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
Posted on June 9th, 2016 at 6:02pmEdited on 2016/06/09 at 7:15pm
Posted 2016/06/09 at 6:02pmEdited 2016/06/09 at 7:15pm
#1
While I wait for SSN, here's some more cards!
Name: Cut Man Core: Cutter Health: 100 Attack 1: Rolling Cutter Attack 1 Description: Flip 2 coins. for each one that is heads, Cut Man does 30 damage to an enemy. Attack 2: Rising Cutter Attack 2 Description: Cutman summons a giant pair of scissors out of the ground, dealing 40 damage, and ignoring defense! Attack 3: Down the Middle Attack 3 Description: Cut Man tosses the pair of scissors on his head for 80 damage, but it can only be usd if his health is below 60. Resistance: Cutter Weakness: Impact
Name: Ice Man Core: Freeze Health: 100 Power: Arctic Gear Power Description: If any pure Freeze-type move hits Ice Man, he doesn't take damage from it. Attack 2: Ice Breath Attack 2 Description: Flip a coin. If Heads, the target takes 20 damage and is Frozen. Attack 3: Ice Slasher Attack 3 Description: Ice Man fires a blast of razor-sharp ice, inflicting 40 damage! Resistance: Freeze Weakness: Explode
Alright. Time to finish the job. Chorus used Tome of Vyrna! *Coin Flip* Heads! 40 Damage to Mars, and +40 Health to Chorus. Chorus 140/140 Status: None
Posted on June 9th, 2016 at 8:56pmEdited on 2016/06/09 at 8:57pm
Posted 2016/06/09 at 8:56pmEdited 2016/06/09 at 8:57pm
#4
I'm waiting for SSN's move, so MORE CARDS YAY!
Name: Iceburn Man Core: Freeze/Fire Health: 150 Power: Bipolar Armor Power Description: Iceburn Man's resistances change with the type of attack he uses. If he uses an attack that does Flame-type damage, Iceburn man becomes resistant to Flame, but loses Freeze resistance. It also works the other way around. Attack 2: Burning Ice Attack 2 Description: Flip a coin. If heads, the foe takes 20 Flame-type damage. If Tails, the foe and two other cards take 10 Freeze-type damage. Attack 3: Frozen Fire Attack 3 Description: Flip a coin. If heads, the foe takes 20 freeze-type damage. If Tails, the foe and two other cards take 10 Flame-type damage. Resistance: Whatever bipolar armor makes it Weakness: Space
Name: Ice Pill Description: When used on a robot master, they resist Freeze, but lose Flame resistance.
Name: Heat Pill Description: When used on a robot master, they resist Flame, but lose Freeze resistance.
Name: Punch Donkey Core: Impact Health: 150 Power: Time Out Power Description: When Punch Donkey reaches 70 health, a bell rings, and both sides take a break and restore 30 health. Attack 2: Power Glove Attack 2 Description: The opponent takes 20 damage, and takes 10 more damage form future attacks. It's so bad. Attack 3: Power Ram Attack 3 Description: Punch Donkey rams into the foe, and they take 50 damage! Resistance: Impact Weakness: Shield
Posted on June 10th, 2016 at 2:04pmEdited on 2016/06/10 at 2:12pm
Posted 2016/06/10 at 2:04pmEdited 2016/06/10 at 2:12pm
#9
@StupidStudiosN : *coin flip* *heads* Boom, there goes paralysis. Neptune used Salt Water! *coin flip* *tails* DANGIT!
Chorus 120/140 Status: None
Neptune 60/170 (CRITICAL!) Status: Last Stand
While we wait, more cards.
Name: Magnet Man Core: Missile Health: 100 Attack 1: Magnet Pull Attack 1 Description: Magnet Man magnetically pulls his enemy into him, doing 70 damage to him and his enemy! Attack 2: Magnet Missile Attack 2 Description: Magnet Man fires a Magnet Missile, doing 30 damage to an enemy! Attack 3: Magnet Ball Attack 3 Description: Magnet Man creates a ball of magnetic force, causing 10 damage to all enemy cards! Resistance: Missile Weakness: Cutter
Name: Hack Man Core: Electric Health: 100 Attack 1: Code Invert Attack 1 Description: Hack Man inverts everyone's weaknesses and resistances, as well as teh effects for heads and tails, for 3 turns. Attack 2: Super Hack Attack 2 Description: Flip a coin. If Heads, Hack Man dashes into the enemy, dealing 30 Swift-type damage. If tails, Hack man freezes time, somehow dealing 10 Time-type damage to all enemy robots. Attack 3: Haxor Arsenal Attack 3 Description: Roll a dice. The attack used depends on the number rolled. 1: Hyper Bomb: Hack Man throws a bomb at the target that explodes on contact, dealing 20 Damage 2: Flash Stopper: Hack Man freezes time around his opponent, allowing him to use another turn. Flash Stopper can only be used if Hack Man has not been damaged the during the last turn. Hack Man cannot use Flash Stopper again in the added turn. 3: Magnet Missile: Hack Man fires a Magnet Missile, doing 30 damage to an enemy! 4: Dust Crusher: Hack Man launches a condensed pile of junk at the opponent. Deals 30+ damage. Flip two coins. For each heads, this attack does 10 more damage. 5: Gravity Press: Hack Man holds the opponent in place by greatly increasing the gravity. If the opponent is at full health, the attack deals 40 damage. If not, the attack deals 30 damage. 6: Plant Barrier: Hack Man creates a shield that protects himself from all attacks except for Flame-type attacks for up to 2 turns. If used on the next turn, the shield is thrown to deal 30 Damage. If hit with a Flame-core attack, the defense is lost. Resistance: Electric Weakness: Shadow
I guess I'll do Egyptian Based Robot Master Cards.Name: Anubis Core: Shadow Health: 170 Power: The Soul Eater Power Description: Every time Anubis hits an enemy with an attack, he flips a coin, if Heads, he steals 20 HP from the enemy opponent on top of the attack damage. If Tails, he does not Drain HP, and takes 10 damage to himself. Attack 2: Hands of the Dead Attack 2 Description: Anubis uses his deadly magic to send hands from the dead to rise from the ground to deal 20 damage to the enemy. Attack 3: Soul Harvest Attack 3 Description: Anubis gathers multiple Souls of... Robots(?) and other humans' Souls and focuses all of them into one attack, dealing 60 damage! All souls of... Robots(?) and Humans eventually go back to the correct people/robots. This attack cannot be triggered until 2 turns after. Weakness: Neutral Resistance: FlameName: Osiris Core: Nature Health: 20O P0wer: BroKen RoboTic G0d oF ThE AfTErLife Power Description: Osiris takes +10 damage from all attacks, but every time he uses an attack or gets damaged, he loses a fragment of his body structure (which were scattered across the Earth). When he loses all 5 remaining pieces of his body, he becomes a Robot Spirit, making him immune to damage from the next attack and all de-buffs do not effect him from attacks as well. After 1 turn, Robot Spirit wears off and all fragments come back to form his somewhat completed body. Attack 2: Death Flail Attack 2 Description: Osiris Flings his Flail at the opponent, dealing 30 damage. Attack 3: Fragment Blast Attack 3 Description: Osiris sheds an extra Fragment an shoots a Heat Beam from his eyes at it, reflecting off the fragment and hitting the enemy, dealing 60 damage. When used, Osiris loses 2 Fragments instead of one. Osiris can't use this move until 2 turns have passed. Weakness: Impact Resistance: NatureSo yeah. That's it!
Posted on June 10th, 2016 at 3:21pmEdited on 2016/06/10 at 3:33pm
Posted 2016/06/10 at 3:21pmEdited 2016/06/10 at 3:33pm
#13
@RotomSlashBlast : Might as well get this card out of the way, so I can give it to ZeroDXZ when I'm done with it. SSN sent out ZeroDXZ! ZeroDXZ used Z-Saber! 40 Damage to Neptune! ZeroDXZ 130/130 Status: Swift Swordsman - 3 Turns Left
@RotomSlashBlast : ZeroDXZ used a Cutter Core-Charged Z-Saber attack! 80 Damage to Pinsir! ZeroDXZ 40/130 (CRITICAL!) Status: Swift Swordsman - 2 Turns Left
@RotomSlashBlast : Alright. I've got a few more cards to spare (9, infact), so I'll just send out Meta to finish the job with Pinsir. Meta used Starforce Saber! 40 Damage to Pinsir! Meta 180/180 Status: Starforce Berserker - 3 Turns Left
Posted on June 10th, 2016 at 8:26pmEdited on 2016/06/10 at 8:34pm
Posted 2016/06/10 at 8:26pmEdited 2016/06/10 at 8:34pm
#19
@RotomSlashBlast : Meta attacks with a Cutter Core-Charged Starforce Saber! RESISTANCE! 70 Damage to Mercury! Meta 160/180 Status: Starforce Berserker - 2 Turns Left
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