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 27751 Times
Posted on June 24th, 2016 at 4:43pmEdited on 2016/06/25 at 4:44pm
Posted 2016/06/24 at 4:43pmEdited 2016/06/25 at 4:44pm
#1
Name: Akiro Core: Electric/Wind Health:100 Attack 1: Storm Saber when sent out, Akiro attacks his opponent with his sword, doing 70 damage. Attack 2: Talon Strike Akiro attacks his opponent with his barbed wings, doing 50 damage. Attack 3: Dragon Ascent Akiro Flies at his opponent at high speed, Doing 70 damage to his opponent and 10 to himself. Resistance: Wind, Crystal Weakness: Freeze, Electric
Name:Kazuki Core:Shadow/Space Health: 200 Attack 1: Psycho Blade Kazuki throws a shuriken made of psychic energy. does 80 damage Attack 2: Copy Soul Kazuki copies his opponent's type, but is still part shadow core. He drains 30 health from his opponent. Attack 3: smoke bomb Kazuki creates a smokescreen, confusing the opponent. Resistance: Crystal Weakness: Shadow
Posted on June 24th, 2016 at 6:43pmEdited on 2016/06/25 at 4:31pm
Posted 2016/06/24 at 6:43pmEdited 2016/06/25 at 4:31pm
#5
Name: Lia Core: Nature/Wind Health: 200 Attack 1: Gentle_Kiss Lia kisses the opponent, confusing them! This happens when you get heads on a coin. Attack 2: slap Lia gives her opponent a slap, doing 20 damage Resistance:Wind Weakness:Flame, Freeze
@AlphaRock0131 : You are just... I don't even KNOW where to start with this!
Attack 1 instantly causes a status ailment with no coin flipping, and attack 2 causes too much damage! Plus, it is just a slap! How can a slap do THAT much damage!?
Posted on June 24th, 2016 at 7:32pmEdited on 2016/06/24 at 8:09pm
Posted 2016/06/24 at 7:32pmEdited 2016/06/24 at 8:09pm
#7
GeminiMen.EXE Core: Laser HP: 300
Power: Laser Deflection
Desc: Any laser attacks deflect off them and hit a different card for whatever amount of damage the attack does.
Attack 1: Gemini Lasers
Desc: They both do 80 damage to the enemy. Flip A coin. If heads, Enemy is effected with the Lasered status. It does 20 damage every turn. (its a status from earthbound: cognitive dissonanc.)
Attack 2: Laser Dash
Desc: They both dash into the enemy and do 100 damage. Whilst doing 60 damage to them.
Attack 3: Self-Encouragement
Desc: They encourage eachother with compliments, Kind words, Etc. Making them do 20 more damage for every other attack they have.
Posted on June 24th, 2016 at 8:00pmEdited on 2016/06/25 at 1:46pm
Posted 2016/06/24 at 8:00pmEdited 2016/06/25 at 1:46pm
#8
@RotomSlashBlast : Yeah Alpha needs to improve his cards. Speaking of cards... I'd like to start a campaign to make every single card in the game, use this Mega Man card of what to go off of... Anyone who wants to help please reply to this comment
Help list:
(Note that the supports look bigger on the forum but they are literally just the same size as the actual card image) Card Collection
@T-RexNaffects : There's an edit button, you know. But still, your characters have been accepted. (Though, I'm not sure how an attack's damage being "based on his power" would mean.)
@MegaBoyX7 : I think there are so many cards out there that it would be impossible to make ALL of them.And here are more cards, finishing off the Lightning Yellow set!
Name: Jolteon Core: Electric Health: 120 Power: Volt Absorb Power Description: If hit by a pure Electric-Core attack, Jolteon will be healed by 30 HP! Attack 2: Thunder Shock Attack 2 Description: Jolteon shocks the opponent with a bolt of electricity, dealing 40 Damage! Attack 3: Pin Missile* Attack 3 Description: Jolteon fires sharp spikes at the target. Flip 5 coins. For each set of heads, this attack does 10 Damage. Resistance: Electric Weakness: Earth
Name: Flareon Core: Flame Health: 120 Power: Flash Fire Power Description: If hit by a Flame-Core attack (even if it's Dual Core), Flareon's next attack will be increased by +10 Damage Attack 2: Ember Attack 2 Description: Flareon shoots out a small flame to deal 20 Damage. Flip a coin. If heads, the target is also Burned. Attack 3: Smog Attack 3 Description: Flareon attacks the target with a poisonous gas to deal 30 Damage. Flip a coin. If heads, the target is also Poisoned. Resistance: Flame Weakness: Water
Name: TM29: Psychic Core: Crystal Description: Allows the one-time use of Psychic. The user attacks the target with Psychic energy, dealing 70 Damage!
And now... For the SPECIAL CARDS!
Name: Mew Core: Crystal Health: 130 Attack: TM Crisis Attack Description: Mew uses one of 6 TMs through Dice Roll. 1. Flamethrower- Mew attacks the target with a blast of fire to deal 70 Flame-core damage.2. Solar Beam- Mew waits on the first turn, unless there is Sunlight present. Then, Mew releases a 90-Nature- and Laser-Core-Damage laser of solar energy at the target.3. Charge Beam- Mew attacks the target with an Electrical Charge to deal 50 Electric- and Laser-Core damage.4. Ice Beam- Articuno fires an icy-cold beam of energy, dealing 70 Freeze- and Laser-Core damage.5. Hyper Beam- Mew attacks with a laser to deal 80 Laser-Core Damage. Mew looses a turn.6. Scald- Mew attacks the target with a stream of hot water that deals 50 Water- and Flame-Core damage. Flip a coin. If heads, the target is burned. Attack 2: Psychic Attack 2 Description: Mew attacks the target with Psychic energy, dealing 70 Damage! Attack 3: Pound Attack 3 Description: Mew punches the target, dealing 20 Damage. Resistance: Crystal Weakness: Shadow
Name: Deoxys Speed Core: Space and Swift Health: 210 Attack 1: Teleport Attack 1 Description: If the opponent has only one card left, Deoxys Speed can switch out with another card in your deck. The card that is sent out will take two turns on it's next turn. Attack 2: Pursuit Attack 2 Description: This attack deals 20 Damage. If the opponent switched out cards on the last turn, the card the opponent called back to their deck, unless K.O.'d, will receive 40 Damage instead. Attack 3: Extreme Speed Attack 3 Description: Deoxys Speed rams into the opponent at high speeds, dealing 30 Damage. Deoxys Speed takes another turn. The extra turns can't be stacked, however. Resistance: Space Weakness: Shadow
*Because Pin Missile in Pokemon is Bug Type, apparently.
Posted on June 24th, 2016 at 9:29pmEdited on 2016/06/28 at 9:10pm
Posted 2016/06/24 at 9:29pmEdited 2016/06/28 at 9:10pm
#12
I'm going to create a set called "ProtoPlayer Set
A set consisting of some people in the MMRPG community!
First order of business;
Name:QuickLikeQuickMan Health:120 Core:Swift Power:QuickMan's Speed Power Description: the moment QuickMan is sent out to battle, the first 4 attacks will miss him. Attack 2:Quickest Bommerang Attack 2 Description: Flip a coin 10 times. for every heads, quick man deals 20 Attack 3:Quick Punch Attack 3 Description: QuickMan Rushes at lightning speed, Punching the opponent doing 30 damage Weakness:Time Resistance:Swift/Impact
Name:MegaProtoBassMan Health:120 Core:Copy Power:Legendary Robot Power Description: For every Copy-Core robot master the user has other than MPBM, they gain 50 Attack boost Attack 2:MegaProtoBass Buster Attack 2 Description: MPBM charges his buster for a turns, and fires for 80 damage. Attack 3:MegaProtoBass Saber Attack 3 Description: MPBM pulls a saber out, and slashes the enemy with it for 40 damage Weakness:None Resistance:None
Posted on June 24th, 2016 at 11:22pmEdited on 2016/06/25 at 12:00am
Posted 2016/06/24 at 11:22pmEdited 2016/06/25 at 12:00am
#14
Alright, that's the end of the lightning yellow set I guess.
NOW TO MOVE ON TO THE SOUL SILVER SET.
Name: Typhlosion Core: Flame Health: 130 Attack 1: Eruption Attack 1 Description: Typhlosion attacks with explosive fury, causing damage based on Typhlosion's health. If it's at full health, this attack does 50 damage! If it's at 120 health or lower, it does 40 damage. If it's at 70 health or lower, it will do 30 damage. Attack 2: Swift Attack 2 Description: Typhlosion fires some unavoidable yellow stars that do 20 damage. Flip a coin. If heads, this attack hits two other random enemy cards as well! Attack 3: Double-Edge Attack 3 Description: Typhlosion hits an enemy with a dangerous, life-risking tackle that does 80 damage to them, but 40 recoil damage to itself. Resistance: Flame Weakness: Water
Name: Beedrill Core: Nature Health: 130 Attack 1: Fell Stinger Attack 1 Description: Beedrill uses a stinger an an effort to finish off the foe, dealing 20 damage. If this knocks them out, Beedrill's attacks get a 30 damage boost! Attack 2: Pin Missile Attack 2 Description: Beedrill fires sharp spikes at the target. Flip 5 coins. For each set of heads, this attack does 10 Damage. Attack 3: Poison Jab Attack 3 Decription: Flip a coin. If heads, the enemy takes 40 damage and is poisoned! Resistance: Nature Weakness: Wind
Name: Fearow Core: Wind/Swift Health: Attack 1: Aerial Ace Attack 1 Description: Fearow confounds the target with speed, then deals 20 damage, ignoring evasive modifiers! Attack 2: Drill Peck Attack 2 Description: Fearow attacks the opponent whilst spinning its beak like a drill, dealing 60 damage! Attack 3: Mirror Move Attack 3 Description: Fearow counters the target by mimicking its last move, but dealing half damage rounded up. Resistance: Nature Weakness: Electric
Fearow instead of Deliberd because the latter's a piece of crap. Also you find Primeape more easily in Firered, and Fearow more easily in Leafgreen, and because Primape in the Heart Gold set.
Posted on June 25th, 2016 at 8:35amEdited on 2017/04/03 at 9:30am
Posted 2016/06/25 at 8:35amEdited 2017/04/03 at 9:30am
#15
Alright. It's time to begin work on a new set... The StupidStudios Set!
Name: StupidStudiosC2 Core: Crystal/Shadow Health: 210 Power: Energy Generator Power Description: Every 3 turns, this card recovers +40 Health. Attack 1: Shining Prism Attack 1 Description: C2 tosses out a colorful prism, damaging the foe with the light it produces for 50 Damage. Attack 2: Canvas Crusher Attack 2 Description: C2 bashes down the opponent with a paint roller, dealing 30 Damage, and if the foe has 100 Health or more, they will take +10 Damage from future attacks (This effect is stackable). Resistance: Shadow Weakness: Flame
Name: StupidStudiosC4 Core: Electric Health: 200 Power: High Voltage Power Description: If this card is attacked by a foe who isn't Electric core or part Electric core, their attack will deal 20 Damage to them as recoil. Attack 1: Electric Pulse Attack 1 Description: C4 sends out a pulse of electricity, dealing 60 Damage to the foe. Attack 2: Charge Breaker Attack 2 Description: C4 rushes at the foe and causes them to lose any sort of charge they had for attacks, dealing 40 Damage to the foe, and recovering +30 Health to C4 for every turn the foe was charging an attack (This does not count powers that require a charge of any kind). Resistance: Flame Weakness: Shield
Name: Team Support Core: Laser/Energy Description: For every card in your deck (That hasn't been disabled) with "StupidStudios" in it's name, give your card +10 Energy and +10 Attack to their future moves, until they are disabled.
Oh, and a quick changelog:
MegaBossMan (RM) Health: 130 -> 160
StupidStudiosN (RM) Health: 160 -> 190
REDACTED (RM) Special Card Core: Shadow/Space -> Empty/Space ???'s Buster: Element Changed From Shadow/Laser to Empty/Laser ???'s Saber: Element Changed From Shadow/Cutter to Empty/Cutter
@BetaMan : I'll be sending these new cards to my storage (And put any of my previous "StupidStudios" cards in the set, please).
Posted on June 25th, 2016 at 9:19amEdited on 2016/06/28 at 9:07pm
Posted 2016/06/25 at 9:19amEdited 2016/06/28 at 9:07pm
#16
Name:Universal Pouch Core:Space Description: The Universal Pouch is an item that you put robots in. Every turn they spend inside of it, they heal 10 Health. RM Cards cannot be attacked while in this card.
Name:Robobot Suit Core:Impact Description: For ten turns, the user is able to do +90 more damage
Name:Laser Strike Core:Attack/Laser Description: Allows the single use of Laser Strike, doing 90 Damage!
Name:Ryu Health:250 Core:Swift/Impact Attack 1:Hadouken Attack Description: Ryu gathers energy from his hands, and releases it in the shape of a short blast, doing 40 damage. Attack 2:Shoryuken Attack 2 Description: Ryu uppercuts the opponent into the air, doing 70 damage. However, if somehow avoided by the opponent, they do +30 damage Attack 3:Tatsumaki Senpuu Kyaku Attack 3 Descripiton: Ryu hovers in in midair, whilst spinning and kicking the opponent. Flip a coin 8 times. Every time it lands on heads, the enemygets hit with 30 Weakness:Cutter Resistance:None
Name:Ryu's Headband Core:Swift Description: If you use this item on a normal RM card, it boosts their attack by 10. But if you equip in on Ryu, It increases it by 50 For the rest of the battle
Hmm, in preparation for my Future battle with SSN, I would like to swap my Pheonix Wright card with Ryu and his headband
Posted on June 25th, 2016 at 4:06pmEdited on 2016/06/25 at 4:28pm
Posted 2016/06/25 at 4:06pmEdited 2016/06/25 at 4:28pm
#19
Name: Dark Alpha Core: Copy/Shadow Power: Evil Aura Health: 200 Each turn, Alpha does 20 damage to his opponent. Attack 2: Revenge of the Destroyer Dark Alpha Corrupts his allies with Evil Energy, boosting them Attack 3: Scythe of darkness Dark Alpha Does 80 damage to his opponent with his scythe.
THIS CARD WAS CREATED BY MY VENEGANCE FOR RHYTHM FOR BANNING ME FROM CHAT!!
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