Variant Transformations

Variant Transformations are Transformations that act as a different type of an existing Transformation. They have different Aspects but have the same (unless stated otherwise) Attribute Modifier Bonuses, Tier of Power Requirements, Stress Test Requirements and even Legendary Traits if they are a Legendary Form. All of their Traits are the same, except for any Traits listed below, which replace the existing Traits listed in brackets after them and any traits that those traits would already replace for Legendary Forms. These Transformations cannot be Mastered as they are considered to be already Mastered, but they do not gain any bonuses from Mastery that the Original Transformation would grant. Additionally, any Variant Transformations that are Alternate Form or Legendary Forms cannot gain additional stages. They still benefit from any lower stages.

All Variant Transformations replace the Original Transformation. Your ARC may replace a Variant Transformation with the Original Transformation under certain conditions or vice versa.

Descended Super Saiyan

  • Original Transformation. Super Saiyan.
  • Race. Earthling (Human Subrace)
  • Aspects. Enhanced Save (Impulsive/Corporeal), High-Speed Form (Level 1), Durable Form (Level 1), Bright Aura, Draining (Level 2), Exhausting.

Diluted S-Cells (S-Cells). Increase all Combat Rolls by +1d6. This bonus is increased by +1 Dice Category for every Tier of Power you’ve reached after Tier of Power 2. For example, at Tier of Power 4, Diluted S-Cells gives an Extra Dice bonus of +1d10. At the start of each Combat Round while you are below the Injured Health Threshold, a Combat Roll of your choice gains an additional Extra Dice that is -1 Dice Category lower than the Extra Dice gained from Diluted S-Cells, until the end of this Combat Round.

When you use the Last Resort Racial Trait, you may choose to increase the Wound Roll of that attack by +2d6(T). If you do so, you automatically leave the Descended Super Saiyan Alternate Form after using that Signature Technique and suffer from Stress Exhaustion as normal.

For each Tier of Power reached after Tier of Power 2, reduce the level of the Draining Aspect by -1. If this would cause the Draining Aspect to be removed, this trait gains the following effect:

  • If you win the Opposed Insight Ability Check for Experienced Fighter, you may use the Power Up Maneuver as an Out-of-Sequence action.

Dormant Saiya Power (Raging Power). Increase the Attribute Modifier Bonuses (AG/FO/SP) of this Transformation by +3 and increase the Attribute Modifier Bonus (IN) of this transformation by +2 for each Tier of Power you’ve reached after Tier of Power 2. Additionally, increase your Maximum Ki Point Pool and your Capacity Rate by +12(T) and +6(T) respectively while in this Alternate Form. This effect applies before any other effects that occur during a Transformation

Once per Combat Encounter, if you use the Power Up Maneuver while below the Injured Health Threshold, you may double your bonuses from Earthling Resolve until the end of this turn.

Dark King

  • Original Transformation. True Demon God.
  • Aspects. Enhanced Save (Cognitive/Morale), Battle Uniform, God Ki, Perfect Ki Control, Natural Form, Durable Form (Level 5), High Speed Form (Level 3), Dedicated Transformation

Dark Factor (Demonic Fury).  Increase the Damage Category of all Attacking Maneuvers that have a Ki Wager of 5(T) or more by +1 (Standard becomes Direct, Direct becomes Lethal). If your attack would deal Lethal Damage already, increase that damage by +3(T).

Once per Combat Encounter, by spending 6(T) Ki Points and One Action, you may create a gigantic, statue-like copy of yourself as a Minion. You do not use the Minion Creation rules, this Minion is the same Power Level as you, the same Tier of Power as you, and has your Attributes, Talents, Signature Techniques, Magical Abilities and Transformations. This Minion has the Aggressor Minion Trait but cannot gain any other Minion Traits. At the end of each Combat Encounter, this Minion disappears.

Royal Presence (Diabolical Destruction). When you first transform into Dark King, create an Aura Foundation Super Signature that costs up to 20 Technique Points. This Aura cannot gain any ranks of the Efficiency Advantage or the Inefficiency Disadvantage. This Aura is permanently active while you are within the Transformation and you do not need to pay Ki Points at the start of your turn for this Aura. This Aura has an unlimited number of rounds it can be active and therefore cannot gain any Advantages or Disadvantages that influence the number of Combat Rounds it would remain active. No other Signature Technique can gain the Aura Boosting Advantage. If this Aura has the Shield Profile, roll for Shield Durability at the start of each Combat Encounter. Additionally, an Aura with the Shield Profile will still end when the Shield Durability reaches 0 but at the start of your next turn the Aura’s effects will reactivate (you must roll for Shield Durability again).

Increase all of your Wound Rolls by your Force or Spirit Modifier (whichever is lower – your choice if they are both equal).

Destroyer Form

  • Original Transformation. Ultra Ego.
  • Aspects.  Enhanced Save (All), Size Increasing (Level 1), God Ki, High Speed Form (Level 3), Durable Form (Level 6), Strainless

Successor of Destruction (Egotistical Combat). The Natural Results of all d10s you roll on Wound Rolls are 10 except those gained from your Tier of Power Extra Dice.

You gain +1 Hakai Point at the start of each Combat Round. The maximum number of Hakai Points you can possess at any time is equal to 2(T).

If your base Tier of Power is 7+, increase your Attribute Modifier Bonuses (FO/IN/SP) by +2(T) and you may use the effects of Shatter Your Limits on Destroyer Form.

Armor of Destruction (Rising Hype). At the start of each of your turns, you may choose to spend 1 Hakai Point and 5(T) Ki Points to make an Energy Wound Roll. Until the start of your next turn, that result is your Armor Durability. Whenever you would take damage after calculating Soak, you can choose for your Armor to take the damage by reducing its Armor Durability instead. If the Armor Durability reaches 0, you can no longer use this effect and any surplus damage is taken by you.

Once per Combat Round, if you are successfully struck (hit) by an attack, you may choose to spend 1 Hakai Point to make an Energy Wound Roll. Reduce the damage you took by the Dice Score of that Wound Roll.

Legendary Trait

Karmic Aggression (Rampant Ultra Ego). If a character deals damage to you through an Attacking Maneuver, you gain Superiority on all Combat Rolls against that character until the end of your next turn. If a character successfully strikes (hits) you but deals no damage to your Life Points, you may immediately make an Out-of-Sequence Basic Attack against them.

Evil Saiyan

  • Original Transformation. Evil Aura.
  • Race. Saiyan
  • Aspects. Enhanced Save (Corporeal), Raging (Level 1), Durable Form (Level 2)

Dark Saiyan Power (Villainous Form). If this Enhancement Power is used in conjunction with the following Transformations, it gains the following benefits:

  • Super Saiyan: Increase your S-Cells Extra Dice by +1 Dice Category and increase your Capacity Rate by 1/4 of your base Capacity Rate.
  • Oozaru: Increase your Soak Value by 1/4 of your Force Modifier. Additionally, increase the Dice Category of Punching Down by +1 Dice Category.

If you are Tier of Power 4+ and are not using this Transformation in conjunction with a Legendary Form, increase the Attribute Modifier Bonuses (AG/FO/IN/SP) of Evil Saiyan by +2(T) and increase the Stress Test Requirement by +4.

If a Saiyan character successfully strikes (hits) you with a Physical attack, they must make a Cognitive Saving Throw, TN Very Hard. If they pass, nothing happens. If they fail, they gain +2 levels of the Rampaging Aspect until they successfully beat the save for Rampaging, even if they are not in a Transformation. Any rolls for Rampaging made due to Dark Saiyan Power must use the Cognitive Saving Throw instead of the Morale Saving Throw.

Additionally, when making any form of Physical Attacking Maneuver, you may pay 2(T) Ki Points to apply the Ki Extension Advantage to it.

False Super Saiyan

  • Original Transformation. Super Saiyan.
  • Tier of Power Requirement. 1+
  • Aspects. Raging (Level 2), Enhanced Save (Impulsive), High-Speed Form (Level 1), Bright Aura, Temporary Form (Level 3)

Slumbering S-Cells (S-Cells). Target one opponent when you transform into this Alternate Form. You may only make Attacking Maneuvers against that opponent while in this Alternate Form. Increase all of your Combat Rolls against that opponent by +1d4. If you are below the Injured Health Threshold, increase this bonus to +1d6.

Signs of Power (Raging Power). Increase the amount of Life and Ki Points you recover through Legend Realized by 1/4 of the total (rounded up).

If you possess this Transformation when your Power Level reaches 8, you may automatically choose to replace this Transformation with the first stage of the Super Saiyan Alternate Form.

Great Namekian

  • Original Transformation. Giant Form.
  • Race. Namekian
  • Aspects. Enhanced Save (Corporeal), Size Increasing (Level *), Strainless, Dedicated Transformation.

Namekian Titan (Battlefield Titan). You gain the following benefits, depending on your subspecies (shown in brackets):

  • Heavyweight Warrior (Warrior Clan). This transformation gains an Attribute Modifier Bonus (TE) equal to 1/2 of this transformation’s Attribute Modifier Bonus (FO). When you target an opponent with an Attacking Maneuver, you may spend any number of Intelligent Fighter stacks against that opponent to gain a free Ki Wager of +1(T) for each stack spent.
  • Wise Dragon (Dragon Clan). Replace this transformation’s Attribute Modifier Bonus (FO) with an equal Attribute Modifier Bonus (SP) and this transformation gains an Attribute Modifier Bonus (TE) equal to 1/2 of this transformation’s Attribute Modifier Bonus (SP). You may target +1 additional ally when using the Healing Hands Magical Ability for each level of the Size Increasing Aspect this transformation has. 
  • Terrifying Demon (Demon Clan). This transformation gains an Attribute Modifier Bonus (PE) equal to 1/2 of this transformation’s Attribute Modifier Bonus (FO). Any Dark Vassals created while in this Enhancement Power can have any base Size Category from Medium up to your current Size Category.
  • Super Giant Form (All). You may spend One Action while you have the Size Increasing (Level 3) Aspect to gain the Bulky Form Aspect and increase your Attribute Modifier Bonus (FO) by +1(T). While you are benefiting from this effect, you cannot change the level of your Size Increasing Aspect. You may end this effect during your turn as an Instant Action.

Legendary Super Saiyan 4

  • Original Transformation. Super Saiyan 4
  • Aspects. Enhanced Save (Impulsive/Corporeal), Raging (Level 2), Armored Form, Size Increasing (Level 1), Durable Form (Level 5), Bright Aura, Bulky Form, Strainless, Dedicated Transformation

Ultimate Saiyan Power (Utmost Saiyan Power). You gain a stack of Battle Born at the start of every Combat Round, instead of every two Combat Rounds. Additionally, increase the limit of Battle Born stacks on your Wound Rolls to 6. Once per Combat Encounter, if you use a Power Surge Maneuver, gain +2 stacks of Battle Born.

Increase each of your Combat Rolls by +1d8 for each stack of Battle Born on them. For example, if you have 2 stacks of Battle Born on Strike and 3 stacks of Battle Born on Wound, you would increase them by +2d8 and +3d8 respectively.

When you have a minimum of 4+ Battle Born stacks, you can spend One Action to enter a Full Power State for the duration of this transformation. You may also leave the Full Power State as an Instant Action.

While in the Full Power State, you gain the following bonuses:

  • Increase your Attribute Modifier Bonuses (AG/FO/SP) by +2(T).
  • Increase the Durable Form Aspect by +1 Level.
  • Increase the Dice Category of all Extra Dice gained from Ultimate Saiyan Power by +1 Dice Category.
  • Once per Combat Encounter, when you are successfully struck (hit) by a Signature Technique you may use a Signature Technique as an Out-of-Sequence Action against the attacker. You may choose to either: Increase the Wound Roll of this Technique by 1/2 the damage you suffered from that attack, after applying your Soak Value or activate a Primal Surge Maneuver before you use your Signature Technique.

Supreme Super Saiyan (Super Saiyan Divergence). When you transform into Legendary Super Saiyan 4, increase your maximum Ki Point Pool and Capacity Rate by +1/2 of their totals, respectively. This effect applies before any other effects that occur during a transformation.

Increase your Soak Value by 1/4 of your Force Modifier (rounded up). Additionally, once per Combat Round, you may use the Direct Hit Parry Maneuver without spending a Counter Action.

Increase the Ki Points regained by your Primal Surge Maneuvers by +4(T).

Spirit Absorption

You cannot enter Spirit Absorption freely. To enter this Transformation, you must use one of two methods: 

  • If you use the Energy Charge Maneuver for an Ultimate Signature Technique with the Genki Advantage and succeed at the Clairvoyance Skill Check for Genki 3+ times, you may enter this Transformation. Instead of making the Attacking Maneuver to use the Signature Technique, you may use a Transformation Maneuver to enter this Transformation. You lose those Energy Charges and that Signature Technique cannot be used for the remainder of the Combat Encounter.
  • Use the Planetary Consumption Advancement of the Life Energy Absorption Magical Ability (see – Spellbook).

For each Energy Charge Maneuver you’ve lost to enter this transformation through the first method, you gain +1 Spirit Power.

  • Original Transformation. Spirit Empowerment
  • Stress Test. 20
  • Tier of Power Requirement. 4+
  • Aspects. Perfect Ki Control, Strainless, Dedicated Transformation.

Life Force Feasting (Miraculous Finish). Increase the Attribute Modifier Bonus (AG/IN) of this transformation by +1 for each Spirit Power you possess.

If you are still in Spirit Absorption at the end of a Combat Encounter, you may save 1/2 of the Spirit Power you possess. The next time you use a Transformation Maneuver to enter this Enhancement Power, gain your saved Spirit Power.

You can spend your Spirit Power on certain Maneuvers to enhance their effects. See below the options, depending on the Maneuver you would use:

  • Empower Maneuver. You can spend any amount of Spirit Power to force your targeted ally to enter the Spirit Empowerment Enhancement Power (even if they do not have access to it) with a number of Spirit Power equal to what you spent. Their Stress Test for this Transformation is 0, but reduce their Life Points by -10 for every Spirit Power they have rather than -5 through the effects of the Everyone’s Energy Trait. They cannot use the Miraculous Finish Trait’s effects.
  • Power Up Maneuver. You can spend up to 2(T) Spirit Power to increase your Combat Rolls by 4x the amount of Spirit Power spent until the end of your next turn. This does not count as a benefit of the Power Up Maneuver.
  • Surge Maneuver. You can spend any amount of Spirit Power to increase the amount of Life Points or Ki Points regained through the Surge Maneuver by +1d6 for each Spirit Power spent.
  • Any type of Attacking Maneuver. You can spend any amount of Spirit Power to increase the Wound Roll for that Attacking Maneuver by +1d8 for every Spirit Power spent. If it was a Signature Technique, instead increase the Wound Roll by +1d10.

Super Brilliant Evolution

  • Original Transformation. Brilliant Evolution.
  • Aspects. Enhanced Save (Corporeal/Impulsive), High Speed Form (Level 3), Raging (Level 2), Size Increasing (Level 1), Dedicated Transformation

Evolutionary Peak (Beyond Final). Once per Combat Encounter, you may use the Power Up Maneuver as an Instant Action. Additionally, when you use the Power Up maneuver, increase your Capacity Rate by 1/2 instead of 1/4th. Increase the bonus to Combat Rolls from Power Up to +2(T) instead of +1(T), but you can only use the Power Up Maneuver once per Combat Round, and the benefits from Power Up cannot stack.

Additionally, you gain access to all Meta Traits available to your Super Evolution Transformation and you gain 2 stacks of Cruelty instead of 1 stack through Cruel Intentions when you successfully strike (hit) an opponent.

Your maximum number of Cruelty stacks is 6. You lose 2 Cruelty stacks at the end of each Combat Round instead of all of them.

Ultimate Brutality (Refined Brutality). When making an attack that has gained additional bonuses from the Brutal Assault Racial Trait, increase the Damage Category of that attack by +1 (Standard becomes Direct, Direct becomes Lethal). If the attack would already be Lethal, that attack gains +1 free Energy Charge.

Once per Combat Round, when using the Energy Charge Maneuver, you may spend 2 Cruelty stacks to instead gain +2 Energy Charges. You must have declared a Signature Technique for this Energy Charge Maneuver to gain this effect.

Super Saiyan Rosé

  • Original Transformation. Super Saiyan God Super Saiyan.
  • Aspects. Perfect Ki Control, God Ki, Raging (Level 2), Enhanced Save (Impulsive/Corporeal), High Speed Form (Level 3), Durable Form (Level 5), Bright Aura

True Deific Super Saiyan (Deific Super Saiyan). Increase your Combat Rolls by +2d10. Once per Combat Round, if you would score a Natural Result of 1 or 2 on these Extra Dice, you may set it to 6.

When you transform into the Super Saiyan Rosé Legendary Form, increase your maximum Ki Point Pool and Capacity Rate by +1/4 of their totals, respectively. This effect applies before any other effects that occur during a transformation.

When you successfully strike (hit) an opponent with an attack that has a Ki Wager of 5(T) Ki Points or more, increase the Damage Category by +1 (Standard becomes Direct, Direct becomes Lethal).

Natural Divinity (Flame of Power). While in this Transformation, you gain access to the Cosmic Efficiency Racial Trait. While using a Signature Technique with the Aura Foundation, increase all of your Combat Rolls by +1(T).

True Super Saiyan God

  • Original Transformation. Super Saiyan God
  • Aspects. Enhanced Save (Corporeal/Morale), God Ki, Raging (Level 2), High Speed Form (Level 3), Durable Form (Level 4), Bright Aura, Strainless

Godly Bloodline (Divine Acclimation). Increase your Combat Rolls by +4d4. For each base Tier of Power reached after Tier of Power 4, up to Tier of Power 6:

  • Gain +1 Extra Dice from Godly Bloodline.
  • Increase your Attribute Modifier Bonuses (AG/FO/IN/SP) by +1(T).
  • Gain +1 level of the Durable Form Aspect.

You cannot gain access to the Super Saiyan God Super Saiyan stage of Super Saiyan God.

Flame of the Defeated (Flame of Life). If you have 4+ stacks of Battle Born, gain the Armored Form Aspect. Once per Combat Round, if you are successfully struck (hit) by an opponent’s Attacking Maneuver and they fail to deal damage to you, you may immediately make an Out-of-Sequence Basic Attack against them.

Once per Combat Round, you may remove a stack of Battle Born to use a Healing Surge Maneuver as an Instant Action. Additionally, if you successfully pass the Corporeal Saving Throw for Powerful Physique and set your life points to 1, increase your Tier of Power by +1 until the end of the current Combat Encounter (see – Breakthrough).

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