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
As an a apology for how Late I've been with the alpha sapphire cards, I'm gonna go through the REST of the rigged pack. Little by little.
Name: Kabutops Core: Time/Water Health: 120 Power: Swift Swim Power Description: Kabutops moves twice per turn when it's Rainy. Attack 2: Mega Drain Attack 2 Description:Kabutops drains the target's nutrients, dealing 30 damage to the enemy, and restoring 10 health to Kabutops. Attack 3: Slash Attack 3 Description: Flip a coin. If heads, this attack deals 60 damage. If tails, it does 30 damage. Resistance: Earth Weakness: Nature
Name: Machamp Core: Swift Health: 150 Attack 1: Karate Chop Attack Description: Machamp attacks with a swift chop, dealing 50 damage! Attack 2: Wide Guard Attack 2 Description: Attacks that hit more than one target won't do anything to the user of this attack or the user's allies when this move is used. Attack 3: Dynamic Punch Attack 3 Description: Flip two coins. If they're both heads, the foes takes 100 damage and is Confused. Resistance: Earth Weakness: Wind
Name: Alakazam Core: Laser Health: 110 Attack 1: Psybeam Attack 1 Description: Alakazam shoots a peculiar ray at the enemy, dealing 50 damage! Flip a coin. If it's heads, the enemy is Confused. Attack 2: Light Screen Attack 2 Description: Alakazam summons a wall of light, giving its team 30 defense against projectiles! Attack 3: Future Sight Attack 3 Description: Two turns after this move is used, a hunk of psychic energy attacks the target for 90 damage! Resistance: Laser Weakness: Shadow
Posted on November 5th, 2016 at 12:39amEdited on 2016/11/05 at 1:08am
Posted 2016/11/05 at 12:39amEdited 2016/11/05 at 1:08am
#3
I will be starting the akatsuki deck.
Name: Tendo Pain Core: Space/Electric
Energy: 100
Power: Rinnegan flip a coin. if heads, pain will create a reciever to drain the target's energy by 50 points.
Attack 2: Shinra Tensei Pain will create a repulsive force, pushing the opponent and dealing 50 damage. It also pushes the opponent, drawing the next one out.
Attack 3: catastrophic planetary construction Pain creates a miniature planet, crushing the target by 90 points.
Mercury; Slimy Body has a more accurate description now. [Grab Buster]{freeze-crystal} does 40 damage instead of 20 now, and restores 20 health instead of just 10. Mercury gets a third attack: Crystal Spikes! Mercury throws some spikes made of crystals at the enemy. Flip 6 coins. For each one that is heads, this attack does 10 damage!
Venus; Venus has a new power: Explosion Protection! Homing Bubble now does 30 damage instead of just 20.
Mars; Mars has a new power: Deathmatch! Mars does 10 extra damage to enemies with under 70 health. Mars Bullet now does 20 damage per heads.
Jupiter; Juiper gets a third attack: Volt Shotgun! Jupiter fires electrical shots in a spread pattern, dealing 20 damage to all enemies in battle.
Saturn; Saturn gets a new power: Antivampirism! Saturn takes 10 less damage from moves that steal health. Ring Toss' damage is budffed to 40. Black Hole's damage when you get a heads is nerfed to 50.
Uranus; Uranus gets a third attack: Power Bash! Flip a coin. If it's heads, this does 60 damage, and ignores defense.
Pluto Pluto gets a third attack: Neon Missiles! Flip 3 coins. For each one that is heads, Pluto fires a 30-damage missile! This may only be boosted by Cores.
Neptune doesn't get anything new because I feel he's powerful enough as is.
It's December, and that means the Holidays are coming! But not only that, but I have FINALLY gotten back to updating this thread! Changes WILL come, but unfortunately they will be rather slow. However, I decided that I will enlist some help, so maybe that can speed things up!
How To Help If you want to help me, you can do so by helping me make the lists of Decks for the TCG Shop! There MAY be other ways you can help in the future (I MIGHT even allow Moderators for the TCG in the future), but for now that will be all.
What You Would Need -You'll need some sort of public note-taking thing you can showcase. (Pastebin is suggested, but not really necessary. Just make sure it can at LEAST be seen by the players of the TCG!) -You'll also need a way to hand over the url of the list to me. After all, unless you're Adrian or MBM (or maybe a mod can edit threads, too), you can't update a thread YOU created. I'd suggest sending me a PM, but posting it on the TCG Shop Thread is also acceptable. And if you have OTHER ways of contacting me in order to give me the URL to the Deck's list, you can do so. Don't take this in a "I'm going to hack you or something" manner, though, I'll ONLY want the URLs of deck lists YOU made. -Make sure you can EDIT the Deck's List. After all, it can be changed or added on to at any moment, and if YOU are the one in charge of it, you'll need to make the necessary changes to the Pastebin/Document version of the deck.
What You Get In Return If you agree to help me, in return, I'll PROBABLY give you a Special Card. However, that depends on two things: 1. If I figure something out or 2. If I actually feel like going through with it.
The reason I'm asking for help is... Well, I'm just one guy, and there are a LOT of decks and cards. Heck, I doubt I'm even CLOSE to being halfway done with all the decks.But I'm not just here to ask for help. I'm also here to buff up some of my cards! (That way I'll actually stand a chance in future battles.) Here's a brief description of the Changes:
Ninja Man -HP Buff: 100 -> 250 -Replaced Time Accelerate's Counter with Copy Chip. -Time Accelerate now does 10 Damage to those weak to Time Core, ignoring the weakness factors.
MegaBoy's Support -Is changed from a Laser-Core to a Shadow-Core. -Now doubles the attack for Legacy Bt Man as well.
Beta Man's Support -Now doubles the attack for Legacy MegaBoy and Legacy Old MegaBoy as well.
Sargent Man's Support -No longer doubles the attack for BtMan Model-1. Rather, he will double the attack of MegaBoyx7 instead.
Justice -Sun's Light Damage Buff: 30 -> 50 (70 if target is Evil.)
Crime -Moon's Shadow Damage Buff: 30 -> 50 (70 if target is Good.)
OVER DRIVE! -Now doubles damage for 3 turns instead of 2.
Time Man -HP Buff: 100 -> 150
Oil Man -HP Buff: 100 -> 150
Quick Man -HP Buff: 100 -> 200
Skull Man -HP Buff: 100 -> 150 (Of course, this doesn't change anything about my fight with Retro, which I WILL continue when I am done with all this.)
Terra -HP Buff: 120 -> 200
Sunstar -HP Buff: 150 -> 250
Bond Man -HP Buff: 100 -> 150 -Adhesive Bond can now damage! (Does 30) -Hot Glue Damage Buff: 30 -> 50
Jazz Buster -Changed similarly to the original attack. -*La̢u̶g̴h̶t̴ęr*
Empty Skull Suit -Now adds Shadow-Core Resistance for the user for 3 turns.
Papyrus -HP Buff: 150 -> 230
Gaster -HP Buff: 230 -> 300 -For Space Distortion, Gaster Blaster is replaced with ERROR. It also introduces a new Status Effect called Glitched, which makes it to where all attacks of the Target is Empty-Core for 5 turns.Also, here are some new cards I feel like making.
Name: Annoying Dog* Core: Neutral Description: If Papyrus, Sans, Gaster, Skull Man, or Shocker Man is in the field, Bone Attack and Skull Barrier is disabled for both players. Flavor Text: The representative of TobyFox, maker of Undertale. Likes the usual things Dogs like, as well as napping.
Name: Ninja Man's Support Core: Swift Description: If StupidStudiosN or Phantom Man is in play, the next attack is doubled. Flavor Text: Despite he and Phantom Man being part of a "Greatest Wily Bot" debate, Ninja Man is still willing to cheer Phantom Man on.
SSN, if you want this (Ninja Man's Support) card, you can always ask. It DOES boost YOUR character, after all.
Name: Beta's Basement Core: Shadow and Empty Increases: Empty +30Shadow +20Swift +10 (Wait, Swift?) Decreases: Electric -10Flame -10Water -10 Flavor Text: The basement of Beta Man. This is where Bt Ghost lives, apparently. Ţh͝e ҉ghO͜S̸T M҉U͡s͠t ͝pĄy̶
Name: Wily Castle 1 Core: Shadow and Swift Increases: Swift +30Shadow +30Empty +10 (There it is again! All these unexpected additions!) Decreases: Flame -10 Flavor Text: The home of Ninja Man and Phantom Man, originally given to Ninja by Wily after one of his defeats by the hands of Beta Man and MegaBoy. Someone used to live in a basement of sorts there, but it has been abandoned for a while now. e͘vEN͝ ̨THe NI͢N̵J͝a woN'͏T s̵e̡E T̨H͢Is C͠oM̴iN͜G.͏
Name: Military Base Core: Missile Increases: Missile +30Explode +20Shadow +10 Decreases: Flame -10Shield -10Cutter -10 Flavor Text: The Base of Operations of the Robotic Military. Sargent spends most of his time here waiting for his next mission, but other Military-Bots are around there as well.
*Yes, based off of Papyrus' OLD Power.The following are cards based off of the Bt Ghost Saga that happened in the Chat's Roleplay Channel. iT̛'̴S̨ S̶tI̸lĻ ̸n̷ot̸ ̕o͏v͟Er͏.͢
Name: Painite Man Core: Crystal Health: 200 Power: Protect the Treasure! Power Description: If lowered down to 100 Health, Painite Man's attack will be doubled. However, he will take TWICE THE DAMAGE than normal. Attack 2: Red Diamond Attack 2 Description: Fires a red, laser-like diamond to deal 20 Damage. Attack 3: Comet Diamond Attack 3 Description: A red diamond that bounces around and explodes on contact to deal 30 Damage. Resistance: Crystal Weakness: Laser
Posted on December 2nd, 2016 at 12:01amEdited on 2017/06/24 at 5:42pm
Posted 2016/12/02 at 12:01amEdited 2017/06/24 at 5:42pm
#7
Name: Royalty Man Core: Cutter Health: 200 Power: Obedience Power Description: Royalty Man is unable to switch out. However, if down to 100 Damage, so is the opponent. Attack 2: Royalty Strike Attack 2 Description: Royalty Man swings a blade at the target, dealing 20 Damage. Attack 3: Royalty Blade Attack 3 Description: Royalty Man lunges at the target to deal 30 Damage. Royalty Man is hit with a 10 Damage recoil. Resistance: Cutter Weakness: Nature
Name: Sewage Man Core: Earth Health: 180 Power: Garbage Lover Power Description: If the opponent's attack is Pure Earth-Core, Sewage Man will eat the attack (?) and recovers +30 Health. Attack 2: Sludge Mine Attack 2 Description: Drops a mine made of sludge for a turn. On the next turn, the target will be damaged by 40 Damage, regardless if Sewage Man is defeated or not. Attack 3: Sludge Spill Attack 3 Description: A cloud forms above the target, raining sludge and dealing 30 Damage. Resistance: Earth Weakness: Water
Name: Paralysis Man Core: Electric Health: 150 Power: Accidental Shock Power Description: Every 5 turns, the target takes 10 Electric-Core Damage, nullifying resistances. Attack 2: Shock Spark Attack 2 Description: Basically Spark Shock, dealing 20 Damage. Attack 3: Shock Wave Attack 3 Description: Deals 50 Damage to the target and disables the target's previous used attack. Paralysis Man is unable to attack the next turn. Resistance: Electric Weakness: Neutral
Name: Void Man Core: Empty Health: 230 Attack 1: Error Screen Attack 1 Description: Teleports the target's next attack to a random location. Roll a dice. If it lands on 1 or 6, the target's next attack will damage THEM instead for the same damage it would've dealt to Void Man. Attack 2: Error Ball Attack 2 Description: An energy ball that has the power to destroy spikes. Deals 50 Damage. The target's Pure Cutter-Core attacks, if any, are disabled for a turn. Attack 3: Time Vortex Attack 3 Description: Creates a time vortex. Roll a dice. Depending on what number it lands on, the following attacks are used: 1. Beta Blast- Sends a ball of shadow energy and sets it off near the target, causing it to explode, dealing 50 Damage.2. Hyper Mega Buster- Fires 3 powerful buster shots that does a total of 60 Damage.3. Sword Slash- The opponent takes 70 damage from a powerful crystal slash.4. Phantom Saber- Void Man swipes at his opponent with a hidden blade to deal 30 Damage5. Hex- Deals 70 Damage to the target. If the target is inflicted with a Status, this attack will deal 90 Damage instead.6. Crescendo Crusher- Deals 20 Damage. If the attack was used before, it does 50 Damage instead. Resistance: Shadow Weakness: Shield
Name: Radius Man Core: Explode Health: 200 Power: Disarm Power Description: The first attack the target uses against Radius Man is disabled until Radius Man is defeated. Attack 2: Blast Radius Attack 2 Description: The target's next attack will be blocked, and the target will take 50 Damage. If the target uses an attack that pierces shields, they will still be damaged by the explosion. Attack 3: Time Radius Attack 3 Description: The target's next attack is halved, rounded down. Opponents weak to Time-Core are damaged by 30 Damage. Resistance: Explode Weakness: Freeze
Name: Ember Man Core: Flame Health: 200 Power: Rain Dislike Power Description: If hit by a Water-Core attack, Ember Man will switch out. If this Power was used once before, it can't be reused. Attack 2: Ember Burst Attack 2 Description: Creates a wave of fire to deal 10 Damage. All Freeze-Core attacks are halved, rounded down. Attack 3: Ember Dash Attack 3 Description: Crashes into the target surrounded by flame, dealing 30 Damage. Resistance: Flame Weakness: Impact
WOW, there's a lot, and we're still going! More to come once more! (Bt's Note: It WAS that way because Reaper messed up and placed in multiple Royalty Men, but it's fixed now. You're welcome, Reaper.)
Posted on December 2nd, 2016 at 12:42amEdited on 2017/06/24 at 5:43pm
Posted 2016/12/02 at 12:42amEdited 2017/06/24 at 5:43pm
#8
Name: Antarctic Man Core: Freeze Health: 200 Attack 1: Arctic Wind Attack 1 Description: Creates a small tornado made of icy winds, dealing 10 Damage. Attack 2: Arctic Breeze Attack 2 Description: Makes a breeze made of icy winds, forcing the target to switch out. Attack 3: Icicle Drop Attack 3 Description: Makes icicles fall out of the sky. Flip 3 Coins. For each set of heads, this attack does 20 Damage. Resistance: Freeze Weakness: Explode
Ok, that's DEFINITELY enough of that for now. (Bt's Note: Some new ones shall be in a NEWER post.)Ok, next on my to-do list is to make my next turn against Retro Pikachu, so here we go!
But first, an introduction...
Ah, I see you are approaching. Well then... Let us see who is better! For, you see... You are a human! I have to capture you! And then, I can fulfill my lifelong dream! Powerful, Popular, Prestigious! That is... PAPYRUS! The newest member of the Royal Guard!
Papyrus has been sent out! Papyrus uses Bone Attack! 10 Damage to Hector!
Papyrus 230/230 Status: Papyrus Blocks the Way! Hector 180/220 Status: Defense +20Now, before I'm officially done, I'd like to ask of you all to please tell me of any important changes to Decks, Zenny Amounts, and Card Purchases. Also, if you plan on dropping out of the TCG, you should probably do that as well. All cards and zenny you will lose if you drop out will be given to a TCG player of your choice. If you don't choose one, they will go to me. Thank you.
Finally, I'm done! This took WAY too long and I'm glad all this long typing is over. It's getting late now. I need some sleep.
@Retro Pikachu : There's a certain someone that will NOT be very happy to hear of this. But that's for another bad time.
For now, welcome to the "Waterfall" part of the battle, where I will send out some Royalty/Soldier-based/Judgemental Cards against you! And first up is Sargent Man!
Sargent Man is sent out! Missile Core is used! Sargent Man's next Missile-Core attack is doubled! Sargent Man uses Sargent Missiles! (H, H, T) 50 Damage to Hector! (40 * 2. Or 40 + 40, if you will. Of course, then you subtract 20. There WOULD be a +10, but Blue is active until Papyrus is defeated, which is what you did.)
Sargent Man 200/200 Status: None Hector 60/220 Status: Defense +20Critical(?)
Btw, question. Have I used ANY item this whole match? (Aside from Missile Core, of course.)
Well, I should probably catch up on the robot buffing thing, but I'm a lazy ignorant guy and I really couldn't care less.
Instead, Imma gonna do some other stuff.
Name: RedBomber Core: Swift/Flame Health: 230 Power: Reflexes Power Description: Flip a coin. If heads, RedBomber gets to attacks the the target facing him twice a turn. If tails, this doesn't happen, and RedBomber cannot use this power against the target for the rest of the match. Attack 2: Pyro Blast Description: RedBomber releases a burning blast of fire from his hands and sends it at the target for 60 Damage Attack 3:[Kick Frenzy]{ impact_swift} Description: RedBomber sends a Barrage of kicks at the target. Roll a die. -If 1,2, or 3, the attack does 20 Damage -If 3,4, or 5, the attack does 80 Damage Resistance: None Weakness: NoneFlavor Text : Ah, RedBomber, the wandering fighter. He
@Retro Pikachu : You know, on one hand, you forgot to mention the attack you're using. But on the OTHER hand, it's easy to predict which move you're using.
However, soon, the mighty will fall. Maybe not by Sargent, but sooner or later.
Sargent Man uses Sargent Grenade! 20 Damage to Hector! Sargent Man 120/200 Status: None Hector 40/220 Status: NOW Critical
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