Post by Cayle Pota on Jul 14, 2020 21:47:58 GMT -8
The Transformation System
What are transformations? Can they apply to everyone?
Transformations are a generalized term for a role play concept that is rampant within Dragon Ball and many shounen anime at large. Pushing yourself to a physical next level, using a secret ancient technique, allowing a spirit to take over your body for a time, summoning some heavy duty equipment, unlocking the power locked in your genetics. These all could technically count as transformations from a role play standpoint.
For true warriors, training never ends. There’s always greater heights to ascend to, but those that achieve true pinnacles of power usually do so by utilizing Transformations. Transformations are more powerful forms that individuals can enter. They vary from person to person, but all share some similar traits, enhancing the power and capabilities of the user beyond what they could perform in their basic state. For game purposes, Transformations serve as a template. They are customizable, though all share several basic functions and prerequisites.
Much like classes, Transformations are tiered. Transformations range from tier 0 to tier 3. Unlocking Transformations require you to purchase levels of Transformation Mastery.
What are the tiers of transformation and what do they do?
At Tier 0, your Transformation boosts your base PL by 1.5 and costs 2 ki per turn to maintain. In addition you gain the bonuses provided by the transformation form you chose when purchasing Tier 0. You may use the 'Tier 0' transformation trait you have purchased. This transformation does not have a turn limit by default. It requires a 3 turn reset before being used again.
At Tier 1, your Transformation boosts your base PL by 3x and costs 4 ki per turn to maintain. In addition you gain the bonuses provided by the transformation form you chose when purchasing Tier 0. You may use the 'Tier 1' transformation trait you have purchased. This transformation's default turn limit is 4 turns. It requires a 6 turn reset before being used again.
At Tier 2, your Transformation boosts your base PL by 6x and costs 6 ki per turn to maintain. In addition you gain the bonuses provided by the transformation form you chose when purchasing Tier 0. You may use the 'Tier 2' transformation trait you have purchased. This transformation's default turn limit is 3 turns. It requires a 8 turn reset before being used again.
At Tier 3, your Transformation boosts your base PL by 9x and costs 8 ki per turn to maintain. In addition you gain the bonuses provided by the transformation form you chose when purchasing Tier 0. You may use the 'Tier 3' transformation trait you have purchased. This transformation's default turn limit is 4 turns. It requires a 12 turn reset before being used again.
Every 20 points in Energy Control reduces the ki cost of Transformations as per normal.
Qualifying for Transformation Masteries
Transformation Mastery 0: To qualify for a Tier 0 Transformation, you must have a Natural PL of 15,000, have spent 50 MP on Masteries, and attained Class Level 1. Transformation Mastery 0 costs 15 MP and has and has a max of 2 cumulative Transformation Trait Slots.
Transformation Mastery 1: To qualify for a Tier 1 Transformation, you must have a natural PL of 30,000, have spent 100 MP on Masteries, have purchased your Tier 0 Transformation Mastery, and attained Class Level 2. Transformation Mastery 1 costs 20 MP and has a max of 3 cumulative Transformation Trait Slots.
Transformation Mastery 2: To qualify for a Tier 2 Transformation, you must have a natural PL of 50,000, have spent 150 MP on Masteries, have purchased your Tier 1 Transformation Mastery, and attained Class Level 3. Transformation Mastery 2 Costs 25 MP and and has a max of 4 cumulative Transformation Trait Slots.
Transformation Mastery 3: To qualify for a Tier 3 Transformation, you must have a natural PL of 100,000, have spent 200 MP on Masteries, and have purchased your Tier 2 Transformation Mastery. Transformation Mastery 3 costs 30 MP and has a max 5 cumulative Transformation Slots.
Transformation Forms
Forms a descriptor/mechanical packages that describe your collective transformations and your 'attitude' when transformed. They don't have to be role played as specific emotions, but should reflect your transformation's form in some ways. Choose 1 at level 0. This is applied at all of your transformation levels and remains the same as the trait you chose at level 0.
They are:
Savage: Gain +10 accuracy and +1 dmg on all non-finisher attacks, and +10 accuracy and +3 dmg on Finishers.
Durable: Gain +15 HP current and maximum HP the first time you enter this form in a thread. Gain +2 HP regen while transformed.
Controlled: Gain 15 ki current and maximum ki the first time you enter this form in a thread. Power-up ki regen limit is increased by 25 for the thread after you enter this form.
Cerebral: Gain 1 additional use of a trait you have already used and gain 1 additional use of a technique have already used.
Transformation Traits
1- Trait Name: Ace in the Hole
Requirements:
Effect: You may pay 5 Ki as an at-will action to extend the critical strike range of your attacks by 5 (a roll of 95+ to crit would instead become 90+) for this turn. Additionally, increase the damage of your critical strikes by +2.
2- Efficient transformation:
Effect: Your transformation requires -1 Ki per turn to maintain. Extend your transformation turn limit by +2 turns.
3- Finishing-blow
Effect: Upon transforming, you gain 1 extra use of all finishers. They gains +10 Accuracy and +5 damage.
4- Trait Name: Dragon's Wings
Requirements:
Effect: Dragon Dash may now be used as an at-will action while in transformation. Dragon Dash now provides its bonuses to all attacks, be they ranged or melee, energy or physical.
5- Trait Name: Hulking
Requirements:
Effect: Increase your DR by X, wherein X is your transformation level plus one (1). Upon transforming, you gain Temporary HP equal to your transformation level times five.
6- Trait Name: Racial Paragon
Requirements:
Effect: Choose one racial trait which your character possesses. You may activate it in different ways while transformed.
Humans- You gain 10 “Luck”(non-stacking) per turn. You may spent Luck as an at-will action to increase your Defense or Accuracy by the same amount for that turn.
Beastmen - Up to three (3) of your attacks per turn add one (1) turn of the “Wound” status effect.
Monsters- You may use a bonus action to designate one target opponent as your “Prey”. When attacking your “Prey”, you gain an additional +5 Accuracy and +1d6 damage with all attacks; this bonus damage bypasses DR.
Saiyans- You gain 1 additional Fighting or Energy Control per turn, chosen at the beginning of your turn. This effect is reset if your transformation ends.
Namekians- You regenerate 1 HP at the end of each turn and gain +5 Accuracy to your melee attacks while transformed.
Androids- You gain +1 DR. In addition, you may pay 5 Ki to replenish 1 use of a weapon-type item as an at-will action during your turn.
Demons- You gain 2 arcane points that may be spent to perform the Sorcery-Transmute or Mysticism-Denial class features, even if you are not a class that can normally utilize those features.
Tuffles- You gain 1 additional use of 2 different grenades or restorative items upon transforming. These items do not need to be currently equipped.
Arcosians- You may use Power-Up as an At-Will action on your first transformed turn(per thread) and may transform as an at-will action when you activate either the 'Morph' or 'Giant Form' techniques.
Kaioshin- You gain 2 arcane points that may be spent to perform the Sorcery-Afflict or Mysticism-Abjure class features, even if you are not a class that can normally utilize those features.
Other Races have an additional 30% chance to afflict their racial status effects with offensive techniques.
7- Trait Name: Overwhelm
Effect: Whenever you use Power-Up(or a technique that treats itself as Power-Up), decrease your opponents’ Defense by 5 and DR by 2 on their next turn.
8- Trait Name: Crush the weak:
Effect: Your Area of effect attacks gain +5 Damage and +15 Accuracy while you are transformed.
9- Trait: Surge of Emotion:
Effect: You may activate this as a bonus action to add the 'ultra-destructive' signature technique modifier to any special or finishing techniques used this turn. You may activate this up to three (3) times per thread.
10- Trait: Fighting Spirit
Effect: Once per thread, you may nullify the damage of any incoming attack that would reduce you to 0 HP or lower. That attack’s other effects still apply. This may not be activated in the same battle as any other similar effects.
11- Trait: Flight of the Firefly
Effect: You may activate this as a bonus action to add the 'wide-striking' signature technique modifier to any special or finishing techniques used this turn. You may activate this up to three (3) times per thread.
12- Trait: Violent aura
Effect: You cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. This counts as status damage and ignores DR.
13- Trait name: Bullet Hell
Effect: Up to four (4) times per thread, you may perform Energy Blast as if it were an at-will action. If you would already be able to perform Energy Blast as an at-will effect on your turn, you may do so one additional time(per turn) when using this trait.
14- Trait name: Hidden Reserves
Effect: While transformed and below half of your total HP, you regain 3 HP at the end of each turn. Additionally, reduce the cost of your transformation by -1 Ki per turn while below half HP.
15- Consuming Transformation
Effect: You may not use any defense or utility techniques (except for transformation), on the turn you transform. On your next turn, you immediately remove all special and non-special status effects applied to you.
16- Trait: Echo Response
Effect: You gain 2 stacks of counter-measures by transforming.
17- Extra Limb Surprise
Effect: You may use a bonus action to use a Grapple Attack. This Grapple Attack has an additional +10 to hit, and is considered 'Enhanced'.
18- Stormy Aura
Effect: While transformed, your Lightning Aura deals an additional 1 damage per damage die and also affects ranged attacks. Lightning Aura lasts an additional 3 turns and may be used one additional time if it has been used(and expired) prior to your transformation, though it lasts only 3 turns.
19- Ravaging Ki
Effect: Up to 2 (or your transformation level) attacks you make per turn each deal additional damage equal to your transformation level. This damage is dealt even if your attacks fail to hit and bypasses DR.
20- Glowing Eyes
Effect: You may use sense as an at-will action on your turn. On a turn in which you used the Sense technique, reduce the effect of the Blind status effect by half, rounded down.
21- Inspiring
Effect: Your allies and sidekicks regain HP equal to your class level at the end of each of their turns.
22- Fell Energies
Effect: Whenever an opponent strikes you with an attack, they have a 30% chance to be afflicted with Poison on their next turn; this chance is cumulative for each time you were struck. If the percentage-chance would exceed 100, it is automatically applied and the excess instead becomes a second roll.
23- Ascended Magics
Effect: You gain an additional Arcane Point for every transformation level you have plus two.
24- Flexible Transformation
Effect: When transforming, you may choose to apply any of the Form effects to your transformation rather than the single selected effect at level 0.
25- Reforging Energies
Effect: When you transform, choose one equipped item- that item’s per-thread use limit is reset.
26- Excessive Force
Effect: When you use finisher while in transformed state, you may pay 20 extra ki to turn it into an AoE (doing the same damage it would as a finisher but having a +10 chance to hit and targeting up to 3 players).
27- General Mountain
Requirements: Telekinetic trait
Effect: Gain one extra standard action while transformed. This action may only be used on a telekinetic strike, grapple, or projectile special attack.
28- Wilder's Waltz
Effect: If one of your attacks miss, you increase your DR by 2 and Defense by 20 on your next turn. You may activate this up to three (3) times per thread.
Miscellaneous and LAQ
Does Energy Control reduce the ki cost of transformations?
Every 20 points in Energy Control reduces the ki cost of Transformations as per normal.
Transformation levels mention transformation slots as cumulative – Do I have to have the same transformation traits every transformation?
No, you can drop transformation traits from the next tier up of a transformation if you want to. This may change with staff review/if people abuse it.
How many turns can a transformation be held?
That depends on a number of factors, up to and including the transformation's level, the PC's 'transformation length' mastery purchased, and the PC's Ki.
Can I suggest a trait for review for transformation?
Sure, but it is a suggestion, does not mean we will keep it and even if we do it will likely face several revisions.
How do I activate a transformation?
Activating your initial (level 0) transformation requires a bonus action. Increasing your transformation level to the next stage requires an additional bonus action. By default, these do not require ki costs for activation, but require the listed amount of ki to maintain.
How do I modify my transformation?
You modify your transformations by adding traits (by purchasing trait slots for that level) and increasing the duration which it can be held at. Adding trait slots, and increasing the duration which it can last in both occur through purchasing of their respective masteries.
Do items such as Obi Belt and the like lower the cost of transformations?
No, at the current moment the only thing which reduces the cost of transformations are Energy Control and/or Racial Traits and all transformations require a 1 Ki upkeep regardless of other modifiers that may be in play.
Does this mean I can roleplay my transformation now?
No, both mechanically and story wise, transformations remain locked until after the WMAT.