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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 1714 Times

67 Comments

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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on December 27th, 2015 at 11:00pm #31
@Retro Sneasel : Your probably going to have to lower the damage on Pikachu's Volt Tackle. Both against the opponent and the card itself. Eliwood's Durandai, Lyndis' Sol Katti, Hector's Armads and Battle Axe, and The Forbidden Power. If I can't allow myself to be OP, I can't allow you to, either. In fact, only the cards that I DIDN'T mention makes the cut for now.
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Retro Sneasel
8,249,269,260 BP
27 TP | 446 PP
Posted on December 27th, 2015 at 11:24pm #32 ( Edited : 2015/12/28 at 2:59pm )
@Beta Blizzard : Nerfed:
- Volt Tackle's overall damage has been nerfed (200, 100 Self --> 100, 50 self)
- Durandal's damage nerfed (130 --> 100) with added effect of only being able to use Rapier Strike next turn.
- Sol Katti's damage nerfed (100 --> 90)
- Armads' damage nerfed (120 --> 80)
- Battle Axe damage nerfed (90 --> 70)
- Forbidden Power's effect drastically changed.
- Thunder's damage nerfed (100 --> 70)
- Paladin's Shield buffed (50 less damage --> 40 less damage)
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Brimstone
31,140,627 BP
0 TP | 131 PP
Posted on December 28th, 2015 at 12:31am #34
@Beta Blizzard : Oh, I thought you meant that the HP couldn't end with a 5 by "Pokemon Card HP". Sorry about that. Anyways, I edited Shadow Man.
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Retro Sneasel
8,249,269,260 BP
27 TP | 446 PP
Posted on December 29th, 2015 at 1:34am #35 ( Edited : 2015/12/29 at 2:00pm )
A few more cards because why not

Name: Black Mage
Core: Crystal
Health: 150
Attack 1: Firaga
Attack Description: Burns down opponents with 80 Flame Damage
Attack 2: Blizzaga
Attack 2 Description: Freezes opponents in their tracks with 80 Freeze Damage
Attack 3: Thundaga
Attack 3 Description: Electrocutes opponents with 80 Electric Damage
Resistance: Crystal
Weakness: Impact

Name: Gaiden Cleric
Core: Nature
Health: 140
Attack 1: Nosferatu
Attack Description: Flip a coin. If heads, this attack deals 80 Shadow Damage and the Gaiden Cleric heals by 40 Health. If tails, this attack does nothing.
Attack 2: Recover
Attack 2 Description: Self heals the Gaiden Cleric by 80 health, but the Gaiden Cleric cannot attack next turn.
Attack 3: Angel Light
Attack 3 Description: At the cost of 50 HP, the Gaiden Cleric pierces the opponent with 90 Nature Damage
Resistance: Nature
Weakness: Cutter

Name: HM-03
Core: Water
Description: Temporarily replace an attack of your currently active card with Surf, an attack the deals 70 Water Damage. (i.e. I use HM-03 on Gaiden Cleric, I choose to replace Recover with Surf for the rest of the battle one turn). Cannot be used on a Flame Core card.

Name: Mimic
Core: Neutral
Description: Reuses the last Support Card used, whether by the user or the opponent.

Name: Devil Axe
Core: Shadow
Description: Flip a coin. If heads, the opponent takes 90 Shadow Damage. If tails, the user takes 90 shadow damage.

Name: Sabin
Core: Impact
Health: 170
Attack 1: Raging Fist
Attack Description: The user may decide on a Swift Core attack, Earth Core attack, or an Impact Core attack. Either way, this attack deals 70 damage
Attack 2: Meteor Strike
Attack 2 Description: Deals 80 impact damage. Does 0 damage on Wind or Space core cards.
Attack 3: Phantom Rush
Attack 3 Description: Always deals 70 impact damage, regardless of Weakness, Resistance, Side-effects of attacks, Support cards, etc.
Resistance: Earth
Weakness: Crystal

Name: Omega Stage
Core: Neutral
Description: Prevents the use of Support Cards for 3 turns. This applies to BOTH the user and the opponent.

Name: Reraise
Core: Flame
Description: If the user is taken out by an attack in 3 turns or less, the user is instantly revived with 10 HP.
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on December 29th, 2015 at 9:59am #36 ( Edited : 2015/12/29 at 11:18am )
@Retro Sneasel : Ok, let's see here... *Looks at rules* "Support cards CAN'T paralyze, burn, make users fall asleep, CHANGE MOVES..." You CAN make it a one-time attack, but you CAN'T use support cards to change the moveset of a RM card. However, I'll give it a pass, as long as you agree to fix that mistake as soon as you can.
Also, Pro Tip: if your going to use a card that revives fallen Robot Masters, I'm going to allow it, but all revived RMs will remain in the deck until you send it out. Thank you.
Might as well make more cards before creating a thread for the first 3 TCG tournaments.

Name: Time Man
Core: Time
Health: 100
Power: Time Slow Effect
Power Description: When Time Slow is used, if the target is Swift-Core or weak to Time-Core attacks, the target takes 10 Damage every turn for 3 turns.
Attack 2: Time Slow
Attack 2 Description: Time Man slows down time. Flip a coin. If heads, the opponent looses a turn. If tails, the opponent's next attack does -30 damage.
Attack 3: Time Arrow
Attack 3 Description: Time Man throws an arrow at the target, dealing 10 Damage.
Resistance: Time
Weakness: Electric

Name: Oil Man
Core: Earth
Health: 100
Power: Oil Slider Activation
Power Description: When hit with an attack that is PURELY Earth-Core, meaning no secondary core type, Oil Man takes no damage and automatically uses Oil Slider on his next turn.
Attack 2: Oil Slider
Attack 2 Description: Oil Man creates a puddle of oil and uses it to slide into the target, dealing 20 Damage
Attack 3: Oil Shooter
Attack 3 Description: Oil Man shoots out oil to deal 20 Damage. For the next 3 turns, or until hit with a Flame-Core attack, the target's weakness is Flame Core.
Resistance: Earth
Weakness: Flame

Name: Quick Man
Core: Swift
Health: 100
Attack 1: Quick Boomerang
Attack 1 Description: Quick Man throws a boomerang at the target to deal 10 Damage.
Attack 2: Boomerang Barrage
Attack 2 Description: Quick Man throws up to 5 Quick Boomerangs. Flip 5 coins. For each heads, this attack deals 10 Damage.
Attack 3: Speeding Tackle
Attack 3 Description: Quick Man crashes into the target to deal 40 Damage, but Quick Man receives 20 Damage from recoil.
Resistance: Swift
Weakness: Time

Name: Skull Man
Core: Shadow
Health: 100
Power: Shadow Energy
Power Description: If hit by a Shadow-Core attack, Skull Man's next attack will deal +10 Damage. If the attack is PURELY Shadow-Core, it will do nothing.
Attack 2: Skull Barrier
Attack 2 Description: Skull Man creates a barrier that protects him from damage for 2 turns, including the turn it's used. However, if the attack is used again on the second turn, Skull Man will throw the barrier to deal 20 Damage, but he will lose the Barrier's defense.
Attack 3: Skull Grenade*
Attack 3 Description: Skull Man lobs a skull-shaped bomb that rolls on the ground for a turn before blowing up to deal 30 Damage
Resistance: Shadow
Weakness: Wind

Name: Terra
Core: Laser and Electric
Health: 120
Power: Stardroid Support
Power Description: In a tag-team battle, if Terra is teamed up with a Stardroid, then the attack of Terra and the Stardroid will be increased by +30 Damage for 3 turns.
Attack 2: Spark Chaser
Attack 2 Description: Terra will shoot out a laser that shocks the target to deal 30 Damage.
Attack 3: Spark Shock**
Attack 3 Description: The user sends a small ball of energy to the target to deal 20 Damage.
Resistance: Electric
Weakness: Impact

I'm out of space for the next card, so it'll be on the next post.

*Sorry, Brimstone, but I'm using your attack. Well, technically, Skull Man is. :P
**Sorry, Tails, but your also on the use of others' attacks list.
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on December 29th, 2015 at 11:18am #37
Name: Sunstar
Core: Flame and Time
Health: 150
Power: Stardroid Leader
Power Description: In a tag-team battle, if Sunstar is teamed up with another Stardroid, then the attack of the Stardroid will be increased by +30 Damage for 5 turns.
Attack 2: Sunstar Supernova
Attack 2 Description: Sunstar fires 3 fire blasts from his buster. Flip 3 coins. For each heads, the attack deals 30 Damage.
Attack 3: Giga Laser
Attack 3 Description: Sunstar charges for 2 turns, and then releases a powerful laser on the third to deal 50 Damage. Sunstar looses a turn during the charge, but is invincible during the lost turn.
Resistance: Flame
Weakness: Electric
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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on December 29th, 2015 at 4:15pm #38 ( Edited : 2015/12/29 at 5:50pm )
gemini-man ...Just wanted to mention that you HAVE allowed the use of effects like paralysis when I talked to you in the chat, Beta. Now, guess I'll use this space to add some more cards to my deck...I'll display this information in my profile as well for easy access. ring-ring

Name: Ring Man
Core: Cutter
Health: 150
Attack 1: Ring Boomerang
Attack 1 Description: The user throws a wide boomerang that attacks the opponent, then rebounds attacking the opponent again, dealing a total of 30 damage. If an attack booster is used, the rebound hit still does 15 damage, but the first hit is affected by the booster.
Attack 2: Ring Hold
Attack 2 Description: Flip a coin to determine if the opponent will be prevented from attacking this turn. If heads, the opponent cannot attack with his character, though support cards can still be used, and the opponent also takes 20 damage (ignores resistance and weakness). If tails, the attack does nothing.
Attack 3: Ring Absorb
Attack 3 Description: Flip a coin to determine the boomerang used in this attack. If heads, the tiny boomerang thrown will deal 20 damage to the opponent and the user recovers 20 health (amount healed is equal to amount of damage the opponent receives, resistance included). If tails, a large boomerang is thrown, dealing 50 damage to the opponent, but the user also is exhausted from throwing the boomerang and loses 10 health in exchange. This attack is affected by boosters.
Resistance: Wind
Weakness: Flame

Name: Galaxy Man
Core: Space
Health: 200
Power: Calculated Mind
Power Description: Galaxy Man is so focused on the battle that Space Cores used on him last two turns instead of one turn normally.
Attack 2: Black Hole Bomb
Attack 2 Description: Galaxy Man will always attack second in a turn if this attack is used. He fires the Black Hole Bomb at his opponent and the damage done depends on the opponent's actions. If a support card was used by the opponent this turn, the bomb deals 60 damage instead of the usual 30 damage.
Attack 3: Coin Hold
Attack 3 Description: Flip a coin to determine which side of the coin will always take effect for the next 3 turns, both the user and the opponent. This attack does no damage to the opponent.
Resistance: Space
Weakness: Earth

Name: Plug Man
Core: Electric
Health: 150
Power: Anime Memories
Power Description: Plug Man gets inspired by the anime he's watched recently and starts his first turn with either an attack increase of 30 if Plug Ball is used, or if heads is flipped during Pleasant Chat, the next two Robot Master cards get an increase of 30 health. This only takes effect when he first joins a battle, not when he rejoins.
Attack 2: Plug Ball
Attack 2 Description: The user fires an electrically charged ball that rolls along the ground and damages the opponent for 30 damage.
Attack 3: Pleasant Chat
Attack 3 Description: Plug Man strikes a conversation with the opponent. Flip a coin to determine what happens when the conversation ends. If heads, the user gains 30 health and the next character card the user uses next also gains 20 health. If tails, the opponent gains 30 health. This attack does no damage to the opponent.
Resistance: Electric
Weakness: Crystal

Name: Sheep Man
Core: Electric
Health: 200
Power: Cloud Formation
Power Description: Unless Sheep Man is daydreaming, Sheep Man will form a cloud to cover himself during the opponent's turn. Flip a coin to determine if the attack hits Sheep Man. The attack succeeds if the coin is heads or the attack is Impact element.
Attack 2: Thunder Wool
Attack 2 Description: The user unleashes a floating piece of wool that fires a bolt of lightning at the opponent from above. Flip a coin to determine if an additional effect is applied. If heads, the attack only does the regular 30 damage. If tails, sparks also fly out from where the bolt strikes the ground, dealing an extra 20 damage. This extra attack is not effected by boosters.
Attack 3: Daydream
Attack 3 Description: The user spends this turn resting, and recovers 100 health by next turn. During this turn, Sheep Man's resistance is ignored, and no support cards can be used.
Resistance: Electric
Weakness: Impact
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on December 29th, 2015 at 4:37pm #39 ( Edited : 2015/12/29 at 5:25pm )
Wow, would you look at that. I've reached my deck limit already. Ok, let's see what I'm going to put in my storage:
-Sunstar
-Time Core
-Earth Core
-Swift Core
-Shadow Core
-Laser Core
-Electric Core
-Flame Core
-Time Core (again)

I will place OVER-DRIVE! in my storage and pull out Sunstar.
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Retro Sneasel
8,249,269,260 BP
27 TP | 446 PP
Posted on December 29th, 2015 at 4:51pm #40 ( Edited : 2015/12/29 at 5:29pm )
I'll add 3 more cards for a 30 card deck.

Name: Mewtwo
Core: Crystal
Health: 160
Attack 1: Confusion
Attack Description: Deals 20 Crystal damage. On the target's next attack, flip a coin. If tails, the attack does nothing.
Attack 2: Shadow Ball
Attack 2 Description: Deals 60 Shadow damage. Mewtwo's next attack deals 10 more damage.
Attack 3: Psystrike
Attack 3 Description: Crushes the foes with 90 Crystal damage. Ignores weakness and resistance.
Resistance: Impact
Weakness: Shadow

Name: Lucario
Core: Laser
Health: 150
Power: Aura Rage
Power Description: Lucario's Aura increases by damage. Every 20 damage Lucario has sustained increases his Aura Level by 1 (i.e. Lucario has 110 HP left, Aura Level = 2, Lucario has 70 HP left, Aura Level = 4, etc). Aura level automatically starts at Level 0.
Attack 1: Aura Sphere
Attack 1 Description: Deals 40 Laser damage. Damage increases by 10 for every level of Aura.
Attack 2: Aura Storm
Attack 2 Description: Deals Laser damage equal to [Aura Level] * 20. Lucario cannot attack next turn.
Resistance: Shadow
Weakness: Flame

Name: Dracula
Core: Shadow
Health: 180
Attack 1: Hellfire
Attack Description: Flip 3 coins. For each heads, this attack does 40 Flame damage
Attack 2: Dark Inferno
Attack 2 Description: Unleashes a blast of dark energy dealing 70 Shadow damage. If the opponent has a weakness to Explode, this attack does 20 extra damage
Attack 3: Soul Steal
Attack 3 Description: Deals 60 Shadow damage and heals Dracula by 30 HP
Resistance: Shadow
Weakness: Crystal

Also, I'm not sure if I've missed something, but what happens to damage on an enemy w/ a weakness (i.e. Striking Dracula with a Crystal attack). Does it double damage? Does it increase damage by 30 or something? Same question about Resistance.
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StupidStudiosN
130,621,746,063 BP
3 TP | 137 PP
Posted on December 29th, 2015 at 5:00pm #41 ( Edited : 2015/12/30 at 8:20pm )
Hmm... I'll start work on another card set... The Super Smash Bros. Set!

Starting off...

Mario
Core: Flame
Health: 140
Attack 1: Fireball
Attack 1 Description: Mario summons a fireball from his hands, and shoots it at the opponent 50 Damage. Flip a coin, and if heads, inflict Burn
Attack 2: Cape
Attack 2 Description: Mario swings his cape, and spins his opponent around, making his opponent's next move miss.
Attack 3: Super Jump Punch
Attack 3 Description: A jumping uppercut that launches the opponent in the air. 80 Damage
Resistance: Space
Weakness: Shadow

Link
Core: Cutter and Shield
Health: 130
Power: Hylian Shield
Power Description: This card takes 20 less damage from attacks.
Attack 2: Master Sword
Attack 2 Description: Using the Blade of Evil's Bane, Link swipes at his foe. 70 Damage
Attack 3: Bomb
Attack 3 Description: Link throws a bomb that explodes when the fuse goes off two turns after the attack is performed. 80 Damage
Resistance: Cutter
Weakness: Shadow

Shulk
Core: Laser
Health: 100
Power: Monado Arts
Power Description: Shulk taps into the true power of the Monado, and uses 1 of 6 different arts, by rolling a die, on the first turn of this card's play.
Jump(1): You get to attack twice per turn, but attacks do 30 more damage
Speed(2): You do 20 less damage, but opponents do 30 less damage
Shield(3): You get an added 50 Health, but you do 10 less damage.
Buster(4): You do 30 more damage, but opponents do 20 more damage.
Smash(5): Your first attack paralyzes the opponent, but opponents do 10 more damage.
Purge(6): Your first attack does 40 more damage.
Attack 2: Back Slash
Attack 2 Description: Shulk does a forward-leaping sword slash. 50 Damage Flip a coin. If heads, the attack does 10 extra damage.
Attack 3: Vision
Attack 3 Description: Flip a coin. If heads, the opponent's attack is negated, and Shulk does 50 Damage.
Resistance: Impact
Weakness: Cutter

To be continued in a later post...
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on December 29th, 2015 at 5:30pm #42
@Retro Sneasel : It seems you actually went PAST the 30-card limit, since any card you make automatically comes with cores that match their type. Don't ask why, it's just a feature I use around here. The following cards will go to your storage:
-Crystal Core
-Laser Core
-Shadow Core
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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on December 29th, 2015 at 6:01pm #43 ( Edited : 2015/12/29 at 6:15pm )
gemini-man ...So the fact I currently have 24 cards, here are 6 more support cards to finish my first revision of the deck. ring-ring

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

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

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

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

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

Name: Cosmic Armor
Core: Space
Description: For this turn only, any Space damage is negated and the user's next Space-type attack has its attack increased by 20. The attack goes up by 30 instead if the user's Core is Space.
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Retro Sneasel
8,249,269,260 BP
27 TP | 446 PP
Posted on December 29th, 2015 at 6:13pm #44 ( Edited : 2015/12/29 at 6:45pm )
I'll take out the Swift Core, Impact Core, and Omega Stage cards to be replaced by the following 3 Support cards:

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

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

Name: Pain Split
Core: Neutral
Description: Takes the combined amount of both user and target's HP and distributes them evenly between the two (HP is always rounded up).
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