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MMRPG Trading Card Game: The Remake!

November 10th, 2015 at 6:57pm
 
Contributor
Beta Shadow
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
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:
Health:
Attack 1/Power:
Attack/Power Description:
Attack 2: (Optional)
Attack 2 Description: (Optional)
Attack 3: (Optional)
Attack 3 Description: (Optional)
Resistance:
Weakness:
Flavor Text: (Optional)

And then the one for supports:

Name:
Core:
Description:
Flavor Text: (Optional)

And now the one for Field Cards:

Name:
Core:
Increases:
Decreases:
Flavor Text: (Optional)
I somehow ran out of space to place down the card sets. If you want cards go HERE
To 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
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on June 25th, 2016 at 4:16pm
Posted 2016/06/25 at 4:16pm
#1
@Mettaur Man : No. None of his cards are going to be accepted, especially since most of them breaks the rules. Not to mention his whole idea of "vengeance" is kinda uncalled for.
^ Top
AlphaRock0131
 
AlphaRock0131
1,770,250 BP
7 TP | 30 PP
Posted on June 25th, 2016 at 4:16pm Edited on 2016/06/25 at 4:43pm
Posted 2016/06/25 at 4:16pm Edited 2016/06/25 at 4:43pm
#2
Name: Alpha proto-man
Core:Copy/Freeze
Health: 200
Attack 1: Alpha Buster
Alpha deals 20 damage
Attack 2: Copy Chip
Alpha uses his copy chip to attack his opponent
Attack 3: [Team attack]{multi}
Alpha summons his team to attack with their most damaging attacks!
resistance: copy
weakness: none
^ Top
deadacc
 
deadacc
6,063,502 BP
8 TP | 732 PP
Posted on June 25th, 2016 at 4:19pm
Posted 2016/06/25 at 4:19pm
#3
@Beta Man : Sorry meant Megaboy. My mistake. Why do I make so many mistakes with typing.
^ Top
AlphaRock0131
 
AlphaRock0131
1,770,250 BP
7 TP | 30 PP
Posted on June 25th, 2016 at 4:34pm
Posted 2016/06/25 at 4:34pm
#4
@Beta Man : sorry. editing right now.
^ Top
deadacc
 
deadacc
6,063,502 BP
8 TP | 732 PP
Posted on June 25th, 2016 at 4:35pm
Posted 2016/06/25 at 4:35pm
#5
@AlphaRock0131 : you do know your gonna get absolutely banned anyways.
^ Top
MetaKirbSter
 
MetaKirbSter
12,770,493 BP
54 TP | 1665 PP
Posted on June 25th, 2016 at 7:32pm
Posted 2016/06/25 at 7:32pm
#6
@Mettaur Man : Unless he can redeem himself.
^ Top
Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on June 25th, 2016 at 7:36pm Edited on 2016/06/25 at 7:43pm
Posted 2016/06/25 at 7:36pm Edited 2016/06/25 at 7:43pm
#7
@Beta Man :

Bass.exe used Shooting Buster! Coin flip... HEADS! +30 damage!
Damage multiplied due to Damage Ration x2.0! 220 damage dealt!
Mega Man defeated!


Bass.exe
160/160
Status: LifeAura (100/100)

Mega Man
-120/100
Status: KO'D, Charging


Damage Ratio x2.0 lasts 1 more turn!

(I'm quickly nerfing LifeAura. I realized that 200 HP is WAAAAAYYYYY too much. I'll be nerfing basically all my cards after this battle is over.)
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on June 25th, 2016 at 7:41pm Edited on 2016/06/25 at 7:53pm
Posted 2016/06/25 at 7:41pm Edited 2016/06/25 at 7:53pm
#8
Hm... I need to come up with a strategy.
...Alas, I'm not good at coming up with them, so I'm just going to hope for the best. Alright, Sunstar, let's do this.

Sunstar uses Sunstar Supernova! *Flips coins* ...Only one set of heads? *Sigh* Fine. 30 Damage to LifeAura.

Sunstar
150/150
Status: I'm about to die. Calling it right now.

Bass.exe
160/160
Status: LifeAura (170/200)

While I wait, I have an announcement: I have decided to revamp some of the starter pack cards! Here are the changes:
Mega Man
-HP: 100 -> 120

Roll
-HP: 150 -> 130
-Broom Smack has been changed to Roll Swing, based on MMRPG World.
-Roll Swing's description is better.
-Since even I must follow the rules, Energy Boost was turned into a Neutral-Core attack.

Mega Buster
-Better description, lol.

Copy Shot
-Better description, lol.

Bass
-HP: 100 -> 150
-Changed Rapid-Fire so it requires a coin flip to determine damage. (30 full damage -> 10 damage per set of heads)
-Changed Bass Buster to do higher damage. (30 Damage -> 50 Damage)

Disco
-Since even I must follow the rules, Attack Break was turned into a Neutral-Core attack.

Bass Buster
-Since Bass Buster's attack was increased on the Bass card, it also increased on this card.
-Better description, lol.

Evil Energy
-Recoil from usage of this card is increased. (-10 HP -> -30 HP)

Proto Man
-HP: 100 -> 180
-Proto Shield's description is better.

Rhythm
-Energy Shuffle has changed to where Rhythm gains HP and the opponent looses HP if the coin lands on heads, and vice-versa if it lands on tails.
-Blah blah blah, Attack Shuffle is now Neutral-Core.
-Attack Shuffle also gains the same changes Energy Shuffle did, but similar.

Proto Buster
-Attack Damage: 40 Damage -> 70 Damage
-Better description, lol.

Enker
-Mirror Buster used to only reflect Buster Shot. Now it reflects ALL buster-based attacks at half damage for recoil!

Punk
-Shell Tackle's description is better.

Mirror Buster
-Better description, lol.

Sakugarne Boost
-In addition to halving the damage of the next opponent's attack, it also makes your next attack Swift-Core!
-Better description, lol.

Sniper Joe
-Shield Block is no longer able to block Explode-Core attacks. It's duration is also increased to 3 turns.

Buster Rod G
-HP: 115 -> 120
-Spinning Rod now blocks off all buster-based attacks!

Mega Water S
HP: 115 -> 110

Rockman Shadow
-Core has changed from Shadow-Core to Shadow- and Copy-Core.

Hyper Storm H
-HP: 115 -> 200. This is based on Hyper Storm H's bigger health.

I'll probably revamp the original cards from the Beta Man after fighting Retro.
^ Top
Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on June 25th, 2016 at 8:10pm Edited on 2016/06/25 at 8:20pm
Posted 2016/06/25 at 8:10pm Edited 2016/06/25 at 8:20pm
#9
@Beta Man :
- Damage Ratio x2.0 activated for you, causing 60 damage instead of 30.
- LifeAura now has 100 HP. 200 is way too much.
- LifeAura doesn't block all damage. 10 damage still goes to the user.

Damage Ratio x2.0 has ended!
Smart Bomb activated! Sunstar took 50 Damage! Bass.exe took 10 Damage! LifeAura took 40 Damage!
Bass.exe used Shooting Buster! Coin Flip... tails... 80 damage dealt!

Bass.exe
140/160
Status: LifeAura (10/100)

Sunstar
20/150
Status: Still alive!
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on June 25th, 2016 at 9:18pm Edited on 2016/06/25 at 9:27pm
Posted 2016/06/25 at 9:18pm Edited 2016/06/25 at 9:27pm
#10
Alright, Sunstar, let's take down the LifeAura and, if there is any chance you are still alive afterwards, which I doubt, do some actual damage to Bass.EXE!

Sunstar uses Sunstar Supernova! *Flips coins* ...Only one set of heads AGAIN!? *Sigh* Fine, LifeAura is down anyways. Not sure if the leftover 20 Damage does anything.

Sunstar
20/150
Status: Surprisingly still alive, but not for long!

Bass.exe
140/160
Status: Defenseless! The tables may just turn!

While I continue to wait, I present to you the Fortress Set!

Name: Mega Man?
Core: Copy and Shadow
Health: 120
Power: Copy Chip
Power Description: When Copy Shot is used, the attack does the full damage of the original.
Attack 2: Variable Weapons System
Attack 2 Description: Roll a dice. Mega Man? uses one of these moves this turn depending on what number it landed on. 1. Rolling Cutter- Mega Man? throws scissor-like blades at the target like a boomerang to deal 10 Cutter-Core Damage. 2. Super Arm/Hyper Bomb- Flip a coin. If heads, Mega Man? throws a huge block at the target, dealing 30 Impact-Core Damage. If tails, Mega Man? throws a bomb at the target, dealing 20 Explode-Core Damage. 3. Ice Slasher- Mega Man? shoots out a sharp shard of ice at the target to deal 30 Freeze- and Cutter-Core Damage. 4. Fire Storm- Mega Man? shoots out a small flame at the target to deal 10 Flame-Core Damage. 5. Thunder Beam- Mega Man? fires electricity at the target to deal 20 Electric- and Laser-Core Damage. 6. Time Slow/Oil Slider- Flip a coin. If heads, the target looses a turn unless it is Swift-Core. If the target is weak to Time-Core attacks, then it will be dealt with 10 Time-Core Damage. If tails, Mega Man? slides on oil and rams into the target to deal 20 Earth-Core Damage.
Attack 3: Copy Buster
Attack 3 Description: Mega Man? charges his buster for a turn, then releases it on the next to deal 40 Damage.
Resistance: Shadow
Weakness: Electric

Name: Doc Robot
Core: Copy
Health: 120
Power: Copy Chip
Power Description: When Copy Shot is used, the attack does the full damage of the original.
Attack 2: Weapons Archive #1
Attack 2 Description: Doc Robot uses one of four moves. The attack chosen replaces Attack 2 until the opponent's current card is defeated. Metal Blade- Doc Robot throws a sharp blade at the target to deal 20 Cutter-Core Damage. Air Shooter- Doc Robot shoots out three gusts of wind. Flip 3 coins. For each set of heads, this attack does 10 Wind-Core Damage. Flash Stopper- Doc Robot freezes time, dealing 30 Time and Crystal-Core Damage and making the target lose a turn. Leaf Shield- Doc Robot protects himself from all Buster-based attacks, as well as Nature- and Water-Core attacks, for two turns. On the second turn, Doc Robot has the option to throw the shield and deal 30 Nature- and Shield-Core Damage, but the defense will be lost.
Attack 3: Weapons Archive #2
Attack 3 Description: Doc Robot uses one of four moves. The attack chosen replaces Attack 3 until the opponent's current card is defeated. Bubble Lead- Doc Robot shoots out a bubble filled with a harmful acid, dealing 30 Water- and Earth-Core Damage. Quick Boomerang- Doc Robot throws a boomerang at the target to deal 10 Swift- and Cutter-Core Damage. Crash Bomber- Doc Robot launches an explosive weapon at the target's feet. The target is inflicted with Crash. Atomic Fire- Doc Robot launches a ball of fire to deal 10 Flame-Core Damage. The attack can be charged for a turn to do 30 Flame-Core Damage. If so, flip a coin. If heads, the target is also Burned.
Resistance: Water
Weakness: Cutter

Crash is an effect that lasts 3 turns. On the 3rd turn, the target will be damaged by 20 explode-core damage. The effect can be passed on to other robots if the target switches out with another robot.
^ Top
AlphaRock0131
 
AlphaRock0131
1,770,250 BP
7 TP | 30 PP
Posted on June 26th, 2016 at 12:56am
Posted 2016/06/26 at 12:56am
#11
Name: Revenant Jupiter
Core: Electric/Shadow
Health: 200
Attack 1: Jupiter Shock
Revenant Jupiter Jets at his opponent, Dealing 20 damage.
Attack 2: Electric Shock
RevJupiter Shoots his opponent with his trusty electric shock, dealing 50 damage.
Resistance: copy
Weakness: Explode
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2905 PP
Posted on June 26th, 2016 at 1:34am Edited on 2016/06/26 at 1:40am
Posted 2016/06/26 at 1:34am Edited 2016/06/26 at 1:40am
#12
@AlphaRock0131 : Seriously?

First of all, this is literally just a Jupiter clone. You could argue that Fredbear is a Golden Freddy clone, but they could be the same thing in canon.

THIS, however, isn't even in any game whatsoever! Literally the ONLY reason to use Jupiter Shock would be to cause Swift damage.

That aside...


Name: Persian
Core: Shadow
Health: 130
Attack 1: Fake Out
Attack 1 Description: The opponent takes 20 damage and can't move this turn. Only works the turn Persian is sent out.
Attack 2: Slash
Attack 2 Description: Flip a coin. If heads, this attack deals 60 damage. If tails, it does 30 damage.
Attack 3: Assurance
Attack 3 Description: Persian uses an attack to add on to existing damage, dealing 30 damage! If the target took damage right before this move was used, this attack does 80 damage instead!
Resistance: Shadow
Weakness: Impact

Name: Ledian
Core: Naturle/Space
Health: 120
Attack 1: Comet Punch
Attack 1 Description: Ledian hits the foe with a lurry of punches. Flip 5 coins. For each one that is heads, Ledian does 10 damage!
Attack 2: Mach Punch
Attack 2 Description: Ledian throws a punch at blinding speed, dealing 30 damage!
Attack 3: Safeguard
Attack 3 Description: Ledian is protected against all status ailments this turn.
Resistance: Nature
Weakness: Electric

Name: Ursaring
Core: Neutral
Health: 150
Power: Guts
Power Description: When Ursaring is Burned, Poisoned, or Dehydrated, its attacks gain half damage rounded down added to their original damage!
Attack 2: Slash
Attack 2 Description: Flip a coin. If heads, this attack deals 60 damage. If tails, it does 30 damage.
Attack 3: Hammer Arm
Attack 3 Description: Ursaring swings and hits the opponent with its strong and heavy fist, doing 80 damage! However, Ursaring can't move next turn.
Resistance: Shadow
Weakness: Impact

Name: Skarmory
Core: Cutter/Wind
Health: 130
Attack 1: Air Cutter
Attack 1 Description: Skarmory unleashes razor-like wind to slash the opponent. Flip a coin. If tails, this does 40 damage. If heads, this does 80 damage.
Attack 2: Spikes
Attack 2 Description: Skarmory lays a spike trap on the floor, cousing the next Robot Master to be sent in to take 30 damage!
Attack 3: Steel Wing
Attack 3 Description: Skarmory hits its foe with wings of steel, dealing 60 damage!
Resistance: Earth
Weakness: Electric
^ Top
Brimstone
 
Brimstone
2,970,700 BP
0 TP | 225 PP
Posted on June 26th, 2016 at 3:48am
Posted 2016/06/26 at 3:48am
#13
(I'd like the following to be added to the Brimstone pack.)

Name: Reaper Man
Core: Shadow
Health: 170
Power: The Lord of Death
Power Description: Brimstone, Shocker Man, Daemon and all other Shadow-core Robots get a 10 HP Boost and deal 10 extra damage until Reaper Man is deactivated.
Attack 2: Reaper’s Scythe
Attack Description: Reaper Man teleports next to his opponent and slashes them with a scythe, dealing 30 damage! Flip a coin. If it lands on tails, Reaper Man heals himself by half of the damage dealt, rounded down.
Attack 3: Nightmare Nebula
Attack Description: Reaper Man charges up for one turn, then attempts to suck a foe into a reality-distorting black hole! Flip three coins. The effect of this ability changes depending on the results of the flip.
- If one of them land on heads, the foe evades the black hole.
- If two of the coins land on heads, the foe’s weakness is changed into Shadow for three turns, removing the previous weakness it used to have.
- If three of the coins land on heads, the foe takes 60 damage. Flying opponents take 90 damage.
- If none of the coins land on heads, the foe is sent back to the opponent’s hand. If that same foe is sent out again, it will only be played with 75% of its maximum HP, rounded up.
Resistance: Time
Weakness: Electric

Name: Daemon
Core: Flame and Shadow
Health: 150
Attack 1: Volcanic Axe
Attack 1 Description: Daemon charges up energy for one turn, then smashes a foe with a gigantic axe, dealing 60 damage and [Burning]{burning} that opponent for three turns!
Attack 2: Pyre Trident
Attack 2 Description: Daemon launches a three-pronged spear at his opponent, dealing 50 damage.
Attack 3: Firestorm Bastion
Attack 3 Description: Daemon uses his shield to guard himself from attacks, taking 10 less damage. This ability does not affect Water, Wind and Flame-core abilities, however.
Resistance: Nature
Weakness: Water

Name: Firebomb
Core: Flame
Description: A firebomb is thrown at the opponent's deck, dealing 10 damage to all of the foe's cards, and also destroys a random Support card.

Name: Baptism by Fire
Core: Flame and Energy
Description: Heal a Robot by 20 Energy. If used on a Flame-core robot, heal 60 Energy instead.

Name: Haunt
Core: Shadow
Description: Haunts the foe's current Robot Master, forcing it to return to the opponent's deck. If it is sent in again, it is stunned for one turn.

(And then I'd like these to be added to the Minus Infinity pack.)
Name: Shadow Kunai
Core: Shadow and Cutter
Description: The next attack the Robot Master this is played on does deals an extra 50% of the original attack's damage, rounded down.

(Also, I'm upgrading my past cards, since they seem underpowered with the addition of many new cards.)

Brimstone
Health: 120 -> 160
Skull Grenade: 30 Damage -> 70 Damage
Volcanic Bursts: 10 Damage -> 20 Damage. 5 Damage per turn for three turns is removed, and is replaced by the default Burn status effect.

Minus-∞ Skull Man
Health: 100 -> 120
Hell Wheel: Changed into a coin flip. Getting a heads causes Skull Man to dodge the next attack on him. Getting a tails does nothing.
Rapid Fire: 5 Damage -> 10 Damage
Skull Tackle: 35 Damage -> 70 Damage. Does not disable the Hell Wheel ability anymore.

Minus-∞ Pharaoh Man
Health: 120 -> 180
Pharaoh's Curse: 10 Damage -> 20 Damage.
Pharaoh Shotgun: No longer hits three of the opponent's cards. Instead, deals 20, and toss two coins. For every coin that lands on heads, deal 20 more damage.
Rage of the Pharaoh: 20 Damage -> 50 Damage. 10 damage for two turns is removed, and is replaced by the Burn status effect.

(stupid text limit...)
^ Top
Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on June 26th, 2016 at 4:05am
Posted 2016/06/26 at 4:05am
#14
@Beta Man :

Bass.exe used Shooting Buster! Sunstar disabled!

Bass.exe
120/160
Status: None

Sunstar
-60/150
Status: KO'D
^ Top
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 26th, 2016 at 7:57am Edited on 2016/06/26 at 8:12am
Posted 2016/06/26 at 7:57am Edited 2016/06/26 at 8:12am
#15
Well my oh my! Confusion is NOT fun! Well, Pharah, use rocket barrage! *SHOCK AGAIN* WHAT IS ME WITH ALL THREE FRICKING HEADS?! Okay, let's hope for another head. YOU SON OF A SUNSTAR! *Takes 10 Neutral Based Damage* I WILL PUNCH SOMEBODY.

Name: Blastoise
Health: 100/140
Status: Skull Bash; 20 Defense

Name: Pharah
Health: 80/160
Status: Confusion Locked Confused, last 4 more turns.


I would rather hug a PAWNIARD than be stuck in confusion like this...

Like, if Blastoise took damage from the attack, it would destroy him completely, but I was confused. So sad...
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2905 PP
Posted on June 26th, 2016 at 12:04pm
Posted 2016/06/26 at 12:04pm
#16
Blastoise, SKULL BASH! 90 damage!

Blastoise
Health: 100/140
Status: None
Resistance: Water
Weakness: Nature

Pharah
Health: -10/160
Status: Dead
Resistance: Nature
Weakness: Shield
^ Top
deadacc
 
deadacc
6,063,502 BP
8 TP | 732 PP
Posted on June 26th, 2016 at 12:22pm
Posted 2016/06/26 at 12:22pm
#17
I CHALLENGE CHAOSGSXR TO A BATTLE CAUSE I NEED ZENNY DAMMIT
^ Top
Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on June 26th, 2016 at 3:07pm
Posted 2016/06/26 at 3:07pm
#18
For the sake of convenience, I've created 2 pastebins of my cards to examine. If you wish to fight me or want to buy cards from my set, these are a great place to look!

My Robots
My Support Cards

I've placed these links on my profile as well.
^ Top
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 26th, 2016 at 11:24pm
Posted 2016/06/26 at 11:24pm
#19
WHAAAAT? Rude, Rude, Rude! Gooooooo... Um... Wait...

*Evil Laugh*

Go Raijin! Use your Electrical Blast Attack Thingy!

Name: Raijin
Health: 200
Status: Static Crescendo X1

Name: Blastoise
Health: 60/140
Status: None
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2905 PP
Posted on June 27th, 2016 at 12:15am
Posted 2016/06/27 at 12:15am
#20
HOLD IT!

It says in the "weakness" thing, Blastoise isn't weak to electric. It's weak to Nature. So ONLY 30 DAMAGE.
Blastoise uses Water Pulse. 20 damage! *coin flip* *tails*

Blastoise
Health: 70/140
Status: None
Resistance: Water
Weakness: Nature

Raiijin
Health: 180/200
Status: Static Crescendo X1
Resistance: Shadow
Weakness: water
^ Top

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