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 : Yep, figures. Alright, let's see here... I think Reaper would want me to continue this whole thing like he would, so... ...Heck with it, Gaster is in Waterfall, too, so here we go with this instead of Undyne.
Gaster was sent out! Gaster uses Gaster Blaster! 50 Damage to Pikachu!
Gaster 300/300 Status: Does Non-Existance counts as being alive? Pikachu -10/110 Status: And your fellow Pikachu has fallen. Your move, Retro.
Posted on June 4th, 2017 at 9:07amEdited on 2017/06/04 at 9:47am
Posted 2017/06/04 at 9:07amEdited 2017/06/04 at 9:47am
#4
*EVENT 666 START!*
I gotta find out which one to target first, Dark Taranza or Proto MK 2. That Guy With The Maroon Text seems like Final Boss material, so I'll save him for last. One is top priority, the other could offer a good amount of weapons upon defeat. I'll have to counter those Sniper Joes somehow, though...
Posted on June 6th, 2017 at 8:36pmEdited on 2017/06/06 at 9:45pm
Posted 2017/06/06 at 8:36pmEdited 2017/06/06 at 9:45pm
#5
I'VE GOT IT! THE ULTIMATE COUNTER TO SNIPER JOES.
*maching-making sounds*
METS!!
Name: Spring Met Core: Impact Health: 120 Power: Helmet Power Description: Halves the damage from Buster-based attacks. Buster Shot does nothing. Attack 2: Met Shot Attack 2 Description: Spring Met shoots a single bullet to deal 30 Damage. Attack 3: Bounce Attack 3 Description: Spring Met jumps high into the air, evading all attacks. On the next turn, it lands on the enemy, dealing 70 damage! Resistance: Impact Weakness: Cutter
Name: Barrier Met Core: Shield Health: 120 Power: Forcefield Generator Power Description: Reduces the damage from all attacks against the user's side by 20. Buster Shot does nothing. Attack 2: Taunt Attack 2 Description: Forces an enemy to target Barrier Met next turn. Attack 3: Met Shot Attack 3 Description: Barrier Met fires a bullet, dealing 30 Damage. Resistance: Shield Weakness: Laser
Name: Pounder Met Core: Impact Health: 120 Power: Uncuttable Helmet Power Description: Halves the damage from Cutter-type attacks. Attack 2: Random Impact-Type Weapon Attack 2 Description: Roll a d5. The attack used is based on the number rolled. 1: Super Throw Pounder Met throws the enemy, dealing 30 damage and replacing the enemy thrown with a different one of the user's choice. 2: Super Arm Pounder Met summons a blockade, providing 20 defense. However, is Super Arm is rolled again, Pounder Met picks up the blockade, and throws it at the foe to deal 80 damage! 3: Oil Slider: Pounder Met creates a puddle of oil and uses it to slide into the target, dealing 80 Damage, but TAKING 20 damage in the process! 4: Hard Knuckle: [Flip 3 coins. If at least 2 are heads, the enemy takes 50 damage and can't move this turn. 5: Dust Crusher: Pounder Met launches a condensed pile of junk at the opponent. Deals 30 damage. Flip two coins. For each heads, this attack does 10 more damage. Resistance: [Neutral]{netural} Weakness: Shield
Name: Vampire Met Core: Shadow Health: 90 Power: Dark Helmet Power Description: When attacked, Vampire Met automatically counters, dealing half the damage taken, rounded down. Vampire Met can't counter attacks that destroy it, however. Attack 2: Met Shot Attack 2 Description: Vampire Met shoots a single bullet to deal 40 damage. Attack 3: Vampire Shot Attack 3 Description: Vampire Met shoots a bat-like bullet, dealing 30 damage and restoring 10 Health to itself. Resistance: Shadow Weakness: Crystal Flavorv Text: What is a Joe? *smashes drink* A miserable little pile of Circuits! But enough talk. HAVE AT YOU!
Name: Met With A Xerneas Inspired Helmet (SPECIAL} Core: Neutral/Crystal Health: 150 Power: Hornleech Helmet Power Description: Halves the damage from physical attacks. Upon being hit with a physical attack, flip a coin. If it's heads, MWAXIH's (that's the acronym) horns do 20 damage to the attacker, and MWAXIH regains 10 health! Attack 2: Met Shot Attack 2 Description: MWAXIH shoots a single bullet to deal 20 damage. Attack 3: Geomancy Drive Attack 3 Description: On turn one, MWAXIH charges. On turn 2, It gains Two moves next turn,40 attack, and 40 defense! This can't be used more than once per battle, though. Resistance: Nature,Crystal Weakness: Empty Flavor Text: I couldn't find a good thematic counter to Scythe Joe other than life, so I gave this guy a Xerneas Inspired Helmet.
Name: Scuba Met Core: Water Health: 90 Power: Bottomless Air Suppy Power Description: Scuba Met is immune to the Drowning status. Attack 2: Met Shot Attack 2 Description: Scuba Met shoots a single bullet to deal 30 damage. Attack 3: Swimming Tackle Attack 3 Description: Scuba Met swims into the opponent, dealing 100 damage! This only works on water-type fields. Resistance: Water Weakness: Electric
Just BARELY going under the text limit. Hopefully the joe army should be scared of the Extended Met Family Pack, though!
Posted on June 7th, 2017 at 10:54amEdited on 2017/06/07 at 11:04am
Posted 2017/06/07 at 10:54amEdited 2017/06/07 at 11:04am
#7
Oh crap, I forgot!
THE DADDY!
Name: Metool Daddy (SPECIAL) Core: Neutral Health: 300 Power: Giant Helmet Power Description: All attacks directed at Metool Daddy do half damage rounded down. This can't be pierced or ignored. Attack 2: Giant Met Shot Attack 2 Description: Metool Daddy shoots a big bullet, dealing a whopping 70 damage! Attack 3: Daddy Slam Attack 3 Description: Metool Daddy jumps into the enemy, dealing 140 damage, but TAKING 70 damage in the process! Resistance: Flame,Water,Electric,Nature Weakness: Cutter,Impact,Explode
There! I think I've made my point.
Also, I had to revamp some of the weapons for Pounder Met.
Posted on June 8th, 2017 at 9:31pmEdited on 2017/06/08 at 9:52pm
Posted 2017/06/08 at 9:31pmEdited 2017/06/08 at 9:52pm
#10
Elementary. My plan is to- *explosion sounds* OH CRAP!
THAT SOUNDED LIKE DARK TARANZA BLOWING STUFF UP WHICH IS SOMETHING I JUST THOUGHT OF!
Let's see, what can I do to take down the idiot from the Mirror World? Stab 'em with a bolt of lightning? Wait no, that's a terrible idea, the guy has incredible stamina! Argh, think, imagination! The one time I REALLY need you! Drop an orangutan on him!? Use an Anvil with Gravity Hold!?Spam the Rail Buster's Charged Shots!?
...Wait. I have an Idea. It involves that old Rail Buster. And a bunch of my Cheat Items.
Time to do this, Impossible Attack Pattern Style!
*meanwhile*
Dark Taranza: Alright, time for the final part of this *REGGAE'D* ritual.
*one overly complex ritual later*
???: Ugh, FINALLY. Do you KNOW how long I was waiting?
Dark Taranza: Look, Dark Mind. We can't let you be seen yet. Hey, I suggest using the Dimension Mirror was a drone.
Dark Mind: ...Fine. But ONLY because the world is not nearly corrupt enough.
Dark Taranza: Meanwhile, Take a look what I pilfered from this world's Landia~!
*pulls out this world's Master Crown and equips it*
Dark Taranza: Yesss...! The power! THE ABOLUTE MOTHER*REGGAE'D* POWER!
Dark Taranza: Now, I need to test this power... I'm going to blow up Prism Plains!
Posted on June 24th, 2017 at 11:44amEdited on 2017/06/24 at 11:59am
Posted 2017/06/24 at 11:44amEdited 2017/06/24 at 11:59am
#11
Alright, may as well upload some cards now that I've taken down some minibosses. Seriously, Bombar was an absolute PAIN to take down.
Name: Volt Man Core: Electric Health: 150 Power: Volt Absorb Power Description: When Volt Man is hit by a Pure Electric-type attack, Attack 2: Barrier Spark Attack 2 Description: Volt man generates a shield made of electricity, giving him the Counter* status for 3 turns! Attack 3: Volt Orb Attack 3 Description: Flip 2 coins. For each one that is heads, the enemy takes 30 damage. Resistance: Electric Weakness: Freeze
Name: Gear Man Core: Impact Health: 150 Attack 1: Gear Toss Attack 1 Description: Flip 3 coins. For each one that is heads, the enemy takes 20 damage. Attack 2:Gear Wheel Attack 2 Description: Gear Man surrounds himself in a giant, gearlike wheel on the first turn, then rams into the enemy to deal 120 damage! However, Gear Man himself takes 70 damage in the process! Attack 3: Overclock Attack 3 Description: Gear Man takes 30 damage, but his next attack does an extra 20 damage! If Gear Toss is used, each individual gear does 10 extra damage. Resistance: Impact Weakness: Nature
Name: Frigid Man Core: Freeze Health: 150 Power: Ice Armor Power Description: Frigid Man takes 10 less damage from all sources. Attack 2: Frigid Air Attack 2 Description: Flip 4 coins. For each one that is heads, this attack deals 20 damage! Resistance: Freeze Weakness: Flame
Name: Rook Man Core: Shield Health: 200 Attack 1: Rook Slam* Attack 1 Description: Rook Man slams himself into the opponent, causing both the opponent and himself 50 damage! Attack 2: Castling Attack 2 Description: When this move is used in a Tag Battle, Rook Man has the Taunt** status on the opponent's turn for one turn. Resistance: Missile Weakness: Nature
*I couldn't remember Rook Man's weapon, so I'll make it Rook Slam for now. This also explains the absence of a third attack.
**Taunt: If a Robot Master has this status and a single-target move is being used, it MUST target the RM, and the RM has 20 extra defense.
@RotomSlashBlast : That reminds me, maybe I should work more on the card versions of my Robot Masters in Reaper's absence...
Alright, let's see all he... Hang on... There are THREE Royalty Man cards! How did this... What in the... HOW LONG HAS IT BEEN LIKE THIS!? Ugh, and he just HAD to be kidnapped and leave it to me to clean up HIS mess... Fine...
*ONE CLEANING UP SESSION LATER...*
Done and done. Now, let's move on to the actual NEW cards...
Name: Wrestle Man Core: Impact Health: 200 Power: Enjoy the Pre-show! Power Description: Wrestle Man is the main event, and all main events MUST have something to build up the excitement! Search your deck for a Joe Model or Met RM card. If at least one is present, Wrestle Man will switch out with that card. Attack 2: Ultra Slam Attack 2 Description: Wrestle Man grabs the target and slams them, dealing 30 Damage. If the attack is super-effective, the target will be Injured*. Attack 3: Ultra Punch Attack 3 Description: Wrestle Man punches the opponent as hard as he can, dealing 50 Damage. Resistance: Shield Weakness: Missile
Name: Ray Man Core: Space and Laser Health: 200 Attack 1: Lunar Ray Attack 1 Description: Ray Man uses satellites to fire big blasts. Flip 3 coins. For each set of heads, this attack deals 30 Damage. Attack 2: Cycle Ray Attack 2 Description: Ray Man creates a ray beam that cycles around him. The next opponent's attack, if melee-based, will have a 30 damage recoil. Resistance: Space Weakness: Empty
Name: Soldier Man Core: Missile Health: 200 Power: Weapons Knowledge Power Description: Soldier Man looks into his database and pulls out data on the opponent's attacks. Unless inflicted with a condition (or whatever they're called, I forgot), every 5 turns, Soldier Man will brace himself for impact, allowing him to only take half damage rounded up. Attack 2: Land Mine Attack 2 Description: Soldier Man places down a mine in front of the target. Unless the target is flying or levitating, it's next melee-based attack comes with a recoil of 50 Damage. If not activated for 10 turns, or if Soldier Man is defeated, it will end up becoming a dud. Attack 3: Travel Mine Attack 3 Description: Soldier Man uses a remote-controlled mobile mine to attack the target, dealing 30 Damage. Resistance: Missile Weakness: Electric
Name: Stinger Man Core: Nature Health: 200 Attack 1: Bee Sting Attack 1 Description: Stinger Man uses a bee-like stinger to attack the target, dealing 10 Damage. The target is now Poisoned. Attack 2: Scorption Sting Attack 2 Description: Stinger Man fires a scorpion-like tail from his buster to deal 30 Damage, as well as bringing them in closer. For the next 3 turns, all attacks towards the target deal +10 Damage, but all recoil attacks from the target deal -10 Recoil at the same time. Resistance: Space Weakness: Empty
Name: Fright Man Core: Shadow Health: 200 Attack 1: Fright Night Attack 1 Description: Fright Man forces the opponent to face their worst fears. Flip a coin. If heads, the target is Stunned for 5 turns. Attack 2: Fright Light Attack 2 Description: Fright Man forces the target to face a copy of themselves. For the next 3 turns, Fright Man will earn the opponent's current health, attacks, core, and appearance. If the target is weak to Time-Core, the target also takes 10 Damage for the duration of this attack. Resistance: Space Weakness: Empty
I'm going to need to continue this in the next post.
*Injury- The robot is forced to be switched out, and will become unusable until it is the last RM card remaining. An RM card can NOT be infected with Injury if it is ALREADY the last RM card left.** **Not sure if this has been used or not, but meh.
Name: Firewall Man Core: Shield Health: 200 Attack 1: Virus Protection Attack 1 Description: Firewall Man protects himself for a turn. If the used attack is Empty-Core, then it will be disabled until Firewall Man is defeated. Attack 2: Virus Deletion Attack 2 Description: Firewall Man creates an energy field around himself and charges into the target with it, dealing 30 Damage. Resistance: Empty Weakness: Wind
Name: Supersonic Man Core: Swift Health: 200 Attack 1: Supersonic Clap Attack 1 Description: Supersonic Man creates a shockwave by clapping, dealing 20 Damage. Attack 2: Supersonic Punch Attack 2 Description: Supersonic Man charges at the target at high speeds and punches the target, dealing 40 Damage. Resistance: Time Weakness: Laser*
Name: Pulse Man Core: Time Health: 200 Attack 1: Time Pulse Attack 1 Description: Flip a coin. If heads, the target loses a turn. This attack can NOT be used twice in a row. Attack 2: Blast Pulse Attack 2 Description: Pulse Man fires a laser of sorts to deal 20 Damage. Resistance: Time Weakness: Swift
Name: Lake Man Core: Water Health: 200 Attack 1: Missile Trident Attack 1 Description: Lake Man fires a missile-like trident at the target to deal 30 Damage. Attack 2: Spinning Trident Attack 2 Description: Lake Man spins around a trident similar to how Buster Rod G spins the Buster Rod in order to create a whirlpool-like attack to deal 50 Damage. Resistance: Water Weakness: Nature
Name: Zephyr Man Core: Wind Health: 200 Attack 1: Wind Wave Attack 1 Description: Zephyr Man shoots out a breeze to deal 20 Damage. Attack 2: Wind Blast Attack 2 Description: Zephyr Man creates a blast of wind to blow away the target, forcing them to switch out. Resistance: Wind Weakness: Shadow
That should be enough for now. Now, as for the minibosses- ...Wait. I think I got an idea! The Robots Gemini Man sent out tried to CATCH the Minibosses because they can't harm them due to the Laws of Robotics! Or, at least that's how Reaper sets it out to be. However... My robots weren't BUILT with the laws implanted in them! And... Well, what can the police do to capture a ghost? This is PERFECT! I think we have a bigger army to face Dark Taranza with now... ...Except... I have no idea where they all went off to... I think I can contact at least SOME of them... But for whatever reason, Manaphy has been completely REMOVED from my contacts...
...But surely that's not a problem... Right? ...So you understand why I had to do what I did, yes? Because you ran out of options, right? ...Well... I'll tell you one thing... ...You're not wrong.
(Dialouge's long, I'll have to make another post to continue it. Also, first time experimenting with PMD Mugshots, so don't expect anything TOO grand. At the very least, I tried, though.)
*Apparently when making my notes on these guys, I forgot to place down a weakness for this one. So I just made something up.
Posted on June 25th, 2017 at 2:18pmEdited on 2017/06/25 at 2:30pm
Posted 2017/06/25 at 2:18pmEdited 2017/06/25 at 2:30pm
#14
So, tell me, how did you manage to turn me into my "true form" again? What I learned from training with Ninja Ghost are all very interesting things. Makes me regret resigning from my allegiance to him. ...Well, almost. Is everything prepared, Master Darkrai? Of course, Dusknoir. Everything is put into place. Alright, I'll bite. Why is HE a part of this group? Hey, this group represents Sinnoh, alright? Besides, he's actually quite tough. You know... For an Average Pokemon. *Whispering* But... Between you and me, he's NOTHING compared to us both. In fact, you're the only person who managed to make even Rotom submit... Even if it was for a short time. Your Heart Swap is a move that will most definitely come in handy... YOU are our trump card, Manaphy. None else could make a better fit. ... *Whispering back* In that case, I'm in. This should be fun. ...Sir, I've been meaning to ask... You mentioned that you used to have a teammate called "Shadow Mewtwo", yes? Whatever happened to him? Oh, that guy? Hmph. If you want to know, he left the group quite some time ago, because he thinks I was "holding him back". The nerves of that guy! His pride just couldn't let him be any more than a traitorous son of a *REGGAE'd*! ... ...So, uh... What exactly is the plan again? Our first move as a team is actually to help someone out a little bit... If we can find them. In hopes of making sure that pest of a Rotom is off our backs once and for all... ...We are to help out someone by the name of Dark Taranza.
Posted on June 28th, 2017 at 2:47pmEdited on 2017/06/28 at 4:12pm
Posted 2017/06/28 at 2:47pmEdited 2017/06/28 at 4:12pm
#15
*Meanwhile, in a fortress on a planet we're gonna call "Nu"...*
???: Alright, gentlemen. Let's discuss how we're going to access the other world now that the Dimension Mirror has fogged up.
???: It's actually simple, Mantle. We arrest the fog for bein' a little @#$%. (oh crap, "*REGGAE'D*" doesn't work in this world! I'm glad I was able to censor it in time with jumbles of symbols.)
???: 5W1FT U @#$%1N 1D10T
???: U C4NT JU5T 4RR35T FOG
???: 1T5 N0T 3V3N 50L1D
Mirror Mantle: ...Remind me again why you talk in LEETSPEAK.
???: Guys, let us not worry about that, we need answers, not arguments! hey guise i gots meh a soluton 2 ur problemo Mirror Mantle: Ugh, it's THIS idiot. Hey, Ditto. das shiny ditto 2 u u moron (MIRROR SHINY DITTO) anyway i got meh a wey in2 da otha wurld necrocro did all da wurk tho anyway is liek an ultra wurmhull but it b only able to go to the wurld adn not bak i tuld yveltal ahed o tom we gonn b abel 2 git ridda dark taranza and co
???: Yes! FINALLY! Though, we need to be careful, we won't know what will be on the other si-
???: LEEEEROOOOY JEEENKIIIINS!!!
???: @#$%IT SATELLITE YOU @#$%IN IDIOT!
*enough of that, let's see what new cards have- Ah! There we go! Supports! That's slightly cool!*
Name: Swift Dash Description: Allows one use of Swift Dash. The user dashes into the enemy, dealing 40 damage!
Name: Burning Furnace Description: Allows one use of Burning Furnace. Flip a coin. If heads, the enemy takes 50 damage and is Burned.
Name: Spider's Web Description: Allows one use of Spider's Web. The user creates a giant web, causing the enemy to lose their evasive buffs!
Name: Barrier Spark Description: Allows one use of Barrier Spark. The user generates a shield made of electricity, giving them the Counter status for 3 turns!
Name: Gear Wheel Description: Allows one use of Gear Wheel. The user surrounds themself in a giant, gearlike wheel on the first turn, then rams into the enemy to deal 120 damage! However, the user takes 70 damage in the process!
Name: Frigid Air Description: Allows one use of Frigid Air. Flip 4 coins. For each one that is heads, this attack deals 20 damage!
...Alright, I just contacted Royalty Man and Void Man, and told them to gather the others and help out as much as they can with these minibosses. However, I told them to leave enough of the fun to you, Rotom, so no worries there. And since we got everything covered for NOW... I think I want to make a Mecha Army thing of my own. But both Joe Models AND Mets are taken... What other expandable mecha is there left...? ...I got it! Tellies!
Name: Telly Core: Impact* Health: 130 Power: Telly Spawner Power Description: If Telly is defeated, if there are less than 3 OTHER Telly cards in your deck, Telly will respawn with 100 health. Can only be done once. Attack 2: Telly Tackle Attack 2 Description: Telly tackles the opponent, dealing 30 Damage. Attack 3: Telly Burner Attack 3 Description: Telly heats itself up and rams into the opponent to deal 50 Damage. The target is now Burned. Resistance: Earth Weakness: Water Flavor Text: Tellies are security robots created to bash into intruders or something. Whatever their purpose is, they do it in numbers... A LARGE amount of numbers... Like, an ANNOYINGLY large amount.
Name: Fire Telly Core: Flame Health: 130 Attack 1: Telly Burner Attack/Power Description: Fire Telly heats itself up and rams into the opponent to deal 50 Damage. The target is now Burned. Attack 2: Telly Flame Attack 2 Description: Fire Telly uses a flamethrower to burn the opponent, dealing 70 Damage. Resistance: Flame Weakness: Freeze Flavor Text: A Telly with a flamethrower on the bottom. Especially in Flame Man's stage, this mecha is quite the problem.
Name: Space Telly Core: Space Health: 130 Attack 1: Telly Tackle Attack 1 Description: Space Telly tackles the opponent, dealing 30 Damage. Attack 2: Telly Rings Attack 2 Description: Space Telly launches its rings at the opponent. Flip four coins. For each heads, this attack does 20 Damage. Resistance: Space Weakness: Explode Flavor Text: A Telly designed after Ring Ring. Has two rings around it instead of one, unlike the said mecha it was designed after.
Name: Bubble Telly Core: Water Health: 130 Power: Aquatic Absorption Power Description: If hit with a pure Water-Core attack, Bubble Telly is instead healed by the amount of damage that it would've originally taken. Attack 2: Telly Soaker Attack 2 Description: Bubble Telly shoots out a bubble that splashes onto the opponent, dealing 50 Damage. Resistance: Water Weakness: Electric Flavor Text: An aquatic version of a Fire Telly.
And now, for the Special Card... Big Telly!
Name: Big Telly Core: Impact and Flame Health: 210 Attack 1: Telly Tackle Attack 1 Description: Big Telly tackles the opponent, dealing 50 Damage. Attack 2: Telly Burner Attack 2 Description: Big Telly heats itself up and rams into the target to deal 70 Damage. The target is now Burned. Resistance: Impact Weakness: Explode Flavor Text: A giant Telly. What more is there to say about this thing?
Done and done. And hey, this time I didn't go over the character limit!
*Technically speaking, they are Flame-Core. But not this one, however.
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