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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
- deleted -
 
AlphaRock0131
1,738,620 BP
7 TP | 30 PP
Posted on June 23rd, 2016 at 7:09pm
Posted 2016/06/23 at 7:09pm
#2
@RotomSlashBlast : yeah.
^ Top
 
RedBomber
13,580,823 BP
3 TP | 188 PP
Posted on June 23rd, 2016 at 7:34pm
Posted 2016/06/23 at 7:34pm
#3
So, sacrifice chip automatically cancels any attack done by the opponent.

Name:Death Stare
Core:Shadow
Description: The sight of the death stare immediately Paralyzes the opponent for 4 turns. If the user has a luigi card, this is increased to 6
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ThePieT-Rex
100,893,949 BP
4 TP | 178 PP
Posted on June 24th, 2016 at 5:10am
Posted 2016/06/24 at 5:10am
#4
You fool, you have walked right into my trap!

Go Pharah! Because Pharah can FLY in Overwatch and by her own, your attack will do nothing! *Evil Laugh*
Go! Finish him with your Rocket Barrage of Justice! Coin Flip X3! *SHOCK* How did I get.... All three heads? OH WELL! 120 DAMAGE TO JUPITER AND HE IS DOWN!
Name: Jupiter
Health: 0/170
Status: OH YEAH! YOU ARE DEAD! DEAD, DEAD, DEAD!
Name: Pharah
Health: 160/160
Status: Killing Spree, I mean none.
^ Top
 
ThePieT-Rex
100,893,949 BP
4 TP | 178 PP
Posted on June 24th, 2016 at 7:42am Edited on 2016/06/24 at 8:10am
Posted 2016/06/24 at 7:42am Edited 2016/06/24 at 8:10am
#5
While I wait, I'll add some cards because people can do that... Somehow... (Based off of a fangame that I thought up of that will NEVER happen!)

Name: Tiny Man
Core: Missile
Health: 100
Power: Tiny Power
Power Description: When Tiny Man attacks, he can flip a coin. If Heads, the attack will do 20 more damage and if Tails, 10 less damage.
Attack 2: Tiny Missile
Attack 2 Description: Tiny Man fires a tiny missile that deals 50 damage! After damage, flip a coin. Heads will Paralyze the opponent. Tails will deal 10 less damage to the attack.
Attack 3: Tiny, I mean huge, Spider!
Attack 3 description: Tiny Man uses his Special Power, turning into a giant spider! Flip a coin. He does 10 damage to the enemy and gains 30 to himself if tails and 60 damage if heads. He becomes normal Tiny Man afterwards.
Weakness: Nature
Resistance: Impact
Name: Tube Man
Core: Space
Health: 190
Power: Tubular Space Portal
Power Description: Every time Tube Man is attacked, half of that total damage becomes damage for his Attack 3.
Attack 2: Tube Plasma Ball
Attack 2 Description: Tube Man fires a plasma ball from his tube cannon, dealing 40 damage!
Attack 3: Tube Portal Destruction
Attack 3 Description: Tube Man firs a special Tube Portal, that does damage based on his power!
Weakness: Impact
Resistance: Shadow
Name: Law Man
Core: Shadow
Health: 200
Power: Justice Rights!
Power Description: Law Man has more rights! He gains 10 every turn, for a price. He rolls a die!
1. Loses 20 instead.
2 and 3. Loses 10 attack.
4. Gains 10 defense.
5. Gains 10 attack.
6. Gains 20 defense and Attack.
Attack 2: Law Hammer
Attack 2 description: Law Man fires a Hammer of the Law at the foe, dealing 30 impact type damage!
Attack 3: Law Bolt
Attack 3 Description: Law Man fires a power Law Lightning Bolt for a special strike! It deals 50 damage!
Weakness: Space
Resistance: Flame
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RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 24th, 2016 at 10:16am
Posted 2016/06/24 at 10:16am
#6
Blastoise, IT'S VENGANCE TIME!

Endo Army does 30 final damage to Pharah, and then disappears! Blastoise uses Water Pulse! 30 damage! *coin flip* *heads* He/She's also Confused!
Blastoise
Health: 140/140
Status: None
Resistance: Water
Weakness: Nature
Pharah
Health: 100/160
Status: Confused
Resistance: Nature
Weakness: Shield
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ThatOneEnder
4,279,483,687 BP
10 TP | 592 PP
Posted on June 24th, 2016 at 3:19pm Edited on 2016/06/24 at 4:13pm
Posted 2016/06/24 at 3:19pm Edited 2016/06/24 at 4:13pm
#7
Name: Illusion Man
Core: Shadow
Health: 190
Attack 1: Illusion Giant
Attack 1 Desc: Illusion Man increases in size, and for the next two turns Illusion Man does 30 more damage than usual
Attack 2: Illusion Blast
Attack 2 Desc: Illusion Man fires a ball of energy that does 70 damage
Attack 3: Illusion Clone
Attack 3 Desc: Illusion Man makes three clones of himself, doing 40 damage and the opponent has a 50% chance to miss next turn (so the opponent has to flip a coin for it to hit)
Weakness: Laser
Resistance: Shadow

Name: Cipher Man
Core: Laser
Health: 180
Power: Binary Shield
Power Desc: For the first two turns Cipher Man is active, all attacks from the opponent do 30 less damage than normal
Attack 2: Cipher Beam
Attack 2 Desc: This attack does 60 damage, roll a dice, if 1 or 6, then the opponent can't attack next turn.
Attack 3: Cipher Mecha Summon
Attack 3: This attack does 30 damage, and the next turn's attack does a extra 10 damage
Weakness: Electric
Resistance: Laser

Name: Primal Man
Core: Explode
Health: 150
Attack 1: Primal Bomb
Attack 1 Desc: Primal Man throws a Bomb that does 60 damage to the opponent.
Attack 2: Primal Hop
Attack 2 Desc: Primal Man hops on to the opponent, roll a dice, if a 4 or a 2, then this attack misses, this attack does 90 damage.
Attack 3: Primal Rain
Attack 3 Desc: Flip 4 coins, for each coin that lands heads, there is a added 30 damage (meaning the max damage is 120, but that is unlikely that will happen.)
Weakness: Shadow
Resistance: Laser
Note about this card: All of Primal Man's attacks on this card have luck factors to them, like how in MME, Primal man's attacks are very frantic and fast.

Also, if Beta is reading this, can you put all of my MME cards (these three cards, Jolt Man and his core, Frigid Man and his Core, and the Wily Rush Machine) into a set?
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ThePieT-Rex
100,893,949 BP
4 TP | 178 PP
Posted on June 24th, 2016 at 3:36pm Edited on 2016/06/24 at 3:49pm
Posted 2016/06/24 at 3:36pm Edited 2016/06/24 at 3:49pm
#8
What does Confused do? Eh. Phrah, attack with... Rocket Launcher! Deal 40 damage, maybe? Or do I have to flip a coin to deal damage? WHAT DOES CONFUSED DO? I'M SO CONFUSED! Got tails if coin flip is really needed.
Name: Blastoise
Health: 100???/140
Status: None.
Name: Pharah
Health: 100/160
Status: Confused, whatever THAT does!
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RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 24th, 2016 at 4:03pm
Posted 2016/06/24 at 4:03pm
#9
"When Confused, a robot flips a coin each turn for 5 turns. If tails, the robot deals 10 Neutral-Core Damage to itself."

Pharah ends up doing 10 damage to Him/herself! Blastoise charges Skull Bash, tucking its head in. It gains 20 more defense!
Blastoise
Health: 100/140
Status: Skull Bash charging; 20 defense
Resistance: Water
Weakness: Nature
Pharah
Health: 90/160
Status: Confused, 4 turns left
Resistance: Nature
Weakness: Shield
^ Top
 
AlphaRock0131
1,738,620 BP
7 TP | 30 PP
Posted on June 24th, 2016 at 4:43pm Edited on 2016/06/25 at 4:44pm
Posted 2016/06/24 at 4:43pm Edited 2016/06/25 at 4:44pm
#10
Name: Akiro
Core: Electric/Wind
Health:100
Attack 1: Storm Saber
when sent out, Akiro attacks his opponent with his sword, doing 70 damage.
Attack 2: Talon Strike
Akiro attacks his opponent with his barbed wings, doing 50 damage.
Attack 3: Dragon Ascent
Akiro Flies at his opponent at high speed, Doing 70 damage to his opponent and 10 to himself.
Resistance: Wind, Crystal
Weakness: Freeze, Electric
^ Top
 
RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 24th, 2016 at 6:18pm
Posted 2016/06/24 at 6:18pm
#11
...

@AlphaRock0131 : You just HAD to steal my idea, didn't you.
^ Top
 
MegaBoy
11,821,991 BP
31 TP | 601 PP
Posted on June 24th, 2016 at 6:21pm
Posted 2016/06/24 at 6:21pm
#12
@RotomSlashBlast : Agreed
^ Top
 
AlphaRock0131
1,738,620 BP
7 TP | 30 PP
Posted on June 24th, 2016 at 6:28pm
Posted 2016/06/24 at 6:28pm
#13
Name:Kazuki shadow-man
Core:Shadow/Space
Health: 200
Attack 1: Psycho Blade
Kazuki throws a shuriken made of psychic energy. does 80 damage
Attack 2: Copy Soul
Kazuki copies his opponent's type, but is still part shadow core. He drains 30 health from his opponent.
Attack 3: smoke bomb
Kazuki creates a smokescreen, confusing the opponent.
Resistance: Crystal
Weakness: Shadow
^ Top
 
AlphaRock0131
1,738,620 BP
7 TP | 30 PP
Posted on June 24th, 2016 at 6:43pm Edited on 2016/06/25 at 4:31pm
Posted 2016/06/24 at 6:43pm Edited 2016/06/25 at 4:31pm
#14
Name: Lia
Core: Nature/Wind
Health: 200
Attack 1: Gentle_Kiss
Lia kisses the opponent, confusing them! This happens when you get heads on a coin.
Attack 2: slap
Lia gives her opponent a slap, doing 20 damage
Resistance:Wind
Weakness:Flame, Freeze
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RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 24th, 2016 at 7:02pm
Posted 2016/06/24 at 7:02pm
#15
@AlphaRock0131 : You are just... I don't even KNOW where to start with this!

Attack 1 instantly causes a status ailment with no coin flipping, and attack 2 causes too much damage! Plus, it is just a slap! How can a slap do THAT much damage!?
^ Top
 
NiceIce
770,544,761 BP
8 TP | 730 PP
Posted on June 24th, 2016 at 7:32pm Edited on 2016/06/24 at 8:09pm
Posted 2016/06/24 at 7:32pm Edited 2016/06/24 at 8:09pm
#16


GeminiMen.EXE
Core: Laser
HP: 300

Power: Laser Deflection

Desc: Any laser attacks deflect off them and hit a different card for whatever amount of damage the attack does.

Attack 1: Gemini Lasers

Desc: They both do 80 damage to the enemy. Flip A coin. If heads, Enemy is effected with the Lasered status. It does 20 damage every turn. (its a status from earthbound: cognitive dissonanc.)

Attack 2: Laser Dash

Desc: They both dash into the enemy and do 100 damage. Whilst doing 60 damage to them.

Attack 3: Self-Encouragement

Desc: They encourage eachother with compliments, Kind words, Etc. Making them do 20 more damage for every other attack they have.

^ Top
 
MegaBoy
11,821,991 BP
31 TP | 601 PP
Posted on June 24th, 2016 at 8:00pm Edited on 2016/06/25 at 1:46pm
Posted 2016/06/24 at 8:00pm Edited 2016/06/25 at 1:46pm
#17
@RotomSlashBlast : Yeah Alpha needs to improve his cards. Speaking of cards... I'd like to start a campaign to make every single card in the game, use this Mega Man card of what to go off of...
Anyone who wants to help please reply to this comment

Help list:

(Note that the supports look bigger on the forum but they are literally just the same size as the actual card image)
Card Collection

Starter Kit arranged by Me
Mega Man by MegaBoy Proto Man by MegaBoy Bass by MegaBoy Roll by MegaBoy Dr.Light by MegaBoy Copy Shot by MegaBoy Mega Buster by MegaBoyDr.Wily by MegaBoy

Back by MegaBoy Support Back by MegaBoy
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Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
Posted on June 24th, 2016 at 9:10pm
Posted 2016/06/24 at 9:10pm
#18
@T-RexNaffects : There's an edit button, you know. But still, your characters have been accepted. (Though, I'm not sure how an attack's damage being "based on his power" would mean.)

@MegaBoyX7 : I think there are so many cards out there that it would be impossible to make ALL of them.
And here are more cards, finishing off the Lightning Yellow set!

Name: Jolteon
Core: Electric
Health: 120
Power: Volt Absorb
Power Description: If hit by a pure Electric-Core attack, Jolteon will be healed by 30 HP!
Attack 2: Thunder Shock
Attack 2 Description: Jolteon shocks the opponent with a bolt of electricity, dealing 40 Damage!
Attack 3: Pin Missile*
Attack 3 Description: Jolteon fires sharp spikes at the target. Flip 5 coins. For each set of heads, this attack does 10 Damage.
Resistance: Electric
Weakness: Earth

Name: Flareon
Core: Flame
Health: 120
Power: Flash Fire
Power Description: If hit by a Flame-Core attack (even if it's Dual Core), Flareon's next attack will be increased by +10 Damage
Attack 2: Ember
Attack 2 Description: Flareon shoots out a small flame to deal 20 Damage. Flip a coin. If heads, the target is also Burned.
Attack 3: Smog
Attack 3 Description: Flareon attacks the target with a poisonous gas to deal 30 Damage. Flip a coin. If heads, the target is also Poisoned.
Resistance: Flame
Weakness: Water

Name: TM29: Psychic
Core: Crystal
Description: Allows the one-time use of Psychic. The user attacks the target with Psychic energy, dealing 70 Damage!

And now... For the SPECIAL CARDS!

Name: Mew
Core: Crystal
Health: 130
Attack: TM Crisis
Attack Description: Mew uses one of 6 TMs through Dice Roll. 1. Flamethrower- Mew attacks the target with a blast of fire to deal 70 Flame-core damage. 2. Solar Beam- Mew waits on the first turn, unless there is Sunlight present. Then, Mew releases a 90-Nature- and Laser-Core-Damage laser of solar energy at the target. 3. Charge Beam- Mew attacks the target with an Electrical Charge to deal 50 Electric- and Laser-Core damage. 4. Ice Beam- Articuno fires an icy-cold beam of energy, dealing 70 Freeze- and Laser-Core damage. 5. Hyper Beam- Mew attacks with a laser to deal 80 Laser-Core Damage. Mew looses a turn. 6. Scald- Mew attacks the target with a stream of hot water that deals 50 Water- and Flame-Core damage. Flip a coin. If heads, the target is burned.
Attack 2: Psychic
Attack 2 Description: Mew attacks the target with Psychic energy, dealing 70 Damage!
Attack 3: Pound
Attack 3 Description: Mew punches the target, dealing 20 Damage.
Resistance: Crystal
Weakness: Shadow

Name: Deoxys Speed
Core: Space and Swift
Health: 210
Attack 1: Teleport
Attack 1 Description: If the opponent has only one card left, Deoxys Speed can switch out with another card in your deck. The card that is sent out will take two turns on it's next turn.
Attack 2: Pursuit
Attack 2 Description: This attack deals 20 Damage. If the opponent switched out cards on the last turn, the card the opponent called back to their deck, unless K.O.'d, will receive 40 Damage instead.
Attack 3: Extreme Speed
Attack 3 Description: Deoxys Speed rams into the opponent at high speeds, dealing 30 Damage. Deoxys Speed takes another turn. The extra turns can't be stacked, however.
Resistance: Space
Weakness: Shadow

*Because Pin Missile in Pokemon is Bug Type, apparently.
^ Top
 
MegaBoy
11,821,991 BP
31 TP | 601 PP
Posted on June 24th, 2016 at 9:17pm
Posted 2016/06/24 at 9:17pm
#19
@Beta Man : That's why I'm going to do your basic cards first, also could you help me with cards?
^ Top
 
Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
Posted on June 24th, 2016 at 9:29pm Edited on 2016/06/24 at 9:57pm
Posted 2016/06/24 at 9:29pm Edited 2016/06/24 at 9:57pm
#20
@MegaBoyX7 : I would, but I have no idea what size I would have to resize the sprites into.

EDIT: Nevermind, I figured it out.
^ Top

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