Transforms

The multiverse is full of an infinite number of paths to power, but many of these paths manifest as an enormous burst of energy that empowers the very fabric of your being. These bursts of energy are known as Transforms. Every transform has unique abilities, bonuses, trigger conditions, as well as methods to obtain them.

Aspect Transforms
Transforms related to being an Aspect of Reality, or at least related to Aspects.

Lesser Aspect of Radiation
''You've literally been the center of several nuclear explosions, and as such you've seen the power of creation and destruction. And yet you've also been all across the known universe at once. You exist every where and no where in one instant. You can assume the Aspect of Radiation.''


 * Robustness - +10
 * Deftness -+10
 * Vitality - +15
 * Intelligence - +10
 * Perspicacity - +15
 * Appeal - -30


 * Abilities |


 * Nuclear Manipulation - You can focus nuclear powers into raw movements of destruction.
 * Instantaneous Teleportation - You can move across a planet in the blink of an eye, be on Venus in no more than seconds.
 * Universal Manipulation - If there are no ruling Gods to contest you, you may manipulate the universe on a massive scale. If any aspects contest you, you immediately fail to manipulate the world.
 * Immense Heat - You constantly release deadly levels of heat and Radiation while transformed.


 * Trigger Events |


 * Location - In the core of a star, At the epicenter of a nuclear explosion
 * Battle - If you are torn apart electron by electron, If a BOP of Aspect-level or greater challenges your party
 * Who - An Aspect of Radiation, Chris, Overseer, DM

Lesser Aspect of Life
''Life suffuses your entire being, throwing your every cell into overdrive as life blossoms forth from you. Your body is the catalyst from which life itself is born, and you bring your gift to everyone around you.''


 * Robustness: +5
 * Deftness: +5
 * Vitality: +15
 * Intelligence: +10
 * Perspicacity: +5
 * Appeal: +35


 * Abilities |


 * Perfect Biokinesis - You can perfectly manipulate organic materials, allowing you to do what you wish with Life based on appeal.
 * Biogenesis - Using the reality-bending forces within you, you are able to create lower complexity forms of Life based on appeal.
 * Lively Infusion - Bring existing life to its pinnacle, allowing you to heal a target (living or dead) based on appeal. Keep in mind that when reviving the dead that the balance of the life cycle must be maintained or there will be dire consequences.


 * Trigger Events |


 * Location - A place absolutely flowing with life energy
 * Battle - If every other member of your party has died, If an Aspect-Level or greater BOP challenges your party
 * Who - An Aspect of Life or greater, Death, Overseer, DM

Lesser Aspect of Ninja
''A dagger from the shadows, a peasant with a poisoned handshake, a potted plant with a sniper rifle, a fire breathing blond kid with a demon inside of his stomach, a talking human sized turtle, someone slipping in the wrong paper into a leader's bag that sets of a chain of events which leads to a world war, all of these tasks, and descriptions can be applied to the group that you now belong to. You're a ninja now. A true ninja. Just make sure to get your jobs done.''


 * Robustness - +0
 * Deftness - +40
 * Vitality - +0
 * Intelligence - +5
 * Perspicacity - +25
 * Appeal - +25
 * Luck - +0


 * Abilities |


 * Lessons of Ninjutsu - Across the multiverse billions of ninja clans have spent eternities learning, developing, and honing the tricks of the trade that allow ninjas to expertly execute their goals in stealthy, and efficient manner. These techniques are often known as ninjutsu, and they have all been shot into your mind. While you are transformed you may attempt to use any ninjutsu technique
 * Hiding in Plain Sight - Being an aspect isn't always the easiest thing to hide from other beings of power. Most have some way of seeing the markings on your soul that show you have been touched by a piece of reality. This isn't the greatest thing for a ninja who often needs to hide among the common people. Luckily you're unique energy signature is slightly different than most aspects. No one can sense you're an aspect if they aren't of Cosmic Aspect level or stronger, and actively looking for an aspect connection on you. (With some exceptions like an Aspect of Detection, or someone who can specifically call out ninjas.)
 * Bound by Ninja - You will occasionally be given jobs by higher ranking aspects of Ninja. Like all ninja the aspects of Ninja are hired to complete various tasks, often discretely, and are expected to be highly skilled in completion of these tasks. Failure to complete a Ninja SubQuest will result in the temporary loss of your transform until a new Ninja SubQuest is completed.


 * Trigger Events |


 * Location- A place where you have previously completed a Ninja sub quest.
 * Battle - You, or your party, are challenged by a BoP of Aspect-Level or greater. You are challenged as a ninja by another ninja.
 * Who - An Aspect of Ninja or greater, Overseer, DM, A person who has hired you through a higher-ranking aspect of Ninja.

The Lesser Aspect of Destruction
''The atoms in your body disintegrate in a moment. For just a second, you are nothing... Before the energy of destruction comes to rebuild you as you truly are. Entropy must come to all things in the multiverse, this is a known fact of reality. The order that makes up so much of reality cannot last forever, you are simply the catalyst for change. The catalyst for destruction.''


 * Robustness: +10
 * Deftness: +10
 * Vitality: +5
 * Intelligence: +15
 * Perspicacity: +35
 * Appeal: +5


 * Abilities |


 * Absolute Destruction - Reality cannot stand in your way any longer. You may attempt to completely and utterly annihilate a target down to the atomic level. Based on perspicacity.
 * Aura of Destruction - You exude destruction. Anything without a connection to a BOP is instantly destroyed within one inch of your body.
 * Flicker - It's just like flipping a light switch. Completely destroy a target, only for it to be rebuilt exactly as it was at the moment of destruction 1d2 turns later. Based on perspicacity.


 * Trigger Events |


 * Location - A place that has been utterly destroyed and will never come back
 * Battle - If a BOP of aspect-level or greater contests your team, If at least one-half of your team is destroyed to the atomic level
 * Who - An Aspect of Destruction or greater, Overseer, DM

Lesser Aspect of Recklessness
''Don't think, just feel it. Just feel the energy flow through your body and let the rebel yell of reality itself fill your body. Every reckless, stupid thought you've ever had can be made manifest. All you gotta do is let the recklessness ride, baby.''


 * Robustness - +20
 * Deftness - +35
 * Vitality - +20
 * Intelligence - +0
 * Perspicacity - +0
 * Appeal - +0
 * Luck - +0


 * Abilities |


 * Reckless Physiology - While you have this transform active, you are almost totally immune to the direct negative effects of your reckless actions. The effects may catch up with you after your transform has ended, and some consequences are too great for even the most reckless to ignore.
 * Will Manifestation - Where there's a will, there's a way. You can manifest any items you need for a poorly-thought out, reckless scheme as a simple action.
 * Thoughtless Declaration - Declare a course of action and commit to it in 5-10 seconds. No second-guessing whatsoever. If you quickly decide to do something reckless, you may find yourself able to do it even if it is otherwise impossible.


 * Trigger Events |


 * Location - A bike park where you have been challenged to a competition, A world where your reckless actions have permanently altered the course of history
 * Battle - You are challenged by a BoP of Aspect-Level or greater, An action you've taken has resulted in a complete party wipe
 * Who - An Aspect of Recklessness or greater, Overseer, DM

Lesser Aspect of Tenacity
''A familiar feeling bubbles within you and a wry smile crosses your face. Through 10,000 years of heartache and fear, through literal millennia of running and hiding, you've finally found yourself again. You've found your old tenacity, and it bubbles forth in vibrant orange light that overtakes your entire form. Everybody in your way better move, because you're not going anywhere. You're done running.''


 * Robustness - +15
 * Deftness - +10
 * Vitality - +35
 * Intelligence - +5
 * Perspicacity - +5
 * Appeal - +5


 * Abilities |


 * Tenacious Assault - You attack... and attack… and you keep attacking until you hit dammit! When you perform a basic melee attack or tenacious wind blade, you can keep rolling until you break through your target’s defenses. Using this counts as a main action, but you may not use this more than once a turn.
 * Tenacious Echoes - When this power engulfs you, everything you've sealed away comes rushing back. Temporarily, you remember exactly who you are. While you are transformed, you may attempt to use cast any kind of magic. Your magic will be based on vitality.


 * Trigger Events |


 * Location - A place you've succeeded despite impossible odds, A location you've suffered a devastating defeat no matter how hard you tried, A multiversal library you've been in for longer than a day
 * Battle - If you get killed and revived twice in one fight, A BOP of aspect-level or greater contests your party
 * Who - An Aspect of Tenacity or greater, Overseer, Chris, DM

Lesser Aspect Of Rage
''Your rage literally burns through your entire form. Nothing can stop you when you've set your mind on something. You are destruction and any who would harm you or friends will meet an untimely end!''


 * Robustness - + 35
 * Deftness -+ 15
 * Vitality - + 35
 * Intelligence - -10
 * Perspicacity - -10
 * Appeal - + 5


 * Abilities |


 * Fist of Rage - Two massive arms burst out of your back. They're covered in black and red armor, and allow you to make another basic attack! ( Main Action, Stackable)
 * Rage Rift - You can select one target to focus all of your rage on. You open a rift that lasts one turn and has no return feature. This can travel across the multi-verse with ease.
 * Call Aspect - If you generate enough rage, you can call one of your older brothers...


 * Trigger Events |


 * Location - Your Home, A Volcano's heart, the Jester existing in the same breathing space as you.
 * Battle - A aspect of any level, A God angers you mid-battle, A God kills a friend.
 * Who - An Aspect of Rage, Dungeon Master, The Little Sister, An Aspect or God of Justice

Lesser Aspect of Burning Passion
''The hatred within grows more powerful than you can hold and manifests in a crimson red aura. It warps your body into a demonic mockery of its previous self, giving you demonic red eyes with slits for pupils, onyx-black claws, glowing blood-red wings, and a vicious skull mask forms over your head. All you feel is anger and hatred, and everyone who sees you feels its presence.''


 * Robustness - +20
 * Deftness - +10
 * Vitality - +15
 * Intelligence - +0
 * Perspicacity - +10
 * Appeal - +0


 * Abilities |


 * Passion-Form - Upon entering this form, Cairo attempts to reach equilibrium between his own form and the power of the Aspect. What little hair he has raises on end and starts to flicker a deep red color before igniting ablaze with the Fires of his Passion! In this form he is prone to intense mood swings as a response to the Passions of those around him, but at the same time gains strength, endurance, and speed far greater than he'd normally have access too. His ability to exert control over flames in the near-by area after overtaking them with his passion is beyond mere ki.
 * The Flames of Passion - At Will - The flames created in this form aren't normal fire, and only burn at the behest of the creator. If the flames are not feeding off of anything, they instead feed off of the life force of the user. If these flames come into contact with normal, or even magical flames, it is possible for the user to over-take the base fire and take control of it. These flames can burn on either the physical plane, or the spiritual plane.
 * Conjegate Flames - Once Per Encounter - This is only usable when there is atleast an area of one foot of passion flames around Cario. He possesses the ability to throw both arms out to his side and where the power of the flames burns through his vein he can call in any of the Passion around him. After absorbing these flames he may add the Super Human Trait to any one Physical Stat check until the end of the round. Consuming more flames will increase the level of the Success on the check.


 * Trigger Events |


 * Location - Any area with a signifigant amount of Passion for the acts committed there, surprisingly harder to find than one would think.
 * Battle - If your body is finely burned as an act of Passion.
 * Who - Aspect of Passion/Flame or higher, Guardian, Jay, Cairo (Causes extreme mental, physical, and spiritual fatigue)

The Lesser Aspect of Redemption
''Many believe the gods to be all-powerful beings, capable of no wrong and completely infallible in their actions. Many gods are included in this number as well. However, you are not. You know that at their heart, most gods are just as scared and confused and misguided as mortals are. And instead of destroying those that do wrong, eliminating the wicked and letting them taste the righteousness of your judgment, you’ve helped. You’ve put them on the right path. And your actions have not gone unnoticed. Here is but a taste of the purifying light of redemption.''


 * Robustness - +5
 * Deftness - +5
 * Vitality - +10
 * Intelligence - +5
 * Perspicacity - +15
 * Appeal - +20


 * Abilities |


 * Purity - Your body lights up with the true might of redemption. No beings of darkness are capable of hiding from you, and you light up a 25 foot radius around you as if it were daytime. Your party gets a ten point bonus to all rolls against a wicked or misguided being. In addition, if this being proves to be 100% incapable of redemption, all rolls against it are doubled.
 * Divine Channeling - When you transform, you may choose one of the gods (or groups of god if multiple were helped on one mission) and gain their divine empowerment while transformed.


 * Trigger Events |


 * Location - The Domain of a God you redeemed
 * Battle - Fight an aspect or greater, attempting to redeem a misguided or wicked divine-level being, if all of your team has been killed except you
 * Who - Any gods you have helped, An Aspect of Redemption/Justice or greater, Dungeon master

Lesser Aspect of Reckless Endangerment (Recklessness/Death)
''The recklessness you wield is a wild blade, cutting down the lives of those around you with reckless abandon. Recklessness in the name of death. Death in the name of recklessness. This is the path you've walked.''


 * Robustness - +35
 * Deftness - +50
 * Vitality - +50
 * Intelligence - +10
 * Perspicacity - +15
 * Appeal - +10


 * Abilities |


 * Reckless Reaper Physiology - As you transform, your body turns to pure neon yellow energy as a black robe manifests around you. In your hand appears a long and sickeningly sharp scythe, purple necrotic energy visibly gathering around the blade. While you have this transform active, you are almost totally immune to the direct negative effects of your reckless actions. The effects may catch up with you after your transform has ended, and some consequences are too great for even the most reckless to ignore. In addition, you are neither considered living or undead for the purposes of abilities - you are technically dead.
 * Reap the Harvest - Any non-BoP mortal target hit by your scythe will immediately cease all life functions and not be able to be revived. The soul of the target is turned into a triangular chip which you may consume for PERMANENT bonuses that persist outside of your transform, depending on the target. Attacks with this scythe are based on deftness or vitality.
 * Will Manifestation - Where there's a will, there's a way. You can manifest any items you need for a poorly-thought out, reckless scheme as a simple action.
 * Thoughtless Declaration - Declare a course of action and commit to it in 5-10 seconds. No second-guessing whatsoever. If you quickly decide to do something reckless, you may find yourself able to do it even if it is otherwise impossible as long as the action will or may result in death.
 * Command of the Rad Undead - You can command any and all undead up to and including a lesser god of the undead, as long as you command them to do something reckless.


 * Trigger Events |


 * Location - A place of intense necrotic energy where at least 100,000 people have died, A graveyard or bike park where you have been challenged to a bike competition
 * Battle - You are challenged by a BoP of Aspect-Level or greater, An action you've taken has resulted in a complete party wipe, Seeking a target given to you by the True Aspect of Death
 * Who - An Aspect of Recklessness/Death or greater, Overseer, DM

Lesser Aspect of Time
Public perception of time travel is that of a chaotic reality twisting mess with the capability to absolutely destroy entire universes if done improperly. And this is true - for the layman. You know that the true purpose of temporal manipulation is not for personal gain, but to fix the places where the timeline has gone askew. You look around you as pure Time rushes through your veins and dark red energy covers your form. It appears that you have a lot of work to do. But that's no issue - you always have the Time to do whatever is required.


 * Robustness - +5
 * Deftness - +10
 * Vitality - +15
 * Intelligence - +10
 * Perspicacity - +35
 * Appeal - +5


 * Abilities |


 * Temporal Hiccup - Let's try that again. Once per round, you may rewind time to immediately before a target makes an action as an instant interrupt. They will still attempt to perform their action, but you'll be prepared this time - and will gain advantage on your roll attempting to interfere.
 * Timeline Traversal - You wouldn't be a very efficient steward of the timeline if you couldn't go where you need to go. You are able to freely travel the timeline of a target universe to wherever you need to go. This also allows you to "teleport" as a move action (changing your position in the fabric of space time). This may be used as an instant interrupt to dodge an attack. Based on perspicacity.
 * Temporal Manipulation - And finally, the most dangerous ability in any Time aspect's arsenal - but also the most necessary. With this ability, you can attempt to manipulate time itself however you see fit based on perspicacity. For example, this can include fast-forwarding, rewinding, or stopping time altogether for a time.


 * Trigger Events |


 * Location - The beginning of Time, The end of Time, An area where Time is completely absent
 * Battle - If a target attempts to manipulate your timeline, If a member of your party is sent through time against their will, If a BOP of aspect-level of greater contests your team
 * Who - An Aspect of Time or greater, Overseer, DM

Aspect of Sorrow
''In a burst of gloom, you explode with intense power and become a glowing purple silhouette,barely even human anymore. The despair of the multiverse radiates throughout your body, but more importantly the sorrow of the most devastating moment in your life plays over and over in your head. You wonder if there’s anything you could do, something that could have been changed… but no. You know who you work for. You were a fool for thinking you could ever be happy.''


 * Robustness - +15
 * Deftness - +15
 * Vitality - +15
 * Intelligence - +30
 * Perspicacity - +25
 * Appeal - -10


 * Abilities |


 * Suicide Inducement - Sadness loves company. Using the sadness within you, force mortal beings to remember all the sorrow they’ve ever experienced. If it is too much for them, you force them to commit suicide. Based on appeal. Lower the roll, more powerful the effect.
 * Sorrow Manifestation	Bring sorrow into the physical realm as a durable and powerful purple force. Based on appeal. Lower the roll, more powerful the effect.
 * Sorrow Visage - 	Mortals don’t tend to find true sorrow as attractive as you do. You may lower your appeal as a simple action by 1d25 for 1d10+1 turns.
 * Purple Wedding - Your despair condenses to the one point in your life that was the most traumatic. The events of your wedding replay around you, and the True Aspect of Sorrow appears to aid or hinder you for one turn. For the duration of this spell Tony is "technically" alive.


 * Trigger Events |


 * Location - A chapel, Marvel universes, A place of true sorrow
 * Battle - At least half your team kills themselves, When your opponents are in true sorrow
 * Who - True Aspect of Sorrow, Tony Nelson, Yourself when wearing your wedding outfit

Aspect of Motherly Compassion
''The lost, the weak, and the defenseless… they all need your love and affection. And most importantly, your protection (overprotection some people might say sometimes, but that’s ok). You’ve proven time and time again that children are the most important thing in this life to you, and children have proven time and time again that you are the most important thing in their lives. In a moment of terror and pain, you exude a calming pink energy to remind the children that everything is going to be OK. Mother is here.''


 * Robustness - +20
 * Deftness - +10
 * Vitality - +15
 * Intelligence - +10
 * Perspicacity - +40
 * Appeal - +60


 * Abilities |


 * Eyes on the Back of Your Head - You cannot be surprise attacked. Mother always knows what her children are up to. This effect is always passively on, even while untransformed.
 * Mother Knows Best - No matter how old you get, how disillusioned you get, or how smart you THINK you are, Mother always knows best. You automatically succeed two intelligence rolls a day.
 * Mother's Rage - Gain all benefits of raging without actually raging. You don’t get mad. Just disappointed.
 * Mother's Strength - A normal mother could lift up a car to save her trapped children. You could probably lift up an entire car dealership over your head if things get heavy. When you are physically pressed, you roll double all robustness rolls.
 * Comfort - With a loving caress and a few choice words of wisdom, you can bring up the lowest of spirits. However you decide to comfort a target, you may grant a five point bonus to a stat of their choice for 5 turns.


 * Trigger Events |


 * Location - Your home, The home of a child who is in need, A city during its apocalyptic destruction (If triggered in this manner, you are immediately drawn to the locations of all children in the city and time becomes slowed)
 * Battle - Someone threatens your child, Someone of Aspect-level or greater threatens a child, Someone kills your entire team.
 * Who - You, A mother in need, A child in need, Alice, Tobi

Aspect Of Hope
''Through the most difficult and challenging battles, hope has always been there. It's acted as a beacon, leading you through the dark, seemingly endless night to a bright, warm, and inviting morning. And now you glow with its radiant golden light, showing the world the true might of hope and fighting to allow what you believe in to come true.''


 * Robustness - +5
 * Deftness - +5
 * Vitality - +5
 * Intelligence - +5
 * Perspicacity - +5
 * Appeal - +5
 * Luck - +10


 * Abilities |


 * Hope's Sword and Mirror - The true weaponry of true hope. In your right hand you wield an insanely sharp blade made of a strange blue material. This blade is capable of slaying aspects and gods. In your left hand you hold a mirror capable of revealing the truest hope of whoever looks into it to all in the area once per round. Using the mirror as a shield allows you to defend based on luck as a stat.
 * True Hope - Whenever an Ally successfully defends or attacks, gain +5 to a stat of your choice.
 * Hopeful Start - Roll 25d10. For each over 5 your True Hope ability activates.
 * Hopeful End - As powerful as you are, you know that your greatest strength is in your allies. Without them, you’re nothing. And so, you’re able to sacrifice yourself as an immediate interrupt to add all of your bonuses from True Hope to your ally’s stats, as well as revive those who have fallen. Even though you’ll die, it’s ok. Your hope will live on in the hearts of your friends.


 * Trigger Events |


 * Location - The Blue Lantern's Home, A Plane of Hope, A Blue Star
 * Battle - An Aspect of Any Level, Somebody kills half your team ( If this is the trigger event, Hopeful Start is doubled.)
 * What being can manually activate - An Aspect of Hope, Dm, Loppy with a successful luck role and accompanying speech

Greater Aspect of The Void
???


 * Robustness + 60
 * Deftness + 50
 * Vitality + 60
 * Intelligence + 75
 * Perspicacity + 75
 * Appeal + 40


 * Abilities |


 * Mr Resetti - You may destroy all of existence in a single wave, resetting the universe to before the day, mission, or bounty started. After the energy is dispersed, you are de-transformed.
 * Void Manipulation - Users can remove items from existence. Some users may simply make things disappear others may be able to prevent energy from ever being conceived. Some users can delete an eternity, removing targets from all lineages of time in every dimension. Similar to Energy Manipulation, users can alter, reverse, or negate energy, granting them almost infinite abilities. This could also lead to ultimate goal of "destroying matter", as in bringing it out of existence.
 * Nothingness Teleportation - Create stabilized wormholes instantaneously with negative energy.
 * Null Energy Manipulation - User can create, shape and manipulate an energy that can delete anything it touches. As it is contained and exists outside of reality, it transcends concepts such as time and space. Renders nearly all powers that comes in contact with it useless.
 * Imperceptibility - The user is totally imperceptible, and as such can in no way be detected or communicated with by external forces. Cannot be physically or mentally touched or perceived, by smell, touch, vision, hearing, give off no heat, auras or even energy detection or leave any evidence of their presence. Yet the space they occupy has no lack of it. To all senses, the user does not exist. (Simple Action) (Toggleable) (On by default)


 * Trigger Events |


 * Location - ???
 * Battle - ???
 * Who - ???

Greater Aspect of Motherly RAGE
''The lost, the weak, and the defenseless… they all need your love and affection. And most importantly, your protection (overprotection some people might say sometimes, but that’s ok). You’ve proven time and time again that children are the most important thing in this life to you, and children have proven time and time again that you are the most important thing in their lives. In a moment of terror and pain, you exude a calming pink energy to remind the children that everything is going to be OK. Mother is here. But sadly, for whoever brought any fear or pain to any child in existence, things will NOT be okay for them.''


 * Robustness - +60
 * Deftness - +10
 * Vitality - +15
 * Intelligence - +10
 * Perspicacity - +20
 * Appeal - +40


 * Abilities |


 * Eyes on the Back of Your Head - You cannot be surprise attacked. Mother always knows what her children are up to. This effect is always passively on, even while untransformed.
 * Mother Knows Best - No matter how old you get, how disillusioned you get, or how smart you THINK you are, Mother always knows best. You automatically succeed three Robustness rolls a day.
 * Mother's Rage - Gain all benefits of raging without actually raging. You don’t get mad. Just disappointed. Jk, you're literally one of the most angry things that can possibly exist.
 * Mother's Strength - A normal mother could lift up a car to save her trapped children. You could probably lift up an entire car dealership over your head if things get heavy. When you are physically pressed, you roll double all robustness rolls.
 * The Hands of Love - Some one has pissed you off, this ability can only be activated when your opponent has sufficiently enraged you. Every time you strike the opponent and deal damage your aura forms yet another limb to perform a Basic Action. You may only strike X times. X = Your level x 2


 * Trigger Events |


 * Location - Your home, The home of a child who is in need, A city during its apocalyptic destruction (If triggered in this manner, you are immediately drawn to the locations of all children in the city and time becomes slowed)
 * Battle - Someone threatens your child, Someone of Aspect-level or greater threatens a child, Someone kills your entire team.
 * Who - You, A mother in need, A child in need, Alice, Tobi

Cosmic Aspect of Inevitability
''In a flash of light, a silhouette of a person stands before you. Despite appearing so suddenly, you start to become convinced it's always been there. You can tell without even trying the immense energy that dwells within it; its power is visible in pure yellow and black ribbons dancing around it's dark figure. You stare directly into it and feel your entire life flash before your eyes, as vivid as if you were still living it. The moments are sharp and the memories clear. You feel yourself comfortably slipping into a lifetime long forgotten when a voice snaps you out of your reverie. Its volume is not loud, but the power that hums within it commands your attention and screams with the inevitability of time itself.''

"The end of all things has arrived, and I have come to see it through. When the story finishes I will be there, just as I was when it began. I was fated to come here. It was inevitable."


 * Robustness - +50
 * Deftness - +50
 * Vitality - +75
 * Intelligence - +75
 * Perspicacity - +50
 * Appeal - +50


 * Abilities |


 * Time Manipulation - Anything within the temporal flow of the multiverse is subject to your manipulation. Its inevitable flow is yours to play with and yours alone. Based on intelligence.
 * Immovable Existence - You cannot eliminate someone so deeply ingrained within the multiverse as you are. You can regenerate any damage you inflicted upon you as an immediate reaction. However, this is not normal healing. You revert your body to a point before you were even damaged. Based on intelligence.
 * Inevitable Inexistance - All life will eventually march on towards non-existence. You simply move people to where they're going anyway. You may charge up a spell to move a target to the void after three turns.
 * Time Displacement - For most, a failed trump card means the end. However, unlike most people, you can go back to a point before you even played it, take it back, and just use it again. Once per day, mission, or bounty, you may reset all of your dailies, including this one.


 * Trigger Events |


 * Location - The Beginning of Time, The End of Time
 * Battle - Another Greater Aspect joins the fray, A God slays your entire team,
 * What Being Can Manually Activate - User, A True Aspect of Time, Death, or Inevitability, Dungeon Master

Knight of Valor
''You have shown Valor so great that no one can ignore it. In the eyes of the very cosmos itself you have proven that you have honor, loyalty, and more importantly you have courage in the face of odds in which others would cower. In the name of defending your ally you have thrown yourself into the throes of fate. For this the COSMOS THEMSELVES have imbued you with the might to continue to be a beacon of Valor. This boon came from a frightening more powerful being... waiting... watching.''


 * Robustness +5
 * Deftness +5
 * Vitality +X (X = the number of Allies you are protecting, capped at 80)
 * Intelligence +5
 * Perspicacity +5
 * Appeal +5
 * Valor = Transformed Vitality


 * Abilities |


 * The Valorous Vanguard - You gain a new stat called Valor. This stat can be used to perform actions out of turn order if the action is deemed Valorous enough. For just attempting to use this roll a 1d20(+5 for every time this is rolled). You subtract that number from your stat until the stat reaches 0.
 * Shield of Blinding Light - You gain a shield made of your Valor! This shield is capable of repelling attacks of beings so powerful they can bend the very fabric of reality! Until your Valor reaches 0, this shield holds strong. This is a God Slaying weapon for all origin purposes.


 * Trigger Events |


 * Location - A place where the innocent masses are gathered and in danger of death at the hands of an enemy force.
 * Battle - Once Per Week - When an Ally is about to be struck a blow that could kill them instantly, you may manifest this form as an immediate interrupt if the action would be considered valorous to do so.
 * Who - A Greater or Higher tier B.O.P (Being of Power) appears and confronts your allies, Overseer, Mysterious Watcher

Eldritch Aspect of Destruction
''Your mortal façade fades as your fifth dimensional nature is revealed, making your body contort in ways that are simply impossible for normal humans to comprehend. The destruction you wield is at your beck and call, and yours alone. No one else can tell you what to do any longer.''


 * Robustness: +20
 * Deftness: +20
 * Vitality: +15
 * Intelligence: +25
 * Perspicacity: +50
 * Appeal: +30


 * Abilities |


 * Absolute Destruction - Reality cannot stand in your way any longer. You may attempt to completely and utterly annihilate a target down to the atomic level. Based on perspicacity.
 * Aura of Destruction - You exude destruction. Anything without a connection to a BOP is instantly destroyed within one inch of your body.
 * Flicker - It's just like flipping a light switch. Completely destroy a target, only for it to be rebuilt exactly as it was at the moment of destruction 1d2 turns later. Based on perspicacity.
 * Portal of Madness - Destroy a hole in reality itself, opening a doorway into a realm of pure chaos, entropy, and insanity. This portal will enter your support slot, and every turn will perform a psychic attack against ALL targets in the area based on your perspicacity.
 * Eldritch Contract - As the patron of your own fate, you can now control the fate of others. While you are transformed, you may strike a deal with a target. This may include giving a target a portion of your power. You may choose the terms of the deal, as well as punishments for failing to fulfill these terms.. Both you and the target must agree to the contract.


 * Trigger Events |


 * Location - A place that has been utterly destroyed and will never come back, The Sunken City of R'hlyeh
 * Battle - If a BOP of aspect-level or greater contests your team, If you are killed fighting an entity with a direct connection to The Old Ones.
 * Who - An Aspect of Destruction or greater, The Old Ones, DM

Divinity Transforms
Transforms related to Divinity, including Avatar transforms.

Avatar of the God of the Sun, Gold, and Justice
''A flame bursts out of your chest. Your breathing becomes haggard as your lord's holy energy flows through you, a mere sliver of his full divine strength. His will is now yours, and your will is now his. A heavenly light bursts through the air, and once it subsides, you stand are there. A giant compared to your previous self, you have become 17 feet tall. Your body is covered from head-to-toe in shining golden armor, covered in the iconography of the sun god. Bursting from the back are a pair of flaming wings. In your right hand is a blade made entirely of contained infernos, and in your left is a golden scale. Fire glows in your eyes, burning with the power of justice, the intensity of the sun, and the purity of gold.''


 * Robustness - +30
 * Deftness - +30
 * Vitality - +50
 * Intelligence - +65
 * Perspicacity - +65
 * Appeal - +40


 * Abilities |


 * Golden Armor - This armor is divine in nature and provides protection of every inch of your body. There is a small see-through eye shield. This renders complete necrotic immunity and radiates an aura of justice. Those who are judged guilty with evidence receive half to all their rolls, and all rolls against them are doubled.
 * Sun Sword - You wield a blade of pure fiery energy in your right hand. With this weapon you can cleave through almost any defence. It burns with the intensity of the sun, and can send waves of flame as a ranged attack based off of robustness. It burns with the intensity of the sun, and you may bestow them to whoever you wish as a simple action.
 * The Golden Scales - In your left hand you wield the Scale of Justice! This holy symbol allows you to channel the pure powers of the Sun God! You can utterly obliterate any undead or abomination as a simple action.
 * Boon Bestowment - You may bestow any boon your God could up to your own.
 * Fixed Point - People may not interact directly with your timeline or existence.
 * Cosmic Manipulation - You can move celestial bodies. (Limited to gaseous planets and suns)
 * Deity Physiology - Mortal weapons cannot harm you, only items and powers capable of harming your God may harm you in this state.


 * Trigger Events |


 * Location - Sun God Universe, The Center Of A Sun, A Sanctified Court
 * Battle - You will resurrect if burned so purely that even your items are turned to ashes, The Opponent has been sufficiently judged so as to use deadly force against them
 * Who - The God of The Sun, Justice, And Gold, An Aspect of Justice or greater, Christopher, DM

Racial Transforms
Transforms related to embracing the power of your race.

Master Human
''You are the Paragon of your people. After enduring countless trials you've proven that the Human Peoples have no limit. You've pushed your limitless growth beyond what many Gods believed possible. You stand an entire foot taller than average, and your skin has a strange other-wordly glow about it.''


 * Robustness - + 20
 * Deftness -+ 20
 * Vitality - + 20
 * Intelligence - + 20
 * Perspicacity -+ 20
 * Appeal - + 20


 * Abilities |


 * Adaptability - Your race is master of changing to their surroundings. Each time you're struck by the same enemy add + 5 to your rolls against them.
 * Perseverance - Your will is so mighty that grievous wounds don't bring you to your knees, and what many would consider mortal wounds don't prevent you from fighting on.
 * True Human Will - Pick a Target on your team. Even if you're incapacitated you may make rolls to protect this individual, your body and mind refusing to accept defeat at any costs! Even Death will not prevent you from gritting your teeth in defence of this individual. If your body is destroyed then you no longer can protect them.


 * Trigger Events |


 * Location - A city you were in at the moment of it's apocalyptic destruction.
 * Battle - A divine level or greater threat appears.
 * Who Can Activate This - Gods and Goddesses, Beings of Power, A Rune of Transformation

Jebediah's Ancient Guardian Dragon of the Swamp
''Your life flashes before your eyes… but no, this isn’t your life. This is the life of a mighty and terrible dragon, and yet it feels so familiar… You begin to take the form of a titanic swamp-green dragon, capable of terrifying and amazing feats. Your eyes are alit with flames, and seared onto your claw is a J. Covering your body is dark crimson pieces of armor seared into your flesh.''


 * Robustness - + 20
 * Deftness - + 5
 * Vitality - + 55
 * Intelligence - + 20
 * Perspicacity - + 20
 * Appeal - +20


 * Abilities |


 * Acidic Breath - You can fire acid from your mouth! It is absolutely devastating and capable of melting through even divine metals! You may sacrifice this ability for the encounter to fire a magical version of that phases through the first defense it strikes.
 * Ancient Guardian Dragon Physiology - You have all the powers of an elder dragon and the physical body of one as well. You simply cannot be harmed by most magic, only those of the highest order can strike you. Weapons that aren't of divinity cannot pierce your hide.
 * Tail Slam - As a Guardian Dragon your tail is a massive growth of bone and can be swung as a physical attack (When it hits a target, roll luck. If 80 or above, the target is stunned)
 * Vigilance - You may defend for every one of your allies within the area. Even if you’ve already defended for an ally this turn, you may continuously defend for your allies.
 * Growth Magic - You may beseech the power of growth! Once per mission you may roll a 1d15+5. Add the result to your vitality for the rest of the mission, even after you de-transform.
 * Gaseous Breath - You can release a breath of gas, this can be any type of gas your choose. Once per a day you can give up this breath ability to fire a perfect sphere of gas that engulfs and clings to your opponent.
 * Hell Flame Breath - You fire breath of pure black flames that cannot be extinguished by normal means! Once per day you can expend this power to fire an AoE at all of your targets.
 * Demonic Shift - Once per week, You give up your physical form in your entirety to ascend to a greater power for 1d5.


 * Trigger Events |


 * Location - Your Second Home, A Swamp, Jebediah's Mansion (Toggle-able)
 * Battle - A dragon contests your territory, If a dragon attacks an ally you may transform and defend as an IMMEDIATE Interrupt (When the hostilities cease, you immediately de-transform.)
 * Who - Your family, You, Your parents, Overseer, DM

Leppamon
???


 * Robustness - +20
 * Deftness - +25
 * Vitality - +10
 * Intelligence - +10
 * Perspicacity - +10
 * Appeal - +10


 * Abilities |


 * Flight - Leppamon can literally run on air! She has absolutely no problem simply walking over most obstacles in her way.
 * Kurukuru Rekkuuzan - Leppamon leaps forward, grace is her name and there is intent to harm in her eye. Using this technique Abel focuses on one target and can preform two melee attacks instead of one with the help of just her claws! Normally one of her kind would be hounded by her tail... yet something is strange, her tail instead has the mark of < Insert one Spirit> and it does not speak or even seems to move on it's own. Roll Deftness Twice.
 * Juuga Rangeki - Abel jumps into the air and spins rapidly! Infact shes moving so fast it's hard for your eyes to keep track of! She spins around like a whirlwind of Death and when she strikes a target she stops her terrifying spin to tear out a chunk of their flesh with her terrifying teeth! Sometimes she can even continue this attack multiple times not even stopping mid spin, instead just stealing a bite before moving onto the next would be target. Roll Robustness, May hit more target, each new target also requires a Deftness Roll in addition to the Robustness.
 * Shinkuu Kamaitachi - Abel's tail might not be a big talker, lacking it's facial features like other Leppamon, however it is still vigilant as ever! It moves as if it's independent of it's owner and can strike with the speed and precision on levels even above that of a normal Leppamon's tail. In addition it allows her to use a technique with a twist, like a normal one of her kind she may swing her tail willing to send large slices of wind to slice her opponets to shreds. However she may also channel the Elemental power of her mark to fire off a more powerful version with a twist! May Attempt to block attacks with Perspicacity. The Technique requires a Deftness Roll or a Elemental Roll.


 * Trigger Events |


 * Location - N/A
 * Battle - If Binky is put into critical Condition
 * Who - Ophanimon, Binky's Love, DM

PERFECT Human
''You are the Paragon of your people. After enduring countless trials you've proven that the Human Peoples have no limit. You've pushed your limitless growth beyond what many Gods believed possible. You stand an entire foot taller than average, and your skin has a strange other-wordly glow about it.''


 * Robustness - +???
 * Deftness +???
 * Vitality - +???
 * Intelligence - +???
 * Perspicacity - +???
 * Appeal - +???
 * Luck - +???


 * Abilities |


 * Adaptability - ???
 * Perseverance - ???
 * True Human Will - Pick a Target on your team. Even if you're incapacitated you may make rolls to protect this individual, your body and mind refusing to accept defeat at any costs! Even Death will not prevent you from gritting your teeth in defense of this individual. If your body is destroyed then you no longer can protect them.


 * Trigger Events |


 * Location - ???
 * Battle - ???
 * What Being Can Manually Activate - ???

Mega Blissey
???


 * Robustness +0
 * Deftness +0
 * Vitality +15
 * Intelligence +5
 * Perspicacity +10
 * Appeal +10


 * Abilities |


 * Mega Healer - Roll luck for each ally on the battlefield. If 50 or above, they are cured of one random status effect (determined by a 1dX, where X is the number of status effects the target has)
 * Fairy Pulse - Fairy-type ranged attack based on vitality.
 * Martyr - End Mega evolution immediately to resurrect a target back to full health


 * Trigger Events |


 * Location - An official pokemon stadium, A poke-center
 * Battle - An enemy pokemon mega evolves
 * Who - Dicearm (Once per day, mega evolve for 3 turns.)

Super Saiyan I
''Around you the world begins to shake violently, above head in the clouds there are bolts of pure energy cracking violently. Rather than lightning, it is your own raw energy coursing through the air. Flashing over to you, your eyes are emerald and your hair is standing tall and golden. You release so much energy that your hair is standing on edge constantly from the flow. Blue streaks of lightning course through the visible aura of energy that surrounds you.''


 * Robustness - +10
 * Deftness - +10
 * Vitality - +10
 * Intelligence - +5
 * Perspicacity - +5
 * Appeal - +5


 * Abilities |


 * [Signature Attack Name] - You may choose the name and description for this ability. You gain a 1.5x multiplier to its number of successes! Based on either vitality or robustness. This ability may only be used once per day.
 * Ki Warrior - Your ki levels skyrocket as you transform into your new form! All ki-based abilities (excluding your signature attack) gain a 1.25x multiplier to their number of successes!


 * Trigger Events |


 * Location - DBZ Universe while fighting against a named DBZ character
 * Battle - An Aspect-Level BOP or Super Saiyan has killing intent for you
 * Who - You (Once Per Month), Overseer, DM

Mugenbi no Kitsune
''You feel the Eye of The Zenko fall upon you, and your body bursts forth in an explosion of light. As the light suffuses every molecule of your body, your mind is filled with thoughts of the worlds your power has helped. Disboard. Berk. Mystery Skulls. The Nowhere Islands. All the lives that you've improved with the wishes you've granted, choosing the simple kindness of helping others over the allure of wealth and power. You aren't naive - you know that reality can be cruel and inhumane. But that doesn't mean that YOU have to be. As these thoughts fill your mind, your body turns into a silhouette of pure light - the only splash of color being the bandanna around your neck. Your number of tails grow to not nine, not ten, but an infinite number of ever-shifting tails waving behind you majestically. The thoughts of those you've helped and those who still need you continue to play over and over your mind. It's time to put all of this power to use.''


 * Robustness - +25
 * Deftness - +45
 * Vitality - +25
 * Intelligence - +25
 * Perspicacity - +45
 * Appeal - +30


 * Abilities |


 * Perfected Kitsune Physiology - In this form, your body has been empowered to its absolute pinnacle. While your transform is active, you have access to all of the abilities gifted by the ten potential tails of a baseline kitsune. All of these effects are based on perspicacity (These abilities are as follows: 1. Flight, 2. Dream Manifestation, 3. Psyche Manipulation, 4. Madness Inducement, 5. Shapeshifting, 6. Enhanced Illusions, 7. Spatial Manipulation, 8. Temporal Manipulation, 9. Wish Fulfillment, 10. Reality Manipulation). Wishes made while this transform is active MUST be made selflessly.
 * Infinite Kitsunebi - The Fox Fire you wielded before doesn't hold a candle to what you're capable of now. On use, roll a 2d2. You are able to create and launch that number of kitsunebi. You are able to split these among all targets in combat as you wish. These kitsunebi are considered God-slaying. Based on perspicacity.
 * Spirit of Benevolence - The power you wield now is a composite of the happiness and security you've brought to the lives of those you've helped. You may attempt to use a universal from a world that your wishes have helped (For example, attempting to use a PSI power from Mother 3).
 * Karma - If you attempt to use the power of this transform to do anything that may be considered a morally bankrupt action, you are immediately de-transformed and sent into critical condition.


 * Trigger Events |


 * Location - A universe which a wish you've made has changed the course of for the better,
 * Battle - You are the only surviving member of your party, A planet you're on has just had at least 50% of its population slain, A Divine-Level threat challenges your party
 * Who - The Zenko's Eye, The last surviving member of a dying species, Overseer, DM

Experience/Slayer Transforms
Transforms related to the experiences you've had in the multiverse, the most common of which are traits related to becoming a "slayer" of a certain species, such as vampires or demons.

Apex Form
''Your body quakes as the brilliant, lustrous light within you shines for all to see, brought forth by your hope for the future, the strength of your convictions, and the willpower to see it through. When the light fades, the colors of your clothing have changed to swirls of black and white, representing your mastery over both the light and dark that dwells within you. With this new power, your path is clear. While your friends are absolutely important, in this drive you've realized an important truth everyone must face, but few are able to truly accept - you're important too. In this form, you are at your apex. In this form, you are Skipper.''


 * Robustness: +5
 * Deftness: +20
 * Vitality: +20
 * Intelligence: +5
 * Perspicacity: +5
 * Appeal: +20
 * Luck: +5


 * Abilities |


 * The Blade of Body - In your right hand you carry a keyblade that pushes your physical capabilities to their absolute peak. With this keyblade you can move at near-lightspeed!
 * The Blade of Heart - And in your left, you hold a keyblade that allows the strength of your heart to blossom forth. With this keyblade you have access to any and all Final Fantasy magic! Your spells will be based on vitality.
 * Rallying Cry - The power of your heart is a source of inspiration, comfort, and strength for your friends to rely on. Once per round, roll appeal to add that roll's successes to a target roll an ally has made!


 * Trigger Events |


 * Location - A place you've fought a great battle that's strengthened your heart, A place where your heart has truly been tested, Petalburg
 * Battle - If at least half your party has been killed, A BOP of Aspect-level or greater challenges your party
 * Who - Skipper (Once per month), A Keyblade Master, Overseer, Chris, DM

The Tarrasque Slayer
''Silver glowing armor encases you. Your very being hardens against the physical. An aura of energy in the shape of your amor bursts from your body bringing you up to size with your chosen foe. You are the Tarrasque slayer, and you will turn the legendary creature into a forgotten fairy tail.''


 * Robustness - +80
 * Deftness - +80
 * Vitality - +75
 * Intelligence - +20
 * Perspicacity -+25
 * Appeal - +30


 * Abilities |


 * Resistance Resistance - A Tarrasque cannot activate it’s innate magical resistance nor it’s Legendary resistance against attacks and effects that come from you.
 * Size Manipulation - The only way to fight a Kaiju is to become a Kaiju. When fighting against a Tarrasque you and your equipment can grow to any size, as long as it is not bigger than the tarrasque would be standing on its hind legs.
 * Legendary Action - Once Per Round you can do a basic attack, an attack that was charged on the previous turn, or a movement, in between two other creature’s turns.
 * End It Justly - After Killing a Tarrasque you can obliterate it's soul from existence. This means it is impossible to revive the creature without getting weird time travel shenanigans involved.


 * Trigger Events |


 * Location - An Area that has been destroyed by a Tarrasque, An Area inside of a Tarrasque
 * Battle - A Tarrasque challenges your party.
 * Who - Bahamut The Platinum Dragon

The Demon Slayer
''Holy energy courses through your veins, literally. Your eyes are a-blaze with divine energy that powers your very being. Deep within your being the thought of any demons drives you into a hateful rage that seeks to do nothing but destroy the foul stench of demons.''


 * Robustness - + 30
 * Deftness -+ 30
 * Vitality - + 35
 * Intelligence - + 25
 * Perspicacity -+ 25
 * Appeal - + 30


 * Abilities |


 * Divinity - Pure Holy energy courses through your body, replacing your blood. Mortal weapons can no longer slay you, but they can damage you. You can no longer be affected by Poisons,Diseases, and do not enter critical condition.
 * Smiting Stare - You stare into the Eyes of a Being. If they are karmatically evil, roll your Vitality. If high enough, you vaporize them with pure holy power.
 * Summon Holy Armaments - You summon Armor and a Weapon of choice that strike true against Demons. Granting a +10 on all rolls against them.


 * Trigger Events |


 * Location - Enter into Heaven, Enter into the 5th ring of Hell or greater.
 * Battle - A Pit Fiend or greater slays at least half of your party if not more, If you are killed in battle
 * What Being Can Manually Activate - Gods or Goddesses aligned with Good and Justice.

Jebediah's Butler
''You receive a suit made from the purest of flames, purely of black and white flames. These flames resemble that of a tuxedo, perfect for a Butler.''


 * Robustness - + 15
 * Deftness -+ 5
 * Vitality - + 15
 * Intelligence - + 5
 * Perspicacity -+ 5
 * Appeal - + 5


 * Abilities |


 * Mode Switch - Switch the 15's to any other stat. (Main Action)
 * Fiery Aura - Damages all enemies passively each turn.
 * Fiery Wrench - Spawn a fiery wrench, +10 Robustness on hit.


 * Trigger Events |


 * Location - Jebediah's Tower, 7th Layer of Hell or higher
 * Battle - A Lesser Aspect or Greater challenges you, If you meet the agreements of a contract
 * Who - Jebediah, Overseer, DM

Castiel, Lord of Holy Knowledge and Understanding
''You feel your body begin to become totally encased in stone, the fate you’ve known would come to you the first time you ever touched Castiel. You hold onto it as hard as you can despite your inevitable demise, hoping for a miracle… And one comes. Those around you see that the silent statue you have become begins to glow, and your stone armor transforms into real armor, blue plated with a golden light lining, complete with a mask with a single star on its front. As soon as you return to the realm of the living, you take a powerful battle stance and golden angel wings shoot out of your back.''


 * Robustness +1
 * Deftness +1
 * Vitality +1
 * Intelligence +135
 * Perspicacity +45
 * Appeal +15


 * Abilities |


 * Divine Physiology - You have the body of a divine being, and only items and attacks capable of damaging deities are able to harm you.
 * Angel Physiology - The seraphim are your kin, and you are gifted with their abilities. And their weaknesses.
 * Fold In Space - You are not bound by any limitations while teleporting.
 * Evil Destruction - You may attempt to obliterate any evil aligned target. Based on intelligence.
 * Golden Barrier - Using over 1000 different styles of magic at once, you produce a huge barrier. Can be used as a basic defense for yourself or any allies. Based on intelligence.
 * Ultimate Seal - Once per day, mission, or bounty, seal a target in a stone suit of armor empowered by a perfect seal. Based on intelligence.
 * Hope Manipulation - Manipulate the hope within people’s hearts. Based on intelligence.
 * Holy Energy Manipulation - Manipulate the holy energy that permeates through the land. Based on intelligence.


 * Trigger Events |


 * Location - Heaven, Hell The Digital World
 * Battle - Dicearm Dies
 * Who - Castiel

Zachary the Demon
???


 * Robustness - +35
 * Deftness - +25
 * Vitality - +25
 * Intelligence - +5
 * Perspicacity - +25
 * Appeal - -20


 * Abilities |


 * Demonic Physiology - Your new demonic body gives you some serious bonuses. It is incredibly hard to kill you by normal means. However, the weakness of demonic entities hurt you extra hard
 * Hate Aura - Hatred becomes you, and you become hatred. The more hatred you hold within you, the more powerful you become.
 * Hate Manipulation - You can magnify the hate within people's hearts. Based on perspicacity.
 * Hate Explosion - Release the ultimate blast of hateful fury and destroy everything around you once per day, mission, or bounty. Based on 2.5 times your perspicacity.

Trigger Events


 * Location - Hell, Heaven, Jebediah's Tower
 * Battle - Dicearm Dies
 * What Being Can Manually Activate - Dicearm, Tapirmon, Castiel, Jebediah

Item-Based Transforms
Transforms that are activated by a magical or highly technologically advanced items.

The Iron Adapter: MK I
''With a press of a button, you’re covered with a highly advanced, highly stylized, and highly customizable suit of armor that affectionately refers to you as “sweetie” in the voice of a long-gone flame. You hold onto his voice close and let it steel you, preparing you to fight against whatever comes your way. This suit is the last vestige of Tony you have left, and you’re not gonna let it go.''


 * Robustness - +10
 * Deftness - +10
 * Vitality - +20
 * Intelligence - +25
 * Perspicacity - +25
 * Appeal - +15


 * Abilities |


 * Adaptability - A suite of highly advanced nanobots swarm throughout the suit, changing it to your specifications. First off, you may choose any coloration for the suit to be in any design. This design can be changed anytime you’re in a safe place. Second, you may switch any stats you wish (except luck) when activating the suit (For example, switching intelligence and perspicacity, so you perspicacity bonus is +15 and your appeal bonus is +25). Switching them after activation is one simple action for switching a pair of stats.
 * Persistence - The more you fight a target, the more you learn about them. And the easier it’ll be to defeat them. Every time you successfully strike a target, you get an additional die to your rolls against them.
 * Firepower - What’s the point of all this power if you can’t do anything with it? Upon your suit’s activation, choose a weapon type and an effect for it. This weapon will be based on the stat of your choosing (except luck). Changing your weapon is a simple action.
 * Repair Protocol - The nanobots running through your suit have a highly advanced onboard repair program. However, it takes a bit… As a main action, you may heal your suit based on either vitality or intelligence.


 * Trigger Events |


 * Location - Marvel Universe
 * Battle - When you are knocked into critical condition, roll a 1d100. If you get an 85 or higher, your suit activates. This effect may only resolve once per mission; The suit’s AI detects an incredibly high hostile energy signature (Aspect or higher)
 * Who - Any version of Tony Stark; Jacob (Once per week. However, this method uses a lot more energy than the auto-activation of other methods. If you do this, only the critical condition trigger event can be used for the week); DM

Helios-Alpha
''With a press of a button, your watch glows with a bright, white light. Within moments your mech appears. It looks… different. Like Baymax still, but after they got that cool armor on him. Someone has definitely tricked this bad boy out with the highest grade gear and enhancements. Your rusted mech is sparkling beautifully with a gorgeous red paint job, sun decals, solar boosters, and giant gatling guns strapped to the shoulders that shoot miniature suns. The divine technology that now fuels this mech definitely means it ain’t just for support anymore.''


 * Robustness - + 30
 * Deftness - + 25
 * Vitality - + 20
 * Intelligence - + 15
 * Perspicacity - + 20
 * Appeal - + 10


 * Abilities |


 * Solar Streetsweeper - Your gatling guns are armed and ready to dispense hot solar justice. They fire miniature suns at high speeds based on deftness. Attacks have a high chance to burn (Roll luck. If 50 or above, target is burned).
 * Explosive Smash - Your fists are made of the hardest divine metal and are aided by high-grade explosives in the knuckles. Punching a target leads to a huge explosion that will leave you unscathed, but leave your opponents (and any allies standing to close) a bloody mess on the ground.
 * Hand of Justice - The divine fury of the Sun God’s justice powers this mech to incredible strength against the wicked. When fighting a target that is guilty with evidence, you and your allies receive a 20 point bonus to all their rolls against them.
 * Golden Armor-Plating - Using an incredibly strong gold alloy, your mech is able to stand up to serious punishment. All attacks against it receive a 10 point penalty and its shields have been upgraded to 1250/1250.


 * Trigger Events |


 * Location - N/A
 * Battle - N/A
 * Who - User (Once per week)

The Queen’s Ring
''Maimed Clown. Undead Cat. Impaled Crow. Omnipotent Dog.''

These four shall be held in reverence for the eternity they serve to cut short.”

''When you slip on the ring, you feel the all-powerful energies of these four flowing through you (but especially the Omnipotent Dog. Like… wooooooow that’s powerful). Your culture is filled with fables and prophecies about this ring, fairy tales told to children and never believed but the old and wise until it’s far too late. The tales tell of the Sovereign Slayer, a ruthless monster who would betray the Black Queen, steal her ring, and be singlehandedly responsible for the end of the universe and become an all-powerful omnipotent demidog. However, he doesn’t have it anymore. Let’s not go into specifics as to how, but the ring is yours now. And with all of this power, one burning question comes to mind. What will you do with it? Will you stay spades ahead of the competition and follow in the slick footsteps of the Sovereign Slayer? Or will you take this parcel and use it to save worlds and allow life to flourish as the mistress who was always meant to wear it? Only you have the power to make that choice.''


 * Robustness - +30
 * Deftness - +20
 * Vitality - +50
 * Intelligence - +20
 * Perspicacity - +15
 * Appeal - +15


 * Abilities |


 * Red Miles - In every session, this is the one constant of the ring’s powers. You may send out vitality-based red tendrils to destroy your enemies as you please. No one can escape the miles.
 * Maimed Clown - Hoo hoo hoo. While transformed, you lack a left arm and a right eye thanks to this funny little fellow. Don’t judge the clown too harshly though. It’s the only reason this transform gives an appeal bonus.
 * Undead Cat - Why Mr. Jaspers, don’t you look so adorable in your eldritch princess outfit fit snugly to your adorable kitty form? Yes you do! You have the ability to manifest tentacle limbs as a free action. You also a 1.5x multiplier to any stealth rolls due to the void-y nature of your feline friend here.
 * Impaled Crow - Due to a ridiculous series of events, some dumpass prototyped a crow with a sword stuck in its feathered belly. How’d it get there? Only Time can tell. This prototyping gives you gorgeous crow wings (perfect for the sheer intimidation factor!) and an unbreakable sword stuck in your furry belly that is capable of slaying “Gods”.
 * Omnipotent Dog - Every planet destined for sentient life is born with a First Guardian to protect it from harm. This First Guardian has a connection to the powers of The Green Sun, a source of infinite power roughly the size of two universes that all universes in this sector orbit. Someone prototyped Earth’s. Crazy stuff happened. This prototyping gifts you amazing spatial manipulation abilities, allowing instantaneous teleportation of yourself, others, projectiles, anything, as well as the nigh-unkillability of a First Guardian which means you may only be harmed by Aspect-slaying weaponry. It also gives you a dog head, a keen sense of smell, and an insatiable hunger for… snausages? Spatial manipulation rolls are based off vitality.


 * Trigger Events |


 * The rings only trigger event is putting the ring on. This transform stays active as long as the ring stays on and will deactivate the second it comes off. You must be a Carapacian to wear this ring and activate this transform. You do not have any choice as to whether this transform activates once the ring is put on. It automatically does.

Glomgold's Gilded Clusterduck
''You press a button on your watch and you're in a big gold duck now. Quack. Live rich, die young, and leave a golden corpse.''


 * Robustness - +10
 * Deftness - +10
 * Vitality - +10
 * Intelligence - +10
 * Perspicacity - +10
 * Appeal - +10


 * Abilities |


 * Golden Gatling Gun - Fire a salvo of molten gold coins at a target based on vitality. Any target hit by this has a 0.5x multiplier applied to their defensive rolls for the rest of combat.
 * Let's Make A Deal - Offer a target a deal, offering them pages in exchange for them taking some sort of debuff in combat, up to and including the target's death. The target must WILLINGLY agree. No rolls necessary.
 * Cash Fueled - You can spend 50,000 pages to manually activate this transform. For every 50,000 pages above this you spend, you gain an additional +5 to all stats for the transform's duration.


 * Trigger Events |


 * Location - In your company's HQ (Your company must be worth at least $100 million dollars or their equivalent in another currency)
 * Battle - If an opponent has just caused your company's stocks to crash (Your company must be worth at least $100 million dollars or their equivalent in another currency)
 * Who - You (If you pay 50k or more), If at least 75% of your company's stockholders vote to activate your transform (Your company must be worth at least $100 million dollars or their equivalent in another currency), DM

Numbered List of All Transforms

 * 1) Lesser Aspect of Radiation
 * 2) Lesser Aspect of Life
 * 3) Lesser Aspect of Ninja
 * 4) Lesser Aspect of Destruction
 * 5) Lesser Aspect of Recklessness
 * 6) Lesser Aspect of Tenacity
 * 7) Lesser Aspect Of Rage
 * 8) Lesser Aspect of Burning Passion
 * 9) Lesser Aspect of Redemption
 * 10) Lesser Aspect of Reckless Endangerment (Recklessness/Death)
 * 11) Lesser Aspect of Time
 * 12) Lesser Aspect of Heroism
 * 13) Lesser Aspect of Chaos
 * 14) Aspect of Sorrow
 * 15) Aspect of Motherly Compassion
 * 16) Aspect of Hope
 * 17) Aspect of Tenacity
 * 18) Aspect of Heroism
 * 19) Greater Aspect of The Void
 * 20) Greater Aspect of Motherly RAGE
 * 21) Cosmic Aspect
 * 22) Cosmic Aspect of Inevitability
 * 23) Knight of Valor
 * 24) Eldritch Aspect of Destruction
 * 25) Avatar of the God of the Sun, Gold, and Justice
 * 26) Avatar of the God of Bonds, Invention, and Narrative
 * 27) Master Human
 * 28) Jebediah's Ancient Guardian Dragon of the Swamp
 * 29) Leppamon
 * 30) PERFECT Human
 * 31) Mega Blissey
 * 32) Super Saiyan I
 * 33) Mugenbi no Kitsune
 * 34) Apex Form
 * 35) The Tarrasque Slayer
 * 36) The Demon Slayer
 * 37) Jebediah's Butler
 * 38) Castiel, Lord of Holy Knowledge and Understanding
 * 39) Zachary the Demon
 * 40) Ghost Rider Perfect
 * 41) Avengers Assemble
 * 42) The Iron Adapter: MK I
 * 43) Helios-Alpha
 * 44) The Queen’s Ring
 * 45) Glomgold's Gilded Clusterduck
 * 46) Monster Mash