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 34691 Times
Posted on January 5th, 2016 at 8:55pmEdited on 2016/12/01 at 10:26pm
Posted 2016/01/05 at 8:55pmEdited 2016/12/01 at 10:26pm
#1
Just because I can, here are some more cards.
Name: Freeze Man Core: Freeze Health: 170 Power: Ice-Cold Core Power Description: When defeated, Freeze Man's core releases an arctic wind that makes all attacks Freeze-Core for both sides for a turn. Attack 2: Freeze Cracker Attack 2 Description: Freeze Man releases an explosive made of ice to deal 30 Damage. Attack 3: Freeze Mist Attack 3 Description: Freeze Man surrounds the opponent with a cold mist. Flip a coin. If the first coin lands on heads, flip another coin. If the second coin lands on heads, the target is infected with Frostbite. When Frostbite is in play, the target loses 3 turns and takes 10 Freeze-Core Damage each round for 5 rounds. If tails, the target is infected with Freeze. When Freeze is in play, the target loses 3 turns. Neither Freeze or Frostbite can infect Freeze- or Flame-Core targets. If the first coin lands on tails, the attack does nothing. Resistance: Freeze Weakness: Earth
Name: Slash Man Core: Cutter and Nature* Health: 150 Power: Hibernation and Dehydration Power Description: If hit with 3 Freeze-Core attacks in a row, flip a coin. If tails, Slash Man will lose a turn. Every time he is hit with a Flame-Core attack, the target's next attack is increased by +10 Damage. The attack power will keep on growing until an attack of a different core type is used. Attack 2: Slash Claw Attack 2 Description: Slash Man slashes rapidly at the target with his claws. Flip 3 coins. The attack does 20 Damage times the number of heads. Attack 3: Gel Trap Attack 3 Description: Slash Man leaps into the air and sends down vials of gel to trap the target. Slash Man's next attack is increased by +10 Damage, but he will only use Slash Claw once. (In other words, the coin flip is removed, and it does 30 damage.) Resistance: Nature Weakness: Freeze
Name: Bomb Man Core: Explode Health: 150 Attack 1: Hyper Bomb Attack 1 Description: Bomb Man throws a bomb at the target that explodes on contact, dealing 20 Damage Attack 2: Danger Bomb Attack 2 Description: Bomb Man throws a large bomb at the target that makes a big explosion on contact, dealing 50 Damage. However, Bomb Man loses -10 Health from recoil, ignoring his resistance to Explode-Core attacks. Attack 3: Reinforced Bomb Attack 3 Description: Bomb Man throws a variation of the Danger Bomb that hits the target to deal 10 Impact-Core Damage and then explodes to deal 30 Explode-Core Damage. Resistance: Explode Weakness: Cutter
Name: Duo α Core: Space Health: 250 Power: Evil Energy Containment Power Description: All Evil Energy cards on both sides are destroyed. Attack 2: Duo Fist Attack 2 Description: Duo α charges an attack from his fist to deal 30 Damage. Attack 3: Final Judgement Attack 3 Description: Duo α fires a powerful laser. If the target is a Wily/Evil-bot, then the attack will deal 70 Damage. If the target is a Light/Cossack/Hero-bot, then the attack will deal 30 Damage. The attack can only be used if Duo α is at 50 health or less. Resistance: Shadow Weakness: Freeze
Name: Duo Ω Core: Space Health: 250 Power: Evil Energy Boost Power Description: When Evil Energy is used on any side, the user's next attack will be doubled with the additional +10 Damage, but the user will lose -20 Health instead of the usual 10. Attack 2: Duo Fist Attack 2 Description: Duo Ω charges an attack from his fist to deal 30 Damage. Attack 3: Final Punishment Attack 3 Description: Duo Ω fires a powerful laser. If the target is a Light/Cossack/Hero-bot, the attack will deal 70 Damage. If the target is a Wily/Evil-bot, the attack will deal 30 Damage. The attack can only be used if Duo Ω is at 50 health or less. Resistance: Crystal Weakness: Flame
*The reason behind Slash Man's double-core is because in the development build, Slash Man is Nature-Core, but since I like him more as a Cutter-Core, I decided to use both.
Posted on January 6th, 2016 at 8:21pmEdited on 2016/01/07 at 6:46pm
Posted 2016/01/06 at 8:21pmEdited 2016/01/07 at 6:46pm
#2
Pst! Bt Man! I think I should have 23 cards and 0 zenny instead of 19 cards and 100 zenny. If you want to let me have that zenny though, that'd be cool. :P
Name: Dynamo Man Core: Electric Health: 110 Power: Recharge Power Description: During your turn, before you attack, if Dynamo Man is at 30 health or lower, Dynamo Man may enter his recharging station. After one player ends their turn and before the other player starts their's, Dynamo Man may restore 10 health. If an attack should do 40 damage or more against Dynamo Man, the recharging station breaks. If Dynamo Man reaches 70 health, the recharging station breaks. Once the recharging station breaks, it can not be reused by Dynamo Man. While in his recharge station, Dynamo Man cannot use the "Lightning Bolt". Attack 2: Orb Scatter Attack 2 Description: Dynamo Man shoots electricity-producing orbs at the opponent. Flip 2 coins. For each heads, deal 10 damage. Attack 3: Lightning Bolt Attack 3 Description: Dynamo Man releases Lightning Bolts from the sky on his opponents. Deals 40 damage. If you used Orb Scatter in the previous turn, and missed both orbs, this attack does an additional 30 damage. This attack ignores the opponent's resistance. You cannot use this attack two turns in a row. Resistance: Wind Weakness: Shadow
Name: Wave Man Core: Water Health: 90 Power: Amphibious Power Description: Wave Man can move swiftly on land and in water! Wave Man takes 20 less damage from Nature, Earth, and Water core attacks. Attack 2: Water Wave Attack 2 Description: Wave Man releases a high-pressure wave of water at the opponent. Deals 40 damage. If the opponent has any extra support cards in play, Water Wave can sweep them away, thus disabling them. Resistance: Flame Weakness: Swift
Name: Backup Plan Core: Neutral Description: If one of your robots were disabled last turn, the base damage for your attack this turn is boosted by 30.
Name: Self-Destruct Core: Shadow Description: Deal damage to the opponent equal to your base HP. Then deal that much damage to yourself.
Name: Blinding Light Core: Laser Description: During your opponent's next turn, the core type of their attack is ignored and replaced with the Neutral core typing.
With these last five cards, along with two cores for my new robot masters, I should be at 30! I guess I should start actually playing soon.
@Tobyjoey : First of all, you are right about the 23 cards 0 zenny thing. That'll be fixed right away. Second of all, a card of the same name has already been made. However, since they are both completely different, YOUR Backup Plan card will have a (2) label on it.
So I thonk I may am having the same issue as Toby, cause I for some reason have 100 zenny, when I should have 0, or are you just adding extra zenny to people for no reason/it might be explained why later?
I have decided to make a few robots that have attacks based on status effects as an excuse to describe how they would work.
Name: Flame Man Core: Flame Health: 130 Power: Oil Replenish Power Description: If Flame Man does a total of 100 damage against a target without disabling it, Flame Man will skip a turn. Flame Man will not lose a turn if in a tag-team battle with an Earth-core partner or if hit by an Earth-core attack on the previous turn. Attack 2: Flame Blast Attack 2 Description: Flame Man launches a small fire that bursts into a flame bar to deal 20 Damage. Flip a coin. If heads, the target is inflicted with Burn. When a robot is Burned, it takes 10 Flame-Core Damage every turn for 5 turns unless it is hit with a water-core attack. Robots that are Flame- or Water-Core will not be burned. If the target is Freeze- or Nature-Core, it will deal 20 Flame-Core Damage despite weaknesses. Attack 3: Flamethrower Blast Attack 3 Description: Flame Man generates a big wave of fire that deals 50 Damage. Resistance: Flame Weakness: Wind
Name: Solar Man Core: Flame Health: 120 Power: Solar Energy Power Description: After using Solar Blaze, the attack of Flame- and Nature-Core moves will be increased by +10 Damage on both sides for 5 turns. The attack boost will not be extended if the attack is used again during the 5 turns. Attack 2: Solar Blaze Attack 2 Description: Solar Man charges for a turn then launches a ball of fire powered by the sun to deal 30 Damage. Attack 3: Solar Rays Attack 3 Description: Solar Man releases solar energy. During this, all Flame-core charging attacks can be used without charge and deals full damage. (In other words, Pharaoh Shot and Solar Blaze won't need to be charged to do it's charge damage.) Flip a coin. If heads, the target is inflicted with Dehydration. When inflicted with Dehydration, until hit with a water-core attack, all flame-core attacks will deal +10 Damage for every Flame core attack used before it. (In other words, it's similar to Slash Man's Dehydration part of his ability.) Resistance: Flame Weakness: Water
Name: Aqua Man Core: Water Health: 110 Power: Balloon Fill Power Description: If hit with a water-core attack, Water Balloon's damage will be increased by the same amount of original damage that would be dealt by the attack. Attack 2: Water Balloon Attack 2 Description: Aqua Man launches a water balloon originally deals 10 Damage. If Aqua Hose is used on the previous turn, unless hit with another water-core attack, this attack deals 10 Neutral Damage. Attack 3: Aqua Hose Attack 3 Description: Aqua Man launches a stream of water from his hose at the target. Flip a coin. If heads, the target is inflicted with Soak. When a robot is Soaked, if hit by a Electric-core attack within 5 turns, or if the robot is Electric-core itself, the target will be shocked, lowering it's health to 30-10 Health. This effect will not be inflicted on Water-, Freeze-, or Nature-Core Robots. Resistance: Water Weakness: Space
Name: Clown Man Core: Electric Health: 120 Power: Circus Act Power Description: If hit by Magic Card, Ring Boomerang, or Juggling Balls, flip a coin. If heads, the attack deals no damage and does nothing. Attack 2: Thunder Claw Attack 2 Description: Clown Man stretches out his arm and shocks the target to deal 30 Damage. Attack 3: Juggling Balls Attack 3 Description: Clown Man juggles 3 colored balls and throws a random one at the target. Roll a dice. If it lands on 1 or 2, the target will be inflicted with Paralysis. If a robot is Paralyzed, the opponent flips a coin each turn. If it lands on tails, the opponent looses that turn. If the dice lands on 3 or 4, the target will be Burned. If it lands on 5 or 6, the target will be Frozen. Resistance: Electric Weakness: Wind
The next robot's card takes too long, so this is to be continued in another post.
Posted on February 9th, 2016 at 10:14amEdited on 2016/12/01 at 10:29pm
Posted 2016/02/09 at 10:14amEdited 2016/12/01 at 10:29pm
#9
Here's a custom Robot Master:
Name: Puppet Master Core: Crystal and Shadow Health: 150 Attack 1: Control Paddle Attack 1 Description: Puppet Master throws a Control Paddle* to deal 20 Damage. Attack 2: Hypnotic Voice Attack 2 Description: Puppet Master uses a soothing voice to hypnotize the target. Flip a coin. If heads, the target is inflicted with Sleep. When Asleep, the target looses a turn for 3 turns. If tails, the target is inflicted with Confusion. When Confused, a robot flips a coin each turn for 5 turns. If tails, the robot deals 10 Neutral-Core Damage to itself. Attack 3: Puppeteering Attack 3 Description: Puppet Master latches strings on the target to deal 10 Neutral-Core Damage. Roll a dice. If it lands on 1 or 6, the target is inflicted with Puppet. While a Puppet, the other player gets to choose the robot's next attack for a turn, while unable to use items. During this, weaknesses and resistances are ignored. Resistance: Crystal Weakness: Cutter
*The wooden cross that controls a wooden puppet. I had to look it up.
-ZeroDXZ has entered as a Card Dealer!- come one come all,...buy cards from me...each pack 100 Zenny,....get a rare ZeroDXZ Card Set card for Z-250! ...... i sell duplicates of cards from various card packs if you wish!....
Posted on February 9th, 2016 at 11:45amEdited on 2016/02/09 at 3:42pm
Posted 2016/02/09 at 11:45amEdited 2016/02/09 at 3:42pm
#11
ZeroDXZ Card Set! (these cards are from the rp,..same as always,but with 4 new cards)
NEW! Name:Phoenix Wright Core:Flame/Swift Fusion Health:150 Attack 1:Objection! Delivers a swift interruption to your opponents "testimony"(attack) 10 Damage Attack 2:Hold It! Stops an opponent briefly! 10 Damage. + Both User and Opponent lose a turn! Attack 3:Take That! Deliver firey justice upon the enemy! 20 Damage Resistance: Swift and Flame Weakness: Freeze
Name:Evidence Type:Support Description: Adds +10 Damage to Phoenix Wrights next attack. +10 Damage
Name:Attorney's Badge Type:Support Description: Gives Phoenix Wright a HP boost of 20 Pts. +20HP!
Name: Phoenix's Phone Type:Support Description: Calls Maya Fey to give Phoenix Wright a +10 Damage Boost! +10 Damage
(due to actually being unfair with the Maya Fey thing...i'm making it happen)
Name: Maya Fey Core: Swift/Space Health: 130 Attack 1: Maya Tackle Maya dashes at the enemy,..causing constant damage to a singular hit 10 Damage Attack 2: Magmatama Blast Maya's Magmatama activates sending blinding light at the enemy causing blindness and damage! -..MY EEEEYYEES!- 10 Damage Attack 3: Phoenix's Little Assistant Maya's will to help Phoenix powers her up and causes slight earthquakes.. -IT'S TOO MUCH,...SHE'S....SHE'S JUST A KID!!!- 20 Damage
Name: Pearl's Magmatama Type: Space Description: Gives Maya Fey +10 Damage her next attack.
Name: Mia Fey's Attorney Badge Type: Swift Description: The badge of Maya Fey's passed sister,..it reminds her of what her sister wanted for Maya and gives her +10 HP.
Name: Supporting Evidence Type: Swift Description: when active,...gives any Phoenix Wright Character cards -ex. Phoenix Wright, and Maya Fey- +10 HP
Name: Apollo Justice Type: Laser/Swift Attack 1: Chords of Steel .......ow.......ow...my ears....ow....ow 10 Damage Attack 2: Hold It of Steel...ow.......ow.....it just got worse...OW 10 Damage Attack 3: Take That of Steel MMMMYYY EEAAAARRSS!! 20 Damage
Name: Apollos Wristband Type: Laser Description: .....gives +10 Damage to Apollos attacks.....and his voice breaks glass.......... +10 Damage
Name: Apollos "monster hair" Type: Laser Description: gives Apollo more flare........it adds more damage to Laser Type attacks for ally cards.. +10 Laser Type Damage
Posted on February 29th, 2016 at 8:13pmEdited on 2016/06/26 at 2:52pm
Posted 2016/02/29 at 8:13pmEdited 2016/06/26 at 2:52pm
#14
I'm not sure how/when the tournament starts, so I'll just create some cards. Don't worry, they'll go straight to the storage.
(This is my own take on an Enker Card, so there are some differences between mine and the official version.) Name: Enker [Retro] Core: Shield Health: 160 Power: Powerful Mirror Power Description: Whenever Enker takes damage, flip a coin. If heads, the card that damaged Enker takes 30 damage. Attack 1: Mirror Buster Attack 1 Description: Does 10 Shield damage PLUS whatever damage Enker has sustained. (i.e. Enker has 100 HP, Mirror Buster deals 70 damage). Attack 2: Enker Wave Attack 2 Description: Deals 70 Laser Damage. The target takes 20 extra damage on Enker's next turn. Resistance: Electric Weakness: Explode
Name: Weakness Policy Description: Removes the Weakness of all Robots on the field for 3 turns.
Name: Death Core: Shadow Health: 160 Attack 1: Sickle Storm Attack 1 Description: Flip 6 coins. For each heads, this attack deals 20 Cutter Damage. If Death Incantation was used last turn, this attack deals Shadow damage instead. Attack 2: Laser Storm Attack 2 Description: Flip 4 coins. For each heads, this attack deals 40 laser damage, but for each tails, this attack deals 20 less damage. If Death Incantation was used last turn, this attack deals 60 shadow damage for each heads instead, but each tails causes the attack to deal 30 less damage. In either case, the damage can amount to a negative value and heal the target. Attack 3: Death Incantation Attack 3 Description: During your next turn, all support cards have their effects changed to dealing 60 shadow damage and 20 Recoil Damage, and the effects of your attacks are altered. Death takes 50 recoil damage Resistance: Shadow Weakness: Crystal
Name: Bill Cipher Core: Space Health: 190 Power: Weirdmageddon Power Description: Every 3 turns after Bill Cipher becomes your active robot, WEIRDMAGEDDON activates for 1 turn. During Weirdmageddon, Bill's attacks deal 30 more damage, heal 30 more energy (even if they don't heal in the first place), adds an effect, and Support Cards cannot be used by either you or your opponent. Attack 1: Deal Attack 1 Description: Ask your opponent if they want their active robot to take 20 space damage and allow Bill to heal 60 healthOR if they want their active robot to take 70 space damage and allow Bill to heal 10 health. If Weirdmageddon is active, you may flip a coin to instead decide the effect; heads for the first effect, and tails for the second. Attack 2: Dimension Liberation Attack 2 Description: All of your opponent's robots take 40 space damage. If Weirdmageddon is active, Bill Cipher takes 60 less damage on your opponent's next turn. Resistance: Earth Weakness: Impact
Posted on March 16th, 2016 at 1:22pmEdited on 2016/03/16 at 3:57pm
Posted 2016/03/16 at 1:22pmEdited 2016/03/16 at 3:57pm
#15
I can probably make a card. How about this?
Name: Weather Man Core: Electric/Freeze Health: 200 Power: Thundering Blizzard Power Desc.: Every turn, all robots who do not have an Electric, or Freeze core, or a combination of both take 20 damage. All Electric and Freeze attacks do 30 more damage. Attack 1: Thunder Ball Attack 1 Desc.: Deals 30 Electric Damage plus 10 more damage for each damage counter on this card(up to 50). Attack 2: Avalanche Blast Attack 2 Desc.: Flip a coin. If heads, deal 30 Freeze Damage and 30 Electric Damage. If tails, deal either 60 Freeze Damage or 60 Electric Damage Weakness: Flame Resistance: Laser
Posted on March 16th, 2016 at 3:39pmEdited on 2016/03/16 at 3:44pm
Posted 2016/03/16 at 3:39pmEdited 2016/03/16 at 3:44pm
#16
@Psukeo : Well, there aren't hands in thi-
HA! Now you will see what it's like! Not what I mean, Crash Man. Aww...
But the use of cards in a player's deck COULD replace that, however it would make it too OP against other players who already have passed the limit of cards in their decks. As for Avalanche Blast, maybe tone down the damage of the amount of damage on it, please? Thank you.
@Psukeo : ........you have no right to use Zero good sir...for I ZeroDXZ...am the original claimer for anything Zero related to this site....you want to use Zero,...be official ...don't you dare make him look bad either
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