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Community  »  Roleplay Discussions  »  MMRPG Trading Card Game: The Remake! November 10th, 2015 at 6:57pm

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 … Read More
MMRPG Trading Card Game: The Remake!
Posted by Beta Man on November 10th, 2015 at 6:57pm
Viewed 1713 Times

67 Comments

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MusicalKitty
35,367,094,410 BP
5 TP | 116 PP
Posted on December 23rd, 2015 at 11:43pm #16 ( Edited : 2016/01/03 at 11:29pm )
I don't know if making another set (not necessarily for myself, but just to buy cards from) is allowed, so if it isn't, then just put them in my set, however, if it is allowed, then here's the Prototype Cache Set

Name: Blossom Woman
Core: Nature
Health: 100
Attack 1: Cherry Blossom Bomb The opponent receive s -30 Health
Attack 2: Blossom Leech The target received -20 Health Flip a coin, if heads, the user recovers 20 Health
Resistance: Water
Weakness: Freeze

Name: Desert Man
Cote: Impact
Health: 150
Power: SandStorm
When Dessert Man is in play, all Buster-Based Attackers will have to flip a coin, if tails, their attack fails
Attack 2: Desert Drag
Desert Man's hands pop out from the ground and drags the target underground. The Target receives [-20 Health].
Resistance: Flame
Weakness: Water

Name: Cosmo Man
Core: Space
Health: 120
Power: Core Pallete
Attack 1 and 2 will inflict additional damage [-10 Health] to those weak to Flame and Freeze Core damage (respectively). But Cosmo Man also takes an additional [-10 Healtt] if facing an opponent with either weakness
Attack 1: Mercury's Flame
Cosmo Man envelops himself in flames. The opponent receives -50 Health however, Cosmo Man receives -20 Health
Attack 2: Pluto's Icicle
Cosmo Man Freezes the opponent with a blast of Ice. -20 Health
Resistance: Space
Weakness: Electric

Name: Mercury Orb
Core: Flame
Description: Casts Mercury's Flame

Name: Pluto Orb
Core: Freeze
Description: Casts Pluto's Icicle

Name: Prototype Armor
Core: Shield
Description: The armor does not provide any protection, but the opponent takes the same amount of damage that is inflicted upon the user.

Name: Shooting Star
Core: Neutral
Description: The user will recover 40 Health but the effect takes place two turns after the card is used

Name: Color Man
Core: Crystal
Health: 130
Attack 1: Color Burst
The opponent will receive [-30 Health] however, if the target is Neutral core, then it's [-10 Health]
Attack 2: Canvas Copy
The user creates a blank copy of himself that will take [-40 Health] before being destroyed, if it survives the user's attack, then it will counterattack. The counter inflicts [-20 Health].
Resistance: Crystal
Weakness: Neutral

Name: Lark Rocket
Core: Flame
Description: This card will preform Lark Burner (No coin flip, this will only inflict damage)

Name: Shark Man
Core: Water
Health: 80
Power: Barbed Skin
If an opponent uses a Contact-Based attack on Shark Man, the opponent will be counterattacked, and take -10 Health this Power stops working when Shark Man's Health is under 40
Attack 1: Shark Shield
A school of fish orbit Shark Man, the shield can withstand 30 Health from an enemy attack before counterattacking, which inflicts -30 Health if the shield is still up after 3 turns, then is automatically attacks (deals same damage)
Attack 2: Shark Boomerang Shark Man throws a Shark-shaped Boomerang at the foe, inflicting -20 Health flip a coin, if heads, then the attack inflicts another -30 Health
Resistance: Flame
Weakness: Electric
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Tobyjoey
875,792,335,902 BP
5 TP | 331 PP
Posted on December 24th, 2015 at 12:50am #17 ( Edited : 2016/01/07 at 6:53pm )
To keep working with the MM4 robots I started with Dust Man....

Name: Bright Man
Core: Time
Health: 110
Attack 1: Bright Flash
Attack 1 Description: Bright Man releases a disorienting flash. The opponent's attacks do 20 less damage next turn.
Attack 2: Bright Stopper
Attack 2 Description: Bright Man releases a paralyzing bright light. You may either deal 30 damage or prevent the opponent from attacking next turn.
Resistance: Shadow
Weakness: Water


Name: Toad Man
Core: Water
Health: 100
Power: Irrigate
Power Description: Toad Man supplies a hurt ally with water when he enters the field. Heals 30 damage from one of your cards in play whenever Toad Man is played down.
Attack 2: Rain Flush
Attack 2 Description: Deals 20 too all of your opponent's cards in play.
Resistance: Wind
Weakness: Earth
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on December 24th, 2015 at 9:53am #18 ( Edited : 2015/12/24 at 10:03am )
@MusicalReindeer : Uh, Your "Core Palette" power is kinda unnecessary. So either just change the power or not use one for the character at all.

@TisTheSeasonJoey : The whole "all cards in play" thing would only work in a tag-team battle, because I am too lazy to keep track of damage that goes to cards that are NOT in play. (Deck, Bench, whatever you want to call them.) Other than that, the cards are in.
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Brimstone
31,140,627 BP
0 TP | 131 PP
Posted on December 24th, 2015 at 8:52pm #19 ( Edited : 2015/12/25 at 12:46am )
Might as well start off with a few more of the Minus Infinity Bots, then.


Name: Minus-∞ Bright Man
Core: Electric
Health: 100
Attack 1: Shock Radius
Attack 1 Description: Bright Man releases a wave of electricity around himself, halving all damage dealt to him the next turn. Does not affect Water-core attacks, however.
Attack 2: Spark Manbow
Attack 2 Description: Bright Man fires out a lightbulb that explodes upon travelling to the weakest enemy in the opponent's deck. -20 Health
Attack 3: Stunning Light
Attack 3 Description: Bright Man charges up for 2 turns, then releases a light bulb that damages all enemies in the opponent's deck, except for Electric and Time-core Robots! [-20 Health]
Resistance: Time
Weakness: Water

Name: Minus-∞ Dive Man
Core: Laser and Swift
Health: 120
Power: Psycho Crush
Power Description: Every 2 turns, flip a 6-sided dice. If the dice rolls 1, 3 or 5, Dive Man will take -10 Damage from attacks during that turn. If the dice rolls 2, 4 or 6, Dive Man counterattacks upon being attacked, dealing 10 Damage
Attack 2: Water Cutter
Attack 2 Description: Dive Man fires a laser straight at an opponent. -20 Health
Resistance: Missile
Weakness: Shadow
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on December 24th, 2015 at 9:33pm #20
@Brimscrooge : I thought I have something to say about Minus-∞ Bright Man, but it's already been said. Maybe a little recap. Something about a problem with the 5 and the whole Pokemon-like health sort of deal, right? Yes? Good. Guess my work here is done. (But yeah, other than that, passed.)
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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on December 25th, 2015 at 1:08am #21 ( Edited : 2015/12/25 at 1:11am )
gemini-man ...I'll add some more Robot Masters to my deck soon, but I will go ahead and use my Zenny to buy a pack from the Slur Starter Set. After I add some more cards to my deck (maybe get my deck to around 20 cards or so), I might go ahead and pick someone to duel. Hopefully the rules will be explained then, just in case I miss anything from what I assume... ring-ring
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on December 25th, 2015 at 10:25am #22
@TinyTailsMK4 : Congratulations! You got:
-Space Core
-Slur
-Space Core
-Trill
-Dark Fragment
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StupidStudiosN
130,621,746,063 BP
3 TP | 137 PP
Posted on December 26th, 2015 at 9:26am #23 ( Edited : 2015/12/26 at 9:28am )
proto-man I'll buy a pack from the Mega Man Killer Starter Set 2.
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Brimstone
31,140,627 BP
0 TP | 131 PP
Posted on December 26th, 2015 at 8:57pm #24
I'll buy a pack from the MMK Starter Set 2 as well.
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MusicalKitty
35,367,094,410 BP
5 TP | 116 PP
Posted on December 27th, 2015 at 1:35am #25
@Beta Blizzard : I may be slower than a snail, but I SUCCESSFULLY fixed Cosmo Man's "Core Palatte" Ability!
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on December 27th, 2015 at 9:01am #26 ( Edited : 2015/12/27 at 9:05am )
@MusicalReindeer : You can't have a power that ALWAYS boosts an attack, that makes the whole original damage thing pointless. Maybe for every 2 or more turns and I would accept it, but for now... Sorry, but no.
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Brimstone
31,140,627 BP
0 TP | 131 PP
Posted on December 27th, 2015 at 9:30am #27 ( Edited : 2015/12/28 at 12:27am )
Considering how quite a lot of people here have at least 1 kinda powerful card, I might as well put in my entry.

Name: Minus-∞ Shadow Man
Core: Shadow
Health: 180
Power: Shinobi Program
Power Description: Every time Shadow Man attacks while under 80 HP, he gets a 20% chance to heal 10 Health after doing an attack.
Attack 2: Mokushiroku Shuriken
Attack 2 Description: Shadow Man tosses a shuriken at the opponent, dealing 10 Damage, which then splits into 5 smaller Kunais. While doing the attack, flip a coin. If heads, the kunais hit, dealing 20 Damage. If tails, the kunais miss.
Attack 3: Iguru Dive
Attack 3 Description: Shadow Man charges up for one turn, then jumps high up. Flip 4 coins. If a minimum of 3 of the coins show up as tails, Shadow Man deals damage equal to 50% of the target's current HP. Otherwise, Shadow Man will only deal 10 Damage
Resistance: Cutter
Weakness: Copy
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ThatOneEnderMan
266,562,644,975 BP
6 TP | 293 PP
Posted on December 27th, 2015 at 2:27pm #28
I'll go ahead and buy a Genesis/Killer Extra set.
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on December 27th, 2015 at 8:42pm #29
@SantaStudiosN : You get:
-Ballade
-Ballade Cracker
-Sakugarne Boost
-Explode Core
-Quint


@Brimstone : You get:
-Ballade Cracker
-Explode Core
-Swift Core
-Sakugarne Boost
-Quint

So, you might be less lucky than SSN. Or not. Idk.
As for your Shadow Man, the least you could do is make a coin flip for it, I'd suggest if at least 2/3-#/5 heads to land. Also, again. POKEMON. BASED. HEALTH. Why is it so hard to remember? I'm sorry, but this card doesn't get a pass this time. Fix these mistakes, and it'll be allowed.


@ThatOneFrostMan : You get:
-Rockman Shadow
-Hyper Storm
-Wind Core
-Shadow Core
-Shadow Cloak
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Retro Sneasel
8,249,269,260 BP
27 TP | 446 PP
Posted on December 27th, 2015 at 10:36pm #30 ( Edited : 2015/12/28 at 2:59pm )
I'd like to join the card game, with some cards based off of multiple series.


Name: Eliwood
Core: Flame
Health: 170
Attack 1: Rapier Strike
Attack 1 Description: Usually deals [40 Impact Damage]{damage_impact}. If Eliwood is a Knight Lord, then this attack deals double damage.
Attack 2: Heaven Seal
Attack 2 Description: Flip a coin. If heads, Eliwood promotes to a Knight Lord for 2 turns.
Attack 3: Durandal
Attack 3 Description: Deals [100 Flame Damage]{damage_flame}, but Eliwood can only use Rapier Strike next turn. If Eliwood is not a Knight Lord, this attack does nothing.
Resistance: Crystal
Weakness: Nature


Name: Lyndis
Core: Swift
Health: 120
Attack 1: Mani Katti
Attack 1 Description: Usually deals [50 Swift damage]{damage_swift}. If the target is a Shadow Core robot, this attack deals 30 extra damage.
Attack 2: Sol Katti
Attack 2 Description: Deals [90 Flame Damage]{damage_flame}. However, Lyndis takes 20 extra damage on opponent's next turn.
Attack 3: Rienfleche
Attack 3 Description: Deals [80 Swift Damage]{damage_swift}. This attack is unaffected by Resistance and Weakness.
Resistance: Nature
Weakness: Impact


Name: Hector
Core: Cutter
Health: 220
Attack 1: Wolf Beil
Attack 1 Description: Deals [60 Cutter Damage]{damage_cutter}. This attack deals double damage if the target has 200 or more health.
Attack 2: Armads
Attack 2 Description: Deals [80 Electric Damage]{damage_electric}. Hector takes 20 less damage on the opponent's next turn.
Attack 3: Battle Axe
Attack 3 Description: Flip a coin. If heads, this attack deals [90 Cutter Damage]{damage_cutter} and ignores Resistance. If tails, this attack does nothing.
Resistance: Impact
Weakness: Crystal


Name: Pyro
Core: Flame
Health: 200
Attack 1: Flamethrower
Attack 1 Description: Flip 5 coins. For each heads, this attack deals 20 Flame Damage.
Attack 2: Flare Gun
Attack 2 Description: Deals 50 Flame Damage. If the target was hit with Flamethrower or Flare Gun last turn, this attack deals double damage.
Attack 3: Airblast
Attack 3 Description: Changes the opponent's Weakness to Flame for 1 turn.
Resistance: Flame
Weakness: Cutter


Name: Locke Cole
Core: Swift
Health: 150
Attack 1: Steal
Attack 1 Description: If the opponent used a support card last turn, Locke Cole may recreate the effect for personal use.
Attack 2: Valiant Knife
Attack 2 Description: Deals [30 Swift Damage]{damage_swift}. For every 20 damage Locke Cole has sustained, this attack deals 10 extra damage.
Attack 3: Zwill Crossblade
Attack 3 Description: Deals [90 Wind Damage]{damage_wind}. Flip 2 coins. If both are heads, Locke Cole takes 60 less damage from the next attack.
Resistance: Cutter
Weakness: Earth


Name: Alure Une
Core: Nature
Description: For 5 turns, the user heals 20 health. The effect is canceled early if the user is disabled or is hit by a Flame attack.


Name: Sandvich
Core: Neutral
Description: Heals the user back to [full health], but the player who used it must skip their next turn.


Name: Pikachu
Core: Electric
Health: 110
Attack 1: Thunder
Attack 1 Description: Deals [70 Electric Damage]{damage_electric}.
Attack 2: Nuzzle
Attack 2 Description: Deals [20 Electric Damage]{damage_electric}. Flip a coin. If heads, the target cannot attack on their next turn.
Attack 3: Volt Tackle
Attack 3 Description: Deals [100 Electic Damage]{damage_electric}. Pikachu takes 50 Self-inflicted Damage.
Resistance: Electric
Weakness: Earth


Name: The Forbidden Power
Core: Shadow
Description: Boosts the power of one attack by 40 damage. The user takes 60 self-inflicted damage.


Name: Paladin's Shield
Core: Crystal
Description: For 2 turns, the user takes 0 damage from Flame, Freeze, Electric, Crystal, Shadow, Wind, Earth, and Water element attacks. The user deals 40 less damage during the time the Paladin's Shield is active.
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