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Those Pesky Saiyan's Explained.

Ok, this is where everything teeters. As the only dicing Saiyan...I guess I'll make the rules. So here we go.

As explained on Trunks' page, the Super Saiyan status is an increase in all aspects. Well, I'm slamming a few rules upon it...so here we go.
  1. The character must say that he can go Super Saiyan before a match, and in his/her profile or a web page. This must be viewed before the match.

  2. The character must be a 'regular' DBZ character. None of these Sephiroth's that are Saiyan.

  3. The Saiyan may flare SSj anytime during the match but it must be done FF Style but before 10 points of victory...they must know what happens to the Saiyan when they transform.

  4. Once the super Saiyan status is earned, they'll follow this chart for the SSJ levels.
    SSJ1= Same dice, sides +2, effect lasts for 6 turns. (so a 2d20s would be a 2d22s as a SSJ1)
    USSJ= Same dice, sides +3, effect lasts for 6 turns and every three turns everyone BUT the USSJ gets two attacks. (so a 2d20s would be a 2d23s as a USSJ)
    SSJ2= Same dice, sides +4, effect lests 5 turns. (so a 2d20s would be a 2d24s as a SSJ2)
    SSJ3= Same dice, sides +6, effect lasts 4 turns. (so a 2d20s would be a 2d26s as a SSJ3)

If you'd like to bicker about those rules, please do. I'm open for opinions. Oh, and I won't recognize SSJ4 as a level... Note: those are only examples. Your dice and sides may vary.

Let's try something different here!

  1. Once the super Saiyan status is earned, they'll follow this chart for the SSJ levels.
    SSJ1= Amount of dice are Doubled, sides remain the same. Effect lasts for up to 20 rounds if the user has the skill "Full Power Super Saiyan", 10 otherwise. See below. (A 2d20s would become a 4d20s.)
    USSJ= Amount of dice are Tripled, sides remain the same. Effect lasts for up to 10 rounds if the user has the skill "Full Power Super Saiyan", 5 otherwise; and to score a hit, your roll must have at least half your dice (rounded up) hit for 75% of your maximum sides. (A 3d20s would become a 9d20s. For this form to land a hit, five dice must land a 15 or better.)
    SSJ2= Amount of dice are QUADRUPLED, sides remain the same. Effect lasts for up to 10 rounds if the user has the skill "Full Power Super Saiyan", 5 otherwise. (A 2d20s would become a 8d20s.) Effect eats away at SSJ2R rounds.
    SSJ2 Rage= Amount of dice are Quintupled, sides remain the same. Effect lasts for up to 10 rounds if the user has the skill "Full Power Super Saiyan", 5 otherwise. (A 2d20s would become a 10d20s.) Every successful attack has a +10 modifier. The effect eats away at SSJ2 rounds.
    SSJ3= Amount of dice is Sextupled, sides remain the same. Effect lasts up to 5 turns. (A 2d20s would be a 12d20s.)

Rounds!?! ...Metal Gear?!

Yes, rounds. Those things that happen in turn based combat systems. Like this one was. Usually a round is one action per character, or a turn. However a turn is not a round. If you roll doubles and go again that round, that's another turn.
A round is always one turn per character.
A turn may happen multiple times per round, if doubles happen. That's why SSJ3 is the only level measured in turns.

Here's a happy little power progression scale:
SSJ1 begins with 2 rounds of effect. After round two, the character must revert to their base form. Any returning to the effect is permitted at half rounds as the previous after at least one round of combat. As this form is taxing on the Saiyan, returning to it will wear them out faster. Example: You go SSJ for 4 rounds and have to power down for round five and finish that round before you can go SSJ again. On round six, you can go SSJ for 2 rounds--six and seven. Round eight you power down to base and finish that round. Round nine, you can go SSJ for that round only. Once you hit the one round threshold, just stop going SSJ. The fight is over by this point.
An additional round of effect is awarded every 10 dice levels, up to an additional 8 additional rounds of effect at 99s.
USSJ and SSJ2 rounds of effect are half that of SSJ1, rounded down. Up to an additional 4 rounds of effect at 99s.
Full Power Super Saiyan doubles these numbers. Same progression, though.

SSJ3
As this form is grossly overpowered, it also has the biggest restrictions, after all. At maximum power, 24d100 would be OBSCENE for five rounds, assuming three doubles per round. SSJ3 begins with only ONE TURN OF USE. At level 25 (44-sides) an additional turn is awarded. At level 50 (69-sides) another extra turn is awarded. At level 75 (94 sides) yet another extra turn is awarded. And finally, at level 81 (100-sides) a final turn is awarded, for up to 4 additional turns of effect if you grind that hard.

MATH!
If you're smart or good with math and numbers, you may notice that SSJ1 and SSJ2 have the exact same damage output at maximum dice sides without doubles at the same amount of dice (104 per round as a BASE 2d SSJ1--2080 total, 156 per round as a BASE 3d SSJ1--3120 total, and 208 as a BASE 4d SSJ1--4160 total). This was done on purpose. Go on, do the math on them, I'll wait.
Okay, you're back and agree with me on numbers. Good. As stated, this was done on purpose. These two forms amplify their user's power to the same amount, just for a different amount of time. (At 2d100 a SSJ1 can hit for up to 104 per turn, and up to 208 per turn as a SSJ2. Each totaling 2080.)
This also holds true for USSJ and SSJ3. (At 2d100, a USSJ can hit for up to 156 per turn, and up to 312 per turn as a SSJ3. Each totaling up to 1560.)

All totals are calculated with "Full Power Super Saiyan".

Next page, damage.