JEFF NOLEN's
mayhem
- Yamcha (C+NB,energy) Kamehameha - Pay 1500, deal 2000. (NB,physical) Wolf Fang Fist - Deal 1000, you can pay 500 and roll 1d6, deal an extra 200 x roll. (C+NB,energy) Sokidan - Pay 500, deal 1500. This can be used twice per turn, but the 2nd time costs 1000, and you roll 1d6, if 4-6 the 2nd attack is negated and you still have to pay for it.
- Dabura (Special) Stone Spit - Roll 6d6,if the combined sum of the roll is greater than 30, you may kill someone automaticly, this can be used only twice per game. (HB,energy) Dark Fire Napalm - Deal 1000 for free, or pay 1000 to deal 2000. Or pay 2000 and deal 3000. (Special) Gain 500 for every other villain playing this game on your turn. (NB,physical) Hell's Wrath - Deal damage equal to the amount of damage you took last turn, if it was less than 5000. (HB,Physical) Demon's Sword Slash - Roll 1d6,deal 1000 times roll. Minimum of doing 500.
- Videl (Hinderance) Powerlevel cannot exceed 5000. (Special) Doge - When attacked with a physical, roll 1d6, if 2-6 negate it. (Special) Reflect - When attacked with an energy, roll 1d6, if 4-6 negate it and deal 100 to the attacker. (Special) Hard Puncher - Add 500 damage if you succesfully deal physical damage (Special) Impressive Energy - All of your energy attacks deal a minimum of 200. (Special) Walking it off - Gain 250 if damaged. (Special) If teamed with Adult Gohan, your physical attacks deal 500 more and physical attacks against you deal 500 less. Your energy attacks deal an extra 100. (Special) Will of a Champion - Roll 1d6 if hit by an attack that would kill you,if 5 or 6, come back to life with 1000 powerlevel.
- Dende (Hinderance) Powerlevel cannot exceed 2000 (Special) Heal - Teammate gains 5000, only usable if they are under 1500. (Special) Hide - Next attack against Dende deals 1000 less, roll 1d6, if 5 or 6 it does nothing at all,and the attacker loses 100.
- Bulma (Hinderance) Powerlevel cannot exceed 1000 (Special) Invent - Pay 100, skip this turn, on the next turn you may create any one item other than dragonballs. (Special) Hide - Next attack on Bulma deals 1000 less, roll 1d6, if 5 or 6 it does nothing at all.
- Chi-Chi (Hinderance) Powerlevel cannot exceed 2000 (Special) Cheer- Your partner gains 500 and deals 500 more on their next attack (NB+C,physical) Rush - Flip a coin, if heads deal 1000 if tails deal 500, PLA is not calculated (Special) Hide - Next attack on Chi-Chi does 1000 less, roll 1d6, if 5-6 it does nothing at all.
- Roshi (Hinderance) Powerlevel cannot exceed 5000 (C+NB,energy) Kamehameha - Pay 200, charge twice, deal 2000 (Special) Turtle Training - Partner loses 1000, on their next turn, they gain 7000.
- Saiyaman (Special) Count saiyaman as either human or halfling. (C,Physical) Justice Punch - Flip a coin, if heads pay 100 and deal 1000. If tails, pay 500 and deal 1500. If this does no damage at all, gain 500. (HB+C, Physical) Justice Kick - Deal 900, roll 1d6 and deal 150 x roll. Pay 300 (Physical) Justice Carnival - Roll 1d6, deal 700 x roll. Pay 500, gain 1000 if it deals no damage.
- Saiyagirl (C+NB,physical) Justice kick- deal 700, roll 1d6, deal 200 x roll. Pay 100 (Special) Gains 100 every turn saiyaman is playing on the same side. (Special) Physical attacks from Saiyagirl and Saiyaman deal 200 more if successful with a minimum of 100. (Special) If you or Saiyaman are attacked by energy, roll 1d6, if 6 the attack is negated. (Special) If you or saiyaman are attacked by physical, roll 1d6, if 5-6 the attack is negated.
- King Kai (Hinderance) Powerlevel cannot exceed 3000. (Special) Gravity Training - Ally skips next 2 turns, in which their defense is -100. At the end of th is, they gain 15,0000. (Special) Hide in meditaiton - If physically attacked, roll 1d6, if 3-6 negate it. If energy attacked, roll 1d6 if 4-6 negate it. Gain 100 if this move negates an attack.
- Mirai Trunks (Energy) Buster Canon - Pay 700, deal 2800, there is a 500 powerlevel penalty if your opponent takes no damage from this move. (NB+C,physical) Sword Slash - Does 500, if you hit the same target with Buster Canno on the last turn, they lose 2000 instead. (C,energy) Burning Attack - pay 2500, charge once, deal 5000.
- Chibi Trunks (Physical) Mad Rush - Pay 1000, roll 1d6, roll xd6 where x is the result of the first roll. Deal 100 times the xd6 roll. (Energy) Mad Ki Rush - Pay 2000, roll 1d6, then roll xd6, x being the result of the first roll. Deal 200 times the xd6 roll. (Hinderance) PLA is not calculated for Mad Rush/Mad Ki Rush if Chibi Trunks has a higher powerlevel than the attack's target. (Special) When teamed with Goten,gain an additional 1000 at start.
- Captain Ginyu (Special) Ginyu Strike - All Phsical attacks from ginyu force members on this team deal double damage (Special) Body Change - Roll 2d6, if you rolled two evens or two odds roll 1d6, if 3-6 change characters with an opponent. Change Powerlevels as well (Special) Pose #311 - Gain 2000,usable only once (Special) Pose #55 - Gain 1000, usable once per game
- Recoome (HB+C,Energy) Eraser Gun - Pay 1000, roll 1d6, if less than 5 this attack fails, and you are penalized 500. If 5 or 6 however, roll 1d6 and deal that amount times 1000. (Energy) Recoome Kaboom - Pay 1000, Roll 1d6, if less than 4 this attack fails, and you are penalized 1000m and if you have any allies, they lose 500. All opponents lose what Recoome's current powerlevel is (Before payment) If this would kill them, they have a powerlevel of 1. (Special) Pose # 612 - Gain 3000, usable once per game
- Guldo (Special) Time Freeze - Pay 250, You get two extra turns, but you may not attack during these turns, usable twice per game (Special) Mind Freeze - Pay 500, you get three extra turns, if you pay 500 more you may attack during these turns, but the damage done is halved,however they do have a minimum of 50. (Special) Pose #6 - Gain 1500,usable once per game
- Guldo (Special) Time Freeze - Pay 250, You get two extra turns, but you may not attack during these turns, usable twice per game (Special) Mind Freeze - Pay 500, you get three extra turns, if you pay 500 more you may attack during these turns, but the damage done is halved,however they do have a minimum of 50. (Special) Pose #6 - Gain 1500,usable once per game
- Burter (C,Energy) Blue Comet Smash - pay an amount less than 2000,charge once, deal amount payed. If jeice is on your side and is charging red comet smash, you skip this turn, on Jeice's next turn, you automaticly use purple comet smash. (X2B+C,Energy) Purple Comet Smash - Only usable by the above requirements, roll 1d6, if you rolled a 1, this attack fails,if you rolled a 2, the damage is halved,otherwise,deal 10,000. (Special) Pose #3 - Gain 700, only usable once, if another Ginyu Force member used a pose last turn, gain 2000 instead.
- Burter (C,Energy) Blue Comet Smash - pay an amount less than 2000,charge once, deal amount payed. If jeice is on your side and is charging red comet smash, you skip this turn, on Jeice's next turn, you automaticly use purple comet smash. (X2B+C,Energy) Purple Comet Smash - Only usable by the above requirements, roll 1d6, if you rolled a 1, this attack fails,if you rolled a 2, the damage is halved,otherwise,deal 10,000. (Special) Pose #3 - Gain 700, only usable once, if another Ginyu Force member used a pose last turn, gain 2000 instead.
- Burter (C,Energy) Blue Comet Smash - pay an amount less than 2000,charge once, deal amount payed. If jeice is on your side and is charging red comet smash, you skip this turn, on Jeice's next turn, you automaticly use purple comet smash. (X2B+C,Energy) Purple Comet Smash - Only usable by the above requirements, roll 1d6, if you rolled a 1, this attack fails,if you rolled a 2, the damage is halved,otherwise,deal 10,000. (Special) Pose #3 - Gain 700, only usable once, if another Ginyu Force member used a pose last turn, gain 2000 instead.
- Burter (C,Energy) Blue Comet Smash - pay an amount less than 2000,charge once, deal amount payed. If jeice is on your side and is charging red comet smash, you skip this turn, on Jeice's next turn, you automaticly use purple comet smash. (X2B+C,Energy) Purple Comet Smash - Only usable by the above requirements, roll 1d6, if you rolled a 1, this attack fails,if you rolled a 2, the damage is halved,otherwise,deal 10,000. (Special) Pose #3 - Gain 700, only usable once, if another Ginyu Force member used a pose last turn, gain 2000 instead.
- Burter (C,Energy) Blue Comet Smash - pay an amount less than 2000,charge once, deal amount payed. If jeice is on your side and is charging red comet smash, you skip this turn, on Jeice's next turn, you automaticly use purple comet smash. (X2B+C,Energy) Purple Comet Smash - Only usable by the above requirements, roll 1d6, if you rolled a 1, this attack fails,if you rolled a 2, the damage is halved,otherwise,deal 10,000. (Special) Pose #3 - Gain 700, only usable once, if another Ginyu Force member used a pose last turn, gain 2000 instead.
- Burter (C,Energy) Blue Comet Smash - pay an amount less than 2000,charge once, deal amount payed. If jeice is on your side and is charging red comet smash, you skip this turn, on Jeice's next turn, you automaticly use purple comet smash. (X2B+C,Energy) Purple Comet Smash - Only usable by the above requirements, roll 1d6, if you rolled a 1, this attack fails,if you rolled a 2, the damage is halved,otherwise,deal 10,000. (Special) Pose #3 - Gain 700, only usable once, if another Ginyu Force member used a pose last turn, gain 2000 instead.
- Android #18 (NB+C,energy) Energy Shield - Deal 200 to an enemy,this can be used immediately even during an opponent's turn if they attack you with an energy attack, roll 1d6, if 6 negate it, otherwise reduce the damage done by 300. (NB+C,energy) Destructo Disk - Charge once, deal 2500. OR charge twice and deal 3500. OR charge three times and deal 4500 OR charge four times and deal 5000, roll 1d6 while you are charging during your turn, if 3-6 you may skip one turn of charging. (Special) All damage done to all of your teammates is reduced by 200, damage is reduced by 500 if your teammate is #16,#17, or Krillin (Special) Gain 100 on your turn (Special) Gain 300 if you deal any amount of damage (Special) Gain 1000 if you kill someone
- Piccolo Daimou (HC+HB,energy) Mouth Blast - Pay 200, deal 900. (Special) Egg Shot - Roll 1d6 should you die, if 5 or 6 a
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