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 34695 Times
Shocker Man uses G-Cannon! Btw, I just realized... I was mistaken about it's core type! It originally does 30 Damage, but since I thought it was Shadow-Core (which is Bass.EXE's resistance), I thought it did only 20. However, now I've realized my mistake. It did 30 Damage. Bass.EXE was at 40. And I use G-Cannon twice (due to Bass.EXE's turn loss), adding to 60 Damage. The tables have turned at last, Retro Pikachu! What will you do now?
Shocker Man Health: 200/200 Status: Turned the tables!
Lyndis swapped out for Hector! Hector used Armads! 0 Damage.... Defense Buff until my next turn! Hector shall take 20 less damage on Shocker Man's next turn
Hector 220/220 Status: Defense +20
Shocker Man 40/200 Status: Skull Barrier, CRITICAL
OVER-DRIVE! has been activated! Shocker Man uses Skull Barrier! The Skull Barrier was thrown! 10 Damage to Hector! Shadow Barrier has been deactivated!
@Retro Pikachu : Even though we're probably not going to do the whole "genocidal" thing anymore, I'm still going to do my little storyline thing. Moving on to Skull Man!
Skull Man uses Skull Barrier! You know how it goes.
Hector used Armads again! 80 Damage! Hector gained 20 defense!
Hector 200/220 Status: Defense +20
Skull Man 20/100 Status: CRITICAL
EDIT: While I wait for Beta to make his next turn, allow me to place a TON of support cards.
Name: Power Change Core: Neutral Description: If your current robot has a Power, you may change that power for another robot's power from your deck.
Name: Eclipse Core: Shadow Description: The target's HP is halved, rounded up (70 -> 40). If the target has a weakness to Shadow, the target's HP is reduced to 10. If the target has a resistance to Shadow, the target's HP is unaffected. If the target already has 10 HP, this does 10 damage.
Name: Curaga Core: Energy Description: Heals your current Robot by 90
Name: Restore Core: Energy Description: Removes all status conditions (both positive and negative). Can be used on you or opponenent.
Name: System Reset Core: Energy Description: Removes all status conditions (both positive and negative) and fully heals both you and your opponent.
Name: Victory Star Core: Neutral Description: You may use this support card after a coin flip or dice roll. Redo your coin flip or dice roll, and pick the better result of the two. If you pick the original result, this support card goes right back into your deck.
Name: Zero Z Core: Laser Health: 130 Attack 1: Z Saber Attack 1 Description: This attack does 20 laser and cutter damage. Z Saber now does 20 more damage for the rest of the fight. Effect stacks, but caps at +80 damage (100 damage total). Attack 2: Saber Combo Attack 2 Description: Flip coins until you get tails or 3 consecutive heads. For each heads, this attack does 40 laser and cutter damage. If Z Saber is at maximum power (100 damage), this attack does 60 damage for each heads instead of 40. Attack 3: Shield Boomerang Attack 3 Description: Takes 1 turn to charge. During charge state, attacks do 20 less damage to Zero Z. When the attack is used again, this attack does 70 laser and shield damage. Weakness: Cutter Resistance: Shadow
Name: Eddie Call Core: Neutral Description: Roll a die. If... - 1: Heal your robot by 30 - 2: Heal your robot by 60 - 3: Heal your robot by 90 - 4: Heal your robot by 120 - 5: Damage foe by 30 - 6: Damage foe by 70
Name: Beck Core: Copy Health: 140 Power: RefleXion Power Description: If Beck has defeated a foe with Xel Dash, he may use any of the victim's attacks for the rest of the battle. Attack 2: Buster Shot Attack 2 Description: Roll a die. Multiply the result by 10, and do that amount of neutral damage to the foe. Attack 3: Xel Dash Attack 3 Description: This attack does 10 swift and copy damage. If the foe has 40 or less HP, this attack does 40 damage, ignores resistance, activates RefleXion, and Beck is healed by 40 HP.
Name: Weakness Change Core: Neutral Description: Change the weakness of either your robot or your opponent's robot for 3 turns. Must be a "Legal" core type (i.e. no Cossack or Weapons).
Name: Resistance Change Core: Neutral Description: Change the resistance of either your robot or your opponent's robot for 3 turns. Must be a "Legal" core type (i.e. no Cossack or Weapons).
Name: Regen Core: Energy Description: Heals your robot by 30 HP for 4 turns.
Name: AntiField Core: Shadow Description: Immediately removes the current field in play.
Name: Field Reverse Core: Empty Description: The Increases and Decreases of the current field in play are reversed (i.e. -10 flame becomes +10 flame)
Name: Azura's Song Core: Water Description: Flip a coin. If heads, you can use 2 attacks on this turn. If tails, nothing occurs and this card is wasted.
Name: Roar Core: Neutral Description: Forces the opponent to switch out their current Robot Master with another card of YOUR choice.
Name: DarkChip Core: Shadow Description: Increases the power of your attacks by 50, but reduces both current and maximum HP by 50% (rounded down). Buff lasts until card is switched out or defeated, but Debuffs last until defeated.
Name:Reverse Coin Fliping Desc: This card when Is summoned its effect activated,Each time when coin fliping Is required makes in reverse eff that the flipping of the coin would be stopped immediately,when the coin flipping is negated that card special effect is stopped aswell,If the card effect misses once it makes it automatically destroyed .
Name:Roll Emergency Call Desc: Roll Emergency Call is offensive support card to give one random permanent effect to the card (Strenght.Defense,Speed)mostly this card effect will last for one turn,Second turn if this card effect is acquired You will be needing to flip the Coin otherwise if is Heads the effect continues to be active summon on battle,Secondary thing the coing if hits tail this card effect is canceled.
This all for now I meanwhile thing about more card's to add later
Name: Proto Man MKII Health: 200 Core:Shield/Shadow Power: Roboenza Infection Power Description: If the enemy attacked Proto Man MKII with a part of their body (punch,kick,etc.), then the opponent is effected with Roboenza, doing 20 Damage That turn and for the next ten. Attack 2: Proto Strike Attack 2 Description: Proto Man MKII fires a big blast from his buster. -80 Damage Attack 3:Proto Shield Attack 3 Description: The damage of the next five is split in half, rounded down to the nearest 10 for the next five turns. Resistance:Impact/Shield
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