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 23rd, 2016 at 11:26amEdited on 2016/06/23 at 11:54am
Posted 2016/06/23 at 11:26amEdited 2016/06/23 at 11:54am
#1
Okay, so Hades uses Scepter Blast! It deals 30 damage and applies Sick! The Typing Of Scepter Blast includes Impact and Shadow, dealing 10 extra damage!
TIME TO END YOU! First, I shall use Ares and his Pride to boost Hades attack by 10 and Hp by 10, then use Despair and Demise to deal 100 DAMAGE! WOOOOOOOOO! YOU ARE DEAD! YEAH! Now HOW in the WORLD did he die? It should've dealt 60 damage, but with 4 Sicks, it did 40 more damage! WOOOOOO!
Posted on June 23rd, 2016 at 12:54pmEdited on 2016/06/23 at 1:02pm
Posted 2016/06/23 at 12:54pmEdited 2016/06/23 at 1:02pm
#10
Welp, time to send in Jupiter. Jupiter uses Electric Shock on Hades! 70 damage! Since Endo Army stays in after endo-01 dies in FNAF world, I figure it should carry over to Jupiter, and does 30 Damage to Hades!
So, sacrifice chip automatically cancels any attack done by the opponent.
Name:Death Stare Core:Shadow Description: The sight of the death stare immediately Paralyzes the opponent for 4 turns. If the user has a luigi card, this is increased to 6
Go Pharah! Because Pharah can FLY in Overwatch and by her own, your attack will do nothing! *Evil Laugh* Go! Finish him with your Rocket Barrage of Justice! Coin Flip X3! *SHOCK* How did I get.... All three heads? OH WELL! 120 DAMAGE TO JUPITER AND HE IS DOWN!
Name: Jupiter Health: 0/170 Status: OH YEAH! YOU ARE DEAD! DEAD, DEAD, DEAD!
Name: Pharah Health: 160/160 Status: Killing Spree, I mean none.
Posted on June 24th, 2016 at 7:42amEdited on 2016/06/24 at 8:10am
Posted 2016/06/24 at 7:42amEdited 2016/06/24 at 8:10am
#16
While I wait, I'll add some cards because people can do that... Somehow... (Based off of a fangame that I thought up of that will NEVER happen!)
Name: Tiny Man Core: Missile Health: 100 Power: Tiny Power Power Description: When Tiny Man attacks, he can flip a coin. If Heads, the attack will do 20 more damage and if Tails, 10 less damage. Attack 2: Tiny Missile Attack 2 Description: Tiny Man fires a tiny missile that deals 50 damage! After damage, flip a coin. Heads will Paralyze the opponent. Tails will deal 10 less damage to the attack. Attack 3: Tiny, I mean huge, Spider! Attack 3 description: Tiny Man uses his Special Power, turning into a giant spider! Flip a coin. He does 10 damage to the enemy and gains 30 to himself if tails and 60 damage if heads. He becomes normal Tiny Man afterwards. Weakness: Nature Resistance: ImpactName: Tube Man Core: Space Health: 190 Power: Tubular Space Portal Power Description: Every time Tube Man is attacked, half of that total damage becomes damage for his Attack 3. Attack 2: Tube Plasma Ball Attack 2 Description: Tube Man fires a plasma ball from his tube cannon, dealing 40 damage! Attack 3: Tube Portal Destruction Attack 3 Description: Tube Man firs a special Tube Portal, that does damage based on his power! Weakness: Impact Resistance: ShadowName: Law Man Core: Shadow Health: 200 Power: Justice Rights! Power Description: Law Man has more rights! He gains 10 every turn, for a price. He rolls a die! 1. Loses 20 instead. 2 and 3. Loses 10 attack. 4. Gains 10 defense. 5. Gains 10 attack. 6. Gains 20 defense and Attack. Attack 2: Law Hammer Attack 2 description: Law Man fires a Hammer of the Law at the foe, dealing 30 impact type damage! Attack 3: Law Bolt Attack 3 Description: Law Man fires a power Law Lightning Bolt for a special strike! It deals 50 damage! Weakness: Space Resistance: Flame
Posted on June 24th, 2016 at 3:19pmEdited on 2016/06/24 at 4:13pm
Posted 2016/06/24 at 3:19pmEdited 2016/06/24 at 4:13pm
#18
Name: Illusion Man Core: Shadow Health: 190 Attack 1: Illusion Giant Attack 1 Desc: Illusion Man increases in size, and for the next two turns Illusion Man does 30 more damage than usual Attack 2: Illusion Blast Attack 2 Desc: Illusion Man fires a ball of energy that does 70 damage Attack 3: Illusion Clone Attack 3 Desc: Illusion Man makes three clones of himself, doing 40 damage and the opponent has a 50% chance to miss next turn (so the opponent has to flip a coin for it to hit) Weakness: Laser Resistance: Shadow
Name: Cipher Man Core: Laser Health: 180 Power: Binary Shield Power Desc: For the first two turns Cipher Man is active, all attacks from the opponent do 30 less damage than normal Attack 2: Cipher Beam Attack 2 Desc: This attack does 60 damage, roll a dice, if 1 or 6, then the opponent can't attack next turn. Attack 3: Cipher Mecha Summon Attack 3: This attack does 30 damage, and the next turn's attack does a extra 10 damage Weakness: Electric Resistance: Laser
Name: Primal Man Core: Explode Health: 150 Attack 1: Primal Bomb Attack 1 Desc: Primal Man throws a Bomb that does 60 damage to the opponent. Attack 2: Primal Hop Attack 2 Desc: Primal Man hops on to the opponent, roll a dice, if a 4 or a 2, then this attack misses, this attack does 90 damage. Attack 3: Primal Rain Attack 3 Desc: Flip 4 coins, for each coin that lands heads, there is a added 30 damage (meaning the max damage is 120, but that is unlikely that will happen.) Weakness: Shadow Resistance: Laser Note about this card: All of Primal Man's attacks on this card have luck factors to them, like how in MME, Primal man's attacks are very frantic and fast.
Also, if Beta is reading this, can you put all of my MME cards (these three cards, Jolt Man and his core, Frigid Man and his Core, and the Wily Rush Machine) into a set?
Posted on June 24th, 2016 at 3:36pmEdited on 2016/06/24 at 3:49pm
Posted 2016/06/24 at 3:36pmEdited 2016/06/24 at 3:49pm
#19
What does Confused do? Eh. Phrah, attack with... Rocket Launcher! Deal 40 damage, maybe? Or do I have to flip a coin to deal damage? WHAT DOES CONFUSED DO? I'M SO CONFUSED! Got tails if coin flip is really needed.
Name: Blastoise Health: 100???/140 Status: None.
Name: Pharah Health: 100/160 Status: Confused, whatever THAT does!
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