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 34680 Times
Posted on June 25th, 2016 at 9:18pmEdited on 2016/06/25 at 9:27pm
Posted 2016/06/25 at 9:18pmEdited 2016/06/25 at 9:27pm
#1
Alright, Sunstar, let's take down the LifeAura and, if there is any chance you are still alive afterwards, which I doubt, do some actual damage to Bass.EXE!
Sunstar uses Sunstar Supernova! *Flips coins* ...Only one set of heads AGAIN!? *Sigh* Fine, LifeAura is down anyways. Not sure if the leftover 20 Damage does anything.
Sunstar 20/150 Status: Surprisingly still alive, but not for long!
Bass.exe 140/160 Status: Defenseless! The tables may just turn!While I continue to wait, I present to you the Fortress Set!
Name: Mega Man? Core: Copy and Shadow Health: 120 Power: Copy Chip Power Description: When Copy Shot is used, the attack does the full damage of the original. Attack 2: Variable Weapons System Attack 2 Description: Roll a dice. Mega Man? uses one of these moves this turn depending on what number it landed on. 1. Rolling Cutter- Mega Man? throws scissor-like blades at the target like a boomerang to deal 10 Cutter-Core Damage.2. Super Arm/Hyper Bomb- Flip a coin. If heads, Mega Man? throws a huge block at the target, dealing 30 Impact-Core Damage. If tails, Mega Man? throws a bomb at the target, dealing 20 Explode-Core Damage.3. Ice Slasher- Mega Man? shoots out a sharp shard of ice at the target to deal 30 Freeze- and Cutter-Core Damage.4. Fire Storm- Mega Man? shoots out a small flame at the target to deal 10 Flame-Core Damage.5. Thunder Beam- Mega Man? fires electricity at the target to deal 20 Electric- and Laser-Core Damage.6. Time Slow/Oil Slider- Flip a coin. If heads, the target looses a turn unless it is Swift-Core. If the target is weak to Time-Core attacks, then it will be dealt with 10 Time-Core Damage. If tails, Mega Man? slides on oil and rams into the target to deal 20 Earth-Core Damage. Attack 3: Copy Buster Attack 3 Description: Mega Man? charges his buster for a turn, then releases it on the next to deal 40 Damage. Resistance: Shadow Weakness: Electric
Name: Doc Robot Core: Copy Health: 120 Power: Copy Chip Power Description: When Copy Shot is used, the attack does the full damage of the original. Attack 2: Weapons Archive #1 Attack 2 Description: Doc Robot uses one of four moves. The attack chosen replaces Attack 2 until the opponent's current card is defeated. Metal Blade- Doc Robot throws a sharp blade at the target to deal 20 Cutter-Core Damage.Air Shooter- Doc Robot shoots out three gusts of wind. Flip 3 coins. For each set of heads, this attack does 10 Wind-Core Damage.Flash Stopper- Doc Robot freezes time, dealing 30 Time and Crystal-Core Damage and making the target lose a turn.Leaf Shield- Doc Robot protects himself from all Buster-based attacks, as well as Nature- and Water-Core attacks, for two turns. On the second turn, Doc Robot has the option to throw the shield and deal 30 Nature- and Shield-Core Damage, but the defense will be lost. Attack 3: Weapons Archive #2 Attack 3 Description: Doc Robot uses one of four moves. The attack chosen replaces Attack 3 until the opponent's current card is defeated. Bubble Lead- Doc Robot shoots out a bubble filled with a harmful acid, dealing 30 Water- and Earth-Core Damage.Quick Boomerang- Doc Robot throws a boomerang at the target to deal 10 Swift- and Cutter-Core Damage.Crash Bomber- Doc Robot launches an explosive weapon at the target's feet. The target is inflicted with Crash.Atomic Fire- Doc Robot launches a ball of fire to deal 10 Flame-Core Damage. The attack can be charged for a turn to do 30 Flame-Core Damage. If so, flip a coin. If heads, the target is also Burned. Resistance: Water Weakness: Cutter
Crash is an effect that lasts 3 turns. On the 3rd turn, the target will be damaged by 20 explode-core damage. The effect can be passed on to other robots if the target switches out with another robot.
Posted on June 26th, 2016 at 1:34amEdited on 2016/06/26 at 1:40am
Posted 2016/06/26 at 1:34amEdited 2016/06/26 at 1:40am
#3
@AlphaRock0131 : Seriously?
First of all, this is literally just a Jupiter clone. You could argue that Fredbear is a Golden Freddy clone, but they could be the same thing in canon.
THIS, however, isn't even in any game whatsoever! Literally the ONLY reason to use Jupiter Shock would be to cause Swift damage.
That aside...
Name: Persian Core: Shadow Health: 130 Attack 1: Fake Out Attack 1 Description: The opponent takes 20 damage and can't move this turn. Only works the turn Persian is sent out. Attack 2: Slash Attack 2 Description: Flip a coin. If heads, this attack deals 60 damage. If tails, it does 30 damage. Attack 3: Assurance Attack 3 Description: Persian uses an attack to add on to existing damage, dealing 30 damage! If the target took damage right before this move was used, this attack does 80 damage instead! Resistance: Shadow Weakness: Impact
Name: Ledian Core: Naturle/Space Health: 120 Attack 1: Comet Punch Attack 1 Description: Ledian hits the foe with a lurry of punches. Flip 5 coins. For each one that is heads, Ledian does 10 damage! Attack 2: Mach Punch Attack 2 Description: Ledian throws a punch at blinding speed, dealing 30 damage! Attack 3: Safeguard Attack 3 Description: Ledian is protected against all status ailments this turn. Resistance: Nature Weakness: Electric
Name: Ursaring Core: Neutral Health: 150 Power: Guts Power Description: When Ursaring is Burned,Poisoned, or Dehydrated, its attacks gain half damage rounded down added to their original damage! Attack 2: Slash Attack 2 Description: Flip a coin. If heads, this attack deals 60 damage. If tails, it does 30 damage. Attack 3: Hammer Arm Attack 3 Description: Ursaring swings and hits the opponent with its strong and heavy fist, doing 80 damage! However, Ursaring can't move next turn. Resistance: Shadow Weakness: Impact
Name: Skarmory Core: Cutter/Wind Health: 130 Attack 1: Air Cutter Attack 1 Description: Skarmory unleashes razor-like wind to slash the opponent. Flip a coin. If tails, this does 40 damage. If heads, this does 80 damage. Attack 2: Spikes Attack 2 Description: Skarmory lays a spike trap on the floor, cousing the next Robot Master to be sent in to take 30 damage! Attack 3: Steel Wing Attack 3 Description: Skarmory hits its foe with wings of steel, dealing 60 damage! Resistance: Earth Weakness: Electric
(I'd like the following to be added to the Brimstone pack.)
Name: Reaper Man Core: Shadow Health: 170 Power: The Lord of Death Power Description: Brimstone, Shocker Man, Daemon and all other Shadow-core Robots get a 10 HP Boost and deal 10 extra damage until Reaper Man is deactivated. Attack 2: Reaper’s Scythe Attack Description: Reaper Man teleports next to his opponent and slashes them with a scythe, dealing 30 damage! Flip a coin. If it lands on tails, Reaper Man heals himself by half of the damage dealt, rounded down. Attack 3: Nightmare Nebula Attack Description: Reaper Man charges up for one turn, then attempts to suck a foe into a reality-distorting black hole! Flip three coins. The effect of this ability changes depending on the results of the flip. - If one of them land on heads, the foe evades the black hole. - If two of the coins land on heads, the foe’s weakness is changed into Shadow for three turns, removing the previous weakness it used to have. - If three of the coins land on heads, the foe takes 60 damage. Flying opponents take 90 damage. - If none of the coins land on heads, the foe is sent back to the opponent’s hand. If that same foe is sent out again, it will only be played with 75% of its maximum HP, rounded up. Resistance: Time Weakness: Electric
Name: Daemon Core: Flame and Shadow Health: 150 Attack 1: Volcanic Axe Attack 1 Description: Daemon charges up energy for one turn, then smashes a foe with a gigantic axe, dealing 60 damage and Burning that opponent for three turns! Attack 2: Pyre Trident Attack 2 Description: Daemon launches a three-pronged spear at his opponent, dealing 50 damage. Attack 3: Firestorm Bastion Attack 3 Description: Daemon uses his shield to guard himself from attacks, taking 10 less damage. This ability does not affect Water, Wind and Flame-core abilities, however. Resistance: Nature Weakness: Water
Name: Firebomb Core: Flame Description: A firebomb is thrown at the opponent's deck, dealing 10 damage to all of the foe's cards, and also destroys a random Support card.
Name: Baptism by Fire Core: Flame and Energy Description: Heal a Robot by 20 Energy. If used on a Flame-core robot, heal 60 Energy instead.
Name: Haunt Core: Shadow Description: Haunts the foe's current Robot Master, forcing it to return to the opponent's deck. If it is sent in again, it is stunned for one turn.
(And then I'd like these to be added to the Minus Infinity pack.) Name: Shadow Kunai Core: Shadow and Cutter Description: The next attack the Robot Master this is played on does deals an extra 50% of the original attack's damage, rounded down.
(Also, I'm upgrading my past cards, since they seem underpowered with the addition of many new cards.)
Brimstone Health: 120 -> 160 Skull Grenade: 30 Damage -> 70 Damage Volcanic Bursts: 10 Damage -> 20 Damage. 5 Damage per turn for three turns is removed, and is replaced by the default Burn status effect.
Minus-∞ Skull Man Health: 100 -> 120 Hell Wheel: Changed into a coin flip. Getting a heads causes Skull Man to dodge the next attack on him. Getting a tails does nothing. Rapid Fire: 5 Damage -> 10 Damage Skull Tackle: 35 Damage -> 70 Damage. Does not disable the Hell Wheel ability anymore.
Minus-∞ Pharaoh Man Health: 120 -> 180 Pharaoh's Curse: 10 Damage -> 20 Damage. Pharaoh Shotgun: No longer hits three of the opponent's cards. Instead, deals 20, and toss two coins. For every coin that lands on heads, deal 20 more damage. Rage of the Pharaoh: 20 Damage -> 50 Damage. 10 damage for two turns is removed, and is replaced by the Burn status effect.
Posted on June 26th, 2016 at 7:57amEdited on 2016/06/26 at 8:12am
Posted 2016/06/26 at 7:57amEdited 2016/06/26 at 8:12am
#6
Well my oh my! Confusion is NOT fun! Well, Pharah, use rocket barrage! *SHOCK AGAIN* WHAT IS ME WITH ALL THREE FRICKING HEADS?! Okay, let's hope for another head. YOU SON OF A SUNSTAR! *Takes 10 Neutral Based Damage* I WILL PUNCH SOMEBODY.
For the sake of convenience, I've created 2 pastebins of my cards to examine. If you wish to fight me or want to buy cards from my set, these are a great place to look!
It says in the "weakness" thing, Blastoise isn't weak to electric. It's weak to Nature. So ONLY 30 DAMAGE. Blastoise uses Water Pulse. 20 damage! *coin flip* *tails*
Blastoise Health: 70/140 Status: None Resistance: Water Weakness: Nature
Name: Blastoise Health: 40/140 Status: About to get destroyed NoneI guess more cards while I wait!
Name: Ra (SPECIAL) Core: Flame and Wind Health: 280 Power: The Sun God Power Description: When Ra gets hit, the sun alters, dealing 20 damage to the opposing foe every time he takes damage in ANY WAY! Attack 2: Sun Meteor Attack 2 Description: Ra fires a meteor from the Sun itself, rolling a die for damage output! 1: Deals 60 Flame Core Damage! 2: Deals 50 Crystal Core Damage! 3: Deals 100 Explode Core Damage! 4: Deals 30 Nature Core Damage! 5: Deals 70 Shadow Core Damage! 6: Deals 110 Laser Core Damage! Attack 3: Sun Blast Attack 3: Ra attacks with a blast from the sun, but a coin must be flipped! Heads: Deal 130 Flame Damage and lose 30 HP to Ra Himself! Tails: Takes 60 Damage to Self and deals 40 Explode Cores Damage to the foe! Weakness: Shadow Resistance: Wind
Oh gosh! Your limits for special cards are crazy! Oh well, it's a special card. I'm not gonna buy it... Maaaaybe. I think I went overboard for a special card. I need your thoughts on this card, Beta!
Now: Reflects all projectile attacks doing neutral core damage.
Enough of that though. time to put my deck together! Ryu, Ryu's Headband, Crimson Man, Grillby, Crystal Woman, Goku, Naruto, Ichigo, One Punch Man, Sasuke, Asgore, JOHN CENA, Vegeta, Super Saiyan JOHN CENA, Space Core, Swift Core, Laser Core, Flame Core, Crystal Core, Swift Core, Swift Core, Wind Core, Cutter Core, Impact Core, Swift Core, Shadow Core, Flame Core, Flame Core, Cutter Core, Impact Core, Swift Core, Robobot Suit, Swift Core, Phoenix's Phone, Evidence, Yasichi, Laser Tag Starforce, Saitama's Fist, Sensu Bean, Dark Fragment (2), Counter Chip, Parry Chip, Dog Residue, Death Stare, Universal Pouch, Laser Strike, QuickLikeQuickMan, MegaProtoBassMan
Posted on June 29th, 2016 at 4:06pmEdited on 2016/06/29 at 4:13pm
Posted 2016/06/29 at 4:06pmEdited 2016/06/29 at 4:13pm
#18
Adding a bunch of cards...
Name: Meta Knight Core: Cutter Health: 120 Attack 1: Mach Tornado Attack 1 Description: Flip 5 coins. For each heads, this attack does 30 wind and cutter damage Attack 2: Drill Rush Attack 2 Description: This attack does either 70 cutter or swift damage. Attack 3: Galaxia Darkness Attack 3 Description: This attack can only be used if the target has 80 HP or less. This attack does 80 cutter and shadow damage. Weakness: Swift Resistance: Impact
Name: Akuma Core: Shadow Health: 100 Power: Satsui No Hado Power Description: If the target has 90 or less HP, all attacks deal 90 damage. Attack 2: Gouhadoken Attack 2 Description: Flip 2 coins. For each heads, this attack does 50 flame damage. Akuma's next attack does 20 extra damage. Attack 3: Ashura Senku Attack 3 Description: This attack does 10 Shadow Damage. Akuma now gains Glide.* Weakness: Crystal Resistance: Nature
* Glide is a beneficial status. If you try attacking anyone with Glide, flip a coin. If heads, the attack hits and Glide is removed. If tails, the attack misses and Glide is not removed.
And now, for the Mighty Numbers!
Name: Pyrogen Core: Flame Health: 140 Power: Blue Flare Power Description: If Pyrogen is at 80 Health or less, Blue Flare activates and all attacks gain an extra effect. Attack 2: Pyro Wave Attack 2 Description: Flip 10 coins. For each heads, this attack does 10 flame damage. If Blue Flare is active, flip 15 coins instead of 10. Attack 3: Pyro Blast Attack 3 Description: This attack does 50 flame and explode damage. If Blue Flare is active, this attack does an extra 30 damage. Weakness: Wind Resistance: Freeze
Name: Cyrosphere Core: Freeze Health: 150 Attack 1: Cryo Ball Attack 1: This attack does 40 Freeze damage. Flip a coin. If heads, the opponent is now Chilled*. Attack 2: Cryo Dust Attack 2: Roll a dice. - If 3 or less, this attack does 20 freeze damage. - If 4 or 5, this attack does 30 freeze damage and the opponent is now chilled*. - If 6, this attack does 60 freeze damage and the opponent is now chilled*. Attack 3: Cryo Crash Attack 3 Description: You can only use this attack if the enemy is Chilled. Flip a coin. If heads, this attack does 100 freeze and impact damage. If tails, this attack does nothing and the enemy no longer chilled. Weakness: Flame Resistance: Explode
* Chilled is a status that requires the victim to flip a coin at the beginning of their turn. If heads, they are no longer chilled. If tails, their turn ends. Flame robots cannot be chilled.
Name: Dynatron Core: Electric Health: 140 Attack 1: Electric Seed Attack 1: Flip 5 coins. For each heads, this attack does 10 electric damage. Attack 2: Shock Wave Attack 2: This attack only works if Electric Seed was used last turn. For each time it hit, this attack does 20 electric damage Attack 3: Charge Drain Attack 3: This attack does 10 electric damage and heals Dynatron by 30 health. If the opponent is at full health, this attack's damage and healing is doubled. Weakness: Cutter Resistance: Shadow
Name: Seismic Core: Earth Health: 160 Attack 1: Seismic Crash Attack 1 Description: This attack changes depending on your last move used: - If Seismic Crash was used last turn, nothing happens. - If Seismic Wave was used last turn, This attack does 60 earth damage and Seismic takes 10 less damage on the opponent's next turn. - If Seismic Stones was used last turn, This attack does 30 earth damage for each tails flipped last turn. Attack 2: Seismic Wave Attack 2 Description: This attack does 40 earth damage. Seismic takes 30 less damage on the opponent's next turn. Attack 3: Seismic Stones Attack 3 Description: Flip 4 coins. For each heads, this attack does 30 earth damage. Weakness: Explode Resistance: Cutter
Posted on June 29th, 2016 at 4:08pmEdited on 2016/06/30 at 1:27am
Posted 2016/06/29 at 4:08pmEdited 2016/06/30 at 1:27am
#19
Continuing from the last post...
Name: Battalion Core: Explode Health: 140 Power: Detonator Power Description: Once Battalion's HP drops to 70 or less, the enemy is inflicted with Countdown.* Attack 2: Bullet Fire Attack 2 Description: Roll a die. Multiply the number you got by 10, and deal that amount of damage. Neutral core type. Attack 3: Remote Mine Attack 3 Description: This attack does 30 explode damage. Flip a coin. If heads, this attack does 40 more damage. Weakness: Freeze Resistance: Earth
* Countdown is a status that causes the victim to be instantly defeated in 3 turns.
Name: Aviator Core: Wind Health: 150 Power: Tailwind Power Description: After Aviator makes an attack, flip a coin. If heads, Aviator may use another attack, free of charge. Attack 2: Divebomb Attack 2 Description: This attack either does 40 impact damage or 40 wind damage. Attack 3: Fussilade Attack 3 Description: Flip 4 coins. For each heads, this attack does 20 neutral and wind damage. Weakness: Shadow Resistance: Flame
Name: Brandish Core: Cutter Health: 130 Attack 1: Brandish Sword Attack 1 Description: This attack does 60 cutter damage Attack 2: Spin Slash Attack 2 Description: Flip 2 coins. For each heads, this attack does 40 cutter damage Attack 3: Brandish Overdrive Attack 3 Dscription: This attack does 70 cutter damage. Flip coins until you get tails. For each heads, this attack does 10 extra damage. You can only use this attack if Brandish is at 70 HP or lower. Weakness: Earth Resistance: Electric
Name: Countershade Core: Shadow Health: 170 Attack 1: Sniper Fire Attack 1 Description: Flip coins until you get tails. For each heads, this attack does 30 shadow damage Attack 2: Glitch Shot Attack 2 Description: This attack does 50 shadow damage. The opponent cannot use Support Cards on their next turn. Attack 3: Aim and Fire Attack 3 Description: Take 1 turn charge, and all attacks do 10 more damage to Countershade. On your next turn, this attack does 100 shadow damage. Weakness: Electric Resistance: Wind
@Brimstone : You have reached the limit! Here's what goes in your storage: -Firebomb -Baptism by Fire -Haunt -Shadow Core -Another Shadow Core -Flame Core@CrimsonBomb : ...Oh. Yikes. This is awkward, but uh... I didn't accept QuickLikeQuickMan or MegaProtoBassMan because I believe you said they were based on MMRPG Users, and I had no idea who they are/were. Sorry!@Retro Pikachu : ...Uh... Well, while I can accept Countershade, mind tuning Aim and Fire's attack damage to a 100? And no, a charge and loss of defense does NOT justify the 120 damage, however if it done recoil (which might make no sense) of at least 70 damage, then I can allow it. Thank you. (Oh! Speaking of, I think you can restore the recoil damage of Pikachu's Volt Tackle now, if you haven't. As LONG as it follows the recoil rule, that is. I'd suggest you read the rules list until you, at the most, read the damage limit rule to know what I mean.)
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