Attention! This is a legacy build of the Mega Man RPG from 2022 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.
...And now...Welcome, one and all, to the resurgence of the MMRPG Trading Card Game: a place where you can create and collect trading cards based off of Mega Man, the MMRPG Community, or just about anything your hearts desire, then use them in battle against other players.
...Yeah, in case it wasn't made clear, I've done this before.Twice. But they became inactive due to particular... balancing issues. So I've strayed away from the TCG for a long while, and was intent on leaving it dead... Until sometime in 2020, where the Chaotic Mysteries of Legacies and what-Ifs left me wondering what sort of cards would be created these days if I left it living.
...And then I stopped working on it for a few months. Whoops. Also technically Lore-wise Ninja Phantom made this but he isn't Pseudoreaper anymore so it doesn't matter.
Rules: - There are 4 types of cards: Robots, Items, Weapons, and Fields. Robots- Basically the most important cards of the game. They attack opposing Robot cards to knock them into 0 HP. If you run out of Robot cards, you lose the game. Items- Helpful cards that can restore HP, increase stats, and hinder opponents. However, once used, they must be discarded, and cannot be used again. Weapons- Provides a single use of an attack not in the robot’s 3-space weapon slots. These cost extra WE to use, however, and- much like the Item cards- are single-use. Fields- Alters the battlefield to boost or hinder cards of specific elements with elemental multipliers. Can also apply multipliers of Damage and Recovery. (Not Experience, though. That has no purpose here.) - When starting off, you are to choose between 3 different starter decks. More information on the individual cards can be seen in the “Shop” section. Dr. Light Starter Deck - Met (RC), Sniper Joe (RC), Mega Man (RC), Roll (RC), Energy Pellet (IC), Weapon Pellet (IC), Gentle Countryside (FC) Dr. Wily Starter Deck - Heli Met (RC), Skeleton Joe (RC), Bass (RC), Disco (RC), Energy Pellet (IC), Weapon Pellet (IC), Maniacal Hideaway (FC) Dr. Cossack Starter Deck - Swim Met (RC), Crystal Joe (RC), Proto Man (RC), Rhythm (RC), Energy Pellet (IC), Weapon Pellet (IC), Wintry Forefront (FC) - The current card maximum for a deck is 30. Any excess cards are sent to storage. - You cannot use alt accounts just to have a second game. - Seeing as this is a Trading Card Game, you are indeed allowed to trade with others. You may also sell cards for Zenny; Each card sells for 5 Zenny each. - Yes, you earn Zenny in this game; Zenny allows you to buy even more cards. See the “Shop” section for more information. - You start with no Zenny whatsoever; You earn 10 Zenny for every victory you obtain. 5 Zenny is recieved as either consolation for losing a battle or winning a battle against a "CPU" player (which will come some time in the future). - For every 5-win streak, you may receive a Mega Coin. More information in the “Shop” section. - As stated above, you can create your OWN cards. See the “Card Creator” for more information. - In a battle, up to 8 robots are on the field at a time: one as the currently active card, and 7 others to be placed on the bench. The currently active robot can switch out with these 7 benched robots at any point, but at the cost of a turn. - Additionally, if the currently active robot is disabled, the robot is discarded, and replaced with a robot from the bench. Only when this happens can a robot card be moved from the deck and into the bench. - Certain attacks have the ability to harm cards in the bench. In these cases, weaknesses and resistances are ignored. Attack buffs and debuffs, however, are not. - The battles- including coin flips and other specifics- are controlled by me. The only say you have in the battle is the move you make on your turn. Since I have proven to be terrible at this, I have decided to void this rule and instead allow players to provide their own coin flips and the like- just please be honest and show evidence of results. If you wish to have me deal with them, then simply ask. (Obviously, I cannot guarantee that I'd follow through.) - If you feel like anything requires rebalancing, please inform me in private. (Be it through Discord or through forum PMs.)Card Creator
- In the past versions of MMRPG TCG, I have allowed you to keep the cards you created. Not this time. If you want the cards you made so badly, you’ll have to buy the pack they’re in, and hope you get lucky. - To make this easier, there are packs in the shop that contain all the cards made by specific users. - Form changing and core changing is currently unallowed. I'll probably think about it for the future, though. - Each card has a rarity that determines how common/easy the card is to obtain. This ALSO affects the stat limit of all cards. These rarities are: * (1 Star): Common ** (2 Stars): Uncommon *** (3 Stars): Rare - The first attack slot can be replaced with a Power (passive ability). But ONLY the first attack slot. (Additionally, Common robots cannot have Powers.) - Below are the sections of each Robot card described in detail: Name - Self-explanatory: the name of the Robot this card is based on. Core - The element of the card. May or may not hold any true importance towards the impact of the game. Rarity - The rarity of the card. Refer to above. HP - The amount of Health the robot has. If this is lowered to 0, the robot is defeated. (Limits: Min- 50|* Max- 100|** Max- 300|*** Max- 500) WE - The amount of Weapon Energy the robot has. This works in conjunction with Attack costs, and is replenished by 1 on each turn. (Limits: Min- 5|* Max- 10|** Max- 15|*** Max- 20) Attack/Power Name - The name of the attack/ability. Each robot, as stated before, has 3 attack slots, with the first slot available as a passive ability. Damage - The amount of damage the attack deals under normal conditions. (Limits: * Max- 30|** Max- 50|*** Max- 70) Attack Type - The element of the attack. Affected by Weaknesses and Resistances. Attack Cost - The amount of WE needed to use the attack. Attack/Power Description - Additional information for the attack. (Coin flips, results of coin flips, ect.) Weakness - The element that deals +50% more damage to this robot. All robots must have a weakness. (Limit: 1) Resistance - The element that deals half damage to this robot. Like weaknesses, all robots must have a resistance. (Limit: 1) Speed - The stat that determines which robot typically goes first in a battle, depending on which is higher. (Limit: Min- 50|* Max- 100|** Max- 200|*** Max- 300) Source - The game/roleplay/series the robot originates from. (Optional) Flavor Text - A little bit of text that describes the robot in question. (Optional) - Below are the sections of each Item card in detail: Name - The name of the item this card is based off of. Core - The element of the card. Rarity - The rarity of the card. Effect - What the card does in battle. Please adjust the effects according to its Rarity. Source - The game/roleplay/series the item originates from. (Optional) Flavor Text - A little bit of text that describes the item in question. (Optional) - Below are the sections of each Weapon card in detail: Name - The name of the weapon this card is based off of. Core - The element of the card. Rarity - The rarity of the card. Damage - The amount of damage the attack deals under normal conditions. (Limits: * Max- 30|** Max- 50|*** Max- 70) Attack Type - The element of the attack. Affected by Weaknesses and Resistances. Attack Cost - The amount of WE needed to use the attack. Attack/Power Description - Additional information for the attack. (Coin flips, results of coin flips, ect.) Source - The game/roleplay/series the weapon originates from. (Optional) Flavor Text - A little bit of text that describes the weapon in question. (Optional) - Below are the sections of each Field card in detail: Name - The name of the field this card is based off of. Core - The element of the card. Rarity - The rarity of the card. Boosts - States what elements are boosted by the field. (Limits: * Max- x2 w/ 1 Element|** Max- x4 w/ 3 Elements|*** Max- x6 w/ 5 Elements) Debuffs - States what elements are weakened by the field. (Limits: * Max- /2 w/ 1 Element|** Max- /4 w/ 3 Elements|*** Max- /6 w/ 5 Elements) Source - The game/roleplay/series the field originates from. (Optional) Flavor Text - A little bit of text that describes the field in question. (Optional)Shop
- The Shop is where you can buy more cards and grow your deck... Or your ever-expanding collection. Your choice. - You can purchase cards from particular packs, located here. - Any card you make will go into a pack labelled “*Username Here* Set”. - You may also request to create your own sets if you feel so inclined. - If you want your card to be in another person’s set, you MUST ask the card creator’s permission to do so. Same goes for putting another person’s card in your Set. - The price for 3 cards is 5 Zenny, 10 Zenny will grant you 7 cards, and 15 Zenny will grant you 12. - The cards you get is determined by random selection, based on rarity: * Cards: 60% Chance|** Cards: 30% Chance|*** Cards: 10% Chance - The Mega Coin allows you to buy any card you desire without having to worry about randomization.View Player Stats Here View Current Battles Here
MMRPG TCG: Resurgence Posted by Beta Skull on August 8th, 2021 at 2:10pm Viewed 533 Times
Feeling lucky, Sniper Joe throws another Grenade. (I think I can. 7-4 equals 3 but since everyone gains 1WE at the end, I would have 4WE if my math's correct).
Posted on August 14th, 2021 at 12:54pmEdited on 2021/08/14 at 1:11pm
Posted 2021/08/14 at 12:54pmEdited 2021/08/14 at 1:11pm
#3
Sniper Joe uses a Sniper Grenade. of his own. (Someone else do the coin flip) (Since I used Sniper Shield last, I should have one more turn remaining. Also, I'm still getting the hang of this so if I make any errors bear with me.)
Sniper Joe (RedBomber) 54/75 7/7 Status: Sniper Shield 1/3
Sniper Joe (Gamma) 53/75 1/7 Status: you have no more buff
83 Comments