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MMRPG Trading Card Game: The Remake!

November 10th, 2015 at 6:57pm
 
Beta Shadow
Beta Shadow
14,987,917 BP
39 TP | 3363 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 Beta Shadow on November 10th, 2015 at 6:57pm
Viewed 27744 Times
 
StupidStudiosN
10,467,337 BP
6 TP | 450 PP
Posted on June 10th, 2016 at 8:46pm Edited on 2016/06/10 at 9:03pm
Posted 2016/06/10 at 8:46pm Edited 2016/06/10 at 9:03pm
#1
Meta used Starforce Shot! *Coin Flip* Heads! RESISTANCE! 10 Damage plus Paralysis to Mercury!
Meta
120/180
Status: Starforce Berserker - 1 Turn Left
Mercury
100/170
Status: Paralyzed
^ Top
 
RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on June 10th, 2016 at 8:50pm
Posted 2016/06/10 at 8:50pm
#2
*coin flip* *heads* Pralyasis out the window! Mercury, Grab Buster! 20 damage! Mercury restores 10 health!
Meta
100/180
Status: Starforce Berserker - 1 turn left
Mercury
110/170
Status: None

^ Top
 
StupidStudiosN
10,467,337 BP
6 TP | 450 PP
Posted on June 10th, 2016 at 8:55pm
Posted 2016/06/10 at 8:55pm
#3
Meta used a Copy Core-Charged Starforce Saber along with the effects of Starforce Berserker! RESISTANCE! 100 Damage to Mercury!
Meta
100/180
Status: Starforce Berserker - 3 Turns Left
Mercury
10/170
Status: None
^ Top
 
RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on June 10th, 2016 at 9:00pm
Posted 2016/06/10 at 9:00pm
#4
Holy crap. Mercury, use Grab Buster! 20 damage! Mercury restores 10 health!
Meta
90/180
Status: Starforce Berserker - 3 turns left
Mercury
20/170
Status: None
^ Top
 
StupidStudiosN
10,467,337 BP
6 TP | 450 PP
Posted on June 10th, 2016 at 9:09pm
Posted 2016/06/10 at 9:09pm
#5
Meta put Mercury out of his misery, using Starforce Saber! RESISTANCE! 30 Damage to Mercury!
Meta
90/180
Status: Starforce Berserker - 2 Turns Left
Mercury
-10/170
Status: K.O'd
^ Top
 
RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on June 10th, 2016 at 9:12pm Edited on 2016/06/10 at 9:17pm
Posted 2016/06/10 at 9:12pm Edited 2016/06/10 at 9:17pm
#6
Only two cards left.... VENUS! HOMING BUBBLE! 20 damage!
Meta
70/180
Status: Starforce Berserker - 3 turns left
Venus
170/170
Status: None
^ Top
 
StupidStudiosN
10,467,337 BP
6 TP | 450 PP
Posted on June 10th, 2016 at 9:15pm
Posted 2016/06/10 at 9:15pm
#7
Meta used Starforce Saber, dealing 40 Damage to Venus!
Meta
70/180
Status: Starforce Berserker - 1 Turn Left
Venus
130/170
Status: None
^ Top
 
RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on June 10th, 2016 at 9:25pm Edited on 2016/06/10 at 9:42pm
Posted 2016/06/10 at 9:25pm Edited 2016/06/10 at 9:42pm
#8
Venus, Homing bubble! 20 damage!
Meta
50/180 (CRITICAL!)
Status: Starforce Berserker - 1 turns left
Venus
130/170
Status: None
^ Top
 
StupidStudiosN
10,467,337 BP
6 TP | 450 PP
Posted on June 10th, 2016 at 9:40pm Edited on 2016/06/10 at 9:45pm
Posted 2016/06/10 at 9:40pm Edited 2016/06/10 at 9:45pm
#9
Meta used a Copy Core-Charged Starforce Saber with the effects of Starforce Berserker, dealing a whopping 110 Damage to Venus!
Meta
50/180 (CRITICAL!)
Status: Starforce Berserker - 3 Turns Left
Venus
20/170 (CRITICAL!)
Status: None
^ Top
 
RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on June 10th, 2016 at 9:47pm
Posted 2016/06/10 at 9:47pm
#10
Venus, one last Water Core charged Homing Bubble for the glory! 40 damage!
Meta
10/180 (CRITICAL!)
Status: Starforce Berserker - 3 turns left
Venus
20/170
Status: None

^ Top
 
StupidStudiosN
10,467,337 BP
6 TP | 450 PP
Posted on June 10th, 2016 at 9:50pm
Posted 2016/06/10 at 9:50pm
#11
Meta used Starforce Saber, dealing 40 Damage to Venus!
Meta
10/180 (CRITICAL!)
Status: Starforce Berserker - 2 Turns Left
Venus
-20/170
Status: K.O'd
^ Top
 
RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on June 10th, 2016 at 9:53pm Edited on 2016/06/10 at 9:57pm
Posted 2016/06/10 at 9:53pm Edited 2016/06/10 at 9:57pm
#12
Alright, time to bring out the big guns. Time to get so dangerous that even the main godmodder won't know what hit him. Bring out, THE BULL! DEEP DIGGER!
Meta
-30/180
Status: Only a stepping stone
Uranus
170/170
Status: None
^ Top
 
StupidStudiosN
10,467,337 BP
6 TP | 450 PP
Posted on June 10th, 2016 at 10:00pm Edited on 2016/06/10 at 10:05pm
Posted 2016/06/10 at 10:00pm Edited 2016/06/10 at 10:05pm
#13
Seeing as I know what's about to happen next, it's time to send out the wall. Go fourth, Orchestra!
SSN used the support card, Super-Charged! Orchestra's attack will now take only one turn to complete!
Orchestra used Compression Grip! *Coin Flip* Heads! 70 Damage to Uranus!
Orchestra
300/300
Status: Bulky, Super-Charged
Uranus
100/170
Status: None
^ Top
 
RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on June 10th, 2016 at 10:06pm Edited on 2016/06/10 at 10:11pm
Posted 2016/06/10 at 10:06pm Edited 2016/06/10 at 10:11pm
#14
Uranus, take a Solid Armor. Defense +10! Now use Earth Shaker. You're airborne now.
Orchestra
300/300
Status: None
Uranus
100/170
Status: Solid Armor; +10 defense, Airborne
^ Top
 
StupidStudiosN
10,467,337 BP
6 TP | 450 PP
Posted on June 10th, 2016 at 10:10pm Edited on 2016/06/10 at 10:13pm
Posted 2016/06/10 at 10:10pm Edited 2016/06/10 at 10:13pm
#15
Orchestra used Cannonball... ...but it missed!
Orchestra
300/300
Status: None
Uranus
100/170
Status: Solid Armor - +10 Defense, Airborn
^ Top
 
RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on June 10th, 2016 at 10:13pm
Posted 2016/06/10 at 10:13pm
#16
YES! Now, Uranus, take this earth core and finish off your attack! 180 damage to orchestra and the rest of ssn's cards!
Orchestra
120/300
Status: None
Uranus
100/170
Status: Solid Armor - +10 defense
^ Top
 
deadacc
5,425,532 BP
8 TP | 732 PP
Posted on June 10th, 2016 at 10:17pm
Posted 2016/06/10 at 10:17pm
#17
*Late for the party Eh?*

Mettaur Man. Core: Impact

Power: Gutsy

Desc: If the enemies attack is of impact core he will reflect it.

Attack 1: Met Stampede. If it lands on tails all the mettaurs will trip and do half the normal damage. If heads it will do 90 Damage.

Attack 2: Pickaxe. It has no heads or tails aspect and is just A attack that does 50 damage.

Attack 3: Self Destruct Mech. The mech self destructs and does 130 damage. Leaving Met Man with only A mettaur that can use A weakened pick axe and A met shot.


Guts Man: Impact Core

Power: Hard Knuckles

Desc: Chance to slow down A enemy by crippling them somewhat.

Attack 1: Super throw. Throws the enemy dealing 30 damage and replacing the enemy thrown with A different one.

Attack 2: Super Arm. Picks up A boulder increasing defense. And then throws it the next turn dealing A whopping 80 Damage.
^ Top
 
StupidStudiosN
10,467,337 BP
6 TP | 450 PP
Posted on June 10th, 2016 at 10:18pm Edited on 2016/06/11 at 9:02am
Posted 2016/06/10 at 10:18pm Edited 2016/06/11 at 9:02am
#18
"Alright... If I don't do this just right... The game is lost... Okay... Let's do this."
Orchestra, use an Impact Core-Charged Compression Grip! *Coin Flip* HEADS! And that means... 130 Damage to Uranus!
Orchestra
120/300
Status: None
Uranus
-30/170
Status: FINAL K.O


...And victory to SSN!
^ Top
 
RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on June 10th, 2016 at 10:24pm Edited on 2016/06/10 at 10:31pm
Posted 2016/06/10 at 10:24pm Edited 2016/06/10 at 10:31pm
#19
(Before:) Go ahead, use whatever move you like! It won't make a difference!
(After:) ..*gasp*! Impossible! No-one's ever managed to pull that off! AGGGGGHHHHHHH!!!!!!!!!! *life force drops to 0*

...Well crap. SSN WINS!
^ Top
 
AlphaRock0131
1,285,010 BP
7 TP | 30 PP
Posted on June 10th, 2016 at 10:24pm Edited on 2016/06/24 at 6:12pm
Posted 2016/06/10 at 10:24pm Edited 2016/06/24 at 6:12pm
#20
Mo' cards

Name: Saito bass

Core: Flame/Impact

Health: 100

Attack: Precipice Blades
Saito punches the ground, creating stone blades tipped with lava. does 99 damage.

Attack 2: omega cestus
Saito punches the target, dealing 50 damage.

Attack 3: Kasai Blazer
Saito shoots a blazing wave of fire that rolls across the ground. useless against airborn robots. damage varies

Resistance: flame, impact, Nature
Weakness: Water, Impact
^ Top

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