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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 1781 Times
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: 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
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
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.
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
@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.)
Posted on December 25th, 2015 at 1:08am #21( Edited : 2015/12/25 at 1:11am )
...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...
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.
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
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.
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 takes20 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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