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 June 10th, 2016 at 11:06pmEdited on 2016/06/10 at 11:25pm
Posted 2016/06/10 at 11:06pmEdited 2016/06/10 at 11:25pm
#2
@AlphaRock0131 : Okay Alpha! Look at all the other cards and compare them to yours! I think you'll find out something you did wrong...
Anyhow, TIME FOR A JAPANESE ROBOT BASED MASTER CARD!Name: Raijin Core: Electric Health: 200 Power: Static Crescendo Power Description: Every time Raijin uses Attack 2, he gets a Crescendo, giving his Attack 3 a stack-able +10 power boost! Raijin can only have a max of 4 Crescendos. Attack 2: Electrical Blast Attack 2 Description: Raijin shoots an Electrical Blast of... well... Electricity... for 30 damage! Attack 3: Raijū's Rage Attack 3 Description: Raijins pet of choice lunges in a rage of not being fed, steals all of Raijins Crescendos, and attacks, dealing 60 damage! All Crescendos will be lost after use and Raijin can't use this attack for how many [Crescendo]{electric]he has had before minus 1. Weakness: Shadow Resistance: WaterWow! Making cards is like taking candy from a Beta-- I mean Baby, somewhat!
Name: Megamanatee Core: Water Health: 300 Attack 1: Frost Breath Attack 1 Description: Megamanatee breathes cold air at the opponent, causing 30 damage to all enemy cards! Attack 2: Aqua Pilliar Attack 2 Description: Megamanatee causes water to erupt from the ground, doing 60 damage to the enemy! Attack 3: Aqua Blaster Attack 3 Description: Flip a coin. If heads, this attack does 90 damage to an enemy. Resistance: Water Weakness: Swift
Name: Oyster Man Core: Shadow Health: 200 Attack 1: Interface Attack Attack 1 Description: Oyster Man fires a stream of shots. Flip a coin. If heads, the enemy takes 20 damage and is Confused. Attack 2: Oyster Army Attack 2 Description: Oyster man summons a pack of oysters to attack the enemy. If used in tag team battles, this attack does 30 damage to each enemy card in play. Attack 3: A Very Rude Arm Attack 3 Description: Osyter man charges up on turn one, then on turn two, he unleshes a word that can actually hurt the opponent, dealing 90 damage, and proving that sticks, stones, AND words can hurt you whilst breaking your bones at the same time. Resistance: Water Weakness: Impact
Name: Speedrun Man Core: Swift Health: 100 Power: Speedrun Power Description: Speedrun man loses 10 health per turn, but his attacks do 20 more damage. Attack 2: Super Slam Attack 2 Description: Speedrun Man slams into the enemy at high speeds, and does 30 damage! Attack 3: Speedy Devil Attack 3 Description: Speedrun man can move twice per turn for 3 turns if this move is used, but he takes 20 damage per turn for 3 turns. Resistance: Swift Weakness: Cutter
Posted on June 11th, 2016 at 11:31amEdited on 2016/06/11 at 11:34am
Posted 2016/06/11 at 11:31amEdited 2016/06/11 at 11:34am
#4
Alright, before I add more cards, here's a quick changelog of things I modified to my existing cards:
Spectrum Beam (S) Removed the stipulation requiring you not to attack for three turns
Backup Plan (S) Renamed to "Tactical Retreat", to avoid confusion with the other card named "Backup Plan".
Timer (S) Removed the need for a coin flip, allowing the card to outright prevent an opponent's next attack.
Chorus (RM) Health: 140 -> 160 Time Distortion: Removed the Paralysis effect caused on the next turn, and buffed the attack from 40 Damage -> 50 Damage
Mario (RM) Health: 140 -> 150 Cape: Modified the attack to now require a coin flip, and it now deals 30 Damage, on top of the original effect. Super Jump Punch: Nerfed from dealing 80 Damage -> 60 Damage Weakness: Changed from Shadow to Nature
Link (RM) Health: 130 -> 140 Master Sword: Nerfed from 70 Damage -> 50 Damage
Posted on June 12th, 2016 at 3:18pmEdited on 2016/06/15 at 12:23am
Posted 2016/06/12 at 3:18pmEdited 2016/06/15 at 12:23am
#5
Now for one more Mayan God Robot Master Card and I think I'll stop for a while.Name: Chacc Core: Water Health: 230 Attack 1: Power Axe Attack 1 Description: Chacc throws and Axe of Power, dealing 10 damage for 2 turns. While Power Axe is active, it brings the de-buff, Scalded, which, does a little more damage for Chacc's other attacks. Attack 2: Axe Spinner Attack 2 Description: Chacc spins his axe around mildly, dealing 20 damage. If the Scald de - buff is active, this attack deals 20 more damage. Attack 3: The God of Rain Attack 3 Description: Chacc deals 50 damage when his famous killer thunderstorm arrives to the battlefield. If the opponent has Scald, flip a coin. If heads, this attack Paralyzes the foe. But if tails, you can't use this move for 2 turns. Weakness: Crystal and Earth Resistance: FreezeAlright! Phew, that was great! Now I must wait... :D
Posted on June 12th, 2016 at 9:09pmEdited on 2016/06/12 at 9:41pm
Posted 2016/06/12 at 9:09pmEdited 2016/06/12 at 9:41pm
#6
And now, Cards based on FNAF World, of all things!
Name: Adventure Freddy Fazbear Core: Nature/Impact Health: 200 Attack 1: Mic Toss Attack 1 Description: Freddy throws his mic at the enemy, dealing 30 damage and is a step towards killing them softly. Attack 2: Pizza Wheel Attack 2 Description: Flip 3 coins. For each one that is heads, Freddy summons a pizza, dealing 10 damage to all enemies! Attack 3: Power Song Attack 3 Description: Freddy amps himself up, causing his attacks to do 10 more damage a turn for 3 turns! However, he can't use this for another 5 turns. Resistance: Nature Weakness: Flame
Name: Adventure Bonnie Core: Nature/Swift Health: 200 Attack 1: Bite Attack 1 Description: Bonnie gnaws into the enemy, dealing 40 damage! Attack 2: Bash Jam Attack 2 Description: Bonnie plays an intense guitar solo that somehow damages every nemy for 10 damage! Attack 3: Happy Jam Attack 3 Description: Bonnie plays a soothing solo, healing 30 damage! Resistance: Nature Weakness: Flame
Name: Adventure Chica Core: Nature/Wind Health: 250 Attack 1: Party Favors Attack 1 Description: Chica unleashes short, weak, but explosive bursts of light that deal 10 damage to the enemy, and restore 10 of Chica's health! Attack 2: Regen Song Attack 2 Description: Chica makes a consistently soothing sound, making her regenerate 10 health per turn for 3 turns! However, she can't use this again till 5 turns later. Resistance: Nature Weakness: Flame
Name: Adventure Foxy Core: Nature/Cutter Health: 200 Attack 1: Hook Attack 1 Description: Foxy slices his enemy with his hook, dealing 20 damage! Attack 2: Jumpscare Attack 2 Description: Flip a coin. If heads, the enemy can't move for 2 turns. Attack 3:Hot Cheese Attack 3 Description: Foxy dumps some hot cheese on his enemy, causing them to take 20 damage per turn for 3 turns! However, he can't use it again till 5 turns later. Resistance: Nature Weakness: Flame
Name: Adventure Golden Freddy Core: Time/Impact Health: 200 Attack 1: Jumpscare Attack 1 Description: Flip a coin. If heads, the enemy can't move for 2 turns. Attack 2: Rainy Day 2 Attack 2 Description: Golden Freddy summons a thunderstorm, causing 10 damage to the enemy and reducing their defense by 20! Attack 3: Haunting Attack 3 Description: Golden Freddy summons a ghost, Haunting the opponent! When an opponent is Haunted, they flip a coin. If heads, the next attack does half damage. If tails, the Haunt-ee takes double damage! Resistance: Time Weakness: Flame
Name: Adventure Mangle Core: Crystal/Cutter Health: 200 Attack 1: Hook Attack/Power Description: Mangle slices her enemy with his hook, dealing 20 damage! Attack 2: Poppers Attack 2 Description: Mangle lays some balls, that after 2 turns, explode, dealing 30 damage! This can be stacked to do even moe damage, but each stack contributes to the explosion, and will be used when the first popper set explodes. Attack 3: Prize Ball Attack 3 Description: Roll a die. Mangle uses a move depending on the number rolled. 1: Bash Jam: Bonnie plays an intense guitar solo that somehow damages every nemy for 10 damage! 2: Hot Cheese Mangle dumps some hot cheese on his enemy, causing them to take 20 damage per turn for 3 turns! 3: Jumpscare: Flip a coin. If heads, the enemy can't move for 2 turns. 4: Rainy Day: Mangle summons a thunderstorm, causing the enemy's defense by 20! 5: Unscrew: Flip 8 coins. if all of them are heads, the enemy is instantly killed. 6: Balloons Flip 3 coins. For each one that is heads, Mangle summons a balloon, which does 20 damage to the enemy. Resistance: Crystal Weakness: Swift
Posted on June 12th, 2016 at 9:43pmEdited on 2017/06/02 at 8:43pm
Posted 2016/06/12 at 9:43pmEdited 2017/06/02 at 8:43pm
#7
Continued from the last post.
Name: Adventure Balloon Boy Core: Crystal/Explode Health: 200 Attack 1: Balloons Attack 1 Description: Flip 3 coins. For each one that is heads, BB summons a balloon, which does 20 damage to the enemy. Attack 2: Hot Cheese Attack 2 Description: BB dumps some hot cheese on his enemy, causing them to take 20 damage per turn for 3 turns! However, he can't use it again till 5 turns later. Attack 3: Munchies Attack 3 Description: BB Summons some live toy fangs to bite the enemy, causing 30 damage per turn for 2 turns! However, he has to wait 5 turns before he can use it again. Resistance: Crystal Weakness: Swift
Name: Adventure JJ Core: Crystal/Explode Health: 200 Attack 1: Balloons Attack 1 Description: Flip 3 coins. For each one that is heads, JJ summons a balloon, which does 20 damage to the enemy. Attack 2: Poppers Attack 2 Description: JJ lays some balls, that after 2 turns, explode, dealing 30 damage! This can be stacked to do even moe damage, but each stack contributes to the explosion, and will be used when the first popper set explodes. Attack 3: Unscrew Attack 3 Description: Flip 8 coins. if all of them are heads, the enemy is instantly killed. Resistance: Crystal Weakness: Swift
Name: The Adventure Puppet (Yes, i think the marrionette is a dumb name.) Core: Crystal/Time Health: 200 Attack 1: Esc Key Attack 1 Description: Flip 16 coins. If all of them are heads, the enemy and three other cards are instantly killed. Attack 2: Prize Ball 2 Attack 2 Description: Roll a Die. The Puppet uses a move depending on the number rolled. 1: Pizza Wheel 2: Flip 3 coins. For each one that is heads, The Puppet summons a large pizza, dealing 20 damage to all enemies! 2: Happy Jam 2: The Puppet plays a soothing solo, restoring 60 health! 3: Eye Beam: The Puppet fires a beam from its eyes, dealing 40 damage! Flip 2 coins. they're both heads, this attack does 40 more damage. 4: Bad Pizza: The Puppet summons a large, rotten pizza, which falls on the enemy, dealing 70 damage and poisoning them! 5: Waterhose 2: The Puppet summons a stream of water, instantly killing an enemy with under Half Health remaining. 6: Cosmic Song: The puppet plays powerful music, calling down one 10-damage comet for each coin that is heads, for 8 coin flips. Resistance: Crystal Weakness: Shadow
Name: Chica's Magic Rainbow (SPECIAL) Core: Laser/Crystal Health: 300 Power: Airborne Power Description: Chica's magic rainbow takes 20 more damage from anti-air attacks,but 20 less damage from attacks that aren't anti-air. Attack 2: Optic Missiles Attack 2 Description: Flip 2 coins. Chica's Magic rainbow fires eyes at someone, dealing 30 damage per coin flip that is heads. Attack 3: Rainbow Cannon Attack 3 Description: Chica's Magic Rainbow takes 3 turns to charge a powerful attack, then unleashes an unavoidable laser that does 150 damage, ignoring resistance and defense. Resistance: Crystal Weakness: Cutter
Name:Super Saiyan JOHN CENA Health:300 Core:Impact/Swift Attack 1:CENA SLAM Attack Description: SSJ John Cena slams his opponent into billions of miles into the ground, doing 50 damage. The robot who got hit by the Cena Slam cannot attack john cena for the rest of the whole training card battle. This Attack can be used again, but without the effect. Attack 2:Energy Fist Attack 2 Description: Cena Punches his opponent in the guts, Doing 70 damage. If charged, it does 130 and Paralyzes the opponent. Attack 3:The WWE Belt of Pain Attack 3 Description: Cena Smacks his opponents in the face with his belt. Roll a dice. (1/4):The opponent gets hit with 80 damage (2/5):The opponent is hit with 40 Damage and is now Poisoned for 4 turns (3/6):The opponent is hit with 30 damage and is now Paralyzed for 5 turns Weakness: None Resistance: LaserCrystalFlameWaterFreezeExplodeNature
Posted on June 13th, 2016 at 10:28amEdited on 2017/06/02 at 8:58pm
Posted 2016/06/13 at 10:28amEdited 2017/06/02 at 8:58pm
#10
Name: Endo-01 Core: Laser Health: 200 Attack 1: Power Song Attack 1 Description: Endo-01 amps itself up, causing its attacks to do 10 more damage a turn for 3 turns! However, it can't use this for another 5 turns. Attack 2: Armor Song Attack 2 Description: Endo-01 goes on the defense, causing enemy attacks to do 10 less damage a turn for 3 turns! However, it can't use this for another 5 turns. Attack 3: Endo Army Attack 3 Description: Endo-01 summons a leigon of endoskeletons that do 30 damage per turn for 5 turns! Resistance: Laser Weakness: Impact
Name: Endo-02 Core: Laser Health: 200 Attack 1: Endo Army Attack 1 Description: Endo-02 summons a leigon of endoskeletons that do 30 damage per turn for 5 turns! Attack 2: Neon Wall Attack 2 Description: Endo-02 creates a forcefield, halving all damage done to it for 5 turns! Attack 3: Speed Song Attack 3 Decription: Flip 2 coins. If they're both heads, Endo-02 dodges the next attack. Resistance: Laser Weakness: Impact
Name: Auto:Shield Chip Description: This chip creates a forcefield, halving all damage done to the users bots for 5 turns!
Name: UFO Description: A UFO byte shoots a laser, dealing 60 damage to an enemy!
Name: BOOM! Description: Summons a "BOOM!" byte, which does 90 damage to an enemy! However, the suer can't use support cards on the next turn.
Name: Neon Wasp Description: A Neon Wasp byte comes down, and shoots a stinger, doing 30 damage per turn for 3 turns!
Name: Block20 Description: This byte blocks 20 damage for 5 turns!
Posted on June 15th, 2016 at 8:18pmEdited on 2016/08/24 at 2:36pm
Posted 2016/06/15 at 8:18pmEdited 2016/08/24 at 2:36pm
#11
Name: Aventure Fredbear (SPECIAL) Core: Time Health: 200 Attack 1: Mega Bite Attack 1 Description: Fredbear bites the enemy hard, causing 70 damage! Attack 2: Regen Song Attack 2 Description: Fredbear makes a consistently soothing sound, making him regenerate 10 health per turn for 3 turns! However, he can't use this again till 5 turns later. Attack 3: Mimic Ball Attack 3 Description: Fredbear summons a Mimic Ball to copy his every move each turn for 3 turns! However, he can't summon another till 5 turns later. Resistance: Time Weakness: Shadow,Copy
Name: Adventure Spring Bonnie (SPECIAL) Core: Time Health: 200 Attack 1: Springlocks Attack/Power Description: Flip a coin. If heads, Spring Bonnie traps the foe in his springlocks, dealing 90 damage! Attack 2: Happy Jam 2 Attack 2 Description: Spring Bonnie plays a soothing solo, restoring 60 health! Attack 3: Cosmic Song Attack 3 Description: Spring Bonnie plays powerful music, calling down one 10-damage comet for each coin that is heads, for 8 coin flips. Resistance: Time Weakness: Shadow
Name: Adventure Springtrap (SPECIAL) Core: Shadow/Time Health: 200 Attack 1: Bite 2 Attack/Power Description: Springtrap bites an enemy, dealing 50 damage! Attack 2: Springlocks Attack 2 Description: Flip a coin. If heads, Springtrap traps the foe in his springlocks, dealing 90 damage! Attack 3: Rainy Day Attack 3 Description: Springtrap summons a storm, causing the enemy's defense to drop by 20! Resistance: Time,Shadow Weakness: Laser,Crystal
Posted on June 16th, 2016 at 1:32amEdited on 2016/06/16 at 2:00am
Posted 2016/06/16 at 1:32amEdited 2016/06/16 at 2:00am
#12
While I wait for Beta to make his move (or rather, come online), here are a few Special cards based on Battle Network!
Name: Life Virus (SPECIAL) Core: Neutral Health: 180 Power: LifeAura Power Description: When Life Virus is played, an aura is formed around Life Virus that reduces damage to 10 until it is hit by an attack with a damage output of 80 or higher. After the Aura is destroyed, Life Virus takes full damage from attacks. The aura reforms after 3 turns. Attack 2: Summon Attack 2 Description: Roll a die to summon a Virus. The virus varies on the amount rolled. 1 - Scuttle, dealing 50 water damage 2 - Scutz, dealing 60 flame damage 3 - Scuttler, dealing 70 electric damage 4 - Scuttzer, dealing 80 nature damage 5 - Scuttlest, dealing 90 neutral damage 6 - ScuttleΩ, dealing 110 neutral damage Attack 3: Life Rain Attack 3 Description: Flip 7 coins. For each heads, this attack does 30 neutral damage. Resistance: Shield Weakness: Neutral
Name: Falzar (SPECIAL) Core: Wind Health: 200 Attack 1: Sonic Wave Attack 1 Description: Fire a tornado that deals 50 wind damage. Flip 3 coins. For each heads, this attack does 20 more damage Attack 2: Firebird Breath Attack 2 Description: Flip a coin until you get 2 heads. For each tails, this attack deals 30 flame damage Attack 3: Beast Hurricane Attack 3 Description: This attack can only be used if Falzer has 60 health or less. Flip 2 coins For each heads, this attack deals 80 wind damage, and for each tails, this attack deals 40 impact damage. Weakness: Shadow Resistance: Nature
Name: Gregar (SPECIAL) Core: Shadow Health: 170 Attack 1: Cybeast Breath Attack 1 Description: Choose between dealing 90 Electric Damage or 90 Flame Damage. Attack 2: Beast Out Impact Attack 2 Description: Gregar crushes the foe dealing [70 Shadow Damage]. Flip 2 coins. For each heads, this attack does 40 more Impact Damage. If at least 1 coin is heads, the opponent can't use Support Cards next turn. Attack 3: Beast Tremor Attack 3 Description: Gregar creates a Tremor. Flip 5 coins. For each heads, this attack does 50 Shadow and Earth damage. Weakness: Wind Resistance: Water
Name: Change.BAT (SPECIAL) Core: Neutral Description: Until your current Robot Master is defeated, or until 5 turns have passed, all attacks deal +10 Damage to foes and your Robot Master takes 10 Less Damage.
Name: Pair Up (SPECIAL) Core: Neutral Description: Put a Robot Master from your deck "behind" your current Robot Master. For 2 turns, you may use 2 attacks; 1 from your Current Robot Master and 1 from your summoned Robot Master. Your summoned RM cannot be attacked, and but it deals 60% less damage (rounded up, must be at least 10 damage). If your current RM is defeated, your Pair Up RM must be sent out, unless 2 turns have passed.
Name: Swift Man Core: Swift Health: 150 Power: Dodge Power Description: For each attack used on swift man, flip a coin. If tails, Swift Man dodges the attack completely. Attack 2: Swift Dash Attack 2 Description: Swift Man Dashes into the enemy, dealing 40 damage! Attack 3: Super Dash Attack 3 Description: Flip a coin. If heads, the enemy takes 70 damage. Resistance: Swift Weakness: Electric
Name: Furnace Man Core: Flame Health: 150 Power: Furnace Flame Power Description: When hit by a pure Flame-type attack, Furnace Man takes no damage, and his next attack is boosted by 20 damage! Attack 2: Burning Furnace Attack 2 Description: Flip a coin. If heads, the enemy takes 50 damage and is Burned. Attack 3: Furnace Heat Attack 3 Description: Furnace Man heats himself up, taking 20 less damage from Freeze-type and Water type attacks. Resistance: Flame Weakness: Impact
Name: Arachnid Man Core: Nature Health: 150 Attack 1: Spider's Web Attack 1 Description: Arachnid Man creates a giant web, causing the enemy to lose their evasive buffs! Attack 2: Spider's Bite Attack 2 Description: Arachnid Man bites into the enemy, dealing 20 damage a well as Poisoning them! Attack 3: Web Trap Attack 3 Description: This can only be used if Spider's Web has been used last turn. Flip a coin. If heads, Arachnid Man controls the webbing to wrap up his opponent, stunning them for 3 turns! He can't use this until 5 turns later, however. Resistance: Shadow Weakness: Wind
Name: Psi Man Core: Crystal Health: 150 Attack 1: Psi Buster Attack 1 Description: Psi Man charges his buster for a turn, then fires it the next to deal 70 damage! Attack 2: Psi Burst Attack 2 Description: Psi Man unsleashes a burst of crystalized power, causing 10 damage to all enemy robots! Attack 3: Blue Crystal Attack 3 Description: Psi Man summons a blue crystal spike, dealing 30 damage and ignoring evasive buffs! Resistance: Crystal Weakness: Space
Alright! Because Geb the Earth God is one of my favorite Egyptian Gods, I'd like to turn him into an evil Robot Master for my bidding make him into a Robot Master Card!Name: Geb Core: Earth Health: 240 Power: Guardian of the Earth Power Description: Every time Geb is hit, he gains +10 unless the attack does 10 damage. Attack 2: Geb's Earthquake Attack 2 Description: Geb strikes with a Rolling attack, dealing 30 damage! Attack 3: Geb Smash! Attack 3 Description: Roll a Die. Multiply the number you get by ten and add 20. That outcome will be the damage. Weakness: Wind Resistance: FlamePhew! I think that's all I want! I might add more, but eh. I'd call this the "Mythology Pack" if it were to be put in a Pack, but eh. :P
Posted on June 17th, 2016 at 2:25pmEdited on 2016/06/17 at 2:32pm
Posted 2016/06/17 at 2:25pmEdited 2016/06/17 at 2:32pm
#15
@AlphaRock0131 : Filling in for Beta Man here, but there are some serious problems you need to address with your cards. For one, the formatting appears to off ("Health" goes below your card's "Core", and not the last attack), two, you don't seem to be using the format typing ("Sub-Zero" for example), your cards' attacks lack any sort of effect such as 50 Damage or status ailment, so the attacks practically are worthless. And lastly, "500 Health" for both cards? That's probably the most health I've seen around here, and I seriously suggest nerfing that when you're fixing the attacks.
@AlphaRock0131 : Like SSN already said with your earlier cards, that card is overpowered. A card shouldn't have 500 health. It also needs a weakness and a resistance. Oh, and some one the those attacks are pretty over powered as well.
Posted on June 18th, 2016 at 12:37amEdited on 2016/06/18 at 12:48am
Posted 2016/06/18 at 12:37amEdited 2016/06/18 at 12:48am
#19
Now, because I am SIMPLY bored... I will make some more cards...Name: Centipede Bot Core: Nature Health: 160 Power: 5 Fingers of Poison Power Description: For every 5 turns, Centipede Bot takes 10 damage for each of the five turns. At the end of every fifth turn, your HP is restored by 60. Attack 2: Poison Rush Attack Attack 2 Description: Centipede Bot attacks with a rushing attack, dealing 20 damage. When successfully hit, for three turns, the enemy takes 10 damage. Attack 3: Thousand Blade Attack 3 Description: Centipede Bot attacks with all of his razor-cutter legs, dealing 40 damage. The enemy gets a Scrape, which makes Centipede Man's damage be added by 10, for one turn only. You can't use this attack 2 or 3 times in a row. Weakness: Flame, Missile and Nature Resistance: Shield and ElectricName: Heated Fist Core: Flame Description: When you are in Critical state, your attacks power is raised by 10.So yeah. :P
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