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
Name: Blastoise Health: 40/140 Status: About to get destroyed NoneI guess more cards while I wait!
Name: Ra (SPECIAL) Core: Flame and Wind Health: 280 Power: The Sun God Power Description: When Ra gets hit, the sun alters, dealing 20 damage to the opposing foe every time he takes damage in ANY WAY! Attack 2: Sun Meteor Attack 2 Description: Ra fires a meteor from the Sun itself, rolling a die for damage output! 1: Deals 60 Flame Core Damage! 2: Deals 50 Crystal Core Damage! 3: Deals 100 Explode Core Damage! 4: Deals 30 Nature Core Damage! 5: Deals 70 Shadow Core Damage! 6: Deals 110 Laser Core Damage! Attack 3: Sun Blast Attack 3: Ra attacks with a blast from the sun, but a coin must be flipped! Heads: Deal 130 Flame Damage and lose 30 HP to Ra Himself! Tails: Takes 60 Damage to Self and deals 40 Explode Cores Damage to the foe! Weakness: Shadow Resistance: Wind
Oh gosh! Your limits for special cards are crazy! Oh well, it's a special card. I'm not gonna buy it... Maaaaybe. I think I went overboard for a special card. I need your thoughts on this card, Beta!
Posted on June 29th, 2016 at 4:06pmEdited on 2016/06/29 at 4:13pm
Posted 2016/06/29 at 4:06pmEdited 2016/06/29 at 4:13pm
#7
Adding a bunch of cards...
Name: Meta Knight Core: Cutter Health: 120 Attack 1: Mach Tornado Attack 1 Description: Flip 5 coins. For each heads, this attack does 30 wind and cutter damage Attack 2: Drill Rush Attack 2 Description: This attack does either 70 cutter or swift damage. Attack 3: Galaxia Darkness Attack 3 Description: This attack can only be used if the target has 80 HP or less. This attack does 80 cutter and shadow damage. Weakness: Swift Resistance: Impact
Name: Akuma Core: Shadow Health: 100 Power: Satsui No Hado Power Description: If the target has 90 or less HP, all attacks deal 90 damage. Attack 2: Gouhadoken Attack 2 Description: Flip 2 coins. For each heads, this attack does 50 flame damage. Akuma's next attack does 20 extra damage. Attack 3: Ashura Senku Attack 3 Description: This attack does 10 Shadow Damage. Akuma now gains Glide.* Weakness: Crystal Resistance: Nature
* Glide is a beneficial status. If you try attacking anyone with Glide, flip a coin. If heads, the attack hits and Glide is removed. If tails, the attack misses and Glide is not removed.
And now, for the Mighty Numbers!
Name: Pyrogen Core: Flame Health: 140 Power: Blue Flare Power Description: If Pyrogen is at 80 Health or less, Blue Flare activates and all attacks gain an extra effect. Attack 2: Pyro Wave Attack 2 Description: Flip 10 coins. For each heads, this attack does 10 flame damage. If Blue Flare is active, flip 15 coins instead of 10. Attack 3: Pyro Blast Attack 3 Description: This attack does 50 flame and explode damage. If Blue Flare is active, this attack does an extra 30 damage. Weakness: Wind Resistance: Freeze
Name: Cyrosphere Core: Freeze Health: 150 Attack 1: Cryo Ball Attack 1: This attack does 40 Freeze damage. Flip a coin. If heads, the opponent is now Chilled*. Attack 2: Cryo Dust Attack 2: Roll a dice. - If 3 or less, this attack does 20 freeze damage. - If 4 or 5, this attack does 30 freeze damage and the opponent is now chilled*. - If 6, this attack does 60 freeze damage and the opponent is now chilled*. Attack 3: Cryo Crash Attack 3 Description: You can only use this attack if the enemy is Chilled. Flip a coin. If heads, this attack does 100 freeze and impact damage. If tails, this attack does nothing and the enemy no longer chilled. Weakness: Flame Resistance: Explode
* Chilled is a status that requires the victim to flip a coin at the beginning of their turn. If heads, they are no longer chilled. If tails, their turn ends. Flame robots cannot be chilled.
Name: Dynatron Core: Electric Health: 140 Attack 1: Electric Seed Attack 1: Flip 5 coins. For each heads, this attack does 10 electric damage. Attack 2: Shock Wave Attack 2: This attack only works if Electric Seed was used last turn. For each time it hit, this attack does 20 electric damage Attack 3: Charge Drain Attack 3: This attack does 10 electric damage and heals Dynatron by 30 health. If the opponent is at full health, this attack's damage and healing is doubled. Weakness: Cutter Resistance: Shadow
Name: Seismic Core: Earth Health: 160 Attack 1: Seismic Crash Attack 1 Description: This attack changes depending on your last move used: - If Seismic Crash was used last turn, nothing happens. - If Seismic Wave was used last turn, This attack does 60 earth damage and Seismic takes 10 less damage on the opponent's next turn. - If Seismic Stones was used last turn, This attack does 30 earth damage for each tails flipped last turn. Attack 2: Seismic Wave Attack 2 Description: This attack does 40 earth damage. Seismic takes 30 less damage on the opponent's next turn. Attack 3: Seismic Stones Attack 3 Description: Flip 4 coins. For each heads, this attack does 30 earth damage. Weakness: Explode Resistance: Cutter
Posted on June 29th, 2016 at 4:08pmEdited on 2016/06/30 at 1:27am
Posted 2016/06/29 at 4:08pmEdited 2016/06/30 at 1:27am
#8
Continuing from the last post...
Name: Battalion Core: Explode Health: 140 Power: Detonator Power Description: Once Battalion's HP drops to 70 or less, the enemy is inflicted with Countdown.* Attack 2: Bullet Fire Attack 2 Description: Roll a die. Multiply the number you got by 10, and deal that amount of damage. Neutral core type. Attack 3: Remote Mine Attack 3 Description: This attack does 30 explode damage. Flip a coin. If heads, this attack does 40 more damage. Weakness: Freeze Resistance: Earth
* Countdown is a status that causes the victim to be instantly defeated in 3 turns.
Name: Aviator Core: Wind Health: 150 Power: Tailwind Power Description: After Aviator makes an attack, flip a coin. If heads, Aviator may use another attack, free of charge. Attack 2: Divebomb Attack 2 Description: This attack either does 40 impact damage or 40 wind damage. Attack 3: Fussilade Attack 3 Description: Flip 4 coins. For each heads, this attack does 20 neutral and wind damage. Weakness: Shadow Resistance: Flame
Name: Brandish Core: Cutter Health: 130 Attack 1: Brandish Sword Attack 1 Description: This attack does 60 cutter damage Attack 2: Spin Slash Attack 2 Description: Flip 2 coins. For each heads, this attack does 40 cutter damage Attack 3: Brandish Overdrive Attack 3 Dscription: This attack does 70 cutter damage. Flip coins until you get tails. For each heads, this attack does 10 extra damage. You can only use this attack if Brandish is at 70 HP or lower. Weakness: Earth Resistance: Electric
Name: Countershade Core: Shadow Health: 170 Attack 1: Sniper Fire Attack 1 Description: Flip coins until you get tails. For each heads, this attack does 30 shadow damage Attack 2: Glitch Shot Attack 2 Description: This attack does 50 shadow damage. The opponent cannot use Support Cards on their next turn. Attack 3: Aim and Fire Attack 3 Description: Take 1 turn charge, and all attacks do 10 more damage to Countershade. On your next turn, this attack does 100 shadow damage. Weakness: Electric Resistance: Wind
@Brimstone : You have reached the limit! Here's what goes in your storage: -Firebomb -Baptism by Fire -Haunt -Shadow Core -Another Shadow Core -Flame Core@CrimsonBomb : ...Oh. Yikes. This is awkward, but uh... I didn't accept QuickLikeQuickMan or MegaProtoBassMan because I believe you said they were based on MMRPG Users, and I had no idea who they are/were. Sorry!@Retro Pikachu : ...Uh... Well, while I can accept Countershade, mind tuning Aim and Fire's attack damage to a 100? And no, a charge and loss of defense does NOT justify the 120 damage, however if it done recoil (which might make no sense) of at least 70 damage, then I can allow it. Thank you. (Oh! Speaking of, I think you can restore the recoil damage of Pikachu's Volt Tackle now, if you haven't. As LONG as it follows the recoil rule, that is. I'd suggest you read the rules list until you, at the most, read the damage limit rule to know what I mean.)
Posted on June 29th, 2016 at 4:43pmEdited on 2016/06/29 at 4:51pm
Posted 2016/06/29 at 4:43pmEdited 2016/06/29 at 4:51pm
#12
Oh my... Let's see... Electrical-- No, OH COME ON! YOU HAVE AN ATTACK THAT DEALS 70 DAMAGE?! *Sighs* Use Raijū's Rage because why not. 70 damage from fairness. ;-;
Posted on June 29th, 2016 at 7:35pmEdited on 2016/06/29 at 7:45pm
Posted 2016/06/29 at 7:35pmEdited 2016/06/29 at 7:45pm
#14
I'd better do this quick
Name:Real Knife(SPECIAL CARD) Core:Attack/Cutter Description: If used on a normal robot master, it does 30 damage. If used on a undertale monster, it does 70 damage. Can be equipped for the rest of a battle
Posted on June 29th, 2016 at 8:23pmEdited on 2017/06/02 at 9:10pm
Posted 2016/06/29 at 8:23pmEdited 2017/06/02 at 9:10pm
#15
And now, the two Soulsilver special cards.
Name: Entei (SPECIAL) Core: Flame Health: 290 Attack 1: Fire Fang Attack 1 Description: Entei bites into the enemy with fangs cloaked in fire, dealing 50 damage. Flip a coin. If heads, the enemy is now Burned. Attack 2: Eruption Attack 2 Description: Entei attacks with explosive fury, causing damage based on Entei's health. If it's at full health, this attack does 50 damage! If it's at 200 health or lower, it does 40 damage. If it's at 100 health or lower, it will do 30 damage. Resistance: Flame Weakness: Water
Name: Lugia (SPECIAL) Core: Wind/Water Health: 300 Attack 1: Aeroblast Attack/Power Description: Lugia shoots a vortex of air at the target, dealing 100 damage! Attack 2: Ancient Power Attack 2 Description: Lugia attacks with a prehistoric power, dealing 60 damage! Flip a coin. If it's heads, Lugia gains 20 defense, and the next move Lugia uses does an extra 10 damage! Attack 3: Dragon Rush Attack 3 Description: Lugia tackles the enemy whilst exhibiting overwhelming menace, dealing 40 damage! Flip a coin. If it's heads, the opponent can't move this turn! Resistance: Impact Weakness: Shadow
Also, I'm modifying Psychic on all of my Pokemon Cards; It is now Space/Crystal type. Although I won't go back and edit it.
Posted on June 29th, 2016 at 8:26pmEdited on 2016/07/07 at 11:46am
Posted 2016/06/29 at 8:26pmEdited 2016/07/07 at 11:46am
#16
And now, the Essence Crystal set, in its Entirety.
Name: Feraligatr Core: Water Health: 150 Attack 1: Aqua Tail Attack 1 Description: Feraligatr swings its tail like a vicous wave in a raging storm, dealing 50 damage! Attack 2: Thrash Attack 2 Description: Feraligatr starts attacking a random target for 70 damage for 3 turns! After those 3 turns, Feraligatr gets Confused, though. Attack 3: Chip Away Attack 3 Description: Feraligatr looks for an opening, and strikes, dealing 30 damage and ignoring defensive modifiers! Resistance: Water Weakness: Electric
Name: Sudowoodo Core: Earth/Copy Health: 130 Attack 1: Mimic Attack 1 Description: Sudowoodo copies the opponent's last used move for use until the battle ends, but it will be at half damage unless a copy chip is used. Attack 2: Sucker Punch Attack 2 Description: Sudowoodo fakes out the opponent, doing 30 damage! This move does 50 more damage if the target uses a move after this attack strikes. Attack 3: Rock Throw Attack 3 Description: Sudowoodo picks up and throws a small rock at the target, doing 50 damage! Resistance: Neutral Weakness: Water
Name: Espeon Core: Laser Health: 130 Power: Synchronize Power Description: Whenever Espeon is inflicted with a debuff, so is the opponent. Attack 2: Psybeam Attack 2 Description: Espeon shoots a beam from its gem, dealing 50 damage! Flip a coin. If it's heads, the enemy is Confused. Attack 3: Morning Sun Attack 3 Description: Espeon uses the rays of the sun to restore 20 energy! It heals an extra 30 energy if it's Sunny! Resistance: Laser Weakness: Shadow
Name: Umbreon Core: Shadow Health: 160 Power: Syncronize Power Description: Whenever Umbreon is inflicted with a debuff, so is the opponent. Attack 2: Faint Attack (yes i know it's called feint attack but there was a move called fient prior to the renaming of it.) Attack 2 Description: Umbreon approaches the target disarmingly, then throws a sucker punch, doing 50 damage and ignoring evasion modifiers! Attack 3: Moonlight Attack 3 Description: Umbreon uses the rays of the moon to restore 20 energy! It heals an extra 30 energy if it's Rainy! Resistance: Shadow Weakness: Laser
Name: Unown (SPECIAL} Core: Empty Health: 300 Power: Levitate Power Description: Unown is immune to moves that travel along the ground. Attack 2: Hidden Power Attack 2 Description: Roll a d20. This attack's type is dependent on the number rolled, and their order in the alphabet, as well as Empty. If Empty is rolled, the attack is also Wind-type. This attack does 100 damage! Resistance: Crystal Weakness: Shadow
Name: Suicune (SPECIAL) Core: Water Health: 210 Attack 1: Ice Fang Attack 1 Description: Suicune bites with cold-infused fangs, dealing 70 damage! Attack 2: Tailwind Attack 2 Description: Suicune whips up a turbulent whirlwind that gives all alies the Tailwind* buff for 5 turns! Attack 3: Hydro Pump Attack 3 Description: Suicune blasts the target with a huge volume of water. Flip a coin. If heads, it hits, dealing 100 damage! Resistance: Water Weakness: Nature
Name: Celebi (SPECIAL) Core: Nature/Time Health: 310 Attack 1: Magical Leaf Attack/Power Description: Celebi scatters curious leaves that chase the target, dealing 40 damage! Attack 2: Future Sight Attack 2 Description: Two turns after this move is used, a hunk of psychic energy attacks the target for 90 damage! Attack 3: Perish Song Attack 3 Description: In 3 turns, everyone out when this is used will faint, including Celebi itself! Resistance: Electric Weakness: Freeze
*When Tailwind is active, flip a coin. If heads, the robot master with the Tailwind buff gets a second turn this turn!
Posted on June 29th, 2016 at 9:07pmEdited on 2016/12/02 at 6:10pm
Posted 2016/06/29 at 9:07pmEdited 2016/12/02 at 6:10pm
#17
Time to add a new card to the Super Smash Bros. Set!
Name: Captain Falcon Core: Swift Health: 190 Power: Show Me Your Moves! Power Description: The opponent can't use the same attack twice in a row. Attack 1: Falcon Punch Attack 1 Description: Captain Falcon winds up his fist for one turn, and on the next turn, he unleashes a flaming punch upon the foe, dealing 90 Damage Attack 2: Falcon Kick Attack 2 Description: Captain Falcon swiftly lunges at his foe with a flaming kick, dealing 50 Damage. Flip a coin. If heads, the opponent is inflicted with Burn. Resistance: Cutter Weakness: Shadow
ATTENTION, EVERYONE! I have decided to change the weaknesses of my Undertale Cards. They will now be based on what weapon is the strongest when you reach them in the Genocide Run.
Papyrus: Impact (Tough Glove) Muffet: Impact (Frying Pan, or as SSN thinks of it, stomping on a spider) Gaster: Flame (He fell in the Core, so...)
I also reduced at what damage Toriel's "A Mother's Love" Power begins at.
Also, I have decided to make a new type of card: The Field Card. *Distant Megalovania* Ok, ok, it was SSN's idea. *Megalovania stops* But yes, it's a thing now. Here's how it works: If activated in battle, Field Cards will increase the damage of certain types, as well as decrease the damage of a few other types. These effects would be permanent. ...They WOULD, unless, of course, someone else uses ANOTHER Field Card. Yes, if a player uses a Field Card in battle, and if there's a Field Card already in use, then the player's Field Card would cancel the other one. Now, it doesn't have to do BOTH. It can ALSO do only an Increase or only a Decrease, but there HAS to be one of these two effects. Also, the attack increase limit is 30, or 50 for Special Field Cards, and the decrease limit is the same. Also, there is no limit of how many increases and decreases there can be, so go nuts, but also reasonable at the same time please. Here's the blank Card Maker for a Field Card:
Name: Core: Increases: Decreases:
I shall make the first few of these cards. These will be in the Starter Sets:
*The name of the city Rockman Shadow attacks at the beginning of Rockman and Forte: Challenger from the Future.And here's the first Special Field Card as thanks to SSN for coming up with the idea:
Name: Castle StupidStudios Core: Shadow and Crystal Increases: Shadow +50Time +30Crystal +10 Decreases: Space -30
Expect it in your storage, SSN. Oh, and thanks again for the great idea. ;)
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