Attention! This is a legacy build of the Mega Man RPG from 2016 and is no longer being maintained.
Reported bugs will not be fixed and any progress made here will not be saved.
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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 1724 Times
Name: Freeze Man Core: Freeze Health: 100 Power: Ice-Cold Core Power Description: When defeated, Freeze Man's core releases an arctic wind that makes all attacks Freeze-Core for both sides for a turn. Attack 2: Freeze Cracker Attack 2 Description: Freeze Man releases an explosive made of ice to deal 30 Damage. Attack 3: Freeze Mist Attack 3 Description: Freeze Man surrounds the opponent with a cold mist. Flip a coin. If the first coin lands on heads, flip another coin. If the second coin lands on heads, the target is infected with Frostbite. When Frostbite is in play, the target loses 3 turns and takes 10 Freeze-Core Damage each round for 5 rounds. If tails, the target is infected with Freeze. When Freeze is in play, the target loses 3 turns. Neither Freeze or Frostbite can infect Freeze- or Flame-Core targets. If the first coin lands on tails, the attack does nothing. Resistance: Freeze Weakness: Earth
Name: Slash Man Core: Cutter and Nature* Health: 100 Power: Hibernation and Dehydration Power Description: If hit with 3 Freeze-Core attacks in a row, flip a coin. If tails, Slash Man will lose a turn. Every time he is hit with a Flame-Core attack, the target's next attack is increased by +10 Damage. The attack power will keep on growing until an attack of a different core type is used. Attack 2: Slash Claw Attack 2 Description: Slash Man slashes rapidly at the target with his claws. Flip 3 coins. The attack does 20 Damage times the number of heads. Attack 3: Gel Trap Attack 3 Description: Slash Man leaps into the air and sends down vials of gel to trap the target. Slash Man's next attack is increased by +10 Damage, but he will only use Slash Claw once. (In other words, the coin flip is removed, and it does 30 damage.) Resistance: Nature Weakness: Freeze
Name: Bomb Man Core: Explode Health: 100 Attack 1: Hyper Bomb Attack 1 Description: Bomb Man throws a bomb at the target that explodes on contact, dealing 20 Damage Attack 2: Danger Bomb Attack 2 Description: Bomb Man throws a large bomb at the target that makes a big explosion on contact, dealing 50 Damage. However, Bomb Man loses -10 Health from recoil, ignoring his resistance to Explode-Core attacks. Attack 3: Reinforced Bomb Attack 3 Description: Bomb Man throws a variation of the Danger Bomb that hits the target to deal 10 Impact-Core Damage and then explodes to deal 30 Explode-Core Damage. Resistance: Explode Weakness: Cutter
Name: Duo α Core: [Space} Health: 230 Power: Evil Energy Containment Power Description: All Evil Energy cards on both sides are destroyed. Attack 2: Duo Fist Attack 2 Description: Duo α charges an attack from his fist to deal 30 Damage. Attack 3: Final Judgement Attack 3 Description: Duo α fires a powerful laser. If the target is a Wily/Evil-bot, then the attack will deal 70 Damage. If the target is a Light/Cossack/Hero-bot, then the attack will deal 30 Damage. The attack can only be used if Duo α is at 50 health or less. Resistance: Shadow Weakness: Freeze
Name: Duo Ω Core: Space Health: 230 Power: Evil Energy Boost Power Description: When Evil Energy is used on any side, the user's next attack will be doubled with the additional +10 Damage, but the user will lose -20 Health instead of the usual 10. Attack 2: Duo Fist Attack 2 Description: Duo Ω charges an attack from his fist to deal 30 Damage. Attack 3: Final Punishment Attack 3 Description: Duo Ω fires a powerful laser. If the target is a Light/Cossack/Hero-bot, the attack will deal 70 Damage. If the target is a Wily/Evil-bot, the attack will deal 30 Damage. The attack can only be used if Duo Ω is at 50 health or less. Resistance: Crystal Weakness: Flame
*The reason behind Slash Man's double-core is because in the development build, Slash Man is Nature-Core, but since I like him more as a Cutter-Core, I decided to use both.
Posted on January 6th, 2016 at 8:21pm #62( Edited : 2016/01/07 at 6:46pm )
Pst! Bt Man! I think I should have 23 cards and 0 zenny instead of 19 cards and 100 zenny. If you want to let me have that zenny though, that'd be cool. :P
Name: Dynamo Man Core: Electric Health: 110 Power: Recharge Power Description: During your turn, before you attack, if Dynamo Man is at 30 health or lower, Dynamo Man may enter his recharging station. After one player ends their turn and before the other player starts their's, Dynamo Man may restore 10 health. If an attack should do 40 damage or more against Dynamo Man, the recharging station breaks. If Dynamo Man reaches 70 health, the recharging station breaks. Once the recharging station breaks, it can not be reused by Dynamo Man. While in his recharge station, Dynamo Man cannot use the "Lightning Bolt". Attack 2: Orb Scatter Attack 2 Description: Dynamo Man shoots electricity-producing orbs at the opponent. Flip 2 coins. For each heads, deal 10 damage. Attack 3: Lightning Bolt Attack 3 Description: Dynamo Man releases Lightning Bolts from the sky on his opponents. Deals 40 damage. If you used Orb Scatter in the previous turn, and missed both orbs, this attack does an additional 30 damage. This attack ignores the opponent's resistance. You cannot use this attack two turns in a row. Resistance: Wind Weakness: Shadow
Name: Wave Man Core: Water Health: 90 Power: Amphibious Power Description: Wave Man can move swiftly on land and in water! Wave Man takes 20 less damage from Nature, Earth, and Water core attacks. Attack 2: Water Wave Attack 2 Description: Wave Man releases a high-pressure wave of water at the opponent. Deals 40 damage. If the opponent has any extra support cards in play, Water Wave can sweep them away, thus disabling them. Resistance: Flame Weakness: Swift
Name: Backup Plan Core: Neutral Description: If one of your robots were disabled last turn, the base damage for your attack this turn is boosted by 30.
Name: Self-Destruct Core: Shadow Description: Deal damage to the opponent equal to your base HP. Then deal that much damage to yourself.
Name: Blinding Light Core: Laser Description: During your opponent's next turn, the core type of their attack is ignored and replaced with the Neutral core typing.
With these last five cards, along with two cores for my new robot masters, I should be at 30! I guess I should start actually playing soon.
@Tobyjoey : First of all, you are right about the 23 cards 0 zenny thing. That'll be fixed right away. Second of all, a card of the same name has already been made. However, since they are both completely different, YOUR Backup Plan card will have a (2) label on it.
So I thonk I may am having the same issue as Toby, cause I for some reason have 100 zenny, when I should have 0, or are you just adding extra zenny to people for no reason/it might be explained why later?
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