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 four types of Transformations: Alternate Forms, Enhancement Powers, Manifested Powers and Legendary Forms. Alternate Forms are a powerful but temporary change, Enhancement Powers are potent, supportive Transformations, Manifested Powers are a permanent but weaker change and Legendary Forms are the pinnacle of Transformations, difficult to obtain but incredibly potent, usually with their own unique additional rules.
Transforming. Characters can voluntarily enter a form and revert to their normal state or a lesser stage of a Transformation at will. To transform into a Transformation requires a Transformation Maneuver. Reverting back to your normal state or a lower stage of a Transformation is an Instant Action.
Stages of an Alternate Form or Legendary Form are considered a Transformation for all rules that refer to Transformations.
Forms entries. A table lists Attributes, denoted by their first two letters, that are increased when you are using a form by the bonus listed below them – this is known as the Attribute Modifier Bonus. You benefit from these Attribute Modifier Bonuses as long as you are in this transformation. Some Transformations have multiple stages or levels. Each stage gains the benefits of the previous stage unless otherwise specified.
Due to the Attribute Modifier Bonus from transformations usually being a significant jump in power, it does not affect all concepts that the Attributes usually affect (see – Interactions, below).
Combining Transformations. Most Transformations are incompatible with one another and cannot be used together. Alternate Forms and Legendary Forms cannot be used in conjunction with another Alternate Form or Legendary Form. Manifested Powers, however, due to their permanence still give their benefits when in a transformed state. The only true case of Transformation stacking can be seen in Enhancement Powers, that can be used in conjunction with both Alternate and Legendary Forms.
Although Legendary Forms cannot be used with Alternate Forms or Legendary Forms, the Legendary Traits they give as a bonus are still applied to other Transformations you enter.
Interactions. The Attribute Modifier Bonuses given by a Transformation does NOT increase your Saving Throws or Skills while you are in that transformed state and does not influence the base value of that Modifier. Additionally, your Life Points are not increased by a bonus to your Tenacity Modifier. The Attribute Modifier Bonus still influences rolls and aptitudes that specifically mention the Attribute Modifier and do not refer to its ‘base’ value (such as Soak Value, Combat Rolls or an Opposed Ability Check).
The only exception to this is Manifested Powers (see – Permanent Improvement & Natural State below).
Accessibility. Transformations are accessible almost purely by ARC guidance. Some ARCs may like Transformations to be earned through story, good roleplaying 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.
Having access to a Transformation and being able to transform into it are two majorly different things. Having access means that you may attempt to transform 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. Some Transformations have unique requirements to transform into them, such as the Oozaru Alternate Form requiring a moon or a moon substitute, but all transformations have a Tier of Power Requirement.
To transform into any Transformation (Alternate Form/Legendary Form/Enhancement Power) your current Tier of Power must be equal to or higher than the Tier of Power Requirement. You do not automatically gain access to higher stages of a Transformation due to meeting the Tier of Power Requirement, each one is treated like a separate transformation and you must gain access for each one individually unless otherwise stated.
Manifested Powers. Manifested Powers are permanent Transformations which will always be active after being gained. You can gain the same Manifested Power 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 Manifested Power up to its listed number of Maximum Number of Stacks.
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 Super Saiyan Transformation. Alternate Forms have these additional rules:
Enhancement Power. Enhancement Powers are more taxing than Alternate Forms and require you to pass a Stress Test at the start of every turn. Unlike other Transformations you can use an Enhancement Power in conjunction with other Transformations, meaning that when you are using an Alternate Form or Legendary Form you can still transform into an Enhancement Power and the bonuses stack together; though you can still elect to use most Enhancement Powers independently as well.
Legendary Form. A Legendary Form is a Transformation brought about by unique circumstances coming together to give way to a level of power not normally accessible. Legendary Forms can sometimes be the combination of two or more Transformations, creating a new, higher tier of power or they can be a completely unique Transformation brought about by any number of legendary reasons. An ARC should be careful when giving out Legendary Forms, as they tend to be incredibly powerful. While using a Legendary Form, you must roll a Stress Test at the start of each of your turns. Legendary Forms are very taxing. When you fall out of a Legendary Form for any reason, increase the number of Combat Rounds you suffer Stress Exhaustion by +1. Legendary Forms have these additional rules:
Mastery. Alternate Forms and Legendary Forms can both be mastered, increasing the effectiveness of those Transformations. Mastery is typically given by ARCs to show your progress through the use of the Transformation, but with ARC permission can be gained through Downtime Activities as well.
Some traits can be influenced and changed by mastering the transformation they are from. If these traits are gained through any other means, you gain them after the modifications made by mastery.
If an Alternate Form or Legendary Form has multiple stages, Mastery must be obtained for each individual stage.
New Level of Power. When you enter a Transformation for the first time, for the remainder of that Combat Encounter, treat its Stress Test as -1(T) lower and treat your Tier of Power as +1 higher (see – Breakthrough in Core Rules). When you gain a Tier of Power through this method, it counts as if it was your base Tier of Power for the sake of gaining actions through Initiative Advantage.
You cannot stack New Level of Power and you cannot gain New Level of Power if you have Transformed into that transformation previously (even if not during a Combat Encounter – such as during training or at some other point during your character’s lifespan, such as how Metamorphosis is a transformation they would have had to use previously as it is simply returning to your full power).
Stress Test. Transformations can be taxing; when you attempt to use a 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 Transformation Maneuver to enter this transformation for the remainder of your turn (you do not suffer Stress Exhaustion). Additionally, when you reach a Health Threshold you will need to take a stress test. If successful, you maintain the Transformation, if you fail you will suffer from Stress Exhaustion (see – Stress Exhaustion, below).
The test represents the sustain cost and the toll a Transformation takes on your body. Making the Stress Test takes no time in-game and is rolled only when the rules call for it. Some forms do not have a listed stress test TN; these don’t require you to roll a Stress Test but typically have some other barrier to entry – such as the Oozaru transformation requiring a Full Moon. A Stress Test’s TN is commonly referred to as a Stress Test Requirement.
To make a stress test, roll a d10, add your Power Level and 1/2 of your base Personality Modifier. Do NOT add additional dice from Tier of Power. Stress tests cannot be modified by Combat Conditions and are Solid Dice. (See – Attacking & Conditions)
Stress Exhaustion. While in a Transformation, 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 that form’s benefits. When you return to your normal state, reduce your current Ki Points by -1/2 of their total, to a minimum of 10, then return your Capacity Rate and your Maximum Ki Point Pool to their normal values. If you willingly end any type of Transformation, reduce your current Ki Points by -1/4 of their total instead. This effect does not apply to Enhancement Powers unless they have the Exhausting Aspect.
Stress Exhaustion is the effect that occurs after you leave a Transformation: you cannot use the Transformation Maneuver while suffering from Stress Exhaustion. If you leave a Transformation and return to your normal state (without any Transformations active) voluntarily, you suffer the effects of Stress Exhaustion until the start of your next turn. If you leave a Transformation due to failing the Stress Test, you will suffer the effects of Stress Exhaustion for 3 Combat Rounds.
Returning to Normal. While using any type of Transformation, other than Manifested Powers, if at any point you are Defeated, become unconscious (if you do not have Natural Form Aspect) or are reduced to 0 Ki Points, you will exit the transformation automatically and return to your normal state.