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Races & Transformations
Races
Introduction
The universe of the Dragon World is made up of a primary set of playable races, with the potential for more to be added over time. This first section will be to display basic information about the various races as well as define what their Race Traits do.

Name: The name of the species.
Description: Some basic information. Knowledge of Dragon Ball, or the ability to read the Dragon Ball wiki, is assumed. This section will focus on what's likely to be different about them versus the source material.
Name Theme: Most names in Dragon Ball are puns! Saiyans like Kakarot, Vegeta, Caulifla, Broly. Humans like Bulma, Trunks, Bra. Frieza. Cooler. Piccolo. This lists the theme for that race.
Typical Alignment: To give you an idea of the morality of the people when it comes to common Dragon Ball tropes, like killing.

Race Traits
The traits that define this particular species within the game world. In addition to the Race Traits, players pick one Class Trait for their character.

Trait: One of their traits.
Trait: Another of their traits. Most species have three.

Class Traits:
  • Class: One of their Class Traits.
  • Class: Another of their Class Traits. Most species have three.

Transformations
A list of all the transformations associated with that species. More on Transformations in a later section. Each transformation listed below comes with a default name and a brief lore entry describing its thematic origins. However, you are encouraged to customize both the name and the visual appearance of your character's transformations to fit their personal story.

The default names are references, not requirements. Many are drawn from the source material's canon, video games, movies, or spin-off material as inspiration. Some have no direct source at all and exist solely to give the Dragon World game world its own identity. You are free to rename any transformation and describe its appearance however you like, provided the mechanical type (Permanent or Temporary) and tier (Normal or Super) remain the same.

Even well-defined, canon transformations allow for creative deviation at the Game Master's discretion. For Saiyans, an alternative portrayal of the Oozaru's power without the ape form is entirely valid, but the mechanical requirement of the Saiyan Tail trait and the tail not being Severed would all still apply. A Changeling need not look like any known member of their race in their True Form. A Namekian's "Great Namek" could be their gigantic form, for one who is a fan of such a thing. Make it yours!
  • Transformation [Type]
  • Transformation [Type]

List of Races
Human
Description: The native people of Earth. Generally considered an unimpressive species within the universe at-large. Although viewed as naturally kind-hearted, many are capable of great acts of cruelty. The world is ruled by a global democracy, where people vote for their leaders and lawmakers. Humans have only recently joined the interstellar community and begun to mingle with the various aliens across the stars. Humans take on roles throughout the universe as varied as they are.
Name Theme: Clothing & Food
Typical Alignment: Good

Race Traits
Innate Mastery:
Starts with three extra Technique Slots, for a total of 10.
Technical Prowess: Able to use one additional Finisher-type Technique per battle.
Human Tenacity: Once per battle, when under 50% HP, roll twice the number of damage die on a Signature-type Technique.

Class Traits:
  • Martial Artist: Every other turn in battle, starting with your first, gain an extra Standard Action. This additional Standard Action can only be used for Physical Strikes or Energy Blasts.
  • Spiritualist: Able to learn and use up to two Mystic-type Techniques.
  • Genius: All gains for Zeni from the Working Activity are doubled and begins with 17,000z instead of 7,000z.
  • Sensei: Starts with an additional two extra Technique Slots, for a total of 12 with Innate Mastery.
  • Diplomat: Free Quests may be claimed twice per Quarter instead of once, and Free Quests that you participate in award a minimum of 50 ExP to all participants instead of 25.
  • Explorer: Travel times by spaceship (not via Starliner Ticket) are reduced by 1 Quarter if this character is among the travelers (they do not have to be the owner!). Warp Engines become Wormhole Engines which allow travel in 0 Quarters but are limited to two Journeys in any single Quarter. Additionally, when completing a Special Quest for the first time, gain 50 bonus ExP.

Transformations
  • Unlock Potential [P-N2]
    A dormant wellspring of power, drawn to the surface by extraordinary circumstances. Every living being carries latent strength they have never accessed — potential locked away by the limits of self-belief, incomplete training, or simply never having been pushed hard enough. Through intense meditation, mystical intervention, or sheer life-or-death necessity, a Human can crack that seal open. There are no dramatic visual changes; the fighter simply radiates more presence, their ki deeper and more refined than before. They are the same person who is just finally using what was always there.
  • MAX Power [T-N4]
    The body swells with concentrated ki, muscles bulging to their absolute limit as every ounce of physical potential is forced to the surface at once. Height and mass increase dramatically as the Human pushes their physique into a state of total exertion, veins visible beneath the skin and energy crackling from the strain. The form is a temporary state of absolute physical output that cannot be sustained for long, but while it holds? The Human hits harder than they ever thought allowed.
  • Super Human [P-S1]
    The moment a Human crosses the line from exceptional mortal into something genuinely beyond. Humans are not born with transformations — they have no golden hair, no great ape, no suppressed forms. What they have is tenacity, adaptability, and a species-wide refusal to accept limits. A Super Human is someone who has pushed through every natural ceiling their biology imposed and found more on the other side. Their ki stabilizes at a permanently elevated state, their body refined and hardened, their presence unmistakable. They may not look dramatically different, but yet everything about them has changed all the same.
  • Spiritual Awakening [P-S2]
    Where Super Human represents the perfection of physical ki, Spiritual Awakening turns inward. Rooted in Earth's deep traditions of martial arts philosophy — the harmony of body, mind, and spirit that underpins every school and discipline — this form represents a Human who has achieved genuine inner balance. Their power emanates not from muscular exertion but from an almost meditative calm, their movements flowing with an effortless quality that belies devastating force. The eyes may take on a faint luminescence; the air around them feels still, even in the middle of battle.
  • Dragon [T-S3]
    The pinnacle of Human power. In the martial arts traditions that shaped Earth's greatest fighters, to be called a "dragon" is the highest honor — a recognition that someone has achieved something so extraordinary they have transcended the merely human. The Chinese idiom "becoming a dragon" speaks to this aspiration: that through relentless cultivation, discipline, and will, a person can embody the dragon's qualities of wisdom, authority, and overwhelming might. A Human who reaches this form erupts with ki so immense it takes on a life of its own, wreathing the fighter in serpentine, draconic energy. It is temporary, and it is taxing — but for as long as it burns, the Dragon stands among the strongest beings in the universe.

Saiyan
Description: The dominant species of the planet Vegeta. This is a race of fighters and space mercenaries ruled by a powerful warrior-monarch. Saiyans age slowly, remaining in their physical prime until they approach eighty years of age and then rapidly display signs of aging. Infighting is common, yet the stability of Saiyan remains due to a deep-seated respect for whoever is the strongest. Saiyans often act as bounty hunters, conquerors, soldiers for hire, and any other role that requires a closed fist, throughout the universe.
Name Theme: Vegetables
Typical Alignment: Evil

Race Traits
Zenkai:
Power Level gains from combat are increased by 25%. If the Saiyan dropped to or below 15% of their total HP, or was defeated, the gains are increased by 50%. This stacks additively with other bonuses to Base Power Level gain from battle.
Saiyan Tail: Starts with Oozaru. Required for all Oozaru transformations. Increases Current Power Level by 25% (1.25x). If the tail is Severed, the 25% to Current Power Level increase instead becomes a 25% (0.75x) decrease, Oozaru ends immediately if active, and cannot be used again until the Severed status is cleared from the tail.

Class Traits:
  • Noble: Oozaru starts with the Berserk trait removed, but only variations with a Refinement Trait can be created. All other Transformations also get one variation made without the need for another Transformation Quest, but the free version cannot include the Mastered trait. Further variations on a form require further Transformation Quests.
  • Commoner: Training activity gains are increased +0.5% per training session.
  • Exile: The Saiyan Tail starts with the Severed status applied in such a way that it can only be cleared by Dragon Ball Wish. Instead, gain +2 Skill Points at character creation and start with the Flight technique learned for no ExP or Technique Slot cost.

Transformations
  • Oozaru [T-N3]: Berserk
    The Great Ape. When a Saiyan with a tail absorbs enough Blutz Waves — typically from a full moon or the Power Ball technique — their body undergoes a massive transformation into a towering, primate beast of incredible destructive power. The Saiyan grows to enormous size, their features becoming simian and feral, brown fur covering their body as rational thought gives way to animal rage. The Berserk nature of the form reflects this loss of control; most Saiyans become little more than rampaging beasts, though those with exceptional discipline or elite training may retain their minds. The form can also be reimagined: some Saiyans channel the Oozaru's raw power without the physical transformation, maintaining their natural body while accessing the primal strength of the Great Ape within.
  • Super Saiyan [T-S1]
    The legendary warrior of Saiyan myth, realized. Golden hair stands on end, the eyes shift to green, and a blazing golden aura engulfs the body as power increases dramatically. Super Saiyan is triggered by an explosive emotional event — rage, grief, desperation — combined with sufficient battle power. It is the defining transformation of the Saiyan race: the threshold that separates strong warriors from legends. Once achieved, the emotional trigger becomes unnecessary and the form can be accessed at will.
  • Super Saiyan 2 [T-S2]
    An ascension beyond the original Super Saiyan. The hair spikes more sharply, bio-electricity crackles violently around the body, and the fighter's speed and power increase dramatically. The aura becomes more jagged and intense, the muscles more defined. Like its predecessor, Super Saiyan 2 is often born from a moment of extreme emotional duress — the desperate need to protect, the grief of loss, the fury of helplessness turned to action. It is what happens when a Super Saiyan's heart breaks and their power refuses to follow.
  • Super Saiyan 3 [T-S3]: Exhausting
    The furthest natural extension of the Super Saiyan line. The hair grows past the waist in a massive golden mane, the brow ridge becomes heavily pronounced, and the power output is staggering — but so is the cost. The body radiates so much energy that the surrounding environment shakes and cracks, the aura dense enough to be felt as physical pressure. Super Saiyan 3 burns through ki at a catastrophic rate, making it unsustainable for extended combat. It is the form of a final, decisive push — overwhelming force delivered in a narrow window before the body simply cannot maintain it any longer. The Exhausting trait reflects this fundamental drawback.

Saiyan-Human
Description: The children born from the union of Saiyans and Humans. Though rare in the universe, these hybrids possess extraordinary latent potential that ocassionally surpasses either parent race. They are capable of achieving the legendary Super Saiyan transformation — sometimes with far less effort than their pure-blooded kin — but are equally capable of forging an entirely different path through the sheer depth of their untapped power. Hybrids tend to be emotionally volatile, and their strength often surges in response to anger, grief, or the need to protect others. Whether they master that volatility or channel it defines the fighter they become.
Name Theme: Vegetables, Clothing, & Food
Typical Alignment: Neutral

Race Traits
Rage:
Start with the Rage Transformation [T-N2]. It may be stacked multiplicatively with all Transformations, but only lasts for two total turns when doing so. When Rage ends (solo or stacked), suffer -2 to all Attack Rolls and -2 to Defense for the remainder of the battle. All Super Saiyan Transformations begin with the Berserk trait applied. Berserk may be removed from these forms via Transformation Development; afterwards, a Mastery Trait and then a Refinement Trait may be added as normal for Temporary Transformations. This is an exception to the standard rule for forms beginning with Berserk. See Super Saiyan 3 for its specific rules.
Saiyan-Human Hybrid: Choose two of the following three traits: Saiyan Tail, Zenkai, or Human Tenacity. Additionally, choose Super Saiyan 3 or Ultimate for your S3. Ultimate requires 50% more Base Power Level than the normal S3 threshold. This choice is permanent.
  • Saiyan Tail: Starts with Oozaru. Required for all Oozaru Transformations. Increases Current Power Level by 25% (1.25x). If the tail is Severed, the 25% increase instead becomes a 25% (0.75x) decrease, Oozaru ends immediately if active, and cannot be used again until the Severed status is cleared from the tail.
  • Zenkai: Power Level gains from combat are increased by 25%. If the Saiyan-Human dropped to or below 15% of their total HP, or was defeated, the gains are increased by 50%. This stacks additively with other bonuses to Base Power Level gain from battle.
  • Human Tenacity: Once per battle, when under 50% HP, roll twice the number of damage die on a Signature-type Technique.

Class Traits:
  • Prodigy: Super Transformation thresholds (S1, S2, S3) require only 75% of the normal Base Power Level. Additionally, the increased S3 threshold for the Ultimate Transformation is reduced from 50% to 25%.
  • Scholar: Starts with one extra Technique Slot (8 base). All gains for Zeni from the Working Activity are increased 50% and you begin with 12,000z instead of 7,000z.
  • Saiyan Fury: Rage's duration, when stacked with another Transformation, increases from 2 turns to 3 turns. While Rage is active, regardless of Transformation stacking, gain +3 to all Damage. When Rage ends, suffer -4 to all Attack Rolls and -4 to Defense for the remainder of the battle.
  • Warrior's Heart: Start with a Basic Weapon or Piercing Weapon. Power Level gains from battle, where at least one opponent reached League 2 or higher relative to your highest possible Current Power Level, are doubled.
Transformations
  • Rage [T-N2]
    A volatile eruption of hybrid power triggered by overwhelming emotion. Saiyan-Human hybrids are uniquely susceptible to dramatic power surges driven by anger, grief, or the desperate need to protect someone they love — their Human emotional depth feeding into their Saiyan battle instincts to produce something explosive and uncontrolled. The hybrid's aura flares wildly, their eyes may briefly lose their irises, and their power spikes far beyond what their normal state should allow. It is devastating but short-lived; when the emotional peak passes, the crash is severe, leaving the fighter weakened and drained for the rest of the battle.
  • Oozaru [T-N3]: Berserk
    The Great Ape transformation, inherited from the Saiyan parent. Functions identically to the pureblooded Saiyan version and requires the Saiyan Tail trait. Half-blooded Saiyans tend to have even less control over this form, their Human emotional instability compounding the primal frenzy of the transformation rather than tempering it.
  • Super Saiyan [T-S1]
    The same legendary golden-haired transformation as their pureblooded kin. Hybrids often achieve it with less struggle — their immense latent potential lowers the threshold, sometimes allowing the transformation to emerge almost naturally rather than requiring an extreme emotional crisis. However, for Saiyan-Humans, the Rage trait means their Super Saiyan forms begin volatile and uncontrolled (Berserk), reflecting the emotional intensity that defines their hybrid nature. Taming it requires dedicated effort.
  • Super Saiyan 2 [T-S2]
    The ascended form, marked by sharper hair, crackling bio-electricity, and a dramatic leap in speed and power. A hybrid's deeper emotional reservoir can make this form even more explosive than it is for pureblooded Saiyans — the power scales with the intensity of feeling behind it, and hybrids feel everything more deeply. Begins with Berserk due to the Rage trait.
  • Super Saiyan 3 [T-S3]: Berserk, Exhausting — Both default traits may be removed through separate Transformation Quests (one each). A Refinement Trait may then be added as normal. A Mastery Trait can never be applied to this form.
    The extreme extension of the Super Saiyan line. The hair grows into a massive golden mane, the brow ridge thickens, and the power output is immense — but the already-punishing energy drain is compounded for hybrids by their more volatile ki, reflected in both the Berserk and Exhausting traits requiring separate development to overcome. This is the path of raw Saiyan power embraced without compromise: staggering strength at staggering cost.
  • Ultimate [P-S3]
    The alternative to Super Saiyan 3. Rather than pushing the Super Saiyan line to its exhausting extreme, the hybrid instead undergoes a process that draws out their full dormant potential permanently, thereby producing a state that matches Super Saiyan 3 without any of its drawbacks. There is no dramatic visual transformation, no golden hair or crackling lightning. The fighter simply exists at their absolute maximum, their latent power fully realized and held there as a effortless baseline. It is the path of the hybrid who chooses mastery over spectacle — a quiet, total command of everything they were born capable of.

Namekian
Description: A green-skinned race of peaceful people with an agrarian lifestyle who can live to be five hundred years old or more. Although Namekians keep to themselves and rarely cause trouble for others, they have a long and storied history of Martial Arts. They also possess deep ties to the mystical and magical which are not fully understood. When Namekians do choose to travel the universe, they often wander on personal journeys of enlightenment or growth.
Name Theme: Wind Instruments & Slugs
Typical Alignment: Good

Race Traits
Regeneration:
Possesses the Special Technique, Regeneration, without an ExP or Technique Slot cost.
Dragon Ball Affinity: Does not require a Dragon Radar to perform the Gather Dragon Balls Activity. At Base Power Level 10,000,000 or higher, you may gather all seven Dragon Balls of any set in a single Quarter. The Summon the Dragon Event still occurs as normal, giving other characters on the planet one Quarter to contest the wish. This ability may only be used once every forty Quarters (ten in-game years).
Mystic: Able to learn and use up to three Mystic-type Techniques.

Class Traits:
  • Dragon Caste: Able to create 1, 2, or 3-Wish Dragon Balls for 100, 200, or 300 ExP and 1, 2, or 3 Quarters. Cannot create Dragon Balls on a planet that already has a native set and cannot create more than one set. Dragon Balls become inactive if you die. Acquire the full set upon their creation, which can be immediately used but can still be contested in the associated Event as normal.
  • Elder: Start with the Awaken Potential Mystic technique learned at no ExP or Technique Slot cost, and it can be used on the same character twice (even if the first use was from someone else). However, the target must grow their Base Power Level to 10x what it was after you first used Awaken Potential on them, before you can use it the second time. This still counts against your limited Mystic Techniques.
  • Warrior Caste: Regeneration rolls two extra die to determine restored HP. Once per battle, when using Regeneration while under 25% HP, gain an additional Standard Action that turn.

Transformations
  • Great Namek [P-N3]
    The first milestone of Namekian fusion. When a Namekian absorbs a fellow warrior-type into themselves through the permanent Namekian fusion technique, the combined being's power jumps dramatically. Their body growing denser, their musculature more pronounced, their ki deeper and more resonant. The absorbing Namekian remains the dominant personality, inheriting the absorbed warrior's strength, memories, and fighting experience. Physically, the changes are subtle but unmistakable: a broader frame, sharper features, perhaps a new confidence in how they hold themselves.
  • Super Namek [P-S1]
    The second great fusion milestone occurs the absorption of a special Namekian: one of power to rival the absorber even near this level of power or perhaps a Namekian tied to their world's Dragon Balls. Where the Great Namek gained raw fighting power, the Super Namek gains something deeper: the mystical knowledge, greater Ki mastery, and cosmic awareness of the absorbed being harmonized with the warrior's martial might. The result is a Namekian who has transcended the ordinary limits of their kind entirely. Their power vastly exceeds normal Namekian potential, their regenerative abilities sharpen, and their connection to the universe's mystical underpinnings deepens. A Super Namek is no longer merely a strong fighter and instead, they are something closer to what the Namekian race was always capable of becoming.
  • Ultra Namek [P-S2]
    The point where quantity becomes quality. An Ultra Namek has fused with so many of their kin that they are no longer, in any meaningful sense, a single individual who absorbed others. They retain their original identity — still one mind, one personality — but carry within themselves the memories, experiences, and accumulated wisdom of countless Namekians. Others are transformed by the collective and truly become someone new and greater than the sum of their parts. The body may take on subtle changes: more pronounced musculature, a deeper green hue, or a faint ambient glow as their biology permanently adapts to contain the power of many lives compressed into one.
  • Hyper Namek [T-S3]
    The theoretical apex of Namekians taken to their absolute extreme, achieved through many possible avenues. Some through ever-grander fusion, others through a connection to the Dragon Balls their kind generates, and others through means of training, spiritualism, or even cosmic intervention. In this state, the Namekian changes dramatically: orange skin, antennae curved upright, red eyes, as well as greater height and a much broader and more muscular frame. Here, for as long as they can maintain this great power, they embody the very likeness of the Dragon Balls.

Changeling
Description: Sometimes referred to as Frost Demons, Arcosians, or "Frieza's Race". The frozen wastes of their homeworld have given birth to a hardy species possessed of natural body armor, great strength, extreme cunning, and deeply selfish inclinations. The Changelings have largely become a mercantile society, buying, selling, swindling, and manipulating their way throughout the universe. They, and all their people across the universe, are ruled by Emperor of the dominant Cold Clan.
Name Theme: Temperature
Typical Alignment: Evil

Race Traits
Natural Power:
Start with all Normal Transformations unlocked. Unlocks or starts with (if starting Power Level is high enough) Super Transformations if another character has already achieved that tier, without the need for a Transformation Quest.
Cybernetic Affinity: Can avoid death once by becoming a Cyborg one Quarter after the fight you would have died in. Your two traits from Changeling are this and the Natural Power trait, losing your Changeling Class Trait and leaving you to choose an Android Class Trait.
Survivor: Once per battle, when you would be reduced to 0 HP, you may instead survive at 1 HP regardless of damage amount (no Action or Ki cost). Your Current Power Level is reduced by 50% for the remainder of the battle.
Space Affinity: Able to fly between planets without a spaceship and begins with the Flight Technique learned for no ExP or Technique Slot cost. Requires 6 Quarters per Journey. Reduces to 4 Quarters at 10,000 Base Power Level, 2 Quarters at 50,000, and 1 Quarter at 100,000. Able to survive the destruction of a planet.

Class Traits:
  • Cold Clan: When at League 1 or higher against all opponents in a fight, gain an additional +2 to all Damage. When at League 3 or higher against all opponents, this increases to +4.
  • Void Clan: Once per battle, when you successfully hit an opponent with any attack, you may inject them with a concealed venom needle. Choose one: the target suffers -2 to all Attack Rolls and -2 to Defense for the remainder of the battle (cannot be stacked, cleansed, or removed by any effect); OR the Status Effect on the triggering technique, if any, has its infliction chance increased by 30% (applied before rolling).
  • Plasma Clan: Able to buy items at Interstellar Market rates regardless of location.
  • Scorch Clan: Zeni gains from the Working Activity increase 50%. Additionally, when winning a fight via Challenge you initiated, you may take half the opponent's Zeni and one item in addition to normal spoils; you also get to make the first choices regarding items.
  • Mutant: Your Base Power Level increases by 2x at character creation. Additionally, once per battle, when you Transform (activate a Temporary Transformation or switch to a different variation), your Current Power Level increases by 15% for 3 turns. If you Transform again while this bonus is active, the 3-turn duration resets; it does not stack.

Transformations
  • Restricted Form [P-N1]
    A deliberately suppressed state. Changelings naturally possess immense power, but that power is volatile and difficult to control. The Restricted Form compresses it down to manageable levels as a form of biological straitjacket that allows the Changeling to function in daily life without accidentally devastating everything around them. The body appears shorter and more compact, often with pronounced bio-armor plating, horns, and a tail. Most Changelings spend the majority of their lives in some version of this suppressed state, and many in the universe never realize they are looking at a creature holding back the vast majority of its strength.
  • Horned Form [T-N2]
    The first release of suppressed power. The Changeling's body grows significantly in size and mass, horns sprout or elongate, and their raw physical strength increases enormously. The bio-armor reshapes to accommodate the larger frame, and the Changeling's presence becomes visibly more imposing. This is less a transformation and more an unshackling: the Changeling allows their body to expand toward its natural state, unleashing power that was always there beneath the surface, and it is why this form often looks like a dramatically taller version of their Restricted Form.
  • Monster Form [T-N3]
    The second release. The Changeling's body warps further, often becoming more alien and monstrous in appearance. The skull may elongate or develop new protrusions, the bio-armor reshapes into something grotesque and unsettling, and the overall silhouette becomes distinctly non-humanoid. This is widely considered the most visually disturbing of the Changeling forms, and many spend as little time in it as possible. It is a transitional state between suppression and truth: powerful, but clearly not what the Changeling was meant to be.
  • True Form [T-N4]
    The Changeling's genuine, unsuppressed body — what they actually look like when all restraints are removed. Paradoxically, the True Form is often smaller and sleeker than most of suppressed states, the bio-armor streamlined and elegant as a seamless part of their body rather than bulky. The monstrous size and grotesque protrusions of earlier forms fall away, revealing a compact, deceptively simple physique that belies devastating power. The True Form is them as they were born to be.
  • Armored Form [T-S1]
    A transformation beyond the True Form, their "Super Evolution" achieved through dedicated training. The Changeling who reaches this state has discovered that their race can push past their natural body into something new entirely. The bio-armor thickens and reshapes into a hardened carapace, new plating may develop over the face and head like a retractable mask, and spiked protrusions emerge that increase both offensive and defensive capabilities. Where the True Form was the removal of limits, the Armored Form is the construction of something that was never there before: a body forged beyond nature by will alone.
  • Augmented Form [T-S2]
    A further refinement beyond the Armored Form. The Changeling continues to evolve past their Super Evolution breakthrough, pushing their bio-armor and energy output into uncharted territory. The body may develop new crystalline structures, energy-channeling vents, or other biological augmentations as the Changeling's physiology adapts to contain and direct ever-greater amounts of power. Where the Armored Form was discovering a natural evolution beyond True Form, the Augmented Form is deliberate engineering of the self; with the Changeling reshaping their own biology with the same ruthless efficiency their kind applies to everything else.
  • Ultimate Evolution [T-S3]: Exhausting
    The absolute pinnacle of Changeling power. The body returns to its True Form shape and features but undergoes a dramatic chromatic shift — the bio-armor taking on a shimmering, metallic coloration (of the user's choice!) as the Changeling's power skyrockets beyond anything their earlier forms could produce. The transformation is visually stunning: gleaming, almost luminous color over a more pronounced physique than the original True Form, the aura dense and flame-like. However, this form represents power so extreme that the Changeling's body struggles to sustain it, burning through energy at a rate that leaves them dangerously weakened if the fight goes long. The Exhausting trait reflects this fundamental limitation: Ultimate Evolution is a form meant for decisive victory, not prolonged war.

Konatsian
Description: The native people of planet Konats, known throughout the universe as peerless swordsmen and wielders of ancient enchantments. Konatsians are humanoid in appearance with large, pointed ears and vibrant hair colors. Their society is deeply spiritual and honor-bound, organized around ancient schools of swordsmanship and mystical tradition. A catastrophic war against the Kashvar and the monster Hirudegarn devastated their population centuries ago, but the survivors rebuilt, and their culture of martial discipline endures. Konatsians who travel the universe are often swordsmen-errant, seeking to test their blades and uphold their codes of honor.
Name Theme: Tropical Fruits & Starches
Typical Alignment: Good

Race Traits
Swordsman Heritage:
Starts with a Basic Weapon or Piercing Weapon at no Zeni cost. Attacks made with any equipped Weapon (including Ki Forge) gain +1 to the Attack Roll.
Enchanter's Blood: Able to learn and use up to three Mystic-type Techniques.
Blade's Edge: Your equipped Weapon never needs to be repaired after battle. Signature and Finisher Techniques that use the Slashing, Bashing, or Piercing Main Effects deal +1 Damage.

Class Traits:
  • Blade Dancer: Physical Strikes made with an equipped Weapon deal 2d6+3 instead of 2d4+2.
  • Konatsian Wizard: Starts with Ki Shield learned at no ExP or Technique Slot cost. Both Ki Shield and Ki Barrier gain +1 die when rolling for their Temp HP.
  • Guardian: While you are conscious and have an equipped Weapon, allies in the same battle gain +1 Defense. When you use Intercept, the intercepted attack's Damage is reduced by 3 before applying to you.

Transformations
  • Enchanted Form [P-N2]
    The Konatsian's latent mystical heritage begins to awaken. Faint arcane energy flows through the body and weapon, sharpening reflexes and imbuing strikes with a subtle supernatural edge. The eyes may take on a faint glow, runes or sigils might flicker briefly along the blade during combat, and the Konatsian's movements become more fluid and precise — guided by instincts honed over millennia of swordsmanship tradition. It is the first step on the path their ancestors walked: the point where martial skill begins to merge with something older and deeper.
  • Awakened Blade [P-N4]
    The bond between warrior and weapon deepens into something transcendent. The enchanted blade resonates with the Konatsian's ki, humming faintly with arcane energy even at rest. Ki and magic flow more naturally, the fighting style becomes a seamless fusion of martial and mystical discipline, and the weapon responds to intention as much as to physical movement. In Konatsian tradition, the greatest heroes achieved a state where their blades were true extensions of their souls — this is that heroic tale, realized.
  • Great Hero [T-S1]
    Named for the title bestowed upon the legendary warriors who sealed away the great monster that once devastated Konats — those whose sacrifice defined an entire civilization's identity. This transformation represents a Konatsian who has risen to that same legendary stature, their power erupting into a visible mantle of enchanted energy that wraps around body and weapon alike. The aura takes on a distinct quality that is less like raw ki and more like liquid light, shimmering with arcane resonance. Thi is the point where a Konatsian stops being merely a skilled fighter or a figure of heroic tales, but a legend many in the future will not believe truly existed.
  • Paladin [T-S2]
    The full merger of the Konatsian's martial and spiritual traditions. The body is suffused with enchanted energy, the weapon burns with arcane fire, and the warrior's very presence commands reverence. The Paladin's movements carry an almost ritualistic quality — each strike deliberate, each guard effortless, each spell woven into combat as naturally as breathing. They become a living embodiment of the code that has guided Konatsian swordsmanship schools for centuries: a guardian whose power is inseparable from their purpose, whose discipline is as much a weapon as their blade.
  • Sword Saint [T-S3]: Exhausting
    The absolute apex of Konatsian power is a state so demanding that even the most disciplined warrior struggles to maintain it. The Sword Saint is a figure of myth on Konats akin to divinity: the hypothetical perfect warrior whose blade can cut through anything and whose enchantments can reshape reality. Achieving this form means channeling so much mystical and Ki energy simultaneously that the body threatens to burn itself out, reflected in the Exhausting trait. The Konatsian's aura blazes with arcane power, their weapon trails glittering light with every motion, and for as long as the form holds, the Sword Saint stands among the most dangerous beings in the universe.

Android
Description: Androids come in many forms and from all kinds of different origins. They can be used as anything from domestic servants, to soldiers, or may simply be considered typical citizens alongside their organic counterparts. Some are even Cyborgs, deeply changed by technology. Many congregate on the planet M-1, considered a safe haven for their kind.
Name Theme: Numbers & Metals
Typical Alignment: Neutral

Race Traits
Artificial Lifeform: Choose this or Cyborg. When killed in combat, the Android may choose to spend 3,000z and wait 2 Quarters to get themselves rebuilt and bypass the Afterlife. They also start with the Special Transformation, Overclock.
Cyborg: Choose this or Artificial Lifeform. Select two Race Traits (or one Race Trait and one Class Trait) from a parent Race and use their Transformations. Select Antisense or Upgrades from Androids, not both. Then select a Class Trait from the Android list below. Combinations can result in strange interactions and will require review and approval.
Antisense: Cannot be sensed by Ki Sense or detected by Scouter. When fleeing from battle, opponents must make their to-hit rolls twice and use the lower value.
Upgrades: Make one purchased item (uniform/armor, weapon/blaster, Scouter, Dragon Radar, Jet Pack) part of you. This cannot be taken when you're defeated in battle and has no recharge/repair/reuse costs.

Class Traits:
  • Energy Absorption: Possesses the Special Techniques, Energy Absorption and Energy Absorption: Reaction, without the cost of Technique Slots or any ExP.
  • Infinite Energy: At the end of each of your turns in combat, restore 5 Ki. This cannot exceed your maximum Ki. Your Ki cannot be reduced by external effects (such as the Draining Main Effect).
  • Self-Destruct Model: Starts with an Area-Target Finisher Technique with the Sacrificing and Piercing Main Effects, all for no ExP or Technique Slot cost.

Transformations
  • Special Transformation: Overclock
    See the Special Transformations section for full details. An Android pushing their mechanical components beyond their rated limits — incredible power at the cost of rapidly breaking down.
  • Prototype [T-N3]
    An Android's first major self-modification breakthrough: a reconfiguration of their core systems that dramatically increases power output but has not yet been fully refined. Energy flows are not perfectly optimized, structural reinforcements are functional but inelegant, and the whole configuration runs hot. Like any first-generation design, it is powerful but rough around the edges — clearly a stepping stone, but a stepping stone that hits remarkably hard.
  • Gamma [P-S1]
    The first stable Super-tier configuration, permanently integrating the lessons learned from the Prototype into an optimized architecture. The Android has rewritten their own operating parameters, reinforced their structural integrity, and fine-tuned their energy distribution to sustain a much higher baseline of power without the instability of earlier attempts. The rough edges are gone; what remains is clean, reliable, and efficient. A solid foundation upon which further evolution can be built.
  • Alpha [P-S2]
    The dominant version, the configuration that supersedes all others. An Android who reaches Alpha has not merely upgraded but fundamentally reinvented their architecture, achieving a permanent state of power that renders all previous configurations obsolete. Their systems are no longer iterating toward something better; they have arrived at a design philosophy so advanced it defines a new standard entirely and wholly abandons the old paradigms. Every component serves its purpose perfectly, every energy pathway flows without resistance, and the Android operates at a level of efficiency that borders on elegance.
  • Omega [P-S3]
    The final form. The end of the development cycle. Omega means "the last," and it earns that name. An Android who reaches this state has achieved the theoretical maximum of what their particular design can produce. Every system now operates beyond the limits that anyone believed possible before, exceeding all limits, all assumed science, and requires that the Android has gone far, far beyond what their creators ever dreamed possible.

Bio-Android
Description: A rare subtype of lifeform, considered an Android only because of their artificial origins. These beings are anything from monstrous creatures to seemingly normal-looking individuals who have had their genetics fundamentally altered by mixing in traits from other species throughout the universe.
Name Theme: Genetic & Biological Terms
Typical Alignment: Neutral

Race Traits
Genetic Amalgam:
Choose three Race Traits and two Class Traits from any Race (Class Traits cannot be from the same Race) except Shinjin. You cannot choose the Cyborg (nor ever become a Cyborg) or Artificial Lifeform traits. In addition, you still choose one of the native Class Traits below. Combinations can result in strange interactions and will require review and approval.

Class Traits:
  • Biological Absorption: Upon killing a non-Android (Cyborg is valid) character (or major NPC played by a Game Master) in combat you gain 50% of their Base Power Level. The first time Biological Absorption is successfully used, it grants 100% instead of 50%. Only one absorption per battle. This ability is lost when the Super Perfect Transformation is achieved. Transformations require 50% more Power Level.
  • Metamorphosis: Transformations require only 75% of the usual Power Level. When unlocked, create a single variation with a Refinement Trait, for free.
  • Adaptation: When you are hit by a Technique in combat, gain +1 Defense and apply -1 Damage to future uses of it against you until the end of battle. Repeat triggers can increase this to a maximum of +3 Defense, -3 Damage.

Transformations
  • Imperfect [P-N1]
    The Bio-Android's initial state is functional and formidable, but visibly unfinished. The genetic amalgamation has not yet fully stabilized, and the body may display obvious signs of its mixed heritage: mismatched features, asymmetric proportions, unstable energy signatures, or physical traits from different species that don't quite fit together. The Bio-Android in this form is driven by an instinctive biological imperative toward completion, aware on some fundamental level that they are not yet what they are meant to become.
  • Semi-Perfect [P-N3]
    A step closer to biological completion. The Bio-Android has integrated more of their genetic components into a coherent whole — the body becomes bulkier, more humanoid, and more stable than the Imperfect state, though still lopsided in ways that betray the incomplete synthesis. Power is more reliable, the disparate genetic traits beginning to cooperate rather than compete. They are strong enough to be genuinely dangerous, but the final integration remains elusive. Not yet what they could be.
  • Perfect [P-S1]
    The Bio-Android's intended design realized in full. Every borrowed trait harmonized, every biological system operating in concert, the body reshaped into its ideal configuration that is sleek, composed, and radiating an almost regal confidence. The chaotic patchwork of the earlier forms is gone, replaced by a being of seamless genetic integration. The Bio-Android is, at last, exactly what they were designed — or what they designed themselves — to be. They are what perfection looks like when biology is the medium.
  • Super-Perfect [T-S3]
    Beyond perfection. A Bio-Android pushed past their designed limits by extreme circumstances — near-death, catastrophic damage, or an experience so intense that their body adapts, evolves, and surpasses its own blueprints in response. The borrowed genetic traits that define a Bio-Android's existence activate in ways their creators never anticipated: Saiyan cells triggering growth through trauma, Namekian cells enabling regeneration from the brink, and the whole system synthesizing into a temporary surge of power that transcends what perfection was supposed to mean. Bio-electricity may crackle across the body, the aura intensifies dramatically, and for a brief but brilliant window, the Bio-Android exceeds the limits of their crafted biology.

Shinjin
Description: The race of brightly-skinned, pointed-ear beings that watch over the universe from the Afterlife. These beings are born from tree-grown fruit on the world of Kaishin, though some fruit have been known to fall into Hell before hatching. Shinjin, sometimes called "Glind" or simply "Kai," don't often take an interest in martial arts, but when they do, they possess incredible aptitude. Instead, many pursue magical, philosophical, or historical studies.
Name Theme: Gods & Attendants
Typical Alignment: Good

Race Traits
Gods of Creation:
Start with double the normal Starting Power Level. Start with the God Ki Special Quest complete, but can never use God Form until they are eligible to permanently unlock it. Additionally, able to learn and use up to three Mystic-type Techniques.
Afterlife Affinity: Can perform all Activities in the Afterlife as if dead. Additionally, Kaioken, a transformation conceived by the Shinjin and made in the Afterlife, beyond KKx4 can be learned in half the time: 1, 2 or 3 Quarters per Transformation Quest.
Kai Kai: Possesses the Special Technique, Kai Kai, but it does cost its usual one, two, or three Technique Slots. However, it costs no ExP. If less than 3 are chosen, upgrading Kai Kai later requires only spending the Technique Slots.

Class Traits:
  • Kai: Must begin with the Good Alignment. Starts with the Special Quest, Kaioshin Sei Invitation, complete. Once per battle, may use a Utility technique that costs an Extra Action for free.
  • Makai: Must begin with the Evil Alignment. Immune to the character-deleting effect of Maikai. Instead, after one year in Maikai, they will emerge into Hell. Additionally, your techniques with Status Effects have their infliction chance increased by 10%.
  • Attendant: May begin with any Alignment. Start with the Heal technique learned at no ExP or Technique Slot cost, and Heal rolls one extra die to determine HP restored. Additionally, Ki Transfer costs only 20 Ki instead of 25 Ki but still transfers 25 Ki to an ally. This still counts against your limited Mystic Techniques.
  • Gardener: May begin with any Alignment. Once per Campaign, you may grow a Fruit of Life while in Heaven, Hell, Kaishin, or Kaioshin Sei. This costs 500 ExP and takes 4 Quarters, but can be done from any location. Additionally, the Heal technique can be used outside of battle to remove Crippled status instantly and Severed status over 1 Quarter.

Transformations
  • Kaio [P-N2]
    The Shinjin ascends to the rank and power of a Kaio, a "King Kai", one of the directional gods who oversee a quadrant of the universe from the Afterlife. Their divine power has matured beyond the baseline of their tree-born origins into something of genuine cosmic authority. Their godly ki deepens, their understanding of the universe expands alongside their strength, and they begin to feel the weight of responsibility that comes with now standing at the level of a being suhc as themselves. They are a god fit to rule their own domain.
  • Grand Kaio [P-N4]
    The overseer of the directional Kais is a being whose divine power and wisdom places them above ordinary Kaios, their authority extending across the entire universe rather than a single quadrant. A Shinjin who reaches this level has become a figure of immense martial and spiritual accomplishment within the Afterlife's hierarchy, their godly ki deepened to a degree that commands respect from gods and mortals alike. Their connection to the cosmic order grants them insight and power that few beings can match, and they serve as the bridge between the lower Kais and the Supreme Kais above.
  • Kaioshin [P-S2]
    The Supreme Kai — a God of Creation. This rank is reserved for Shinjin of extraordinary divine power, typically those born from the rare golden fruit of the World Tree. A Kaioshin does not merely observe the universe because they instead nurture it, possessing the ability to create worlds and shape the destiny of mortal civilizations. Their godly ki has been refined to a purity that places them among the highest echelons of the cosmic hierarchy, their presence alone carrying a weight that mortals can feel in their bones. The Kaioshin is not just powerful; they are fundamentally important, their role woven into the fabric of how the universe functions.
  • Grand Kaioshin [P-S3]
    The leader of all Supreme Kais is the being at the top of the divine hierarchy, directly beneath only the Angels and Zeno. A Shinjin who reaches this level has achieved the pinnacle of divine power available to their race: a being of such cosmic significance that their very existence can life-linked to the God of Destruction, and their death or survival can reshape the fate of an entire universe. The Grand Kaioshin's godly ki is without peer among their kind, their wisdom encompasses the whole of creation, and the decisions they make ripple across civilizations, planets, and the boundary between life and death itself.

Custom Races: Aliens
Alien
Description: The universe is vast, and the known races represent only a fraction of its inhabitants. From the scaled warriors of distant nebulae to the psychic peoples of forgotten worlds, countless species have produced fighters of note. The Alien race represents any species not otherwise covered by the existing playable races — a custom creation with traits drawn from the diverse pool of life throughout the cosmos.
Name Theme: Player's Choice (encouraged to establish a consistent naming theme for the species)
Typical Alignment: Varies

Race Traits (Choose Three)
  • Hardy: Start with +20 HP. Represents a naturally tough species.
  • Energetic: Start with +20 Ki. Represents a species with deep natural energy reserves.
  • Quick Learner: Start with 2 additional Technique Slots (7 base instead of 5). Represents a species with natural aptitude for learning techniques.
  • Stalwart: Once per battle, when a Status Effect would be inflicted on you, roll a d10. On a 6 or higher, the Status Effect is negated. Represents a species with natural resistance to debilitating conditions.
  • Natural Flight: Start with Flight learned at no ExP or Technique Slot cost. Your Attack and Defense bonus from Flight is +2 instead of +1. Represents a winged or naturally levitating species.
  • Thick Armor: Start battle with 15 Temp HP that lasts until depleted. Represents a species with natural armor, thick skin, scales, or an exoskeleton.
  • Psionic: Able to learn and use up to three Mystic-type Techniques. Start with one extra Technique Slot (6 base instead of 5). Represents a species with innate psychic or magical ability.
  • Regenerator: At the start of each of your turns in combat, restore 2 HP. Cannot exceed maximum HP. Represents a species with slow but constant natural regeneration — less dramatic than a Namekian's but always active.
  • Gigantic: Physical Strikes damage becomes 3d6+2. However, your Defense is reduced by 2. Represents a large-bodied species that hits harder but presents a bigger target.
  • Natural Weaponry: Choose Slashing, Bashing, or Piercing at character creation: your body is a natural weapon — claws, horns, bladed tails, or similar armaments. This functions as a Magic Weapon of the chosen type that cannot be stolen and never needs repair. You cannot equip a separate weapon alongside it. Represents a species with natural armaments.
  • Mimicry: Once per battle, after being hit by a non-Fundamental, non-Special Signature or Finisher Technique, you may use that same technique once during this battle at its normal Ki cost. This does not require any ExP or a Technique Slot. Represents a species with an uncanny ability to replicate the fighting techniques of others.
  • Keen Senses: Starts with Ki Sense for no ExP or Technique Slot cost. Provides access to the Character Locations by Power Level board. At the start of each battle, the Game Master privately reveals the opponent's current HP, Ki, and Transformation status. Once per battle, you may spend your Extra Action to "read" the opponent: the Game Master reveals one unrevealed technique from their sheet, chosen for relevance to the current situation. Represents a species with a natural sixth sense for life energy.
  • Violent Instinct: Your Critical Hits apply +2 Attack to all Attack Rolls on your next turn. Represents a species with predatory reflexes.
  • Metabolic Versatility: Once per Quarter, convert up to 50 ExP into Zeni at a rate of 1 ExP = 15z, or convert Zeni into Bonus ExP at a rate of 15z = 1 Bonus ExP (maximum 50 Bonus ExP per conversion). Represents a species that can redirect its biological resources in strange ways and with unusual efficiency.
  • Rugged: Crippled status effects heal in 2 Quarters instead of 4. The chance for Status Effects to be inflicted on you via Signature or Finisher Techniques is reduced by 10%. This stacks with Heavy Battle Armor. Represents a species built to endure.
  • Hive Mind: The Telepathy Mystic technique is learned at no ExP or Technique Slot cost and does not require Mystic access. Allies' +1 to Attack Rolls from your Telepathy stacks with another user of Telepathy (normally it cannot). Represents a species able to psychically join many minds together, simultaneously.
  • Symbiotic Bond: At the start of each battle with at least one ally, designate one ally as your Bonded partner. While both are conscious, both gain +1 to all Attack Rolls. If the Bonded ally is Knocked Out, your Current Power Level increases by 25% for 3 turns (no Action required). One Bond at a time; the ally does not need this trait. Represents a species that forms deep biological or psychic connections with companions.
  • Elusive: Cannot be sensed or detected by Ki Sense or Scouters. Gains +1 Defense. When fleeing from battle, opponents must make their to-hit rolls twice and use the lower value.

Class Traits (Choose Three to Make Available for the Race, Choose One Per Character)
  • Scavenger: After winning a fight, take two items from each Knocked Out opponent instead of one. All item repair and recharge costs are halved. Once per Quarter, spend 50% of a consumed or destroyed item's original price to restore it.
  • Pack Fighter: When fighting alongside at least one ally, gain +1 to Attack and +1 to Defense. The Feint technique no longer requires you to give up a Standard Action. When fighting alone against multiple opponents, gain +2 Defense.
  • Nomad: All travel times by spaceship are reduced by 1 Quarter (minimum 1 Quarter). Start with a Space Ship and Advance Engines, instead of a Space Pod with Basic Engines, at no Zeni cost.
  • Ambusher: When you initiate combat, your first turn gains one additional Standard Action. Additionally, if any attack during your first turn is a Critical Hit, that Critical Hit automatically inflicts its Status Effect without a roll needed unless the target is explicitly immune.
  • Berserker: Once per battle, when reduced below 25% HP, enter a frenzy for 3 turns. During the frenzy, gain +3 to all Damage. Your Reactions during the frenzy can only be used for Guard — no other Reaction techniques are available. Guard costs 0 Ki during this.
  • Tactician: Once per battle, after an opponent rolls an Attack Roll, force them to reroll and use the new result (no Action or Ki cost). Additionally, once per battle when you hit with a Technique that has a Status Effect requiring a d10 roll, increase the chance to inflict by 20%.
  • Ritualist: Once per Quarter, spend 100 ExP and 1 Quarter to create a Ritual Charm: a single-use consumable replicating one Signature, Defense, or Utility Technique you know. The Charm can be used by any character at half the technique's normal Ki cost (rounded down) and does not require a Technique Slot or knowledge of the technique. Cannot replicate Special or Finisher Techniques. You may hold a maximum of 3 Ritual Charms at any time. Creating a fourth destroys the oldest.
  • Survivalist: Your HP and Ki is fully restored after each battle. Your recovery time after being Knocked Out is reduced to zero, preventing interruption to any Activities or Quests.
  • Merchant: All item purchase prices reduced by 25% at any location (stacks multiplicatively with other discounts). Sell items back at 75% of their original price. Gain an additional 250z per Quarter passively.
  • Destined: Transformation Quests for Refinement Traits require half the time cost down to a minimum of 1 Quarter. When you unlock a new Transformation, gain 100 Bonus ExP.
  • Blood Knight: Power Level gains from combat victories are increased by 25%. Once per battle, when you Knock Out an opponent, restore 4d10+3 HP and 4d10+3 Ki.

Transformation Paths (Choose One)
Alien transformations are entirely custom. The paths below define only the mechanical types and tiers available — the names, appearances, and lore of each form are yours to create from scratch. This is your species; make it yours.
  • Path A: P-N2, T-N4, P-S1, T-S2, P-S3
  • Path B: T-N2, T-N4, T-S1: Exhausting, T-S2, T-S3: Exhausting
  • Path C: P-N1, P-N3, P-S1, P-S2, T-S3
  • Path D: T-N4, T-S2, T-S3
  • Path E: P-N2, P-N4, T-S1, T-S3: Exhausting
  • Path F: P-N1, T-N3: Berserk, P-S1, T-S2, P-S3

Transformations
Tiers & Types
Much like in our source material, on Dragon World the various Transformations are primarily tied to one's Race.

Unlike our source material, transformations exist for every playable race to prevent just Saiyans from becoming runaway powerhouses that no one else can truly compete with. To manage this, we have Transformations divided into multiple tiers and two primary types, all with their own rules.

Note! Transformations do not stack unless specified otherwise.

Normal Transformations are the first tier. There are four such tiers in total, increasing Power Level by 1.5x, 2x, 3x, and 4x. These transformations are referred to as Normal 1 [N1], Normal 2 [N2], Normal 3 [N3], and Normal 4 [N4]. All races start with their Normal 1, if they possess one. Otherwise, all Transformations must be unlocked via Transformation Quests after reaching a certain Power Level threshold. Starting with N2, those thresholds are: 2,500, 10,000, and 25,000.

Super Transformations are the second tier. There are three such tiers in total, increasing Power Level by 25x, 50x, and 100x. These transformations are referred to as Super 1 [S1], Super 2 [S2], Super 3 [S3]. The thresholds for unlocking these Transformations, beginning with S1, are: 100,000, 10,000,000, and 1,000,000,000 (billion). Super Transformations are unique in that you cannot immediately do a Transformation Quest to unlock them once you have reached the necessary Power Level. Instead, a character must first unlock a Super Transformation of the desired Tier in an Event. Afterwards, other characters may unlock those Transformations as normal.

The two main types of Transformations center around whether the Transformation is or is not always activated.

Temporary Transformations [T] refer to Transformations that can end, even against the will of the character. Requires an Extra Action to activate. These Transformations cost 5 Ki per turn to activate and to sustain (paid at the beginning of your turn, but Power Up and other Ki-increasing effects can be used or triggered before it), but can benefit from Mastery Traits and Refinement Traits as part of Transformation Development. Should you ever be unable to pay the cost, the Ki is not spent at all but you gain no benefits from the Transformation with the beginning of that turn.

Permanent Transformations [P] refer to Transformations that are "always on," so to speak. These can be thresholds of power that have been reached, or simply Transformations that require no exertion or will to maintain. They do not cost Ki per turn, but can only benefit from the Refinement Traits (and only one, per form variation!) as part of Transformation Development. These do not change your Base Power Level, but change your Transformed Power Level as normal. You cannot choose to use a lower level Permanent Transformation once you have unlocked one of its successor Permanent Transformations, and to lower your Power Level you would need Ki Suppression or a similar effect.

Note! Each race's transformation list now includes a brief lore entry describing the thematic inspiration or source material reference for that form's default name. These are flavor and worldbuilding — not mechanical restrictions. Your character's version of any transformation can look and be named however you wish. See the Races section for details on customization.

Transformation Development
Throughout the source material, we see characters develop their own variations of Transformations they possess. On Dragon World, we call this Transformation Development. By undergoing an additional Transformation Quest after unlocking a Transformation, you may apply Transformation Traits to your various forms. These Transformation Traits come in two varieties: Mastery Traits and Refinement Traits.

These created forms are all considered true variations and not replacements. Therefore, if you add a trait to your Super 1 (S1) Transformation, you can still choose to use the trait-free form. You may also have other versions of that S1 Transformation with other traits.

For Temporary Transformations, the tradeoff of the associated Ki Cost is the ability to use both the powerful Mastery Traits and Refinement Traits. Temporary Transformation may have up to one of each. You must first add a Mastery Trait to a form and then undergo another Transformation Quest to add a Refinement Trait.

Note! You cannot apply two Mastery Traits, or two Refinement Traits, to any single Transformation unless explicitly stated otherwise. Instead, if you create additional variations with further Transformation Quests, they are separate forms and not stacked traits.

The Mastery Traits are as follows:
  • Mastered: The Transformation costs no Ki to maintain and no Action to start. Defense is increased by 1 while in this form.
  • Grade 2: Increase the Power Level multiplier by 50%. A 2x form becomes 3x.
  • Grade 3, "Full Power": Double the Power Level multiplier. A 2x form becomes 4x. -6 Attack, -3 Defense, +4 Damage. If the Grade 3 character is still the weaker fighter they can ignore the effects of an opponent at League 1 or 2.
  • Exhausting: The Transformation costs 15 Ki per turn. Attack Rolls increase by 3, Damage by 3. Cannot be combined with the "Focused" or "Surging" Refinement Traits.
  • Berserk: All attacks gain +5 Damage. Cannot be combined with the "Surging" Refinement Trait. However, there are a number of additional effects:
    • Assign a number, starting with 1, to all participants in a fight whether enemy or ally. For each attack, a roll a die. The number rolled determines the target for that attack.
    • You cannot use Multi-target Techniques, only Single-target and Area-target.
    • You do not gain the Defense bonus from League while in this form.
  • Efficient: The Power Level multiplier of a Transformation is 75% of normal. A 2x form becomes 1.5x. Defense is increased by 3 while in this form.
  • Overflowing: This is a special trait that cannot be taken as part of Mastery and, instead, is acquired by unique means. Every turn in combat, beginning on the turn you enter this form, your Current Power Level rises by 5%. This Current PL modification does not stack additively like normal, and is instead applied multiplicatively after all others; this results in exponential growth. This is reset upon the end of combat, a Transformation ending (such as due to 0 Ki on a Temporary Transformation), or being Knocked Out (even if one re-enters combat).

Some Transformations begin with the Exhausting or Berserk trait applied to them. When undergoing Transformation Development, the only customization is the removal of said trait and then the addition of a valid Refinement Trait, below. An additional Transformation Quest is required for this Refinement Trait as usual. A Mastery Trait can never be added to these forms.

Permanent Transformations, owing to their lack of Ki Cost and requiring no activation (and therefore no Extra Action), may only have variations created with Refinement Traits and only one Refinement Trait per variation. These Refinement Traits are generally weaker individually than Mastery Traits. To swap between variations on a Permanent Transformation requires an Extra Action.

The Refinement Traits are as follows:
  • Fortified: Gain DR equal to 1 for Normal-tier forms and 2 for Super-tier forms. DR is lost for that turn if starting it with less than 15 Ki, and cannot be reactivated in that turn.
  • Ascended: Increase the form's Power Level multiplier by 25%. A 4x becomes 5x and a 50x becomes 62.5x. This applies to any Transformation except N1. Cannot be combined with the "Efficient" Mastery Trait.
  • Failsafe: Once per battle, when you drop below 25% HP your Current Power Level increases by 100% for 3 turns for no Action.
  • Focused: Gain +2 Attack while in this form. At Super-tier, this increases to +3 Attack. Cannot be combined with the "Grade 3" or "Exhausting" Mastery Traits.
  • Attuned: At the end of each of your turns in combat, restore 3 Ki. At Super-tier, this increases to 5. This cannot exceed your maximum Ki even temporarily. The only Mastery Trait that may be combined with this is the "Mastered" trait.
  • Volatile: At the start of each of your turns with this Transformation active, or when activating it initially, roll a d4. On a 4, your Current Power Level increases by 25%. On a 1, it decreases by 25%.
  • Surging: Gain +2 Damage per attack while in this form. At Super-tier, this increases to +3 Damage per attack. Cannot be combined with the "Berserk" or "Exhausting" Mastery Traits.
  • Overflowing: This is a special trait that cannot be taken as part of Refinement and, instead, is acquired by unique means. Every turn in combat, beginning on the turn you enter this form, your Current Power Level rises by 5%. This Current PL modification does not stack additively like normal, and is instead applied multiplicatively after all others; this results in exponential growth. This is reset upon the end of combat, a Transformation ending (such as due to 0 Ki on a Temporary Transformation), or being Knocked Out (even if one re-enters combat).

Special Transformations
There exist unique Transformations decoupled from Race that have unique effects and mechanics. These are typically, but not always, acquired through Special Quests.

These forms cannot be improved through Transformation Quests unless explicitly stated otherwise.

Overclock
An Android can push their mechanical components beyond their normal limits, at the cost of rapidly breaking themselves down.
Power Level increases by 2x. Requires an Extra Action to activate. HP decreases by 5 per turn. Can also stack multiplicatively with all of an Android's Normal and Super Transformations, turning a 10x into a 20x. Each use requires the Android to spend 2,000z on self-repairs before they can use this form again. Once in Overclock, an Android may choose to go further into a state called Overdrive for no Action: doubling the PL multiplier to 4x (still multiplicative in stacking), doubling HP loss, adding a 5 Ki per Turn sustain cost, requiring the Extra Action each turn to maintain, applying a -1 Defense penalty, and tripling repair costs afterwards.

Kaioken
A red light envelopes the body and saturates the skin, dramatically increasing fighting power at a severe physical cost.
Power Level increases by 2x (Kaioken x2), 3x (Kaioken x3), or x4 (Kaioken x4). Kaioken stacks multiplicatively with all transformations except Overclock and Overdrive. Example: A fighter at Super Saiyan who activates Kaioken x4 has an effective PL of 25 x 4 = 100x Base PL. Each additional Kaioken level beyond x4 requires one 2-Quarter Transformation Quest; progressively unlocking x5, x6, x7, x8, x9, and x10.

Kaioken strains the body, reducing or removing Damage Reduction from League. Kaioken up to x4 loses 2 DR per tier, up to -8 DR at x4. x5 to x10 lose 4 DR per tier, up to -40 DR at x10.

When DR goes negative, the deficit becomes a flat Damage bonus for the opponent.

After a battle using Kaioken, the user suffers Crippled status: x2–x4 inflict it on 1 limb; x5–x7 inflict it on 2 limbs; x8–x9 inflict it on 3 limbs; x10 inflicts it on 4 limbs. Crippled heals sequentially at 4 Quarters per limb as normal.

Activation requires an Extra Action and costs nothing; increasing your Kaioken multiplier requires an Extra Action. Kaioken cannot be activated if already subject to Crippled status at the start of battle, but will not end if Crippled status is inflicted mid-battle.

Legendary
Under strenuous enough circumstances, those with the proper recessive genetic traits, or machines with emergent systems and power created by the unexpected interaction of components and programming, awaken to something far beyond their natural might. Their bodies often grow in height and immensely in muscle mass as energy swells and power overflows, giving their ki a green tint or color. Among their kind, there are none greater.
Requirements to unlock are kept secret, players will be informed by a Game Master if they become eligible. When unlocked, apply the "Legendary" prefix to all Normal-tier and Super-tier Transformations as well as both "God Forms". All default Transformation Traits, or those added through Transformation Development, are removed from all Transformations.

All Temporary Transformations gain Grade 2, Berserk, Surging, and Overflowing. Temporary Transformations may be developed one further time, but only to remove the Berserk trait.

Permanent Transformations gain Surging and Overflowing, and may be developed one further time but only to add the Fortified trait.

The "base" version of Transformations or previously-created variations can no longer be used. The details of this form aesthetically, and its history, can be customized however the player likes; except for Saiyans. For them, theirs are the forms associated with the "Legendary Super Saiyan".

Super 4
Even further beyond!! Through effort both great and intelligently applied, mortals can break any barrier and overcome any opponent — no matter if that's the very gods themselves!
Requires the Super 3 (S3) Transformation unlocked and 10x more Base Power Level than what was required to unlock it. The user cannot possess God Ki nor ever acquire it, and therefore this is not available to Shinjin. Classifies as a Super (or Super-tier) Transformation unless explicitly excluded. Allows the user to undergo a Transformation Quest that requires 6 Quarters in order to unlock this form: Super 4 (S4).

Temporary Transformation. Power Level increases by 200x. The form can be developed as normal for a Temporary Transformation by repeating that 6 Quarter long Transformation Quest. This can be designed (aesthetics and lore!) in any way the individual likes, except for Saiyans who have the red-furred "Super Saiyan 4".

God Form
After the acquisition of God Ki, you have learned how to control its use and enter into a form that utilizes that divine energy solely.
Requires God Ki. Permanent Transformation. Power Level increases 150x base PL. This transformation can be modified through Transformation Development (Refinement only, like all Permanent Transformations) but each Transformation Quest requires 6 Quarters and 300 ExP. This can be designed (aesthetics and lore!) in any way the individual likes, except for Saiyans who have the red-haired "Saiyan God".

Super God Form
You have learned to incorporate the traits and foundation of your first Super Transformation with your God Ki.
Requires God Ki and God Form. Temporary Transformation. Power Level increases 400x base PL. This transformation can be modified through Transformation Development but each Transformation Quest requires 6 Quarters and 300 ExP. This can be designed (aesthetics and lore!) in any way the individual likes, except for Saiyans who have the blue-haired "Super Saiyan Blue".
 
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