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MMRPG Trading Card Game: The Remake!

November 10th, 2015 at 6:57pm
 
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Beta Shadow
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
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:
Health:
Attack 1/Power:
Attack/Power Description:
Attack 2: (Optional)
Attack 2 Description: (Optional)
Attack 3: (Optional)
Attack 3 Description: (Optional)
Resistance:
Weakness:
Flavor Text: (Optional)

And then the one for supports:

Name:
Core:
Description:
Flavor Text: (Optional)

And now the one for Field Cards:

Name:
Core:
Increases:
Decreases:
Flavor Text: (Optional)
I somehow ran out of space to place down the card sets. If you want cards go HERE
To 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
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 11:26am Edited on 2016/06/23 at 11:54am
Posted 2016/06/23 at 11:26am Edited 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!

Endo-01
Health: 160/200
Status: Sick


Hades
Health: 180
Status: None, derp.


THAT IS HOW IS WORKS, RIGHT? RIGHT?!?!?!?!
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2904 PP
Posted on June 23rd, 2016 at 11:44am Edited on 2016/06/23 at 11:52am
Posted 2016/06/23 at 11:44am Edited 2016/06/23 at 11:52am
#2
Yes, it is.

Endo-01 uses Armor Song! Endo-01 gains 20 defense for 3 turns!

Endo-01
Health: 160/200
Status: Armor Song: 20 defense, 3 turns left; Sick
Resistance: Laser
Weakness: Impact

Hades
Health: 180/180
Status: None
Resistance: Flame
Weakness: Wind
^ Top
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 11:54am Edited on 2016/06/23 at 11:58am
Posted 2016/06/23 at 11:54am Edited 2016/06/23 at 11:58am
#3
You are such a nice person! Hades uses Scepter Blast... again. dealing a total of 20 damage this time around!

Endo-01
Health: 140/200
Status: Armor Song: 20 Defense, 3 turns left; Sick X2


Hades
Health: 180/180
Status: Surprisingly untouched.
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2904 PP
Posted on June 23rd, 2016 at 12:01pm
Posted 2016/06/23 at 12:01pm
#4
Endo-01 calls upon Endo Army! A leigon of endoskeletons will fire at Hades for 5 turns, dealing 30 damage each turn!

Endo-01
Health: 140/200
Status: Armor Song: 20 defense, 2 turns left; Sick X2; Endo Army: 5 turns left
Resistance: Laser
Weakness: Impact

Hades
Health: 180/180
Status: None
Resistance: Flame
Weakness: Wind
^ Top
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 12:04pm Edited on 2016/06/23 at 12:09pm
Posted 2016/06/23 at 12:04pm Edited 2016/06/23 at 12:09pm
#5
I WILL *Temmie. :3* THE SICKENS OUT OF YOU! HADES USES SCEPTER BLAST! Deals 20 total damage.

Endo-01
Health: 120/200
Status: Armor Song: 20 defense, 2 turns left, Sick X3 and Endo Army: 5 turns left


Hades
Health: 180/180
Status: None! He is literally OK!
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2904 PP
Posted on June 23rd, 2016 at 12:13pm
Posted 2016/06/23 at 12:13pm
#6
Endo Army does 30 damage to Hades! Endo-01 uses Power Song! His attacks will now do 20 extra damage!

Endo-01
Health: 120/200
Status: Armor Song: 20 defense, 1 turn left; Power Song: 20 extra attack, 3 turns left Sick X3; Endo Army: 4 turns left
Resistance: Laser
Weakness: Impact

Hades
Health: 150/180
Status: None
Resistance: Flame
Weakness: Wind
^ Top
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 12:26pm Edited on 2016/06/23 at 12:32pm
Posted 2016/06/23 at 12:26pm Edited 2016/06/23 at 12:32pm
#7
Finally! Damage! Oh my gosh! I thought it was impossible! Anyhow, Hades, Scepter Blast Please! 20 damage dealt total, again.

Endo-01
Health: 100/200
Status: (Oh gosh, here we go.) Armor Song: 20 Defense, 1 turn left; Power Song: 20 Extra Attack, 3 turns left; Sick X4; Endo Army: 4 turns left


Hades
Health: 150/180
Status: None
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2904 PP
Posted on June 23rd, 2016 at 12:33pm
Posted 2016/06/23 at 12:33pm
#8
Endo-01 can't do anything this turn. However, the Endo Army does a Power Song boosted 50 damage to hades!

Endo-01
Health: 100/200
Status: Armor Song cooldown, 2 turns left; Power Song: 20 extra attack, 2 turns left Sick X4; Endo Army: 3 turns left
Resistance: Laser
Weakness: Impact

Hades
Health: 100/180
Status: None
Resistance: Flame
Weakness: Wind
^ Top
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 12:36pm
Posted 2016/06/23 at 12:36pm
#9
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!

Endo-01
Health: 0/200
Status: Dead now.


Hades
Health: 110/180
Status: None
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2904 PP
Posted on June 23rd, 2016 at 12:54pm Edited on 2016/06/23 at 1:02pm
Posted 2016/06/23 at 12:54pm Edited 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!

Jupiter
Health: 170/170
Status: Endo Army: 2 turns left; Aerial Fighter
Resistance: Electric
Weakness: Explode

Hades
Health: 10/180 (CRITICAL!)
Status: None
Resistance: Flame
Weakness: Wind
^ Top
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 1:11pm
Posted 2016/06/23 at 1:11pm
#11
Rude... Hades, use your Despair and Demise for fun and games. Does 60 damage!

Jupiter
Health: 110/170
Status: The Frigging Endo Army: 2 turns left; Aerial Fighter


Hades
Health: 10/180
Status: CRITICAL CONDITION
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2904 PP
Posted on June 23rd, 2016 at 3:08pm Edited on 2016/06/23 at 4:14pm
Posted 2016/06/23 at 3:08pm Edited 2016/06/23 at 4:14pm
#12
Jupiter, ELectric Shock. [70 damage!]{damge} hades was rekt!

Jupiter
Health: 110/170
Status: Endo Army: 1 turn left; Aerial Fighter
Resistance: Electric
Weakness: Explode

Hades
Health: 0/180
Status: Dead
Resistance: Flame
Weakness: Wind
^ Top
AlphaRock0131
 
AlphaRock0131
1,770,250 BP
7 TP | 30 PP
Posted on June 23rd, 2016 at 7:09pm
Posted 2016/06/23 at 7:09pm
#13
@RotomSlashBlast : yeah.
^ Top
RedBomber
 
RedBomber
88,469,709 BP
3 TP | 3257 PP
Posted on June 23rd, 2016 at 7:34pm
Posted 2016/06/23 at 7:34pm
#14
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
^ Top
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 24th, 2016 at 5:10am
Posted 2016/06/24 at 5:10am
#15
You fool, you have walked right into my trap!

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.
^ Top
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 24th, 2016 at 7:42am Edited on 2016/06/24 at 8:10am
Posted 2016/06/24 at 7:42am Edited 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: Impact
Name: 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: Shadow
Name: 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
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2904 PP
Posted on June 24th, 2016 at 10:16am
Posted 2016/06/24 at 10:16am
#17
Blastoise, IT'S VENGANCE TIME!

Endo Army does 30 final damage to Pharah, and then disappears! Blastoise uses Water Pulse! 30 damage! *coin flip* *heads* He/She's also Confused!

Blastoise
Health: 140/140
Status: None
Resistance: Water
Weakness: Nature

Pharah
Health: 100/160
Status: Confused
Resistance: Nature
Weakness: Shield
^ Top
ThatOneEnderMan
 
ThatOneEnderMan
126,598,150 BP
12 TP | 703 PP
Posted on June 24th, 2016 at 3:19pm Edited on 2016/06/24 at 4:13pm
Posted 2016/06/24 at 3:19pm Edited 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?
^ Top
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 24th, 2016 at 3:36pm Edited on 2016/06/24 at 3:49pm
Posted 2016/06/24 at 3:36pm Edited 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!
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,196,932 BP
15 TP | 2904 PP
Posted on June 24th, 2016 at 4:03pm
Posted 2016/06/24 at 4:03pm
#20
"When Confused, a robot flips a coin each turn for 5 turns. If tails, the robot deals 10 Neutral-Core Damage to itself."

Pharah ends up doing 10 damage to Him/herself! Blastoise charges Skull Bash, tucking its head in. It gains 20 more defense!

Blastoise
Health: 100/140
Status: Skull Bash charging; 20 defense
Resistance: Water
Weakness: Nature

Pharah
Health: 90/160
Status: Confused, 4 turns left
Resistance: Nature
Weakness: Shield
^ Top

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