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MMRPG TCG: Beta Man Set

BetaManfromMMRPG Dec 1st, 2016 (edited) 80 Never
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  1. ALL THE CARDS CREATED IN THIS DECK IS MADE BY BETA MAN
  2.  
  3. Also this is Public because apparently Pastebin has a limit of Unlisted Posts for free members, and I don't plan on getting a PRO account because I'm unable to do online purchases.
  4. With that said, if you are a guy that happened to have passed by this and you DON'T play Mega Man RPG Prototype, don't expect to understand any of this.
  5.  
  6. ROBOTS
  7.  
  8. Name: Beta Man
  9. Core: Shadow
  10. Health: 100
  11. Power: Copy Chip (Copy)
  12. Power Description: When Copy Chip is used, the attack does full damage of the original
  13. Attack 2: Beta Buster (Shadow)
  14. Attack 2 Description: Beta charges his buster for a turn, then fires it the next. -40 Health
  15. Attack 3: Beta Blast (Shadow/Explode)
  16. Attack 3 Description: Beta sends a ball of shadow energy and sets it off near the target, causing it to explode. -30 Health
  17. Resistance: Shadow
  18. Weakness: Time
  19.  
  20. Name: Sargent Man
  21. Core: Missile
  22. Health: 100
  23. Power: Sargent Shield (Shield)
  24. Power Description: If the attack is Laser-Core, the attack is reflected back to the target for half the damage.
  25. Attack 2: Sargent Missiles (Missile)
  26. Attack 2 Description: Sargent Man sends a barrage of missiles. Flip 3 coins. This attack does 20 Damage for each time it lands on heads.
  27. Attack 3: Sargent Grenade (Explode)
  28. Attack 3 Description: Sargent Man tosses a grenade at the target. -40 Health
  29. Resistance: Missile
  30. Weakness: Swift
  31.  
  32. Name: Ninja Man
  33. Core: Swift
  34. Health: 100
  35. Power: Time Accelerate's Counter (Swift/Time)
  36. Power Description: All turn-based events caused by the opponent is ineffective.
  37. Attack 2: Ninja Katana (Swift/Cutter)
  38. Attack 2 Description: Ninja Man slashes the opponent with his Ninja Katana. -40 Health
  39. Attack 3: Time Accelerate (Swift/Time)
  40. Attack 3 Description: Ninja Man earns a second turn.
  41. Resistance: Missile
  42. Weakness: Time
  43.  
  44. Name: Shocker Man
  45. Core: Electric and Shadow
  46. Health: 200
  47. Power: OVER DRIVE! (Neutral)
  48. Power Description: If Shocker Man is down to 100 health or less, his attacks are increased by 10 until he is defeated or until he is healed past 80 health.
  49. Attack 2: Skull Barrier (Shadow/Shield)
  50. Attack 2 Description: Shocker Man surrounds himself with tiny, skull-like barriers to protect himself for a turn. If the attack is used again the turn afterwards, it will be launched at the target and deals -20 Damage. If not, the defense is removed. The barrier does NOT protect Shocker Man from Impact-core attacks.
  51. Attack 3: G-Cannon (Electric/Impact)
  52. Attack 3 Description: Shocker Man launches a cannonball with a skull on it and shocks the target. Deals -30 Damage.
  53. Resistance: Shadow
  54. Weakness: Missile
  55.  
  56. Name: Justice
  57. Core: Crystal
  58. Health: 200
  59. Power: Healing Light (Crystal)
  60. Power Description: When hit with a Crystal-Core attack, the attack does not damage Justice. Instead, Justice is healed by +10 Health.
  61. Attack 2: Protective Brightness (Crystal/Shield)
  62. Attack 2 Description: Justice is protected from Shadow-core attacks for a turn.
  63. Attack 3: Sun's Light (Flame/Laser)
  64. Attack 3 Description: Justice charges for a turn, then fires a laser powered by the Sun, dealing -30 Damage
  65. Resistance: Crystal
  66. Weakness: Shadow
  67.  
  68. Name: Crime
  69. Core: Shadow
  70. Health: 200
  71. Power: Punishing Shadows (Shadow)
  72. Power Description: If hit by a Shadow-Core attack, the attack does not damage Crime. Instead, it is reflected back at the opponent for -10 Damage.
  73. Attack 2: Raging Darkness (Shadow/Impact)
  74. Attack 2 Description: Crime's next attack is increased by +10 Damage.
  75. Attack 3: Moon's Shadow (Space/Laser)
  76. Attack 3 Description: Crime charges for a turn, then fires a laser powered by the Moon, dealing -30 Damage.
  77. Resistance: Shadow
  78. Weakness: Crystal
  79.  
  80. Name: Bond Man
  81. Core: Earth
  82. Health: 100
  83. Power: Glued Stuck (Earth)
  84. Power Description: If Bond Man is hit with an Impact-core attack, the target is infected with Stickiness. When Stickiness is in play, the target's previously used attack can't be used for 3 turns.
  85. Attack 2: Adhesive Bond (Earth)
  86. Attack 2 Description: Bond Man shoots out a strong adhesive to trap the target. The target looses a turn. Flip a coin. If heads, the target is infected with Stickiness.
  87. Attack 3: Hot Glue (Flame/Earth)
  88. Attack 3 Description: Bond Man shoots out adhesive that is hot to the touch to deal 30 Damage
  89. Resistance: Earth
  90. Weakness: Flame
  91.  
  92. Name: Ocean Man
  93. Core: Water
  94. Health: 100
  95. Power: Underwater Advantage (Water)
  96. Power Description: If the target is water-core, then flip a coin each turn. If heads, then Ocean Man dodges the next attack.
  97. Attack 2: Laser Trident (Water/Laser)
  98. Attack 2 Description: Ocean Man shoots out a trident-shaped laser from his trident to deal 30 Damage
  99. Attack 3: Trident Shot (Water/Cutter)
  100. Attack 3 Description: Ocean Man shoots out a trident to deal 20 Damage
  101. Resistance: Water
  102. Weakness: Electric
  103.  
  104. Name: Honey Woman
  105. Core: Nature
  106. Health: 100
  107. Power: Queen Bee (Nature)
  108. Power Description: If the target is Hornet Man, then Hornet Man's attacks will be lowered by -10 Damage until defeat or Honey Woman is returned to the deck.
  109. Attack 2: Hornet Chaser (Nature)
  110. Attack 2 Description: Honey Woman summons a Hornet to attack the player. The attack does not miss, despite any dodging effects. It also deals 10 Damage
  111. Attack 3: Bee Shield (Nature/Shield)
  112. Attack 3 Description: Honey Woman summons a shield made of bees. For a turn, the target's next attack is halved. During the next turn, flip 3 coins. The attack does 10 Damage for each heads.
  113. Resistance: Nature
  114. Weakness: Flame
  115.  
  116. Name: Puppet Master
  117. Core: Crystal and Shadow
  118. Health: 140
  119. Attack 1: Control Paddle (Nature/Impact)
  120. Attack 1 Description: Puppet Master throws a Control Paddle* to deal 20 Damage.
  121. Attack 2: Hypnotic Voice (Crystal)
  122. 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.
  123. Attack 3: Puppeteering (Crystal)
  124. 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.
  125. Resistance: Crystal
  126. Weakness: Cutter
  127.  
  128. Name: Jazz
  129. Core: Copy and Laser
  130. Health: 100
  131. Power: Copy Chip (Copy)
  132. Power Description: When Copy Shot is used, the attack deals the full damage of the original.
  133. Attack 2: Jazz Buster (Neutral)
  134. Attack 2 Description: Jazz charges his buster for a turn, then fires it to deal 30 Damage.
  135. Attack 3: Jazz Beam (Laser)
  136. Attack 3 Description: Jazz fires a ball-shaped laser at the target to deal 40 Damage.
  137. Resistance: Laser
  138. Weakness: Time
  139.  
  140. CORES
  141.  
  142. Name: Electric-Laser Core
  143. Boosts: Electric and Laser
  144. Amount: 1
  145.  
  146. Name: Shadow-Flame Core
  147. Boosts: Shadow and Flame
  148. Amount: 1
  149.  
  150. Name: Shadow-Laser Core
  151. Boosts: Shadow and Laser
  152. Amount: 1
  153.  
  154. Name: Shadow Core
  155. Boosts: Shadow Core
  156. Amount: 4
  157.  
  158. Name: Missile Core
  159. Boosts: Missile Core
  160. Amount: 1
  161.  
  162. Name: Swift Core
  163. Boosts: Swift Core
  164. Amount: 1
  165.  
  166. Name: Electric Core
  167. Boosts: Electric Core
  168. Amount: 1
  169.  
  170. Name: Crystal Core
  171. Boosts: Crystal Core
  172. Amount: 2
  173.  
  174. Name: Earth Core
  175. Boosts: Earth Core
  176. Amount: 1
  177.  
  178. Name: Water Core
  179. Boosts: Water Core
  180. Amount: 1
  181.  
  182. Name: Nature Core
  183. Boosts: Nature Core
  184. Amount: 1
  185.  
  186. Name: Copy Core
  187. Boosts: Copy Core
  188. Amount: 1
  189.  
  190. Name: Laser Core
  191. Boosts: Laser Core
  192. Amount: 1
  193.  
  194. SUPPORTS
  195.  
  196. Name: MegaBoy's Support
  197. Core: Laser
  198. Description: If Beta Man or BtMan Model-1 is in play, the next attack is doubled.
  199.  
  200. Name: Beta Man's Support
  201. Core: Shadow
  202. Description: If MegaBoy is in play, the next attack is doubled.
  203.  
  204. Name: Bt Man's Old Armor
  205. Core: Shadow and Defense
  206. Description: The opponent's next attack, if it is Shadow-Core, is halved.
  207.  
  208. Name: Sargent Man's Support
  209. Core: Missile
  210. Description: If Beta Man or BtMan Model-1 is in play, the opponent's next attack is halved.
  211.  
  212. Name: OVER DRIVE!
  213. Core: Neutral
  214. Description: The user's attack is doubled for two turns.
  215.  
  216. Name: Hero's Light
  217. Core: Crystal
  218. Description: If the user is a hero, it's attack is doubled.
  219.  
  220. Name: Villain's Shadow
  221. Core: Shadow
  222. Description: If the user is a villain, it's attack is doubled.
  223.  
  224. Name: Jazz Buster
  225. Core: Neutral
  226. Description: Allows the single use of the move Jazz Buster. The user charges it's buster for a turn, then releases it the next to deal 30 Damage.
  227.  
  228. Name: Core Launcher
  229. Core: Copy
  230. Description: Sacrifice one of your Core Cards to deal 20 Damage. The core type of the damage is based on the core card's core type.
  231.  
  232. Name: Mirror
  233. Core: Copy
  234. Description: For the next 3 turns, the move previously used by the target will be used by the user. The user can NOT use a different attack.
  235.  
  236. Name: Teleportation Interruption
  237. Core: Neutral
  238. Description: Until one side is defeated, neither the user or the opponent can switch out their Robots.
  239.  
  240. Name: E-Tank
  241. Core: Energy
  242. Description: The user is healed back to full health.
  243.  
  244. Name: W-Tank
  245. Core: Weapons
  246. Description: The user's next attack is increased by +10 Damage for 5 turns.
  247.  
  248. FIELDS
  249.  
  250. Name: Beta Man's House
  251. Core: Shadow
  252. Increases: Shadow +30, Flame +30, Missile +10
  253. Decreases: Explode -30, Crystal -10
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