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 32533 Times
Posted on November 17th, 2015 at 9:35pmEdited on 2016/06/25 at 8:00pm
Posted 2015/11/17 at 9:35pmEdited 2016/06/25 at 8:00pm
#1
Alright, let's get this over with.
Name: Mega Man Core: Copy Health: 120 Power: Copy Chip Power Description: When Copy Shot is used, the attack deals the full damage of the original. Attack 2: Buster Shot Attack 2 Description: Mega Man shoots a tiny bullet from his buster to deal 10 Damage. Attack 3: Mega Buster Attack 3 Description: Mega Man charges his buster for a turn and then fires it the next to deal 40 Damage. Resistance: Shadow Weakness: Electric
Name: Roll Core: Neutral Health: 130 Power: Helpful Assistance Power Description: When returned to the deck, the robot sent next gains 10 health. Attack 2: Roll Swing Attack 2 Description: Roll swings her broom at the target to deal 10 Damage. Attack 3: Energy Boost Attack 3 Description: Roll restores her health. +20 Health Resistance: Wind Weakness: Freeze
Name: Dr. Light Core: Defense Description: Removes 10 damage from the enemy's next attack.
Name: Mega Buster Core: Neutral Description: Allows the single use of the move Mega Buster. The user charges their buster for a turn and then fires it the next to deal 40 Damage.
Name: Copy Core Core: Copy Description: Doubles the damage of the next attack.
Name: Neutral Core Core: Neutral Description: Doubles the damage of the next attack, as long as it is Neutral Core.
Name: Copy Shot Core: Copy Description: Allows the single use of the opponent's previously used attack, but the damaged is halved, rounded to the nearest 10.
Name: Bass Core: Copy and Shadow Health: 100 Power: Copy Chip Power Description: When Copy Shot is used, the attack deals the full damage of the original. Attack 2: Rapid-Fire Attack 2 Description: Bass fires three Buster Shots rapidly. Flip three coins. For each set of heads, this attack does 10 Damage Attack 3: Bass Buster Attack 3 Description: Bass charges his buster for a turn, then releases it the next to deal 50 Damage. Resistance: Space Weakness: Flame
Name: Disco Core: Neutral Health: 150 Power: Battle Assistance Power Description: When returned to the deck, the robot sent next gains +10 Attack on it's attack. Attack 2: Energy Break Attack 2 Description: Disco lowers the health of the target, dealing 20 Damage. Attack 3: Attack Break Attack 3 Description: Disco decreases the damage of the target's next attack by 20. Resistance: Shadow Weakness: Cutter
Name: Dr. Wily Core: Attack Description: Increases the next attack by 10.
Name: Bass Buster Core: Neutral Description: The user gains the single use of the move Bass Buster. The user charges his buster for a turn, then releases it the next to deal 50 Damage.
Name: Evil Energy Core: Shadow Description: The next attack is doubled, but with the cost of -30 Health.
Name: Proto Man Core: Copy and Shield Health: 180 Power: Copy Chip Power Description: When Copy Shot is used, the attack deals the full damage of the original. Attack 2: Proto Strike Attack 2 Description: Proto Man fires a big blast from his buster. -60 Damage Attack 3: Proto Shield Attack 3 Description: The damage of the next attack is split in half, rounded down to the nearest 10. Resistance: Laser Weakness: Impact
Name: Rhythm Core: Neutral Health: 150 Power: Energy Transfer Power Description: When returned to the deck, the robot sent next gains 10 health, but Rhythm looses 10. Attack 2: Energy Shuffle Attack 2 Description: Flip a coin. If heads, Rhythm gains +10 Health, and the target is damaged by 10 Damage. If tails, this is reversed. Attack 3: Attack Shuffle Attack 3 Description: Flip a coin. If heads, Rhythm's next attack is doubled, and the opponent's next attack is halved, rounded to the nearest 10. If tails, this is reversed. Resistance: Space Weakness: Laser
Name: Dr. Cossack Core: Speed Description: The user gains a second turn.
Name: Proto Buster Core: Neutral Description: The user gets a one time use of the move Proto Buster. The user charges it's buster for a turn and releases it the next to deal 70 Damage.
Posted on November 25th, 2015 at 8:33amEdited on 2015/11/25 at 9:16pm
Posted 2015/11/25 at 8:33amEdited 2015/11/25 at 9:16pm
#2
Name:MegaBoyX7 [Techno Warrior] Core:Laser Health230 Power:Rockenzu Buster Power Description: Known as Simply the strongest buster ever invented. it deals 30 damage and has 5 charge shot levels that deal 35-45 damage. Attack 2:Copy Chip Attack description: Mega can chose from 6 robot master weapons using a dice roll the weapons he can use are [Atomic Fire DA29 R1, Metal Blade DA28 R2, Jewel Satellite DEF55 R3, Hornet chaser HP20 R4, Rolling Cutter D25 Per boomerang hit R5, EEKADO LASER D55 R6. Attack 3: PSI Attack Description: Uses 3 types of PSI attacks FIRE is a Heads and Heads combo that does 35 damage +5 damage per burn hitFreeze is Tails and Tails Freezes the enemy with an Iceburg and it does 45 damage PSI Twin Beams is a Head and tales combo that does 45 Damage and it is one of Mega's Strongest attacks. it can do 75 damage Resistance: Shadow Weakness: Electric
Name: Mega Man Core: Copy Health: 100 Power: Copy Chip Power Description: When Copy Shot is used, the attack deals the full damage of the original. Attack 2: Buster Shot Attack 2 Description: Mega Man shoots a tiny bullet from his buster. -10 Health Attack 3: Mega Buster Attack 3 Description: Mega Man charges his buster for a turn and then fires it the next. -40 Health Resistance: Shadow Weakness: Electric
Name: Proto Man Core: Copy and Shield Health: 100 Power: Copy Chip Power Description: When Copy Shot is used, the attack deals the full damage of the original. Attack 2: Proto Strike Attack 2 Description: Proto Man fires a big blast from his buster. -60 Damage Attack 3: Proto Shield Attack 3 Description: The damage of the next attack is split in half. (If the number in the tens place is odd, it becomes the bigger split. For instance, 50 becomes 30.) Resistance: Laser Weakness: Impact
Name:Twin Blades of Power Core:Attack Description: Disables you from using Attack 2 and 3 for 3 rounds and boosts your main attack by double the power.
Name: Dr. Cossack Core: Speed Description: The user gains a second turn.
Name: BtMan MODEL-1 Core: Shadow Health: 300 Attack 1/Power: Copy chip Attack/Power Description: gives him a copy ability Attack 2: Bt Buster Attack 2 Description: Does 10 damage per shot Resistance: Laser Weakness: Time
Name: EEKADO Core: Neutral Description: Teh powah of eekadoo is total swag gives you a 50% chance to get a 3 hit combo on the other persons cards.
Name: Bt's lost old helmet Core: Shadow Description: Bt's lost helmet turns the enemies attack down by 30
Name: Proto Man's shades Core: Neutral Description: His shades gives you 1 round of invincability
Posted on November 25th, 2015 at 8:44amEdited on 2016/06/25 at 2:36pm
Posted 2015/11/25 at 8:44amEdited 2016/06/25 at 2:36pm
#3
Alright then?
Name: Ender Man Core: Earth/Cutter Health: 180 Power: Death-Screech Power Description: When killed, the card that killed this one takes 30 Damage. Attack 2: Sword Slash Attack 2 Description: The opponent takes 70 damage from a powerful crystal slash Attack 3: Ender-Acid Attack 3 Description: Ender Man takes 20 damage, but the opponent takes 90 damage from this attack. Resistance: Earth Weakness: Water
Name: End-Ball Core: Shadow and Flame Description: One time use. The opponent take 70 damage Shadow/Flame damage
Name: Dr Cossack (2) Core: Speed Description: One the next turn, the player's active card can attack twice.
Name: Blaze Man Core: Wind/Flame Health: 170 Power: Flamethrower Power Description: Blaze Man creates a wave of flames. The opponent takes 50 damage, flip a coin, if heads, this attack does 100 damage Attack 2: Rod Smack Attack 2 Description:Blaze Man uses his rods to attack the opponent. There is 4 rods, each doing 30 damage, flip 4 coins, if heads then a rod will hit, if tails then it will not. Attack 3: Blaze-Spin Attack 3 Description: Blaze Man spins his rods at a extremely fast speed, roll a dice, if 1 or 2, this attack does 40 damage, if 3 or 4, then 60, and if 5 or 6, 90 Resistance: Flame Weakness: Freeze
Name: Skeleton Man Core: Shadow/Swift Health: 170 Power: Arrow Shot Power Description: Skeleton Man fires fast arrow, flip a coin, if heads, it does 50 damage, if tails, it does 80 damage. Attack 2: Flame Arrow Attack 2 Description: Does 60 damage to the opponent, flip a coin, if heads, the oponent takes 20 damage next turn due to a burn. Attack 3: Shadow Arrow Attack 3 Description: Wait 1 turn to charge, then on the next turn Skeleton Man fires the arrow. Does 120 damage Weakness: Impact Resistance: Water
Name: Bomb Arrow Core: Explode Description: The user fires a arrow that has a bomb on it, The user takes 10 damage, the opponent takes 70. Once used once, discard this card
Name: Dr. J Core: Nature Description: Heals any 1 card for 100 health but the card's next attack does 30 less damage. Once used once, discard this card
Posted on November 25th, 2015 at 7:01pmEdited on 2016/06/10 at 10:37pm
Posted 2015/11/25 at 7:01pmEdited 2016/06/10 at 10:37pm
#4
I'm in, I'll try to add the rest of the cards.
Name: Musical Core: Crystal Health: 120 Power: Silencer Description: The Opponent will flip a coin whenever (s)he attacks, if heads, the attack isn't affected, if tails, the attack fails Attack 2: Crescendo Crusher Description: -20 Health However, if the move has already been used on the current target, then it's -50 Health Attack 3: Fusion Description: If Theatre Man is still alive, then they both fuse together and deliver a grand attack, inflicting -40 Crystal Damage and -20 Space damage but Musical will not be able to attack the turn after this attack is used Resistance: Flame Weakness: Shadow
Name: Theatre Man Core: Space Health: 80 Power: Bullet Body Description: Every time Theatre Man is attacked, the attacker is inflicted with -10 Electric Damage Attack 2: Mood Drain Theatre Man throws his melancholic mask and drains the target's Life Energy -30 Health Theatre Man recovers +30 Health Attack 3: Weapon Roulette Attack 3 Description: Roll a die 1-2: Theatre Man bashes the opponent with his staff, inflicting 20 Damage, and giving the opponent the Burn status3-4: Theatre Man slices the opponent with a sword, inflicting -80 damage.5-6: Theatre Man blows a strange kind of powder into the opponent's face, and is now Puppeted!* Resistance: Space Weakness: Nature
Note Core: Crystal Description: the next time the user attacks, the attack is boosted by -10 Health
Rest Core Shield Description: Heals the user. [+10 Health}
Chorus Core: Neutral Description: Pick a RM card on your deck that is not in play, if the active RM uses an attack this turn (Such as Lark Burner) the chosen card will use that move too, and inflict 50% the original attack. (rounded up to the nearest 10)
Bad Box Art Fire Man Core: Flame-Neutral Description: Stops the opponent from attacking this turn
Lark Man Core: Flame Health: 130 Power: Flammable Gas Description: When Lark Man is in play, the attacks of all Flame Core RM cards inflict an additional -20 Health Attack 2: Lark Burner Description: Lark Man ignites himself and bashes into the target, -30 Health additionally, flip a coin, if heads, the target is burned Attack 3: Toxic Fumes Description: Lark Man's rockets leak out a Toxic fume, the target is Poisoned! When an RM card is poisoned, they are inflicted with -20 Shadow Damage every turn, it goes away in three turns, however Resistance: Freeze Weakness: Crystal
Lightweight Armor Core: Shield Description: The target's next attack inflicts -20 Health less
Heavyweight Armor Core: Shield Description: The opponent's next attack inflicts -30 Health less and prevents any status affects, but the user cannot attack
*Check page 4, post 9 to learn about the Puppet status
Posted on November 25th, 2015 at 10:00pmEdited on 2015/12/28 at 12:40am
Posted 2015/11/25 at 10:00pmEdited 2015/12/28 at 12:40am
#5
Just editing this as needed for my current deck (cards obtained from sets are not displayed here to save room).
Deck Name: Dimensional Control
Name: TailsMK4 Core: Space & Electric Health: 300 Power: Cosmic Discharge Power Description: If damaged by a Space-type attack, the user's next attack goes up by 20. (if the attack is a multi-hit, apply to last hit.) Attack 2: Meteor Blast Attack 2 Description: Flip a coin to decide how many meteors will be spawned for 10 damage each. If heads, two meteors will spawn. If tails, five meteors will spawn. Attack 3: Electric Orb Attack 3 Description: Fires a charged particle of energy for 30 damage and has a chance to cause Paralysis. Resistance: Electric Weakness: Earth
Name: Elec Man Core: Electric Health: 200 Power: Power Charge Power Description: If given an Electric Core, the next attack after the core's effects wear off has its damage increased by 20. Attack 2: Thunder Beam Attack 2 Description: 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. Attack 3: Lightning Strike Attack 3 Description: Fires a fierce bolt of lightning from the sky for 50 damage. Resistance: Electric Weakness: Earth
Name: Spark Man Core: Electric Health: 150 Power: Energy Spike Power Description: Spark Man's next attack goes up by 10 if he attacked the target with an electric move the previous turn. Attack 2: Spark Shock Attack 2 Description: The user sends a small ball of energy to the target for 20 damage. If Spark Charge was used the previous turn, the attack does 60 damage instead and paralyzes. Attack 3: Spark Charge Attack 3 Description: The user spends the turn charging up Spark Shock. Resistance: Water Weakness: Cutter
Name: Star Man Core: Space Health: 150 Attack 1: Star Crash Attack 1 Description: Star Man uses a shield that resists 20 damage from the opponent's next attack and deals 30 damage to the opponent. Attack 2: Star Storm Attack 2 Description: Star Man spends a turn preparing to unleash a fury of stars on its opponent. The next turn, the stars crash down on the opponent, dealing 50 damage and forcing the opponent to skip its next attack due to flinching. Attack 3: Low Gravity Attack 3 Description: Flip a coin. If heads, Star Man avoids all attacks from the opponent on this turn and deals 20 damage to the opponent. If tails, the attack does nothing. Resistance: Space Weakness: Water
Name: Space Core Core: Space Description: Doubles the damage of the next attack, as long as it is Space Core.
Name: Electric Core Core: Electric Description: Doubles the damage of the next attack, as long as it is Electric Core.
Name: Field Star Core: Neutral Description: Increases the next attack by 20, but also deals 10 Damage to the user due to overheating.
Name: Fusion Star Core: Neutral Description: Increases the next attack by 40, but also deals 20 Damage to the user due to overheating.
Name: Recovery Core Core: Energy Description: The user gains 50 Health, but is prevented from attacking that turn.
Name: Energy Armor Core: Defense Description: The user resists 20 Damage from the next opponent attack, unless the attack is a weakness. If the attack is a multi-hit, then the user resists 5 Damage per hit.
Name: Laser Recoil Core: Laser Description: If the opponent's next attack is Laser-type, the opponent receives the same damage it deals, even if the opponent is resistant or immune to Laser.
Posted on November 25th, 2015 at 11:06pmEdited on 2017/04/02 at 6:38am
Posted 2015/11/25 at 11:06pmEdited 2017/04/02 at 6:38am
#6
I still might need to tweak this deck a bit, but here's what I've got.
Name: Phantom Man Core: Shadow/Copy Health: 170 Power: Phantom Morph Description: When played, this card copies it's opponent's health, resistances, and weaknesses for 3 turns. Attack 1: Phantom Saber Attack 1 Description: Phantom Man swipes at his opponent with his hidden blade. 50 Damage Attack 2: Phantom Buster Attack 2 Description: Phantom Man charges his buster for a turn, unleashing a deadly shot in the next turn 130 Damage Resistance: Laser Weakness: Missile Flavor Text: A mysterious Robot Master designed by Dr. Wily with an innate ability to copy the body of any Robot Master in the Weapon Archives. He views Ninja Man as a rival of his, and he prioritizes defeating Beta Man and MegaBoy over anything else.
Name: Chorus Core: Time/Space Health: 160 Power: Arcane Technology Description: When Chorus is attacked, flip a coin. If heads, the attack hits. If tails, the attack misses, and half the damage of the attack is inflicted on the user. Attack 1: Tome of Vyrna Attack 1 Description: Flip a coin. If heads, the attack will do 40 Damage to the foe and give this card +40 Health. If tails, the attack will deal 10 Damage and inflict Paralysis on the foe. Attack 2: Time Distortion Attack 2 Description: Chorus warps time and space, dealing 50 Damage. Resistance: Crystal Weakness: Explode Flavor Text: A temporal research Robot Master designed by Dr. Wily in order to study the possibilities of distortions and rifts in the fabric of time-space. He seems to contain knowledge beyond most Robot Masters, but doesn't wish to share it. Chorus is often seen sticking around with Phantom Man as an adviser of sorts.
Name: Orchestra Core: Impact Health: 300 Power: Bulky Description: The first attack this card uses will take two turns to perform. Attack 1: Cannonball Attack 1 Description: Orchestra rushes at his opponent, curls himself into a ball, and propels into his foe. 30 Damage Attack 2: Compression Grip Attack 2 Description: Flip a coin. If heads, Orchestra grabs his opponent, and attempts to crush them under his grip. If tails, his opponent will be able to break free from Orchestra. 60 Damage Resistance: Cutter Weakness: Freeze Flavor Text: A demolition Robot Master built by Dr. Wily for the purpose of trashing any defective large-scale mechs. When he's not doing his job, he works for Phantom Man as a bodyguard.
Tactical Retreat Core: Laser Description: Swap out the "Robot Master" card in play with another one in your deck, and give +20 Health to the card put in play.
Super-Charged Core: Electric Description: You may use an attack that requires multiple turns in one turn.
Spectrum Beam Core: Crystal/Laser Description: If your "Robot Master" card in play remains active for three turns, do 150 Damage to your opponent, regardless of their weaknesses or resistances.
X-Tank Core: Energy/Attack Description: Flip a coin. If heads, recover +50 Health to your card. If tails, your next attack will deal an added +50 Damage to your next attack.
Posted on November 26th, 2015 at 5:41pmEdited on 2016/06/25 at 8:34pm
Posted 2015/11/26 at 5:41pmEdited 2016/06/25 at 8:34pm
#9
Since I added a new core to Dr. Wily's Starter Pack:
Name: Shadow Core Core: Shadow Description: Doubles the damage of the next attack, as long as it is Shadow Core.
Name: Shield Core Core: Shield Description: Doubles the damage of the next attack, as long as it is Shield Core.
Name: Kalinka Core: Neutral Description: Heals the user by +30 Health.
Name: Enker Core: Shield Health: 110 Power: Mirror Reflect Power Description: If the user attacks with a buster-based attack, Enker will reflect it, dealing half it's damage rounded to the nearest 10. However, Enker will take the remainder of the damage. Attack 2: Mirror Buster Attack 2 Description: Enker sends a wave of energy at the target to deal 30 Damage. Attack 3: Mirror Absorb Attack 3 Description: If the previous attack is buster-based, Enker will recover half of the amount, rounded to the nearest 10. Resistance: Neutral Weakness: Cutter
Name: Punk Core: Cutter Health: 110 Power: Sharpened Spikes Power Description: When Spiked Shell is in use, Punk's attack is increased by 10. Attack 2: Screw Crusher Attack 2 Description: Throws spinning blades at the opponent to deal 30 Damage Attack 3: Shell Tackle Attack 3 Description: Punk smashes into the target while in his shell. Flip a coin 3 times. For each set of heads, this attack does 20 Damage. Resistance: Impact Weakness: Explode
Name: Mirror Buster Core: Shield and Copy Description: Gives the single use of Mirror Buster. The user sends a wave of energy at the target to deal 30 Damage.
Name: Cutter Core Core: Cutter Description: Doubles the damage of the next attack, as long as it's Cutter.
Name: Spiked Shell Core: Cutter and Shield Description: Halves the next attack of the opponent. The opponent is also dealt with 10 Damage if the attack is contact-based.
Name: Quint Core: Swift and Copy Health: 110 Power: Copy Chip Power Description: When Copy Shot is used, the attack deals full damage of the original. Attack 2: Mega Buster Attack 2 Description: Quint charges his buster for a turn then fires it the next to deal 40 Damage. Attack 3: Sakugarne Hammer Attack 3 Description: Quint summons in Sakugarne and crushes the opponent with it to deal 30 Damage. Resistance: Shadow Weakness: Shield
Name: Ballade Core: Explode Health: 110 Power: Warrior's Pride Power Description: If the opponent's health is at 10 health and Ballade took no damage from the opponent, Ballade will instantly swap out with a different card. The card that switches with Ballade earns 10 health. Attack 2: Ballade Cracker Attack 2 Description: Ballade throws a powerful explosive at the target to deal 20 Damage Attack 3: Danger Cracker Attack 3 Description: Ballade throws a dangerously powerful explosive at the target to deal 50 Damage, but loses -20 Health from the blast radius. Resistance: Explode Weakness: Swift
Name: Ballade Cracker Core: Explode and Flame Description: Gives the single use of Ballade Cracker. The user throws a powerful explosive at the target to deal 20 Damage
Name: Swift Core Core: Swift Description: Doubles the damage of the next attack as long as it's swift.
Name: Explode Core Core: Explode Description: Doubles the damage of the next attack as long as it's explode.
Name: Sakugarne Boost Core: Swift Description: Sakugarne takes half the damage of your opponent's next attack, rounded to the nearest 10. The user's next attack is also Swift-Core.
Name: Trill Core: Space Health: 180 Power: Prototype Subspace Power Description: Every 5 turns, the attack of all Space- and Shadow-Core robots are increased by 10. Attack 2: Space Buster Attack 2 Description: Trill charges his buster for a turn, then releases it the next. -30 Damage Attack 3: Space Overdrive Attack 3 Description: Trill sends a massive blast from his buster. -50 Damage Resistance: Laser Weakness: Neutral
Posted on November 27th, 2015 at 12:33pmEdited on 2016/01/07 at 6:45pm
Posted 2015/11/27 at 12:33pmEdited 2016/01/07 at 6:45pm
#10
@Beta Man : Alright, thanks! This is still a WIP, but here is what I got.
Name: Gravity Man Core: Electric Health: 110 Power: Gravity Flip Power Description: If you or your opponent should ever need to flip a coin, the effects of Heads and Tails are reversed. This effect stops when Gravity Man is at 30 health or less. Attack 2: Gravity Press Attack 2 Description: Gravity Man holds the opponent in place by greatly increasing the gravity. If the opponent is at full health, the attack deals 40 damage. If not, the attack deals 30 damage. Resistance: Wind Weakness: Space
Name: Dust Man Core: Wind Health: 120 Attack 1: Dust Inhale Attack 1 Description: Dust Man sucks the opponent in, possibly immobilizing them. Deals 10 damage. Flip a coin. If heads, the opponent cannot attack next turn. Attack 2: Dust Crusher Attack 2 Description: Dust Man launches a condensed pile of junk at the opponent. Deals 30+ damage. Flip two coins. For each heads, this attack does 10 more damage. Resistance: Impact Weakness: Cutter
Name: Tango Core: Nature and Impact Description: Deals 20 to all of your opponent's cards in play.
Name: Barrier Core: Shield Description: For three turns, all attacks received by an opponent's attacks is reduced by 10 damage. If an attack does exactly 10 damage, the Barrier breaks and cannot be used, even if the three turn limit has not been reached.
Name: Nullify Core: Neutral Description: For the rest of your turn, all robot master powers, whether your's or your opponent's, are ignored.
Posted on November 30th, 2015 at 6:19pmEdited on 2016/12/01 at 9:31pm
Posted 2015/11/30 at 6:19pmEdited 2016/12/01 at 9:31pm
#11
Name: Slur Core: Space Health: 260 Power: Final Destination Power Description: Every 3 turns, the attack of all Space- and Shadow-Core robots, as well as Mega Man Killers (Counting Quint and Rockman Shadow*), will be doubled. Attack 2: Slur Laser Attack 2 Description: Slur shoots a powerful laser at the opponent. -40 Health Attack 3: Slur Supernova Attack 3 Description: Slur attacks the target with powerful aura. -70 Health Resistance: Copy Weakness: Neutral
Name: Dark Fragment Core: Empty Description: The opponent's next attack, unless it's neutral-core, does nothing.
Name: Space Overdrive Core: Space Description: Gives the single use of Space Overdrive. The user sends a massive blast from it's buster. -50 Health
Name: Starforce Core: Copy Description: For the next 3 turns, the user's attack is doubled.
Name: Met Core: Neutral Health: 100 Power: Helmet Power Description: Halves the damage from Buster-based attacks. Buster Shot does nothing. Attack 2: Met Shot Attack 2 Description: Shoots a single bullet. -10 Health Attack 3: Triple Shot Attack 3 Description: Shoots three shots. -30 Health Resistance: Laser Weakness: Impact
Name: Sniper Joe Core: Shield Health: 120 Power: Joe Shield Power Description: Halves the damage from Buster-Based and Laser-Core attacks. Buster Shot does nothing. Attack 2: Buster Shot Attack 2 Description: Sniper Joe shoots a tiny bullet from it's buster. -10 Health Attack 3: Shield Block Attack 3 Description: Sniper Joe blocks damage from any attack for a single turn. Resistance: Laser Weakness: Explode
Name: Buster Shot Core: Neutral Description: Gives the single use of Buster Shot. The user shoots a tiny bullet from it's buster. -10 Health
Name: Met Helmet Core: Shield Description: Halves the damage from Buster-based weapons for a turn. Buster Shot does nothing.
*You'll see him soon enough.Now, I finally get to make cards for myself!
Name: Beta Man Core: Shadow Health: 250 Power: Copy Chip Power Description: When Copy Chip is used, the attack does full damage of the original Attack 2: Beta Buster Attack 2 Description: Beta charges his buster for a turn, then fires it the next. -60 Health Attack 3: Beta Blast Attack 3 Description: Beta sends a ball of shadow energy and sets it off near the target, causing it to explode. -50 Health Resistance: Shadow Weakness: Time
Name: Sargent Man Core: Missile Health: 200 Power: Sargent Shield Power Description: If the attack is Laser-Core, the attack is reflected back to the target for half the damage. Attack 2: Sargent Missiles Attack 2 Description: Sargent Man sends a barrage of missiles. Flip 3 coins. This attack does 20 Damage for each time it lands on heads. Attack 3: Sargent Grenade Attack 3 Description: Sargent Man tosses a grenade at the target. -40 Health Resistance: Missile Weakness: Swift
Name: Ninja Man Core: Swift Health: 250 Power: Copy Chip Power Description: When Copy Chip is used, the attack does full damage of the original. Attack 2: Ninja Katana Attack 2 Description: Ninja Man slashes the opponent with his Ninja Katana. -40 Health Attack 3: Time Accelerate Attack 3 Description: Ninja Man earns a second turn. Those weak to Time-Core take 10 Damage with NO damage added from Weakness. Resistance: Missile Weakness: Time
Name: Missile Core Core: Missile Description: Doubles the damage of the next attack, as long as it is missile.
Name: MegaBoy's Support Core: Laser Description: If Beta Man, BtMan Model-1, or Legacy Bt Man is in play, the next attack is doubled.
Name: Beta Man's Support Core: Shadow Description: If MegaBoyX7, Legacy Old MegaBoy, or Legacy MegaBoy is in play, the next attack is doubled.
Name: Bt Man's Old Armor Core: Shadow and Defense Description: The opponent's next attack, if it is Shadow-Core, is halved.
Name: Sargent Man's Support Core: Missile Description: If Beta Man or MegaBoyX7 is in play, the opponent's next attack is halved.
I also use 100 zenny to buy some cards from the MegaBoy Set.
Posted on December 1st, 2015 at 7:28pmEdited on 2016/06/25 at 8:56pm
Posted 2015/12/01 at 7:28pmEdited 2016/06/25 at 8:56pm
#12
Here are the cards from the new starter sets:
Name: Buster Rod G Core: Swift Health: 120 Power: 2nd Chance Power Description: If Buster Rod G is defeated while the opponent has full health or higher, Buster Rod G is instantly revived with 50 health. Attack 2: Buster Rod Attack 2 Description: Buster Rod G strikes the target with a extendable rod to deal 30 Damage Attack 3: Spinning Rod Attack 3 Description: Buster Rod G spins around his Buster Rod for a turn. All contact-based attacks come with a recoil of 10 Health and all buster-based attacks do nothing. Resistance: Swift Weakness: Water
Name: Mega Water S Core: Water Health: 110 Power: Outsmart Power Description: If an attack is contact-based, flip 2-3 coins. If the coin lands on heads at least twice, Mega Water S dodges the attack. If the coin lands on tails at least twice, the move hits. Attack 2: Mega Water Attack 2 Description: Flip a coin. If heads, the opponent's next attack misses unless if it is Water-Core. Attack 3: Harpoon Attack 3 Description: Mega Water S shoots out a harpoon to damage the opponent to deal 30 Damage. Resistance: Water Weakness: Wind
Name: Buster Rod Core: Swift and Wind Description: Gives the single use of Buster Rod. The user strikes the target with an expendable rod to deal 30 Damage.
Name: Water Core Core: Water Description: Doubles the damage of the next attack, as long as it is water.
Name: Water Shield Core: Water and Shield Description: Protects the user from Wind-, Freeze-, and Water-Core attacks for a turn.
Name: Rockman Shadow Core: Shadow and Copy Health: 110 Power: Copy Chip Power Description: When Copy Shot is used, the attack does full damage of the original. Attack 2: Rock Laser Attack 2 Description: Rockman Shadow shoots a powerful laser from his buster to deal 20 Damage. Attack 3: Rock Blade Attack 3 Description: Rockman Shadow attacks with a saber that is formed from his buster to deal 30 Damage. Resistance: Shadow Weakness: Cutter
Name: Hyper Storm H Core: Wind Health: 200 Power: Thick Armor Power Description: Buster-Based attacks do nothing. Attack 2: Hyper Storm Attack 2 Description: Flip a coin. If heads, the opponent's next attack misses unless it is Wind-Core. Attack 3: Hyper Stomp Attack 3 Description: Hyper Storm H crushes the opponent with his mass to deal 30 Damage. Resistance: Wind Weakness: Swift
Name: Hyper Storm Core: Wind and Water Description: Gives the temporary use of Hyper Storm. Flip a coin. If heads, the opponent's next attack misses unless it is Wind-Core.
Name: Shadow Cloak Core: Shadow Description: If the previous attack was Shadow- or Space-Core, the opponent's next attack misses.
Posted on December 4th, 2015 at 10:27amEdited on 2015/12/23 at 3:14am
Posted 2015/12/04 at 10:27amEdited 2015/12/23 at 3:14am
#13
Name: Brimstone Core: Shadow Health: 120 Power: Undead Aura Power Description: When killed the first time, roll a six-sided dice. If the dice rolls 1 or 2, nothing happens. 3, 4 or 5, Brimstone revives with half HP and takes +10 Damage for 3 turns. If rolled a 6, Brimstone revives with 75% HP, without any debuffs.
Attack 1: Skull Grenade Description: Brimstone lobs a skull-shaped bomb that rolls on the ground for a turn before blowing up. -30 Health
Attack 2: Volcanic Bursts Description: Brimstone fires a flaming buster shot that has a 50% chance to burn the target, causing them to take 5 every turn for 2 turns. -10 Health
Resistance: Shadow Weakness: Water
Name: Minus-∞ Skull Man Core: Shadow and Swift Health: 100 Power: Hell Wheel Power Description: Skull Man passively has a 10% chance to dodge any attack targeted at him. Only works below 50% HP.
Attack 1: Rapid Fire Description: Skull Man fires 3 buster shots at random cards, each dealing 5 damage.
Attack 2: Skull Tackle Description: Skull Man tackles an opponent with his shield. Deactivates Hell Wheel for 3 turns, but stuns the target for 1 turn. Can only be used every three turns. -35 Health
Resistance: Shadow Weakness: Wind
Name: Minus-∞ Pharaoh Man Core: Flame and Swift Health: 120 Power: Pharaoh's Curse Power Description: Every 3 turns, one of your opponent's cards takes 10 damage.
Attack 1: Pharaoh Shotgun Description: Pharaoh Man charges up a shot on the first turn, then fires a large blast of energy, dealing 20 to 3 of your opponent's cards.
Attack 2: Rage of the Pharaoh Description: Pharaoh Man fires a ball of heat that explodes, damaging and burning the target, causing it to take 10 damage each turn for 2 turns. -10 Health
Resistance: Flame Weakness: Time
Name: Burnt Emblem Core: Flame Description: For 1 turn, you deal and receive double damage, and also gain immunity to Flame-core attacks.
Name: Minus-Infinity Core Core: Neutral Description: Can only be used on Minus-Infinity Robots under 25 HP, causing the target Robot to deal +10 Damage and ignore weaknesses for the rest of the battle.
Posted on December 22nd, 2015 at 7:26pmEdited on 2016/12/01 at 10:02pm
Posted 2015/12/22 at 7:26pmEdited 2016/12/01 at 10:02pm
#14
@Brimscrooge : I feel this took a little bit too long to reply to, but I'm not one for subtracting numbers lower than 10 in battles, considering that the health is based on Pokemon cards, if you get what I'm saying. I'd suggest changing that "+15 damage" thing on your "Minus-Infinity Core" to a 10, because even if it would've followed regulations, I don't think ANYONE would be OK with an attack boost of 20. Other than that, all your cards get a pass. ...Well, one of them HARDLY did...Alright, a few things. First of all, someone (I forgot who, I think Tails) told me about how some people had some cards that were already created that was in their deck. Originally, I did that because they were placed in there because someone placed them in their card information stuff. However, my apologies to MegaBoy and Ender, I now felt that they had to be removed. This, however, did not- and WILL not- include cores that are the same type as the characters that WEREN'T (or aren't) removed, because eh. The cards you lost, however, can be given back. You just have to BUY THEM. ...And hope you get lucky. The cards removed included: Mega Man and Copy Core (MegaBoy) Proto Man and Copy Core (MegaBoy) Dr. Cossack (MegaBoy/Ender)
...Oh? I mentioned there'd be more, you say? Well, I do remember saying that, yes. So, as promised, here's something else: more cards made by me.
Name: Shocker Man* Core: Electric and Shadow Health: 200 Power: OVER DRIVE! Power Description: If Shocker Man is down to 100 health or less, his attacks are increased by 10 until he is defeated or until he is healed past 80 health. Attack 2: Skull Barrier Attack 2 Description: Shocker Man surrounds himself with tiny, skull-like barriers to protect himself for a turn. If the attack is used again the turn afterwards, it will be launched at the target and deals -20 Damage. If not, the defense is removed. The barrier does NOT protect Shocker Man from Impact-core attacks. Attack 3: G-Cannon Attack 3 Description: Shocker Man launches a cannonball with a skull on it and shocks the target. Deals -30 Damage. Resistance: Shadow Weakness: Missile
These next two are custom robots that are opposites of each other.
Name: Justice Core: Crystal Health: 200 Power: Healing Light Power Description: When hit with a Crystal-Core attack, the attack does not damage Justice. Instead, Justice is healed by +10 Health. Attack 2: Protective Brightness Attack 2 Description: Justice is protected from Shadow-core attacks for a turn. Attack 3: Sun's Light Attack 3 Description: Justice charges for a turn, then fires a laser powered by the Sun, dealing 50 Damage. If the target is Evil, the attack will deal 70 Damage instead. Resistance: Crystal Weakness: Shadow
Name: Crime Core: Shadow Health: 200 Power: Punishing Shadows Power Description: If hit by a Shadow-Core attack, the attack does not damage Crime. Instead, it is reflected back at the opponent for -10 Damage. Attack 2: Raging Darkness Attack 2 Description: Crime's next attack is increased by +10 Damage. Attack 3: Moon's Shadow Attack 3 Description: Crime charges for a turn, then fires a laser powered by the Moon, dealing 50 Damage. If the target is Good, this attack will deal 70 Damage instead. Resistance: Shadow Weakness: Crystal
Name: OVER DRIVE! Core: Neutral Description: The user's attack is doubled for 3 turns.
Name: Hero's Light Core: Crystal Description: If the user is a hero, it's attack is doubled.
Name: Villain's Shadow Core: Shadow Description: If the user is a villain, it's attack is doubled.
*Yes, THAT Shocker Man. The one from Rockman Cross X, if you don't know who he is, but I bet you do.
Posted on December 23rd, 2015 at 11:43pmEdited on 2016/06/08 at 9:44pm
Posted 2015/12/23 at 11:43pmEdited 2016/06/08 at 9:44pm
#16
I don't know if making another set (not necessarily for myself, but just to buy cards from) is allowed, so if it isn't, then just put them in my set, however, if it is allowed, then here's the Prototype Cache Set
Name: Blossom Woman Core: Nature Health: 100 Attack 1: Blossom Leech The opponent receives -40 Health and recovers 10 Health Attack 2: Blossom Bomber The target received -30 Nature Damage Flip a coin, if heads, Blossom Bomber also inflicts -30 Explode Damage Resistance: Water Weakness: Freeze
Name: Desert Man Cote: Earth Health: 230 Power: SandStorm When Desert Man is in play, the opponent will recieve -10 Earth damage after every turn Attack 2: Desert Drag Desert Man's hands pop out from the ground and drags the target underground. The Target receives [-20 Health]. Attack 3: Drought Dessert Man dries the arena, Water-core moves will inflict 20 less damage but will always inflict a minimum of -10 Health Resistance: Flame Weakness: Water
Name: Cosmo Man Core: Space Health: 120 Power: Core Pallete Attack 1 and 2 will inflict additional damage -10 Health to those weak to Flame and Freeze Core damage (respectively). But Cosmo Man also takes an additional -10 Healtt if facing an opponent with either weakness Attack 1: Mercury's Flame Cosmo Man envelops himself in flames. The opponent receives -90 Health however, Cosmo Man receives -40 Health Attack 2: Pluto's Icicle Cosmo Man Freezes the opponent with a blast of Ice. -40 Freeze Damage and -10 Water damage Resistance: Space Weakness: Electric
Name: Prototype Armor Core: Shield Description: The armor does not provide any protection, but the opponent takes the same amount of damage that is inflicted upon the user.
Name: Shooting Star Core: Neutral Description: The user will recover 60 Health but the effect takes place two turns after the card is used
Name: Color Man Core: Crystal Health: 130 Attack 1: Color Burst The opponent is attacked with a Rainbow of solar energy. The opponent takes -10 Electric damage-20 Crystal damage-10 Freeze damage and -10 Swift damage Attack 2: Sketch Color Man will be able to manually change the opponent's weakness to anything he wants, but takes -20 Health doing so. Resistance: Crystal Weakness: Neutral
Name: Lark Rocket Core: Flame Description: This card will preform Lark Burner (No coin flip, this will only inflict damage)
Name: Shark Man Core: Water Health: 100 Power: Barbed Skin If an opponent uses a Contact-Based attack on Shark Man, the opponent will be counterattacked, and take -20 Health this Power stops working when Shark Man's Health is under 40 Attack 1: Shark Shield A school of fish orbit Shark Man, the shield can withstand 30 Health from an enemy attack before counterattacking, which inflicts -30 Health if the shield is still up after 3 turns, then is automatically attacks (deals same damage) Attack 2: Shark Boomerang Shark Man throws a Shark-shaped Boomerang at the foe, inflicting -20 Health flip a coin, if heads, then the attack inflicts another -30 Health Resistance: Flame Weakness: Electric
Posted on December 24th, 2015 at 12:50amEdited on 2016/01/07 at 6:53pm
Posted 2015/12/24 at 12:50amEdited 2016/01/07 at 6:53pm
#17
To keep working with the MM4 robots I started with Dust Man....
Name: Bright Man Core: Time Health: 110 Attack 1: Bright Flash Attack 1 Description: Bright Man releases a disorienting flash. The opponent's attacks do 20 less damage next turn. Attack 2: Bright Stopper Attack 2 Description: Bright Man releases a paralyzing bright light. You may either deal 30 damage or prevent the opponent from attacking next turn. Resistance: Shadow Weakness: Water
Name: Toad Man Core: Water Health: 100 Power: Irrigate Power Description: Toad Man supplies a hurt ally with water when he enters the field. Heals 30 damage from one of your cards in play whenever Toad Man is played down. Attack 2: Rain Flush Attack 2 Description: Deals 20 too all of your opponent's cards in play. Resistance: Wind Weakness: Earth
Posted on December 24th, 2015 at 9:53amEdited on 2015/12/24 at 10:03am
Posted 2015/12/24 at 9:53amEdited 2015/12/24 at 10:03am
#18
@MusicalReindeer : Uh, Your "Core Palette" power is kinda unnecessary. So either just change the power or not use one for the character at all.
@TisTheSeasonJoey : The whole "all cards in play" thing would only work in a tag-team battle, because I am too lazy to keep track of damage that goes to cards that are NOT in play. (Deck, Bench, whatever you want to call them.) Other than that, the cards are in.
Posted on December 24th, 2015 at 8:52pmEdited on 2015/12/25 at 12:46am
Posted 2015/12/24 at 8:52pmEdited 2015/12/25 at 12:46am
#19
Might as well start off with a few more of the Minus Infinity Bots, then.
Name: Minus-∞ Bright Man Core: Electric Health: 100 Attack 1: Shock Radius Attack 1 Description: Bright Man releases a wave of electricity around himself, halving all damage dealt to him the next turn. Does not affect Water-core attacks, however. Attack 2: Spark Manbow Attack 2 Description: Bright Man fires out a lightbulb that explodes upon travelling to the weakest enemy in the opponent's deck. -20 Health Attack 3: Stunning Light Attack 3 Description: Bright Man charges up for 2 turns, then releases a light bulb that damages all enemies in the opponent's deck, except for Electric and Time-core Robots! [-20 Health] Resistance: Time Weakness: Water
Name: Minus-∞ Dive Man Core: Laser and Swift Health: 120 Power: Psycho Crush Power Description: Every 2 turns, flip a 6-sided dice. If the dice rolls 1, 3 or 5, Dive Man will take -10 Damage from attacks during that turn. If the dice rolls 2, 4 or 6, Dive Man counterattacks upon being attacked, dealing 10 Damage Attack 2: Water Cutter Attack 2 Description: Dive Man fires a laser straight at an opponent. -20 Health Resistance: Missile Weakness: Shadow
@Brimscrooge : I thought I have something to say about Minus-∞ Bright Man, but it's already been said. Maybe a little recap. Something about a problem with the 5 and the whole Pokemon-like health sort of deal, right? Yes? Good. Guess my work here is done. (But yeah, other than that, passed.)
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