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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
Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on October 2nd, 2016 at 2:49pm Edited on 2016/10/02 at 3:05pm
Posted 2016/10/02 at 2:49pm Edited 2016/10/02 at 3:05pm
#1
@Beta Man :

Hector uses Armads!
Skull Man is defeated!

Hector
190/220
Status: Defense +20

Skull Man
0/100
Status: Skeleton
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2905 PP
Posted on October 10th, 2016 at 1:13pm
Posted 2016/10/10 at 1:13pm
#2
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
^ Top
QuickBlade
 
QuickBlade
312,600 BP
3 TP | 25 PP
Posted on November 5th, 2016 at 12:39am Edited on 2016/11/05 at 1:08am
Posted 2016/11/05 at 12:39am Edited 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.

Resistances: Missile
Weaknesses: Shadow
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2905 PP
Posted on November 26th, 2016 at 12:19pm
Posted 2016/11/26 at 12:19pm
#4
CHANGES TO SOME OF MY FIRST CARDS EVER.


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.
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on December 1st, 2016 at 9:09pm
Posted 2016/12/01 at 9:09pm
#5
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:

Beta Man
-HP Buff: 100 -> 250
-Beta Buster Damage Buff: 40 -> 60
-Beta Blast Damage Buff: 30 -> 50

Sargent Man
-HP Buff: 100 -> 200

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

Ocean Man
-HP Buff: 100 -> 120

Honey Woman
-HP Buff: 100 -> 120

Plant Man
-HP Buff: 100 -> 150

Centaur Man
-HP Buff: 100 -> 150

Metal Man
-HP Buff: 100 -> 170

Freeze Man
-HP Buff: 100 -> 170

Slash Man
-HP Buff: 100 -> 150

Bomb Man
-HP Buff: 100 -> 150

Duo α
-HP Buff: 230 -> 250

Duo Ω
-HP Buff: 230 -> 250

Puppet Master
-HP Buff: 140 -> 150

More to come!

I ́A͡M̴ H̨ÈR̸E.
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on December 2nd, 2016 at 12:00am
Posted 2016/12/02 at 12:00am
#6
Jazz
-HP Buff: 100 -> 250 (Wait, it was supposed to be 150...)
-Jazz Buster Damage Buff: 30 -> 50 (Th-that's not part of the plan...)
-Jazz Beam Damage Buff: 40 -> 60 (This changed too! Wait a second...)
-Jazz Beam is Laser AND Swift Core instead of plain Laser now!? This isn't my plan at all! What's going on he-
-YOU͟.̢ T͠HAT̨ B͝T W̷A̴S ͠ẀE͜AK͝!҉ YO̶U ̧A͞LL ̕K͠NOW̛ ҉MY̢ NA̢M̵E.͞ SEE̸Ņ ̵ME͘.̨ I ÁM HERE ͏ŃO̧W̨, T͠HA͘N̷K͡S͝ TO̕ HIM͘.̸ I͝T͟'S A̛LL HI̕S͜ FA̡UL̡T͘!͟ ͜LÌSTEN ̡TO͡ ͢M̴E: ́T͡H͝OSE͜ TH̴R̡E͝Ȩ ́M̡AD͠E A͡LL͡ T͘HIS̕ ͢HAPPEN҉!̨ H̨E͢ ̡C̵OU̶LD͞ ̢H̕A̧VE STOP͝P͟ED ̛ME͟.̧.̧. B͞U̡T̢ ̶H͝E̛ ҉JU҉ST̸ DI͡D NOTH̀ĮN̶G A̡S̡ T͜HIS̛ HAPP̢E̕NĘD!͏ ͢NOW͡ ͠J̸A͘ZZ IS M̕INE͜ FOR̵ÈVER.͟

-S̵̡̛A҉̵̶͟Y҉̷ ̶̧̢G̸̢̀Ờ̷͟Ó̵͟͡͠D҉̵҉͜B̷̡Y̧͟͞E̴҉͝.̸̵͢͝͞

...Well, that was weird.

Shadow Man
-HP Buff: 100 -> 170
-Shadow Blade Damage Buff: 20 -> 30

Fire Man
-HP Buff: 100 -> 150

Air Man
-HP Buff: 100 -> 170

Skull Suit Wily
-HP Buff: 120 -> 200

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 +30 Shadow +20 Swift +10 (Wait, Swift?)
Decreases: Electric -10 Flame -10 Water -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 +30 Shadow +30 Empty +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 +30 Explode +20 Shadow +10
Decreases: Flame -10 Shield -10 Cutter -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

More to come again!
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on December 2nd, 2016 at 12:01am Edited on 2017/06/24 at 5:42pm
Posted 2016/12/02 at 12:01am Edited 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 Damage 5. 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.)
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on December 2nd, 2016 at 12:42am Edited on 2017/06/24 at 5:43pm
Posted 2016/12/02 at 12:42am Edited 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 +20

Now, 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.
^ Top
StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on December 2nd, 2016 at 5:44pm Edited on 2016/12/02 at 6:15pm
Posted 2016/12/02 at 5:44pm Edited 2016/12/02 at 6:15pm
#9
@BetaMan Yeah, sure. I'll take that Ninja Man's Support off your hands. I'll put it in my deck and send X-Tank to storage.

Oh, and while I'm here... Time to balance some cards, in order to make them more even with the newer cards that have come out.

Phantom Man

Phantom Saber 30 Damage ==> 50 Damage (Might want to change that on Void Man too, Beta)
Phantom Buster 90 Damage ==> 130 Damage


Chorus

Tome of Vyrna Tails Effect Now Does 10 Damage to the foe, added along with the original effect of Paralysis


MegaBossMan

The Law 30 Damage ==> 60 Damage


ZeroDXZ

Z-Saber 40 Damage ==> 50 Damage
Raijingeki 30 Damage ==> 40 Damage


Captain Falcon

Falcon Kick 30 Damage ==> 50 Damage
^ Top
Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on December 2nd, 2016 at 11:41pm
Posted 2016/12/02 at 11:41pm
#10
@Beta Claus : Time for another Armads!.... I need to nerf this card after this battle. We'll see.

Hector
180/220
Status: Defense +20

Papyrus
150/230
Status: None
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on December 2nd, 2016 at 11:56pm
Posted 2016/12/02 at 11:56pm
#11
So, you're serious... Very well then! Behold my Fabled Blue Attack! Nyeh Heh Heh!

Papyrus uses Fabled Blue Attack! ...It did no damage, but...

You're blue now! That's my attack! Now, don't force me to use my SPECIAL ATTACK!

Papyrus
150/230
Status: None

Hector
180/220
Status: Defense +20 Blue (Damage Taken +10)
^ Top
Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on December 3rd, 2016 at 6:54am Edited on 2016/12/03 at 6:57am
Posted 2016/12/03 at 6:54am Edited 2016/12/03 at 6:57am
#12
@Beta Claus : Take a wild guess as to what move I'm using this turn.

Hector
180/220
Status: Defense +20, Blue (Damage Taken +10)

Papyrus
70/230
Status: None
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on December 3rd, 2016 at 12:12pm
Posted 2016/12/03 at 12:12pm
#13
@Retro Pikachu : I know EXACTLY what move you used.
You used Battle Axe. :P
Papyrus is preparing an attack...

Behold, my Special Attack!

Flipping Coins...
H, T, T, H, T, H

Papyrus uses Special Attack! Hector takes-

WHOA! Hang on a second, game. Alright, here's the deal: I'm not sure how we'll handle this, so I'll let YOU decide: Choice 1 or Choice 2?

Choice 1: (20 * 3) - 20 + 10 = 50 Damage
Choice 2: (20 + 10) * 3 - 20 = 70 Damage

Please pick the choice that would be fair, not the one that would give you an advantage. Like you'd need it anyways

I'll finish my turn once you made the choice.
^ Top
Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on December 3rd, 2016 at 2:26pm
Posted 2016/12/03 at 2:26pm
#14
@Beta Claus : Choice 2. Go for it Hector! Armads!

Hector
110/220
Status: Defense +20, Blue (Damage Taken +10)

Papyrus
-10/230
Status: Not Spared
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on December 3rd, 2016 at 5:01pm
Posted 2016/12/03 at 5:01pm
#15
@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 +20 Critical(?)


Btw, question. Have I used ANY item this whole match? (Aside from Missile Core, of course.)
^ Top
RedBomber
 
RedBomber
88,469,709 BP
3 TP | 3260 PP
Posted on December 3rd, 2016 at 5:22pm
Posted 2016/12/03 at 5:22pm
#16
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
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2905 PP
Posted on December 3rd, 2016 at 6:46pm
Posted 2016/12/03 at 6:46pm
#17
Guess I may as well change up my deck to a pre-made formation now.

MMRPG DECK FORMATION: Natural Doom
Ledian, Ursaring, Yanmega, Feraligatr, Sceptile, Beedrill, Fearow, Sudowoodo, Butterfree, Primeape, Ariados, Wood Man, Virus Man, Arachnid Man, Bellossom, Megamanatee, Oyster Man, Punch Donkey, Zangoose, Ludicolo, Mawile, Shiftry, Sableye, Gengar, Crypt Man, Adventure Mangle, Gliscor, Neon Wasp, TM07: Hail, TM11: Sunny Day, TM18: Rain Dance, TM37: Sandstorm, Shadow Core x9, Nature Core x9
^ Top
Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on December 4th, 2016 at 11:49am
Posted 2016/12/04 at 11:49am
#18
@Beta Claus : You used Hero's Light earlier when fighting Bill Cipher.

Hector!

Hector
60/220
Status: Defense +20

Sargent Man
120/200
Status: None
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on December 4th, 2016 at 3:47pm
Posted 2016/12/04 at 3:47pm
#19
@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
^ Top
Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on December 4th, 2016 at 7:55pm
Posted 2016/12/04 at 7:55pm
#20
@Beta Claus : Armads haip.

Hector
40/220
Status: Defense +20, Critical

Sargent Man
40/200
Status: Critical
^ Top

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