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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 1788 Times
@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.
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.
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.
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
Posted on December 29th, 2015 at 4:15pm #38( Edited : 2015/12/29 at 5:50pm )
...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.
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
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.
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.
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
@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
Posted on December 29th, 2015 at 6:01pm #43( Edited : 2015/12/29 at 6:15pm )
...So the fact I currently have 24 cards, here are 6 more support cards to finish my first revision of the deck.
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.
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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