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Found 225 Posts 225 Results Total
 
Brimstone
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Posted on June 14th, 2016 at 7:38am #21
Name: Bubble Man
Icon: bubble-man]
Gender: Male

Name: Heavy
Icon: https://wiki.teamfortress.com/w/images/e/ea/Icon_heavy_blue.jpg?t=20160319164528
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Brimstone
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Posted on June 6th, 2016 at 8:48pm #22 ( Edited : 2016/06/06 at 8:52pm )
@Beta Man : I guess I'll take the Adrian card.

I'll also continue on with a few more MI cards.

Name: Chimerabot #1
Core: Electric anc Cutter
Health: 130
Power: Perfect Copy
Power Description: The Chimerabot is immune to Electric and Cutter-type moves!
Attack 2: Thunder Cutters
Attack 2 Description: Chimerabot #1 fires a boomeranging cutter, dealing 40 damage to its foe, with a 25% chance to stun it for one turn.
Attack 3: Rising Strike
Attack 3 Description: Chimerabot #1 charges up for one turn, then raises a thunderbolt from the ground, dealing 60 damage. Toss a coin. If it lands on heads, the thunderbolt lowers the foe's attack by 10.
Resistance: Freeze
Weakness: Impact

Name: Chimerabot #2
Core: Nature and Swift
Health: 160
Power: Perfect Copy
Power Description: The Chimerabot is immune to Nature and Swift-type moves!
Attack 2: Boomerang Shield
Attack 2 Description: Chimerabot #2 protects itself with a shield of boomerangs, hurting any opponent that damages it by 10 damage for two turns!
Attack 3: Swift Fall
Attack 3 Description: Chimerabot #2 causes a flurry of leaves to fall down on its opponents, dealing 40 damage to its target and 20 damage to all other robots in the opponent's deck!
Resistance: Electric
Weakness: Explode


Name: Chimerabot #3
Core: Cutter and Crystal
Health: 140
Power: Perfect Copy
Power Description: The Chimerabot is immune to Cutter and Crystal-type moves!
Attack 2: Needle Clone
Attack 2 Description: Chimerabot #3 creates a clone of itself which takes 30 damage for the Chimerabot. While the clone is activated, Chimerabot #3 deals 10 more damage. The effect cannot be stacked.
Attack 3: Gemini Cannon
Attack 3 Description: Chimerabot #3 charges up for one turn, then fires two reflecting lasers at its opponent's deck. Toss two coins. For every coin that lands on heads, 20 damage is dealt to the opponent's deck.
Resistance: Nature
Weakness: Wind
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Brimstone
2,970,700 BP
0 TP | 225 PP
Posted on June 6th, 2016 at 3:25am #23 ( Edited : 2016/06/06 at 10:18pm )
Huh. Might as well add some more Rockman 4: Minus Infinity stuff in now that the limit of cards has been raised.

Name: Minus-∞ Drill Man
Core: Earth
Health: 150
Attack 1: Drill Torpedos
Attack 1 Description: Drill Man launches three missiles at an opponent, and flip three coins. For every coin that lands on heads, 20 damage is dealt.
Attack 2: Drill Dozer
Attack 2 Description: Drill Man hides underneath the arena, becoming immune to damage for one turn, then strikes an opponent the next turn, dealing 60 damage. This ability can only be activated once every three turns.
Attack 3: Mine Collapse
Attack 3 Description: Drill Man causes a huge pile of earth to collapse upon an opponent. Flip a coin. If it lands on heads, the opponent takes 50 damage. If it lands on tails, the opponent is stunned for one turn.
Resistance: Flame
Weakness: Laser

Name: Minus-∞ Ring Man
Core: Space and Swift
Health: 120
Power: Dexterity
Power Description: Ring Man has a 50% chance to dodge Impact and Swift-core attacks.
Attack 2: HCR Boomerang
Attack 2 Description: Ring Man throws a ring-shaped boomerang at an opponent, dealing 20 damage. Flip a coin. If it lands on tails, the boomerang deals 30 more damage.
Attack 3: Ring Barrage
Attack 3 Description: Roll a die. The attack's effect changes depending on the number rolled.
- If a 1 or 2 is rolled, the Ring Barrage only deals 10 damage to its opponeent.
- If a 3, 4 or 5 is rolled, the Ring Barrage deals 40 damage to its opponent.
- If a 6 is rolled, the Ring Barrage deals 70 to its opponent, and also enables Ring Man to attack another turn. (If repeating this attack and rolling a 6, the ability will only deal 40.)
Resistance: Wind
Weakness: Flame

Name: Minus-∞ Dust Man
Core: Wind and Impact
Health: 140
Power: Recycle Inhaler
Power Description: Dust Man has a 10% chance to copy 1 ability from an opponent when attacking, giving Dust Man a one-time use of that ability.
Attack 2: Eternal Vacuum
Attack 2 Description: For one turn, most projectiles that hit Dust Man heals him by a value equivalent to its original damage value. Space, Shadow, Water and Wind-core abilities ignore this effect, however.
Attack 3: Forceful Blast
Attack 3 Description: Dust Man exhales out rubbish inside him, dealing 10 damage to all robots on the opponent's deck! This ability does 30 damage if Dust Man used Eternal Vacuum the previous turn.
Resistance: Wind
Weakness: Cutter

Name: Minus-∞ Toad Man
Core: Water
Health: 120
Power: Amphibian Might
Power Description: While Toad Man is not deactivated, all Water-core robots get a 10 Health boost, and deal 10 more damage.
Attack 2: Toad Magic
Attack 2 Description: Flip a coin. If it lands on heads, Toad Man transforms an opponent into a toad, dealing 20 damage and halving the damage dealt by all the foe's abilities for two turns. If it lands on tails, nothing happens.
Attack 3: Toad Bounce
Attack 3 Description: Toad Man bounces about maniacally. Roll a dice. The attack's effect changes depending on the number rolled.
- If a 1 or 3 is rolled, Toad Man does 60 damage to a foe.
- If a 2 or 4 is rolled, Toad Man does 20 damage to all of the opponent's cards.
- If a 5 or 6 is rolled, Toad Man does 40 damage to the foe and 10 damage to all of the other opponent's cards.
Resistance: Water
Weakness: [Earth][earth}
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Brimstone
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Posted on June 3rd, 2016 at 9:51am #24
Perhaps we are...perhaps we aren't.
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Brimstone
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Posted on June 1st, 2016 at 8:22pm #25
I move one tile right.
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Brimstone
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Posted on May 31st, 2016 at 9:01pm #26
Eh, I'll attack the Met again.
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Brimstone
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Posted on May 29th, 2016 at 9:06pm #27
I guess me and rotom are on the same spot. In that case I fire at the same Met he is firing at.
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Brimstone
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Posted on May 28th, 2016 at 9:52pm #28
Fire the Buster Shot!
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Brimstone
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Posted on May 28th, 2016 at 8:34pm #29
THE MET WILL PERISH. (a.k.a I attack the Met.)
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Brimstone
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Posted on May 28th, 2016 at 9:46am #30
I'll stay at where I am.
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Brimstone
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Posted on May 27th, 2016 at 10:10pm #31
Moving one space forward.
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Brimstone
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Posted on May 27th, 2016 at 7:22am #32
Name: Skull Man
Core: Shadow
Life Energy: 4
Weapon Energy: 2
Attack: 7
Defense: 5
Speed: 2
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Brimstone
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Posted on May 26th, 2016 at 4:50am #33
*Blocks the fireballs using his Flame Shield*
skull-man_alt9 Well played, minion! And now - we STRIKE! *Fires several Shadow Buster Shots at Blaze Man*
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Brimstone
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Posted on May 25th, 2016 at 6:40pm #34
(You know, the fact that I live on the other side of the world isn't helping out.)

skull-man_alt9 Hmmph. So, the match begins? Well then, let the dance...begin. (Reaper Man runs towards Blaze Man and attempts to strike him with his scythe.)
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Brimstone
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Posted on May 22nd, 2016 at 10:45pm #35 ( Edited : 2016/05/22 at 10:59pm )
(Part 2)

After defeating all of the Robot Masters, Dr. Light states that Proto Man had been spotted in Wily’s destroyed fortress, prompting Mega Man to inspect the situation.

Ruined Wily Fortress 1: Big Pets
Weakness: Crystal Ball
Overview: The number of sections is increased to three, and the boss itself can shoot out more small robots at once. After losing 14 LE, the head and body sections can move across the screen by themselves similarly to Yellow Devil.

Ruined Wily Fortress 2: Circring X9
Weakness: Gyro Boomerang
Overview: The Circring X9’s flaps can now rotate, and the orbs it shoots can explode. It can also shoot two, three or four buster shots from its mouth instead of just one.

Ruined Wily Fortress 3: W Crusher (Wily Press)
Weakness: Star Shield
Overview: The position of the spikes on the floor can vary. When the Crusher comes down, two shockwaves are also sent sideways. The W Crusher can also move about the screen, and whenever it slams the ground, Mega Man gets stunned unless he is above ground.

Ruined Wily Fortress 4: proto-man-copy Proto Man?
Weakness: None
Overview: Proto Man? fights similar to how he does in Mega Man 3, but can now slide, fire charged Buster Shots, and can air-dash with his shield. After losing 14 LE, he uses a W-Tank, giving him the abilities of Elec Man, Fire Man and Oil Man.

After the defeat of Proto Man, Mega Man attempts to interrogate him, but before he can, Four mysterious Robots stun Mega Man, and allows Proto Man to teleport away. However, they accidentally leave the coordinates of Proto Man’s castle behind, and so Mega Man sets off to defeat Proto Man...

Proto Man’s Castle 1: Dark 1
Weakness: Tidal Wave
Overview: Dark 1 fires three missiles that explode after hitting Mega Man, similar to Mars, then attempts to chase Mega Man while being invulnerable for some time. Upon losing 14 LE, he can also shoot lobbed buster shots from his back.

Proto Man’s Castle 2: Dark 2
Weakness: Napalm Missile, Crystal Ball
Overview: Dark 2 gets an overall speed boost, and his electromagnetic barriers move faster, and can boomerang back. Upon losing 14 LE, he can also fire a homing ball that stuns Mega Man temporarily.

Proto Man’s Castle 3: Dark 3
Weakness: Gyro Boomerang
Overview: Dark 3 fires his burst of five plasma shots thrice before landing, and his rings paralyze for a longer time. After losing 14 LE, he can also jump to one side of the screen and shoot a large laser that can only be avoided by Rush Jet or sliding.

Proto Man’s Castle 4: robot Robot Master Rematches and Dark 4
Weakness: ??? (Rematches) Power Stone, Star Shield (Dark 4)
Overview: Dark 4 moves faster, can fire the paralyzing rings from Dark 3, and can chase Mega Man while being surrounded by an electromagnetic shield that can be launched and returned. He can also shoot a homing ball similar to Dark 2, that stuns Mega Man.

Proto Man’s Castle 5: proto-man Proto Man
Weakness: None
Overview: Proto Man has 56 LE in this fight, He uses a combination of all the Robot Master’s weapons from Mega Man 1 in the first 28 LE, and then he fights similarly to his first fight, but moves faster, deals more damage, can air-dash multiple times consecutively, and can shoot multiple charged shots at once.

After Proto Man is defeated and deactivated, it turns out that Dr. Wily, whose mind had been preserved into the Wily Virus, was the one responsible for infecting Proto Man and turning him against Mega Man. The Dark Men were all parts of Wily’s mind, and the Wily Virus had to bring Proto Man into the ruined fortress to find the Dark Men, in order for Dr. Wily to become fully sentient in the cyber-world, and to be able to do his evil deeds even after death. Mega Man, sad and regretful that he had killed his own brother, heads back to Light Labs with a heavy heart. After talking to Dr. Light, he says that Proto Man can be rebuilt, but only with his I.C. Chip, which was stolen by the time Mega Man returns to Proto Man’s castle. In the distance, the four Dark Men and Cossack’s robots can be seen gazing at Mega Man...
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Brimstone
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Posted on May 22nd, 2016 at 10:44pm #36
Mega Man Altered 2: Battle of the Brothers

Description: After the evil Dr. Cossack had been defeated, swearing revenge on Mega Man and his friends, the world has been in peace. But one day, Dr. Light was seemingly captured by Proto Man, who sent out 8 Robots he had converted to his side to wreck havoc on Earth! But is Proto Man really behind this? Or is Cossack behind this?

Robot Master 1: napalm-man Napalm Man
Weakness: Crystal Ball
Weapon: Napalm Missile (Launches a Missile that blows up in a large range upon hitting an enemy. The missile's explosion creates a regular Napalm Bomb that bounces up once before blowing up.)
Overview: Napalm Man's fight is rather similar, but Napalm Man now can jump towards the middle of the screen and launch six missiles at Mega Man, and can also drive across the screen, leaving behind Napalm Mines. His original Napalm Bomb attack remains unchanged except that it sets fire to the ground, and his regular Missile attack now explodes upon collision with a wall or a projectile.

Robot Master 2: wave-man Wave Man
Weakness: Charge Kick
Weapon: Tidal Wave (Acts similar to its MM5 counterpart, but the wave is now longer, and is capable of turning Mets over.)
Overview: Wave Man jumps thrice before attacking now, dropping a bouncing bubble down everytime he lands. He also shoots 5 harpoons at once with different speeds, can launch his harpoon upwards, bringing down a water tank which explodes into 2 bouncing Bubbles, and his Water Wave actually aims directly at where Mega Man is.

Robot Master 3: gravity-man Gravity Man
Weakness: Star Shield
Weapon: Gravity Hold (Acts similar to its MM5 counterpart.)
Overview: Gravity Man's attacks stay nearly unchanged, but he can also fire charged Buster Shots, and is not affected by his Gravity Flip. Blocks are also present in the screen, and are affected by gravity. They can instantly kill Mega Man if they land on him.

Robot Master 4: stone-man Stone Man
Weakness: Napalm Missile
Weapon: Power Stone (The three stones now move faster, but fly out of the screeen slower. They can also hit three enemies each before disappearing.)
Overview: Stone Man can bring ice down, freezing the floor whenever he does his crushing attack. He can also throw down rocks after crumbling upon losing 14 LE. Both Stone Man and the rocks break the ice. Other than that, he can also fire 3 Power Stones (that act similar to in MM5), and after crumbling, he moves around before reassembling.

Robot Master 5: gyro-man Gyro Man
Weakness: Gravity Hold
Weapon: Gyro Boomerang (Basically its MM5 counterpart.)
Overview: Gyro Man can now hover in mid-air, firing three to five Gyro Boomerangs that flies upwards or downwards. When flying and landing, a wind effect also causes the player to be pushed back slightly. Gyro Man can also shoot Gyro Boomerangs in mid-air.

Robot Master 6: star-man Star Man
Weakness: Tidal Wave
Weapon: Star Shield (Similar to its MM5 counterpart, but the shield can be thrown in 4 directions, and is also bigger.)
Overview: Star Man can randomly jump up at any time and send three meteorites crashing down. He is also able to run with his shield on, and can throw it anytime he wants to. Upon reaching half health, he fires a burst of 3 buster shots whenever he jumps.

Robot Master 7: charge-man Charge Man
Weakness: Power Stone
Weapon: Charge Kick (Similar to its MM5 counterpart, but the player moves further and is able to change the kick’s direction. While using the kick, the player also becomes invulnerable.)
Overview: Charge Man can now launch multiple rains of coal consecutively, and has a huge speed boost. He can also send out steam, which linger around before disappearing. After losing 14 LE, Charge Man speeds up further, and can shoot 2 clouds of steam at once.

Robot Master 8: crystal-man Crystal Man
Weakness: Gyro Boomerang
Weapon: Crystal Ball (Similar to its MM5 counterpart, but has twice the ammo, and explodes in 8 directions instead of 4.)
Overview: Crystal Man can absorb crystals from the walls of his battle screen, and then throws them at Mega Man. He can also use said crystals to heal himself. His original Crystal Eye attack now fires out 8 Crystal Balls, and the floor is slippery.

//5k text limit
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Brimstone
2,970,700 BP
0 TP | 225 PP
Posted on May 21st, 2016 at 8:10pm #37 ( Edited : 2016/05/21 at 8:13pm )
skull-man_alt9 Ah, looks like our first opponents...are them.
skull-man_alt9 One of them seems to focus on fire, though the location we are fighting in consists of ice. Ah-ah-ah!
Uh, Master? I'm not quite sure that's a good thing for me...
skull-man_alt9 We might be facing some problems then.
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Brimstone
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Posted on May 20th, 2016 at 7:45am #38
skull-man_alt9 "As we entered the site of a mortal concept of battle known as a 'tournament', the mechas at the signups decided to insult our armor. We swiftly scared them away, however."
A good choice of wording, master. Could be recited out as literature as soon as we get back to our home abode.
skull-man_alt9 Well then, Daemon, at least we've entered the realm of the living robots. And soon enough, the Danse Macabre's essence will float all about this building...
Master, the other robots here seem strong as well. They also have the...eugh, essence of optimism within them.
skull-man_alt9 Do not worry, my right-hand robot. We will forge a name for ourselves, for we have been forgotten for too long. But follow me, Daemon. We will survey the opposition.
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Brimstone
2,970,700 BP
0 TP | 225 PP
Posted on May 19th, 2016 at 8:42am #39 ( Edited : 2016/05/19 at 8:49am )
From the fires of death, enters a new OC of mine!

Team Reaper

Name: skull-man_alt9 Reaper Man
Core: Shadow
Moves: Shadow Buster Reaper's Scythe (A close-ranged attack that can leech health / energy from its targets.) Time Rip (An attack similar to Flash Man's Flash Stopper. It lasts for a longer time, but it requires more energy.) Dark Nebula (A Black Hole Bomb-like attack that attempts to drag targets closer to it.) Hellfire Scythe (A scythe set on fire that attempts to strike wildly at anything close by. It can deal heavy damage, and burn targets, but requires a lot of energy.)
Overdrive: Death Chip (Reaper Man gains a immense boost to his attack and speed capabilities, and his normal close-ranged Reaper's Scythe now shoots a beam of energy for extra range. However, this causes Reaper Man to become uncontrollable and berserk.
Items: Weapon Capsule Speed Capsule W-Tank

Name: Daemon
Core: Flame
Moves: Flame Fork (A three-pronged spear-like weapon appears for Daemon to wield. It hits fast, but does not inflict much damage.) Lava Spout (Similar to Flame Man's Flame Blast, except with a larger area.) Magma Shield (A shield that absorbs Flame-core attacks, and can be used to bash opponents.) Magma Axe (A heavy axe that is able to pierce through armor, but is heavy and slow.)
Overdrive: Volcanic Eruption (A large-area attack that shoots out burning rocks at random spots nearby, shaking the ground and heating up anything nearby.)
Items: Flame Core Attack Capsule E-Tank
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Found 225 Posts 225 Results Total
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