JEFF NOLEN's
DBZ MAYHEM
- Kid Goku Dragon Ball (Hero/Saiyajinn Special) Gain 500 when you succesfully deal damage to someone. (C,Energy) Kamehameha - Pay 200, deal 900. Or pay 200, charge once, and deal 1700. Or pay 200, charge twice, and deal 3300. (Physical) This Replaces Basic Physical Attacks,deal damage that a basic physical attack would do,plus 100. This will do a minimum of 100 damage.
- Goku,Dragon Ball Z (Transformation) Kaio Ken - Pay 200 every turn this is active, you can deactivate at any time,if you cannot pay for this you die. All your attacks will do x1.5 as long as this is active. (C + NB) Kamehameha - Pay 200, deal 800. Or pay 200, charge once, deal 1600. Or pay 200, charge twice, and deal 3200. (NB,Physical) Dragon Fist - Pay 300, deal 1500. (Special) If teamed with anyone in Goku's direct family,or Krillin and they die, gain 5000.
- Kid Goku,Dragon Ball GT (Special) If powerlevel exceeds 50,000 your team wins automaticly. (Special) Gain 1000 if you or a teammate deals damage to an opponent. (Special) Gain 1000 if teammate receives damage,not including payments (Special) If anyone in Goku's direct family or Krillin dies, gain 5000. (HB+C,Energy) Chou Kamehameha - Pay 1500, charge once, deal 5000.
- Kid Gohan,Freeza Saga (Special) Gain 500 if teammate receives damage (Special) Gain 2000 if teammate dies,3000 if Goku,Chi-Chi or Piccolo (HB + C,energy) Masenkou - Pay 500, deal 1500. (HC,energy) Kamehameha - Pay 1000,deal 1500.
- Teen Gohan,Cell Saga (Special) Gain 500 if teammate receives damage (Special) Gain 2000 if teammate dies,3000 if Goku,Chi-Chi,Piccolo or #16. (NB + C,energy) Kamehameha - Pay 500,deal 2000. Or pay 500,charge once, and deal 2500. (Energy) Super One-Armed Kamehameha - Usable only if you have less than 1000 PL remaining and took damage during the last turn. Deal 4000. Skip your next turn.
- Adult Gohan,Buu Saga (Special) Gain 500 if teammate receives damage (Special) Gain 2000 if teammate dies,3000 if Goku,Chi-Chi or Piccolo. 5000 if Videl dies. (NB + C,energy) Kamehameha - Pay 100,deal 900. Or pay 200, charge once, deal 1600. Or pay 300,charge twice, deal 3500. (C,energy) Super Kamehameha - Pay 1750,deal 3000. (Special) Enrage - Your next attack will do twice as much,pay 500,this effect goes away if you take more than 2000 damage. You can use this again on your next turn to make your next attack do x4 damage,but if you are hit at all you lose this effect. (Transformation) Mystic - Only usable if your powerlevel is above 20,000. You cannot be in any SSJ form if you use this. Your attacks deal x3 damage,goes away if you take more than 4000 damage at once.
- Goten (Special) Can power up six times instead of five (HB+C,energy) Kamehameha - Pay 100,deal 1000. Or pay 100, charge once, deal 1500. or pay 100, charge twice, deal 2500. (HB,energy) Rapid Ki Blast - 2d6, 250 times roll. Pay 500 (Special) When Teamed with Kid trunks, gain an extra 1000 at start.
- Vegeta,Saiyajinn Saga (C+HB,Energy) Galic Gun - Pay 200, deal 1000. Or pay 1000,deal 2000,or pay 2500,deal 3500. (HC,Physical) Saiyajinn Smash - Pay 100,roll 1d6,deal 500 x roll. (Special) Pride - All energy attacks cost 1/2 as much to use after this is activated,when this is activated you must pay 500,this cost is not cut in half. Effect lasts forever,or untill you sustain more than 3000 damage at once.
- Vegeta,Saiyajinn Saga (C+HB,Energy) Galic Gun - Pay 200, deal 1000. Or pay 1000,deal 2000,or pay 2500,deal 3500. (HC,Physical) Saiyajinn Smash - Pay 100,roll 1d6,deal 500 x roll. (Special) Pride - All energy attacks cost 1/2 as much to use after this is activated,when this is activated you must pay 500,this cost is not cut in half. Effect lasts forever,or untill you sustain more than 3000 damage at once.
- Majin Vegeta (Special) Gain an extra 2000 at start. (HC+NB,energy) Final Kamakazi Blast - Charge once,Deal 20,000 damage to one target,you die. (C,Energy) Majin Final Flash - Pay 2000,deal 4000. PLA is not calculated. (HB,Physical) Majin Beatdown - Roll 6d6 three times, add all of the rolls together and deal 50 times the sum of the rolls. (Special) If teamed with Trunks or Bulma and they die, gain 2000 and it is immediately your turn.
- Freeza (Transformation) Usable only if your powerlevel is above 10,000. Gain 3000. You get an extra power up. (Transformation) Usable only if your powerlevel is above 20,000 and you used the first transformation previously. Gain 5000, your attacks deal an extra 200 damage,with a minimum of 200 damage. (Transformation) Usable only if your powerlevel is above 30,000 and you used the first and second transformations previously. Gain 10,000 and your attacks deal x2 damage,minimum of 500 damage. (Special) You may skip your turn to gain 4000 powerlevel, usable once per game. (Special) Your transformations are not reversable. (NB,Energy) Freeza Piercing Ray - Pay 500, deal 1500. (C,Energy) Death Ball - Pay 500, charge twice, deal 4000. (Physical) Freeza Nightmare - Roll 1d6, deal 1000 x roll. Damage done is halved if you rolled a 6. Minimum of doing 500.
- Imperfect Cell (Special) Gain an extra 2000 at start. (Energy) Kamehameha - Pay 500,deal 2000. (Energy) Special Beam Cannon - Pay 1000, charge once, deal 3000. (Energy) Solar Flare - Pay 1000, paralyze a target for 2 turns
- Sub-Perfect Cell (Special) Gain an extra 1000 at start. (C+HB,Energy) Kamehameha - Pay 500,deal 2500. (HB,Energy) Special Beam Cannon - Pay 500, charge once, deal 3000. (HC,Energy) Galic Gun - Pay 500,charge once,deal 4000. (Special) Solar Flare - Pay 500, paralyze a target for 2 turns. (Special) Annihilation- Usable only if you have less than 300 and took damage last turn, the game ends in a draw.
- Perfect Cell (Special) Gain an extra 500 at start. (HC+HB,Energy) Kamehameha - Pay 250,deal 2500. (C+HB,energy) Super Kamehameha- Pay 1000, charge once, deal 4000. (NB,Energy) Special Beam Cannon - Pay 500, charge once, deal 3000. (HC+HB,Energy) Galic Gun - Pay 500,charge once,deal 4000. (NB,energy) Freeza Piercing Ray - Pay 100, deal 1500. (C,energy) Death Ball - Pay 500, charge twice, deal 4000. (Transformation) Power Weighted Form - Gain 10000, your attacks will deal x3 damage. When you attack, roll 1d6, unless it is a 4,5 or 6, the attack does no damage at all. (Energy) Spirit Bomb - Pay 100,Charge up to five times, deal 5000 x the number of times you charged. If you charged only once, this attack deals only 2500. PLA is not calculated during damage calculation of this move. You take an extra 200 damage from all attacks while you are charging this. (Special) Ultimate Perfection - Roll 1d6 if you die, if you rolled a 6, you come back with double the powerlevel you had before you died, and all your attacks will deal x2 damage. You power up immediately after this,this does not count as one of your five powerups per game, and does not eat up your turn. Usable only once per game.
- Fat Buu (NB + C,physical) Fat Wrap - Pay 500, deal 500. Roll 1d6, if 5-6 opponent is paralyzed for the next two turns. (HB+C,energy) Blaster Ball - Pay 500, deal 1000. Or roll 1d6, if 4 or 5 deal 2000 and pay 500. Or Gain 500 and deal 500, this third option does a minimum of 500 damage. (Energy) Magical Candy Ray - Roll 2d6, if you rolled doubles, kill someone automaticly and gain 1000, usable only twice per game. (Special) Reform - Roll 1d6 if you are killed, if 5-6 you remain alive, and your powerlevel becomes 3000.
- Evil Buu (HC+NB,energy) Genocide - Roll 3d6, multiply result by 150 and deal that much,minimum of doing 500 damage. (Physical) Majin Heel Kick - Pay 100, this attack will ALWAYS deal 1000 damage,no matter what. (Energy) Magical Candy Ray - Roll 2d6, if you rolled doubles, kill someone automaticly and gain 1000, usable only twice per game
- Super Buu (HC+NB,energy) Genocide - Roll 3d6, multiply result by 250 and deal that much. (Physical) Majin Rolling Kick - Pay 1000, deal 2000, this attack has a minimum of doing 1000 damage. Magical Candy Ray - Roll 2d6, if you rolled doubles, kill someone automaticly and gain 1000, usable only twice per game, if used against Vegito, they do not die and you gain nothing, Vegito's name is considered
- Kid Buu (Special) Start with an extra 2000 at start. (HC+NB,energy) Supreme Genocide - Roll 4d6, multiply result by 350 and deal that much, pay 2000. (Physical) Majin Pulverize - Roll 1d6, this attack does nothing unless you roll a 3-6. Deal 3000. Pay nothing. (Energy) Planet Destruction - Kill everyone except yourself, only usable if your powerlevel is greater than 50,000. If used against Goku from DBZ, continue fighting him. Goku may roll 1d6, if he gets a 4 or higher, he saves a teammate from being killed by this attack. This attack is usable only once per game.
- Piccolo,before Kami. (Special) Merging with Nail - If Nail is on your team and is at less than 1000, you may kill them and gain 5000. Ask for their permission if they are a human player. Using this does NOT eat up your turn. Also, all of your attacks after using this deal a minimum of 100. Nail cannot be revived by using the Dragonballs. (Special) All attacks agaisnt you that deal damage deal 100 less, and all attacks your opponent must pay for cost 100 more to use. If they have to charge for the attack, it costs 500 more and deals 500 less. (C+NB,energy) Special Beam Cannon - Pay 500, charge twice, deal 5000. Minimum of doing 200, the minimum of this attack overrides Merging With Nail's minimum. (C,Physical) Demon Roundhouse - Roll 1d6, if you rolled a 4-6 this attack ignores PLA and cannot be stopped , deal 1000.
- Piccolo,merged with Kami (Hinderance) Nail or Kami cannot be used by anyone during this game if this character is being used during this game, likewise this character cannot be used if someone has already picked Nail or Kami. (C+NB,energy) Special Beam Cannon - Pay 500, charge twice, deal 5000. Minimum of doing 1000. (C,Physical) Demon Roundhouse - Roll 1d6, if you rolled a 4-6 this attack ignores PLA and cannot be stopped , deal 1000. (Hinderance) If you deal more than 3000 damage to someone, skip your next turn. (Special) If you have to skip a turn for whatever reason other than powering up,but including blocking, gain 3000. (Special) Power of Kami - If partner is a Saiyajinn or Halfling, they gain an amount that would put them at the minimum powerlevel to reach Super Saiyajinn. Usable only if they are at atleast 8000 powerlevel and only usable once. You must pay whatever amount your partner just gained. The next attack against you will deal double damage. (Special) If you receive damage, roll 1d6, if 5 or 6, on your next turn you gain what damage you just took. (Special) If you have to skip a turn,you can pay 200 to not skip a turn. (Special) If you pay 200 to not skip a turn,you can pay 800 to make an opponent that you hit previously skip a turn. Usable only twice.
- Nail (Special) Gain an extra 1000 at the start if fighting on Namek. (Energy) Ki Exploder - Pay however much you want, up to 5000. Deal however much you just payed. Roll 1d6, if you rolled a 1, the damage dealt it halved. This attack does a minimum of 500. (Special) If you receive damage that would kill you, flip a coin, if heads, you survive the attack with exactly 1 powerlevel remaining. Skip your next turn. If you do this succesfully, your opponent must pay double the amount of the next attack that requires payment they use. (HB,Physical) Feint Elbow Strike - Pay 500, flip a coin, your opponent calls whatever they think the outcome will be (if opponent is an NPC they always call heads for this move) if they get it right,this attack deals no damage, if they called it wrong, deal 2000,PLA is not calculated.
- Kami (Hinderance) Powerlevel cannot exceed 5000. (Special) Super Kami Water - Deal 2000 to partner,on their next turn,they gain 10,000. (Special) All attacks against Kami deal 500 less,if the damage done is zero,gain 200 and deal 200 to the attacker. (Special) Hide - Skip your turn,the next attack against you will deal 1000 less,if the damage done is zero,your entire team gains 200,and the entire enemy team loses 200. (Energy) Exploding Ki Blast - This replaces a basic energy attack, it costs nothing, and does a minimum of 200 damage. (Special) Gain 1000 when you block or use hide
- Kami (Hinderance) Powerlevel cannot exceed 5000. (Special) Super Kami Water - Deal 2000 to partner,on their next turn,they gain 10,000. (Special) All attacks against Kami deal 500 less,if the damage done is zero,gain 200 and deal 200 to the attacker. (Special) Hide - Skip your turn,the next attack against you will deal 1000 less,if the damage done is zero,your entire team gains 200,and the entire enemy team loses 200. (Energy) Exploding Ki Blast - This replaces a basic energy attack, it costs nothing, and does a minimum of 200 damage. (Special) Gain 1000 when you block or use hide
- Krillin (HB+HC,energy) Kamehameha - Pay 1000, deal 1000 OR pay 500, charge once, and deal 2500. (NB,energy) Destructo Disk - Pay 800, deal 3600. Roll 1d6, deal an extra 25 x roll (Transformation) Full Power! - Can be used only once, increase powerlevel by 2000 and attacks will do x1.5 if you lose more than 2000 at once (not counting payments) you lose this effect (Special) If teamed with #18 and she takes damage, gain 1000.
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