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
Posted on June 30th, 2016 at 4:14amEdited on 2016/06/30 at 4:16am
Posted 2016/06/30 at 4:14amEdited 2016/06/30 at 4:16am
#2
@Beta Man : so Beta I will add couple cards to my deck if is not an problem
The Undead Robot (RM)
Core:Shadow
Health:150
[Weakness:Wind/Earth]{wind earth}
Resistance:Cutter
Attack 1: Poison Claw
Description: when poison claw was used and manges to hit the opposite Player card successfully it gives poison staus for 3 direct turns that effect can be only caneled if opposite opponet player hits head the effect is caneled if hits tails the effect continues onconasiy gives 40 damage
Attack 2: Dead Bite Healing
Description: When dead biite healing is activated and The Dead Robot will bite the Enemy card and wil steal small amoutt of hp,If the same card ability is used again it would requier Coing fliping if the coin hits head the damage of this ability increasses 20% if fails This ability would be activated for 2 turns
This Attack request Coin Flip
Attack 3: Error Copy Cat
Error Copy Cat is the opposite ability of Copy Shoot when error copy cat is activated it will make disfuncional error and will summon one of defeat robot Master which will use is Ability.If this card coin flip hits Heads damage gets double by 15% and if hits tails then attack would be cancaled
Note Requiers Coin Fliping
Mummy of Pharaoh Coffin (Rm)
Core:Flame/Shadow
Health:135
Weakness:Swift/Laser
Resistance: Water/Electric
Attack 1: Flame Blast
Descripcion: When Flameblast is activated if hits the opponent Card it will add burn effect for 5 turns and Flame Blast will attack continually if the Burn effect ist removed the Other Player needs to use Coin Flip if he Hits Head the effect is canceled and if tails the damage is done directly to the card 60% damage
Attack 2: The hand of Pharaoh
Description: This card ability will summon hands of Pharaoh when this card is activated there will be multiplied hands around the field which would attack if the opponent coin flip hits Tails the hands would deal 10 damage for each turn but if Player directily hits Tails the ability would remain on field and the hand wouldt be mobiel So if Player directily hits Heads this ability power rises about 15% power boost
Note Requiers Coin Flip
Attack 3: Dark Shield Eye
Description: When the dark shield eye ability is activated this ability would allow to Player to pick one of the cards on the field on opponent field which will make the oponnent card confused if Coin fails Head this ability would cotinue with confuse effect if hits Tails this ability confusion will be gone
Support Core Flame Core (2x)
Support Cards:
[Failed Hero Unit] Description: When this support card is active it will summon one of three megaman heroes the heroes when one of these is summoned it would Protect the Player one player Card on the Field so this card allso attack randomly per turn
This card can be only destroyed (the battle creature player picked on the field)is fainted or dead Faild Hero Unit would be destoryed(When Failed Hero Unit is destroyed it would give one of random status effects)
[Mettol Helmet] When this support card is activated the Player can pick one of opponent monster on field to put the helmet which adds effect blindness the monster canot attack for 6 turns after 6 turns are passed the helmet would destroy himself causig 5% damage to the RM on which was adding slowness for half of the next player turn
@ChaosGSXR : There is so much wrong with these. First of all, ther are NO player cards. Also, I know it's your second language, but GRAMMAR. Also It is called Copy SHOT, not Copy SHOOT. Also, we are only using HP ammounts that are divisible by 10.
Name: Ballade's Space Station Core: Explode/Space Increases: Explode +20Space +10 Decreases: Cutter -20Shield -10 [Cutter because punk, shield because Enker]
@RotomSlashBlast : There actually ARE Player Cards, they just seem to either make no sense or they are something I kinda disagree with.Also, in the poll, it seems the top 3 are: 1. Fake Man 2. Dark Man 4 3. A tie between all the other Dark Men
Regardless, I'm going to do Copy Robot anyways because now that I think about it, it's kinda interesting.
Name: Fake Man Core: Neutral Health: 170 Power: False Law Power Description: Unless Justice*, Quick Man, Phoenix Wright, Maya Fey, Apollo Justice, Fire Man, Terri, MegaBossMan, and/or Undyne is on the same field as Fake Man, Hero's Light* will work on him. Attack 2: Fake Buster Attack 2 Description: Fake Man fires his buster at the target. Flip 3 coins. For each set of heads, this attack does 20 Damage. Attack 3: Fake Grenade Attack 3 Description: Fake Man throws a grenade at the target, dealing 50 Damage. Resistance: Flame Weakness: Crystal
Name: Dark Man 1 Core: Shadow Health: 100 Power: Dampened Treads** Power Description: If hit with a Pure Water-Core attack, flip a coin. If tails, the next attack will miss. Attack 2: Dark Buster Attack 2 Description: Dark Man 1 shoots the target with his buster to deal 20 Damage. Attack 3: Speeding Tackle Attack 3 Description: Dark Man 1 tackles the target to deal 30 Damage Resistance: Impact Weakness: Water
Name: Dark Man 2 Core: Shadow and Shield Health: 120 Power: Electrical Charge Power Description: If hit by an Electric-Core attack, Dark Man 2's next attack is increased by +20 Damage. If it is a Pure Electric-Core attack, he will also gain +10 Health. Attack 2: Dark Barrier Attack 2 Description: Dark Man 2 raises a Electromagnetic Barrier to protect him from all attacks. Crystal-Core attacks, even if dual-core, don't seem to be affected by the barrier, however. Attack 3: Barrier Tackle Attack 3 Description: Dark Man 2 rams into the player with his barrier up to deal 30 Damage. Resistance: Electric Weakness: Crystal
Name: Dark Man 3 Core: Shadow and Laser Health: 150 Power: Quick Shooting Power Description: Dark Man 3's quick shooting unallows him to lose a turn! He is also immune to Flinch***. Attack 2: Dark Cannon Attack 2 Description: Dark Man 3 fires a beam from his buster to deal 30 Damage. Flip a coin. If heads, the target is Paralyzed! Attack 3: Rapid-Fire Attack 3 Description: Dark Man 3 fires 5 beams at the target. Flip 5 coins. For each set of heads, this attack does 10 Damage. Resistance: Time Weakness: Wind
...You think Dark Man 4 is next? Heh. Well, I recently thought of an interesting idea...
Name: Proto Man? Core: Shadow and Shield Health: 180 Power: The Grand Reveal! Power Description: If Proto Man is on the same field as Proto Man?, search your deck for a Dark Man 4 card. If Dark Man 4 is in your deck and alive, Proto Man? and Dark Man 4 will switch places. Attack 2: Dark Strike Attack 2 Description: Proto Man? fires a big blast from his buster, dealing 60 Damage! Attack 3: Copy Shield Attack 3 Description: The damage of the next attack is decreased by -30 Damage. Resistance: Laser Weakness: Shield
Name: Dark Man 4 Core: Shadow Health: 200 Power: TV Executive Power Description: If Cut Man or the other Doc Robots are on the same field as Dark Man 4, his attack will be increased by +10 Damage. Attack 2: Dark Barrier Attack 2 Description: Dark Man 4 raises a Electromagnetic Barrier to protect him from all attacks. Crystal-Core attacks, even if dual-core, don't seem to be affected by the barrier, however. Attack 3: Dark Cannon Attack 3 Description: Dark Man 4 fires a beam from his buster to deal 30 Damage. Flip a coin. If heads, the target is Paralyzed! Resistance: Water Weakness: Space
More on my next post!
*See Page 1, Post #14. **As they are called. ***Unless it's already made, I might end up making a Flinch status.
Posted on June 30th, 2016 at 5:59pmEdited on 2016/06/30 at 6:05pm
Posted 2016/06/30 at 5:59pmEdited 2016/06/30 at 6:05pm
#8
@Crimson : I'm sorry, but since Recovery and Attack aren't attack cores, you can't use them as increases or decreases. Also, pretty sure Grillby's is not a Special Card, so reduce the Grillby's Field Card's Increase of Flame and Decrease of Water to a 30, please.
Also, everyone, apparently Crimson claimed to make all the Undertale Field Cards. So eh, let him. More trouble for him, less trouble for us. :P
EDIT: Wait. Whoops, failed to realize SSN already beat you to the chase. Sorry, Crimson.Now, where were we?
Name: Copy Robot Core: Copy Health: 150 Power: Copy Ability Power Description: When hit with an attack, Copy Robot will copy it and will have the availability to use it on it's next turn. The attack will be lost the turn after. Attack 2: Replica Buster* Attack 2 Description: A replica of one of MegaBoy's* old busters. This can be used to attack for 30 Damage, or charged to do 50 Damage. Attack 3: Weapons Archive* Attack 3 Description: Roll a dice. The number it lands on is the attack Copy Robot uses. 1. Atomic Fire- Copy Robot launches flames at the target to deal 30 Flame-Core Damage.2. Metal Blade- Copy Robot throws a sharp blade at the target to deal 30 Cutter-Core Damage.3. Jewel Satellite- Copy Robot is protected for a turn from all Flame-, Nature-, Electric-, and Water-Core attacks. The next turn, Copy Robot throws the shield to deal 30 Crystal- and Shield-Core Damage.4. Hornet Chaser- A hornet chases after the target and deals 20 Nature-Core Damage.5. Rolling Cutter- Copy Robot throws a boomerang-like cutter at the target to deal 30 Cutter-Core Damage.6. Gemini Laser- Copy Robot fires a laser at the target to deal 10 Crystal- and Laser-Core Damage. Resistance: Shadow Weakness: Electric
...You thought we were done here? Behold, the two Special Cards of the set! You should know who they are. ;)
Name: Yellow Devil Core: Impact and Laser Health: 250 Power: Glitch Manipulation** Power Description: If hit by an Empty-Core attack, Yellow Devil looses a turn. Body Split is also disabled for 3 turns. Attack 2: Body Split Attack 2 Description: Yellow Devil spits his body apart. This attack lasts for 5 turns. Flip a coin each turn. If heads, the target is damaged for 10 Damage. For the duration of the attack, Yellow Devil can't be harmed. Attack 3: Devil Laser Attack 3 Description: Yellow Devil fires a laser from his eye to deal 70 Damage. Resistance: Impact Weakness: Electric
Name: Wily Card Machine Core: Shadow Health: 300 Power: Card Master Power Description: If Wily Card Machine manages to survive for 10 turns, it can have a one-turn use of a chosen attack from the player's deck. Attack 2: Card Launchers Attack 2 Description: Wily launches a giant card at the target like a blade, dealing 50 Damage. Attack 3: Card Bomb Attack 3 Description: Wily launches a bomb made of cards at the target to deal 70 Damage. Resistance: Shadow Weakness: Flame
And once Musical creates Mettaton, I shall finish off the Undertale Character Cards.
*Since MegaBoy (more specifically, the character) is the Original Copy Robot, Copy Robot's moveset is based off of the original MegaBoy card. **Based on the famous way to beat the Yellow Devil, the pause glitch.
Posted on June 30th, 2016 at 7:02pmEdited on 2016/06/30 at 7:09pm
Posted 2016/06/30 at 7:02pmEdited 2016/06/30 at 7:09pm
#9
Oh... My... FIDDLESTICKS! Literally every time I do something that would do something good for me or get hit by an attack that cause status ailments, IT'S HEADS! Ugh! *Sigh* I should calm down.
You take 10 damage from power axe and I'll use a water core to make Chacc's attack stronger and then, I use Axe Spinner that now does 40 damage wen you're scalded and because you're scalded and that damage is double, it deals 80 damage finishing you off.
Name: Psi Man Health: 0/150 Status: Disabled. Or Dead, I don't know. :P
@Retro Pikachu : Ah, you got it through luck. Let's see if Bass.EXE can do a full run. However, before the big bosses, there are others to slaughter. Shall we put it to the test? This game has just became more interesting. Shall we BOND over this moment?
Just to ensure I have no future problems, I shall use Adhesive Bond! *Flips coin* Tails!? Well, at least you lost a turn, so here I come for some actual damage! Let's hit him with Hot Glue! 30 Damage! Let the fun begin.
Bond Man 100/100 Status: Ready for action! Bass.EXE 100/160 Status: Preparing to kill.
Posted on July 1st, 2016 at 12:18pmEdited on 2016/07/01 at 2:51pm
Posted 2016/07/01 at 12:18pmEdited 2016/07/01 at 2:51pm
#16
Name:Plasma Crimson Man(SPECIAL CARD) Health:240 Core:Space/Laser Power:[Plasma Shield]{space_sheild} Power Description: Everytime someone attacks Crimson one every 2 three turns, The attack is automatically blocked Attack 2: Plasma Strike Attack 2 Description: Crimson creates a large wave of plasma energy and launch, Doing 120 damage. Attack 3: Black Hole of Death Attack 3 Description: Roll a die. If six, Both Crimson AND the enemy on the field are sucked up into a black hole and cannot be used again. Resistance:Space/Electric/Laser Weakness:Empty
Also, items.
Name:Butterscotch Pie Core:Recovery Description: The user of the Butterscotch Pie's health is maxed out.
Name:Snowman Piece(s) Core:[Recovery/Freeze]{freeze-recovery} Description: If used once, the user's current HP gains 40 and still has one Snowman Piece left. If used twice, the user's HP is gains 80, but all of the snowman pieces are gone.
Name:Monster Candy Core:Recovery Description: The distinct, strange, flavor of the Monster candy heals the user by 10
Name:Glamburger Core:Recovery Description: If used on a regular RM, the user is healed by 20 . But if used on Mettaton, It goes to 40
Posted on July 1st, 2016 at 3:56pmEdited on 2016/07/01 at 4:40pm
Posted 2016/07/01 at 3:56pmEdited 2016/07/01 at 4:40pm
#20
Here are a few cards to add the the MM&B Set.
Name: Magic Man Core: Shadow Health: 200 Power: Magic Curtain Power Desc: The first time the opponent attacks in battle, flip a coin, if heads, the opponent takes 30 damage Attack 1: Magic Card Attack 1 Desc: The opponent takes 60 damage, and Magic Man is healed for 10 health. Attack 2: Magic Bomb Attack 2 Desc: Magic Man throws a Bomb at the opponent, flip two coins, it does 40 damage per coin that is heads. Weakness: Flame Resistance: Freeze
Name: Pirate Man Core: Explode Health: 190 Power: Water Tides Power Desc: If the opponent is a Water core robot, all of Pirate Man's attacks do 30 more damage than usual Attack 1: Remote Mine Attack 1 Desc: This attack does 70 damage, and for the next three turns, during the opponent's turn, they will take 10 damage Attack 2: Bubble Shield Attack 2 Desc: Till this shield takes 90 damage, Pirate Man won't take any damage Weakness: Electric Resistance: Water
Name: Burner Man Core: Flame Health: 170 Attack 1: Wave Burner Attack 1 Desc: Flip a coin, if Tails this attack does 60 damage, if heads, 100. Attack 2: Burner Dive Bomb Attack 2 Desc: Burner Man jumps into the air, and on the next turn, this attack does 130 damage Attack 3: Bear Traps Attack 3 Desc: Burner Man throws 5 Bear Traps at the opponent. Flip five coins, for each coin that is heads, it does 30 damage Weakness: Water Resistance: Nature
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