Invents

**Generic Invent Rules:**

**Inventions**

An Invent is a special, personal powerup or attack that has been developed by your own hands to do exactly what you want it to do. Every character has one and continues to improve as time goes on. Examples of a personal invent are ki attacks like Vegeta's Galic Gun, Gokus Kaioken and Piccolo's Special Beam Cannon.

Invents are defined by their 'level', which is the level they are aquired - not your current level. Characters begin with a single invent at level 1 and gain invents every fourth level (4, 8, 12, etc) from then on. Invents can be used once per two rounds (except for Statboosters, which can only be used 1/Battle). This can also be called "Invent Level" to easier differentiate the two meanings.

Invents begin with a base of 30 Invent Points, which can be altered by Uniques or Racial traits. Each level you gain after acquiring the Invent, accrues cumulative points. The next level after obtaining the invent, increases the points by the previous amount +5.

Base Template: [25\*levels you've had the invent+2.5\*(levels you've had the invent\*(levels you've had the invent+1))]

So your acquired level 1 Invent, at level six would use the equation:

[25\*6+2.5\*(6\*(6+1))]

While your acquired level 4 Invent would use:

[25\*3+2.5\*(3\*(3+1))]

**Hand to Hand Inventions:**

**Hand to Hand Inventions**

Hand to Hand attack Inventions function like regular attacks, however they tend to be catered heavily towards what the user wishes them to do. They can be attacks that use your allies combined attack to deal devestating hits or utilize a sudden burst of energy to flatten your target. To create a Hand to Hand Invention, you decide on the dice type you wish to use. You may not change this choice later, so pick carefully. Your attack must also cost a minimum of 1 Endurance.

Points End Damage

10 1 every 5 dice 1d4

15 1 every 3 dice 1d6

20 1 every 2 dice 1d8

Special Abilities

\* (50 points) Armor Piercing

- Increases the End cost by 2

Your attack's damage becomes Armor Piercing, meaning it can penetrate people's armor and physical resilience. Armor Piercing is fully described in Advanced Combat.

\* (15 points) Shield Piercing

Your attack's damage becomes Shield Piercing, meaning it can penetrate people's shields and auras much easier than normal. Shield Piercing is fully described in Advanced Combat.

\* (20 points per damage die) Armor Shattering

- Increases the End cost by 5, Increases by 10 if it is a Multi-Attack

Your attack's damage becomes Armor Shattering, meaning it completely bypasses any physical barriers that try to absorb the damage, destroying them while doing so. This ability fully replaces Armor Piercing, and is described in Advanced Combat.

\* (50 points) Stunning Attack

- Increases the End cost by 2

Your attack now disorients your opponent when it hits them. If your attack hits, unless your opponent Advanced Blocks, they are stunned for one action. This can not be purchased multiple times.

\* (10 points) Blinding Speed

- Increases the End cost by 1 per 3 times taken

You practice with your technique to the point of memorizing the motion and speeding up its execution, enabling you to strike faster, leaving them no time to react.

This bonus adds +1 to strike for every 10 invent points spent. You can take this add-on a maximum of 15 times.

\* (Variable) Multi-Attack

- Multi-attacks can not have the Ki Enhance add-on used with them

- Multi-attacks can not have the Focus Blow add-on used with them

- Adds the Base Damage Die's End Cost each time it's purchased

With this add-on, you pummel your opponent with a barrage of attacks, wearing them down with one blow after another.

This addition costs 50 Invent Points for every Base Damage Die the attack already does, each time you buy it. It allows you to deal 1d5+1 blows per time purchased, up to 1d5+1 per level. Once this addition is bought, you can not improve the base damage any further.

Template: {(1d5+1 per time bought)\*(Base Damage + Str modifier) + misc mods + Bulk}

\* (150 points) Auto Critical

- Increases the End cost by 1 per Damage die.

- Multi-Attack can not be taken with this add-on.

- Must have enough Damage die equal to the die type (4d4, 6d6, 8d8) to purchase this add-on.

Your attack is brutal and violent, breaking those struck by it and leaving them a broken pile. Your attack becomes Auto Critical, meaning if it does any damage, it inflicts a level one critical effect. Refer to the Combat Chapter for its effects.

\* (250 points) Double Auto Critical

- Increases the End cost by 3 per Damage die.

- Must have the Auto Critical add-on already.

- Multi-Attack can not be taken with this add-on.

Your attack becomes extremely brutal and violent, leaving your enemies mauled piles on the ground. Your attack becomes Double Auto Critical, meaning if it does any damage, it inflicts a level two critical effect. Refer to the Combat Chapter for its effects.

\* (10 points per die) Ki Enhancement

- Ki Enhancement can not have the Multi-Attack add-on used with it.

You can now channel your energy into your attack, enabling you to deal much more damage than normal. The damage die of your attack is now \*10 (1d4\*10, etc). In addition, all bonuses to Ki are added to your invent. It costs 10 Ki per die, and you must pay for all die in the attack, or the Ki Enhancement will not take effect. This addition costs 10 invent points per damage die your invent has.

\* (50 points) Flaming Strike

- Increases the Ki cost by 25%

- Must have the Ki Enhancement add-on already.

Your attack now has a lingering effect--lighting the person on fire, a discharg eof electricity disrupting their body, an open wound unable to heal. When you strike the target, the injury inflicted does not immediately fade, but continues to fester. Your attack has the effect of Flaming, which is fully described in Advanced Combat.

\* (75 points) Push Off

- Costs 3 End and 50 Ki for the Dodge bonus.

- Push Off can not be added to a Multi-Attack.

This addition allows you to activate it immediately when your opponent closes in, striking them right after you evade. When your opponent declares an attempt to grab you, you can declare that you're Pushing Off with your invent and dodging. You roll your dodge with a +5 bonus to the roll, and if you successfully evade, you're allowed to counterattack them with your invent as a reflexive action, costing you no turns in the round. They can declare a defense as normal. If you are succesfully grabbed, then you can't use your invent and it counts against the once-per-two-rounds usage limit.

\* (5 points) Easy Blow

With this your invent puts less strain on your body, enabling you to fight longer withoug being winded from using your full power. The invent costs 1 less Endurance. This can be purchased an unlimited number of times, but your Invent can not cost less than 1 Endurance.

**Ki Attack Inventions:**

**Ki Attack Inventions**

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Ki Attack Inventions function like most other Ki attacks, but they are usually more focused or carry special properties that, when used during a time of need, can overwhelm an opponent for little cost to the user. They could be attacks that, when fired as a group, combine into a swirling beam of energy or a flurry of individual balls of energy that eventually merge into one massive explosion. To create a Ki Attack Invention, you decide on the dice type you wish to use. You may not change this choice later, so pick carefully. You must have the Discharge power to make a Ki Attack Invent. Attacks always cost 1 Endurance.

Points Ki Cost Damage

10 10 1d4\*10

15 15 1d8\*10

Special Abilities

\* (50 points) Armor Piercing

- Increases the Ki Cost by 25%

Your attack's damage becomes Armor Piercing, meaning it can penetrate people's armor and physical resilience. Armor Piercing is fully described in Advanced Combat.

\* (150 points) Auto Critical

- Increases the Ki Cost by 50%

- Multi-Attack can not be taken with this add-on.

The Ki of your blast becomes volatile, severely injuring those it hits. Your attack becomes Auto Critical, meaning if it does any damage, it inflicts a level one critical effect. Refer to the Combat Chapter for its effects.

\* (250 points) Double Auto Critical

- Increases the Ki Cost by 100%

- Must have the Auto Critical addon.

- Multi-Attack can not be taken with this add-on.

The Ki of your blast becomes extremely volatile, and is easily capable of destroying those it hits. Your attack becomes Double Auto Critical, meaning if it does any damage, it inflicts a level two critical effect. Refer to the Combat Chapter for its effects.

\* (25 points) Charging

You can now gather ki from the surroundings and infuse your attack with it, allowing you to power up a blast, given enough time. You can use any of the normal Charge powers to add to the damage, except for the power Mega Charge. Instead of adding the Ki to your own ki pool, the ki goes directly into your attack, adding 1 point for every 1 ki you would charge. Androids add double the amount of Ki they would normally regenerate in an action, instead (and don't regenerate on actions spent charging into the attack).

\* (40 points) Increased Charging

- Must have the Charging add-on already.

This simply makes your Charging more efficient, adding 25 extra damage for each action you charge the attack. This can be purchased an unlimited number of times.

\*One level of Increased Charging also increases the ammount of actions you can charge a ki invent to your level\*1.5 actions (Round up)

\* (40 points) Combo Attack

- Combo Attacks can not have the Multi-attack add-on used with them.

This unique addition to a Ki Attack allows you to combine the energy of your attack with that of another person's, enabling you to create an even more destructive blast of energy to take down an exceptionally tough opponent.

In order to use this add-on, you and up to two allies must all have this add-on. You can each fire your blasts and form a single, more powerful blast. You must have an action after each other, meaning no one acts in-between your actions. You all pay the normal ki cost for your own attacks, plus 4 Endurance.

The person with the highest strike roll uses their strike to determine if it hits, with an additional +5 to the roll. If you hit, roll the damage for all the attacks used, add them together, then add 10% to the total. The attack is considered to be from a single source, thus all of the attacks share each other's special properties (Stun, AP, Remote, etc).

You can not perform a Combo with your own Split form, Cell Jr, Janenba Mini, or Ghetti Clone.

\* (50 points) Counter

This add-on allows you to enhance your ki attack if you choose to use it to counter, or have your own attack countered, giving you a last bit of oomph to overtime their energy. You can add up to an extra 50 Ki per level, adding 1 damage per point of Ki.

\* (Variable) Multi-attack

- Multi-attacks can not have the AC or DAC add-ons used with them.

With this add-on, you can separate your attack into multiple blasts, much like a Multi Fireball, which arc and strike your opponent to inflict heavy damage from multiple sources.

This addition costs 50 Invent Points for every 1d8\*10 base damage the attack deals, each time you buy it. It allows you to shoot 1d3+1 blasts per time you buy it, but costs an additional 100 ki per 1d3+1. You can buy this multiple times, up to once per level, but once you buy it the first time, you can not later purchase more base damage. You can not charge Multi-Attack Ki Invents for damage, but you can charge Multi-Attack Ki invents to pay for the cost.

Template: {(1d3+1 per time bought)\*(Base Damage + Ki modifier) + misc mods}

\* (40 points) Range Boost

- Increases the Ki Cost by 10%

Most Ki attacks are only good for a (relatively) short distance, fighting upon a planet, you can hit anyone within sight range fairly easily, but beyond that and your ki tends to fizzle and dissipate. With this add-on, your attack can be used from space. This add-on can not be used to attack an individual person from space, only to attack the planet itself. For the most part, it's used to destroy planets, but be warned: There tend to be people on most inhabited planets that would stop someone attempting to blow up their home. And the planet it's on.

\* (50 points) Remote Attack

You can redirect the Ki of your attack even after firing it, allowing you to attack with it again if you miss. You can only redirect your attack once. Remote is fully described in Advanced Combat.

\* (75 points) Double Remote Attack

- Must have the Remote add-on already.

Your can redirect the Ki of your attack twice after firing it, allowing you to attack with it again if you miss. This functions just like Remote--it's simply a second Remote, which allows you to do certain things with it, like remoting the attack even after your opponent has used Freeze. Double Remote is fully describe in Advanced Combat.

\* (50 points) Stunning Attack

- Increases the Ki Cost by 20%

Your attack now disorients your opponent when it hits them. Unless your opponent prevents all of the damage (or Advanced Blocks), they are stunned for one action. This can not be purchased multiple times.

\* (10 points) Wide Radius

- Increases the Ki Cost by 5%

Your Ki blast becomes larger, allowing it to hit an area with greater ease. It makes it easier to hit your opponent (and the surroundings nearby, whether you want to or not). Each time it's purchased it gives you a +1 bonus to your Strike roll, and can be purchased 15 times. The Ki Cost increase applies each time it's taken.

**Shield Inventions:**

**Shield Inventions**

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Shield Invents function like normal Auras that you might have, such as Aura of Protection. However, to create a Shield Invent, you must purchase at least one rank of Shield Level. Unlike Aura of Protection, it does not begin reflexively and so cannot be used after a failed defense until upgraded. You do not need to declare the shield level publically when a shield invent is used. You must have the Aura of Protection power to create a Shield Invent.

Special Abilities

\* (20 points) Shield Level

This alters the shield level multiplier, which has the effect of reducing more damage for less Ki Cost - making it more efficient. Each shield level stops 1 damage, up to a maximum of Shield level 5. You must have a minimum Shield level of 1 to create a Shield Invent.

Template: [shield level\*25\*your level] Damage stopped

Template: [25\*your level] Ki Cost

\* (10 points) Increased Limit

This allows you to reduce more damage using your shield invent, albeit by using more of your energy to do so. For every 10 points spent, you can spend 1 more point of ki per level. This can be purchased an unlimited number of times. Shields begin at 25 ki per level, before taking this upgrade.

\* (50 points) Reflexive

- Increases the Ki cost by 50%

This ability means you can use your shield to protect yourself even after you fail your defense (dodge or parry). Handy for people who prefer to avoid damage outright and wish to enjoy a safety net.

Template: [limit\*your level\*1.5] Ki Cost

\* (40 points per Shield Level) SP Resistance

- Increases the Ki cost by 25%

Your Shield Invent can now stop damage which is specifically meant to pierce shields. Shield Piercing effects no longer bypass the defenses offered by your personal Shield.

Template: [limit\*your level\*1.25] Ki Cost

\* (25 points per Shield Level) Flaring

Your shield is either reflective or bounces back when struck. Whatever the method, when you use your Shield invent to prevent the damage from a Hand to Hand or Sword attack, you can return 20% of the damage you shielded, back to the attacker as Unpreventable damage. This damage cannot be dodged, parried or blocked, as it's an instantaneous return. Even if the Attack was UP, Flaring can be used providing the ki cost for stopping damage (even if no damage is stopped) is paid.

**Stat Boosters:**

**Stat Booster Inventions**

Statboosters are something perhaps alien to most Dragonball Fans, they can represent a transformation of power that a race might not normally get or a technique such as Kaioken being used. These techniques improve rapidly over time, gaining a snowball effect per level you aquire and at later levels.

To create a Statbooster, you take your invent points and divide them by 7. You have that many stat points to split between your STR, MNT, DEX, STM and SPD (never Int). Androids instead divide their Invent Points by 9. Your highest stat bonus may not be more than 10 points higher than your lowest stat bonus. INT never counts for this purpose.

I.E. If your Statbooster grants +10 MNT and +10 SPD, you need to raise STR, STM and DEX by 1 before you increase MNT or SPD.

Statboosters cost 1 END per 4 points added to your stats.

*NOTES ABOUT STATBOOSTERS*

\* You can only use a Stat Booster once per battle.

\* You can not use a Stat Booster preround, only by spending an action.

\* You can not raise your INT with a Stat Booster.

\* Stat Boosters are not compatible with other Superforms.

\* Increases in stats will result in increases to secondary attributes, such as HP, End, Ki, APR, Shield HP, etc. That is handled the same as it is for Superforms.

**Weapon Inventions:**

**Weapon Inventions**

Weapon Attack Inventions function like most sword attacks, though they are heavily modified by the user to produce a desired effect. They can be attacks that cut through any defenses or make your own attacks easier on your body, while slashing up your opponent. To create a Weapon Invention, you decide on the dice type you wish to use. You may not change this choice later, so pick carefully. You must have the Thrust power to make a Sword Invent and you must buy at least one dice, before applying special properties. Remember that unlike other attack invents, you still use your base sword dice. Your attack must also cost a minimum of 1 Endurance.

Points Cost Damage

10 1 End, 5 Ki +1d4

15 1 End, 10 Ki +1d8

Special Abilities

\* (10 points) Armor Piercing

- Increases the End Cost by 5

- Increases the Ki Cost by 20%

Your attack's damage becomes Armor Piercing, meaning it can penetrate people's armor and physical resilience. Armor Piercing is fully described in Advanced Combat.

\* (15 points) Shield Piercing

- Increases the End Cost by 1 per die

- Increases the Ki Cost by 20%

Your attack's damage becomes Shield Piercing, meaning it can penetrate people's shields and auras much easier than normal. Shield Piercing is fully described in Advanced Combat.

\* (50 points) Stunning Attack

- Increases the End Cost by 3

- Increases the Ki Cost by 20%

Your attack now disorients your opponent when it hits them. Unless your opponent prevents all of the damage (or Advanced Blocks), they are stunned for one action. This can not be purchased multiple times.

\* (10 points) Accuracy

- Increases the End cost by 1 per 3 times taken

- Increases the Ki Cost by 5% per time taken

You practice with your technique to the point of memorizing the motion and speeding up its execution, enabling you to strike faster, leaving them no time to react. You can take this add-on a maximum of 15 times. Each time the upgrade is taken, your invent gains a +1 Strike bonus. The Strike bonus applies only to the last strike in a Multi Attack Invent.

\* (15 points per die) Ki Infused

- Increases the Ki cost of every added die by 5

You can now channel your energy into your attack, enabling you to deal much more damage than normal. The invent damage die (not weapon dice/ki enhance dice) of your attack is now \*10 (1d8\*10, etc). In addition, all bonuses to Ki damage are added to your invent. This addition costs 15 invent points per damage die your invent has.

Notes:

\*If you increase the invent dice but do not add enough Ki Enhancement to cover every die, none of them are \*10, the normal ki cost from this addon is still in effect, and the entire ki cost of the invent is increased by 50%.

\*This does not allow for Ki-Strike bonuses to be applied to the attack strike.

\*This does not allow Races which have damage to "all" to apply this racial twice.

\* (150 points) Auto Critical

- Must have 4d4 or 4d8 damage die to purchase this add-on

- Increases the End cost by 1 per die

- Increases the Ki Cost by 25%

- Multi-Attack can not be taken with this add-on.

Your attack is lethal, cutting through those that are foolish enough to get hit by it. Your attack becomes Auto Critical, meaning if it does any damage, it inflicts a level one critical effect. Because it's a Sword, it means the critical effect is applied before damage, making the damage Unpreventable. When you roll to determine the effect of the critical, you add +10 to your d100 roll (which applies only to the level one critical chart).

\* (250 points) Double Auto Critical

- Must have 8d4 or 8d8 damage die to purchase this add-on

- Increases the End cost by 2 per die

- Increases the Ki cost by 50%

- Must have the Auto Critical addon.

- Multi-Attack can not be taken with this add-on.

Your attack is especially deadly, hacking people apart with a single blow. Your attack becomes Double Auto Critical, meaning if it does any damage, it inflicts a level two critical effect. Because it's a Sword, it means the critical effect is applied before damage, making the damage Unpreventable.

\* (40 points) Bleeding Cut

- Increases the Ki cost by 20%

Injuries sustained by your attack have trouble closing, and continue to bleed out long after the attack has been inflicted. Your attack now has the effect of Bleeding, which is fully described in Advanced Combat.

\* (75 points) Multi-Attack

- Increases the End cost by 3 per strike

- AC and DAC can not be taken with this add-on

With this add-on, you cut your opponent down with a flurry of steel, hacking them apart with a thousand little cuts instead of a single cleaving blow. This adds (level/3) extra strikes to your invent, which are performed before the final blow. A separate strike roll is used for each attack, though they all gain the bonus of one Superspeed and the invent's Accuracy, which is only paid for once. Bulk Damage and the bonus Invent Damage is only applied on the last hit.

\* (5 points) Light Blade

With this your invent puts less strain on your body, enabling you to fight longer withoug being winded from using your full power. The invent costs 1 less Endurance. This can be purchased an unlimited number of times, but your Invent can not cost less than 1 Endurance.