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
Posted on June 6th, 2016 at 4:45pmEdited on 2017/06/02 at 6:31pm
Posted 2016/06/06 at 4:45pmEdited 2017/06/02 at 6:31pm
#1
Name: Blastoise Core: Water Health: 140 Power: Torrent Power Description: When Blastoise's health is below 80, all Water-type attackes used by it deal 20 more damage! Attack 2: Water Pulse Attack 2 Description: Blastoise 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: Skull Bash Attack 3 Description: Blastoise tucks its head in on the first turn, taking 20 less damage from attacks for that turn. Next turn, it will ram into the target, dealing 70 damage! Resistance: Water Weakness: Nature
Name: Vileplume Core: Nature/Shadow Health: 130 Attack 1: Poison Powder Attack 1 Description: Vileplume scatters a cloud of poisonous dust, poisoning the target. Attack 2: Petal Dance Attack 2 Description: Vileplume scatters petals, attacking 1 random target for 70 damage for two turns! However, after the 2 turns, Vileplume becomes Confused. Attack 3: Giga Drain Attack 3 Description: Vileplume drains the target's nutrients, dealing 40 damage to the enemy, and restoring 20 health to Vileplume. Resistance: Nature Weakness: Freeze
Name: Victreebel Core: Nature Health: 140 Attack 1: Vine Whip Attack 1 Description: Victreebel strikes the target with a vine, causing 60 damage. Attack 2: Acid Attack 2 Description: Victreebel spits some acid at the opposing team, dealing 10 damage to all enemy cards! Attack 3: Giga Drain Attack 3 Description: Victreebel drains the target's nutrients, dealing 40 damage to the enemy, and restoring 20 health to Victreebel. Resistance: Nature Weakness: Freeze
Name: Slowbro Core: Water Health: 160 Power: Own Tempo Power Description: Slowbro can't become Confused. Attack 2: Rain Dance Attack 2 Description: Slowbro makes the weather Rainy for 5 turns. Attack 3: Water Pulse Attack 3 Description: Slowbro shoots a pulsing blast of water at the enemy, doing 30 damage. Flip a coin. If it's heads, the target is Confused. Resistance: Space Weakness: Electric
Name: Cloyster Core: Water/Freeze Health: 110 Attack 1: Icicle Spear Attack 1 Description: Cloyster launches sharp icicles at a target. Flip a coin 4 times. For each time the coin is heads, This attack does 20 damage. Attack 2: Whirlpool Attack 2 Description: Cloyster traps the opponent in a violent swirling whirlpool for 4 turns, dealing 10 damage per turn! Attack 3: Withdraw Attack 3 Description: Cloyster withdraws into its shell, reducing damage by 40 for this turn. Resistance: Freeze Weakness: Impact
@Beta Man : Bill Cipher attacks with Dimension Liberation! Beta Man received 40 Damage! Beta Man 60/100 Effect: None Bill Cipher 160/190 Effect: None [type-shadow]Beta Man
60/100
Effect: [None]{empty}[/type-shadow]
[type-space]Bill Cipher
160/190
Effect: [None]{empty}[/type-space]
Posted on June 6th, 2016 at 8:48pmEdited on 2016/06/06 at 8:52pm
Posted 2016/06/06 at 8:48pmEdited 2016/06/06 at 8:52pm
#8
@Beta Man : I guess I'll take the Adrian card.
I'll also continue on with a few more MI cards.
Name: Chimerabot #1 Core: Electric anc Cutter Health: 130 Power: Perfect Copy Power Description: The Chimerabot is immune to Electric and Cutter-type moves! Attack 2: Thunder Cutters Attack 2 Description: Chimerabot #1 fires a boomeranging cutter, dealing 40 damage to its foe, with a 25% chance to stun it for one turn. Attack 3: Rising Strike Attack 3 Description: Chimerabot #1 charges up for one turn, then raises a thunderbolt from the ground, dealing 60 damage. Toss a coin. If it lands on heads, the thunderbolt lowers the foe's attack by 10. Resistance: Freeze Weakness: Impact
Name: Chimerabot #2 Core: Nature and Swift Health: 160 Power: Perfect Copy Power Description: The Chimerabot is immune to Nature and Swift-type moves! Attack 2: Boomerang Shield Attack 2 Description: Chimerabot #2 protects itself with a shield of boomerangs, hurting any opponent that damages it by 10 damage for two turns! Attack 3: Swift Fall Attack 3 Description: Chimerabot #2 causes a flurry of leaves to fall down on its opponents, dealing 40 damage to its target and 20 damage to all other robots in the opponent's deck! Resistance: Electric Weakness: Explode
Name: Chimerabot #3 Core: Cutter and Crystal Health: 140 Power: Perfect Copy Power Description: The Chimerabot is immune to Cutter and Crystal-type moves! Attack 2: Needle Clone Attack 2 Description: Chimerabot #3 creates a clone of itself which takes 30 damage for the Chimerabot. While the clone is activated, Chimerabot #3 deals 10 more damage. The effect cannot be stacked. Attack 3: Gemini Cannon Attack 3 Description: Chimerabot #3 charges up for one turn, then fires two reflecting lasers at its opponent's deck. Toss two coins. For every coin that lands on heads, 20 damage is dealt to the opponent's deck. Resistance: Nature Weakness: Wind
Posted on June 6th, 2016 at 9:59pmEdited on 2017/04/01 at 5:10am
Posted 2016/06/06 at 9:59pmEdited 2017/04/01 at 5:10am
#9
Alright! Time to add more cards to the Mega Man RPG: Battlefield set!
Name: ZeroDXZ Core: Swift/Cutter Health: 150 Power: Swift Swordsman Power Description: Every 2 turns, this card may attack twice. Attack 1: Z-Saber Attack 1 Description: ZeroDXZ swipes at the foe with the legendary blade, dealing 50 Damage to the foe. Attack 2: Raijingeki Attack 2 Description: Flip a coin. If heads, the attack does 40 Damage and inflicts Paralysis to the foe. If tails, the attack does 40 Damage to the foe. Resistance: Shadow Weakness: Nature Flavor Text: An extremely skilled swordsman who took on the form of the legendary reploid, Zero. ZeroDXZ likes to go against foes that he thinks will provide him with a decent challenge. His primary form of attack is using a replica of the Z-Saber, adopting an identical fighting style to Zero, going as far as to mimic the special techniques.
@BetaMan Rather than giving me this card, just give it to ZeroDXZ instead.
Name: StupidStudiosC3 Core: Swift/Laser Health: 110 Power: Glass Cannon Power Description: Every 2 turns, increase the damage output of attacks by +20 Damage Attack 1: Sacred Flare Attack 1 Description: StupidStudiosC3 shoots out multi-colored flames from out his buster, dealing 30 Damage and inflicting Burn on the foe. Attack 2: Tome of Vyrna Attack 2 Description: Flip a coin. If heads, the attack will do 20 Damage to the foe and give this card +20 Health. If tails, the attack will inflict Paralysis on the foe. Resistance: Time Weakness: Missile Flavor Text: The first line of defense when it comes to protecting against intruders, StupidStudiosC3 is known for maintaining a calm, level head at all times. Should something go wrong, he's there to set things right using a culmination of both quick thinking and various magic techniques SSN passed down to him.
Name: StupidStudiosJ Core: Impact/Earth Health: 270 Power: Protective Wall Power Description: When this card is disabled, the next card placed down will receive +50 Energy and will take -20 Damage from attacks. Attack 1: Super Arm Attack 1 Description: StupidStudiosJ throws a massive rock at the foe, dealing 20 Damage and decreases the foe's defense, so future attacks done to that foe (From both this and other cards) deal +10 Damage Attack 2: Counter Attack 2 Description: The damage of the opponent's next damaging attack will be halved (Other effects, such as Paralysis will be negated as well), and the foe will be dealt Damage equal to half the attack. (If the damage ends in "5", round up) Resistance: Wind Weakness: Explode Flavor Text: The towering oaf with a kind heart, StupidStudiosJ, while he may look intimidating in his appearance, is a big softie that would only fight out of self-defense or to stop an intruder. His primary techniques involve protection magic, which can be used to provide cover for his comrades. Due to his cordial nature, SSN often trusts him as his go-to person to talk to.
Name: Cuukee Core: Energy Description: +100 Health along with +10 Health for 3 turns on your Robot Master card in play.
Name: Star of Immortality(Special Card) Core: Crystal/Space Description: Damage received by your Robot Master card in play is reduced by -30 Damage, damage given by the card is increased by +20 Damage, and if the power of the card is "Ultimate Wish", reduce the ability's cooldown by 3 turns. If your foe has the power "Ultimate Wish", increase their cooldown by 3 turns.
Posted on June 6th, 2016 at 10:36pmEdited on 2016/06/06 at 10:50pm
Posted 2016/06/06 at 10:36pmEdited 2016/06/06 at 10:50pm
#10
(I feel happy. I calmed the beast and feel happy now for some more support cards!!!!!)Name: SPICY BLACK PEPPER!!!! Core: Flame Description: A spicy black pepper of the best kind that Flame-Core Robot Master cards somehow eat and enjoy. Grants 30 HP to a Flame-Core Robot Master Card thing and 10 to all Neutral-Core Robots.
Posted on June 6th, 2016 at 10:47pmEdited on 2017/06/02 at 6:18pm
Posted 2016/06/06 at 10:47pmEdited 2017/06/02 at 6:18pm
#14
And now, the two special cards for ocean blue.
Name: Moltres (SPECIAL) Core: Flame Health: 290 Attack 1: Sunny Day Attack 1 Description: Moltres makes the weather Sunlight for 5 turns. Attack 2: Heat Wave Attack 2 Description: Moltres summons an intense heat wave, causing 40 damage to all enemy cards! Attack 3: Solar Beam Attack 3 Description: The user waits on the first turn, unless there is Sunlight present. Then, Moltres unleashes a 90-damage laser of solar energy onto the opponent! Resistance: Flame Weakness: Electric
Name: Deoxys Normal (SPECIAL) Core: Space Health: 210 Attack 1: Knock Off Attack 1 Description: Deoxys Normal slaps down whatever the opponent is holding, dealing 10 damage to them whilst preventing use of Support Items for that turn. Attack 2: Zen Headbutt Attack 2 Description: Deoxys Normal focuses its willpower into its head and headbutts the enemy, doing 50 damage. Attack 3: Psycho Boost Attack 3 Description: Deoxys Normal attacks the target at full power, doing 90 damage, ignoring resistance and immunity! However, Doexys Normal's attacks do 20 less damage for the rest of the battle. This cannot go below 10. Resistance: Space Weakness: Shadow
Posted on June 7th, 2016 at 12:44amEdited on 2016/06/07 at 12:56am
Posted 2016/06/07 at 12:44amEdited 2016/06/07 at 12:56am
#15
@Beta Man :
TIME IS DEAD AND MEANING HAS NO MEANING EXISTANCE IS TURNED UPSIDE-DOWN, AND I REIGN SUPREME! WELCOME ONE AND ALL, TO WEIRDMAGGEDON!
*Support cards cannot be used until my next turn*
Bill Cipher used Dimension Liberation! Beta Man took 70 Space Damage! Bill Cipher healed 30 HP! Bill Cipher will take 60 less damage on the opponent's next turn (but must take at least 10 damage)! Beta Man defeated! Bill Cipher 190/190 Status: None Beta Man -50/100 Status: KO'D
Posted on June 7th, 2016 at 7:03amEdited on 2016/06/28 at 9:14pm
Posted 2016/06/07 at 7:03amEdited 2016/06/28 at 9:14pm
#16
Name:Omega Man Health:200 Core:Laser/Shield Power:Omega Shield Power Description: If the opponent uses a projectile attack on Omega Man, the attack will reflect with Neutral core damage. This attack can is usable at any time. Attack 2:Omega Beam Attack 2 Description: Omega Man summons his repulsor beams and fires, doing 70 damage Attack 3:Omega Saber Attack 3 Description: Omega Man Decides to slash the opponent up, doing 40 damage Resistance:Laser Weakness:None
Name:Dark Fragment** Core:Empty Description: When the opponent attacks, this card absorbs the attack, and hits the opponent with it.
Posted on June 7th, 2016 at 1:58pmEdited on 2016/06/07 at 2:44pm
Posted 2016/06/07 at 1:58pmEdited 2016/06/07 at 2:44pm
#17
@CrimsonBomb : Actually, I will ask... Are you aware that a Dark Fragment card already exists? However, I DO accept doubles, but instead of "Dark Fragment", it will be labeled as "Dark Fragment (2)".
@StupidStudiosN : The following has been sent to your storage: Laser Core, Impact Core, Earth Core Also, even though the card was created by you for the MMRPG Battlefield set, the ZeroDXZ card, as well as additional cores, will ALSO be in the ZeroDXZ set along with the various cards Zero has made.
@RotomSlashBlast : There's no description for Sunlight unlike there was for Hail and Rainy. However, I'm going to assume it increases Flame-core attacks or just the attacks of Flame-core robots.
@Retro Pikachu : ... *Claps* Great performance. However, if Bill only healed 30 HP, his health should be at 150, not full health, since before activating Weirdmaggedon, he was at 120.Legacy Bt Man has been sent out! Legacy Bt Man used Shadow Blade! Bill Cipher received 10 Damage!
Legacy Bt Man 200/200 Status: None Bill Cipher 140/190 Status: None
Bill Cipher used Deal! Beta Man, would like Legacy Bt Man to take 70 damage and let Bill Cipher heal 10 HP, or let Legacy Bt Man take 20 damage while Bill Cipher heals 60 HP? You make the choice.
Bill Cipher 140/190 Status: None Legacy Bt Man 200/200 Status: None
@Retro Pikachu : Legacy Bt Man agreed to take the 70 Damage! Bill Cipher is healed by 10 HP! Legacy Bt Man uses Slide! It's Super Effective! Bill Cipher takes 50 Damage!
Legacy Bt Man 130/200 Status: None Bill Cipher 100/190 Status: None
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