Transformations

Potential Unlock
Everyone has an infinite amount of hidden potential locked up inside of them. The main way to draw out this power is through strenuous training and unlocking your potential gives you the ability to do higher rolls. Instead of bonuses, you can roll out of a higher number and this can be done in any form.

20% of Hidden Potential unlocked: Roll out of 11 instead of 10. (t!roll d11)

40% of Hidden Potential unlocked: Roll out of 12. (t!roll d12)

60% of Hidden Potential unlocked: Roll out of 13. (t!roll d13)

80% of Hidden Potential unlocked: Roll out of 14. (t!roll d14)

100% of Hidden Potential unlocked: Roll out of 15. (t!roll d15)

Once you've unlocked all of your hidden potential, you can try training for something even further beyond, breaking your limits...

Limit Breaker (Form after highest form of Potential Unlock: A passive, stackable +1 to all combat rolls.)

Museigen
A versatile technique similar to those designed by the gods which dramatically increases the user's fighting capabilities. But it has an unfortunate drawback, as it will strain and damage their muscles in the process. This form is strictly unusable by Majins, as they have no heart or other muscles for the technique to draw energy from.

Usable levels of Museigen change depending on your Defense Powerlevel:

4000+: x2 and x3

6000+: x4

8000+: x10

10000+: x20

16000+: x50 (Using this without being strong enough to handle it will always result in an immediate death roll after the form runs out.)

X2 is a +1 to all rolls.

X3 is a +2 to Defense, Strength and Speed rolls and a +1 to Ki rolls.

X4 is a +3 to Defense, Strength and Speed rolls and a +2 to Ki rolls.

X10 is a +4 to Defense, Strength and Speed rolls and a +3 to Ki rolls.

X20 is a +5 to all rolls.

X50 is a +8 to all rolls.

Using a level of Museigen too high for you makes you unable to fight for a week.

This technique can only be learned when someone who already knows how to use it teaches it to you.

Kaioken always lasts for up to 6 turns, and will debuff the user with two tiers of exhaustion after it fades away.

Dynamic Flow
A technique where the user appears to skip time by moving in their own pocket dimension. In this dimension and in that limited time, they're able to move freely and unleash unpredictable and quick attacks at their opponent, as they disappear the moment they use it and then reappear after their time is over, making it difficult to defend against. This technique is very effective on opponents on the same speed of or slower than the user, but still can be countered by a faster fighter. The only conventional way for it to be achieved is when it's taught by someone who already knows it. Dynamic Flow doesn't have to be activated and works for as long as the user isn't extremely exhausted. The technique has three stages of mastery:

Stage 1
+1 to Speed and Defense rolls, allows the user to move again just once a turn if they are just as fast or faster than the opponent. (Defense must be on par or higher.) Two turn fire moves can also be fired in a single turn using this, by skipping the charge time and firing it on your second attack.

Stage 2
Same as above, but a +2 bonus instead.

Stage 3
Same as above, with a +3 boost to Speed and Defense rolls instead, alongside a +2 to both Physical and Ki rolls.

Requirements to fuse
Matching powerlevels (power down if stronger) and fusees of the same race/genotype (Half-saiyans and Saiyans can fuse.) They also have to have learned the Metamoran Fusion Dance.

How to fuse
Both fusees roll a [d10] (die size not changeable), if both roll >5, they can fuse successfully. For each successful attempt at fusing, both gain a +1 bonus in the fusion roll (capping at +5), indicated by level of mastery in the character sheet (LVL 1 - LVL 5) The main fusee gains half of the second fusee stats, as well as all of their techniques and fighting styles.

Transformation rules
Transformations can be achieved temporarily if the fusion meets the requirements. If a transformation requires training, it can be trained for while fused and accessed only when fused with the very same fusee. If a transformation is trained for while fused, none of the fusees can access the form while not fused with the partner the fusion was trained for. Training while fused does not carry over to individual training. Ex: If you train for Super Saiyan 3 while fused. The training does not carry over when you're defused, meaning you have to train for it all over again. Both fusees have to know the formto use it while fused and access further transformations. If the formhas no turn limit, it does not affect the duration of the fusion.

Fusion dance time
Base fusion turn count and cooldown is 10 turns. Turns decrease based on energy spent. If a fusion transforms, the fusion turn count becomes the same amount of turns the transformation lasts. If a transformation lasts longer than the fusion, use the remaining fusion turns.

Defusion
A fusion cannot defuse on it's own desire, if a fusion wishes to defuse, they'll have to wait the remaining turns or get KO'd, with debuffs carrying over afterwards. A Metamoran fusion can also be forced to defuse with certain ki abilities, as it is a energy based fusion.

Oozaru
Requirements: Having a tail and being in direct view of a full moon or a Power Ball. +3 to Strength, Ki, and Defense rolls. +2 to Speed rolls.

Takes two turns to transform, roll out of 10 to see if you retain control, rolling below a 6 means you lose control and go berserk attacking everyone you see. Users with a total powerlevel of 15000 or higher will always maintain control over this transformation.

This transformation will not end until the user’s tail is cut off, the moon/Power Ball is no longer visible or if it’s been destroyed. The form is strictly forbidden on Planet Linux for it's destructive capabilities. Saiyans using it will be heavily punished, even if they have no control over accessing or using it. The planet also doesn't have a natural moon.

Pseudo Super Saiyan
Requirements: 14000+ Total PL and a very emotional trigger.

+3 to all rolls. Takes one turn to transform, roll out of 10 to see if you retain control, rolling below a 6 means you lose control and go berserk attacking everyone you see.

The form lasts for 3 turns.

This state is achieved when a Saiyan is near defeat and manages to briefly manifest a huge portion of their Super Saiyan power. It cannot be accessed at will, and is only an imperfect, primal and raw version of the true Legendary Super Saiyan form. Pseudo Super Saiyan is nonetheless an incredibly potent and special transformation, feared by space lords and warriors around the universe.

Super Saiyan
Requirements: A total powerlevel of 18000 and a strong emotional trigger.

+5 to all combat rolls. Takes 1 turn to transform.

Lasts for 6 turns.

The form is unlocked by having a high battle power and experiencing intense rage and tragedy. The ability to become a Super Saiyan was once considered to be nothing but a legend, as it had not been performed for thousands of years. The strongest of Saiyan warriors have proven this to not be a myth, generally using their unbelievable power in this form to do good and help out those in need. The form has been found to generally come in response to a need, and not a desire.. Simply working hard and training to get it wouldn't make up for the emotional trauma one would normally need to go through to achieve this form.

Super Saiyan 2
Requirements: Super Saiyan and a total powerlevel of at least 25000, as well as a major emotional trigger.

+7 to all rolls. Takes 1 turns to transform

Lasts for 5 turns.

This form represents the culminations of every little emotion that's built up in a saiyan, ready to be burst out. The nostalgic memories of the past juxtaposed with an infinitely horrifying present brings out the ultimate emotional power of a saiyan. This form requires very intense, almost traumatic emotion to achieve.

Super Saiyan 3
Requirements: Super Saiyan 2 and a minimum powerlevel of 35000, followed by Rank 3 training.

+9 to all rolls. Takes 2 turns to transform.

Lasts for 5 turns.

The user is always put into a strained state when coming out of this transformation. After a Saiyan achieves the SSJ2 form and does tons of vigorous training, they achieve the successor to Super Saiyan 2, Super Saiyan 3. This form requires the user to be a lot stronger and puts a strain on their body. It's said to be the pinnacle of Super Saiyan, the most powerful transformation a member of this race can possibly attain.

Paranormal spike
In every Linuxian seems to be this mysterious power, only awakened in times of great distress. It does not seems to come from any mental or spiritual energy storage, it just magically seems to show itself. It activates on the very next turn after a brace, no turn spent transforming. The power that shows itself depends on the user's pl.

10k - +2 to all combat rolls for 1 turn

15k - +3 to all combat rolls for 3 turns, decreases by 1 each turn

20k - +4 to all combat rolls for 4 turns, same decreasing rule

25k - +5 to all combat rolls for 5 turns, same decreasing rule

30k - +6 to all combat rolls for 5 turns, same decreasing rule

35K - +7 to all combat rolls for 6 turns, same decreasing rule

Namekian Fusion
A forbidden technique. This type of fusion is permanent and only usable by two members of the Namekian race. It requires no rolls to use and the two users will gain each other's techniques/transformations by using this move. The main fusee will get half of the other's powerlevel and all of their moves.

Great Namekian
Requirements: A Namekian with at least 8000+ Total PL

+3 to Ki, Strength, and Defense rolls. -2 to Speed Rolls.

Takes two turns to transform, meaning you can't do anything on the same turn you initiate the transformation on. This form always lasts for 6 turns and turns the user into a giant version of themselves, sacrificing a ton of speed in the process. No training is needed to unlock this form and it is just like the Oozaru form forbidden to use on Planet Linux.

Draconification
Requirements: 12000+ PL and Rank 3 training. Can be unlocked by all Namekians.

Adds a +3 to all of the user's combat rolls, and lowers the enemy's brace and death rolls by a -2 when they are hit by an attack launched by a Draconified Namekian. Lasts for 8 turns

A vile mutation of the Namekian race, accessed by drawing in the energy used to create Dragon Balls and for the Demon Clan's other magical techniques. It strikes fear into the heart of its opponents, and can easily fulfill the user's desires to slaughter their opponents should they want to do this. Because of how dangerous and associated with the Demon Clan its become over the years, Namekians have also forbidden this transformation, as members of the race trying to unlock it or actively making use of it are often shunned by their peers. Those who use it are at complete odds with the race and their desires to maintain peace and tranquility.

Sage Ascension
Requirements: A total powerlevel of at least 22000 and Spirit Control, followed by Rank 3 training.

+2 to all rolls, lasts indefinitely.

A form used by the Dragon Clan. This form does not need much ki to sustain and stacks with other forms the user has at their disposal. It can be achieved by both clans of Namekians, and will have the same effect on them both. Once the user has achieved this form, they can start learning to create their own set of Dragon Balls, which is a lengthy and exhausting process. A model dragon, seven materialized crystal balls and at least two weeks OOC are needed to create them, as well as a Rank 3 session detailing the whole process.

First Form
No bonuses.

Second Form
Requirements: First Form +1 to strength rolls.

Takes 1 turn to transform into and lasts for as long as the user wants it to.

This form makes the user much taller and more muscular.

Third Form
Requirements: First Form +1 to strength and ki and +2 to speed rolls.

Takes 2 turns to transform into and lasts for as long as the user wants it to. (If going from Second to Third, it takes one turn.)

This form has a reformed mouth, elongated head, and spikes sprouting from the back.

Fourth Form
Requirements: 10000+ Total PLVL

Usable in RP as soon as you have the needed stats and can be used as a base form.

+2 to strength, defense and ki and +3 to speed rolls.

Fifth Form
Requirements: 14000+ Total PLVL and a lot of training in Fourth Form. (Rank 3)

+5 to Strength, Ki and Defense and +2 to speed rolls.

An additional +1 to survival (death and brace) rolls will be added after having a total powerlevel greater than 17000.)

This form boosts the user's power greatly and always lasts for 8 turns. Its much bigger stature, the return of the spikes and horns from the Second and Third Forms and the optional bio-visor all contribute to this being a very menacing form, which it was always intended to be. The Fifth Form was once invented by an old Arcosian Emperor, who used this power to take control over their empire into his own hands. It has since become a true symbol of status and power in their society.

Infinite Energy
These kinds of Androids actually don't have infinite energy, but due to the bio-mechanical and cybernetic enhancements their creators give them, including an unlimited supply of energy that grants them a lot of stamina and an accelerator boosting their recovery rate, they basically never run out of Ki or stamina. Since they don't need to charge up any Ki, they can fire their moves in one turn less than the rest of the races.

(For example, Super Kamehameha will instafire instead of 2 taking 2 turns to fire. The normal Kamehameha will still instafire as usual though.)

Energy Absorption
Due to Androids having mechanical components, a scientist invented a way for certain types of them to absorb energy from an outside source in order to power up their own energy reserves. This is accomplished through the use of a mechanism on each hand that absorbs energy blasts, or drains energy from a person through physical contact. This ability can be used in two ways.

Whenever someone uses a ki attack on you, you can defend by absorbing it using this move. Just add a +1 to your defense roll and if you win you gain the opponents roll divided by two as a bonus to your next attack.

The other way is by draining someones energy through physical contact. After weakening someone or knocking them out, these Androids can steal their energy through the mechanism inside of their hands. For 6 turns, you get a +1 bonus to all rolls for absorbing the energy of someone weaker than you, +2 for someone on the same Total Powerlevel and a +4 for absorbing the energy of a person stronger than you.

An Android character can not have both of these abilities and will have to choose between being an Infinite Energy or Energy Absorption type Android.

Overclocked
Requirements: 10000+ Total PL and modification.

The user overcharges their energy and Ki, resulting in a +4 roll bonus to all rolls for 6 turns.

After those turns are over, the user suffers fatigue, resulting in a -2 Ki debuff, -2 Defense debuff, and a -2 Strength debuff for 3 turns.

Androids need to be modified to be able to use this transformation, as their internal components normally limit them from potentially damaging themselves by accessing this power. They also need to be strong enough to handle this form. It's most recognizable features are the many sparks of electricity emitted by the user.

Full Release
Requirements: A total powerlevel of at least 7000, followed by ki control training. (Rank 2)

+2 to all combat rolls.

This transformation can be stacked with all other forms the user has at their disposal, as it's just a simple increase of their power with the use of some heightened Ki Control.

Full Power Heran
Requirements: Potential Unlock 20% and a Total Powerlevel of at least 12000, as well as training to unlock this form. (Rank 3)

The stats of this form change depending on the user's level of Potential Unlock:

PU 20% - A +2 to all rolls, lasting for 6 turns. The user will always be extremely exhausted after this form runs out.

PU 40% - A +2 to all rolls, lasting for 6 turns. Normal exhaustion rules apply when it runs out.

PU 60% - A +3 to all rolls, lasting for 8 turns. Normal exhaustion rules apply when it runs out.

PU 80% - A +4 to all rolls, lasting for 8 turns. Normal exhaustion rules apply when it runs out.

PU 100% - A +5 to all rolls, lasting for 9 turns. Normal exhaustion rules apply when it runs out.

PU 120% - A +6 to all rolls, lasting for 10 turns. Normal exhaustion rules still apply when it runs out.

Herans the ability to take on a form that increases their powers. The form is taken when the Race of Hera users concentrate much of their ki. How strong it actually ends up being depends on the amount of reserves the form is able to access and draw power from, and as such it can be trained by unlocking more of their inner potential.

Mecha Suit
The Tuffles were the original inhabitants of Planet Vegeta and a technologically advanced race, until the Saiyans attacked. The remaining Tuffles were forced in their own little suburb, where they were spied on and isolated. Some Tuffles have managed to smuggle their information and technology inside though, creating secret underground labs where they would work on inventing new stuff, to take back control over their planet… Since the Tuffles aren’t anywhere near the level of the Saiyans in power, one of their new inventions to get an edge over them is a powerful, suit called the Mecha Suit. It’s customizable, upgradable and gives the user a nice power boost, making them on par with the Saiyans. Mecha Suits are made by doing lots of research and building the Suit, which could take a while.

(A Tuffle will get only the suit if we think they’ve done enough for it.)

Some Tuffles eventually migrated to Planet Linux, bringing along their newly discovered technologies... Including these suits.

A basic Mecha Suit gives the user a +1 to all combat rolls. As a suit like this does not need any Ki or Stamina, it can be used like a base form and held for as long as the user keeps it on. The user can also upgrade their suit, to the Mecha Suit Mark II, which gives you a +3 to all of your combat rolls and the Perfect Mecha Suit, which gives the user a big bonus of +4 to all of their combat rolls. Only Tuffles can fit inside these, and therefore, they cannot be used by any other race.

Baby Serum
Another solution to the Tuffles lack of power is the Baby Serum. This special serum boosts the users power and gives them new, special abilities and forms. It only works on Tuffles and Saiyans and the Saiyans are able to achieve the Baby Serum forms too, as they replace their Super Saiyan forms. The serum contains many small, parasite-like organisms, that take over the user and enhance them without having any control over their body. A single serum can only be used once and takes a long time to produce and needs lots of research and DNA (Saiyan DNA is required, the rest of the DNA is all up to the user) to be made, though it really benefits the user in the long run. The base Baby Serum form is almost same as the users base form, only slightly changing their appearance and giving them a +1 to all stats which isn’t stackable with any other forms. A Baby Serum enhanced person can also take over someones body as long as the other person allows it, becoming their host and adding half their power to the other person. The host can leave whenever they want.

Super Baby Form
Requirements: Baby Serum and a total powerlevel of at least 17000. +5 to all rolls, baby serum does not stack on to of it. Takes 1 turn to transform, lasts for 6 turns. Through strong emotion, the user can achieve a very powerful form similar to Super Saiyan, thanks in part to the Saiyan DNA inside of the Serum. Wearing a Mecha Suit while in this form is impossible.

Regeneration
Majin's are very hard to keep down and to finish. They have an extremely high regeneration rate, being able to regenerate from a single atom. Every four turns, they regenerate a tier of exhaustion. Once per 3 weeks OOC, if they were to fail a death roll, they can opt to regenerate themselves back to full health in an instant, returning back to a state of zero harm and exhaustion (Brace counter and exhaustion levels reset). This instant regeneration weakens them severelly, disabling their entire Regeneration ability until it goes off cooldown, this includes the passive portion of it as well as the active part. If 100% potential unlock is reached the passive regeneration will be increased to three turns per exhaustion level.

Absorption
To use this ability, the Majin has to grab ahold of the other person. If the person is unconscious, the Majin can take ahold of them without a roll. If it's in a fight it's a battle out of three using your preferred offensive stat as an attacking roll against the opponents preferred defensive stat, this is a normal roll boosted by any sort of bonuses you might have.

If absorbed the Majin will gain the target's moves, half of their stats, some of their personality and their clothes while the person is locked inside of their body.

A Majin can only have up to 3 people in their body at the same time, they will use half of the strongest person's power level and retain their clothing, while retaining the moves from all the absorbed lifeforms.

Absorbing has a cooldown of one person per fight.

Everyone can try to break out of the Majin, they can roll to break free once every 10 turns/every 1 day OOC. (1-5 = You stay trapped, 6-10 = You break free.)

For each 3000 power level you have above the base power level of the Majin, you get a +1 to break out.

Once someone has broken free of the Majin's control, they will still be in the body but are able to move and do whatever they want. When this happens the person could escape out of the Majin's body or free absorbed people inside the Majin's body by cutting the bulbs holding them hostage.

Like Oozaru, it is illegal to use this on Earth.

Mimicry
After your opponent or ally uses a move you don't know, for the rest of the fight, you can copy the unmastered version of it. (Only applies to rank 1 and rank 2 moves)

Fission
A majin can choose to split their body mass, creating a double of themselves. Granting themselves an extra extra action at the cost of a -2 to all combat rolls for an unlimited amount of turns.

This clone can only be used for combat purposes.

You can create up to a clone, you gain an extra action, with the trade-off being a -2 to all combat rolls. It's simply an extra action, you do not gain any ability whatsoever to block yourself from incoming blasts. It's just an extra action per -2 combat rolls.

Infinite potential
Majins's get unstackable base form bonuses the more people they absorb. For each potential unlock level, if you absorb a person stronger then you by at least 2000 pl, you will get a +1 unstackable bonus to their base form.