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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 34687 Times
 
TailsMK4Omega
2,413,905,683 BP
20 TP | 467 PP
Posted on December 25th, 2015 at 1:08am Edited on 2015/12/25 at 1:11am
Posted 2015/12/25 at 1:08am Edited 2015/12/25 at 1:11am
#1

gemini-man ...I'll add some more Robot Masters to my deck soon, but I will go ahead and use my Zenny to buy a pack from the Slur Starter Set. After I add some more cards to my deck (maybe get my deck to around 20 cards or so), I might go ahead and pick someone to duel. Hopefully the rules will be explained then, just in case I miss anything from what I assume... ring-ring
^ Top
 
Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
Posted on December 25th, 2015 at 10:25am
Posted 2015/12/25 at 10:25am
#2
@TinyTailsMK4 : Congratulations! You got:
-Space Core
-Slur
-Space Core
-Trill
-Dark Fragment
^ Top
 
2018StudiosN
658,104,324 BP
6 TP | 426 PP
Posted on December 26th, 2015 at 9:26am Edited on 2015/12/26 at 9:28am
Posted 2015/12/26 at 9:26am Edited 2015/12/26 at 9:28am
#3
proto-man I'll buy a pack from the Mega Man Killer Starter Set 2.
^ Top
 
Brimstone
18,073,331 BP
0 TP | 226 PP
Posted on December 26th, 2015 at 8:57pm
Posted 2015/12/26 at 8:57pm
#4
I'll buy a pack from the MMK Starter Set 2 as well.
^ Top
 
Musical
2,193,837,754 BP
11 TP | 730 PP
Posted on December 27th, 2015 at 1:35am
Posted 2015/12/27 at 1:35am
#5
@Beta Blizzard : I may be slower than a snail, but I SUCCESSFULLY fixed Cosmo Man's "Core Palatte" Ability!
^ Top
 
Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
Posted on December 27th, 2015 at 9:01am Edited on 2015/12/27 at 9:05am
Posted 2015/12/27 at 9:01am Edited 2015/12/27 at 9:05am
#6
@MusicalReindeer : You can't have a power that ALWAYS boosts an attack, that makes the whole original damage thing pointless. Maybe for every 2 or more turns and I would accept it, but for now... Sorry, but no.
^ Top
 
Brimstone
18,073,331 BP
0 TP | 226 PP
Posted on December 27th, 2015 at 9:30am Edited on 2015/12/28 at 12:27am
Posted 2015/12/27 at 9:30am Edited 2015/12/28 at 12:27am
#7
Considering how quite a lot of people here have at least 1 kinda powerful card, I might as well put in my entry.

Name: Minus-∞ Shadow Man
Core: Shadow
Health: 180
Power: Shinobi Program
Power Description: Every time Shadow Man attacks while under 80 HP, he gets a 20% chance to heal 10 Health after doing an attack.
Attack 2: Mokushiroku Shuriken
Attack 2 Description: Shadow Man tosses a shuriken at the opponent, dealing 10 Damage, which then splits into 5 smaller Kunais. While doing the attack, flip a coin. If heads, the kunais hit, dealing 20 Damage. If tails, the kunais miss.
Attack 3: Iguru Dive
Attack 3 Description: Shadow Man charges up for one turn, then jumps high up. Flip 4 coins. If a minimum of 3 of the coins show up as tails, Shadow Man deals damage equal to 50% of the target's current HP. Otherwise, Shadow Man will only deal 10 Damage
Resistance: Cutter
Weakness: Copy
^ Top
 
ThatOneEnder
4,279,483,687 BP
10 TP | 592 PP
Posted on December 27th, 2015 at 2:27pm
Posted 2015/12/27 at 2:27pm
#8
I'll go ahead and buy a Genesis/Killer Extra set.
^ Top
 
Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
Posted on December 27th, 2015 at 8:42pm
Posted 2015/12/27 at 8:42pm
#9
@SantaStudiosN : You get:
-Ballade
-Ballade Cracker
-Sakugarne Boost
-Explode Core
-Quint


@Brimstone : You get:
-Ballade Cracker
-Explode Core
-Swift Core
-Sakugarne Boost
-Quint

So, you might be less lucky than SSN. Or not. Idk.
As for your Shadow Man, the least you could do is make a coin flip for it, I'd suggest if at least 2/3-#/5 heads to land. Also, again. POKEMON. BASED. HEALTH. Why is it so hard to remember? I'm sorry, but this card doesn't get a pass this time. Fix these mistakes, and it'll be allowed.


@ThatOneFrostMan : You get:
-Rockman Shadow
-Hyper Storm
-Wind Core
-Shadow Core
-Shadow Cloak
^ Top
 
Retro Pikachu
3,561,826,418 BP
30 TP | 621 PP
Posted on December 27th, 2015 at 10:36pm Edited on 2016/06/23 at 7:31pm
Posted 2015/12/27 at 10:36pm Edited 2016/06/23 at 7:31pm
#10
I'd like to join the card game, with some cards based off of multiple series.


Name: Eliwood
Core: Flame
Health: 170
Attack 1: Rapier Strike
Attack 1 Description: Usually deals 40 Impact Damage. If Eliwood is a Knight Lord, then this attack deals double damage.
Attack 2: Heaven Seal
Attack 2 Description: Flip a coin. If heads, Eliwood promotes to a Knight Lord for 2 turns.
Attack 3: Durandal
Attack 3 Description: Deals 100 Flame Damage, but Eliwood can only use Rapier Strike next turn. If Eliwood is not a Knight Lord, this attack does nothing.
Resistance: Crystal
Weakness: Nature


Name: Lyndis
Core: Swift
Health: 120
Attack 1: Mani Katti
Attack 1 Description: Usually deals 50 Swift damage. If the target is a Shadow Core robot, this attack deals 30 extra damage.
Attack 2: Sol Katti
Attack 2 Description: Deals 90 Flame Damage. However, Lyndis takes 20 extra damage on opponent's next turn.
Attack 3: Rienfleche
Attack 3 Description: Deals 80 Swift Damage. This attack is unaffected by Resistance and Weakness.
Resistance: Nature
Weakness: Impact


Name: Hector
Core: Cutter
Health: 220
Attack 1: Wolf Beil
Attack 1 Description: Deals 60 Cutter Damage. This attack deals double damage if the target has 200 or more health.
Attack 2: Armads
Attack 2 Description: Deals 80 Electric Damage. Hector takes 20 less damage on the opponent's next turn.
Attack 3: Battle Axe
Attack 3 Description: Flip a coin. If heads, this attack deals 70 Cutter Damage and ignores Resistance. If tails, this attack does nothing.
Resistance: Impact
Weakness: Crystal


Name: Pyro
Core: Flame
Health: 200
Attack 1: Flamethrower
Attack 1 Description: Flip 5 coins. For each heads, this attack deals 20 Flame Damage.
Attack 2: Flare Gun
Attack 2 Description: Deals 50 Flame Damage. If the target was hit with Flamethrower or Flare Gun last turn, this attack deals double damage.
Attack 3: Airblast
Attack 3 Description: Changes the opponent's Weakness to Flame for 1 turn.
Resistance: Flame
Weakness: Cutter


Name: Locke Cole
Core: Swift
Health: 150
Attack 1: Steal
Attack 1 Description: If the opponent used a support card last turn, Locke Cole may recreate the effect for personal use.
Attack 2: Valiant Knife
Attack 2 Description: Deals 30 Swift Damage. For every 20 damage Locke Cole has sustained, this attack deals 10 extra damage.
Attack 3: Zwill Crossblade
Attack 3 Description: Deals 90 Wind Damage. Flip 2 coins. If both are heads, Locke Cole takes 60 less damage from the next attack.
Resistance: Cutter
Weakness: Earth


Name: Alure Une
Core: Nature
Description: For 5 turns, the user heals 20 health. The effect is canceled early if the user is disabled or is hit by a Flame attack.


Name: Sandvich
Core: Neutral
Description: Heals the user back to [full health], but the player who used it must skip their next turn.


Name: Pikachu
Core: Electric
Health: 110
Attack 1: Thunder
Attack 1 Description: Deals 70 Electric Damage.
Attack 2: Nuzzle
Attack 2 Description: Deals 20 Electric Damage. Flip a coin. If heads, the target cannot attack on their next turn.
Attack 3: Volt Tackle
Attack 3 Description: Deals 100 Electic Damage. Pikachu takes 50 Self-inflicted Damage.
Resistance: Electric
Weakness: Earth


Name: The Forbidden Power
Core: Shadow
Description: Boosts the power of one attack by 40 damage. The user takes 60 self-inflicted damage.


Name: Paladin's Shield
Core: Crystal
Description: For 2 turns, the user takes 0 damage from Flame, Freeze, Electric, Crystal, Shadow, Wind, Earth, and Water element attacks. The user deals 40 less damage during the time the Paladin's Shield is active.
^ Top
 
Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
Posted on December 27th, 2015 at 11:00pm
Posted 2015/12/27 at 11:00pm
#11
@Retro Sneasel : Your probably going to have to lower the damage on Pikachu's Volt Tackle. Both against the opponent and the card itself. Eliwood's Durandai, Lyndis' Sol Katti, Hector's Armads and Battle Axe, and The Forbidden Power. If I can't allow myself to be OP, I can't allow you to, either. In fact, only the cards that I DIDN'T mention makes the cut for now.
^ Top
 
Retro Pikachu
3,561,826,418 BP
30 TP | 621 PP
Posted on December 27th, 2015 at 11:24pm Edited on 2015/12/28 at 2:59pm
Posted 2015/12/27 at 11:24pm Edited 2015/12/28 at 2:59pm
#12
@Beta Blizzard : Nerfed:
- Volt Tackle's overall damage has been nerfed (200, 100 Self --> 100, 50 self)
- Durandal's damage nerfed (130 --> 100) with added effect of only being able to use Rapier Strike next turn.
- Sol Katti's damage nerfed (100 --> 90)
- Armads' damage nerfed (120 --> 80)
- Battle Axe damage nerfed (90 --> 70)
- Forbidden Power's effect drastically changed.
- Thunder's damage nerfed (100 --> 70)
- Paladin's Shield buffed (50 less damage --> 40 less damage)
^ Top
- deleted -
 
Brimstone
18,073,331 BP
0 TP | 226 PP
Posted on December 28th, 2015 at 12:31am
Posted 2015/12/28 at 12:31am
#14
@Beta Blizzard : Oh, I thought you meant that the HP couldn't end with a 5 by "Pokemon Card HP". Sorry about that. Anyways, I edited Shadow Man.
^ Top
 
Retro Pikachu
3,561,826,418 BP
30 TP | 621 PP
Posted on December 29th, 2015 at 1:34am Edited on 2015/12/29 at 2:00pm
Posted 2015/12/29 at 1:34am Edited 2015/12/29 at 2:00pm
#15
A few more cards because why not

Name: Black Mage
Core: Crystal
Health: 150
Attack 1: Firaga
Attack Description: Burns down opponents with 80 Flame Damage
Attack 2: Blizzaga
Attack 2 Description: Freezes opponents in their tracks with 80 Freeze Damage
Attack 3: Thundaga
Attack 3 Description: Electrocutes opponents with 80 Electric Damage
Resistance: Crystal
Weakness: Impact

Name: Gaiden Cleric
Core: Nature
Health: 140
Attack 1: Nosferatu
Attack Description: Flip a coin. If heads, this attack deals 80 Shadow Damage and the Gaiden Cleric heals by 40 Health. If tails, this attack does nothing.
Attack 2: Recover
Attack 2 Description: Self heals the Gaiden Cleric by 80 health, but the Gaiden Cleric cannot attack next turn.
Attack 3: Angel Light
Attack 3 Description: At the cost of 50 HP, the Gaiden Cleric pierces the opponent with 90 Nature Damage
Resistance: Nature
Weakness: Cutter

Name: HM-03
Core: Water
Description: Temporarily replace an attack of your currently active card with Surf, an attack the deals 70 Water Damage. (i.e. I use HM-03 on Gaiden Cleric, I choose to replace Recover with Surf for the rest of the battle one turn). Cannot be used on a Flame Core card.

Name: Mimic
Core: Neutral
Description: Reuses the last Support Card used, whether by the user or the opponent.

Name: Devil Axe
Core: Shadow
Description: Flip a coin. If heads, the opponent takes 90 Shadow Damage. If tails, the user takes 90 shadow damage.

Name: Sabin
Core: Impact
Health: 170
Attack 1: Raging Fist
Attack Description: The user may decide on a Swift Core attack, Earth Core attack, or an Impact Core attack. Either way, this attack deals 70 damage
Attack 2: Meteor Strike
Attack 2 Description: Deals 80 impact damage. Does 0 damage on Wind or Space core cards.
Attack 3: Phantom Rush
Attack 3 Description: Always deals 70 impact damage, regardless of Weakness, Resistance, Side-effects of attacks, Support cards, etc.
Resistance: Earth
Weakness: Crystal

Name: Omega Stage
Core: Neutral
Description: Prevents the use of Support Cards for 3 turns. This applies to BOTH the user and the opponent.

Name: Reraise
Core: Flame
Description: If the user is taken out by an attack in 3 turns or less, the user is instantly revived with 10 HP.
^ Top
 
Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
Posted on December 29th, 2015 at 9:59am Edited on 2016/12/01 at 10:13pm
Posted 2015/12/29 at 9:59am Edited 2016/12/01 at 10:13pm
#16
@Retro Sneasel : Ok, let's see here... *Looks at rules* "Support cards CAN'T paralyze, burn, make users fall asleep, CHANGE MOVES..." You CAN make it a one-time attack, but you CAN'T use support cards to change the moveset of a RM card. However, I'll give it a pass, as long as you agree to fix that mistake as soon as you can.
Also, Pro Tip: if your going to use a card that revives fallen Robot Masters, I'm going to allow it, but all revived RMs will remain in the deck until you send it out. Thank you.
Might as well make more cards before creating a thread for the first 3 TCG tournaments.

Name: Time Man
Core: Time
Health: 150
Power: Time Slow Effect
Power Description: When Time Slow is used, if the target is Swift-Core or weak to Time-Core attacks, the target takes 10 Damage every turn for 3 turns.
Attack 2: Time Slow
Attack 2 Description: Time Man slows down time. Flip a coin. If heads, the opponent looses a turn. If tails, the opponent's next attack does -30 damage.
Attack 3: Time Arrow
Attack 3 Description: Time Man throws an arrow at the target, dealing 10 Damage.
Resistance: Time
Weakness: Electric

Name: Oil Man
Core: Earth
Health: 150
Power: Oil Slider Activation
Power Description: When hit with an attack that is PURELY Earth-Core, meaning no secondary core type, Oil Man takes no damage and automatically uses Oil Slider on his next turn.
Attack 2: Oil Slider
Attack 2 Description: Oil Man creates a puddle of oil and uses it to slide into the target, dealing 20 Damage
Attack 3: Oil Shooter
Attack 3 Description: Oil Man shoots out oil to deal 20 Damage. For the next 3 turns, or until hit with a Flame-Core attack, the target's weakness is Flame Core.
Resistance: Earth
Weakness: Flame

Name: Quick Man
Core: Swift
Health: 200
Attack 1: Quick Boomerang
Attack 1 Description: Quick Man throws a boomerang at the target to deal 10 Damage.
Attack 2: Boomerang Barrage
Attack 2 Description: Quick Man throws up to 5 Quick Boomerangs. Flip 5 coins. For each heads, this attack deals 10 Damage.
Attack 3: Speeding Tackle
Attack 3 Description: Quick Man crashes into the target to deal 40 Damage, but Quick Man receives 20 Damage from recoil.
Resistance: Swift
Weakness: Time

Name: Skull Man
Core: Shadow
Health: 150
Power: Shadow Energy
Power Description: If hit by a Shadow-Core attack, Skull Man's next attack will deal +10 Damage. If the attack is PURELY Shadow-Core, it will do nothing.
Attack 2: Skull Barrier
Attack 2 Description: Skull Man creates a barrier that protects him from damage for 2 turns, including the turn it's used. However, if the attack is used again on the second turn, Skull Man will throw the barrier to deal 20 Damage, but he will lose the Barrier's defense.
Attack 3: Skull Grenade*
Attack 3 Description: Skull Man lobs a skull-shaped bomb that rolls on the ground for a turn before blowing up to deal 30 Damage
Resistance: Shadow
Weakness: Wind

Name: Terra
Core: Laser and Electric
Health: 200
Power: Stardroid Support
Power Description: In a tag-team battle, if Terra is teamed up with a Stardroid, then the attack of Terra and the Stardroid will be increased by +30 Damage for 3 turns.
Attack 2: Spark Chaser
Attack 2 Description: Terra will shoot out a laser that shocks the target to deal 30 Damage.
Attack 3: Spark Shock**
Attack 3 Description: The user sends a small ball of energy to the target to deal 20 Damage.
Resistance: Electric
Weakness: Impact

I'm out of space for the next card, so it'll be on the next post.

*Sorry, Brimstone, but I'm using your attack. Well, technically, Skull Man is. :P
**Sorry, Tails, but your also on the use of others' attacks list.
^ Top
 
Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
Posted on December 29th, 2015 at 11:18am Edited on 2016/12/01 at 10:16pm
Posted 2015/12/29 at 11:18am Edited 2016/12/01 at 10:16pm
#17
Name: Sunstar
Core: Flame and Time
Health: 250
Power: Stardroid Leader
Power Description: In a tag-team battle, if Sunstar is teamed up with another Stardroid, then the attack of the Stardroid will be increased by +30 Damage for 5 turns.
Attack 2: Sunstar Supernova
Attack 2 Description: Sunstar fires 3 fire blasts from his buster. Flip 3 coins. For each heads, the attack deals 30 Damage.
Attack 3: Giga Laser
Attack 3 Description: Sunstar charges for 2 turns, and then releases a powerful laser on the third to deal 50 Damage. Sunstar looses a turn during the charge, but is invincible during the lost turn.
Resistance: Flame
Weakness: Electric
^ Top
 
TailsMK4Omega
2,413,905,683 BP
20 TP | 467 PP
Posted on December 29th, 2015 at 4:15pm Edited on 2015/12/29 at 5:50pm
Posted 2015/12/29 at 4:15pm Edited 2015/12/29 at 5:50pm
#18

gemini-man ...Just wanted to mention that you HAVE allowed the use of effects like paralysis when I talked to you in the chat, Beta. Now, guess I'll use this space to add some more cards to my deck...I'll display this information in my profile as well for easy access. ring-ring

Name: Ring Man
Core: Cutter
Health: 150
Attack 1: Ring Boomerang
Attack 1 Description: The user throws a wide boomerang that attacks the opponent, then rebounds attacking the opponent again, dealing a total of 30 damage. If an attack booster is used, the rebound hit still does 15 damage, but the first hit is affected by the booster.
Attack 2: Ring Hold
Attack 2 Description: Flip a coin to determine if the opponent will be prevented from attacking this turn. If heads, the opponent cannot attack with his character, though support cards can still be used, and the opponent also takes 20 damage (ignores resistance and weakness). If tails, the attack does nothing.
Attack 3: Ring Absorb
Attack 3 Description: Flip a coin to determine the boomerang used in this attack. If heads, the tiny boomerang thrown will deal 20 damage to the opponent and the user recovers 20 health (amount healed is equal to amount of damage the opponent receives, resistance included). If tails, a large boomerang is thrown, dealing 50 damage to the opponent, but the user also is exhausted from throwing the boomerang and loses 10 health in exchange. This attack is affected by boosters.
Resistance: Wind
Weakness: Flame

Name: Galaxy Man
Core: Space
Health: 200
Power: Calculated Mind
Power Description: Galaxy Man is so focused on the battle that Space Cores used on him last two turns instead of one turn normally.
Attack 2: Black Hole Bomb
Attack 2 Description: Galaxy Man will always attack second in a turn if this attack is used. He fires the Black Hole Bomb at his opponent and the damage done depends on the opponent's actions. If a support card was used by the opponent this turn, the bomb deals 60 damage instead of the usual 30 damage.
Attack 3: Coin Hold
Attack 3 Description: Flip a coin to determine which side of the coin will always take effect for the next 3 turns, both the user and the opponent. This attack does no damage to the opponent.
Resistance: Space
Weakness: Earth

Name: Plug Man
Core: Electric
Health: 150
Power: Anime Memories
Power Description: Plug Man gets inspired by the anime he's watched recently and starts his first turn with either an attack increase of 30 if Plug Ball is used, or if heads is flipped during Pleasant Chat, the next two Robot Master cards get an increase of 30 health. This only takes effect when he first joins a battle, not when he rejoins.
Attack 2: Plug Ball
Attack 2 Description: The user fires an electrically charged ball that rolls along the ground and damages the opponent for 30 damage.
Attack 3: Pleasant Chat
Attack 3 Description: Plug Man strikes a conversation with the opponent. Flip a coin to determine what happens when the conversation ends. If heads, the user gains 30 health and the next character card the user uses next also gains 20 health. If tails, the opponent gains 30 health. This attack does no damage to the opponent.
Resistance: Electric
Weakness: Crystal

Name: Sheep Man
Core: Electric
Health: 200
Power: Cloud Formation
Power Description: Unless Sheep Man is daydreaming, Sheep Man will form a cloud to cover himself during the opponent's turn. Flip a coin to determine if the attack hits Sheep Man. The attack succeeds if the coin is heads or the attack is Impact element.
Attack 2: Thunder Wool
Attack 2 Description: The user unleashes a floating piece of wool that fires a bolt of lightning at the opponent from above. Flip a coin to determine if an additional effect is applied. If heads, the attack only does the regular 30 damage. If tails, sparks also fly out from where the bolt strikes the ground, dealing an extra 20 damage. This extra attack is not effected by boosters.
Attack 3: Daydream
Attack 3 Description: The user spends this turn resting, and recovers 100 health by next turn. During this turn, Sheep Man's resistance is ignored, and no support cards can be used.
Resistance: Electric
Weakness: Impact
^ Top
 
Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
Posted on December 29th, 2015 at 4:37pm Edited on 2015/12/29 at 5:25pm
Posted 2015/12/29 at 4:37pm Edited 2015/12/29 at 5:25pm
#19
Wow, would you look at that. I've reached my deck limit already. Ok, let's see what I'm going to put in my storage:
-Sunstar
-Time Core
-Earth Core
-Swift Core
-Shadow Core
-Laser Core
-Electric Core
-Flame Core
-Time Core (again)

I will place OVER-DRIVE! in my storage and pull out Sunstar.
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Retro Pikachu
3,561,826,418 BP
30 TP | 621 PP
Posted on December 29th, 2015 at 4:51pm Edited on 2015/12/29 at 5:29pm
Posted 2015/12/29 at 4:51pm Edited 2015/12/29 at 5:29pm
#20
I'll add 3 more cards for a 30 card deck.

Name: Mewtwo
Core: Crystal
Health: 160
Attack 1: Confusion
Attack Description: Deals 20 Crystal damage. On the target's next attack, flip a coin. If tails, the attack does nothing.
Attack 2: Shadow Ball
Attack 2 Description: Deals 60 Shadow damage. Mewtwo's next attack deals 10 more damage.
Attack 3: Psystrike
Attack 3 Description: Crushes the foes with 90 Crystal damage. Ignores weakness and resistance.
Resistance: Impact
Weakness: Shadow

Name: Lucario
Core: Laser
Health: 150
Power: Aura Rage
Power Description: Lucario's Aura increases by damage. Every 20 damage Lucario has sustained increases his Aura Level by 1 (i.e. Lucario has 110 HP left, Aura Level = 2, Lucario has 70 HP left, Aura Level = 4, etc). Aura level automatically starts at Level 0.
Attack 1: Aura Sphere
Attack 1 Description: Deals 40 Laser damage. Damage increases by 10 for every level of Aura.
Attack 2: Aura Storm
Attack 2 Description: Deals Laser damage equal to [Aura Level] * 20. Lucario cannot attack next turn.
Resistance: Shadow
Weakness: Flame

Name: Dracula
Core: Shadow
Health: 180
Attack 1: Hellfire
Attack Description: Flip 3 coins. For each heads, this attack does 40 Flame damage
Attack 2: Dark Inferno
Attack 2 Description: Unleashes a blast of dark energy dealing 70 Shadow damage. If the opponent has a weakness to Explode, this attack does 20 extra damage
Attack 3: Soul Steal
Attack 3 Description: Deals 60 Shadow damage and heals Dracula by 30 HP
Resistance: Shadow
Weakness: Crystal

Also, I'm not sure if I've missed something, but what happens to damage on an enemy w/ a weakness (i.e. Striking Dracula with a Crystal attack). Does it double damage? Does it increase damage by 30 or something? Same question about Resistance.
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