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Mega Man RPG Prototype Roleplay & Games

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MMRPG Trading Card Game: The Remake!

November 10th, 2015 at 6:57pm
 
Holly Jolly Beta
Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
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:
Health:
Attack 1/Power:
Attack/Power Description:
Attack 2: (Optional)
Attack 2 Description: (Optional)
Attack 3: (Optional)
Attack 3 Description: (Optional)
Resistance:
Weakness:
Flavor Text: (Optional)

And then the one for supports:

Name:
Core:
Description:
Flavor Text: (Optional)

And now the one for Field Cards:

Name:
Core:
Increases:
Decreases:
Flavor Text: (Optional)
I somehow ran out of space to place down the card sets. If you want cards go HERE
To 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 34683 Times
 
NiceIce
770,544,761 BP
8 TP | 730 PP
Posted on June 23rd, 2016 at 8:29am
Posted 2016/06/23 at 8:29am
#1
Errrrrrrrrrrrrrr. I CHALLENGE MEGABOI TO A BATTLE
^ Top
 
Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
Posted on June 23rd, 2016 at 8:46am
Posted 2016/06/23 at 8:46am
#2
@Retro Pikachu : Yeah, we delayed this battle long enough. I blame it on my vacation, though it seemed you were unaware of that while I was gone. Aw, well, let's just do this. I'll send out... Eh, sure, Mega Man.

Mega Man charges his buster!
Mega Man
100/100
Status: Charging
Bass.EXE
160/160
Status: LifeAura (200/200)
^ Top
 
MegaBoy
11,821,991 BP
31 TP | 601 PP
Posted on June 23rd, 2016 at 9:32am
Posted 2016/06/23 at 9:32am
#3
@RotomSlashBlast : Okay then
^ Top
 
RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 23rd, 2016 at 11:06am
Posted 2016/06/23 at 11:06am
#4
Rotomslashblast has challenged T-RexNaffects to a battle. Does he accept?
^ Top
 
ThePieT-Rex
100,893,949 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 11:08am
Posted 2016/06/23 at 11:08am
#5
@RotomSlashBlast : *SHOCK*

metal-man But, I'm not ready yet!

*Makes a pie and a truckload of granola bars and card strategies*

metal-man LET'S TEM AND ROLL, AMIGO BRO!

*T-RexNaffects accepts!*
^ Top
 
RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 23rd, 2016 at 11:13am Edited on 2016/06/23 at 11:20am
Posted 2016/06/23 at 11:13am Edited 2016/06/23 at 11:20am
#6
Okay! I send out Endo-01!
Endo-01
Health: 200/200
Status: None
Resistance: Laser
Weakness: Impact
^ Top
 
ThePieT-Rex
100,893,949 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 11:18am Edited on 2016/06/23 at 11:21am
Posted 2016/06/23 at 11:18am Edited 2016/06/23 at 11:21am
#7
Okay! I send out... UM... UH... Hades!

Hades
Health: 180
Status: Not at the moment!
Soooo who goes first?
^ Top
 
RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 23rd, 2016 at 11:22am
Posted 2016/06/23 at 11:22am
#8
You are first, sir.
Endo-01
Health: 200/200
Status: None
Resistance: Laser
Weakness: Impact
Hades
Health: 180
Status: None
^ Top
 
ThePieT-Rex
100,893,949 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 11:26am Edited on 2016/06/23 at 11:54am
Posted 2016/06/23 at 11:26am Edited 2016/06/23 at 11:54am
#9
Okay, so Hades uses Scepter Blast! It deals 30 damage and applies Sick! The Typing Of Scepter Blast includes Impact and Shadow, dealing 10 extra damage!
Endo-01
Health: 160/200
Status: Sick
Hades
Health: 180
Status: None, derp.


THAT IS HOW IS WORKS, RIGHT? RIGHT?!?!?!?!
^ Top
 
RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 23rd, 2016 at 11:44am Edited on 2016/06/23 at 11:52am
Posted 2016/06/23 at 11:44am Edited 2016/06/23 at 11:52am
#10
Yes, it is.

Endo-01 uses Armor Song! Endo-01 gains 20 defense for 3 turns!
Endo-01
Health: 160/200
Status: Armor Song: 20 defense, 3 turns left; Sick
Resistance: Laser
Weakness: Impact
Hades
Health: 180/180
Status: None
Resistance: Flame
Weakness: Wind
^ Top
 
ThePieT-Rex
100,893,949 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 11:54am Edited on 2016/06/23 at 11:58am
Posted 2016/06/23 at 11:54am Edited 2016/06/23 at 11:58am
#11
You are such a nice person! Hades uses Scepter Blast... again. dealing a total of 20 damage this time around!
Endo-01
Health: 140/200
Status: Armor Song: 20 Defense, 3 turns left; Sick X2
Hades
Health: 180/180
Status: Surprisingly untouched.
^ Top
 
RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 23rd, 2016 at 12:01pm
Posted 2016/06/23 at 12:01pm
#12
Endo-01 calls upon Endo Army! A leigon of endoskeletons will fire at Hades for 5 turns, dealing 30 damage each turn!
Endo-01
Health: 140/200
Status: Armor Song: 20 defense, 2 turns left; Sick X2; Endo Army: 5 turns left
Resistance: Laser
Weakness: Impact
Hades
Health: 180/180
Status: None
Resistance: Flame
Weakness: Wind
^ Top
 
ThePieT-Rex
100,893,949 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 12:04pm Edited on 2016/06/23 at 12:09pm
Posted 2016/06/23 at 12:04pm Edited 2016/06/23 at 12:09pm
#13
I WILL *Temmie. :3* THE SICKENS OUT OF YOU! HADES USES SCEPTER BLAST! Deals 20 total damage.
Endo-01
Health: 120/200
Status: Armor Song: 20 defense, 2 turns left, Sick X3 and Endo Army: 5 turns left
Hades
Health: 180/180
Status: None! He is literally OK!
^ Top
 
RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 23rd, 2016 at 12:13pm
Posted 2016/06/23 at 12:13pm
#14
Endo Army does 30 damage to Hades! Endo-01 uses Power Song! His attacks will now do 20 extra damage!
Endo-01
Health: 120/200
Status: Armor Song: 20 defense, 1 turn left; Power Song: 20 extra attack, 3 turns left Sick X3; Endo Army: 4 turns left
Resistance: Laser
Weakness: Impact
Hades
Health: 150/180
Status: None
Resistance: Flame
Weakness: Wind
^ Top
 
ThePieT-Rex
100,893,949 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 12:26pm Edited on 2016/06/23 at 12:32pm
Posted 2016/06/23 at 12:26pm Edited 2016/06/23 at 12:32pm
#15
Finally! Damage! Oh my gosh! I thought it was impossible! Anyhow, Hades, Scepter Blast Please! 20 damage dealt total, again.
Endo-01
Health: 100/200
Status: (Oh gosh, here we go.) Armor Song: 20 Defense, 1 turn left; Power Song: 20 Extra Attack, 3 turns left; Sick X4; Endo Army: 4 turns left
Hades
Health: 150/180
Status: None
^ Top
 
RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 23rd, 2016 at 12:33pm
Posted 2016/06/23 at 12:33pm
#16
Endo-01 can't do anything this turn. However, the Endo Army does a Power Song boosted 50 damage to hades!
Endo-01
Health: 100/200
Status: Armor Song cooldown, 2 turns left; Power Song: 20 extra attack, 2 turns left Sick X4; Endo Army: 3 turns left
Resistance: Laser
Weakness: Impact
Hades
Health: 100/180
Status: None
Resistance: Flame
Weakness: Wind
^ Top
 
ThePieT-Rex
100,893,949 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 12:36pm
Posted 2016/06/23 at 12:36pm
#17
TIME TO END YOU! First, I shall use Ares and his Pride to boost Hades attack by 10 and Hp by 10, then use Despair and Demise to deal 100 DAMAGE! WOOOOOOOOO! YOU ARE DEAD! YEAH! Now HOW in the WORLD did he die? It should've dealt 60 damage, but with 4 Sicks, it did 40 more damage! WOOOOOO!
Endo-01
Health: 0/200
Status: Dead now.
Hades
Health: 110/180
Status: None
^ Top
 
RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 23rd, 2016 at 12:54pm Edited on 2016/06/23 at 1:02pm
Posted 2016/06/23 at 12:54pm Edited 2016/06/23 at 1:02pm
#18
Welp, time to send in Jupiter. Jupiter uses Electric Shock on Hades! 70 damage! Since Endo Army stays in after endo-01 dies in FNAF world, I figure it should carry over to Jupiter, and does 30 Damage to Hades!
Jupiter
Health: 170/170
Status: Endo Army: 2 turns left; Aerial Fighter
Resistance: Electric
Weakness: Explode
Hades
Health: 10/180 (CRITICAL!)
Status: None
Resistance: Flame
Weakness: Wind
^ Top
 
ThePieT-Rex
100,893,949 BP
4 TP | 178 PP
Posted on June 23rd, 2016 at 1:11pm
Posted 2016/06/23 at 1:11pm
#19
Rude... Hades, use your Despair and Demise for fun and games. Does 60 damage!
Jupiter
Health: 110/170
Status: The Frigging Endo Army: 2 turns left; Aerial Fighter
Hades
Health: 10/180
Status: CRITICAL CONDITION
^ Top
 
RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 23rd, 2016 at 3:08pm Edited on 2016/06/23 at 4:14pm
Posted 2016/06/23 at 3:08pm Edited 2016/06/23 at 4:14pm
#20
Jupiter, ELectric Shock. 70 damage! hades was rekt!
Jupiter
Health: 110/170
Status: Endo Army: 1 turn left; Aerial Fighter
Resistance: Electric
Weakness: Explode
Hades
Health: 0/180
Status: Dead
Resistance: Flame
Weakness: Wind
^ Top

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