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
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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 34688 Times
Posted on June 30th, 2016 at 5:59pmEdited on 2016/06/30 at 6:05pm
Posted 2016/06/30 at 5:59pmEdited 2016/06/30 at 6:05pm
#3
@Crimson : I'm sorry, but since Recovery and Attack aren't attack cores, you can't use them as increases or decreases. Also, pretty sure Grillby's is not a Special Card, so reduce the Grillby's Field Card's Increase of Flame and Decrease of Water to a 30, please.
Also, everyone, apparently Crimson claimed to make all the Undertale Field Cards. So eh, let him. More trouble for him, less trouble for us. :P
EDIT: Wait. Whoops, failed to realize SSN already beat you to the chase. Sorry, Crimson.Now, where were we?
Name: Copy Robot Core: Copy Health: 150 Power: Copy Ability Power Description: When hit with an attack, Copy Robot will copy it and will have the availability to use it on it's next turn. The attack will be lost the turn after. Attack 2: Replica Buster* Attack 2 Description: A replica of one of MegaBoy's* old busters. This can be used to attack for 30 Damage, or charged to do 50 Damage. Attack 3: Weapons Archive* Attack 3 Description: Roll a dice. The number it lands on is the attack Copy Robot uses. 1. Atomic Fire- Copy Robot launches flames at the target to deal 30 Flame-Core Damage.2. Metal Blade- Copy Robot throws a sharp blade at the target to deal 30 Cutter-Core Damage.3. Jewel Satellite- Copy Robot is protected for a turn from all Flame-, Nature-, Electric-, and Water-Core attacks. The next turn, Copy Robot throws the shield to deal 30 Crystal- and Shield-Core Damage.4. Hornet Chaser- A hornet chases after the target and deals 20 Nature-Core Damage.5. Rolling Cutter- Copy Robot throws a boomerang-like cutter at the target to deal 30 Cutter-Core Damage.6. Gemini Laser- Copy Robot fires a laser at the target to deal 10 Crystal- and Laser-Core Damage. Resistance: Shadow Weakness: Electric
...You thought we were done here? Behold, the two Special Cards of the set! You should know who they are. ;)
Name: Yellow Devil Core: Impact and Laser Health: 250 Power: Glitch Manipulation** Power Description: If hit by an Empty-Core attack, Yellow Devil looses a turn. Body Split is also disabled for 3 turns. Attack 2: Body Split Attack 2 Description: Yellow Devil spits his body apart. This attack lasts for 5 turns. Flip a coin each turn. If heads, the target is damaged for 10 Damage. For the duration of the attack, Yellow Devil can't be harmed. Attack 3: Devil Laser Attack 3 Description: Yellow Devil fires a laser from his eye to deal 70 Damage. Resistance: Impact Weakness: Electric
Name: Wily Card Machine Core: Shadow Health: 300 Power: Card Master Power Description: If Wily Card Machine manages to survive for 10 turns, it can have a one-turn use of a chosen attack from the player's deck. Attack 2: Card Launchers Attack 2 Description: Wily launches a giant card at the target like a blade, dealing 50 Damage. Attack 3: Card Bomb Attack 3 Description: Wily launches a bomb made of cards at the target to deal 70 Damage. Resistance: Shadow Weakness: Flame
And once Musical creates Mettaton, I shall finish off the Undertale Character Cards.
*Since MegaBoy (more specifically, the character) is the Original Copy Robot, Copy Robot's moveset is based off of the original MegaBoy card. **Based on the famous way to beat the Yellow Devil, the pause glitch.
Posted on June 30th, 2016 at 7:02pmEdited on 2016/06/30 at 7:09pm
Posted 2016/06/30 at 7:02pmEdited 2016/06/30 at 7:09pm
#4
Oh... My... FIDDLESTICKS! Literally every time I do something that would do something good for me or get hit by an attack that cause status ailments, IT'S HEADS! Ugh! *Sigh* I should calm down.
You take 10 damage from power axe and I'll use a water core to make Chacc's attack stronger and then, I use Axe Spinner that now does 40 damage wen you're scalded and because you're scalded and that damage is double, it deals 80 damage finishing you off.
Name: Psi Man Health: 0/150 Status: Disabled. Or Dead, I don't know. :P
@Retro Pikachu : Ah, you got it through luck. Let's see if Bass.EXE can do a full run. However, before the big bosses, there are others to slaughter. Shall we put it to the test? This game has just became more interesting. Shall we BOND over this moment?
Just to ensure I have no future problems, I shall use Adhesive Bond! *Flips coin* Tails!? Well, at least you lost a turn, so here I come for some actual damage! Let's hit him with Hot Glue! 30 Damage! Let the fun begin.
Posted on July 1st, 2016 at 12:18pmEdited on 2016/07/01 at 2:51pm
Posted 2016/07/01 at 12:18pmEdited 2016/07/01 at 2:51pm
#11
Name:Plasma Crimson Man(SPECIAL CARD) Health:240 Core:Space/Laser Power:Plasma Shield Power Description: Everytime someone attacks Crimson one every 2 three turns, The attack is automatically blocked Attack 2: Plasma Strike Attack 2 Description: Crimson creates a large wave of plasma energy and launch, Doing 120 damage. Attack 3: Black Hole of Death Attack 3 Description: Roll a die. If six, Both Crimson AND the enemy on the field are sucked up into a black hole and cannot be used again. Resistance:Space/Electric/Laser Weakness:Empty
Also, items.
Name:Butterscotch Pie Core:Recovery Description: The user of the Butterscotch Pie's health is maxed out.
Name:Snowman Piece(s) Core:Recovery/Freeze Description: If used once, the user's current HP gains 40 and still has one Snowman Piece left. If used twice, the user's HP is gains 80, but all of the snowman pieces are gone.
Name:Monster Candy Core:Recovery Description: The distinct, strange, flavor of the Monster candy heals the user by 10
Name:Glamburger Core:Recovery Description: If used on a regular RM, the user is healed by 20 . But if used on Mettaton, It goes to 40
Posted on July 1st, 2016 at 3:56pmEdited on 2016/07/01 at 4:40pm
Posted 2016/07/01 at 3:56pmEdited 2016/07/01 at 4:40pm
#15
Here are a few cards to add the the MM&B Set.
Name: Magic Man Core: Shadow Health: 200 Power: Magic Curtain Power Desc: The first time the opponent attacks in battle, flip a coin, if heads, the opponent takes 30 damage Attack 1: Magic Card Attack 1 Desc: The opponent takes 60 damage, and Magic Man is healed for 10 health. Attack 2: Magic Bomb Attack 2 Desc: Magic Man throws a Bomb at the opponent, flip two coins, it does 40 damage per coin that is heads. Weakness: Flame Resistance: Freeze
Name: Pirate Man Core: Explode Health: 190 Power: Water Tides Power Desc: If the opponent is a Water core robot, all of Pirate Man's attacks do 30 more damage than usual Attack 1: Remote Mine Attack 1 Desc: This attack does 70 damage, and for the next three turns, during the opponent's turn, they will take 10 damage Attack 2: Bubble Shield Attack 2 Desc: Till this shield takes 90 damage, Pirate Man won't take any damage Weakness: Electric Resistance: Water
Name: Burner Man Core: Flame Health: 170 Attack 1: Wave Burner Attack 1 Desc: Flip a coin, if Tails this attack does 60 damage, if heads, 100. Attack 2: Burner Dive Bomb Attack 2 Desc: Burner Man jumps into the air, and on the next turn, this attack does 130 damage Attack 3: Bear Traps Attack 3 Desc: Burner Man throws 5 Bear Traps at the opponent. Flip five coins, for each coin that is heads, it does 30 damage Weakness: Water Resistance: Nature
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