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
Posted on March 20th, 2016 at 6:43pmEdited on 2016/03/25 at 8:37am
Posted 2016/03/20 at 6:43pmEdited 2016/03/25 at 8:37am
#2
Name:RedBomber Core:Laser Health:120 Power:Recoil Blast Power Description: Every time the enemy attacks,they take half of the amount Attack 2:RB's Beam Attack 2 Description: Flip a coin. If heads, This attack does 35 Damage.If tails,then RBomber also gets a extra turn Attack 3:PSI shield Attack 3 Description:when RBomber is replaced,the one that goes after him Will be immune to anything for one turn.(Weaknesses do 10 Damage) Resistance:Copy Weakness:Space
Ugh, finally. now to go back to -OH WAIT THE SUPPORT CARDS!
Name:Protoman's shield Core:Shield Description: The Opponent does 10 damage less than it would to normally would
You guys will definetly hate this card.
Name:Power Sector Core:Crystal Description:every support card that the user has will have the same as normal Except if it involves something positive with the user of the card, it will be added by 10 however, if it involves a negative effect on the opponent, it will add or subtract (depending on the effect)
Name: Psukeo Core: Copy Health: 190 Attack 1: Copy Shot Attack 1 Desc.: Deals 20 Copy Damage. After this is used, select 1 attack your opponent's Active Robot has; replace this attack with the selected attack. Attack 2: [Rok Men]{oh god why} Attack 2 Desc.: Deals [50 Neutral Damage]{i'm gonna drink bleach}. The opponent's Active Robot is now confused. Attack 3: Psychic Saber Attack 3 Desc.: Deals 40 Time and 60 Laser Damage. Weakness: Electric Resistance: Nature
Name: Psychic Gather Desc.: Play only if there is a "Psukeo" on your Bench. Draw 2 cards.
Posted on March 25th, 2016 at 3:00pmEdited on 2016/03/26 at 12:28am
Posted 2016/03/25 at 3:00pmEdited 2016/03/26 at 12:28am
#5
[Robot Master Card]
Name: Pseudo-Psukeo Core: Flame Health: 50
Ability: Sham Master Desc: If any other "Psukeo" (or "Tom Light") Cards are in play, They will take damage instead of this card.
Attack 1: Ditto ??? Damage Desc: Use any other "Psukeo"-card attacks.
Attack 2: Betrayal! = 150 Damage Desc: This move uses two turns. The first turn, skip your attack and the "Sham" ability is negated. (You may still play Supporter Cards during your next turn.) Your next turn, destroy one of your team's cards and do damage. You may also heal all damage from this card. If the card destroyed is a "Psukeo" Card, you may choose a Supporter Card from your deck
Weakness: Nature Resistance: Water (Card Desc: It looks like Psukeo... But something's off here...)
Geez, at this rate, Psukeo Decks will be all the rage!
[RM Card]
Name: MegaBossMan Type: Neutral Health: 120
Ability: BanHammer Desc: Once your whole game, you may select any of an opponent's card and discard it. You opponent may not undiscard this card in any way.
Attack 1: Insidious Slice = 70 Damage
Attack 2: Sparta Kick = 50 Damage Desc: Your opponent must switch the position of the attacked Robot Master.
Weakness: Copy Resistance: Flame (Card Desc: The Admin. Don't mess with him.)
[RM Card]
Name: Uraccountcrashed Type: Space Health: 100
Ability: Hide Desc: Flip a coin when this card is attacked. If heads, no damage can be taken this turn. However, this card is still able to receive debuffs If tails, nothing.
Attack 1: Check = 50 Damage Desc: Flip a coin. If heads, do 20 more damage
Attack 2: Wreck = 100 Damage Desc: Flip a coin. If tails, do 40 damage to yourself
Weakness: Shield/Flame/Electric/Nature Resistance: Space/Freeze/Copy (Card Desc: A peculiar character. Not serious; ever, it seems. Not much fun to discuss data plans with.)
[RM Card]
Name: Doctor Octagonapus Type: LASER!!! Health: 70
Ability: Kin Desc: Only one time for each of this card you play, the first time you put it down, you may search for a Randall Octagonapus Card and play it.
Attack 1: Robot Arms = 40 Damage Desc: You may choose one weakness to negate
Attack 2: Shoop = 100 Damage Desc: this card may not attack next turn.
Weakness: Laser/Impact/Water Resistance: Neutral/Nature/crystal (Card Desc: A mysterious criminal that has recently revealed his identity.)
Ability: Detective Desc: When this card is special summoned by the card "Doctor Octagonapus", You may discard any item attached to one card.
Attack 1: Robot Arms = 30 Damage Desc: You may choose one of your opponent's resistances to negate
Attack 2: Woop = 70 Damage Desc: Flip a coin. If heads, you may not attack next turn
Weakness: Laser/Impact/Water Resistance: Neutral/Nature/crystal (Card Desc: An officer of the law that has recently gone AWOL.)
[RM Card]
Name: Quint Type: Time Health: 130
Ability: Time Tangent Desc: If any cards require a coin flip for an attack, you may flip twice and choose whichever result you prefer
Attack 1: Saku-Summon = 40 Damage Desc: Must be used at least once before Rock Jump, but it is only needed once.
Attack 2: Rock Jump = 80 Damage Desc: Flip a coin. If tails, this attack does nothing
Weakness: Impact/Explode Resistance: Swift/Neutral (Card Desc: A time traveler with a bouncy jackhammer. Not much is known about this enigmatic villian)
[Support Card] Name: Save Point
Effect: When the Robot Master Card this card is attached to is destroyed, you may destroy this card instead, leaving the Basic Card with half its original health. (Rounded to the nearest 10.)
Effect: If any RM Card has 30 health or less, you may discard it and your opponent will not earn any prizes for it. This takes up your Assist Card slot. Discard any card in your Assist Card slot to play this card.
Posted on March 25th, 2016 at 11:10pmEdited on 2016/03/26 at 12:31am
Posted 2016/03/25 at 11:10pmEdited 2016/03/26 at 12:31am
#6
(Last post hit character limit)
[Support Card] Name: Wily's Leftover Gadgets
Effect: When the Robot Master Card this card's attached to declares an attack, flip a coin. If heads, gain 30 damage for that attack. If tails, lose 10 damage for that attack. This counts as that card's attached card, and therefore they may not have any other cards attached.
[Support Card] Name: Signature Whistle
Effect: If an opposing "Proto Man" Card is on the field, you may bring it to attack position at any time, no matter what. However, you must also bring yours, if you have one. This takes up your Assist Card slot. Discard any card in your Assist Card slot to play this card.
[Support Card] Name: Elevator Action
Effect: Any card which does not inflict damage on their opponent this turn, you may move twice this turn This takes up your Assist Card slot. Discard any card in your Assist Card slot to play this card.
[Support Card] Name: Quint's Ba-ack!
Effect: If your opponent's attack requires a coin flip, you may make them flip twice, and choose the result you prefer. This takes up your Assist Card slot. Discard any card in your Assist Card slot to play this card. However, if a "Quint" Card is actively on the field, you may attach this card to "Quint" and keep your current Assist Card, if any. (This counts as "Quint's" attached card.) This counts as that card's attached card, and therefore they may not have any other cards attached.
[Support Card] Name: Cowardice
Effect: You may choose any card you own down on the field and shuffle it into your deck. Draw one card.
[Support Card] Name: Eddie
Effect: Draw 2 cards. If at least one Robot Master Card you control is on the field and is from Mega Man 9 or 10, draw 3 cards.
[Support Card] Name: Recycle!
Effect: Choose as many Support Cards from your opponent's hand as you like and shuffle them into their deck. They draw the same amount of cards. You may also use this on your self, but using the effect on both players is not allowed.
[Support Card] Name: M-Tank
Effect: Heal all damage and debuffs from one RM Card you control on the field. You may not play any Support Cards for 2 of your turns afterward.
This one's one of my favorites so far!
[Support Card] Name: Shadow Man's Ninjitsu Training
Effect: This card can only be attached to Shadow-Core cards. Have your opponent look away. Choose 2 cards from your deck. Place those 2 cards face down, along with the attached Shadow-Core Card, and have your opponent look back. If your opponent chooses the Non Shadow-Core Card, their Active RM Card is destroyed and you may choose one card to keep in your hand. (And the Shadow-Core Card stays on the field; This counts as that card's attached card, and therefore they may not have any other cards attached.) Shuffle the other card into your deck. If your opponent chooses the Shadow-Core Card, it is destroyed along with this card; discard the other 2 cards. You do not draw a card your next turn.
Posted on March 26th, 2016 at 1:34pmEdited on 2016/12/01 at 10:31pm
Posted 2016/03/26 at 1:34pmEdited 2016/12/01 at 10:31pm
#7
Ok, might as well say it. "Bench?" "Hand?" We AREN'T using those rules, guys! There are only Robots and Support Cards. If you WANT do make your OWN version of this WITH benches and hands and other things (In other words, if you want it to be MORE complicated), then be my guest, but I don't use them in battles. Now, for the replacement of discarding, item cards can be DESTROYED (Unusable until the match is over, that is.), but other than that, ...I just want things to stay simple, that's all. Also, to think I haven't made it any clearer that I won't allow cards that do attacks that deal 100 damage or higher on it's own, since most cards would be weakened or even defeated by such attacks. With this said, I WON'T add the cards made by uraccountcrashed, Tom Light, or RBomber UNTIL the said situations are resolved. Well, probably. Either I'd forget or give certain cards a pass and add them early, or I become lazy and do them VERY late. Also, uraccountcrashed, you'll get your MM10 set eventually. As for the whole Zero thing, idk what to do about that. It's either allow the use of Zero by someone else, separate it from ZeroDXZ/Perfect/Omega Zero/Blade Wolf/SarahZX/ect. by calling it "MMX Zero" or something, or just not add it at all. Idk.
Now that we got that out of the way, I'm going to make a few more cards based on my newest character from Dark Man's Tournament, and MAYBE more RPs in the future, Jazz. And some other cards, too.
Name: Jazz Core: Copy and Laser Health: 200 Power: Copy Chip Power Description: When Copy Shot is used, the attack deals the full damage of the original. Attack 2: Jazz Buster Attack 2 Description: Jazz charges his buster for a turn, then fires it to deal 50 Damage. Attack 3: Jazz Beam Attack 3 Description: Jazz fires a ball-shaped laser at the target to deal 60 Damage. Resistance: Laser Weakness: Time
Name: Shadow Man Core: Shadow Health: 170 Power: Shadow Cloak Power Description: If hit by a shadow-core attack in the previous turn, Shadow Man will dodge the next attack. Attack 2: Shadow Blade Attack 2 Description: Shadow Man swiftly throws a dark ninja star at the target. Flip two coins. For each set of heads, this attack does 30 Damage. Attack 3: Katana Slash Attack 3 Description: Shadow Man slashes at the target with a Katana to deal 40 Damage. Resistance: Shadow Weakness: Swift
Name: Fire Man Core: Flame Health: 150 Power: Flames of Justice Power Description: If Fire Man is hit with a Flame-core attack, the attack deals no damage, and Fire Man's next attack is doubled. If Fire Man is hit with a Water-core attack, the target's next attack is doubled, and Fire Man's next attack does nothing. Attack 2: Fire Storm Attack 2 Description: Fire Man shoots out a flame to deal 10 Damage. If this attack is used on the previous turn, this does +10 Damage. Attack 3: Fire Chaser Attack 3 Description: Fire Man shoots out a big flame to deal 20 Damage. Resistance: Flame Weakness: Freeze
Name: Air Man Core: Wind Health: 170 Attack 1: Air Shooter Attack 1 Description: Air Man fires three whirlwinds that spreads out and rises upwards. Flip a coin 3 times. This attack does 10 Damage times the number of heads. Attack 2: Air Storm Attack 2 Description: Air Man shoots out 5 whirlwinds. Flip 5 coins. If heads, this attack does 10 Damage times the number of heads. Unless the target is wind-core or is resistant to wind-core attacks, if there are 3 heads or more, the opponent's next move will miss. Attack 3: Air Tornado Attack 3 Description: Air Man shoots out a big tornado to deal 30 Damage. For the next 3 turns, or if the target's defending robot is defeated, the opponent will take 10 Damage after each turn. Resistance: Wind Weakness: Nature
Posted on March 26th, 2016 at 1:34pmEdited on 2016/12/01 at 10:52pm
Posted 2016/03/26 at 1:34pmEdited 2016/12/01 at 10:52pm
#8
Here's Wily in his Skull Suit, based on Beta and Mega!
Name: Skull Suit Wily Core: Shadow Health: 200 Power: Wily's Greatest Power Description: When Skull Suit Wily is sent out, if Bass, Jazz, Ninja Man, and/or Phantom Man is also in battle, their attack is doubled for a turn, even if an opponent or a partner during a tag-team match. Attack 2: Wily Buster Attack 2 Description: Skull Suit Wily charges his buster for a turn, then fires it to deal 30 Damage Attack 3: Wily Barrier Attack 3 Description: Skull Suit Wily protects himself with a barrier for a turn. Can be destroyed by Impact-, Explode-, or Missile-Core attacks. Resistance: Space Weakness: Flame
Name: Shadow-Flame Core Core: Shadow and Flame Description: Doubles the damage of the next attack, as long as it is Shadow- or Flame-Core.
Name: Shadow-Laser Core Core: Shadow and Laser Description: Doubles the damage of the next attack, as long as it is Shadow- or Laser-Core.
Name: Jazz Buster Core: Neutral Description: Allows the single use of the move Jazz Buster. The user charges it's buster for a turn, then releases it the next to deal 50 Damage.
Name: Empty Skull Suit Core: Shadow Description: If the user is a Wily-bot, the user equips the armor, healing them by 30 Health. It also makes the user resistant to Shadow-Core for 3 turns.
Posted on March 29th, 2016 at 7:59pmEdited on 2016/03/29 at 8:02pm
Posted 2016/03/29 at 7:59pmEdited 2016/03/29 at 8:02pm
#11
@Beta Man : Okay, then! I do verily apologize! May I please see a complete Comprehensive Rule Set so that I may correct my mistakes? (I guess I'm not sure how the game itself is played.)
Posted on June 1st, 2016 at 8:37pmEdited on 2016/12/01 at 10:57pm
Posted 2016/06/01 at 8:37pmEdited 2016/12/01 at 10:57pm
#12
This place has been in a grave for some time. But I have decided it's about time to revive it. I also added on to the rules, so hopefully I don't abandon this place due to craziness... Again...
@CrimsonBomb : I bet you forgot you asked for a ZeroDXZ set. Well, you did, and it has been delivered! However, you only got a few cards because that's the rules. Those cards are... -Phoenix Wright -Phoenix's Phone -Evidence -Space Core -Swift Core
Also, I think the only card I added from the list of the cards that were a part of the craziness was the Mega Man X card created by Tom Light, though I haven't given Tom Light the card (and copy core that comes with it) due to the fact that he seems inactive. That's the same reason as why I haven't given Uraccountcrashed their MM10 Set. But we may see in the near future.
I'd also like to point out a specific rule in the list of rules: "Any suggestions on what should be added/removed? Just say so!" This means you can suggest what rules should be added, removed, or even edited! I'm also thinking about expanding the deck limit (since we tend to reach it so quickly by making tons of cards) to 50, but let's see what you all think.
And finally, I'm not here to just talk about rules and such. That would be BORING. No. I will make a few new cards as well! And since there's a bunch of Undertale fans, here are some Undertale-themed cards!
Name: Sans Core: Shadow Health: 300 Power: Bad Time Power Description: If a Papyrus card in your deck has been defeated, Sans' attack will be doubled until A. The opponent's current card is defeated or B. Sans is switched out. Attack 2: Bone Attack Attack 2 Description: Sans attacks with a bone to deal 10 Damage. The target is now Poisoned. When Poison is in effect, the opponent will take 10 Shadow-Core Damage per turn. Poison will last for 5 turns. Nature-cores are immune to this effect. Attack 3: Gaster Blaser Attack 3 Description: Sans attacks with a giant skull that fires lasers. (A skull of what, exactly? I'm entirely unsure...) Flip 5 coins. For each heads, this attack deals 10 Damage. If there is at least ONE heads, the target is now Poisoned. Resistance: Space Weakness: Cutter
Name: Papyrus Core: Shadow/Swift Health: 230 Attack 1: Fabled Blue Attack Attack 1 Description: Papyrus attacks the target with blue bones. If the attack was Impact-Core, this does 80 Damage. Despite the core of the previous move, the target will take 10 More Damage until Papyrus is defeated. Attack 2: Bone Attack Attack 2 Description: Papyrus attacks with a bone to deal 30 Damage. Attack 3: Special Attack Attack 3 Description: Papyrus attacks with multiple bones. Flip 6 coins. For each heads, this attack does 20 Damage. Resistance: Freeze Weakness: Impact
Name: Gaster Core: Empty Health: 300 Power: Void Power Description: When Gaster reaches 100 health, a random Support Card from BOTH sides will be unusable until Gaster is defeated. Attack 2: Gaster Blaster Attack 2 Description: Gaster attacks with a Giant Skull that fires lasers. This attack deals 50 Damage. Attack 3: Space Distortion Attack 3 Description: Roll a dice. Gaster does one of 6 attacks: 1. ERROR: The target is now Glitched. If Glitched, all attacks are now Empty-Core for 5 turns.2. Blue Attack: Summons a Blue Laser. If the next attack was Impact-core or Neutral-core, this attack does 30 Damage.3. Orange Attack: Summons an Orange Laser. Unless the next attack was Impact-core or Neutral-core, this attack does 30 Damage.4. Bone Attack: Attacks with a bone to deal 20 Damage. The target is now Poisoned.5. SOUL Shield: Protects the user for a turn. This attack does not protect from Swift-core attack.6. Laser Bullet: Flip 3 coins. For each heads, this attack deals 10 Damage. Resistance: Shadow Weakness: Flame
Name: Empty Core Core: Empty Description: Doubles the damage of the next attack, as long as it is Shadow-, Space-, Laser-, or Shield-Core.
Posted on June 1st, 2016 at 10:19pmEdited on 2016/11/26 at 5:04pm
Posted 2016/06/01 at 10:19pmEdited 2016/11/26 at 5:04pm
#13
Sooo, I'd like in please!
May as well purchase a Stardroid Starter Set.
Also I'm going to work on a card pack: The Stardoid Extra Set!
Name: Mercury Core: Freeze/Crystal Health: 170 Power: Slimy Body Power Description: If this robot is hit by a Cutter-type attack that does 50 or more damage, it does 10 damage less. Attack 2: Grab Buster Attack 2 Description: Does 40 damage to an enemy, and restores 20 health to the user. Attack 3: Crystal Spikes Attack 3 Description: Mercury throws some spikes made of crystals at the enemy. Flip 6 coins. For each one that is heads, this attack does 10 damage! Resistance: Crystal Weakness: Shadow
Name: Venus Core: Explode/Water Health: 170 Power: Explosion Protection Power Description: Venus doesn't take damage from Explode-type attacks. Attack 2: Homing Bubble Attack 2 Description: The user fires a bubble that does 30 damage to a target. Attack 3: Bubble Bomb Attack 3 Description: The user fires an exploding bubble that does 80 damage to a target that's airborne. Doesn't work on targets that are on the ground. Resistance: Water Weakness: Missile
Name: Mars Core: Missile/Flame Health: 170 Power: Deathmatch Power Description: Mars does 10 extra damage to enemies with under 70 health. Attack 2: Mars Bullet Attack 2 Description: Flip 3 coins. For each one that lands on heads, this attack does 20 damage to a target. Attack 3: Photon Missile Attack 3 Description: The user fires a missile that does 40 damage to an enemy. Resistance: Flame Weakness: Water
Name: Jupiter Core: Electric/Wind Health: 170 Power: Aerial Fighter Power Description: This robot is always airborne, meaning it takes 20 less damage from ground-traveling attacks, but 20 more damage from anti-air attacks. Attack 2: Electric Shock Attack 2 Description: The user fires a lightning bolt that does 60 damage to a target that is on the ground. Doesn't work on airborne enemies. Attack 3: Volt Shotgun Attack 3 Description: Jupiter fires electrical shots in a spread pattern, dealing 20 damage to all enemies in battle. Resistance: Wind Weakness: Explode
That's all I feel like doing for now, but I'll expand this later on.
Posted on June 1st, 2016 at 11:11pmEdited on 2016/06/24 at 7:34pm
Posted 2016/06/01 at 11:11pmEdited 2016/06/24 at 7:34pm
#14
Name: Hera Core: Crystal Health: 90 Power: Light Stance Power Description: When an opponent attacks, flip a coin, if tails, the attack fails and Hera does not take any damage from the attack. Attack 1: Fan Dagger Hera throws an array of daggers at the opponent's side, inflicting -10 Health to every RM card the opponent has Attack 2: Light Blaster Hera shoots a great beam of light from the ground, inflicting -80 Health to the opponent Resistance: Crystal Weakness: Cutter
Name: Terri Core: Neutral Health: 300 Power: Immortal Fame Power Description: For every turn Terri stays alive, "Pose" inflicts and heals 10 more health the effect stops when "Pose" inflicts and heals 80 Health Attack 1: Pose Power Description: Terri strikes a pose that the target cannot handle! The pose inflicts -10 Health on the opponent and +10 Health to Terri Attack 2: Golden Gavel Attack 2 Description: Terri bashes the target with a gavel made primarily out of gold, the attack inflicts -30 Health to the target Resistance: flame Weakness: nature
Special Card! Name: Slur [Megabound] Core: Space Health: 240 Power: Slur Shield Power Description: When the opponent uses an attack that inflicts more than -30 Health Slur takes damage from the attack, but 50% of the damage from the attack (rounded down) bounces back and hits the enemy Attack 1: En Garde Attack 1 Description: Slur's Saber attack usually inflicts -40 Health but if the opponent used a support card that lowers or nullifies damage, Slur pierces the armor (meaning the Support Card's effects are nullified) and inflicts -60 Health Attack 2: Slur Spike Attack 2 Description: Slur summons a large, grey spike from the ground. Every turn for 4 turns, the spike will shoot a green bullet at the opponent, inflicting -30 Health per turn. Resistance: Neutral Weakness: Electric
Name: Apollo Core: Electric Health: 120 Power: Guard Stance Power Description: All attacks inflicted onto Apollo will inflict 50% (rounded up) less damage, effects will still happen, however. Attack 2: Light Violin Attack 2 Description: If the current RM Card's Health is higher than 50 then the attack will inflict -60 Health if the RM Card's Health is less than 50 then the attack fails Attack 3: Beam Burst Attack 3 Description: Apollo shoots a beam of light at the target, inflicting -20 Health Resistance: Electric Weakness: Cutter
Name: Carrois' Room Core: Neutral Description: When used, the Opponent's current RM Card's weakness will be changed to the Core type of the user's choice.
Name: Becky Core: Swift Description: This card's effect will come into play when an opponent's RM Card switches into the battlefield. When an opponent's RM Card switches in, Becky swoops in, driving her bus, she collides into the RM Card, inflicting -30 Swift Health
Name: SSN's army Core: Neutral Description: SSN' army sabotages the current RM card's weapon systems, now their attacks inflict 20 less damage until they are disabled, if they have an attack that would inflict 0 damage if this card is used, then that attack automatically inflicts -10 Health
Name: Hephaestus' Visor Core: Electric Description: Using Hephaestus' Visor will inflict -10 Electric Health on every RM card the opponent has
Name: Bethany the Pomeranian Core: Neutral Description: Bethany sabotages the opponents cards! The next support card the opponent uses will explode! Inflicting -10 Explode Health on the selected RM Card
Name: The Capsule Core: Shadow Description: When used, nothing will happen, until four turns later. both RM Cards on the battlefield (the user's and the opponent's) will be inflicted with -150 Health
Name: Lunarside Core: Space Description: Use the card on the user's current RM Card, their Weakness and Resistances will be flipped! (The weakness will be resistance. The resistance will be weakness)
Name: Mars' Eternal Flame Core: Flame Description: Both the User and the Opponent's current cards will have their weaknesses changed to Flame
Name: Athena's Ghostly Hands Core: Shadow Description: When used, the Opponent's current RM Cards HP will be tampered with by Athena, the Opponent's RM Card's current Health will be Ripped in half! (rounded to the lowest 10's place
Posted on June 1st, 2016 at 11:31pmEdited on 2016/06/01 at 11:49pm
Posted 2016/06/01 at 11:31pmEdited 2016/06/01 at 11:49pm
#15
@RotomSlashBlast : Congrats on buying a Stardroid Starter Set! Or, as it is actually called, the Stardroid Set. Which, btw, the characters you made will be added as well. So, yeah, you will get: -Time Core -Electric Core -Terra -Field Star -Sunstar -And, since this is how the rules work, all the cards you have created just recently. Also, the whole "decrease by 10%" thing would kinda be a confusing thing for me, so probably treat that power as a chance for a second resistance? Other than that, it's excepted. (Also, if it means an attack that deals 90 damage becomes 9 damage, Mercury might as well have NO weaknesses, considering how the health stuff works around here. Misunderstanding, no point in seeing this.) Also, are you going to make cards based on your custom RMs? Just curious, no pressure.A message to everyone: This Poll deciding the Deck Limit's space will end tomorrow. This is different from what I typed earlier because I ended up deleting all of it SOMEHOW.
Posted on June 1st, 2016 at 11:50pmEdited on 2016/06/02 at 12:21am
Posted 2016/06/01 at 11:50pmEdited 2016/06/02 at 12:21am
#16
Also gonna add some support cards:
Name: Solid Armor Core: Freeze Description: Makes the user take 10 less damage until it is destroyed.
Name: Landmine Core: Flame/Explode Description: Then next enemy card to attack is hit with 20 damage!
Name: Sky Jet Core: Wind/Flame Description: Makes an ally airborne for 3 turns, meaning they take 20 less damage from ground-traveling moves, but 20 more damage from anti-air moves.
Posted on June 2nd, 2016 at 12:22amEdited on 2016/06/02 at 12:33am
Posted 2016/06/02 at 12:22amEdited 2016/06/02 at 12:33am
#17
@RotomSlashBlast : Uh, question... What does it take to destroy Solid Armor in the first place, exactly? Yeah, perhaps add that information to the card, please. Also, round the health of your robots. I didn't notice until now that you designed the health to be different than how I actually want it to be. (Use 0 for the ends of all numbers, in other words. Except for numbers that are parts of attack names and whatnot, but Idk anyone who would do such a thing. Who knows, maybe someone could surprise me. :P)With some thought, I decided to DECREASE the cost of cards. Single cards will now only cost 25 zenny. Decks will now only cost 50 zenny. I will remind EVERYONE that you can earn zenny by winning battles. As for the change in the zenny price, I will give everyone REFUNDS in the form of one of these two choices: -In Zenny -In a FREE Special Card (Which, if anyone chooses this, I will make it when I decide what the card is going to be.)
As for myself, I'll just take my refund in the form of Zenny.
I talked with SSN, and he agreed to get the new Special Cards. I guess I should talk to you about Special Cards now, huh? Well, I decided to make Special Cards a new thing: cards you can get as an reward for winning a tournament or some other event/achievement. The card I will make for people who chose to have it instead of a 50 zenny return (the other 50 will be kept by... the void, I think is where it goes... because of you buying the deck) will be one of the Special Cards. Not even the creator of the card itself will be able to get it so easily, such a shame I already choose the zenny route! These cards will be the only exception to the rule of earning cards when making them, but ANYONE themselves can make a Special Card to make a special reward for a tournament victory! Speaking of which, if you want to make or compete in a tournament, go HERE to do so. I'm planning on going over there and starting all over with it and such, since the first tournaments didn't go so well... And if you want to BUY a Special Card, then you are out of luck, because there will be no way of buying them. Sorry!
...So, THIS is the 4th Wall... Interesting... ...No way of buying these Special Cards, eh? ...I think I might be able to change that... Greetings. I am the ghost of Beta Man's past. Call me "Bt Ghost". Everyone seems to call me that... Or, rather, just call me Bt. Now, you might be wondering a few things... "How are you a ghost if your a robot?", "How did you manage to break the 4th Wall?", "What do you mean by 'I might be able to change that'?". Those are all interesting questions, but I'm only willing to answer one of those three questions: the third question. Well, since the real-life Beta Man decided to take a certain route on these "Special Cards", I decided I will take a different route. I will be selling Special Cards, which you will be able to see in Bt's Secret Bazaar. ...Now, hold your horses. I never told you they would be free. It'll cost you 50 Zenny for a single card of your choosing, but I won't allow you to buy a deck of 5 cards. So, when these Special Cards come out, come by my Bazaar with your Zenny in hand.
Posted on June 2nd, 2016 at 2:03amEdited on 2016/06/25 at 7:18am
Posted 2016/06/02 at 2:03amEdited 2016/06/25 at 7:18am
#20
*Looks at his old cards and screams* AHHHH! THIS IS THE MOST SLOPPIEST OF CARDS IVE SEEN! AHHHHHHHHHHHHHHHH-
Time to re-join and re-try
Name:Crimson Man Core:Laser Health:200 Power:Laser Shield Power Description: Every time the opponent hits Crimson, their attack will be lowered by 10 Attack 2:Heat Vision Attack 2 Description: The visor of Crimson turns red, and he shoots A fire-like laser beam out of them to deal 40 damage. Attack 3:Laser Strike Attack 3 Description: The user unleashes a giant, lightspeed laser blast with an amount of 90 damage. But it has a cooldown, and cannot be used again for a turn Resistance:Space Weakness:Electric
Don't get me wrong, I will make more cards. But I put a lot of effort into that. I'll make two Support Cards for now
Name:Yasichi Core:Neutral Description: Whoever this is used on, gains full health again. and if they were disabled, they are now revived with full health
Name:Laser Tag Starforce Core:Laser Description: If the user is a Laser core, then this gives them +20 boost in Damage. If they are not, it just gives a boost by +10
Name:Grillby Core:Flame Health:200 Power:I'll Serve You Power Description:Every heal Item the opponent uses will only give half of what is expected Attack 1:Fire Chaser Attack 1 Description:The user a unleashes a powerful wave of fire that chases the target, inflicting twice as much damage on slower targets but half as much on faster ones, doing 40 damage Attack 2:Blaze of Glory Attack 2 Description: The user makes large fireballs rain in the sky, doing 50 damage to each card Resistance:Explode Weakness:Water
Name:Crystal Woman Core:Crystal Health:150 Power:Shining Light Power Description: Flip a coin. If Tails, this heals laser woman for 40 Health. If Heads, it heals 60 And every benched card gets 20 health back. Attack 2:Crystal Buster Attack 2 Description: The user releases a powerful energy shot on the second to inflict massive damage, removing 40 Health from their opponent Attack 3:Crystal Trident Attack 3 Description: the user Forms a gigantic Crystal Trident out of thin air, and smacks the opponent With it for 50 damage. however, this move cannot be used more than 2 times in a row Resistance:Space Weakness:Explode
Unless something is wrong with my characters, I will put them in my deck
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