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MMRPG Trading Card Game: The Remake!

November 10th, 2015 at 6:57pm
 
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Beta Shadow
Beta Shadow
33,441,580 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
Beta Shadow
 
Contributor
Beta Shadow
33,441,580 BP
44 TP | 4904 PP
Posted on December 29th, 2015 at 5:30pm
Posted 2015/12/29 at 5:30pm
#1
@Retro Sneasel : It seems you actually went PAST the 30-card limit, since any card you make automatically comes with cores that match their type. Don't ask why, it's just a feature I use around here. The following cards will go to your storage:
-Crystal Core
-Laser Core
-Shadow Core
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on December 29th, 2015 at 6:01pm Edited on 2015/12/29 at 6:15pm
Posted 2015/12/29 at 6:01pm Edited 2015/12/29 at 6:15pm
#2
gemini-man_alt ...So the fact I currently have 24 cards, here are 6 more support cards to finish my first revision of the deck. ring-ring

Name: Thunder Beam
Core: Electric
Description: Gives the single use of Thunder Beam. Flip a coin to determine how many bolts will hit the target for 30 damage each. If heads, all three bolts hit. If tails, only the first bolt hits.

Name: Coin Hold
Core: Space
Description: Gives the single use of Coin Hold. Flip a coin to determine which side of the coin will always take effect for the next 3 turns, both the user and the opponent.

Name: Low Gravity
Core: Space
Description: Gives the single use of Low Gravity. Flip a coin. If heads, the user avoids all attacks from the opponent on this turn and deals 20 damage to the opponent. If tails, the attack does nothing.

Name: Laser Cannon
Core: Laser
Description: Compliments the user's attack to deal an extra 10 damage to the opponent. This can be used three turns in a row, but the effect is lost if the user is disabled.

Name: Spark Armor
Core: Electric
Description: For this turn only, any Electric damage is negated and the user's next Electric-type attack has its attack increased by 20. The attack goes up by 30 instead if the user's Core is Electric.

Name: Cosmic Armor
Core: Space
Description: For this turn only, any Space damage is negated and the user's next Space-type attack has its attack increased by 20. The attack goes up by 30 instead if the user's Core is Space.
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Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on December 29th, 2015 at 6:13pm Edited on 2015/12/29 at 6:45pm
Posted 2015/12/29 at 6:13pm Edited 2015/12/29 at 6:45pm
#3
I'll take out the Swift Core, Impact Core, and Omega Stage cards to be replaced by the following 3 Support cards:

Name: Smart Bomb
Core: Explode
Description: Deals 50 Explode damage to both the user and the opponent.

Name: Damage Ratio x2.0
Core: Shadow
Description: For 3 turns, both user and target take double damage, and any healing is halved (rounded down). Effect may be canceled early if a Crystal attack or a Crystal support card is used.

Name: Pain Split
Core: Neutral
Description: Takes the combined amount of both user and target's HP and distributes them evenly between the two (HP is always rounded up).
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on December 29th, 2015 at 6:41pm
Posted 2015/12/29 at 6:41pm
#4
gemini-man_alt ...Since I found out I actually have 31 cards, I will put Field Star and Fusion Star out of my deck and add Laser Recoil and... ring-ring

Name: Spike Armor
Core: Cutter
Description: For this turn only, any Cutter damage is negated and the user's next Cutter-type attack has its attack increased by 20. The attack goes up by 30 instead if the user's Core is Cutter.
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on December 29th, 2015 at 6:45pm Edited on 2016/06/11 at 11:16am
Posted 2015/12/29 at 6:45pm Edited 2016/06/11 at 11:16am
#5
Now, time to add some support cards to the Super Smash Bros. Set.

Assist Trophy
Core: Laser and Space
Description: Roll a die, and whatever number you land on, the following characters will be summoned.
Elec Man(1): Performs a Lightning Strike to the opponent, doing 50 Damage.
Starfy(2): Does a Star Spin to the opponent, doing 20 Damage
Isabelle(3): Tosses food towards your card in play, healing them for 20 Health
Ashley(4): Flip a coin. If heads, the opponent is Paralyzed. If tails, the opponent is inflicted with Burn.
Phosphora(5): Phosphora fires off a volley of electric balls, doing 30 Damage to the opponent, and Paralyzing them.
Ghirahim(6): Attacks using multiple diamond-shaped knives, damaging the opponent for 15 Damage times the result of another die roll.

Metal Box
Core: Shield
Description: Attacks done to your card deal 40 less damage for 3 turns.

Super Star
Core: Crystal
Description: The next damaging attack done to your card deals 0 Damage, for 1 turn.

Franklin Badge
Core: Electric
Description: The effects of the next attack your opponent does are reversed (Attacks that heal them heal you, and attacks that hurt you hurt them.)

Cucco
Core: Nature
Description: Do 10 Damage to your opponent every turn, for 5 turns.

Timer
Core: Time
Description: Your opponent may not attack this turn.

Smash Ball
Core: Crystal
Description: Both you and your opponent may attack this card. When this card has received a total of 200 Damage, the person who performed the last hit may deal 300 Damage in their next attack.
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Beta Shadow
 
Contributor
Beta Shadow
33,441,580 BP
44 TP | 4904 PP
Posted on December 29th, 2015 at 7:11pm Edited on 2015/12/29 at 9:01pm
Posted 2015/12/29 at 7:11pm Edited 2015/12/29 at 9:01pm
#6
Here is a new set of cards that are remastered versions of the ones from the old variation of the MMRPG TCG Roleplay. I call it the Legacy Set.

Name: Legacy MegaBoy
Core: Copy
Health: 200
Attack 1: Xeno Buster
Attack 1 Description: Legacy MegaBoy fires a charged shot that deals 50 Damage. The attack lasts for 5 turns, with the attack losing -10 Damage each turn.
Attack 2: Rocket JawBreaker
Attack 2 Description: MegaBoy launches himself at the target and punches them in the jaw, dealing 30 Damage.
Attack 3: Mega Xross
Attack 3 Description: For 3 turns, Legacy MegaBoy uses the attack previously used by the target. The attack that is used is not changed if the target uses another attack.
Resistance: Electric
Weakness: Time

Name: Legacy ZeroDXZ
Core: Shadow and Flame
Health: 250
Attack 1: Shadow Slash
Attack 1 Description: Legacy ZeroDXZ slashes at the target to deal 10 Damage. The target looses a turn.
Attack 2: Level X Charged Shot!
Attack 2 Description: Legacy ZeroDXZ fires a charged shot at the target to deal 20 Damage. The attack is doubled if the target is not a Light/Cossack/Hero-bot.
Resistance: Shadow
Weakness: Nature

Name: Legacy Bt Man
Core: Shadow
Health: 200
Attack 1: Shadow Blade
Attack 1 Description: Legacy Bt Man throws a dark ninja star at the target to deal 20 Damage
Attack 2: Shadow Buster
Attack 2 Description: Legacy Bt Man fires a single buster shot from his buster to deal 10 Damage. Alternatively, he can charge it for a turn and fire it the next to deal 40 Damage
Attack 3: Slide
Attack 3 Description: Legacy Bt Man slides into the target to deal 40 Damage
Resistance: Shadow
Weakness: Space

Name: Legacy X DXZ
Core: Freeze and Electric
Health: 250
Attack 1: Level X Charged Shot!
Attack 1 Description: Legacy X DXZ fires a charged shot to deal 20 Damage. This attack does double the damage if the target is not a Light/Cossack/Hero-bot.
Attack 2: Light Slash
Attack 2 Description: Legacy X DXZ slashes at the target to deal 10 Damage. The target's next attack deals -30 Damage
Resistance: Electric
Weakness: Explode

Name: Legacy TailsMK4
Core: Electric
Health: 140
Attack 1: Focus Shot
Attack 1 Description: Legacy TailsMK4 fires a charged shot from his buster to deal 30 Damage.
Attack 2: Lightning Orb
Attack 2 Description: Legacy TailsMK4 uses an orb of electricity to shock the target and deal 20 Damage. The attack deals +10 Damage for every Electric Core in your deck.
Resistance: Electric
Weakness: Impact

Name: Legacy Super TailsMK4
Core: Electric and Space
Health: 300
Attack 1: Energy Discharge
Attack 1 Description: Legacy Super TailsMK4 releases energy to deal 40 Damage. However, Legacy Super TailsMK4 can't move the next turn.
Attack 2: Meteor Storm
Attack 2 Description: Legacy Super TailsMK4 summons a Meteor Shower. The attack does 20 Damage. The attack does +20 Damage more for each Space Core in the deck.
Attack 3: Last Stand
Attack 3 Description: Legacy Super TailsMK4 attacks with all his might. The attack does 20 Damage, with an addition on +10 Damage for every 10 health lost. Legacy Super Tails loses -20 Health from recoil and loses a turn.
Resistance: Electric
Weakness: Impact

Name: Legacy Dr. Light
Core: Defense
Description: The user is healed by half of it's health (or rounded).

Name: Legacy Dr. Cossack
Core: Speed
Description: During the opponent's next attack, weakness will be ignored.

Name: Legacy Starforce
Core: Space
Description: For 5 turns, the user's attacks are doubled. However, the user will be infected with Core Erosion. Core Erosion is when, during each turn, the target will take -10 Damage based on it's core type, ignoring resistance.

All of these will go in my storage.
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Brimstone
 
Brimstone
2,970,700 BP
0 TP | 225 PP
Posted on December 29th, 2015 at 8:19pm
Posted 2015/12/29 at 8:19pm
#7
I realised that I have a lot of cores. Plus I am at a bit of a disadvantage, so might as well create a few more supports.

Name: Pharaoh Shotgun
Core: Flame
Description: Allows one instant use of Pharaoh Shotgun. Shoots out 3 fireballs at 3 of the opponent's cards. -20 Health

Name: Water Cutter
Core: Laser
Description: Allows a single use of Water Cutter. Fires a laser at the opponent's card. -20 Health
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Beta Shadow
 
Contributor
Beta Shadow
33,441,580 BP
44 TP | 4904 PP
Posted on December 30th, 2015 at 9:32pm Edited on 2016/12/01 at 10:18pm
Posted 2015/12/30 at 9:32pm Edited 2016/12/01 at 10:18pm
#8
Here are a few more cards, because why not.

Name: Bond Man
Core: Earth
Health: 150
Power: Glued Stuck
Power Description: If Bond Man is hit with an Impact-core attack, the target is infected with Stickiness. When Stickiness is in play, the target's previously used attack can't be used for 3 turns.
Attack 2: Adhesive Bond
Attack 2 Description: Bond Man shoots out a strong adhesive to trap the target, as well as dealing 30 Damage. The target looses a turn. Flip a coin. If heads, the target is infected with Stickiness.
Attack 3: Hot Glue
Attack 3 Description: Bond Man shoots out adhesive that is hot to the touch to deal 50 Damage
Resistance: Earth
Weakness: Flame

Name: Ocean Man
Core: Water
Health: 120
Power: Underwater Advantage
Power Description: If the target is water-core, then flip a coin each turn. If heads, then Ocean Man dodges the next attack.
Attack 2: Laser Trident
Attack 2 Description: Ocean Man shoots out a trident-shaped laser from his trident to deal 30 Damage
Attack 3: Trident Shot
Attack 3 Description: Ocean Man shoots out a trident to deal 20 Damage
Resistance: Water
Weakness: Electric

Name: Honey Woman
Core: Nature
Health: 120
Power: Queen Bee
Power Description: If the target is Hornet Man, then Hornet Man's attacks will be lowered by -10 Damage until defeat or Honey Woman is returned to the deck.
Attack 2: Hornet Chaser
Attack 2 Description: Honey Woman summons a Hornet to attack the player. The attack does not miss, despite any dodging effects. It also deals 10 Damage
Attack 3: Bee Shield
Attack 3 Description: Honey Woman summons a shield made of bees. For a turn, the target's next attack is halved. During the next turn, flip 3 coins. The attack does 10 Damage for each heads.
Resistance: Nature
Weakness: Flame

Name: Plant Man
Core: Nature
Health: 150
Power: Healing Roots
Power Description: If hit by a Nature-core or Water-core attack after using Vine Whip*, Plant Man will gain +20 Health instead of taking damage.
Attack 2: Plant Barrier
Attack 2 Description: Plant Man creates a shield that protects himself from all attacks except for Flame-core attacks for up to 2 turns. If used on the next turn, the shield is thrown to deal 30 Damage. If hit with a Flame-core attack, the defense is lost.
Attack 3: Vine Whip*
Attack 3 Description: Plant Man attacks the target with a vine to deal 40 Damage.
Resistance: Nature
Weakness: Freeze

Name: Centaur Man
Core: Time
Health: 150
Power: Invisibility
Power Description: Every 3 turns, flip a coin. If heads, Centaur Man will disappear, allowing him to successfully avoid the next attack.
Attack 2: Centaur Flash
Attack 2 Description: Flip a coin. If heads, the attack will deal 40 Damage and the target skips a turn. If tails, the attack only does 20 Damage
Attack 3: Centaur Arrow
Attack 3 Description: Flip a coin. If heads, the attack will deal 50 Damage. If tails, flip 5 more coins. For each heads, the attack will deal 10 Damage.
Resistance: Time
Weakness: Impact

Name: Metal Man
Core: Cutter
Health: 170
Power: Treadmill
Power Description: For every 5 turns, flip a coin. If heads, the target's next attack will miss. If tails, Metal Man's next attack will miss.
Attack 2: Metal Blade
Attack 2 Description: Metal Man throws a sharp, disc-like blade to deal 20 Damage.
Attack 3: Blade Frenzy
Attack 3 Description: Metal Man throws multiple Metal Blades at the target. Flip 5 coins. For each heads, the attack will do 20 Damage.
Resistance: Wind
Weakness: Cutter

Name: Electric-Laser Core**
Core: Electric and Laser
Description: Doubles the damage of the next attack, as long as it is Electric- or Laser-core.

Name: Light Core
Core: Defense
Description: Removes -30 Damage from the target's next attack for 3 turns.

Name: Wily Core
Core: Attack
Description: Increases the user's next attack by +20 Attack for 3 turns.

Name: Cossack Core
Core: Speed
Description: The user makes an extra turn 3 times in a row.

More on the next post!

*I couldn't think of anything else.
**Sorry, folks, but if you want more of these types of cores, you're going to have to make them yourself.
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Beta Shadow
 
Contributor
Beta Shadow
33,441,580 BP
44 TP | 4904 PP
Posted on December 30th, 2015 at 11:09pm Edited on 2016/06/25 at 11:29pm
Posted 2015/12/30 at 11:09pm Edited 2016/06/25 at 11:29pm
#9
Name: Light Emblem
Core: Defense
Description: Until defeated, the user takes -30 Less Damage.

Name: Wily Emblem
Core: Attack
Description: Until defeated, the user's attack is increased by +20 Attack.

Name: Cossack Emblem
Core: Speed
Description: The user gains 2 extra turns, and then a singular extra turn after the target's next turn.

Name: E-Tank
Core: Energy
Description: The user is healed back to full health.

Name: W-Tank
Core: Weapons
Description: The user's next attack is increased by +10 Damage for 5 turns.
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Tobyjoey
 
Contributor
Tobyjoey
151,500,697 BP
17 TP | 436 PP
Posted on January 1st, 2016 at 1:03am Edited on 2016/01/07 at 6:49pm
Posted 2016/01/01 at 1:03am Edited 2016/01/07 at 6:49pm
#10
Oh boy Beta, do I have requests for you! (If they are not to much to ask, that is.)
Firstly, I would like to purchase a MM3 pack.
Secondly, time to make more cards!

Name: Gyro Man
Core: Wind
Health: 70
Power: High Flyer
Power Description: If Gyro Man should be attacked by an opponent, flip a coin. If it is heads, the attack does no damage, but extra effects still apply. This ability does not work against Wind, Electric, Space, or Water core attacks from the enemy.
Attack 2: Gyro Attack
Attack 2 Description: Gyro Man throws a Gyro Attack at the enemy. Deals 30 damage. Gyro Cutter ignores any barrier, shield, or damage buffers on the opponent, but weakness and resistance are NOT ignored.
Resistance: Earth
Weakness: Electric


Name: Flash Man
Core: Time
Health: 100
Attack 1: Scatter Shot
Attack/Power Description: Deals a base 10 damage. Flip 3 coins. For each heads, this attack does an additional 10 base damage.
Attack 2: Flash Stopper
Attack 2 Description: Flash Man freezes time around his opponent, allowing him to use another turn. Time Stopper can only be used if Flash Man has not been damaged the during the last turn. Flash Man cannot use Flash Stopper again in the added turn.
Resistance: Shadow
Weakness: Explode


Name: Buster Overheat
Core: Neutral
Description: The user of this card does twice the damage it normally would, but the user also takes a third of the damage dealt as recoil. Round up to the nearest 10th place.


Name: Haunt
Core: Shadow
Description: Deal as much damage as desired against the opponent, but also apply that damage to yourself. Is not affected by Weakness or Resistance.


Name: Power Production
Core: Energy
Description: Any Electric, Flame, Wind, Earth, and Water core cards you have may restore 60 health. However, they can not attack for the rest of the turn.

Third and finally, stay cool.
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on January 1st, 2016 at 1:14am Edited on 2016/10/08 at 2:10am
Posted 2016/01/01 at 1:14am Edited 2016/10/08 at 2:10am
#11
Alright. To add to my Super Smash Bros. set, here's 3 more RM cards.

Robin
Core: Neutral
Health: 120
Attack 1: Elthunder/Arcthunder/Thoron
Attack 1 Description: You may charge up the attack for three turns, doing the following effects:
(No Charge): 40 Damage
(1 Turn): 70 Damage + Paralysis
(2 Turns): 130 Damage + Paralysis
Attack 2: Elwind
Attack 2 Description: Flip a coin. If heads the attack hits twice, doing 70 Damage. If tails, the attack does 40 Damage
Attack 3: Nosferatu
Attack 3 Description: Flip a coin 4 times. If heads on the first flip, the attack hits for 30 Damage and heals Robin for 30 Health, but if it's tails, the attack misses. Heads on the other three flips adds 20 Damage to your opponent's card, and 10 Health to Robin.
Resistance: Shadow
Weakness: Wind
Flavor Text: Robin is your avatar in Fire Emblem Awakening. The goal of this adventure doesn't change much because of your gender choice, but Robin's marriage options do.

Mr. Game & Watch
Core: Shadow
Health: 130
Attack 1: Oil Panic
Attack 1 Description: Flip a coin. If heads, your opponent's next attack is negated and takes 80 Damage
Attack 2: Extreme Judge
Attack 2 Description: Roll a die. If you roll a 1, 2, 3, 4, or 6, Mr. Game & Watch holds up a sign reading "1", and hits the opponent for 10 Damage. If you roll a 5, the sign will be a "9", and the attack will deal 170 Damage.
Attack 3: Torch
Attack 3 Description: Mr. Game & Watch lights a torch and swings it down at your opponent's card, dealing 60 Damage
Resistance: Laser
Weakness: Cutter
Flavor Text: Game & Watch was first released in 1980, making the series the father of the Game Boy and Nintendo DS. Or maybe an older sibling?

Snake
Core: Earth
Health: 180
Attack 1: [Hand Grenade]{explosion}
Attack 1 Description: Snake pulls out a grenade, removes the pin, and throws it at the opponent's card for 50 Damage. Flip a coin, and if heads, the attack will do an extra 20 Damage.
Attack 2: Remote Controlled Missile
Attack 2 Description: Snake launches a missile at your opponent's card, doing 40 Damage
Attack 3: [C4]{explosion}
Attack 3 Description: Snake plants a C4 pack on the ground. The next damaging move done to Snake will also deal 70 Damage to the opponent's card.
Resistance: Impact
Weakness: Swift
Flavor Text: A former member of FOXHOUND with an IQ of 180 and mastery of six languages. He's an infiltration specialist whose ability to carry out missions under any conditions has made him a legend. He's saved the world three times from the threat of bipedal, nuclear-armed mechs called Metal Gear. Currently he's working with the anti-Metal Gear group known as Philanthropy.
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Musical
 
Musical
15,225,883 BP
14 TP | 796 PP
Posted on January 1st, 2016 at 3:22am
Posted 2016/01/01 at 3:22am
#12
@Beta Blizzard : I'm sorry, but I'm just so slow, well, not anymore, since my charger just got to my house. Cosmo Man's fixed, and I added Color Man,
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Beta Shadow
 
Contributor
Beta Shadow
33,441,580 BP
44 TP | 4904 PP
Posted on January 3rd, 2016 at 8:43pm
Posted 2016/01/03 at 8:43pm
#13
@Tobyjoey : You got:
...Wait, there are only 5 cards in the set? Whoops. Guess you get them all, then. Yay for you.

@StupidStudiosN : DUDE. POKEMON BASED HEALTH. I don't want to explain this to ANYONE again.
By the way, 3 cards are sent to storage. And they are all core cards. Which ones, you may ask? Well, take a wild guess.

@MusicalKitty : ...Doesn't need the additional 10 damage, since it would've happen through the way weaknesses work, but close enough. At long last, Cosmo Man, the robot master you have been working on for a while now, FINALLY enters the world of TCG. Or something. As for Shark Man, he's accepted, but I think you forgot something important for his bottom attack: the attack's name. I'll consider it to be called "Shark Boomerang", but still, I think you should look into that, if you have the character space. Also, he'll be added to a Mega Man DOS Set instead, since the one you used is based more off of the DOS one, rather than the MMRPG one... Who's attacks don't exist... Yet.

Also, sorry that this took so long, but I was on my phone, and editing things on my phone takes too long... Have I said it around the community before? Eh, whatever.
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on January 3rd, 2016 at 11:10pm
Posted 2016/01/03 at 11:10pm
#14
@Beta Man Eek! My apologies. After identifying the problem (Extreme Judge, I assume), I've raised the attack's power by 5 Damage.
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Beta Shadow
 
Contributor
Beta Shadow
33,441,580 BP
44 TP | 4904 PP
Posted on January 4th, 2016 at 7:04am
Posted 2016/01/04 at 7:04am
#15
@StupidStudiosN : No, Robin is ALSO the problem.
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Brimstone
 
Brimstone
2,970,700 BP
0 TP | 225 PP
Posted on January 4th, 2016 at 9:11am
Posted 2016/01/04 at 9:11am
#16
@StupidStudiosN : Aren't your cards dealing a tad bit too much damage, though? Because a card with 180 HP can deal 60 Damage per turn, while in comparison, Mega Man has 100 HP and can only deal 40 Damage per 2 turns.

Just saying, no offense.
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on January 4th, 2016 at 2:58pm
Posted 2016/01/04 at 2:58pm
#17
gemini-man_alt ...Honestly, the fix I see is to buff Mega Man, as SSN might need that card's strength to deal with other cards like MegaBoy's characters. I will admit my cards are a bit powerful, but I have to do it like that due to other cards being just as powerful or more powerful than mine. ring-ring
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Beta Shadow
 
Contributor
Beta Shadow
33,441,580 BP
44 TP | 4904 PP
Posted on January 4th, 2016 at 3:43pm
Posted 2016/01/04 at 3:43pm
#18
I have (or will, depending on when you read this) removed the rule saying that I will do the coin-flipping and dice-rolling because I think I can trust people in not lying. Also, because if I am the one to do it, it kinda takes away the right to do it yourself. Or maybe that's an excuse for being lazy. The answer to that is up to you to decide.
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Beta Shadow
 
Contributor
Beta Shadow
33,441,580 BP
44 TP | 4904 PP
Posted on January 5th, 2016 at 8:55pm Edited on 2016/12/01 at 10:26pm
Posted 2016/01/05 at 8:55pm Edited 2016/12/01 at 10:26pm
#19
Just because I can, here are some more cards.

Name: Freeze Man
Core: Freeze
Health: 170
Power: Ice-Cold Core
Power Description: When defeated, Freeze Man's core releases an arctic wind that makes all attacks Freeze-Core for both sides for a turn.
Attack 2: Freeze Cracker
Attack 2 Description: Freeze Man releases an explosive made of ice to deal 30 Damage.
Attack 3: Freeze Mist
Attack 3 Description: Freeze Man surrounds the opponent with a cold mist. Flip a coin. If the first coin lands on heads, flip another coin. If the second coin lands on heads, the target is infected with Frostbite. When Frostbite is in play, the target loses 3 turns and takes 10 Freeze-Core Damage each round for 5 rounds. If tails, the target is infected with Freeze. When Freeze is in play, the target loses 3 turns. Neither Freeze or Frostbite can infect Freeze- or Flame-Core targets. If the first coin lands on tails, the attack does nothing.
Resistance: Freeze
Weakness: Earth

Name: Slash Man
Core: Cutter and Nature*
Health: 150
Power: Hibernation and Dehydration
Power Description: If hit with 3 Freeze-Core attacks in a row, flip a coin. If tails, Slash Man will lose a turn. Every time he is hit with a Flame-Core attack, the target's next attack is increased by +10 Damage. The attack power will keep on growing until an attack of a different core type is used.
Attack 2: Slash Claw
Attack 2 Description: Slash Man slashes rapidly at the target with his claws. Flip 3 coins. The attack does 20 Damage times the number of heads.
Attack 3: Gel Trap
Attack 3 Description: Slash Man leaps into the air and sends down vials of gel to trap the target. Slash Man's next attack is increased by +10 Damage, but he will only use Slash Claw once. (In other words, the coin flip is removed, and it does 30 damage.)
Resistance: Nature
Weakness: Freeze

Name: Bomb Man
Core: Explode
Health: 150
Attack 1: Hyper Bomb
Attack 1 Description: Bomb Man throws a bomb at the target that explodes on contact, dealing 20 Damage
Attack 2: Danger Bomb
Attack 2 Description: Bomb Man throws a large bomb at the target that makes a big explosion on contact, dealing 50 Damage. However, Bomb Man loses -10 Health from recoil, ignoring his resistance to Explode-Core attacks.
Attack 3: Reinforced Bomb
Attack 3 Description: Bomb Man throws a variation of the Danger Bomb that hits the target to deal 10 Impact-Core Damage and then explodes to deal 30 Explode-Core Damage.
Resistance: Explode
Weakness: Cutter

Name: Duo α
Core: Space
Health: 250
Power: Evil Energy Containment
Power Description: All Evil Energy cards on both sides are destroyed.
Attack 2: Duo Fist
Attack 2 Description: Duo α charges an attack from his fist to deal 30 Damage.
Attack 3: Final Judgement
Attack 3 Description: Duo α fires a powerful laser. If the target is a Wily/Evil-bot, then the attack will deal 70 Damage. If the target is a Light/Cossack/Hero-bot, then the attack will deal 30 Damage. The attack can only be used if Duo α is at 50 health or less.
Resistance: Shadow
Weakness: Freeze

Name: Duo Ω
Core: Space
Health: 250
Power: Evil Energy Boost
Power Description: When Evil Energy is used on any side, the user's next attack will be doubled with the additional +10 Damage, but the user will lose -20 Health instead of the usual 10.
Attack 2: Duo Fist
Attack 2 Description: Duo Ω charges an attack from his fist to deal 30 Damage.
Attack 3: Final Punishment
Attack 3 Description: Duo Ω fires a powerful laser. If the target is a Light/Cossack/Hero-bot, the attack will deal 70 Damage. If the target is a Wily/Evil-bot, the attack will deal 30 Damage. The attack can only be used if Duo Ω is at 50 health or less.
Resistance: Crystal
Weakness: Flame

*The reason behind Slash Man's double-core is because in the development build, Slash Man is Nature-Core, but since I like him more as a Cutter-Core, I decided to use both.
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Tobyjoey
 
Contributor
Tobyjoey
151,500,697 BP
17 TP | 436 PP
Posted on January 6th, 2016 at 8:21pm Edited on 2016/01/07 at 6:46pm
Posted 2016/01/06 at 8:21pm Edited 2016/01/07 at 6:46pm
#20
Pst! Bt Man! I think I should have 23 cards and 0 zenny instead of 19 cards and 100 zenny. If you want to let me have that zenny though, that'd be cool. :P


Name: Dynamo Man
Core: Electric
Health: 110
Power: Recharge
Power Description: During your turn, before you attack, if Dynamo Man is at 30 health or lower, Dynamo Man may enter his recharging station. After one player ends their turn and before the other player starts their's, Dynamo Man may restore 10 health. If an attack should do 40 damage or more against Dynamo Man, the recharging station breaks. If Dynamo Man reaches 70 health, the recharging station breaks. Once the recharging station breaks, it can not be reused by Dynamo Man. While in his recharge station, Dynamo Man cannot use the "Lightning Bolt".
Attack 2: Orb Scatter
Attack 2 Description: Dynamo Man shoots electricity-producing orbs at the opponent. Flip 2 coins. For each heads, deal 10 damage.
Attack 3: Lightning Bolt
Attack 3 Description: Dynamo Man releases Lightning Bolts from the sky on his opponents. Deals 40 damage. If you used Orb Scatter in the previous turn, and missed both orbs, this attack does an additional 30 damage. This attack ignores the opponent's resistance. You cannot use this attack two turns in a row.
Resistance: Wind
Weakness: Shadow


Name: Wave Man
Core: Water
Health: 90
Power: Amphibious
Power Description: Wave Man can move swiftly on land and in water! Wave Man takes 20 less damage from Nature, Earth, and Water core attacks.
Attack 2: Water Wave
Attack 2 Description: Wave Man releases a high-pressure wave of water at the opponent. Deals 40 damage. If the opponent has any extra support cards in play, Water Wave can sweep them away, thus disabling them.
Resistance: Flame
Weakness: Swift


Name: Backup Plan
Core: Neutral
Description: If one of your robots were disabled last turn, the base damage for your attack this turn is boosted by 30.


Name: Self-Destruct
Core: Shadow
Description: Deal damage to the opponent equal to your base HP. Then deal that much damage to yourself.


Name: Blinding Light
Core: Laser
Description: During your opponent's next turn, the core type of their attack is ignored and replaced with the Neutral core typing.


With these last five cards, along with two cores for my new robot masters, I should be at 30! I guess I should start actually playing soon.
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