Hey, remember my old MMRPG Trading Card Game RP? Yeah, THAT ancient thing? Well, some people *cough*Tails*cough* didn't like a few ideas or something like that, and I kinda feel like starting from scratch. So, yeah, take 2! Action! Let's start with the rules, which are the same as usual, with small changes. -There are TWO THREE types of cards: Robot Master Cards, Support Cards, and, as of recently, Field Cards. -The maximum amount of cards in a deck is 50. -You can only have ONE deck. You are banned from using alts just to have extra. -You can trade for cards. -Everyone starts with 100 Zenny in this RP. Every victory gives you 50 Zenny. You can use Zenny to get more cards. -Run out of space in your deck? Not a problem! Use your Profile Description as a storage unit, and you can switch up your deck. However, it will require you to notify me through personal messaging. -Each single card is 25 zenny. Every pack is 50. -Every card you make, unless I decide otherwise, if you have more than 1 card, will go into your own pack. -There is ONE exception to both of these above rules... Special Cards. You can win these through an event or as a prize in a tournament. One of my characters, Bt Ghost, on the other hand, had the sneakiness (and kindness?) to allow people to use zenny to buy Special Cards for 50 zenny per card. -You can also SELL cards. Each card you decide to sell will be placed in a lot. Support Cards are 5 Zenny, RM cards, Field Cards, and Special Support Cards are 10, and Special RM Cards and Special Field Cards are 15. -The cards you get is randomized. I will use random.org's list generator if more than 5, and the top 5 will be your cards. -When you create your own cards, you will have them automatically. However, I don't automatically get the starter pack cards. -Going back to the use of random.org, you can go here for coin flipping, a feature I banned from use in the original. The same will go for a new feature asked about by StupidStudiosN, which is the requirement of rolling dice. -The cards can't change forms or core colors. Even though you could place certain Pokemon cards over each other as a form of evolution, the cards used hare are not real and will NOT use that feature. Also, that means more cards to fight with for you, so yay you. -Support cards CAN'T paralyze, burn, make users fall asleep, change moves, ect., but they CAN give you a one-time use of a different attack or the attack last used by the opponent. -Banned core types: Energy, Weapon, Attack, Defense, Speed, Weapons, Light, Wily, Cossack. These are banned from RM/weapon core types due to impossibility in-game. Empty cores, however, ARE available. The banned cores CAN be used for Powers and Support Cards. -Speaking of core types, Powers and Attacks, if you don't know by now, do NOT have to match the core type of the robot using it. -Powers allows you to do a thing. Idk, I think it is obvious what they do. -I do not allow attacks that can do 100 damage or more on it's own. This means that if there is an attack that deals 90 damage and a support card (or a weakness) is used to make it do 100 or more damage, that's fine, but in other cases, no. As of lately, I had two new exceptions: Special Cards and Recoil Damage. For Special Cards, I decided to increase the damage limit to 150, mainly to make another difference between Special Cards and Regular Cards. Another exception is recoil damage: I'll allow damage of over 100 IF it comes with recoil damage of at LEAST 70 damage. However, for every 30 numbers, the recoil damage must be 70+(10*# of damage increase (by 20)). (If I said the equation wrong, then I'm sorry, but not everyone is a genius.) -There is also a new health limit so nobody can go crazy. This limit is 300 and it goes for ALL cards, including Special Cards. (Though, Special Cards MAY get a 50-200 HP limit increase in the future, but we may see.) -Speaking of Special Cards, one more thing: You can only have a limit of THREE Special Cards in your deck. Otherwise... Eh, not sure what would come out of it, but I'm pretty sure it's nothing good. -We will not use Hands and Benches for the battles, there are just robots in battle, an Robots deck, and a Support Cards deck. -I have a certain HP system in which numbers for attacks and HP MUST end with a 0. (Decimals, obviously, are also on this ban list.) -In addition, to make things fair, the number of health the robot starts with must NOT be below 90 HP. That way, no cards can be too weak. -I won't add cards that instantly disables (or not allow the use of) a Robot card, though I will allow one that disables SUPPORT cards. -Ok, let's just say Guts Man uses Super Arm on Cut Man. Since it is Impact-core, the attack would deal it's basic damage +10 to Cut Man. Let's also say that Shadow Man uses Shadow Blade to Beta Man. Since it is a Shadow-core, the attack would deal it's basic damage -10 to Beta Man. However, if Beta Man is hit with a Shadow-core attack that normally deals 10 damage, it will still deal 10 damage. -Field Cards don't have to do both Increases and Decreases. It can just increase without a decrease, or it can decrease without an increase. It has to at least have one or the other, though. -The attack increase and decrease limit for Field Cards is 30. If it's a Special Field Card, the limit is 50. -Any suggestions on what should be added/removed/changed? Just say so! -Certain rules based on making a card will only have warnings. Other rule breaks, such as taking an extra turn when not supposed to, will go in this order: Warning, loss of 10 Zenny, loss of up to 50 Zenny, loss of ALL Zenny, and probably loss of all Zenny AND a week-long ban.Here is the card maker for robots:
Name: Core: Increases: Decreases: Flavor Text: (Optional)I somehow ran out of space to place down the card sets. If you want cards go HERETo save space, I placed all players into this one pastebin: Players
MMRPG Trading Card Game: The Remake! Posted by Beta Shadow on November 10th, 2015 at 6:57pm Viewed 27752 Times
Alright, Ballade, you were a great help with Jupiter, but it looks like this is the end of the road. Ballade used Danger Cracker, dealing 50 Damage to Sandslash, and 20 Damage to themselves. Ballade 10/110 (CRITICAL!) Status: None
Posted on June 8th, 2016 at 3:33pmEdited on 2016/06/08 at 3:39pm
Posted 2016/06/08 at 3:33pmEdited 2016/06/08 at 3:39pm
#6
Alright, I suppose it's been a while since I've been in battle. StupidStudiosN sent out himself. StupidStudiosN used Tome of Vyrna! *Coin Flip* Heads! 40 Damage to Sandslash, and +40 Health to SSN (Health is Maxed)! StupidStudiosN 160/160 Status: +20 Defense, Ultimate Wish - 6 Turns Left
StupidStudiosN used Evade! *Coin Flip* Heads! Your next move will miss! StupidStudiosN 160/160 Status: +20 Defense, Evade, Ultimate Wish - 5 Turns Left
Posted on June 8th, 2016 at 4:09pmEdited on 2016/06/08 at 4:15pm
Posted 2016/06/08 at 4:09pmEdited 2016/06/08 at 4:15pm
#10
SSN Shrugs "Heh... Kinda surprised you forgot about that." StupidStudiosN used Tome of Vyrna! *Coin Flip* Heads (I checked. The RNG isn't broken.)! 40 Damage to Sandslash!
StupidStudiosN used Tome of Vyrna! *Coin Flip* Hea- Again?! *Sigh* 40 Damage to Venusaur, and +40 Health restored to SSN. StupidStudiosN 160/160 Status: +20 Defense, Ultimate Wish - 3 Turns Left
StupidStudiosN used a support card, X-Tank! *Coin Flip* Tails! My attack will now do +50 Damage! StupidStudiosN used Tome of Vyrna! *Coin Flip* Tails! My attack will inflict Paralysis, and due to the X-Tank, it will also do 50 Damage StupidStudiosN 160/160 Status: +20 Defense, Ultimate Wish - 3 Turns Left
Posted on June 8th, 2016 at 4:42pmEdited on 2016/06/08 at 4:51pm
Posted 2016/06/08 at 4:42pmEdited 2016/06/08 at 4:51pm
#16
SSN Warps out of the battle heavily damaged. "Heh... Did... Quite a number on me there... Now, let's see how you fare against my counterpart." SSN sent out Phantom Man! "Heh... 10 Health? Please... Don't waste my time any further." Phantom Man's ability, Phantom Morph is activated! Stats are now mimicking his foe's (Max HP, Resistances, and Weaknesses) for 3 turns. Phantom Man used Phantom Saber, dealing 30 Damage to Venusaur. Phantom Man 170/140 Status: Phantom Morph (Venusaur) - 3 Turns Left
Posted on June 8th, 2016 at 5:01pmEdited on 2016/06/08 at 5:04pm
Posted 2016/06/08 at 5:01pmEdited 2016/06/08 at 5:04pm
#18
Phantom Man used a Shadow-Core charged Phantom Saber, dealing 60 Damage to Ninetales! Phantom Man 110/140 Status: Phantom Morph (Venusaur) - 2 Turns Left
Support card, Sakugarne Boost has been used. Your next attack will now have the damage halved! Phantom Man begins charging the Phantom Buster... Phantom Man 50/140 (CRITICAL!) Status: Phantom Morph (Venusaur) - 1 Turns Left, Phantom Buster Charging..., Sakugarne Boost
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