Reception of Teams RWBY & JNPR
So… no chapter yet. It's a bitch to write, not especially helped that
- I have two words worth of vote to turn into something vaguely decent and sincere.
- I'm having difficulty spinning any of the following 'backup votes' into something in-character and conflict-defusing.
- I threw another brick at Sword of Volition and had it thrown back in my face by the superior brick: writer's block.
For most intents and purposes, this Reception takes place during the second half of Urban Nightmare, loosely replacing the Crying Children reception. Backstory: Angela, testing the Library's systems, learns that she can (and should) send invitations to residents of other worlds. And unfortunately for RWBY, they're first up on the chopping block. They all end up signing the invitation in their dorm room, and proceed to be taken to the Library. They're mostly just curious, not knowing what's going on.
Roland has some qualms about murdering kids, but in the end shrugs it off as 'that's that and this is this. Cue the massacre: four on four battle with only one Floor.
Ruby herself is the only survivor. Her Silver Eyes triggering again and again at the deaths of her teammates, eventually result in the Library automatically booting her out as a sort of defense mechanism. Post-reception, Angela promises that it won't happen again, and if the girl returns, she'll prevent any kind of escape with such a mechanism.
Roland has some qualms about murdering kids, but in the end shrugs it off as 'that's that and this is this. Cue the massacre: four on four battle with only one Floor.
Most Remnant characters utilize at least some if not all of these Combat Pages. A sort of general suite, so to speak.
- (0) Focus Aura
- On Use: Restore 1 Light.
- 3-8 Block
- 2-5 Counter Block
- (1) Dust Ammunition
- On Use: Add a random type of Dust to hand. Draw 1 page.
- 2-7 Pierce
- (0) Burn Dust
- On Play: All Ranged dice inflict 1 Burn on hit this Scene and next Scene. Only one type of Dust can be used at a time.
- (0) Ice Dust
- On Play: All Ranged dice inflict 1 Bind and Disarm on hit this Scene and next Scene. Only one type of Dust can be used at a time.
- (0) Gravity Dust
- On Play: Reduce the power of all dice clashing with this character by 1. Only one type of Dust can be used at a time.
- (0) Electricity Dust
- On Play: All Ranged dice inflict 1 Paralysis on hit this Scene and next Scene. Only one type of Dust can be used at a time.
Ruby's Page
HP: 76 (56)
SR: 76 (56)
Ranged: Can use Ranged Combat Pages.
Speed III: Speed Dice Slot +1. Gain an additional Speed die at Emotion Level 3. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Crescent Rose: Slash Dice Power +1, Ranged Dice Power +1.
Petal Burst: Choose the Speed dice with the highest value; the Speed values of the dice are increased by two.
Silver Eyes: Untransferable. On ally death, add a copy of Blinding Light to hand and reduce its cost by the current Emotion Level.==
Deck:
HP: 76 (56)
SR: 76 (56)
Ranged: Can use Ranged Combat Pages.
Speed III: Speed Dice Slot +1. Gain an additional Speed die at Emotion Level 3. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Crescent Rose: Slash Dice Power +1, Ranged Dice Power +1.
Petal Burst: Choose the Speed dice with the highest value; the Speed values of the dice are increased by two.
Silver Eyes: Untransferable. On ally death, add a copy of Blinding Light to hand and reduce its cost by the current Emotion Level.==
Deck:
- (3) Ice Flower (Ranged)
- Combat Start: If an ally is playing a page with the same name, all dice on this page gain the effects of all corresponding dice on that page.
- 2-8 Pierce
- 3-7 Pierce
- 5-11 Blunt
- (1) Ladybug
- Combat Start: If an ally is playing a page with the same name, restore 2 Light at the end of the Scene.
- 3-8 Slash
- 3-8 Evade
- (2) Sunrise
- Combat Start: If an ally is playing a page with the same name, all Offensive dice on this page gain 1 Power and inflict 1 Burn on hit.
- 3-7 Slash
- 2-8 Block
- 4-7 Blunt
- (3) Scatter (Mass Individual)
- 3-8 Slash (On Hit: Gain 1 Haste)
- (3) Trails of Red
- 5-11 (If this die would lose in a clash, destroy the last die on this page and reroll it with +5 Power).
- 5-7 Block
- 3-7 Slash
- (7) Blinding Light (Mass-Summation)
- 5-11 Slash (On Hit: Immobilize target next Scene).
Weiss's Page
HP: 80 (52)
SR: 80 (52)
Speed: Speed Dice Slot +1. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Myrtenaster: Pierce Dice Power +1.
Glyphs: Has access to unique E.G.O. Untransferable.
Deck:
HP: 80 (52)
SR: 80 (52)
Speed: Speed Dice Slot +1. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Myrtenaster: Pierce Dice Power +1.
Glyphs: Has access to unique E.G.O. Untransferable.
Deck:
- (2) Ice Flower
- Combat Start: If an ally is playing a page with the same name, all dice on this page gain +2 Power.
- 2-5 Slash (On Hit: Inflict 1 Bind and Paralysis)
- 2-5 Slash (On Hit: Inflict 1 Bind and Paralysis)
- 3-7 Pierce (On Hit: Inflict 1 Bind, Paralysis, and Feeble).
- (2) Checkmate
- Combat Start: If an ally is playing a page with the same name, restore 2 Light at the end of the Scene.
- 5-7 Evade
- 3-8 Pierce
- 2-8 Pierce
- (5) Freezerburn (Mass Individual)
- Combat Start: If an ally is playing a page with the same name, all dice on this page gain +2 Power and inflict 2 Burn on hit.
- 3-6 Pierce (On Hit: Inflict 1 Feeble and Disarm)
- 5-8 Pierce (On Hit: Inflict 1 Feeble and Disarm)
- (2) SDC Supply
- On Use: Add two random types of Dust to hand. Draw 1 page.
- 2-7 Slash
- 3-8 Pierce
- 2-4 Block
- (0) Time Dilation Dust
- On Play: Gain 2 Haste this Scene and next Scene. Only one type of Dust can be used at a time.
- (0) Glyph (Ranged)
- 5-10 Pierce
- (0) Glyph: Fire (Ranged)
- 6-11 Slash (On Hit: Inflict 4 Burn)
- (0) Glyph: Gravity (Ranged)
- 6-11 Blunt (Start of Clash: Reduce Power of all opponent's dice by 2)
- (0) Glyph: Ice (Ranged)
- 7-12 Pierce (On Hit: Inflict 1 Feeble and Bind)
- (0) Glyph: Electricity (Ranged)
- 6-11 Slash (On Hit: Inflict 2 Paralysis and Disarm).
- (2) Glyph: Time Dilation (Ranged)
- On Use: Gain a Speed Die for the next Scene.
- 6-11 Blunt
(3) Glyph: Summoning (Ranged)Combat Start: All dice gain "Recycle this die one time" this Scene.5-10 Pierce
Blake's Page
HP: 83 (52)
SR: 83 (52)
Ranged: Can use Ranged Combat Pages.
Speed: Speed Dice Slot +1. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Gambol Shroud: Slash Dice Power +1.
Shadow: Evade Dice Power +1. When using Dust, all effects apply on clash win.
Deck:
HP: 83 (52)
SR: 83 (52)
Ranged: Can use Ranged Combat Pages.
Speed: Speed Dice Slot +1. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Gambol Shroud: Slash Dice Power +1.
Shadow: Evade Dice Power +1. When using Dust, all effects apply on clash win.
Deck:
- (1) Ladybug (Ranged)
- Combat Start: If an ally is playing a page with the same name, gain 2 Haste next Scene.
- 3-8 Evade
- 3-8 Slash
- (2) Checkmate
- Combat Start: If an ally is playing a page with the same name, all Offensive dice on this page gain "On Hit: Inflict 1 Bind and Paralysis".
- 3-8 Pierce
- 3-8 Evade
- 5-8 Slash
- (1) Bumblebee (Special Melee)
- Combat Start: If an ally is playing a page with the same name, all Offensive dice on this page gain 2 Power and inflict 2 Burn on hit.
- 5-10 Blunt
- 2-6 Counter Slash
- (3) From Shadows
- 5-8 Evade
- 2-11 Evade
- 4-4 Slash (Recycle this die three times.)
(2) Spark the Fires14-25 Slash (On Clash Win: This die loses 10 Power.)
Yang's Page
HP: 91 (53)
SR: 91 (53)
Ranged: Can use Ranged Combat Pages.
Speed: Speed Dice Slot +1. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Ember Celica: Blunt Dice Power +1.
Burn: For every 10 Stagger damage taken, gain one stack of Rage. Rage can be spent with a Combat Page to gain strength proportional to the amount of Rage. If this character is Staggered, do not gain Rage for the rest of the Reception.
Deck:
HP: 91 (53)
SR: 91 (53)
Ranged: Can use Ranged Combat Pages.
Speed: Speed Dice Slot +1. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Ember Celica: Blunt Dice Power +1.
Burn: For every 10 Stagger damage taken, gain one stack of Rage. Rage can be spent with a Combat Page to gain strength proportional to the amount of Rage. If this character is Staggered, do not gain Rage for the rest of the Reception.
Deck:
- (2) Sunrise
- Combat Start: If an ally is playing a page with the same name, restore 3 Light at the end of the Scene.
- 2-5 Blunt (On Hit: Inflict 1 Burn)
- 4-8 Block
- 4-7 Slash (On Hit: Inflict 2 Burn)
- (5) Freezerburn (Mass Summation)
- Combat Start: If an ally is playing a page with the same name, all dice on this page inflict 1 Feeble and Disarm on hit.
- 9-21 Blunt (On Hit: Inflict 4 Burn)
- (1) Bumblebee
- Combat Start: If an ally is playing a page with the same name, restore 3 Light at the end of the Scene.
- 3-8 Slash
- 2-6 Counter Blunt
- (4) Ignite
- On Use: Exhaust. Spend all Rage. Gain Strength each Scene equal to the amount of Rage spent until this character is Staggered. Lose 30% of max Stagger Resist each Scene until this character is Staggered.
- 3-7 Block
- 8-16 Blunt (On Hit: Inflict [Emotion Level + 1] Burn.)
- (3) Rocket Punch (Ranged)
- 3-7 Block
- 4-8 Blunt (On Hit: Inflict 2 Burn)
- 4-9 Blunt (On Hit: Inflict 2 Burn)
For most intents and purposes, this reception takes place on tier one of Star of the City, expecting you to have all the tools you receive on said tier. Ruby is a wreck after her entire team dying in the Library, shutting herself in RWBY's dorm and refusing to leave. Jaune, eventually, goes to try and help her out before she's evicted, revealing that he, too, received an invitation to the Library. His team was planning on heading there, hoping to retrieve RWBY's books and try to restore them. He asks if she wants to come along.
In the Library, Pyrrha recognizes Angela as a machine and has a spirited discussion about destiny and choice, before once again being thrown onto the killing floor.
This time, there are two survivors: Pyrrha forcefully drags Ruby away from the battlefield after one too many Blinding Lights. And it turns out: both of them might be Distorting: Pyrrha's wounds are leaking ash. And Ruby's Crescent Rose is changing shape. Regardless, they've got nowhere to go but forward, so they give each other a pep talk and charge back into the fray for Act 2.
Pyrrha bites it this time, leaving Ruby all alone. She monologues for a bit, argues with Carmen, and eventually pushes through with her natural anime protagonist willpower, fully manifesting her E.G.O.. She will save her friends, or die trying. Cue the final Act, and the true boss fight of the encounter.
In the Library, Pyrrha recognizes Angela as a machine and has a spirited discussion about destiny and choice, before once again being thrown onto the killing floor.
Jaune's Page
HP: 104 (57)
SR: 104 (57)
Speed: Speed Dice Slot +1. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Crocea Mors: Block Dice +1 Power.
Deck:
HP: 104 (57)
SR: 104 (57)
Speed: Speed Dice Slot +1. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Crocea Mors: Block Dice +1 Power.
Deck:
- (5) Vanguard
- On Play: Exhaust. All other allies become untargetable this Scene. Gain 2 Stagger Protection and Endurance.
- (2) Hasty Defense
- On Use: Draw 1 page.
- 3-8 Counter Block
- 3-7 Counter Block
- (3) Arkos
- Combat Start: If an ally is playing a page with the same name, all Defensive dice on this page gain +2 Power.
- 6-13 Block (On Clash Win: Draw 1 page)
- 2-8 Slash
- 3-8 Counter Block
(3) PomegrenadeCombat Start: If an ally is playing a page with the same name, all Defensive dice on this page gain +2 power.5-9 Block4-9 Block7-8 Blunt
Nora's Page
HP: 100 (55)
SR: 100 (55)
Ranged: Can use Ranged Combat Pages.
Speed: Speed Dice Slot +1. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Maghnild: Blunt Dice Power +1. Blunt damage +1.
High Voltage: Gain Strength and Disarm equal to half the number of stacks of Charge on self at the end of the Scene. If user has 5 or more Charge, deal Stagger damage to self equal to twice the stacks of Charge at the end of the Scene. If user has 8 or more Charge, deal Stagger damage to self equal to four times the stacks of Charge at the end of the scene.
Deck:
HP: 100 (55)
SR: 100 (55)
Ranged: Can use Ranged Combat Pages.
Speed: Speed Dice Slot +1. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Maghnild: Blunt Dice Power +1. Blunt damage +1.
High Voltage: Gain Strength and Disarm equal to half the number of stacks of Charge on self at the end of the Scene. If user has 5 or more Charge, deal Stagger damage to self equal to twice the stacks of Charge at the end of the Scene. If user has 8 or more Charge, deal Stagger damage to self equal to four times the stacks of Charge at the end of the scene.
Deck:
- (2) Thunderous Blow
- On Use: Purge all Charge. Gain 2 Charge.
- 6-11 Blunt
- 3-5 Block
- (3) Pomegrenade
- Combat Start: If an ally is playing a page with the same name, all Offensive dice on this page gain +7 power.
- 7-11 Blunt
- 4-5 Block
- (2) Flower Power
- Combat Start: If an ally is playing a page with the same name, all Offensive dice on this page deal 50% more damage and Stagger damage and gain +1 power.
- 3-8 Block
- 5-10 Blunt
Pyrrha's Page
HP: 120 (60)
SR: 120 (60)
Ranged: Can use Ranged Combat Pages.
Speed III: Speed Dice Slot +1. Gain an additional Speed die at Emotion Level 3. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Miló & Akoúo̱: All dice gain +1 Power. Deal +1 Stagger damage with attacks.
The Invincible Girl: If a die targeting this character rolls the maximum value, reroll it. Activates once per die. If Emotion Level is 3 or higher at the end of the Scene, enhance this passive.
Destiny: Untransferable. At the end of the Scene, if the user has less than 10 Stagger Resist, add a copy of Destiny to hand. The first time this happens per Act, reduce its cost to 0.
Deck:
HP: 120 (60)
SR: 120 (60)
Ranged: Can use Ranged Combat Pages.
Speed III: Speed Dice Slot +1. Gain an additional Speed die at Emotion Level 3. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Miló & Akoúo̱: All dice gain +1 Power. Deal +1 Stagger damage with attacks.
The Invincible Girl: If a die targeting this character rolls the maximum value, reroll it. Activates once per die. If Emotion Level is 3 or higher at the end of the Scene, enhance this passive.
Destiny: Untransferable. At the end of the Scene, if the user has less than 10 Stagger Resist, add a copy of Destiny to hand. The first time this happens per Act, reduce its cost to 0.
Deck:
- (4) Pyrrhic Victory
- 4-11 Slash
- 3-11 Blunt
- 4-10 Pierce
- 3-7 Counter Slash
- (7) Destiny (Mass Individual)
- 3-9 Blunt
- 3-9 Blunt
- 4-10 Blunt
- (3) Arkos
- Combat Start: If an ally is playing a page with the same name, all dice on this page gain +2 power.
- 3-7 Block
- 5-11 Pierce (On Clash Win: Draw 1 page)
- 2-6 Counter Blunt
- (3) Pomegrenade
- Combat Start: If an ally is playing a page with the same name, all Defensive dice on this page gain +2 power.
- 5-9 Block
- 4-9 Block
- 7-8 Blunt
Ren's Page
HP: 98 (53)
SR: 98 (53)
Ranged: Can use Ranged Combat Pages.
Speed: Speed Dice Slot +1. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Stormflower: When using a page with 3 or more non-Counter dice, all dice on the page gain +1 Power and deal +1 Stagger damage.
Tranquility: Opponents clashing with this character generate no Emotion Coins.
Deck:
HP: 98 (53)
SR: 98 (53)
Ranged: Can use Ranged Combat Pages.
Speed: Speed Dice Slot +1. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Stormflower: When using a page with 3 or more non-Counter dice, all dice on the page gain +1 Power and deal +1 Stagger damage.
Tranquility: Opponents clashing with this character generate no Emotion Coins.
Deck:
- (1) Quiet Strife (Ranged)
- On Use: Draw 1 page.
- 2-6 Pierce
- 3-6 Pierce
- 2-6 Pierce
- (2) Flower Power (Ranged)
- Combat Start: If an ally is playing a page with the same name, all Offensive dice on this page inflict 2 Fragile this Scene on hit.
- 4-6 Pierce
- 3-7 Pierce
- 4-6 Evade
Ruby's page is largely identical to her previous appearance. She's gained about 10 HP and SR, and some of her pages have some slightly better rolls. Her bread-and-butter Unity Combat Pages haven't changed much though, which sucks for her--none of her teammates are around to help her out.
- (3) Scatter (Mass Individual)
- 4-5 Slash
- 4-8 Slash (On Hit: Gain 1 Haste)
- (7) Blinding Light (Mass-Summation)
- 9-15 Slash (On Hit: Immobilize target next Scene).
Ruby's gotten some substantial upgrades: Her HP and Stagger Resist has jumped up to 115, her Combat Pages have received yet another upgrade (also Coordinated Assault), and she's gained both Shimmering and a completely new passive. Starts with four Speed Dice, and plays obnoxiously high-cost pages every Scene. Also stole Coordinated Assault from Xiao and Miris.
Momentum: Upon winning a clash, gain 1 Momentum, capped at 3. (Momentum: Gain +1 Power to all dice for every two stacks of Momentum. On a one-sided attack, lose 1 Momentum. Upon losing a clash, lose all Momentum.)
Momentum: Upon winning a clash, gain 1 Momentum, capped at 3. (Momentum: Gain +1 Power to all dice for every two stacks of Momentum. On a one-sided attack, lose 1 Momentum. Upon losing a clash, lose all Momentum.)
- (3) Scatter (Mass Individual)
- 3-3 Slash
- 4-5 Slash
- 5-8 Slash (On Hit: Gain 1 Haste)
- (7) Blinding Light (Mass-Summation)
- 13-19 Slash (On Hit: Immobilize target next Scene)
- (3) Coordinated Assault
- Combat Start: Give 1 Strength, 2 Protection, and 2 Stagger Protection to a random other ally.
- 5-8 Blunt
- 5-9 Block
- 4-7 Pierce
Pyrrha's much the same as Ruby, except she got even buffer. Her HP and Stagger Resist are now at a respectable 175, she's gained both Shimmering and a completely new passive, and her Invincible Girl has upgraded to its true form: Polarity. Starts with four Speed Dice, and plays obnoxiously high-cost pages every Scene. Also stole Coordinated Assault from Xiao and Miris.
Final Pyre: Inflict 1-2 Burn on hit. When hit, inflict 1-2 Burn to the attacker. Offensive dice gain +1 Power against targets with Burn.
Polarity: All dice targeting this character lose 1 Power. If a die targeting this character rolls the maximum value, reroll it. Activates once per die.
Final Pyre: Inflict 1-2 Burn on hit. When hit, inflict 1-2 Burn to the attacker. Offensive dice gain +1 Power against targets with Burn.
Polarity: All dice targeting this character lose 1 Power. If a die targeting this character rolls the maximum value, reroll it. Activates once per die.
- (3) Coordinated Assault
- Combat Start: Give 1 Strength, 2 Protection, and 2 Stagger Protection to a random other ally.
- 5-8 Blunt
- 5-9 Block
- 4-7 Pierce
Ruby's Page
HP: 320
SR: 320
Shimmering: At the start of each Scene, exhaust all pages in hand and deck; add new pages to hand. Fully restore Light each Scene.
Speed VI: Speed Dice Slot +3. Gain an additional Speed Die at Emotion Levels 1 and 3. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Crescent Rose (Silver): Slash Dice Power +1, Ranged Dice Power +2. Each Scene, a random Dust status effect is applied to this character. After winning three or more clashes with a single Combat Page, the opponent is Immobilized next Scene.
Petal Burst: Choose the Speed dice with the highest value; the Speed values of the dice are increased by three.
Momentum: Upon winning a clash, gain 1-2 Momentum, capped at 6. (Momentum: Gain +1 Power to all dice for every two stacks of Momentum. On a one-sided attack, lose 1 Momentum. Upon losing a clash, lose all Momentum.)
Silver Eyes: Uses unique Memory pages each round. Each time seven unique Memory pages are used, a Mass Attack page is added to hand and discounted by this character's current Emotion Level.
Shining Cloak: Purge all status ailments from self at the end of every other Scene. Every Scene, a random Stagger damage resistance becomes Ineffective for one Scene.
Deck:
E.G.O. Ruby starts with 5 maximum Light capacity and four Speed Dice, the last of which is dedicated to playing her personal cards—Scatter, Trails of Silver, Silver Bullets, and Blinding Light whenever it is available. When she reaches Emotion Level 4, a second die is devoted to using her personal cards. The remaining dice attempt to play as many Memory cards as will fit within her Light capacity, prioritizing unique ones over previously-used ones. She will never play Memory: Nora and Memory: Yang in the same Scene.
This usually means that Blinding Light will first get out on Scene 4, and every three Scenes thereafter. Given it's got a fat roll and immobilizes on hit, that's probably a good thing.
HP: 320
SR: 320
Shimmering: At the start of each Scene, exhaust all pages in hand and deck; add new pages to hand. Fully restore Light each Scene.
Speed VI: Speed Dice Slot +3. Gain an additional Speed Die at Emotion Levels 1 and 3. (Cannot Overlap)
Aura: Damage resistances remain "Immune" until Staggered, at which point they return to normal for the remainder of the reception. Stagger Resist is not recovered if an Act ends.
Crescent Rose (Silver): Slash Dice Power +1, Ranged Dice Power +2. Each Scene, a random Dust status effect is applied to this character. After winning three or more clashes with a single Combat Page, the opponent is Immobilized next Scene.
Petal Burst: Choose the Speed dice with the highest value; the Speed values of the dice are increased by three.
Momentum: Upon winning a clash, gain 1-2 Momentum, capped at 6. (Momentum: Gain +1 Power to all dice for every two stacks of Momentum. On a one-sided attack, lose 1 Momentum. Upon losing a clash, lose all Momentum.)
Silver Eyes: Uses unique Memory pages each round. Each time seven unique Memory pages are used, a Mass Attack page is added to hand and discounted by this character's current Emotion Level.
Shining Cloak: Purge all status ailments from self at the end of every other Scene. Every Scene, a random Stagger damage resistance becomes Ineffective for one Scene.
Deck:
- (1) Memory: Weiss (Ranged)
- Combat Start: All dice gain "On Hit: Inflict 1 Bind and Paralysis" this Scene.
- 2-8 Pierce
- 3-7 Pierce
- 5-11 Blunt (On Hit: Inflict 1 Feeble next Scene.)
- (1) Memory: Blake
- Combat Start: All dice apply Dust effects On Clash Win this Scene.
- 6-9 Evade
- 3-12 Evade
- 4-4 Slash (Recycle this die three times.)
- (2) Memory: Yang
- Combat Start: All dice gain "On Clash Lose: Inflict 1 Burn to each other" this Scene.
- 3-7 Block
- 9-17 Blunt (On Hit: Gain Strength next Scene equal to half the stacks of Burn on this character.)
- (1) Memory: Jaune
- Combat Start: Boost Defensive dice power by +1 this Scene.
- 4-9 Counter Block
- 4-8 Counter Block
- (1) Memory: Nora
- Combat Start: Spend all Charge. All dice gain "On Hit: Gain 1 Charge" this Scene.
- 7-12 Blunt (On Hit: Spend all Charge to gain Strength equal to half the amount of Charge spent.)
- 3-5 Block
- (1) Memory: Ren (Ranged)
- Combat Start: Clashing with this character does not generate Emotion Coins this Scene.
- 3-7 Pierce
- 4-7 Pierce
- 3-7 Pierce
- (2) Memory: Pyrrha
- Combat Start: Boost all dice power by +1 this Scene.
- 4-11 Slash
- 3-11 Blunt
- 4-10 Pierce
- 2-6 Counter Slash
- (2) Scatter (Mass Individual)
- All dice on this page gain "On Hit: Gain 2 Momentum."
- 3-3 Slash
- 4-5 Slash
- 6-8 Slash (On Hit: Gain 1 Haste)
- 8-8 Slash
- (1) Trails of Silver
- Dice on this page and the page clashing with it are unaffected by power gain or loss.
- 8-14 Slash (If this die would lose in a clash, destroy the last die on this page and reroll it with +5 maximum value).
- 5-7 Block
- 3-7 Counter Slash
- (1) Silver Bullets (Ranged)
- 3-8 Pierce
- 4-8 Pierce
- 7-11 Blunt (On Hit: Immobilize target next Scene).
- (7) Blinding Light (Mass-Summation)
- 17-23 Slash (On Hit: Immobilize target next Scene).
E.G.O. Ruby starts with 5 maximum Light capacity and four Speed Dice, the last of which is dedicated to playing her personal cards—Scatter, Trails of Silver, Silver Bullets, and Blinding Light whenever it is available. When she reaches Emotion Level 4, a second die is devoted to using her personal cards. The remaining dice attempt to play as many Memory cards as will fit within her Light capacity, prioritizing unique ones over previously-used ones. She will never play Memory: Nora and Memory: Yang in the same Scene.
This usually means that Blinding Light will first get out on Scene 4, and every three Scenes thereafter. Given it's got a fat roll and immobilizes on hit, that's probably a good thing.
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