Transformation Rules

Transformation is the act of changing one’s body into another form in order to tap into greater stores of energy, strength, and speed. There are two types of transformations: alternate forms and manifested powers. Alternate forms are a powerful but temporary change. Manifested powers are a permanent but weaker change.

Transforming. Characters can voluntarily enter a form and revert to their normal state or a lesser stage of a transformation at will. All transformations require the same amount of time to transform into. To transform into a stage of a form requires a transformation maneuver. (See – Actions & Combat) Reverting back to your normal state only is an instant action.

Forms entries. A table listed attributes modifiers, denoted by their first two letters, that are increased when you are using a form. This increase happens during that same action in which the transformation happens. Some transformations have multiple stages or levels. Each stage gains the benefits of the previous stage unless otherwise specified.

Accessibility. Some transformations are locked behind a Tier of Power requirement. Meaning that you can NOT use a form until you meeting that specific forms Tier of Power level. As an example, you can NOT use the Enhancement form Godly Powers unless you are Tier of Power four or higher. Keep in mind that your ARC might decide to change or limit when or how you gain transformations.

Power Gained, Power Earned. When calculating for any Transformations traits that relay on your Tier of Power you will always begin calculations at Tier of Power one (1). As an example, when you are using Godly Powers trait Paragon to calculate the amount of bonus you gain to your attributes you will count from Tier of Power One (1). So if you are using Godly Powers and you are Tier of Power five (5) you will gain a twenty (+20) to from Godly Powers attribute bonuses.

Transformation Types

Manifested Powers. Manifested powers are the latent power within you. Releasing this inner power will cause an increase in your combat prowess and strengths. Such as the power potential unleashed which permanently increases your attributes. Manifested powers are permanent increases or bonuses that once obtained will always be active. You can have multiple manifested powers at a time and manifested powers can be used with alternate forms.

Alternate Forms. In the Dragon World, there are many different and powerful beings that can change or rapidly evolve. Perhaps the most iconic is the legendary Super Saiyan transformation, the pinnacle of strength for the entire Saiyan race. You can only use one Alternate Form at a time. Alternate Forms are temporary increases to your power, strength and performance.

  • Ki Multiplier. When you transform into any alternate state multiply your maximum ki pool and capacity rate by two (x2), then restore ki points equal to one-half (1/2) your new capacity rate. You can NOT gain this effect more than once every five rounds (5)
  • Threshold Breaker. If you transform while under the effects of any health threshold, reduce the threshold’s penalty to zero (0) for three turns (3). At the end of your third turn the effects return to normal. If you suffer from another health threshold while under the effects of threshold breaker those effects are also reduced to zero (0) for the remainder of your initial three turns.
  • Stacking Power. If a form has more than one stage the attribute bonuses from each stage stack with the previous stage. As an example, if you are using Super Saiyan stage two the attribute bonuses from stage one and two will be added to your normal stats. If you are using Super Saiyan three the attribute bonuses from stage one, two and three will be added to your normal stat.
  • Legend Realized. You cannot gain this effect more than once per stage, during a combat encounter. The first time you use any transform, any stage, roll 2d10(T)+ plus power level and restore that many health and Ki points. This effects stacks with the Metamorphosis’ trait Restoration, however, reduce the effects the combined effects of Restoration and Legend Realized by1d10(T).

Alternate Form Mastery. You can master an Alternate Form Transformation through training and experience. This is represented by spending twelve (12) Technique Points, plus one (1) Karma Point and being one Tier of Power higher than the require tier for the form. Or you can choose spend one (1) Character Perk and two (2) Karma Points to gain a form mastery – you are still required to be one Tier of Power higher than the require tier for the form. You can also be granted mastery by your ARC as an award for role-playing. When you purchase an Alternate Form Mastery you also gain one (1) free Talent to spend on your character.

You must purchase or gain a Transformation Mastery can each stage of a form. As an example, if you have Mastery for Super Saiyan (stage one) and you can only use the mastery for that stage – even if you are Tier of Power three and have access to other stages of Super Saiyan.

Enhancement Power. A powerful transformation that grants you enhanced abilities and powers. Enhancement Powers are more taxing than Alternate Forms and require you pass higher than normal stress tests. Unlike other transformations you can use an Enhancement Power in conjunction with Alternate Forms. Meaning that when you are using an Alternate Form you can still transform into an Enhancement Power and the bonuses stack together; you can still elect to use most Enhancement Powers independently as well. Unlike other transformations you must roll a Stress Test at the start of very round of combat while using an Enhancement Power.

  • Accumulating Power. You can NOT have more than two (2) different or unique Enhancement Powers active at one time unless a rule states otherwise. As an example, if you activate Powerhouse and Kaioken you can NOT then activate Godly Powers. If you attempt to activate a third Enhancement Power the first power you activated will automatically end and count as “falling out” of the form for rule purpose.
Accumulation of Power Variant Rule
Accumulation of Power. You can have as may Enhancement Powers activated as you wish, there is no limit. However, after activating two (2) unique Enhancement Powers, every additional power activated thereafter will increase the overall Stress Test requirement by ten (10T). Moreover, each time you are required to take a Stress Test, for any reason, you must pay 2d10(T) Ki Points to maintain all the different powers and forms activated. If you have more than two (2) unique Enhancement Powers activate and you fail your Stress Test not only do you suffer Stress Exhaustion you will also suffer 2d10(T) Lethal Damage.

Instinctual Form. A Instinctual Form is a dormant, unawaken power that sleeps with you. This power is a raw, pure, untapped energy that can only be harnessed when you are free of all other connections, all other senses and reach true zen. Instinctual Forms are a state of calm attentiveness that allows you to act without thought. Instinctual Forms are temporary transformations, you can not use a Instinctual Form with an Alternate Form or Godly Powers. Instinctual Forms are extremely taxing on you, when the transformation ends, for any reason, you automatically suffer stress exhaustion. Extend the amount of rounds you cannot use another transformation after an Instinctual Form ends due to stress exhaustion by two (2) rounds. (Total five [5] rounds). Unlike other transformations you must roll a Stress Test at the start of very round of combat while using a Instinctual  Form.

Stress Test

Stress Test. Transformations can be taxing, when you attempt to use an alternate form (transformation maneuver) you will need to take a stress test, if successful you will transform. If you fail, you will not transform and cannot attempt to use the alternate form for the remainder of your turn. Additional, when you reach a health threshold you will need to take a stress test. If successful you maintain the alternate form, if you fail you will suffer stress exhaustion.

The test represents the sustain cost and the toll a transformation takes on your body. Making the test takes no time in-game and is rolled when you use the transformation maneuver and when you reach a health threshold. Some forms do not have a listed stress test TN, these don’t require you to roll a test.

To make a stress test, roll a d10 add your power level and one-half (1/2) your unmodified Personality modifier. Do NOT add additional dice from tier of power. Stress test cannot be modified by combat conditions. (See – Attacking & Conditions)

Stress exhaustion. If you pass a stress test, you maintain your form. If the test is failed, you will immediately return to your normal state and lose the form’s benefits. When you return to your normal state reduce your current ki points by half (1/2), to a minimum of ten (10), then return your capacity rate and your maximum ki pool to their normal values. You also cannot use another transformation for three (3) rounds.

If you willing end any type of transformation that causes Stress Exhaustion when the form ends reduce the effects of stress exhaustion as followed; only (1/4) of your ki pools are reduced and you can not use another transformation for one (1) round.

Returning to Normal. While using any type of Transformation, other than Manifested Powers, If at any point you reach zero (0) life points, become unconscious, get reduced to zero (0) ki points, count as defeated you will return to your normal state.

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