustion).
If you have access to multiple Null Stages, you may choose which one you enter upon returning to your Normal State.
Multiple Transformations per Stage. In some cases, multiple Transformations will occupy the same Stage of a Transformation Line. In this case, when you are in a higher Stage, you can select whichever option you like upon entering that Transformation to gain the Traits of as long as you have access to that Transformation and meet its Racial Requirement and Prerequisites as usual.
Step-by-Step Transformation. While you are in a Form, if you would Transform into a different Form with a higher Tier of Power Requirement, reduce the Stress Test Requirement of that Transformation by 1. Double this reduction if you are transforming into a Transformation of the same Transformation Line. Step-by-Step Transformation only applies to the initial Stress Test to enter the Transformation. Further Stress Tests use that Transformation’s normal Stress Test Requirement.
Form Classification. Forms have two different Sub-Types: Alternate Forms and Legendary Forms. Alternate Form are your typical Form, while Legendary Forms are more powerful Forms that you tend to gain access to at higher Tiers of Power. As such, they possess several rules unique to themselves:
- Evolving Traits. Higher Stages of a Legendary Form may include the names of Traits from their lower Stages in brackets after the name of one of their Traits. If that’s the case, the Trait gained by this higher Stage replaces the listed Trait gained from the lower Stage.
- Legendary Traits. Each Legendary Form has a Legendary Trait. These Legendary Traits are Traits that your Character possesses at all times after gaining access to that Legendary Form. If a Legendary Form has multiple Legendary Traits, you must choose which one you gain upon gaining access to that Transformation.
Mastery
Forms and Enhancements have a unique mechanic that allows their flaws to be limited, and for someone to draw more power out of that Transformation. This is known as Mastery.
Like gaining Transformations themselves, Mastery is given by the ARC. Traditionally, this will be done in response to training to master a Form or Enhancement, but ultimately the method for bestowing Mastery onto your Transformation can be handled by your ARC in any way they see fit.
Mastery Traits. When a Transformation is mastered, that Transformation gains its Mastery Trait – an additional Trait that removes weaknesses from a Transformation and applies additional benefits.
Form Mastery
Mastery and Stages. If a Form has higher Stages, those higher Stages will not be able to benefit from the effects of that Transformation’s Mastery Trait until they are also Mastered. For example, while in Super Saiyan 2 you will not benefit from Super Saiyan 1’s Mastery Trait until Super Saiyan 2 is also Mastered.
Difficulty to Master. Some Forms require gaining Mastery multiple times. This is represented by the Difficult Aspect, with each level representing an additional level of Mastery required. Once every level of Mastery is reached (be it a single Mastery or multiple through the effects of the Difficult Aspect), that transformation is known as being Fully Mastered.
If a Form has the Difficult Aspect, Mastery only grants one Mastery Trait, with it possessing multiple Mastery Traits locked behind additional Masteries (for more details, see — Aspects).
M for Mastery. Some Mastery Traits possessed by Transformations that have the Difficult Aspect may use ‘M’ to denote the number of times that Transformation has been mastered. For example, in Power Boost, one of the effects of the Controlled Power Mastery Trait has ‘M/Encounter’ – meaning you can use this effect a number of times per Combat Encounter equal to the amount of times that Power Boost has been mastered.