Attention! This is a legacy build of the Mega Man RPG from 2017 and is no longer being maintained.
Reported bugs will not be fixed and any progress made here will not be saved.
Return to the archive index for more legacy content or
play the current version of the game for all the new stuff.
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 changes. -There are TWO THREE types of cards: Robot Master Cards, Support Cards, and, as of recently, Field Cards. -The maximum amount of cards in a deck is 50. -You can only have ONE deck. You are banned from using alts just to have extra. -You can trade for cards. -Everyone starts with 100 Zenny in this RP. Every victory gives you 50 Zenny. You can use Zenny to get more cards. -Run out of space in your deck? Not a problem! Use your Profile Description as a storage unit, and you can switch up your deck. However, it will require you to notify me through personal messaging. -Each single card is 25 zenny. Every pack is 50. -Every card you make, unless I decide otherwise, if you have more than 1 card, will go into your own pack. -There is ONE exception to both of these above rules... Special Cards. You can win these through an event or as a prize in a tournament. One of my characters, Bt Ghost, on the other hand, had the sneakiness (and kindness?) to allow people to use zenny to buy Special Cards for 50 zenny per card. -You can also SELL cards. Each card you decide to sell will be placed in a lot. Support Cards are 5 Zenny, RM cards, Field Cards, and Special Support Cards are 10, and Special RM Cards and Special Field Cards are 15. -The cards you get is randomized. I will use random.org's list generator if more than 5, and the top 5 will be your cards. -When you create your own cards, you will have them automatically. However, I don't automatically get the starter pack cards. -Going back to the use of random.org, you can go here for coin flipping, a feature I banned from use in the original. The same will go for a new feature asked about by StupidStudiosN, which is the requirement of rolling dice. -The cards can't change forms or core colors. Even though you could place certain Pokemon cards over each other as a form of evolution, the cards used hare are not real and will NOT use that feature. Also, that means more cards to fight with for you, so yay you. -Support cards CAN'T paralyze, burn, make users fall asleep, change moves, ect., but they CAN give you a one-time use of a different attack or the attack last used by the opponent. -Banned core types: Energy, Weapon, Attack, Defense, Speed, Weapons, Light, Wily, Cossack. These are banned from RM/weapon core types due to impossibility in-game. Empty cores, however, ARE available. The banned cores CAN be used for Powers and Support Cards. -Speaking of core types, Powers and Attacks, if you don't know by now, do NOT have to match the core type of the robot using it. -Powers allows you to do a thing. Idk, I think it is obvious what they do. -I do not allow attacks that can do 100 damage or more on it's own. This means that if there is an attack that deals 90 damage and a support card (or a weakness) is used to make it do 100 or more damage, that's fine, but in other cases, no. As of lately, I had two new exceptions: Special Cards and Recoil Damage. For Special Cards, I decided to increase the damage limit to 150, mainly to make another difference between Special Cards and Regular Cards. Another exception is recoil damage: I'll allow damage of over 100 IF it comes with recoil damage of at LEAST 70 damage. However, for every 30 numbers, the recoil damage must be 70+(10*# of damage increase (by 20)). (If I said the equation wrong, then I'm sorry, but not everyone is a genius.) -There is also a new health limit so nobody can go crazy. This limit is 300 and it goes for ALL cards, including Special Cards. (Though, Special Cards MAY get a 50-200 HP limit increase in the future, but we may see.) -Speaking of Special Cards, one more thing: You can only have a limit of THREE Special Cards in your deck. Otherwise... Eh, not sure what would come out of it, but I'm pretty sure it's nothing good. -We will not use Hands and Benches for the battles, there are just robots in battle, an Robots deck, and a Support Cards deck. -I have a certain HP system in which numbers for attacks and HP MUST end with a 0. (Decimals, obviously, are also on this ban list.) -In addition, to make things fair, the number of health the robot starts with must NOT be below 90 HP. That way, no cards can be too weak. -I won't add cards that instantly disables (or not allow the use of) a Robot card, though I will allow one that disables SUPPORT cards. -Ok, let's just say Guts Man uses Super Arm on Cut Man. Since it is Impact-core, the attack would deal it's basic damage +10 to Cut Man. Let's also say that Shadow Man uses Shadow Blade to Beta Man. Since it is a Shadow-core, the attack would deal it's basic damage -10 to Beta Man. However, if Beta Man is hit with a Shadow-core attack that normally deals 10 damage, it will still deal 10 damage. -Field Cards don't have to do both Increases and Decreases. It can just increase without a decrease, or it can decrease without an increase. It has to at least have one or the other, though. -The attack increase and decrease limit for Field Cards is 30. If it's a Special Field Card, the limit is 50. -Any suggestions on what should be added/removed/changed? Just say so! -Certain rules based on making a card will only have warnings. Other rule breaks, such as taking an extra turn when not supposed to, will go in this order: Warning, loss of 10 Zenny, loss of up to 50 Zenny, loss of ALL Zenny, and probably loss of all Zenny AND a week-long ban.Here is the card maker for robots:
Name: Core: Increases: Decreases: Flavor Text: (Optional)I somehow ran out of space to place down the card sets. If you want cards go HERETo save space, I placed all players into this one pastebin: Players
MMRPG Trading Card Game: The Remake! Posted by Holly Jolly Beta on November 10th, 2015 at 6:57pm Viewed 31100 Times
@RotomSlashBlast :I just realized Photon Man from Rock Force (the best mega man fangame) is fighting Primal Man from Eternal (objectively, the worst mega man fangame that got popular). Whoa. Anyways, Primal Man uses Primal Bomb once more, doing 70 damage, and thus destroying Photon Man.
Photon Man Health: 0/100 Status: Pew pew pew pew....
VS.
Primal Man Health: 110/150 Status: Neutral
@Copyie : Just make a few cards, buy a few cards from the shop and then you should be good to go and fight other players. The winner of each match gets 50 zenny, by the way, and you start with 100 zenny.
Smart move there Rotom. Stacking up defense lowering like that. Since by the next turn its likely Primal Man will be down...I might as well try to do a bit of damage before his death. Primal Man uses Primal Hop! Its does 90 damage!
Adventure Golden Freddy Health: 20/200 Status: Neutral
Posted on July 2nd, 2017 at 1:48pmEdited on 2017/07/02 at 2:14pm
Posted 2017/07/02 at 1:48pmEdited 2017/07/02 at 2:14pm
#6
Oh don't worry, I've got something up my sleeve. Support card! BOSSDRAIN01! The enemy will take 10 damage per turn for 20 turns, and if the target is a Special Card, that's 40 more damage! This is calculated before the ally RM's attack.
50 damage from BossDrain01! AGF, pop one last Rainy Day 2!50 damage!Primal Man has been detroyed!
Adventure Golden Freddy Health: 20/200 (CRITICAL!) Status: BossDrain01: 19 turns left
Look, here's a bit of education. "Turns" aren't just when individual people take their turns. both people have to take them for a full "turn" to happen. As in, a turn is basically the user's NEXT turn. The turn it initially activates shouldn't count as a used turn IMO, either.
Posted on August 15th, 2017 at 3:54pmEdited on 2017/08/15 at 4:54pm
Posted 2017/08/15 at 3:54pmEdited 2017/08/15 at 4:54pm
#11
IZ REVIVAL TIEM!
Let's see, if I can get even better Mets, the Joe Army will be even easier to beat. Besides, I still haven't deployed these yet! Cower, MK2, at your own inadequacy!
Name: Arrow Met Core: Missile Health: 120 Power: Helmet Power Description: Halves the damage from Buster-based attacks. Buster Shot does nothing. Attack 2: Arrow Shot Attack 2 Description: Arrow Met shoots a single arrow to deal 20 damage. does 50 Extra Damage against Airborne targets. Resistance: Missile Weakness: Impact
Name: Junk Met Core: Earth Health: 120 Power: Junk Helmet Power Description: Halves the damage from Buster-based attacks that aren't Electric-type. Buster Shot does nothing. Attack 2: Junk Shot Attack 2 Description: Junk Met shoots a single piece of junk to deal 50 damage. Only does 10 damage against Electric-type RMs. Resistance: Earth Weakness: Electric
Name: Lightbulb Met Core: Electric Health: 90 Power: Lightbulb Helmet Power Description: Every 2nd turn Lightbulb Met is out, the oppenent's side takes 10 damage. Attack 2: Met Shot Attack 2 Description: Lightbulb Met fires a bullet, dealing 30 Damage. Attack 3: Anti-Shadow-Type Light Attack 3 Description: Lightbulb Met shines hard, dealing 80 damage to Shadow-type Robots, including ally ones in Tag Battles. Resistance: Electric,Shadow Weakness: Crystal,Shield
Alright, let's see how he likes THIS. I even have more planned, so there's that.
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