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
@Retro Pikachu : Well, Sargent's dead. Might as well get in one last hit. Sargent Grenade. 20 Damage. Blah blah blah.
You might be wondering why I wasn't using Sargent Missile to potentially do more damage. Well... POTENTIALLY is the key word. Of course, it's a coin flip thing, so this is my attack strategy: 1. Flip the 3 Coins. 2. Determine if the combined damage would do more damage or less damage than Sargent Grenade. 3. Choose the one that does the highest damage.
But apparently I have bad luck by my side. (And it has nothing to do with the foreshadowing I've been doing, but unless you plan on joining a Chat Roleplay, it shouldn't concern you anyways. Btw, please tell me someone got the reference for the original foreshadowing text.) And the BOTH times I flipped the coins, I get only ONE heads. That's a total of 20 Damage, and of course, 20 - 20 = 0. And even if the damage lowering stops at 10, that STILL does less damage then Sargent Grenade, so Sargent Grenade is the obvious correct choice.
And I know I can always reflip the coins for a better, if I did, then who would the REAL villain be? (Idk if I succeeded to have that make sense, but I tried.) So, in the end, I'll be fair, refuse to reflip, and just use Sargent Grenade. But to be honest why did I even make this speech lol.
Posted on December 30th, 2016 at 12:55pmEdited on 2016/12/30 at 2:43pm
Posted 2016/12/30 at 12:55pmEdited 2016/12/30 at 2:43pm
#3
Alright, no more procrastinating. Time to release a good chunk of the Alpha Sapphire Pack!
Name: Slowking Core: Water Health: 160 Power: Own Tempo Power Description: Slowking can't become Confused. Attack 2: Water Pulse Attack 2 Description: Slowking shoots a pulsing blast of water at the enemy, doing 30 damage. Flip a coin. If it's heads, the target is Confused. Attack 3: Headbutt Attack 3 Description: Slowbro rams into the target and does 60 damage. Resistance: Water Weakness: Electric
Name: Tyranitar Core: Earth Health: 160 Power: Sand Stream Power Description: When Tyranitar is sent out, the weather becomes Sandstorm for 5 turns! Attack 2: Rock Slide Attack 2 Description: Tyranitar hurls large rocks at the foe to inflict 40 damage! Attack 3: Giga Impact Attack 3 Description: Tyranitar charges at the target using every bit of its power, dealing 100 damage! It can't move on the next turn, however. Resistance: Laser Weakness: Impact
Name: Mamoswine Core: Earth/Freeze Health: 170 Attack 1: Ice Fang Attack Description: Mamoswine attacks with cold-infused fangs, dealing 50 damage! Attack 2: Ancient Power Attack 2 Description: Mamoswine attacks with a prehistoric power, dealing 30 damage! Flip a coin. If it's heads, Mamoswine gains 20 defense, and the next move Mamoswine uses does an extra 10 damage! Resistance: Electric Weakness: Flame
Name: Poliwrath Core: Water/Impact Health: 150 Attack 1: Bubble Beam Attack/Power Description: Poliwrath fires a stream of bubbles at the enemy, causing 30 damage. Flip a coin. If tails, the enemy can't move for 1 turn. Attack 2: Doubleslap Attack 2 Description: Flip 5 coins. For each one that is heads, this attack does 10 damage! Attack 3: Dynamic Punch Attack 3 Description: Flip 2 coins. If they're both heads, the foe takes 100 damage and is Confused. Resistance: Water Weakness: Nature
Alright, that's a good chunk down. Just 5 or so more to go.
Posted on December 30th, 2016 at 7:14pmEdited on 2016/12/31 at 9:18pm
Posted 2016/12/30 at 7:14pmEdited 2016/12/31 at 9:18pm
#4
Welp, Time to get started on my Anti-MegaMan pack!
Name: Crescendo Core: Swift/Shadow
Health: 200
Power: Cloak of Flame Crescendo uses his Fiery crimson cloak/scarf thing to shield him from Flame-type and Explode-type attacks by -10 damage!
Attack 1: Attack Pattern copy Crescendo opens his right eye, which allows him to copy the weapon data in special weapon chips.
Attack 2: Thunder Kunai Crescendo throws one of his knives at his target, teleports next to the target, then slashes him/her for 60 damage.
Attack 3: Back-Slash Crescendo uses one of his ninjutsu skills to teleport behind his opponent, and quickly slashes his opponent with his shinobi katana for 30-60 damage.
Name: SabreMan Core: Electric/Cutter
Health: 200
Power: Steadfast Warrior desc.: If the opponent is close to defeating SabreMan, his attack rises by 10!
Attack 1: Thunder Blade Attack desc. : SabreMan uses a sharp energy deam that deals 70 electric/cutter damage!
If the Thread Resurrection Squad™ can't do their job with this one, then I will.
Name: Core Shield Description: When used on a robot, it will take no damage from attacks of its own type. In the event that this is used on a dual-core robot, they take half damage rounded up from attacks of their own types.
Name: Core Laser Description: When used, this deals 40 damage based on the user's current type and the Laser type. If the user is a dual-core robot, only the first type is used. If the first type is Laser, this does 40 damage affected twice by weakness and resistance!
Posted on March 31st, 2017 at 6:58pmEdited on 2017/03/31 at 10:00pm
Posted 2017/03/31 at 6:58pmEdited 2017/03/31 at 10:00pm
#6
...You know what, Rotom, why not. This is one of my more popular threads, anyways. I'm probably still going to need help making pastebins, though.
So yeah, I guess now would be a good time than never to build this thread back up to it's former glory. Let's start it off with a few new cards.
Name: Omega Seed A Core: Neutral Description: Roll the dice. Depending on what it lands on, the user's next attack's Primary Core Type will change to a certain core. 1. Cutter2. Impact3. Freeze4. Explode5. Flame6. Electric Flavor Text: A strange seed that seemingly appeared from nowhere. These seeds taps into a robot's hidden potential and releases it. This seed seems weaker than the others, containing only the cores of the original 6 Robot Masters.
Name: Omega Seed B Core: Neutral Description: Roll the dice. Depending on what it lands on, the user's next attack's Primary Core Type will change to a certain core. 1. Time2. Earth3. Wind4. Water5. Swift6. Nature Flavor Text: A strange seed that seemingly appeared from nowhere. These seeds taps into a robot's hidden potential and releases it. This seed seems weaker than the others, containing cores originating from Time Man, Oil Man, and the Second Generation Robot Masters.
Name: Omega Seed C Core: Neutral Description: Roll the dice. Depending on what it lands on, the user's next attack's Primary Core Type will change to a certain core. 1. Missile2. Crystal3. Shadow4. Space5. Shield6. Laser Flavor Text: A strange seed that seemingly appeared from nowhere. These seeds taps into a robot's hidden potential and releases it. This seed seems weaker than the others, containing cores that originated beyond the Second Generation Robot Masters.
Name: Omega Stone Core: Shadow Description: This doubles the user's damage for 3 turns and halves damage taken for 1 turn. When the 3 turns are over, the user is inflicted with Fatigue. When Fatigue is in play, the one infected takes double damage and deals half damage for a single turn. Flavor Text: Discovered by Wily while tampering with the Omega Seeds, this stone is created by fusing an unknown amount of Omega Seeds. It unlocks a robot's true potential, matching the power of Starforce... At least by theory. Ninja Man usually carries one so that he may, at will, unlock his Omega Form.
Speaking of Ninja Man's Omega Form...
Special Card Name: Ninja Man Omega Core: Swift and Shadow Health: 300 Power: Omega Influence: Shield Power Description: Every 5 turns, Ninja Man Omega takes half damage. This happens automatically if Core Shield or Core Laser is used, but it resets the turn counter back to 5 turns. Attack 2: Ninja Katana Attack 2 Description: Ninja Man Omega slashes the opponent with his Ninja Katana. -80 Health Attack 3: Time Accelerate Attack 3 Description: Ninja Man Omega earns a second turn. Those weak to Time-Core take 20 Damage with NO damage added from Weakness. Can't be used more than once. Resistance: Missile Weakness: Time Flavor Text: Ninja Man's ultimate form, obtained by using his Omega Stone. Ninja Man is twice as powerful and twice as fast in this form. However, the form can be hard to maintain, and at some points it would make him lose control over the form. But Ninja Man managed to control it pretty well. ...Let's just hope he doesn't lose control fully again, we don't want something like THAT again.An edit because I'd like to make an announcement concerning Core Cards.
No, they will not be an actual, separate thing from Support Cards, and they may never will. But that's not what I'm here to explain.
I feel that if I continue to hand out Core Cards the way I am now, we're going to have too many filled spaces. So, here's a change: Core Cards will NO LONGER be passed out based on the cores of RM Cards you make. That way, we won't have to worry about them filling up too much space.
You can STILL get them other ways though. For starters, you will STILL get Core Cards based on the cores of the FIRST RM Cards you make, but beyond that, from here on out, you'll only be able to get MORE Core Cards by BUYING them from a set in the Card Shop.
That leads to a DIFFERENT problem: You'd have to be LUCKY getting them from a set bigger than 5 cards. However, that's why I made a Cores Set. That way, you can get cores more easily.
There's one more thing left for me to cover next post.
Posted on March 31st, 2017 at 10:51pmEdited on 2017/04/03 at 10:00am
Posted 2017/03/31 at 10:51pmEdited 2017/04/03 at 10:00am
#7
StupidStudios Set
Name: StupidStudiosC5 Core: Shadow/Swift Health: 200 Power: N's Ultimatum Power Description: If this card is played after a StupidStudiosN has been swapped out/disabled, however many turns left for that card's Ultimate Wish power is handed off to this card. The effects of Ultimate Wish can only be carried out once and only after a StupidStudiosN is disabled or swapped out. Attack 1: Vampire's Bite Attack 1 Description: Roll a die. The number rolled is the damage done to the foe and the amount of health this card heals x10 (Ex: If a 2 is rolled, the opponent would take 20 Damage, and StupidStudiosC5 heals 20 Health). Attack 2: Vampiric Sword Attack 2 Description: This card is can lose their own Health by increments of -10 (-10 Health being the minimum) in order to deal that amount of Health lost as an attack as well as a base 40 Attack (This attack cannot be used if this card doesn't have the Health to use it, nor can the Health drained exceed what the card has). Resistance: Shadow Weakness: Wind Flavor Text: The female warrior of StupidStudios, StupidStudiosC5 is highly versed in vampiric techniques, and being one with strong similarities to StupidStudiosN, she was also able to forge a link between the two, allowing for her to summon meteors as well, though requiring some assistance from N. While N is willing to do anything in his power to protect her, C5 is still more than capable of quenching her thirst for blood herself.
Name: StupidStudiosW(Special Card) Core: Copy/Time Health: 220 Power: Redaction Power Description: When StupidStudiosW is played, his Health, Attack #1 Base Damage, and Attack #2 Base Damage can be increased by increments of +10, with 70 Points being allowed to be distributed among the three choices (The stat alterations will have to be noted as a Status). Attack 1: Erase Buster Attack 1 Description: Roll 6 dice. If all the dice land on a different side, your opponent is automatically disabled. If not, deal 50 Damage. Attack 2: Void Saber Attack 2 Description: Roll a die. If the die lands on an even number, deal damage equal to 1/4 your opponent's Health. If the die lands on an odd number, deal damage equal to 1/2 StupidStudiosW's Health (If the damage ends in a number other than 0, round down). Resistance: Laser Weakness: Time Flavor Text: The mysterious StupidStudios who was previously banished to the void due to freak accident, StupidStudiosW was rescued thanks to MegaBossMan allowing him to resume his position as one of StupidStudiosN's strongest warriors. Using techniques he obtained from when he went by [REDACTED], SSW has access to mystical powers outside the realm of time and space. While he doesn't talk much, SSN claims that SSW is a cheerful and funny guy that's glad to be back.
Super Smash Bros. Set
Name: Corrin Core: Cutter/Water Health: 170 Power: Dragon's Rage Power Description: Every 3 turns, this card deals a bonus +30 Damage to the next attack that hits (If another 3 turns pass, and an attack doesn't hit, another bonus +30 Damage is passed on to the move after, and so fourth). Attack 1: Dragon Fang Shot Attack 1 Description: Corrin charges up a ball of water and fires it at their foe, dealing 50 Damage. Flip a coin, and if it lands on heads, the attack also inflicts Paralysis on the foe. Attack 2: Draconic Surge Attack 2 Description: Flip a coin. If heads, the attack deals 1/2 the damage of your opponent's next damaging attack (If the damage ends in 5, round up). If tails, the attack misses. Resistance: Impact Weakness: Shadow Flavor Text: Born in the kingdom of Hoshido, at a young age, Corrin was kidnapped by King Garon of Nohr and raised by his family. In the midst of war between Hoshido and Nohr, it is revealed to Corrin the truth about their family, and it is up to them to pick a side, inevitably changing the outcome of the battle. Though, considering his draconic abilities, there is likely more going on than what it seems...
: Ah ha ha~ That fool thought he could keep me hidden for so long. With SSW and SSM dealt with in their own ways, I can finally put my plans into action without everyone being in high alert. Sorry folks. Looks like I'm in charge of making the next couple of cards, and regardless of the calendar date, this is no joke whatsoever. Stay tuned.
...There were just a bit of a situation going on before I was able to post.
ANYWAYS...
I guess I'll spare you a turn. Justice, come one out, and charge up on that Sun's Light!
Justice 200/200 Status: Charging: Sun's Light Hector 20/220 Status: Defense +20Araphan Sadly no I don't get the joke. The most I played of Fire Emblem is Fire Emblem Fates: Birthright and Smash Bros. :PMan, if only there was a way I could skip the charging part...
...Hey, wait a minute... There's a Prototype Item for this! In fact...
Name: Energy Upgrade Core: Energy Description: Fully heals the user, adding +10 to their Base HP. Flavor Text: An energy upgrade drive that boosts the Base HP of a Robot.
Name: Weapon Upgrade Core: Weapons Description: Adds +20 Damage to the user's attacks for the rest of the battle. Flavor Text: A weapon upgrade drive that boosts the weapon power of a Robot.
Name: Attack Booster Core: Attack Description: Doubles the user's damage for the next 5 turns. Flavor Text: A disc that increases a robot's attack power.
Name: Defense Booster Core: Defense Description: Halves damage dealt to the user for the next 5 turns. Flavor Text: A disc that increases a robot's shields.
Name: Speed Booster Core: Speed Description: Gives the user a second turn. Flavor Text: A disc that increases a robot's speed.
Name: Field Booster Core: Copy Description: Boosts the user's Core Type by x2 for 3 Turns. Flavor Text: A disc that boosts a robot's core type.
Name: Attack Booster Core: Attack Description: Doubles the user's damage for the next 5 turns. Flavor Text: A disc that increases a robot's attack power.
Name: Target Module Core: Attack Description: Allows the user to take a second turn ONLY to damage a Robot Master Card in the opponent's deck. Flavor Text: A chip that upgrades a robot's targeting systems.
Name: Charge Module Core: Defense Description: Allows the user to skip the charging phrase of chargeable attacks. Flavor Text: A chip that upgrades a robot's charging systems.
Name: Growth Module Core: Energy Description: Adds +10 Damage and +10 Defense to the user when it defeats a robot. Flavor Text: A chip that upgrades a robot's leveling systems.
Name: Fortune Module Core: Experience Description: Allows the user to skip the coin-flip and choose for themselves.* Flavor Text: A chip that upgrades a robot's luckiness.
Name: Light Program Core: Defense Description: The user switches places with another RM Card. This adds +20 Defense to the card sent out for 3 turns. Flavor Text: A program that allows robots to trade places in order to boost the others' defense.
Name: Wily Program Core: Attack Description: The user switches places with another RM Card. This adds +20 Damage to the attacks of the card sent out for 3 turns. Flavor Text: A program that allows robots to trade places in order to boost the others' attack.
Name: Cossack Program Core: Speed Description: The user switches places with another RM Card. This the card sent out a second turn. Flavor Text: A program that allows robots to trade places in order to boost the others' speed.
Name: Auto Link Core: Nature Description: The user is equipped with an E-Tank, a W-Tank, and an Extra Life. The E-Tank and W-Tank can be used at any time, but the Extra Life is only used when the user is defeated, automatically reviving the user when they are. Flavor Text: A program that allows access to Auto's Shop.
Name: Reggae Link Core: Explode Description: The user is equipped with Fire Storm, Bubble Spray, Search Snake, and Spark Shock. Each attack can only be used once, and behaves like in MMRPG (Damage Rounded to nearest 10). Flavor Text: A program that allows access to Reggae's Shop.
Name: Kalinka Link Core: Electric Description: The user is equipped with Starforce of the user's core type. When used, the starforce's core type is boosted for the user. Flavor Text: A program that allows access to Kalinka's Shop.
More on the next post!
*Had to make it different from the original because I STILL won't allow moves to affect other people's zenny amounts.
Name: Item Codes Core: Nature Description: The user is given a Support Card from the Card Shop of the user's choosing. The Support Item given is used automatically, and will NOT be added to the user's deck permanently. Flavor Text: Source code used by Auto to detail the mechanics of items.
Name: Dress Codes Core: Nature Description: The user is switched out with a RM Card from the Card Shop of the user's choosing. The RM Card will NOT be added to the user's deck permanently. Flavor Text: Source code used by Auto to detail the mechanics of alternate outfits. For whatever reason, it also holds the mechanics of RM Cards.
Name: Ability Codes Core: Explode Description: The user is given an attack from another RM Card of the user's choosing. The Attack is used automatically and is, of course, NOT added to the user's moveset. Flavor Text: Source code used by Reggae to detail the mechanics of abilities.
Name: Weapon Codes Core: Explode Description: The user is given an attack from another RM Card of the user's choosing. The Attack is equipped and can be used at any time, but only once. Flavor Text: Source code used by Reggae to detail the mechanics of special weapons.
Name: Equip Codes Core: Electric Description: The user is given a Support Card from the Card Shop and equips it. The item can be used at any time, but only once. It is NOT added to the user's deck permanently. Flavor Text: Source code used by Kalinka to detail the mechanics of holdable items.
Name: Field Codes Core: Electric Description: The user is given a Field Card from the Card Shop. The card is used automatically and is NOT added to the user's deck permanently. Flavor Text: Source code used by Kalinka to detail the mechanics of fields.
And since it's April Fools Day, here's a Special Card themed around April Fools:
Name: Whoopee Cushion of the Almighty Core: Electric Description: The user pranks the opponent. The opponent then looses a turn and suffers from -50 Damage and -50 Defense for 5 turns. (Damage does not go below 10 Damage and Opponent's Damage does not go above 100. After all, it's just a prank, bro! Sorrynotsorry) Flavor Text: The best pranksters always go for the best pranks, and this Whoopee Cushion is the best of the classic prank we all know and love... When we're not the ones pranked, that is.
I'm kinda debating on whether or not it should be passed out to those who use an April Fools username for the day (or month if they go that far), but we'll see.
Posted on April 1st, 2017 at 2:38pmEdited on 2017/04/01 at 3:04pm
Posted 2017/04/01 at 2:38pmEdited 2017/04/01 at 3:04pm
#13
What's this!? MORE cards I didn't make!? AND they're not in the Gen 3 sets!? AM I BEING APRIL FOOLED By A CLEVER BRIT!?
Welp, let's cram these in the "Comic Relief Set With No Real Seriousness". Huh, there's a Bidoof card here too. ...I'm not including it in any other sets. Not even the Gen 4 Sets.
Name: Bidoof Core: Neutral Health: 90 Power: Unaware Power Description: Bidoof ignores stat modifiers on the opponent when attacking and defending, regardless of if they're benificial. Attack 2: Tackle Attack 2 Description: Bidoof charges and slams into the target with its whole body, dealing [30 damage!][damage} Attack 3: Growl Attack 3 Description: Bidoof growls at the foe, making them deal 20 less damage for 3 turns! Resistance: None Weakness: None Flavor Text: This is one of the worst cards ever. Please blame the creators of this Arceus-awful card.
Tch, stealth insults. Also, when is that guy gonna hurry up with Alpha Sapphire's Specials, I wanna mess up Hoenn some more!
Looks like someone's been messing with human souls... But who's doing it!?
Name: Corrupted Cyan SOUL (Idleness) Description: When used, 3 turns will pass. Useful for getting rid of (or activating effects of) temporary effects early.
Name: Corrupted Orange SOUL (Audacity) Description: All RMs gain a whopping 4 ATTACKS PER TURN FOR 5 TURNS, but during those 5 turns, they only deal 10 damage per attack and can't drain health, so they have to rely on secondary effects.
Name: Corrupted Blue SOUL (Conceit) Description: For 5 turns, all RMs become Airborne.
Name: Corrupted Purple SOUL (Inflexibility) Description: All RMs become Poisoned for 10 turns!
Name: Corrupted Green SOUL (Compliance) Description: All RMs regenerate 20 Health per turn for 5 turns!
Name: Corrupted Yellow SOUL (Vengance) Description: All robots fall Asleep and regain 30 health.
(Yes, I'm using THAT old status.)
Name: Corrupted Red SOUL (Spite) Description: Refreshes all current buffs, debuffs, and statuses on an RM.
Posted on April 22nd, 2017 at 7:05pmEdited on 2017/04/22 at 8:03pm
Posted 2017/04/22 at 7:05pmEdited 2017/04/22 at 8:03pm
#16
I'm barely on here anyways.
Name: Kamen Rider Amazon Omega
Core: Nature/Cutter Health: 200 Power: Berserk Whenever Omega's Health drops below 50, he loses control, randomly unleashing his moves for three turns and raising attack power by 10!
Move 1: Violent Punish A powerful slash executed by Amazon Omega by extending his arm blades. It does 89 damage.
Move 2: Violent Break Flip a coin. if heads, Amazon Omega will use the battler grip in whip mode to restrain his enemy. This also raises Violent Punish's attack power by 5 if used afterwards. if tails, Amazon Omega will use the battler grip in Sickle Mode to brutally stab his foe for 90 damage.
Attack 3: Violent Strike Amazon Omega dropkicks his target with his Shellcut boots, dealing 95 damage to anyone foolish enough to challenge him.
Flavor text: An artificial human created from fusing his mother's cells and Amazon Cells, Haruka Mizusawa is a meek, troubled young man struggling to control his cannibalistic instincts to eat human cells. If the conditions are dire, Haruka will use his Amazons Driver belt to transform and fight as the feral berserker Amazon Omega.
@RotomSlashBlast : I don't know who corrupted the souls or how... But I feel as if whoever has done so is someone to FEAR.
Name: Pink Soul: Fear Core: Crystal Description: The opponent loses a turn. During the user's next turn, their attack will be doubled. If the user is a major villain (Ex. Skull Suit Wily, Chara*, Bete Noire**), then they will also be healed by +10 HP.
And now to throw in something else from FEAR's origin series.
Name: HATE Vial Core: Empty Description: Doubles the user's attack for the next 3 turns. However, this disables the use of other support cards for the turn afterwards.
For those of you who don't know, these came from this series.
*Well, according to theories, Chara ISN'T a villain. But for the sake of A. Not having a big argument over it and B. The whole Genocide thing, let's just say they are. (Also, Flowey and Omega Flowey are included, I just didn't want to throw it in the description.) **If someone MAKES a Betty/Bete Noire card, that is.@Retro Pikachu : I haven't forgotten about our battle. Now, Zero might want this after the battle (IF he's even interested in this thread to begin with), but until then... Legacy ZeroDXZ, come on out!
Legacy ZeroDXZ uses Level X Charged Shot! 20 Damage to Lyndis!
...He͜y,̶ Ręape̷r.͝ Sheesh, this mugshot is too big- *Ahem* What do you want? I͜ ̀j͠ust ͜re͝a͘lized s͝ómet͘h̛ing a̧b͡ou͠t͟ t́he̕ ǹa̷me ͜"Be̶tȩ Nòir̸e̢".̵ C̨h͏ang͡e͠ ̨on͏e ̕o̸f t̴h͢e̷ ͠le͡tt̨ers̢,̢ a͞n͢d͠ ̶y̵o̸u ̡g̶et.̸..̸? ...No. Oh͞ c͠o͡me͟ ͡on,͜ ҉is this̡ ͢be͢cause͞ of͝ wha̷ţ I di̢d͏ ͢t͢o ͝you? *Sarcastically* Gee, what DID you do to me to make me so mad? C̡o̶me ̴o͜n, Be͝t̀a N̸oi͝re n͞ee҉d͏s҉ to be̡ a th̢i̧- NO. Come͜ on ̀m̕an̸, a͘t͡ ̀LEA̴ST̵ ͞do̷ ̶it for Hàl͏l҉o͏wee̵n̨ ̸2͟0͘1̀7. ...If it'll make you stop pestering me about it, I'll consider it, N- Who͏a̶ w͜ho̶a ͏wh̕oa̶. W̷ḩat̶ did̡ ̛I͏ ̸t͜e͠ll you ̷about re͜v̴e̕a͝lin̴g̴ me i͘ņ ̢pu͢bli̷c͜ t̸ơò ̀ear͘ly? After what you did to me, I don't care. But just so you won't complain about it, I'll keep my mouth shut.
Posted on April 22nd, 2017 at 8:12pmEdited on 2017/04/22 at 8:26pm
Posted 2017/04/22 at 8:12pmEdited 2017/04/22 at 8:26pm
#18
Hmph... so that fool Haruka has been sealed into a card? sounds like the SGB's work.
Look, I know you're mad, OK? just because he killed us once doesn't mean he'll do it again. After all, we still have-
ZIP IT, MEDDY! We had to spend EONS sealed in the mirror world healing our wounds. YET YOUR NANOTECH REGENERATION FACTOR REFUSES TO WORK IN THE F--KING MIRROR WORLD!!!
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