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 27752 Times
Posted on June 3rd, 2016 at 11:46pmEdited on 2017/06/02 at 6:03pm
Posted 2016/06/03 at 11:46pmEdited 2017/06/02 at 6:03pm
#1
In any case, I'm gonna start the Leaf Green, Fire Red, and Ocean Blue packs. Yes, I KNOW Ocean Blue will not be a thing, just roll with it.
I'm gonna start with developing part of the Leaf Green pack more will be added later on.
Name: Venusaur Core: Nature Health: 140 Power: Overgrow Power Description: Whenever Venusaur's Health goes below 80, the damage of its Nature Core attacks are boosted by 30. Attack 2: Double-Edge Attack 2 Description: Venusaur hits an enemy with a dangerous, life-risking tackle that does 80 damage to them, but does 40 recoil damage to itself. Attack 3: Solar Beam Attack 3 Description: The user waits on the first turn, unless there is Sunlight* present. Then, Venusaur unleashes a 90-damage laser of solar energy onto the opponent! Resistance: Nature Weakness: Flame
Name: Sandslash Core: Earth/Cutter Health: 140 Attack 1: Fury Cutter Attack 1 Description: Sandslash deals 10 damage to an enemy. This attack's damage is doubled each time it's used, going up to a max of 80, but it will fall down to just 10 if a different ability is used. Attack 2: Dig Attack 2 Description: Sandslash hides unerground for a turn, becoming immune to damage, then pops out from below, striking the foe for 60 damage! This doesn't do anything to Airborne foes, though. Attack 3: Defense Curl Attack 3 Description: Sandslash curls into a ball, receiving half damage rounded up from attacks this turn. Resistance: Electric Weakness: Freeze
Name: Ninetales Core: Flame/Shadow Health: 130 Attack 1: Flame Burst Attack 1 Description: Ninetales breathes an explosive burst of fire, doing 50 damage to an enemy, but also 10 splash damage to 4 other random enemies. Attack 2: Safeguard Attack 2 Description: Ninetales is protected against all status ailments this turn. Attack 3: Quick Attack Attack 3 Description: Ninetales attacks swiftly, dealing 30 damage and ignoring evasion. Resistance: Flame Weakness: Earth
Name: Starmie Core: Water/Crystal Health: 120 Attack 1: Bubble Beam Attack 1 Description: Starmie fires a stream of bubbles at the enemy, causing 30 damage. Flip a coin. If tails, the attacked enemy can't move for 1 turn. Attack 2: Power Gem Attack 2 Description: Starmie fires some crystal-like light rays from its core, dealing 60 damage. Attack 3: Swift Attack 3 Description: Starmie fires some unavoidable yellow stars that do 20 damage. Flip a coin. If heads, this attack hits two other random enemy cards as well! Resistance: Water Weakness: Electric
*When sunlight is out, Flame-core attacks deal double damage, and Water-Core attacks do half damage, rounded down.
That's all for now, but there will be more to this set.
Posted on June 4th, 2016 at 3:18amEdited on 2016/06/06 at 2:54pm
Posted 2016/06/04 at 3:18amEdited 2016/06/06 at 2:54pm
#3
Now that I know it is the Pokemon Trading Card Game kind of style, please excuse what I have said before. Also, Beta Man, I'd like you to review mistakes as well as last time, if you may. Also, these will all be Hindu God-based Robot Master Cards I made. >:3Name: Agni Core: Flame Health: [180]{support} Power: Meteorite Mind Power Description: Every time you are hit or strike a successful attack, you gain one Meteorite Counter. When you have 5 Meteorites, you can use Attack 3. Attack 2: Flaming Blast Attack 2 Description: Shoot an amazing ball of fire at the targeted foe, dealing 30 damage. Attack 3: Meteorite Shuffle Attack 3 Description: For every 5 Meteorite Counters, deal 30 damage. 10 counters for 60 damage. Max, 15 Counters (Does 90 damage.). You will also lose the counters used for the attack. Resistance:Nature and Earth Weakness: Water and LaserName: Kali Core: Earth Health: [200]{support} Attack 1: Change Stance Attack 1 Description: Change between Vengeful and Grudge stances. You begin on Grudge Stance. Neutral Stance can only be used when something cancels out the stance. In neutral stance, nothing special happens. When you use change stance, it'll go to the stance it originally would've switched to. GRUDGE STANCE: All attacks do -10 damage to Kali. When an ally is defeated, your stance changes immediately; If you use an Attack Raising Support Card on Kali, it will change to neutral stance. VENGEANCE STANCE: Gains +20 attack for all of your final damage totals. Gain an extra 10 when an ally is defeated. When you use an Attack Raising Support Card, the stance changes to neutral. Attack 2: Dagger Stabs Attack 2 Description: Stab the foe with all 4 of your daggers from each of your arms, dealing a total of 40 damage to your opponent. VENGEANCE STANCE adds on the total of the damage. Attack 3: Demon Heads Attack 3 Description: Summon a meteor shower of Demon's Heads that Kali has defeated, dealing 70 damage, You must wait 2 turns before using this again. Resistance:Cutter and Shadow Weakness: Nature and FlameName: Bakasura Core: Shadow Health: [200]{support} Power: The Soul Consumer Power Description: Once every turn, you can discard a Robot Master on your side of the field and devours their soul; that card is sent to the discard pile. When you disable a Robot Master card, you also get a soul. For every soul, you get 20 more attack. 10 if an enemy is killed by him. Attack 2: Soul Needles Attack 2 Description: Stab the enemy two times, dealing 20 damage each. All the Souls you gather add on to the total damage. Attack 3: Enrage Attack 3 Description: You must have 10 souls before executing the attack. First, you discard all of your souls and go to a poor village and devour 5 human souls. He will then stab the enemy with an Enraging attack, dealing 60 damage with attack from the Buff. Then you lose 3 of your souls and all of your souls if it insta - kills. Resistance: Electric Weakness: CutterName: A Small Fireball Core: Flame Description: When you use this card, 2 turns away from the turn used will deal -10 damage to an enemy.Name: Kali's Husband's Disabled Corpse Core: Earth Description: You are kind enough to eat a part of this disable corpse and gain +10 attack for this turn only.Name: An Apple with a Razor Sharped Teethed Ant with a Mega Man Onesie on Core: Shadow Description: Gives +10 HP to any target on the field.I hope these are good enough for the deck. I also wonder I can keep extras in my deck, similar to Yu-Gi-Oh. :D
Posted on June 4th, 2016 at 6:15amEdited on 2016/06/05 at 2:41pm
Posted 2016/06/04 at 6:15amEdited 2016/06/05 at 2:41pm
#4
This belongs to the Undertale Set. And me, for that matter.
Name:Asgore Health:240 Core:Flame/Cutter Power/Determination Power Description:Asgore feels Determined to avenge his sons, Taking two turns for every five turns Attack 2:Death Trident Attack 2 Description:Asgore pulls out his staff and strikes at his opponent, doing 70 damage Attack 3:Fireballs Of Doom Attack 3 Description: Asgore summons out fireballs similar to grillbys, doing 50 damage Weakness: None Resistance:Cutter
And another one (for my own personal set)
Name:JOHN CENA Health:230 Core:impact Power:AND HIS NAME IS- Power Description: When John Cena arrives to the arena, the opponent is so shocked the cant do anything for 4 turns Attack 2:DDT Attack 2 Description: John Cena performs a wrestling move, doing 60 damage Attack 3:Tap Out Attack 3 Description: When Cena is under 200 damage, he is automatically sent to the bench Weakness:Flame Resistance:Neutral
Posted on June 4th, 2016 at 3:00pmEdited on 2016/06/06 at 5:52am
Posted 2016/06/04 at 3:00pmEdited 2016/06/06 at 5:52am
#5
Crimson, I want to make one of the best Anime Character that you somehow forgot to conclude my new Hindu slash Tanaka deck. Yes. You forgot Tanaka, for the Anime Pack. Ho... Ho... Ho. (I might make more Hindu Cards By the way. Just doing Tanaka for now.) (It's for you, Crimson! ;) *Just Kidding... it's mine. Unless you want it, I'm not selling it*)Name: Tanaka Core: Neutral Health: 150 Power: Energy Power Description: When Tanaka uses his Supportive Abilities to heal him to at least 170 HP, he transforms into the Real Tanaka, revamping all his abilities do something different. He also gets 50 extra HP. If he was healed to 170 by Support Cards, the effects of this are negated until he has heath now lower then 170. This is a Passive Power. Attack 2: The Japanese Branded Tea Attack 2 description: When activated, he regains 10 HP and cannot be hit that turn. He then gives 20 HP to an ally. If this attack is used two times. he will be able to be hit. In Real Tanaka Form, He deals 30 damage to an opponent and restores 10 of his HP. How? He kicks who want his Tea and drinks the tea! Of course! I would do the same! Attack 3: The Hidden Curry Bun Attack 3 Description: Tanaka eats a Curry Bun that The Hindu Prince gave him before, restoring 20 HP! The leftover 20 HP goes to an ally. In Real Tanaka Form, he throws the Curry Bun and it's leftover at two foes dealing 20 damage for each the Curry Bun and leftovers to two opponents. Weakness: Impact Resistance: NatureI hope you enjoy this extra card that I made, Beta! :D
@T-RexNaffects : 1. Oh, WOW. I said no offense, but honestly, that spells "no chill". I'd say no offense to THAT, but it seems you don't care if I do so, so what would be the point? 2. Crystals and pizza multiplies? ...Pizza can be REMADE, but as far as I know, not crystals. And even though you can remake PIZZA, that doesn't mean it can MULTIPLY. But believe me, it would be cool if it was that way. 3. I never mentioned ANYTHING about JUST Mega Man. I mean, Pokemon are practically animals. Unless Ash once fed Pikachu pizza and Pikachu enjoyed it and not gotten sick from it, we just don't have enough information to be able to use a card with features that only heals a card if it likes pizza. 4. Ok, so what your saying is that your using your OWN zenny to buy your OWN cards? If not, then I'm afraid that's not how it works. I'm not giving myself two Beta Man cards, am I? 5. Adding on to the earlier Zenny thing mentioned above, it's not really that hard. In fact, it's easy. You just have to win in a card battle or sell cards. The only reason it SEEMS hard is because nobody's actually doing any of that. (@Everyone : This place isn't JUST for making cards, you know.) 6. The only reason that nobody thought of them is because Suicidal Man is... Just sad. 7. The reason I'm rejecting Suicidal Man in the first place is because to me it's just too comforting for me to add. That's just my own thoughts on it though. 8. It's neither, actually, it's just similar to Pokemon, except weaknesses don't depend on one card's core types and whatnot. That question is like going up to SSN and asking if his RPG is like Final Fantasy or Fire Emblem. To have a full understanding of the rules of cards and their numbers, here's the numbers rule in brief: make sure it has a 0 at the end and make sure attacks don't do 100 damage or more without the use of support cards or weaknesses. 9. If you don't like any of this, then make your OWN card thing. I won't mind, I'd probably even join it MYSELF if another card RP exists.
@RotomSlashBlast and MusicalKitty : Do you have any PLANS on how one may obtain those Special Cards without buying it from Bt's Secret Bazaar? @RotomSlashBlast alone : Eh, it doesn't matter if Ocean Blue is a thing or not, it's all just going to go to the Pokemon Set anyways. :P Also, I'm still curious if your ever going to do your own Robot Masters or not. Again, no pressure. Besides, I bet your custom robot masters would have to wait in line behind Blastoise (and Charizard if Retro Pikachu haven't created a card for him/her/it yet. ...You thought there was a confirmed gender? ...There's never a confirmed gender for an ENTIRE SPECIES, you know. Nintendo once confirmed Birdo as male, but you must think, there are a bunch of other Birdos out there, it's not like they are all GUYS. Same goes for Yoshis as well. And thus, Charizard is no exception. ...Wow, look at me, talking on about Gender Roles when there are a lot of other more important things to talk about). Back @T-RexNaffects : ...I'm not sure about Agni. Guess I'll just take other people's opinions about him. Also, I'll also have to add Kali to that list. And you can't really USE powers, powers are things that just... happen, I guess. So I'll assume you meant for Agni's "Power" to be "Attack 1", considering attacks don't HAVE to do damage. They could just be a random move that Poisons a target or whatever. Also, "keep extras in your deck"? ...I have no idea what you meant by that. But I digress, I kinda already ranted enough up there. And in the previous post, too.
@CrimsonBomb : ...Every day in my life... ...I'm just surrounded by all these Memes...
@T-rexNaffects a third time: ...Who's Tanaka? ...What's Black Butler? ...I'm just lost here.
Also, I'm back after 2-3 days! Too bad that soon I'll be offline for about 10 more days once Thursday comes along. Don't ask why, I'll probably just tell you guys about it later, and I might not.
Posted on June 5th, 2016 at 10:16pmEdited on 2017/06/02 at 9:13pm
Posted 2016/06/05 at 10:16pmEdited 2017/06/02 at 9:13pm
#7
More Leafgreen set cards!
Name: Magmortar Core: Flame/Explode Health: 130 Attack 1: Fire Punch Attack 1 Description: Magmortar punches the enemy with a fist wreathed in fire, doing 70 damage. Attack 2: Lava Plume Attack 2 Description: Magmortar fires some scarlet flames everywhere, dealing 50 damage to EVERYONE. Attack 3: Sunny Day Attack 3 Description: Magmortar makes the weather Sunlight for 5 turns. Resistance: Flame Weakness: Water
Name: Pinsir Core: Nature/Impact Health: 120 Power: Mold Breaker Power Description: Pinsir's attacks aren't affected by enemy powers. Attack 2: X-Scissor Attack 2 Description: Pinsir uses its... pincers as a pair of scissors. Flip a coin. If tails, it deals 40 damage to the enemy. If heads, it does 80 damage. Attack 3: Storm Throw Attack 3 Description: Pinsir throws the target hard, resulting in 60 damage. Resistance: Impact Weakness: Flame
And now the two special cards for the leafgreen set!
Name: Articuno (SPECIAL} Core: Freeze/Wind Health: 290 Attack 1: Hail Attack 1 Description: Articuno changes the weather to Hail* for 5 turns. Attack 2: Ice Beam Attack 2 Description: Articuno fires an icy-cold beam of energy, deaqling 70 damage! Attack 3: Blizzard Attack 3 Description: Articuno whips up a terrible snowstorm, causing 50 damage to all enemies! Resistance: Freeze Weakness: Flame
Name: Deoxys Defense (SPECIAL) Core: Space/Shield Health: 210 Attack 1: Psychic Attack 1 Description: Deoxys Defense attacks the target with a strong telekinetic force, dealing 50 damage. Attack 2: Iron Defense Attack 2 Description: Deoxys Defense hardens its body's surface like iron, reducing damage by 40 for this turn. Attack 3: Recover Attack 3 Description: Deoxys Defense regenerates its cells, restoring 50 Health to itself. Resistance: Space Weakness: Shadow
*When the weather is Hail, all robots that aren't Freeze-core take 10 damage per turn.
Posted on June 5th, 2016 at 10:31pmEdited on 2016/06/25 at 8:21pm
Posted 2016/06/05 at 10:31pmEdited 2016/06/25 at 8:21pm
#8
Now that the limit has been raised to 50, I need to add a few cards from my storage:
- Crystal Core - Laser Core - Shadow Core - Impact Core - Swift Core - Omega Stage - Bill Cipher - Death - Enker [Retro] - Weakness Policy
That's 10 cards for my deck. Now for a few more.
Name: Bass.exe Core: Neutral Health: 160 Attack 1: Shooting Buster Attack 1 Description: This attack does 80 neutral damage. Flip a coin. If heads, this attack does 30 more damage. Attack 2: BassAnly Attack 2 Description: Flip 4 coins. For each heads, this attack deals 40 shadow damage. Attack 3: Earth Breaker Attack 3 Description: Flip a coin. If heads, this attack does 120 neutral damage. If tails, this attack does nothing and Bass.exe cannot attack next turn. Resistance: Shadow Weakness: Copy
Name: Colonel.exe Core: Missile Health: 180 Attack 1: Screen Divide Attack 1 Description: Flip 2 coins. For each heads, this attack does 50 Cutter Damage Attack 2: Induct Missiles Attack 2 Description: Roll a die. Whatever the number is, multiply that number by 20 missile/flame damage. (i.e. Roll a 3, 60 damage). Attack 3: Giga Chip Attack 3 Description: Flip a coin. The attack is decided by what the result is. - If heads, Colonel Army is used. Flip a coin until you get tails. For each heads, this attack does 30 missile damage. - If tails, Aspire Break is used. If the opponent has 100 or less HP, this attack does 100 cutter damage and ignores resistance. If the opponent has more than 100 HP, than the attack does nothing. Resistance: Wind Weakness: Impact
Name: Protoman.exe Core: Cutter Health: 140 Power: Surprise Sword Power Description: Whenever Protoman.exe takes damage, flip 2 coins. If both are heads, Protoman.exe takes 10 less damage and the opponent takes 30 cutter damage. Attack 2: Sword Techniques Attack 2 Description: Roll a die. The effect changes on the number rolled. - If 1, 2, or 3 is rolled, Step Sword is used. A simple 60 cutter damage is dealt to the enemy. - If 4 or 5 is rolled, Sonic Sword is used. A solid 90 cutter damage is dealt to the enemy. - if 6 is rolled, Trance Move is used. A massive 130 cutter damage is dealt to the enemy. Attack 3: Delta Ray Edge Attack 3 Description: Flip 3 coins. For each heads, this attack does 50 cutter damage. Resistance: Wind Weakness: [Break]{break}
Name: Megaman.exe Core: Copy Health: 130 Attack 1: Charge Shot Attack 1 Description: This attack normally does 70 copy damage. If the target has a weakness to Flame, Nature, Water, or Electric, then this attack does 30 more damage. Attack 2: Buster Up Attack 2 Description: Charge Shot does 10 more damage for the rest of the battle. This effect may stack up to 5 times. Attack 3: Hub.BAT Attack 3 Description: Flip 2 coins. If heads, Charge Shot does double damage next turn. Resistance: Neutral Weakness: Shadow
Name: LifeAura Core: Shield Description: Your robot is surrounded by a LifeAura. With the LifeAura, all attacks do 10 damage to you while the rest of the damage is sustained by the LifeAura. The LifeAura has 100 HP.
Name: Endure Core: Shield Description: You cannot be taken out by any attack. Fatal blows leave you with 10 HP. Effect lasts until your next turn.
Name: Green Soul Core: Shield Description: Whenever you take damage, flip 2 coins. If both are heads, the damage is reduced by 50 (but cannot go below 10). Effect lasts for 3 turns or until your robot is defeated.
Name: Yellow Soul Core: Laser Description: Whenever you take damage, flip 2 coins. If both are heads, the opponent takes 30 neutral damage. Effect lasts for 3 turns or until your robot is defeated.
Posted on June 5th, 2016 at 11:41pmEdited on 2017/06/02 at 6:07pm
Posted 2016/06/05 at 11:41pmEdited 2017/06/02 at 6:07pm
#9
So yeah, Here come the Fire Red cards!
Name: Charizard Core: Flame Health: 140 Power: Blaze Power Description: Chariard's Flame-core attacks are boosted by 30 when its health is below 80. Attack 2: Flare Blitz Attack 2 Description: Charizard charges at the enemy, cloaked in fire. This does 80 damage to the enemy, but 40 recoil damage to Charizard itself. Attack 3: Inferno Attack 3 Description: Charizard engulfs the target in an intense fire. Flip a coin. If heads, deal 90 damage to the target, and inflict them with a Burn. If tails, this attack does nothing. Resistance: Flame Weakness: Water
Name: Arbok Core: Shadow/Nature Health: 120 Attack 1: Acid Attack 1 Description: Arbok spits some acid at the opposing team, dealing 10 damage to the enemy, and reducing their defense by 20!! Attack 2: Poison Fang Attack 2 Description: Arbok bites into an enemy with its toxic fangs, doing 30 damage. Flip a coin. If heads, this attack Poisons the enemy. Attack 3: Crunch Attack 3 Description: Arbok bites into the enemy, dealing 50 damage to them. Resistance: Shadow Weakness: Earth
Name: Golduck Core: Water Health: 140 Power: Cloud Nine Power Description: Weather effects are negated. Doesn't negate Desolate Land,*Primordial Sea,* or Delta Stream.* Attack 2: Water Pulse Attack 2 Description: Golduck shoots a pulsing blast of water at the enemy, doing 30 damage. Flip a coin. If it's heads, the target is Confused. Attack 3: Zen Headbutt Attack 3 Description: Golduck focuses its willpower into its head and headbutts the enemy, doing 50 damage. Resistance: Freeze Weakness: Electric
Name: Arcanine Core: Flame/Swift Health: Attack 1: Extreme Speed Attack 1 Description: Arcanine rushes into the foe at blinding speed, dealing 60 damage. Attack 2: Fire Fang Attack 2 Description: Arcanine bites into the enemy with its fiery fangs, dealing 50 damage. Flip a coin. If it's heads, the foe is now Burned. Attack 3: Flare Blitz Attack 3 Description: Arcanine charges at the enemy, cloaked in fire. This does 80 damage to the enemy, but 40 recoil damage to Arcanine itself. Resistance: Flame Weakness: Earth
(EDIT:) Hey, future RSB here. By now, the Gen 3 sets are being worked on. The weathers marked in "**" will be explained in the gen 3 sets. So far, only the Omega Ruby set is complete.
Posted on June 6th, 2016 at 3:25amEdited on 2016/06/06 at 10:18pm
Posted 2016/06/06 at 3:25amEdited 2016/06/06 at 10:18pm
#10
Huh. Might as well add some more Rockman 4: Minus Infinity stuff in now that the limit of cards has been raised.
Name: Minus-∞ Drill Man Core: Earth Health: 150 Attack 1: Drill Torpedos Attack 1 Description: Drill Man launches three missiles at an opponent, and flip three coins. For every coin that lands on heads, 20 damage is dealt. Attack 2: Drill Dozer Attack 2 Description: Drill Man hides underneath the arena, becoming immune to damage for one turn, then strikes an opponent the next turn, dealing 60 damage. This ability can only be activated once every three turns. Attack 3: Mine Collapse Attack 3 Description: Drill Man causes a huge pile of earth to collapse upon an opponent. Flip a coin. If it lands on heads, the opponent takes 50 damage. If it lands on tails, the opponent is stunned for one turn. Resistance: Flame Weakness: Laser
Name: Minus-∞ Ring Man Core: Space and Swift Health: 120 Power: Dexterity Power Description: Ring Man has a 50% chance to dodge Impact and Swift-core attacks. Attack 2: HCR Boomerang Attack 2 Description: Ring Man throws a ring-shaped boomerang at an opponent, dealing 20 damage. Flip a coin. If it lands on tails, the boomerang deals 30 more damage. Attack 3: Ring Barrage Attack 3 Description: Roll a die. The attack's effect changes depending on the number rolled. - If a 1 or 2 is rolled, the Ring Barrage only deals 10 damage to its opponeent. - If a 3, 4 or 5 is rolled, the Ring Barrage deals 40 damage to its opponent. - If a 6 is rolled, the Ring Barrage deals 70 to its opponent, and also enables Ring Man to attack another turn. (If repeating this attack and rolling a 6, the ability will only deal 40.) Resistance: Wind Weakness: Flame
Name: Minus-∞ Dust Man Core: Wind and Impact Health: 140 Power: Recycle Inhaler Power Description: Dust Man has a 10% chance to copy 1 ability from an opponent when attacking, giving Dust Man a one-time use of that ability. Attack 2: Eternal Vacuum Attack 2 Description: For one turn, most projectiles that hit Dust Man heals him by a value equivalent to its original damage value. Space, Shadow, Water and Wind-core abilities ignore this effect, however. Attack 3: Forceful Blast Attack 3 Description: Dust Man exhales out rubbish inside him, dealing 10 damage to all robots on the opponent's deck! This ability does 30 damage if Dust Man used Eternal Vacuum the previous turn. Resistance: Wind Weakness: Cutter
Name: Minus-∞ Toad Man Core: Water Health: 120 Power: Amphibian Might Power Description: While Toad Man is not deactivated, all Water-core robots get a 10 Health boost, and deal 10 more damage. Attack 2: Toad Magic Attack 2 Description: Flip a coin. If it lands on heads, Toad Man transforms an opponent into a toad, dealing 20 damage and halving the damage dealt by all the foe's abilities for two turns. If it lands on tails, nothing happens. Attack 3: Toad Bounce Attack 3 Description: Toad Man bounces about maniacally. Roll a dice. The attack's effect changes depending on the number rolled. - If a 1 or 3 is rolled, Toad Man does 60 damage to a foe. - If a 2 or 4 is rolled, Toad Man does 20 damage to all of the opponent's cards. - If a 5 or 6 is rolled, Toad Man does 40 damage to the foe and 10 damage to all of the other opponent's cards. Resistance: Water Weakness: [Earth][earth}
Posted on June 6th, 2016 at 5:46amEdited on 2016/06/06 at 5:54am
Posted 2016/06/06 at 5:46amEdited 2016/06/06 at 5:54am
#11
@Beta Man : ;) The man will never know... Also, Agni's power is in fact, Passive. Every time he is damaged by an enemy or Hits (one of his other) attacks successfully then he'll gain one meteorite counter. Also, do you want me to change Kali's Power to Attack 1? I'm just wondering. :P
Also...
What about Bakasura? Is he Okay? Is he a good boy? TELL ME!
Also, I said I was selling extra cards to you. When did I say anything about selling extra? Meh. I told you to ignore that stuff anyways with my six new cards. :3 I must've forgot to say please. Sorry. ;-;
Also, what about the Support cards? I'm confused. What about those? *Head blows up in confusion*
Posted on June 6th, 2016 at 12:22pmEdited on 2017/06/02 at 9:16pm
Posted 2016/06/06 at 12:22pmEdited 2017/06/02 at 9:16pm
#13
More cards for the Fire Red set.
Name: Electivire Core: Electric Health: 140 Power: Motor Drive Power Description: When Electivire is hit with an Electric-type move, Electivire gets two attacks next turn! Attack 2: Thunder Punch Attack 2 Description: Electivire punches the enemy with a fist charged with electricity, doing 70 damage. Attack 3: Discharge Attack 3 Description: Electivire looses a flare of eletricity, doing 60 damage to EVERYONE ELSE. Resistance: Electric Weakness: Earth
Name: Scizor Core: Nature/Cutter Health: 130 Attack 1: X-Scissor Attack 1 Description: Scizor uses its claws as a pair of... scissors. Flip a coin. If tails, it deals 40 damage to the enemy. If heads, it does 80 damage. Attack 2: Razor Wind Attack 2 Description: Scizor waits on the first turn, then unleashes a 90-damage storm of sharp wind to attack the opponent! Attack 3: Iron Defense Attack 3 Description: Scizor hardens its body's surface like iron, reducing damage by 40 for this turn. Resistance: Nature Weakness: Flame
And now the two special cards!
Name: Zapdos (SPECIAL) Core: Electric Health: 290 Attack 1: Rain Dance Attack 1 Description: Zapdos makes the weather Rainy* for 5 turns. Attack 2: Discharge Attack 2 Description: Zapdos looses a flare of eletricity, doing 60 damage to EVERYONE ELSE. Attack 3: Zap Cannon Attack 3 Description: Zapdos fires an electic blast like a cannon. Flip a coin. If heads, this attack does 90 damage and Paralyzes the target. Resistance: Electric Weakness: Freeze
Name: Deoxys Attack (SPECIAL) Core: Space/Laser Health: 210 Attack 1: Hyper Beam Attack 1 Description: Deoxys fires a powerful beam at a target, dealing 90 damage. Deoxys Attack can't move the turn after it's used, though. Attack 2: Superpower Attack 2 Description: Deoxys Attack uses great power to attack the target, dealing 90 damage. However, every move Deoxys Attack uses afterwards does 20 less damage, and evey move used on it does 20 more damage. Attack 3: Psychic Attack 3 Description: Deoxys Attack... attacks the target with a strong telekinetic force, dealing 60 damage. Resistance: Space Weakness: Shadow
*When the weather is Rain, Water Type attacks deal double damage, and Flame type attacks deal half damage, rounded down.
Posted on June 6th, 2016 at 1:31pmEdited on 2016/06/29 at 8:19pm
Posted 2016/06/06 at 1:31pmEdited 2016/06/29 at 8:19pm
#14
@T-RexNaffects : I can only get cards by buying the pack, but honestly, I don't really want it. And you can only sell cards in a lot if you actually OWN the cards, even copies of them. (Like if you have a Shadow Core card and you want to sell two. The only thing you'd be able to sell is that lonely little core card.)
Also, Bakasura seems to be the type of card that... Well, Bakasura isn't weak, but it ends up making YOU weak by draining your own Robot Masters. I don't see any reason why we should add a card that pretty much ends up betraying you in the end. And for what, two souls and an additional 10 damage? Rotom's (Magmortar's) Lava Plume seems to have the better sacrifice, and it's only some of it's teammate's HP. (Not that ALL battles are going to be tag team.) Perhaps fix it to where you only get a soul from beating an opponent, no other way. (And while we can argue about the fact that robots don't have souls, I don't really think that matters, especially since there are also other non-Mega Man characters.) Other than that, he(?) is actually pretty well-made.
Also, Support Cards... do a thing, I guess. Just think of it like Trainer Cards in the Pokemon TCG. If there's any simpler way to explain it, then I obviously don't know it.
And as for Agni's power, it's fine. I was talking about KALI's power, though it seems I mistyped. Whoops. As for Agni's problem... It could be with one of his attacks. METEORITE SHUFFLE, more specifically. It's max damage is 150, and I'm not sure how anyone could feel about this...
@RotomSlashBlast : I like the direction you took for the Hail and Rainy effects.
@Retro Pikachu : Of COURSE you'd be the one to bring the Human Souls into this. You ARE Flowey in my MegaTale thing, after all. :P
And now, I shall make more cards! More specifically, more Undertale Cards! (I also wonder if Musical is going to create Mettaton. :P)
Name: Toriel Core: Flame Health: 210 Power: A Mother's Love ("The banned cores CAN be used for Powers and Support Cards.") Power Description: If the opponent is young (Pokemon, unless first-stage, and other species will be considered as adults.) and it's HP is at 30 or below, Toriel's attacks will miss for 10 turns. Attack 2: Toriel's Fireball Attack 2 Description: Toriel will shoot out a fireball similar to Grillby's and Asgore's. This attack does 30 Damage. Attack 3: Fireball Storm Attack 3 Description: Toriel summons multiple fireballs and launches them at the target. Flip 5 coins. For each heads, this attack does 20 Damage. Resistance: Flame Weakness: Cutter
Name: Muffet Core: Nature and Shadow Health: 180 Power: Pay Power Description: The opponent has an option to pay Muffet 5g to lower her attack by -30 Attack for a turn. The opponent starts off with 10g and can earn more Gold by attacking her, earning 5g for each hit. Paying, however, unallows them to attack on that turn. Attack 2: Spider Pastries Attack 2 Description: Roll a dice. The number it lands on effects which of these three attacks will be used on this turn. 1-2. Spiders- Spiders crawl towards the opponent. Unless the opponent is Flame-Core, this attack does 30 Damage.3-4. Spider Donuts- A spider donut will bounce around and ram into the opponent to deal 30 Damage.5-6. Spider Croissants- Muffet throws a croissant like a boomerang. Flip two coins. For each set of heads, this attack deals 20 Damage. Attack 3: Feeding Time Attack 3 Description: Muffet lets out her pet, which tries to eat the target! Flip 5 coins. For each heads, this attack does 20 Damage. Resistance: Shadow Weakness: Impact
Name: Red Soul Core: Energy Description: Through the power of DETERMINATION, the user will be revived when defeated! However, the opponent will be fully healed as well!
Name: Blue Soul Core: Earth Description: If you have a Papyrus, Sans, and/or Gaster card in your deck, all flying/levitating RM Cards will be grounded until all Papyrus, Sans, and/or Gaster cards are defeated.
Name: Purple Soul Core: Nature Description: All RM Cards will be trapped in a purple web! All Nature- and Shadow-Core attacks will be increased for 5 turns!
The following card is inspired by... Unitale, I think?
Name: Orange Soul Core: Energy Description: For a turn, the opponent's attack will HEAL the user instead! If the opponent heals, it will be damaged instead! If it's attacks increase, it'll decrease instead, and vice versa! Also, if the opponent is hit with recoil, it will heal itself instead!
For the next, and final, human soul, I had to be a bit creative...
Name: Light Blue Soul Core: Crystal Description: The room darkens, making all attacks except Crystal- and Flame-Core attacks unseeable! This means that all attacks, unless it is a Crystal- and/or Flame-Core attack, will be unblockable/unavoidable by any means! All Shadow-Core attacks are also unavoidable!
My idea for Light Blue Souls in an Undertale battle is that the attacks are unseeable unless the light surrounding the player's soul shines on it. In this case, however, since Crystals (I think) and Fire can generate light, they can still be seen.
And now... We finally have all the human souls. Let's make it official.
Name: Six Human Souls Core: Energy Description: The user absorbs the six human souls, healing to 250 HP! Their attack is also doubled for 3 turns!
...I'm not sure how people would react to these cards, especially the Orange and Light Blue ones. But we'll see.
Posted on June 6th, 2016 at 2:00pmEdited on 2016/06/06 at 2:48pm
Posted 2016/06/06 at 2:00pmEdited 2016/06/06 at 2:48pm
#16
@Beta Man : :P I see. If you have 15 meteorites, you can do 150 damage. I can change that if you like. XD I'll go and change Kali's power, to Attack 1. (I changed Agni's Damage Levels on the Attack 3. I like to think attack three as "The Best Attack", if you may. I changed Bakasura up a bit. Is he a good boy now? *Sorry, he's not a dog. He's actually a terrifying soul devour-er*)
@Retro Pikachu : I have actually been working on that. In fact, ANNOUNCEMENT TIME!
A few people, including myself, STILL managed to surpass the new deck limit, so here's the list of people and the cards that will go to their storage:
Beta Man Core Launcher, Mirror, Teleportation Interruption, Cutter Core, Water Core, Toriel, Muffet, Red Soul, Blue Soul, Purple Soul, Orange Soul, Light Blue Soul, Six Human Souls, Flame Core, Nature Core, Shadow Core (I'll place an Electric Core, a Crystal Core, and a Laser Core in exchange for Toriel, Muffet, and Red Soul. I'm also going to put the cores in my lot.)
RotomSlashBlast Impact Core, Charizard, Arbok, Golduck, Arcanine, Flame Core, Shadow Core, Nature Core, Water Core, Flame Core, Swift Core, Electrivire, Scizor, Electric Core, Nature Core, Cutter Core
Retro Pikachu Cutter Core, Copy Core
Also, allow me to pull up a list of people eligible for a refund: ThatOneEnderMan, TailsMK4, Brimstone You can get your refund through Zenny or Adrian Special Card If Ender or Tails don't respond, I'm just going to assume they don't really care about the thread anymore. :P
And to end this post... If nobody's going to do the first match, I might as well do it myself. Retro Pikachu, it's rematch time.
@Retro Pikachu : Beta Man has challenged you to a battle! Do you accept or decline?
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