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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 1725 Times

67 Comments

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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on December 29th, 2015 at 6:41pm #46
gemini-man ...Since I found out I actually have 31 cards, I will put Field Star and Fusion Star out of my deck and add Laser Recoil and... ring-ring

Name: Spike Armor
Core: Cutter
Description: For this turn only, any Cutter damage is negated and the user's next Cutter-type attack has its attack increased by 20. The attack goes up by 30 instead if the user's Core is Cutter.
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StupidStudiosN
130,621,746,063 BP
3 TP | 137 PP
Posted on December 29th, 2015 at 6:45pm #47 ( Edited : 2015/12/30 at 3:35pm )
Now, time to add some support cards to the Super Smash Bros. Set.

Assist Trophy
Core: Laser and Space
Description: Roll a die, and whatever number you land on, the following characters will be summoned.
Elec Man(1): Performs a Lightning Strike to the opponent, doing 50 Damage.
Starfy(2): Does a Star Spin to the opponent, doing 20 Damage
Isabelle(3): Tosses food towards your card in play, healing them for 20 Health
Ashley(4): Flip a coin. If heads, the opponent is Paralyzed. If tails, the opponent is inflicted with Burn.
Phosphora(5): Phosphora fires off a volley of electric balls, doing 30 Damage to the opponent, and Paralyzing them.
Ghirahim(6): Attacks using multiple diamond-shaped knives, damaging the opponent for 15 Damage times the result of another die roll.

Metal Box
Core: Shield
Description: Attacks done to your card deal 40 less damage for 3 turns.

Super Star
Core: Crystal
Description: The next damaging attack done to your card deals 0 Damage, for 1 turn.

Franklin Badge
Core: Electric
Description: The effects of the next attack your opponent does are reversed (Attacks that heal them heal you, and attacks that hurt you hurt them.)
Cucco
Core: Nature
Description: Do 10 Damage to your opponent every turn, for 5 turns.

Timer
Core: Time
Description: Flip a coin. If heads, your opponent may not attack this turn. If tails, you may not attack this turn.

Smash Ball
Core: Crystal
Description: Both you and your opponent may attack this card. When this card has received a total of 200 Damage, the person who performed the last hit may deal 300 Damage in their next attack.
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on December 29th, 2015 at 7:11pm #48 ( Edited : 2015/12/29 at 9:01pm )
Here is a new set of cards that are remastered versions of the ones from the old variation of the MMRPG TCG Roleplay. I call it the Legacy Set.

Name: Legacy MegaBoy
Core: Copy
Health: 200
Attack 1: Xeno Buster
Attack 1 Description: Legacy MegaBoy fires a charged shot that deals 50 Damage. The attack lasts for 5 turns, with the attack losing -10 Damage each turn.
Attack 2: Rocket JawBreaker
Attack 2 Description: MegaBoy launches himself at the target and punches them in the jaw, dealing 30 Damage.
Attack 3: Mega Xross
Attack 3 Description: For 3 turns, Legacy MegaBoy uses the attack previously used by the target. The attack that is used is not changed if the target uses another attack.
Resistance: Electric
Weakness: Time

Name: Legacy ZeroDXZ
Core: Shadow and Flame
Health: 250
Attack 1: Shadow Slash
Attack 1 Description: Legacy ZeroDXZ slashes at the target to deal 10 Damage. The target looses a turn.
Attack 2: Level X Charged Shot!
Attack 2 Description: Legacy ZeroDXZ fires a charged shot at the target to deal 20 Damage. The attack is doubled if the target is not a Light/Cossack/Hero-bot.
Resistance: Shadow
Weakness: Nature

Name: Legacy Bt Man
Core: Shadow
Health: 200
Attack 1: Shadow Blade
Attack 1 Description: Legacy Bt Man throws a dark ninja star at the target to deal 20 Damage
Attack 2: Shadow Buster
Attack 2 Description: Legacy Bt Man fires a single buster shot from his buster to deal 10 Damage. Alternatively, he can charge it for a turn and fire it the next to deal 40 Damage
Attack 3: Slide
Attack 3 Description: Legacy Bt Man slides into the target to deal 40 Damage
Resistance: Shadow
Weakness: Space

Name: Legacy X DXZ
Core: Freeze and Electric
Health: 250
Attack 1: Level X Charged Shot!
Attack 1 Description: Legacy X DXZ fires a charged shot to deal 20 Damage. This attack does double the damage if the target is not a Light/Cossack/Hero-bot.
Attack 2: Light Slash
Attack 2 Description: Legacy X DXZ slashes at the target to deal 10 Damage. The target's next attack deals -30 Damage
Resistance: Electric
Weakness: Explode

Name: Legacy TailsMK4
Core: Electric
Health: 140
Attack 1: Focus Shot
Attack 1 Description: Legacy TailsMK4 fires a charged shot from his buster to deal 30 Damage.
Attack 2: Lightning Orb
Attack 2 Description: Legacy TailsMK4 uses an orb of electricity to shock the target and deal 20 Damage. The attack deals +10 Damage for every Electric Core in your deck.
Resistance: Electric
Weakness: Impact

Name: Legacy Super TailsMK4
Core: Electric and Space
Health: 300
Attack 1: Energy Discharge
Attack 1 Description: Legacy Super TailsMK4 releases energy to deal 40 Damage. However, Legacy Super TailsMK4 can't move the next turn.
Attack 2: Meteor Storm
Attack 2 Description: Legacy Super TailsMK4 summons a Meteor Shower. The attack does 20 Damage. The attack does +20 Damage more for each Space Core in the deck.
Attack 3: Last Stand
Attack 3 Description: Legacy Super TailsMK4 attacks with all his might. The attack does 20 Damage, with an addition on +10 Damage for every 10 health lost. Legacy Super Tails loses -20 Health from recoil and loses a turn.
Resistance: Electric
Weakness: Impact

Name: Legacy Dr. Light
Core: Defense
Description: The user is healed by half of it's health (or rounded).

Name: Legacy Dr. Cossack
Core: Speed
Description: During the opponent's next attack, weakness will be ignored.

Name: Legacy Starforce
Core: Space
Description: For 5 turns, the user's attacks are doubled. However, the user will be infected with Core Erosion. Core Erosion is when, during each turn, the target will take -10 Damage based on it's core type, ignoring resistance.

All of these will go in my storage.
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Brimstone
31,140,627 BP
0 TP | 131 PP
Posted on December 29th, 2015 at 8:19pm #49
I realised that I have a lot of cores. Plus I am at a bit of a disadvantage, so might as well create a few more supports.

Name: Pharaoh Shotgun
Core: Flame
Description: Allows one instant use of Pharaoh Shotgun. Shoots out 3 fireballs at 3 of the opponent's cards. -20 Health

Name: Water Cutter
Core: Laser
Description: Allows a single use of Water Cutter. Fires a laser at the opponent's card. -20 Health
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on December 30th, 2015 at 9:32pm #50
Here are a few more cards, because why not.

Name: Bond Man
Core: Earth
Health: 100
Power: Glued Stuck
Power Description: If Bond Man is hit with an Impact-core attack, the target is infected with Stickiness. When Stickiness is in play, the target's previously used attack can't be used for 3 turns.
Attack 2: Adhesive Bond
Attack 2 Description: Bond Man shoots out a strong adhesive to trap the target. The target looses a turn. Flip a coin. If heads, the target is infected with Stickiness.
Attack 3: Hot Glue
Attack 3 Description: Bond Man shoots out adhesive that is hot to the touch to deal 30 Damage
Resistance: Earth
Weakness: Flame

Name: Ocean Man
Core: Water
Health: 100
Power: Underwater Advantage
Power Description: If the target is water-core, then flip a coin each turn. If heads, then Ocean Man dodges the next attack.
Attack 2: Laser Trident
Attack 2 Description: Ocean Man shoots out a trident-shaped laser from his trident to deal 30 Damage
Attack 3: Trident Shot
Attack 3 Description: Ocean Man shoots out a trident to deal 20 Damage
Resistance: Water
Weakness: Electric

Name: Honey Woman
Core: Nature
Health: 100
Power: Queen Bee
Power Description: If the target is Hornet Man, then Hornet Man's attacks will be lowered by -10 Damage until defeat or Honey Woman is returned to the deck.
Attack 2: Hornet Chaser
Attack 2 Description: Honey Woman summons a Hornet to attack the player. The attack does not miss, despite any dodging effects. It also deals 10 Damage
Attack 3: Bee Shield
Attack 3 Description: Honey Woman summons a shield made of bees. For a turn, the target's next attack is halved. During the next turn, flip 3 coins. The attack does 10 Damage for each heads.
Resistance: Nature
Weakness: Flame

Name: Plant Man
Core: Nature
Health: 100
Power: Healing Roots
Power Description: If hit by a Nature-core or Water-core attack after using Vine Whip*, Plant Man will gain +20 Health instead of taking damage.
Attack 2: Plant Barrier
Attack 2 Description: Plant Man creates a shield that protects himself from all attacks except for Flame-core attacks for up to 2 turns. If used on the next turn, the shield is thrown to deal 30 Damage. If hit with a Flame-core attack, the defense is lost.
Attack 3: Vine Whip*
Attack 3 Description: Plant Man attacks the target with a vine to deal 40 Damage.
Resistance: Nature
Weakness: Freeze

Name: Centaur Man
Core: Time
Health: 100
Power: Invisibility
Power Description: Every 3 turns, flip a coin. If heads, Centaur Man will disappear, allowing him to successfully avoid the next attack.
Attack 2: Centaur Flash
Attack 2 Description: Flip a coin. If heads, the attack will deal 40 Damage and the target skips a turn. If tails, the attack only does 20 Damage
Attack 3: Centaur Arrow
Attack 3 Description: Flip a coin. If heads, the attack will deal 50 Damage. If tails, flip 5 more coins. For each heads, the attack will deal 10 Damage.
Resistance: Time
Weakness: Impact

Name: Metal Man
Core: Cutter
Health: 100
Power: Treadmill
Power Description: For every 5 turns, flip a coin. If heads, the target's next attack will miss. If tails, Metal Man's next attack will miss.
Attack 2: Metal Blade
Attack 2 Description: Metal Man throws a sharp, disc-like blade to deal 20 Damage.
Attack 3: Blade Frenzy
Attack 3 Description: Metal Man throws multiple Metal Blades at the target. Flip 5 coins. For each heads, the attack will do 20 Damage.
Resistance: Wind
Weakness: Cutter

Name: Electric-Laser Core**
Core: Electric and Laser
Description: Doubles the damage of the next attack, as long as it is Electric- or Laser-core.

Name: Light Core
Core: Defense
Description: Removes -30 Damage from the target's next attack for 3 turns.

Name: Wily Core
Core: Attack
Description: Increases the user's next attack by +20 Attack for 3 turns.

Name: Cossack Core
Core: Speed
Description: The user makes an extra turn 3 times in a row.

More on the next post!

*I couldn't think of anything else.
**Sorry, folks, but if you want more of these types of cores, you're going to have to make them yourself.
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on December 30th, 2015 at 11:09pm #51 ( Edited : 2015/12/30 at 11:24pm )
Name: Light Emblem
Core: Defense
Description: Until defeated, the user takes -30 Damage.

Name: Wily Emblem
Core: Attack
Description: Until defeated, the user's attack is increased by +20 Attack.

Name: Cossack Emblem
Core: Speed
Description: The user gains 2 extra turns, and then a singular extra turn after the target's next turn.

Name: E-Tank
Core: Energy
Description: The user is healed back to full health.

Name: W-Tank
Core: Weapons
Description: The user's next attack is increased by +10 Damage for 5 turns.
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Tobyjoey
875,792,335,902 BP
5 TP | 331 PP
Posted on January 1st, 2016 at 1:03am #52 ( Edited : 2016/01/07 at 6:49pm )
Oh boy Beta, do I have requests for you! (If they are not to much to ask, that is.)
Firstly, I would like to purchase a MM3 pack.
Secondly, time to make more cards!

Name: Gyro Man
Core: Wind
Health: 70
Power: High Flyer
Power Description: If Gyro Man should be attacked by an opponent, flip a coin. If it is heads, the attack does no damage, but extra effects still apply. This ability does not work against Wind, Electric, Space, or Water core attacks from the enemy.
Attack 2: Gyro Attack
Attack 2 Description: Gyro Man throws a Gyro Attack at the enemy. Deals 30 damage. Gyro Cutter ignores any barrier, shield, or damage buffers on the opponent, but weakness and resistance are NOT ignored.
Resistance: Earth
Weakness: Electric


Name: Flash Man
Core: Time
Health: 100
Attack 1: Scatter Shot
Attack/Power Description: Deals a base 10 damage. Flip 3 coins. For each heads, this attack does an additional 10 base damage.
Attack 2: Flash Stopper
Attack 2 Description: Flash Man freezes time around his opponent, allowing him to use another turn. Time Stopper can only be used if Flash Man has not been damaged the during the last turn. Flash Man cannot use Flash Stopper again in the added turn.
Resistance: Shadow
Weakness: Explode


Name: Buster Overheat
Core: Neutral
Description: The user of this card does twice the damage it normally would, but the user also takes a third of the damage dealt as recoil. Round up to the nearest 10th place.


Name: Haunt
Core: Shadow
Description: Deal as much damage as desired against the opponent, but also apply that damage to yourself. Is not affected by Weakness or Resistance.


Name: Power Production
Core: Energy
Description: Any Electric, Flame, Wind, Earth, and Water core cards you have may restore 60 health. However, they can not attack for the rest of the turn.

Third and finally, stay cool.
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StupidStudiosN
130,621,746,063 BP
3 TP | 137 PP
Posted on January 1st, 2016 at 1:14am #53 ( Edited : 2016/01/07 at 8:37pm )
Alright. To add to my Super Smash Bros. set, here's 3 more RM cards.

Robin
Core: Neutral
Health: 90
Attack 1: Elthunder/Arcthunder/Thoron
Attack 1 Description: You may charge up the attack for three turns, doing the following effects:
(No Charge): 40 Damage
(1 Turn): 70 Damage + Paralysis
(2 Turns): 130 Damage + Paralysis
Attack 2: Elwind
Attack 2 Description: Flip a coin. If heads the attack hits twice, doing 70 Damage. If tails, the attack does 40 Damage
Attack 3: Nosferatu
Attack 3 Description: Flip a coin 4 times. If heads on the first flip, the attack hits for 30 Damage and heals Robin for 30 Health, but if it's tails, the attack misses. Heads on the other three flips adds 20 Damage to your opponent's card, and 10 Health to Robin.
Resistance: Shadow
Weakness: Wind


Mr. Game & Watch
Core: Shadow
Health: 130
Attack 1: Oil Panic
Attack 1 Description: Flip a coin. If heads, your opponent's next attack is negated and takes 80 Damage
Attack 2: Extreme Judge
Attack 2 Description: Roll a die. If you roll a 1, 2, 3, 4, or 6, Mr. Game & Watch holds up a sign reading "1", and hits the opponent for 10 Damage. If you roll a 5, the sign will be a "9", and the attack will deal 170 Damage.
Attack 3: Torch
Attack 3 Description: Mr. Game & Watch lights a torch and swings it down at your opponent's card, dealing 60 Damage
Resistance: Laser
Weakness: Cutter

Snake
Core: Earth
Health: 180
Attack 1: Hand Grenade
Attack 1 Description: Snake pulls out a grenade, removes the pin, and throws it at the opponent's card for 50 Damage. Flip a coin, and if heads, the attack will do an extra 20 Damage.
Attack 2: Remote Controlled Missile
Attack 2 Description: Snake launches a missile at your opponent's card, doing 60 Damage
Attack 3: C4
Attack 3 Description: Snake plants a C4 pack on the ground. The next damaging move done to Snake will also deal 70 Damage to the opponent's card.
Resistance: Impact
Weakness: Swift

As for the cards I will return to my storage, "Spectrum Beam (S)", "Quint (RM)", and "Sakugarne Boost (S)".
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MusicalKitty
35,367,094,410 BP
5 TP | 116 PP
Posted on January 1st, 2016 at 3:22am #54
@Beta Blizzard : I'm sorry, but I'm just so slow, well, not anymore, since my charger just got to my house. Cosmo Man's fixed, and I added Color Man,
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on January 3rd, 2016 at 8:43pm #55
@Tobyjoey : You got:
...Wait, there are only 5 cards in the set? Whoops. Guess you get them all, then. Yay for you.

@StupidStudiosN : DUDE. POKEMON BASED HEALTH. I don't want to explain this to ANYONE again.
By the way, 3 cards are sent to storage. And they are all core cards. Which ones, you may ask? Well, take a wild guess.

@MusicalKitty : ...Doesn't need the additional 10 damage, since it would've happen through the way weaknesses work, but close enough. At long last, Cosmo Man, the robot master you have been working on for a while now, FINALLY enters the world of TCG. Or something. As for Shark Man, he's accepted, but I think you forgot something important for his bottom attack: the attack's name. I'll consider it to be called "Shark Boomerang", but still, I think you should look into that, if you have the character space. Also, he'll be added to a Mega Man DOS Set instead, since the one you used is based more off of the DOS one, rather than the MMRPG one... Who's attacks don't exist... Yet.

Also, sorry that this took so long, but I was on my phone, and editing things on my phone takes too long... Have I said it around the community before? Eh, whatever.
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StupidStudiosN
130,621,746,063 BP
3 TP | 137 PP
Posted on January 3rd, 2016 at 11:10pm #56
@Beta Man Eek! My apologies. After identifying the problem (Extreme Judge, I assume), I've raised the attack's power by 5 Damage.
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on January 4th, 2016 at 7:04am #57
@StupidStudiosN : No, Robin is ALSO the problem.
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Brimstone
31,140,627 BP
0 TP | 131 PP
Posted on January 4th, 2016 at 9:11am #58
@StupidStudiosN : Aren't your cards dealing a tad bit too much damage, though? Because a card with 180 HP can deal 60 Damage per turn, while in comparison, Mega Man has 100 HP and can only deal 40 Damage per 2 turns.

Just saying, no offense.
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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on January 4th, 2016 at 2:58pm #59
gemini-man ...Honestly, the fix I see is to buff Mega Man, as SSN might need that card's strength to deal with other cards like MegaBoy's characters. I will admit my cards are a bit powerful, but I have to do it like that due to other cards being just as powerful or more powerful than mine. ring-ring
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on January 4th, 2016 at 3:43pm #60
I have (or will, depending on when you read this) removed the rule saying that I will do the coin-flipping and dice-rolling because I think I can trust people in not lying. Also, because if I am the one to do it, it kinda takes away the right to do it yourself. Or maybe that's an excuse for being lazy. The answer to that is up to you to decide.
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