Author's Note:
Because of a review from a user named Emm, I felt like doing Volume 2 of the Extra Chapters. This time I made Keypages for Team CFVY, Qrow, Winter, Penny, and Glynda.
Also, I wanted to include the theoretical Semblances of the Librarians. If I was going to make Key Pages for RWBY characters, then it's fair to make Semblances for the Librarians. Anyways, they're just things I thought would be cool to have while also staying true to how Semblances should work without being busted.
Just so you know, I will not use these when I'm doing fight scenes, I just wanted to have some fun.
HP - Health Points
SR - Stagger Resistance
SP - Speed Values
Resistances: HEALTH - STAGGER RESISTANCE
Team CFVY:
Coco Adel:
HP: 101
SR: 62
SP: 2-6
Light: 4
Resistances:
- Slash: Normal - Endured
- Pierce: Normal - Endured
- Blunt: Endured - Normal
Passives:
- Speed: Speed Dice Slot +1 (Cannot Overlap)
- Aura: Start the Act with 100 Aura. Take 10 less damage and Stagger damage from attacks. Lose 10 Aura when this character receives an attack. Gain 5 Aura when this character hasn't been attacked after the Scene ends. When Aura reaches 0, this character's resistance to all damage types lowers by one.
- Hype: Only Coco can equip this. Cannot use if Aura is below 5. Whenever the character uses Dust Augmented Ammunition, enhance the Dice. Enhanced Dice gain +2 Power. Lose 5 Aura when the character uses an Enhanced Dice.
- Fashionista: At the start of the Act, all allies gain 3 Fashion Advice. Characters with Fashion Advice gain 1 Haste and 1 Protection. Lose 1 Fashion Advice every scene.
- Superhuman Strength: Every three scenes, a random Speed Die gains +3 Power. Only applies to Offensive Melee Pages.
Velvet Scarlatina:
HP: 108
SR: 56
SP: 3-7
Light: 4
Resistances:
- Slash: Normal - Endured
- Pierce: Endured - Endured
- Blunt: Normal - Normal
Passives:
- Speed 2: Speed Dice Slot +2 (Cannot Overlap)
- Aura: Start the Act with 100 Aura. Take 10 less damage and Stagger damage from attacks. Lose 10 Aura when this character receives an attack. Gain 5 Aura when this character hasn't been attacked after the Scene ends. When Aura reaches 0, this character's resistance to all damage types lowers by one.
- Photographic Memory: Only Velvet can equip this. Cannot use if Aura is below 10. Gain a special Combat Page (Borrow). Copy the Combat Pages and Passives of a selected target. Lasts three Scenes. Lose 10 Aura when copying a target.
- High-level Acrobatics: When using a page whose original Cost is 3 or higher, all dice on that page gain +1 Power
- Faunus Heritage: Only Faunus can equip this. Offensive dice gain +1 Power at Emotion Level 3 or above.
Fox Alistair:
HP: 107
SR: 53
SP: 4-6
Light: 4
Resistances:
- Slash: Endured - Normal
- Pierce: Endured - Normal
- Blunt: Normal - Endured
Passives:
- Speed: Speed Dice Slot +1 (Cannot Overlap)
- Aura: Start the Act with 100 Aura. Take 10 less damage and Stagger damage from attacks. Lose 10 Aura when this character receives an attack. Gain 5 Aura when this character hasn't been attacked after the Scene ends. When Aura reaches 0, this character's resistance to all damage types lowers by one.
- Telepathy: Only Fox can equip this. Cannot use if Aura is below 10. If the character is not staggered and an ally has exited a Clash, the ally will gain a Counter die (Evade, 3-6). Can only be used once every two Scenes. Lose 10 Aura when the Counter die is used.
- Aura Control/Amaurotic: The character gains +4 Protection. The character loses 3 Protection.
- A Fighter that Never Retreats: Whenever the Emotion Level rises, gain 1 Strength and Endurance
Yatsuhashi Daichi:
HP: 112
SR: 60
SP: 2-5
Light: 4
Resistances:
- Slash: Endured - Normal
- Pierce: Endured - Normal
- Blunt: Endured - Normal
Passives:
- Speed: Speed Dice Slot +1 (Cannot Overlap)
- Aura: Start the Act with 100 Aura. Take 10 less damage and Stagger damage from attacks. Lose 10 Aura when this character receives an attack. Gain 5 Aura when this character hasn't been attacked after the Scene ends. When Aura reaches 0, this character's resistance to all damage types lowers by one.
- Memory Wiping: Only Yatsuhashi can equip this. Cannot use if Aura is below 20. Gain a special Combat die (Wipe Memory). When used, the targeted enemy will not use the targeted die. Can only be used once every five Scenes. Lose 20 Aura when Wipe Memory is used.
- Toughness: At Emotion Level 1 or above, gain 1 Protection and Stagger Protection at the start of the Scene. The amount increases to 2 at Emotion Level 3, and 3 at Emotion Level 5.
- Firm as a Great Mountain: Whenever the Emotion Level rises, recover 15% of Max HP(Max. 20)
Qrow Branwen:
HP: 108
SR: 56
SP: 4-6
Light: 4
Resistances:
- Slash: Normal - Normal
- Pierce: Endured - Normal
- Blunt: Endured - Endured
Passives:
- Speed 3: Speed Dice Slot +1. Gain an additional Speed die at Emotion Level 3. (Cannot Overlap)
- Aura: Start the Act with 100 Aura. Take 10 less damage and Stagger damage from attacks. Lose 10 Aura when this character receives an attack. Gain 5 Aura when this character hasn't been attacked after the Scene ends. When Aura reaches 0, this character's resistance to all damage types lowers by one.
- Misfortune: Only Qrow can equip this. Cannot use if Staggered. At random, a character in the Reception will receive one of the following effects:
- 5 Fragile
- 5 Bound
- 5 Feeble
- 5 Paralyzed
A character cannot receive more than two effects. Lasts the entire Act.
- Lone Huntsman: At the end of each Scene, gain 3 Strength if no other allies are present.
- Drunken Fist: Gain a Counter die (Slash, 4-8) at combat start.
Winter Schnee:
HP: 108
SR: 56
SP: 3-6
Light: 4
Resistances:
- Slash: Normal - Normal
- Pierce: Endured - Endured
- Blunt: Endured - Normal
Passives:
- Speed 3: Speed Dice Slot +1. Gain an additional Speed die at Emotion Level 3. (Cannot Overlap)
- Aura: Start the Act with 100 Aura. Take 10 less damage and Stagger damage from attacks. Lose 10 Aura when this character receives an attack. Gain 5 Aura when this character hasn't been attacked after the Scene ends. When Aura reaches 0, this character's resistance to all damage types lowers by one.
- Glyphs(Enhanced): Only Winter can equip this. Cannot use if Aura is below 5. Gain three powerful special Combat Pages (Glyph: Ice, Glyph: Accelerate, Glyph: Summon). Only one of the Glyph pages can be played per Scene. Lose 5 Aura when using a Glyph.
- Grace of the Schnee: Each Scene, boost the Power of a random type of Offensive dice by +2.
- Stiletto: Pierce Dice Power +2, Blunt and Slash Dice Power -2
Penny Polendina:
HP: 103
SR: 60
SP: 2-6
Light: 4
Resistances:
- Slash: Normal - Endured
- Pierce: Normal - Endured
- Blunt: Normal - Endured
Passives:
- Speed: Speed Dice Slot +1 (Cannot Overlap)
- Aura: Start the Act with 100 Aura. Take 10 less damage and Stagger damage from attacks. Lose 10 Aura when this character receives an attack. Gain 5 Aura when this character hasn't been attacked after the Scene ends. When Aura reaches 0, this character dies immediately.
- Machine: Can store up to 20 Charges at once.
- Floating Array: If the character has 11 or more Charge at the start of the Scene, deal +2 Stagger damage with attacks for the Scene.
- War Machine: If the character has 11 or more Charge at the start of the Scene, gain 1 Strength.
Glynda Goodwitch:
HP: 102
SR: 53
SP: 2-6
Light: 4
Resistances:
- Slash: Endured - Normal
- Pierce: Normal - Endured
- Blunt: Endured - Normal
Passives:
- Speed: Speed Dice Slot +1 (Cannot Overlap)
- Aura: Start the Act with 100 Aura. Take 10 less damage and Stagger damage from attacks. Lose 10 Aura when this character receives an attack. Gain 5 Aura when this character hasn't been attacked after the Scene ends. When Aura reaches 0, this character's resistance to all damage types lowers by one.
- Telekinesis: Only Glynda can equip this. Cannot use if Aura is below 5. Gain three special Combat Pages (Barrier, Freeze, Telekinesis: Throw). Only one of the Combat Pages can be played per Scene. Lose 5 Aura when using Telekinesis.
- All for Beacon: If the character took damage from attacks on the previous Scene, change this character's resistances against the type that dealt the most damage to "Endured" for the Scene. (Applies separately for physical and Stagger damage)
- Protector's Eye: At the end of the Scene, give 2 Protection to the ally that suffered the most damage.
The Librarians: (Remember, these are theoretical)
Malkuth - Kingdom: People around Malkuth who she deems as allies gain somewhat of a buff. Buffed allies have more speed and strength and feel more coordinated than usual.
(Malkuth, the person who commanded the Control Team, would be someone who knows how to command an entire army. She took charge of commanding the Sephirah against Angela and Binah after the events of Lobotomy Corp so I turned it into something useful for her.)
Yesod - Foundation: Yesod can understand a person's status if he touches them. He knows how much Aura they have, what condition they are in, and what they are feeling.
(Although he won't enjoy it, it's probably the best ability to have if you want information. I chose this for Yesod because I feel like he's a person that wants information immediately and this Semblance can help him with that. Keep in mind that it only could target one person.)
Hod - Splendor: Whenever Hod tells people things, the more likely they are to believe her. Making her an inspirational leader that can cheer up anyone.
(Hod is someone that believes in others more than herself, she often praises people and tells them nice things. The ability to raise the morale of someone is something that I can see that she can do.)
Netzach - Victory: Netzach can numb the pain of people that he is touching by feeding some of his Aura into theirs. The worse the injury, the more Aura is consumed.
(I chose this for green boy because of everything he went through in Lobotomy Corp. He drank Enkephalin which is a literal opioid that suppresses the pain which ties into this Semblance.)
Tiphereth - Glory: Tiphereth can radiate a glowing light that repels weak Grimm but attracts stronger Grimm.
(Tiphereth has the magical girls on her floor, so it's needless to say that Tiphereth is also a magical girl herself. This Semblance allows her to make the Grimm run away from her, because of the light she radiates, like a Beacon. Heh. Anyways, it also attracts stronger Grimm because they will want to smother the light and get rid of it.)
Gebura - Discipline: The more Gebura controls herself, the more durable and stronger she gets. It uses a good portion of her Aura to use her Semblance, but when she uses it, it destroys.
(It's kinda similar to Yang's Semblance where instead of more emotions equaling more power, Gebura gets the more calm she is, the more powerful she gets.)
Chesed - Kindness: This is a passive ability. People around Chesed feel at ease. The more people around him, the more Aura is drained.
(Chesed has this aura about him to radiate calm and relaxing energy. Most of the Librarians don't dislike Chesed at all, they view him as someone they can rely on much like Roland. This Semblance is something that solidifies his personality.)
Binah - Understanding: Binah has the ability to see a person's subconscious. She can tell if a character has skeletons in their closets. Binah can only use the Semblance if they are locking eyes with one another.
(This ability ties into how Binah always looks at people as if she can read your soul, so I turned it into a real ability for her.)
Hokma - Wisdom: Hokma can see past hidden things and knows whether or not if they are false.
(Hokma's Semblance is not like Robyn Hill's. Her's requires the person to hold their hand and speak. Hokma's is to discern illusions and hidden objects visually, he cannot tell if someone is lying because that is verbal deceit. The reason why I chose this is because during the events of Lobotomy Corp. B, who was Hokma before he became a robot, was telling us to see past what Angela was telling us and think for ourselves.)
Roland - Silence: Whenever Roland is standing still, he is concealed in the shadows and most things cannot spot him. Although, he has to stay completely still for a good few seconds to gain the camouflage.
(You know why I chose this. Roland wears black, he is the Black Silence, and his entire kit is suited for an assassin.)
Angela - Crown: Angela can summon spirits from her book. These are the mental reconstruction of the past Guests of the Library. They are only limited to what their books say about them, never being the full person themselves, although they possess the same abilities when they fought in the Library.
(The spirits are essentially nuggets, but with the Key Pages and appearance of the Guests. I didn't have a really good Semblance idea for Angela as the only thing we know what she ever wanted was Freedom and I don't know what Freedom is as an ability. This would also be a good way to bring the Guests into Remnant without having to bullshit stuff, but this can also be considered bullshit, but it's a theoretical idea so it doesn't really matter.)
Author's Note:
Okay, that should be good enough for now. If you think that these Key Pages are kinda overpowered, then you'd probably be right. Instead of the first-year teams, we got a second-year team, two experienced huntsmen, a Beacon professor, and a machine designed for war; I'd say that they should be better than Team RWBY and Team JNPR. On another note, I changed up how the management of some Aura like for Yatsuhashi, he has to focus really hard for him to use his Semblance so I made it so that he uses up more Aura to do so. Also, if you skipped over it, you should re-read Penny's Aura passive; I'm sorry, but it's true.
In regards to the Librarians, tell me if yall think if they were alright or not. I tried to not make them seem overpowered, but also fit into what their personality is like.
Anyways, I hope you enjoyed looking at my take on RWBY Key Pages and Librarian Semblances. Tell me if there should be something else I can add or if there's something wrong with one of the Key Pages. Catch yall later!
