Author's Note:

Disclaimer: this was made months before. This Author's Note right here is a past version of me. The Author's Note at the end of the chapter is the current me.

Yo, I got another extra chapter of Key Pages. Honestly, I don't know how to balance them out, so whatever. You're probably just here to see what the passives do instead of the resistances and stats anyway, I'm fine with that. This time, I'm adding little descriptions under each Key Page so I can tell you my thought process when making them.

I will not use these when I'm doing fight scenes, I just wanted to have some fun. Here is a guide to what is what:

HP - Health Points

SR - Stagger Resistance

SP - Speed Values

Resistances: HEALTH - STAGGER RESISTANCE


Sun Wukong:

HP: 105

SR: 59

SP: 4-6

Resistances:

- Slash: Normal - Endured

- Pierce: Normal - Normal

- Blunt: Endured - Endured

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.

- Via Sun: Only Sun can equip this. Cannot use if Aura is below 20. Gain a special Combat Page (Golden Clones). Summon 2 Clones of Sun. This character becomes Immobilized for the Scene. Each Clone has two Combat Die that uses the character's cards in hand. Once a Clone's health reaches 0, explode. The Character that killed the Clone will take +5-10 damage. Can only be used once every three Scenes. Lose 15 Aura when Via Sun is used.

- Psych Up: Restore 1 Light and draw 1 page at the end of the Scene if the character did not use any pages.

- Eskrima: 50% chance to boost the Power of Blunt dice by +1

- Faunus Heritage: Only Faunus can equip this. Offensive dice gain 1 Power at Emotion Level 3 or above.

(Note: Sun's Semblance allows him to use his clones in a more offensive manner than Blake's. For this, I let Sun summon two extra nuggets that are his clones. If you had a team of five already, including the Patron, then it would boost your numbers to six controllable allies. The downsides are that Sun becomes immobilized, and the clones are very weak and only have two die. This may seem a little weak, but when he is paired with Neptune, it becomes clear that Sun is meant to draw enemy fire.)


Neptune Vasilias:

HP: 99

SR: 63

SP: 2-5

Resistances:

- Slash: Normal - Endured

- 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.

- Water Attraction: Only Neptune can equip this. Cannot use if Aura is below 5. Any character using a melee attack gains 1 stack of Wet. Characters attacked by Characters affected by Wet will gain 1 stack of Wet. Characters inflicted with Wet will take +1-3 damage per stack of Charge; afterward, lose all stacks of Wet. Lose 10 Aura when this character is attacked by an enemy inflicted with Wet using a Melee Combat Page.

- Hydrophobic: If this character is inflicted with Wet, gain 2 Feeble, 2 Disarm, and 2 Haste.

- Electric Shock: Can store up to 10 Charges at once.

(Note: Neptune's Semblance is not very card-game friendly. Considering that he hates water, his Semblance is quite useless. To adapt this, I added a new status effect called Wet that basically does nothing except add more damage to Charge cards and weaken Burn. In the show, he uses electricity as ranged attacks, so an ideal Key Page is for him to be mainly a ranged page using Charge. Every attack he does will do bonus damage to others but he will get hurt if they manage to hit him. He pairs well with Sun as Sun can bait attacks while Neptune gets free damage on them. As for why everyone gets inflicted with this Wet status, everyone is sweating while fighting and, therefore wet. Don't ask me how Nemo or any of the other robotic characters can sweat, I will not have an answer.)


Ozpin:

HP: 110

SR: 64

SP: 4-6

Resistances:

- Slash: Endured - Endured

- Pierce: Normal - 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.

- The Headmaster: Only Ozpin can equip this. At the start of the Scene, give 1 Light to 2 random allies and give 1 Protection and Stagger Protection to all allies. Cannot be used if Staggered.

- Dwindling Magic: Gain special Combat Pages (Barrier, Amplify, Command, Unite). Only one of the special Combat Pages can be played per Scene.

- Teamwork…?: Whenever an ally dies, take 20 Stagger damage.

(Note: The reason why Ozpin's Key Page is support-heavy is because his entire goal in Beacon was to forge teamwork and friendships, he's just the one to support the ones fighting. Honestly, I don't know what else to add/remove on Ozpin's Page, but I think this is good enough.)


James Ironwood:

HP: 117

SR: 55

SP: 2-6

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.

- Mettle: Only Ironwood can equip this. Cannot be used if Staggered. If this character enters a melee clash and loses, counterattack. Lose 5 Aura when counterattacks hit.

- The General: At the start of the Scene, randomly gain 2 Strength, 2 Protection, or 2 Haste.

- All for Remnant: 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)

(Note: Unlike Ozpin, Ironwood is made for charging in and taking all the damage. His character would be the one to charge into battle and lead his troops personally. Plus, it's known that he is actually very good at fighting, taking on the combined efforts of Team JNR, Oscar, Emerald, and even Winter. Although he lost, he put up a decent fight and could've won if Winter hadn't betrayed him.)


Torchwick:

HP: 115

SR: 53

SP: 1-6

Resistances:

- Slash: Normal - Normal

- Pierce: Endured - 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's resistance to all damage types lowers by one.

- Joker: Only Roman can equip this. Whenever Neo is in the same team, gain a Counter die (Evade, 5-15) at combat start. If this character does not get hit within three Scenes, gain Taunt.

- Hat Trick: After three consecutive successful attacks on one target, inflict 1 Bind, 1 Disarm, and 1 Feeble.

- Gotcha!: Gain a Counter die (Slash, 4-8) at combat start.

(Notes: Roman is a character well-known for toying with just about anyone. To capture that character, he's just an annoying character to fight. Able to dodge multiple times, debuff anyone if you ignore him, and if you do ignore him, he'll make random people target him then he'll just attack or dodge the attacks. He's pretty much a dodge character, but even luck has its limits.)


Neo:

HP: 93

SR: 58

SP: 4-6

Resistances:

- Slash: Weak - Endured

- Pierce: Weak - Endured

- Blunt: Weak - 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.

- Overactive Imagination: Only Neo can equip this. Cannot use if Aura is below 5. Gain a Counter die (Evade, 10-20). Enemies that fail to hit Neo gain 3 Disarm. Can only be used once every two Scenes. Lose 5 Aura anytime Neo dodges with the Counter die.

- Trickster: Only Neo can equip this. Whenever Roman is on the team, at the start of the Scene, gain one of the following effects:

- 2 Strength

- 2 Haste

- 2 Protection

- Smugness: Inflict 1 Nullify Power at a 5% chance.

(Note: Neo is similar to Roman, in that she can also dodge. Yay… dodge RNG, but it makes sense. Neo relies on her Semblance's ability to create illusions because of her weak frame, so not getting hit is ideal for her. Regarding her disarm, think of it as an opponent letting their guard down after missing. Trickster is basically similar to Roman's Joker, they pair off of each other. They're partners, of course, it'd make sense to have them together like how Roland and Angelica share a soul link passive. Her last passive, Smugness, is just Neo looking down on you.)


Cinder (BOSS):

HP: 310

SR: 150

SP: 2-7

Resistances:

- Slash: Endured - Endured

- Pierce: Normal - Normal

- Blunt: Normal - Endured

Passives:

- 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.

- Scorching Caress: All melee attacks inflict Burn equal to half of the damage dealt to an enemy. (Rounded Down). Lose 5 Aura whenever this character deals damage.

- Shimmering: At the start of each Scene, exhaust all pages in hand and deck; add new pages to hand. Their Cost becomes 0.

- Incomplete Fall Maiden: Increase base Aura by 100. Offensive dice gain +1 Power at Emotion Level 3 or above. Whenever the passive "Silver-Eyed Warrior" activates, lose 20% of current HP and become Staggered.

(Note: Cinder Fall, our first boss Key Page, is here, and she comes with a burning desire to set things on fire. Honestly, she's just Walmart Xiao, but isn't as cool as Xiao. What else can I do to this kit? Her Semblance literally makes things hot and she barely had any Maiden powers before obtaining it all. If you have any ideas, let me know.)


Emerald (BOSS):

HP: 186

SR: 92

SP: 2-7

Resistances:

- Slash: Endured - Normal

- Pierce: Normal - Normal

- Blunt: Endured - Normal

Passives:

- 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.

- Hallucinations: This character will use a special combat die (Hallucinate). Upon using Hallucinate, lose 10 Aura and all allies gain a counter dice at the start of combat (Evade, 20-20); cannot be used every three Scenes. At the start of the Scene, one random enemy will gain one of the following effects:

- 4 Bind

- 3 Disarm

- 1 Immobilized

- Shimmering: At the start of each Scene, exhaust all pages in hand and deck; add new pages to hand. Their Cost becomes 0.

- Overly Dependant: If Cinder is on the same team, gain 2 Protection and 2 Haste. If Cinder is Staggered, gain 2 Power and 2 Fragile. If Cinder is killed, become Staggered.

(Note: Emerald's Key Page is somewhat of an upgraded Neo's Key Page. Disregarding the fact that Neo would absolutely wipe the floor with Emerald in canon, Emerald has the stronger Key Page due to being a boss. Moreover, Hallucinations is a team-wide support buff that will absolutely wear down your Librarians if left unchecked.)


Mercury (BOSS):

HP: 235

SR: 92

SP: 2-7

Resistances:

- Slash: Endured - Normal

- Pierce: Normal - Normal

- Blunt: Endured - Endured

Passives:

- 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.

- Changing Stances: At a regular interval, change the stance to one of the following: Tae-Kwon-Do, Capoeira, Muay Thai. After changing stances, dice representing the current stance gain +1 Power for the Scene.

- Talaria: Mercury's Melee attacks will deal an extra +1-3 damage and are considered Ranged attacks.

- Taunt: Enemies are more likely to target Mercury.

- Shimmering: At the start of each Scene, exhaust all pages in hand and deck; add new pages to hand. Their Cost becomes 0.

- Information Assessment: At the end of the Scene, a random enemy's resistance to a random damage type changes to "Normal" for the Scene. (Chosen from resistances that are "Endured" or "Normal")

- Independent: At the end of each Scene, gain 3 Strength if no other allies are present.

(Note: Since Mercury has no Semblance, it makes him the only Key Page from Remnant to not lose as much Aura. The trade off is that he's the main frontline, taking as much damage so Cinder and Emerald can deal damage from afar or support him, respectively. The reason why he had so many passives is for one: to make up for a lack of a Semblance, and two: because out of all the younger characters, Mercury is actually the most skilled. Every fight is like a playground for him. Moving on to his changing stance, Mercury has shown to have used a variety of martial arts, so why not give him something like Iori's Key Page.)


Author's Note:

I totally forgot about this here. This was made like months ago but I never got around to it I guess. I barely found this hidden at the bottom of my unfinished folder lol. Well, I finished up some details and I gotta say… Past me was kinda cooking. Don't know why he decided to make Cinder and her two goons bosses but it's something cool I guess. He's more imaginative than me, but you know "This is this, and that's that."

Welp, see ya guys later.