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MMRPG Trading Card Game: The Remake!

November 10th, 2015 at 6:57pm
 
Contributor
Beta Shadow
Beta Shadow
33,441,580 BP
44 TP | 4904 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 27751 Times
ThatOneEnderMan
 
ThatOneEnderMan
126,598,150 BP
12 TP | 703 PP
Posted on June 27th, 2016 at 1:22pm
Posted 2016/06/27 at 1:22pm
#1
Like what Retro did, I put all of my cards in to a paste.
http://pastebin.com/gytsax3X
^ Top
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 27th, 2016 at 6:42pm Edited on 2016/06/27 at 9:52pm
Posted 2016/06/27 at 6:42pm Edited 2016/06/27 at 9:52pm
#2
Whoops! My bad. Thought it said 40. Let's do the same attack again! 30 damage! Gained a Static Crescendo!

Name: Raijin
Health: 180/200
Status: Static Crescendo X2


Name: Blastoise
Health: 40/140
Status: About to get destroyed None

I 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!
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,203,898 BP
15 TP | 2885 PP
Posted on June 27th, 2016 at 10:25pm
Posted 2016/06/27 at 10:25pm
#3
Blasoise, Water Pulse again! 20 damage! *coin flip* *tails*

Blastoise
Health: 40/140 (CRITICAL!)
Status: None
Resistance: Water
Weakness: Nature

Raiijin
Health: 160/200
Status: Static Crescendo X2
Resistance: Shadow
Weakness: water
^ Top
RedBomber
 
RedBomber
88,469,709 BP
3 TP | 3236 PP
Posted on June 28th, 2016 at 9:05pm Edited on 2016/06/28 at 10:18pm
Posted 2016/06/28 at 9:05pm Edited 2016/06/28 at 10:18pm
#4
Here's a Update Log of all of my updates on previous RM cards I made

Ryu's Headband - +40 Extra damage (if used on ryu)

Now: +50 Extra damage (if used on ryu)

MPBM's Buster - 3 turns to charge, doing 60 damage

Now: 1 turn to charge, doing 80 damage.

Omega Shield - Reflects all projectile attacks doing laser core damage

Now: Reflects all projectile attacks doing neutral core damage.

Enough of that though. time to put my deck together!

Ryu, Ryu's Headband, Crimson Man, Grillby, Crystal Woman, Goku, Naruto, Ichigo, One Punch Man, Sasuke, Asgore, JOHN CENA, Vegeta, Super Saiyan JOHN CENA, Space Core, Swift Core, Laser Core, Flame Core, Crystal Core, Swift Core, Swift Core, Wind Core, Cutter Core, Impact Core, Swift Core, Shadow Core, Flame Core, Flame Core, Cutter Core, Impact Core, Swift Core, Robobot Suit, Swift Core, Phoenix's Phone, Evidence, Yasichi, Laser Tag Starforce, Saitama's Fist, Sensu Bean, Dark Fragment (2), Counter Chip, Parry Chip, Dog Residue, Death Stare, Universal Pouch, Laser Strike, QuickLikeQuickMan, MegaProtoBassMan
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PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 29th, 2016 at 1:31pm Edited on 2016/06/29 at 1:37pm
Posted 2016/06/29 at 1:31pm Edited 2016/06/29 at 1:37pm
#5
Time for Overkill, Raijin buddy! Use Raijū's Rage, dealing a total of 80 damage!

Name: Blastoise
Health: -40/140
Status: Destroyed... With Overkill


Name: Raijin
Health: 160/200
Status: Raijū's Rage Cooldown; 1 Turn
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,203,898 BP
15 TP | 2885 PP
Posted on June 29th, 2016 at 2:25pm Edited on 2016/06/29 at 2:37pm
Posted 2016/06/29 at 2:25pm Edited 2016/06/29 at 2:37pm
#6
Arbok, get out there and use Poison Fang! 60 damage! *coin flip* *heads* Raijin is also Poisoned! He takes 20 damage per turn for 3 turns!

Arbok
Health: 120/120
Status: None
Resistance: Shadow
Weakness: Earth

Raiijin
Health: 100/200
Status: Raijū's Rage Cooldown; 1 turn Poisoned; 20 damage; 3 turns left
Weakness: Shadow
Resistance: Water
^ Top
Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on June 29th, 2016 at 4:06pm Edited on 2016/06/29 at 4:13pm
Posted 2016/06/29 at 4:06pm Edited 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
^ Top
Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on June 29th, 2016 at 4:08pm Edited on 2016/06/30 at 1:27am
Posted 2016/06/29 at 4:08pm Edited 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
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,441,580 BP
44 TP | 4904 PP
Posted on June 29th, 2016 at 4:12pm
Posted 2016/06/29 at 4:12pm
#9
@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.)
^ Top
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 29th, 2016 at 4:16pm Edited on 2016/06/29 at 4:24pm
Posted 2016/06/29 at 4:16pm Edited 2016/06/29 at 4:24pm
#10
Stop using Pokemon. XD Anyhow, the Cooldown is over, But I'll use Electrical Blast! Deals 30 damage!

Name: Arbok
Health: 90/120
Status: None


Name: Raijin
Health: 100/200
Status: Static Crescendo
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,203,898 BP
15 TP | 2885 PP
Posted on June 29th, 2016 at 4:35pm
Posted 2016/06/29 at 4:35pm
#11
Raijin takes 20 poison damage! Arbok uses Acid! 20 damage to Raijin! 10 damage to all other enemy cards!

Arbok
Health: 90/120
Status: None
Resistance: Shadow
Weakness: Earth

Raiijin
Health: 60/200
Status: Static Crescendo Poisoned; 20 damage per turn; 2 turns remaining
Weakness: Shadow
Resistance: Water
^ Top
PieChild
 
PieChild
4,929,507 BP
4 TP | 178 PP
Posted on June 29th, 2016 at 4:43pm Edited on 2016/06/29 at 4:51pm
Posted 2016/06/29 at 4:43pm Edited 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. ;-;

Name: Arbok
Health: 20/120
Status: Almost Dead.


Name: Raijin
Health: 60/200
Status: Poisoned; 20 Damage per turn; 2 Turns remaining
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,203,898 BP
15 TP | 2885 PP
Posted on June 29th, 2016 at 5:01pm
Posted 2016/06/29 at 5:01pm
#13
Arbok, finish it with Crunch! 70 damage!

Arbok
Health: 20/120 (CRITICAL!)
Status: None
Resistance: Shadow
Weakness: Earth

Raiijin
Health: -10/200
Status: Rekt
Weakness: Shadow
Resistance: Water
^ Top
RedBomber
 
RedBomber
88,469,709 BP
3 TP | 3236 PP
Posted on June 29th, 2016 at 7:35pm Edited on 2016/06/29 at 7:45pm
Posted 2016/06/29 at 7:35pm Edited 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
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,203,898 BP
15 TP | 2885 PP
Posted on June 29th, 2016 at 8:23pm Edited on 2017/06/02 at 9:10pm
Posted 2016/06/29 at 8:23pm Edited 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.
^ Top
RotomSlashBlast
 
RotomSlashBlast
123,203,898 BP
15 TP | 2885 PP
Posted on June 29th, 2016 at 8:26pm Edited on 2016/07/07 at 11:46am
Posted 2016/06/29 at 8:26pm Edited 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!
^ Top
StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on June 29th, 2016 at 9:07pm Edited on 2016/12/02 at 6:10pm
Posted 2016/06/29 at 9:07pm Edited 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
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,441,580 BP
44 TP | 4904 PP
Posted on June 29th, 2016 at 9:58pm
Posted 2016/06/29 at 9:58pm
#18
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, Here's a poll, have fun.

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:

Name: Light Labs
Core: Defense
Increases: Neutral +10 Crystal +10
Decreases: Shadow -10

Name: Wily Castle
Core: Attack
Increases: Neutral +10 Shadow +10
Decreases: Shield -10

Name: Cossack Citadel
Core: Speed
Increases: Neutral +10 Shield +10
Decreases: Crystal -10

Name: Prototype Subspace
Core: Empty
Increases: Space +10 Neutral +10
Decreases: Water -10

Name: Wily Battleship
Core: Attack and Wind
Increases: Shield +10 Cutter +10 Wind +10
Decreases: Shadow -10

Name: Wily Star
Core: Attack and Space
Increases: Swift +10 Explode +10 Space +10
Decreases: Shadow -10

Name: Wily Tower
Core: Attack
Increases: Swift +10 Water +10
Decreases: Nature -10 Flame -10

Name: Symphony City*
Core: Neutral
Increases: Shadow +10 Wind +10
Decreases: Impact

Name: Intro Field
Core: Neutral
Increases: Neutral +10 Shield +10
Decreases: None

*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 +50 Time +30 Crystal +10
Decreases: Space -30

Expect it in your storage, SSN. Oh, and thanks again for the great idea. ;)
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RotomSlashBlast
 
RotomSlashBlast
123,203,898 BP
15 TP | 2885 PP
Posted on June 29th, 2016 at 10:02pm Edited on 2016/06/29 at 10:38pm
Posted 2016/06/29 at 10:02pm Edited 2016/06/29 at 10:38pm
#19
Field Stuff for the pokemon sets!

Name: Seafoam Islands
Core: Freeze/Water
Increases: Freeze +20 Water +20 Earth +10
Decreases: Flame -10 Electric -30

Name: Power Plant
Core: Electric
Increases: Electric +30
Decreases: Freeze -20 Flame -30

Name: Mt. Ember
Core: Flame
Increases: Flame +30 Earth +10
Decreases: Freeze -30
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on June 29th, 2016 at 10:37pm Edited on 2016/06/30 at 1:32pm
Posted 2016/06/29 at 10:37pm Edited 2016/06/30 at 1:32pm
#20
Time to do some contributions to the field cards as well.

Mega Man RPG: Battlefield Set

Name: StupidStudios Dungeon
Core: Shadow/Freeze
Increases: Freeze +30 Shadow +20
Decreases: Swift -20 Earth -10

Name: The Void (Special Card)
Core: Space/Empty
Increases: Empty +50 Shadow +20
Decreases: Time -50 Wind -40 Earth -30

Super Smash Bros. Set

Name: Final Destination
Core: Space
Increases: Laser +30 Swift +30
Decreases: N/A

StupidStudios Set

Name: N's Laboratory
Core: Shadow
Increases: Copy +30 Explode +20 Laser +10
Decreases: Nature -30 Earth -10

Name: C2's Bakery
Core: Energy/Crystal
Increases: Energy +30 Shield +20 Crystal +10
Decreases: N/A
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