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 except for Full Power and Shattered Limits. 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
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:
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 Demon God
Dark Essence (Demonic Fury). Increase the Damage Category of all Attacking Maneuvers that have 2(bT) or more Dark Energy spent on them 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 Round, if you possess 10(bT)+ Dark Energy, you may use the effects of Kiri Drain as an Instant Action instead of paying One Action.
This Transformation is treated as if it was ‘Dark Demon’ for all Traits, Talents and effects.
Divine Shadow (Diabolical Destruction). Once per Combat Round, if you successfully deal Damage with an Attacking Maneuver to an Opponent, you may reduce that Opponent’s Ki Points by 1/2 of your Force or Spirit Modifier (whichever is higher). If you do, gain an amount of Dark Energy equal to the reduction in that Opponent’s Ki Points.
Each time you gain Dark Energy in a Combat Round, increase your Combat Rolls by +1(T) until the start of your next turn (max. +5(T)).
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).
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.
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.
Dark Saiyan Power (Villainous Form). While this Enhancement Power is used in conjunction with any Transformation that has the ‘Saiyan’ Racial Requirement or a Transformation that has gained the Traits of a Transformation with the ‘Saiyan’ Racial Requirement’:
If your base Tier of Power is 4+ and you 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 for this Transformation by +7.
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
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).
Once you leave this Transformation, you lose access to it.
Optional (Your ARC decides if this is included): When you lose access to this Transformation, you immediately gain access to the Super Saiyan Alternate Form – but you cannot transform into it until you have reached Power Level 8+.
Namekian Titan (Battlefield Titan). You gain the following benefits, depending on your subspecies (shown in brackets):
Namekian Power (Latent Power). For each stack of Super Namekian you have access to:
Additionally, while in the Namekian Potential Transformation, increase the Dice Category of the Extra Dice from the Wise Fighter trait by +2.
Revived Potential (Potential Reborn). Once per Combat Encounter, you can spend an Instant Action to increase your Combat Rolls by +1d4 for each stack of the Super Namekian Manifested Power you have access to until the end of your next turn and if you do, regain +3(T) Life Points for every stack of Super Namekian.
Necessary Evolution (Brought to the Limit). Once per Combat Round, when you use the Power Up Maneuver, you may use your current number of Super Namekian stacks instead of your Unlocked Potential stacks for the effects of the Power Unleashed Trait.
For the effects of any Traits, your current number of Super Namekian stacks is equal to the sum total of your original number of Super Namekian stacks (before applying this Trait) and your Unlocked Potential stacks.
You cannot enter Spirit Empowerment freely. To enter this transformation, you must use one of two methods:
For every 3 Energy Charge Maneuvers you’ve lost to enter this Transformation through the first method, you gain +1(T) Spirit Power. For every 2 Empower Maneuvers you were the target of since your last turn through the second method, you gain +1(T) Spirit Power.
Miraculous Finish (Life Force Feasting). Once per Combat Encounter, when you use a Basic Attack Maneuver you may choose to make that Attacking Maneuver a Miraculous Signature. For that Attacking Maneuver, you must ignore your Capacity Rate and wager all of your Ki Points. Additionally, for every 1(T) Spirit Power you possess, gain +1 free Energy Charge. If an Opponent has their Life Points reduced to 0 through this Attacking Maneuver, they are instantly Defeated and they cannot use or be affected by the effects of any Traits, Talents or effects that would allow them to regain Life Points, use the Will to Survive rule, or otherwise use any Maneuvers for the remainder of this Combat Encounter.
While in the Spirit Empowerment Transformation, you cannot use the Energy Charge Maneuver or the Empower Maneuver. You cannot gain any Spirit Power after entering this Transformation and at the end of each Combat Round in which you used an Attacking Maneuver while in this Transformation, reduce your Spirit Power by -1(T).
Super Saiyan Rosé
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
Godly Bloodline (Divine Acclimation). Increase your Combat Rolls by +3d6. For each base Tier of Power reached after Tier of Power 4, up to Tier of Power 6:
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 Steadfast 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).