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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 1810 Times
...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...
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.
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.
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.
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
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.
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.
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)".
@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.
@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.
...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.
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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