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MMRPG Trading Card Game: The Remake!

November 10th, 2015 at 6:57pm
 
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Beta Shadow
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Hey, remember my old MMRPG Trading Card Game RP? Yeah, THAT ancient thing? Well, some people *cough*Tails*cough* didn't like a few ideas or something like that, and I kinda feel like starting from scratch. So, yeah, take 2! Action!
Let's start with the rules, which are the same as usual, with small changes.
-There are TWO THREE types of cards: Robot Master Cards, Support Cards, and, as of recently, Field Cards.
-The maximum amount of cards in a deck is 50.
-You can only have ONE deck. You are banned from using alts just to have extra.
-You can trade for cards.
-Everyone starts with 100 Zenny in this RP. Every victory gives you 50 Zenny. You can use Zenny to get more cards.
-Run out of space in your deck? Not a problem! Use your Profile Description as a storage unit, and you can switch up your deck. However, it will require you to notify me through personal messaging.
-Each single card is 25 zenny. Every pack is 50.
-Every card you make, unless I decide otherwise, if you have more than 1 card, will go into your own pack.
-There is ONE exception to both of these above rules... Special Cards. You can win these through an event or as a prize in a tournament. One of my characters, Bt Ghost, on the other hand, had the sneakiness (and kindness?) to allow people to use zenny to buy Special Cards for 50 zenny per card.
-You can also SELL cards. Each card you decide to sell will be placed in a lot. Support Cards are 5 Zenny, RM cards, Field Cards, and Special Support Cards are 10, and Special RM Cards and Special Field Cards are 15.
-The cards you get is randomized. I will use random.org's list generator if more than 5, and the top 5 will be your cards.
-When you create your own cards, you will have them automatically. However, I don't automatically get the starter pack cards.
-Going back to the use of random.org, you can go here for coin flipping, a feature I banned from use in the original. The same will go for a new feature asked about by StupidStudiosN, which is the requirement of rolling dice.
-The cards can't change forms or core colors. Even though you could place certain Pokemon cards over each other as a form of evolution, the cards used hare are not real and will NOT use that feature. Also, that means more cards to fight with for you, so yay you.
-Support cards CAN'T paralyze, burn, make users fall asleep, change moves, ect., but they CAN give you a one-time use of a different attack or the attack last used by the opponent.
-Banned core types: Energy, Weapon, Attack, Defense, Speed, Weapons, Light, Wily, Cossack. These are banned from RM/weapon core types due to impossibility in-game. Empty cores, however, ARE available. The banned cores CAN be used for Powers and Support Cards.
-Speaking of core types, Powers and Attacks, if you don't know by now, do NOT have to match the core type of the robot using it.
-Powers allows you to do a thing. Idk, I think it is obvious what they do.
-I do not allow attacks that can do 100 damage or more on it's own. This means that if there is an attack that deals 90 damage and a support card (or a weakness) is used to make it do 100 or more damage, that's fine, but in other cases, no. As of lately, I had two new exceptions: Special Cards and Recoil Damage. For Special Cards, I decided to increase the damage limit to 150, mainly to make another difference between Special Cards and Regular Cards. Another exception is recoil damage: I'll allow damage of over 100 IF it comes with recoil damage of at LEAST 70 damage. However, for every 30 numbers, the recoil damage must be 70+(10*# of damage increase (by 20)). (If I said the equation wrong, then I'm sorry, but not everyone is a genius.)
-There is also a new health limit so nobody can go crazy. This limit is 300 and it goes for ALL cards, including Special Cards. (Though, Special Cards MAY get a 50-200 HP limit increase in the future, but we may see.)
-Speaking of Special Cards, one more thing: You can only have a limit of THREE Special Cards in your deck. Otherwise... Eh, not sure what would come out of it, but I'm pretty sure it's nothing good.
-We will not use Hands and Benches for the battles, there are just robots in battle, an Robots deck, and a Support Cards deck.
-I have a certain HP system in which numbers for attacks and HP MUST end with a 0. (Decimals, obviously, are also on this ban list.)
-In addition, to make things fair, the number of health the robot starts with must NOT be below 90 HP. That way, no cards can be too weak.
-I won't add cards that instantly disables (or not allow the use of) a Robot card, though I will allow one that disables SUPPORT cards.
-Ok, let's just say Guts Man uses Super Arm on Cut Man. Since it is Impact-core, the attack would deal it's basic damage +10 to Cut Man. Let's also say that Shadow Man uses Shadow Blade to Beta Man. Since it is a Shadow-core, the attack would deal it's basic damage -10 to Beta Man. However, if Beta Man is hit with a Shadow-core attack that normally deals 10 damage, it will still deal 10 damage.
-Field Cards don't have to do both Increases and Decreases. It can just increase without a decrease, or it can decrease without an increase. It has to at least have one or the other, though.
-The attack increase and decrease limit for Field Cards is 30. If it's a Special Field Card, the limit is 50.
-Any suggestions on what should be added/removed/changed? Just say so!
-Certain rules based on making a card will only have warnings. Other rule breaks, such as taking an extra turn when not supposed to, will go in this order: Warning, loss of 10 Zenny, loss of up to 50 Zenny, loss of ALL Zenny, and probably loss of all Zenny AND a week-long ban.
Here is the card maker for robots:

Name:
Core:
Health:
Attack 1/Power:
Attack/Power Description:
Attack 2: (Optional)
Attack 2 Description: (Optional)
Attack 3: (Optional)
Attack 3 Description: (Optional)
Resistance:
Weakness:
Flavor Text: (Optional)

And then the one for supports:

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

And now the one for Field Cards:

Name:
Core:
Increases:
Decreases:
Flavor Text: (Optional)
I somehow ran out of space to place down the card sets. If you want cards go HERE
To save space, I placed all players into this one pastebin:
Players
MMRPG Trading Card Game: The Remake!
Posted by Beta Shadow on November 10th, 2015 at 6:57pm
Viewed 27752 Times
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on January 7th, 2016 at 7:12am
Posted 2016/01/07 at 7:12am
#1
@Tobyjoey : First of all, you are right about the 23 cards 0 zenny thing. That'll be fixed right away.
Second of all, a card of the same name has already been made. However, since they are both completely different, YOUR Backup Plan card will have a (2) label on it.
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Tobyjoey
 
Contributor
Tobyjoey
151,500,697 BP
17 TP | 436 PP
Posted on January 7th, 2016 at 8:35am Edited on 2016/01/07 at 8:35am
Posted 2016/01/07 at 8:35am Edited 2016/01/07 at 8:35am
#2
@Beta Man : Oh, I apologize. Would you like me to rename this instead?
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Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on January 7th, 2016 at 5:46pm
Posted 2016/01/07 at 5:46pm
#3
@Tobyjoey : Nah, as long as the (2) label is used, I think it'll be fine... hopefully.
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ThatOneEnderMan
 
ThatOneEnderMan
126,598,150 BP
12 TP | 703 PP
Posted on January 7th, 2016 at 5:51pm
Posted 2016/01/07 at 5:51pm
#4
So I thonk I may am having the same issue as Toby, cause I for some reason have 100 zenny, when I should have 0, or are you just adding extra zenny to people for no reason/it might be explained why later?
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on January 8th, 2016 at 6:32pm
Posted 2016/01/08 at 6:32pm
#5
@Beta Man Huh. Must of glossed over that error, concerning Robin. Well, it's fixed.

Anyways, I'm back, and I'll get back to making cards fairly soon. :P
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Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on February 9th, 2016 at 9:04am
Posted 2016/02/09 at 9:04am
#6
I have decided to make a few robots that have attacks based on status effects as an excuse to describe how they would work.

Name: Flame Man
Core: Flame
Health: 130
Power: Oil Replenish
Power Description: If Flame Man does a total of 100 damage against a target without disabling it, Flame Man will skip a turn. Flame Man will not lose a turn if in a tag-team battle with an Earth-core partner or if hit by an Earth-core attack on the previous turn.
Attack 2: Flame Blast
Attack 2 Description: Flame Man launches a small fire that bursts into a flame bar to deal 20 Damage. Flip a coin. If heads, the target is inflicted with Burn. When a robot is Burned, it takes 10 Flame-Core Damage every turn for 5 turns unless it is hit with a water-core attack. Robots that are Flame- or Water-Core will not be burned. If the target is Freeze- or Nature-Core, it will deal 20 Flame-Core Damage despite weaknesses.
Attack 3: Flamethrower Blast
Attack 3 Description: Flame Man generates a big wave of fire that deals 50 Damage.
Resistance: Flame
Weakness: Wind

Name: Solar Man
Core: Flame
Health: 120
Power: Solar Energy
Power Description: After using Solar Blaze, the attack of Flame- and Nature-Core moves will be increased by +10 Damage on both sides for 5 turns. The attack boost will not be extended if the attack is used again during the 5 turns.
Attack 2: Solar Blaze
Attack 2 Description: Solar Man charges for a turn then launches a ball of fire powered by the sun to deal 30 Damage.
Attack 3: Solar Rays
Attack 3 Description: Solar Man releases solar energy. During this, all Flame-core charging attacks can be used without charge and deals full damage. (In other words, Pharaoh Shot and Solar Blaze won't need to be charged to do it's charge damage.) Flip a coin. If heads, the target is inflicted with Dehydration. When inflicted with Dehydration, until hit with a water-core attack, all flame-core attacks will deal +10 Damage for every Flame core attack used before it. (In other words, it's similar to Slash Man's Dehydration part of his ability.)
Resistance: Flame
Weakness: Water

Name: Aqua Man
Core: Water
Health: 110
Power: Balloon Fill
Power Description: If hit with a water-core attack, Water Balloon's damage will be increased by the same amount of original damage that would be dealt by the attack.
Attack 2: Water Balloon
Attack 2 Description: Aqua Man launches a water balloon originally deals 10 Damage. If Aqua Hose is used on the previous turn, unless hit with another water-core attack, this attack deals 10 Neutral Damage.
Attack 3: Aqua Hose
Attack 3 Description: Aqua Man launches a stream of water from his hose at the target. Flip a coin. If heads, the target is inflicted with Soak. When a robot is Soaked, if hit by a Electric-core attack within 5 turns, or if the robot is Electric-core itself, the target will be shocked, lowering it's health to 30-10 Health. This effect will not be inflicted on Water-, Freeze-, or Nature-Core Robots.
Resistance: Water
Weakness: Space

Name: Clown Man
Core: Electric
Health: 120
Power: Circus Act
Power Description: If hit by Magic Card, Ring Boomerang, or Juggling Balls, flip a coin. If heads, the attack deals no damage and does nothing.
Attack 2: Thunder Claw
Attack 2 Description: Clown Man stretches out his arm and shocks the target to deal 30 Damage.
Attack 3: Juggling Balls
Attack 3 Description: Clown Man juggles 3 colored balls and throws a random one at the target. Roll a dice. If it lands on 1 or 2, the target will be inflicted with Paralysis. If a robot is Paralyzed, the opponent flips a coin each turn. If it lands on tails, the opponent looses that turn. If the dice lands on 3 or 4, the target will be Burned. If it lands on 5 or 6, the target will be Frozen.
Resistance: Electric
Weakness: Wind

The next robot's card takes too long, so this is to be continued in another post.
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Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on February 9th, 2016 at 10:14am Edited on 2016/12/01 at 10:29pm
Posted 2016/02/09 at 10:14am Edited 2016/12/01 at 10:29pm
#7
Here's a custom Robot Master:

Name: Puppet Master
Core: Crystal and Shadow
Health: 150
Attack 1: Control Paddle
Attack 1 Description: Puppet Master throws a Control Paddle* to deal 20 Damage.
Attack 2: Hypnotic Voice
Attack 2 Description: Puppet Master uses a soothing voice to hypnotize the target. Flip a coin. If heads, the target is inflicted with Sleep. When Asleep, the target looses a turn for 3 turns. If tails, the target is inflicted with Confusion. When Confused, a robot flips a coin each turn for 5 turns. If tails, the robot deals 10 Neutral-Core Damage to itself.
Attack 3: Puppeteering
Attack 3 Description: Puppet Master latches strings on the target to deal 10 Neutral-Core Damage. Roll a dice. If it lands on 1 or 6, the target is inflicted with Puppet. While a Puppet, the other player gets to choose the robot's next attack for a turn, while unable to use items. During this, weaknesses and resistances are ignored.
Resistance: Crystal
Weakness: Cutter

*The wooden cross that controls a wooden puppet. I had to look it up.
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SarahlinDMG
 
SarahlinDMG
31,805,678 BP
11 TP | 560 PP
Posted on February 9th, 2016 at 11:42am
Posted 2016/02/09 at 11:42am
#8
-ZeroDXZ has entered as a Card Dealer!- come one come all,...buy cards from me...each pack 100 Zenny,....get a rare ZeroDXZ Card Set card for Z-250! ...... i sell duplicates of cards from various card packs if you wish!....

bass_flame ZeroDXZ deals out the deck!
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SarahlinDMG
 
SarahlinDMG
31,805,678 BP
11 TP | 560 PP
Posted on February 9th, 2016 at 11:45am Edited on 2016/02/09 at 3:42pm
Posted 2016/02/09 at 11:45am Edited 2016/02/09 at 3:42pm
#9
ZeroDXZ Card Set! (these cards are from the rp,..same as always,but with 4 new cards)

NEW!
Name:Phoenix Wright
Core:Flame/Swift Fusion
Health:150
Attack 1:Objection! Delivers a swift interruption to your opponents "testimony"(attack) 10 Damage
Attack 2:Hold It! Stops an opponent briefly! 10 Damage. + Both User and Opponent lose a turn!
Attack 3:Take That! Deliver firey justice upon the enemy! 20 Damage
Resistance: Swift and Flame
Weakness: Freeze

Name:[Evidence]{support}
Type:[Support]{support}
Description: Adds +10 Damage to Phoenix Wrights next attack. +10 Damage

Name:[Attorney's Badge]{support}
Type:[Support]{support}
Description: Gives Phoenix Wright a HP boost of 20 Pts. +20HP!

Name: [Phoenix's Phone]{support}
Type:[Support]{support}
Description: Calls Maya Fey to give Phoenix Wright a +10 Damage Boost! +10 Damage
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SarahlinDMG
 
SarahlinDMG
31,805,678 BP
11 TP | 560 PP
Posted on February 10th, 2016 at 8:39am
Posted 2016/02/10 at 8:39am
#10
DXZ-Set NEW! ..more cards

(due to actually being unfair with the Maya Fey thing...i'm making it happen)

Name: Maya Fey
Core: Swift/Space
Health: 130
Attack 1: Maya Tackle Maya dashes at the enemy,..causing constant damage to a singular hit 10 Damage
Attack 2: Magmatama Blast Maya's Magmatama activates sending blinding light at the enemy causing blindness and damage! -..MY EEEEYYEES!- 10 Damage
Attack 3: Phoenix's Little Assistant Maya's will to help Phoenix powers her up and causes slight earthquakes.. -IT'S TOO MUCH,...SHE'S....SHE'S JUST A KID!!!- 20 Damage

Name: Pearl's Magmatama
Type: Space
Description: Gives Maya Fey +10 Damage her next attack.

Name: Mia Fey's Attorney Badge
Type: Swift
Description: The badge of Maya Fey's passed sister,..it reminds her of what her sister wanted for Maya and gives her +10 HP.

Name: Supporting Evidence
Type: Swift
Description: when active,...gives any Phoenix Wright Character cards -ex. Phoenix Wright, and Maya Fey- +10 HP
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SarahlinDMG
 
SarahlinDMG
31,805,678 BP
11 TP | 560 PP
Posted on February 11th, 2016 at 9:28am
Posted 2016/02/11 at 9:28am
#11
..last cards... ZeroDXZ Set NEW

Name: Apollo Justice
Type: Laser/Swift
Attack 1: Chords of Steel .......ow.......ow...my ears....ow....ow 10 Damage
Attack 2: Hold It of Steel...ow.......ow.....it just got worse...OW 10 Damage
Attack 3: Take That of Steel MMMMYYY EEAAAARRSS!! 20 Damage

Name: Apollos Wristband
Type: Laser
Description: .....gives +10 Damage to Apollos attacks.....and his voice breaks glass.......... +10 Damage

Name: Apollos "monster hair"
Type: Laser
Description: gives Apollo more flare........it adds more damage to Laser Type attacks for ally cards.. +10 Laser Type Damage
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Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on February 29th, 2016 at 8:13pm Edited on 2016/06/26 at 2:52pm
Posted 2016/02/29 at 8:13pm Edited 2016/06/26 at 2:52pm
#12
I'm not sure how/when the tournament starts, so I'll just create some cards. Don't worry, they'll go straight to the storage.

(This is my own take on an Enker Card, so there are some differences between mine and the official version.)
Name: Enker [Retro]
Core: Shield
Health: 160
Power: Powerful Mirror
Power Description: Whenever Enker takes damage, flip a coin. If heads, the card that damaged Enker takes 30 damage.
Attack 1: Mirror Buster
Attack 1 Description: Does 10 Shield damage PLUS whatever damage Enker has sustained. (i.e. Enker has 100 HP, Mirror Buster deals 70 damage).
Attack 2: Enker Wave
Attack 2 Description: Deals 70 Laser Damage. The target takes 20 extra damage on Enker's next turn.
Resistance: Electric
Weakness: Explode

Name: Weakness Policy
Description: Removes the Weakness of all Robots on the field for 3 turns.

Name: Death
Core: Shadow
Health: 160
Attack 1: Sickle Storm
Attack 1 Description: Flip 6 coins. For each heads, this attack deals 20 Cutter Damage. If Death Incantation was used last turn, this attack deals Shadow damage instead.
Attack 2: Laser Storm
Attack 2 Description: Flip 4 coins. For each heads, this attack deals 40 laser damage, but for each tails, this attack deals 20 less damage. If Death Incantation was used last turn, this attack deals 60 shadow damage for each heads instead, but each tails causes the attack to deal 30 less damage. In either case, the damage can amount to a negative value and heal the target.
Attack 3: Death Incantation
Attack 3 Description: During your next turn, all support cards have their effects changed to dealing 60 shadow damage and 20 Recoil Damage, and the effects of your attacks are altered. Death takes 50 recoil damage
Resistance: Shadow
Weakness: Crystal

Name: Bill Cipher
Core: Space
Health: 190
Power: Weirdmageddon
Power Description: Every 3 turns after Bill Cipher becomes your active robot, WEIRDMAGEDDON activates for 1 turn. During Weirdmageddon, Bill's attacks deal 30 more damage, heal 30 more energy (even if they don't heal in the first place), adds an effect, and Support Cards cannot be used by either you or your opponent.
Attack 1: Deal
Attack 1 Description: Ask your opponent if they want their active robot to take 20 space damage and allow Bill to heal 60 health OR if they want their active robot to take 70 space damage and allow Bill to heal 10 health. If Weirdmageddon is active, you may flip a coin to instead decide the effect; heads for the first effect, and tails for the second.
Attack 2: Dimension Liberation
Attack 2 Description: All of your opponent's robots take 40 space damage. If Weirdmageddon is active, Bill Cipher takes 60 less damage on your opponent's next turn.
Resistance: Earth
Weakness: Impact
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Tom Light
 
Tom Light
3,238,500 BP
4 TP | 51 PP
Posted on March 16th, 2016 at 1:22pm Edited on 2016/03/16 at 3:57pm
Posted 2016/03/16 at 1:22pm Edited 2016/03/16 at 3:57pm
#13
I can probably make a card. How about this?

Name: Weather Man
Core: Electric/Freeze
Health: 200
Power: Thundering Blizzard
Power Desc.: Every turn, all robots who do not have an Electric, or Freeze core, or a combination of both take 20 damage. All Electric and Freeze attacks do 30 more damage.
Attack 1: Thunder Ball
Attack 1 Desc.: Deals 30 Electric Damage plus 10 more damage for each damage counter on this card(up to 50).
Attack 2: Avalanche Blast
Attack 2 Desc.: Flip a coin. If heads, deal 30 Freeze Damage and 30 Electric Damage. If tails, deal either 60 Freeze Damage or 60 Electric Damage
Weakness: Flame
Resistance: Laser
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on March 16th, 2016 at 3:39pm Edited on 2016/03/16 at 3:44pm
Posted 2016/03/16 at 3:39pm Edited 2016/03/16 at 3:44pm
#14
@Psukeo : Well, there aren't hands in thi-

crash-man HA! Now you will see what it's like!
Not what I mean, Crash Man.
crash-man Aww...

But the use of cards in a player's deck COULD replace that, however it would make it too OP against other players who already have passed the limit of cards in their decks. As for Avalanche Blast, maybe tone down the damage of the amount of damage on it, please? Thank you.
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Tom Light
 
Tom Light
3,238,500 BP
4 TP | 51 PP
Posted on March 16th, 2016 at 3:45pm
Posted 2016/03/16 at 3:45pm
#15
@Beta Man : Sure.
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Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4930 PP
Posted on March 16th, 2016 at 3:48pm
Posted 2016/03/16 at 3:48pm
#16
@Psukeo : Could you round the 25s to 30s, or maybe change it to plain 20s? I'd still like to use the Pokemon Card health rule or whatever it is.
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Tom Light
 
Tom Light
3,238,500 BP
4 TP | 51 PP
Posted on March 16th, 2016 at 3:57pm
Posted 2016/03/16 at 3:57pm
#17
More cards. Power up!

Name: [Cryogenic Chamber]{jibbityjabbityboop}
Desc.: Search your deck for 1 Mega Man X or Zero:Place it on the field or the bench.

Name: Mega Man X
Core: Copy
Attack 1: X Buster
Attack 1 Desc.: Deals 20 Neutral Damage.
Attack 2: Super-Charged Buster
Attack 2 Desc.: Deals 60 Neutral Damage.
Attack 3: Z-Saber
Attack 3 Desc.: Deals 90 Laser Damage.
Weakness: Laser
Resistance: Electric

Name: Zero
Core: Copy
Attack 1: Z-Buster
Attack 1 Desc.: Deals 50 Neutral Damage. The opponent is now paralyzed.
Attack 2: Z-Saber
Attack 2 Desc.: Deals 110 Laser Damage.
Weakness: [None]{w}
Resistance: Laser

@Beta Man : Did so.
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SarahlinDMG
 
SarahlinDMG
31,805,678 BP
11 TP | 560 PP
Posted on March 16th, 2016 at 4:47pm
Posted 2016/03/16 at 4:47pm
#18
@Psukeo : ........you have no right to use Zero good sir...for I ZeroDXZ...am the original claimer for anything Zero related to this site....you want to use Zero,...be official ...don't you dare make him look bad either
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Uraccountcrashed
 
Uraccountcrashed
13,545,327 BP
15 TP | 656 PP
Posted on March 16th, 2016 at 4:47pm Edited on 2016/03/26 at 12:26am
Posted 2016/03/16 at 4:47pm Edited 2016/03/26 at 12:26am
#19
So just, any old card, then? This one's got a lot of defense, but lacks offense. Balance. Yeh.

[RM Card]

Name: Light's Armor Suit
Core: Shield
Health: 200


Ability: Armor
Desc: Only takes half damage from attacks, rounded up to the nearest 10

Attack 1: Reflector Shield = No Damage
Desc: Flip a coin.
If heads, stop damage to this target, and one more target of your choice.
If tails, stop any abilities other than Light's Armor Suit(s) in play until the end of your next turn.

Attack 2: Auto-Programmed Karate (APK) = 30 Damage

Weakness: Impact/Electric/Flame
Resistance: Laser/Crystal/Neutral
(Card Desc: A scrapped suit refurbished for self defense by Dr. Light, for himself. He never thought he would use it...)

[RM Card]

Name: Shade Man
Type: Shadow
Health: 90

Ability: Silent Striker
Desc: Once before your attack, you may put 30 damage on any card, yours or your opponent's.

Attack 1: Stone Gaze =No Damage
Desc: Flip a coin.
If tails, your opponent cannot use an active RM Card of your choice

Attack 2: Fuel Suck = 50 Damage
Desc: Heal 40 damage from Shade Man

Weakness: Swift/Impact
Resistance: Shadow

[Support Card]
Name: Light's Engineering Skills
Effect: If this card is attached to another, flip a coin. If heads, heal 20 damage from that card.
This can only be done once a turn, during your turn, and you must flip again for subsequent cards with the same name.
This counts as that card's attached card, and therefore they may not have any other cards attached.



[Support Card]
Name: Tango
Effect: Deal 10 damage to each of your opponent's cards between every turn, also, disregard any armor or damage debuffs.
This takes up your Assist Card slot. Discard any card in your Assist Card slot to play this card.



[Support Card]
Name: Shield-Type Starforce
Effect: If this card is attached to a shield-core Basic Card, its weakness is negated, and always takes 10 less damage. When the Basic Card is destroyed, discard this card as well.



magnet-manAlso, How do I do this? Do I just say I want to buy a pack, (MM10 set, please!) And I get it, or is there something else I need to know about? Sorry for impeding on everyone.
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Tom Light
 
Tom Light
3,238,500 BP
4 TP | 51 PP
Posted on March 19th, 2016 at 3:22pm Edited on 2016/03/19 at 3:23pm
Posted 2016/03/19 at 3:22pm Edited 2016/03/19 at 3:23pm
#20
@RBomber : You should really put damage values in. It'll clear up how much damage SPECIFICALLY the attack/effect does, etc.
^ Top

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