Library Of Ruina

Library Of Ruina

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Infolane Apr 2, 2021 @ 10:47am
Custom Reception Talk Thread
Noticed there's some people using the general invitation thread to post and discuss their ideas for custom receptions beyond the scope of general invitations- and given the full release is scheduled to give us workshop support for custom receptions, why not have a dedicated thread for this stuff?

Whether you want to share vague daydreams and concepts or have plans to actually implement your ideas when support is added, it's all good fun nonetheless.

I'll kickstart this from the comments once I finish writing this down :steamthumbsup:
Last edited by Infolane; Apr 2, 2021 @ 10:48am
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Showing 1-9 of 9 comments
Infolane Apr 2, 2021 @ 11:07am 
Let me get this started with a little reception that adds to the city's ecosystem:

Athena Office.

Athena is an associate of Zwei office specializing in the protection of schools and their students. That is because Athena office started out when school teachers from the backstreets decided to take the protection of their turf into their own hands. This ultra-fine scope of what they do has generally allowed them to be more charitable than your average office, but if you need anything other than their advertised services you are ♥♥♥♥ out of luck.

Notably, Athena Office has a presence in many districts due to the nature of their work, with a main office located in a nest. Problem strikes after the Crying Children incident happens to destroy that main office along with everything else it did to that nest, leaving the many branches of Athena scrambling for what to do and answers as to what happened.

Which leads them to where the answer lies: The Library.

One of their teams that had, some time ago, lost contact with Zwei during a critical defense mission (that was following the anihilation of Section 6) can be called forth with copies of: Unstable Book of the Crying Children and, going all the way back, Book of Zwei South Section 6, Vol. I. This team is a Star of the City level threat. Two acts, 10 participants in total, one of them being a boss.

--

Athena Fixer

These are the default units of the encounter. Five of them for act one, four for act two. They are about as tough as your random Liu guys, although they have less HP and more SR.

Their overall deal is that they have cards that force you pay attention to who and what you are clashing- Love Town style, punishing errors by discarding from your hand. They also punish you having too many cards in hand in order to make their style more effective.

They have normal resistences to Pierce and Blunt, but endure Slash. These fixers all bring things like staffs, hammers and retractable polearms.

--
Passives:

Are you drawing on your test?: If an opponent has more than 5 cards in their hand at the start of combat, dice gain +1 power.
Detention: Every three clash wins, discard an opponent’s card at random.
--

Cards:

Refraction
Zero cost. On use, restore one light. If clashing against a card that also restores light, draw a card as well.

Blunt- 3-6
Block- 4-5
--
Historical Importance

2 cost; On use, replace the dice in this card with the dice of a card played last turn. Dice gain +4 power unless clashing with a librarian that clashed with this character last turn.

Blunt- 2-2
--
Summation and Subtraction

3 cost; Dice on this page deal no stagger damage.

Block- 5 -10 ;
Block- 5 -10
Block- 6-12 On clash win, deal damage equal to the sum of the dice on this page minus the sum of the dice on the page played on the first die.
--
Heated Debate

2 cost; On use, draw a page. If the opponent has less cards on hand than you, draw 2 pages instead.

Block- 4-5
Blunt- 5-8; On hit, apply 2 burn
Block- 4-5
--
Handle With Care

1 cost; If all dice on this page hit, increase the amount of burn applied by all copies of Quiz:Chemestry by one

Pierce- 3-6; On hit, apply 1 burn
Blunt- 4-7; On hit, apply 1 burn
--
Test of Prowess

3 cost;

Pierce- 4-7
Blunt- 5-8
Pierce- 3-5 - On hit, use this dice again on a random opponent. This die can be recycled up to one time.
Block (counter)- 4-9

--------

Genevive

The leader of this team, and the wielder of their Gold Page. A grade one fixer who, despite her talents being enough for her to move up in life, has been sticking with Athena office due to emotional attachment to the work.

After Zwei Section 6 failed to do their part in a critical mission, some time ago, she happened to lose the class of students she was tasked with protecting. And now she’s pissed. She’s been looking into what happened on her own for a while now, but with the Crying Children incident, she now knows to blame the Library.

Her main gimmick is that she’s got two stances. Rather than working with power à la PT, though, they add effects to dice.

She has about 1.5 times as much health as the basic Athena fixer and endures blunt and slash damages, while pierce is normal. Uses a long, long ol' hammer with a spike at the top to battle.

--
Passives:

Semesters: Every few scenes switch between [Inquisitive] and [Analytical] stances.
> Inquisitive Stance. Combat focused. Adds the following effect to the last die of every combat page: On hit, replay this attack on another librarian. This die can be recycled up to one time by this effect.
> Analytical Stance. Defense focused. Adds the following effect to the first die of every combat page: On hit, discard a random opponent’s card.


Are you drawing on your test?: If an opponent has more than 5 cards in their hand at the start of combat, dice gain +1 power.
Detention: Every three clash wins, discard an opponent’s card at random.
Under The Wings Of The Owl: Defensive Dice gain +1power

--

Cards:

Analytical Stance:

Refraction
Historical Importance
Summation and Subtraction
Heated Debate

Empty Seats

5 Cost;

Pierce 12-15
Blunt 10-12; If the opponent has less than 3 cards in hand, discard all cards and deal 5 stagger damage for every card discarded this way.

--

Inquisitive Stance


Refraction
Historical Importance
Heated Debate
Handle with Care


In Memoriam

7 Cost; mass attack

18-25, summation. If this die hits all enemies, it will be played again in two turns. Exhaust.


Last edited by Infolane; Apr 2, 2021 @ 11:07am
Flygoniaks Apr 2, 2021 @ 8:05pm 
Person who made the General Invitation thread here, I 100% approve of this, and can't wait to see the crazy ideas everyone has. I'll definitely be keeping an eye on this one!

If I had to give one bit of advice, it would be to put more "realistic" reception ideas (i.e. ones that Project Moon would actually add) in the General Invitation thread and more abstract ideas (everything from uber-hard boss battles, memes, or crossover nonsense) here.

Of course, there's plenty of overlap, since we can just recreate General Invitation thread ideas as Workshop receptions if they aren't added into the game. So feel free to go wild!
Sebee Apr 3, 2021 @ 8:54pm 
I hope they allow for custom Abno Battles.
I have always imagined a custom fight with Firebird on Roland's floor, since Snow Queen and Firebird had unique encounters in LC. Insta-killing my poor nuggets because I forget that I can't send them into Ice Queen's room when they're wearing Firebird stuff

The fight could also be very interesting, since Firebird seems to be a masochist. This is how I would make it if I ever had the intention to learn how to...
Firebird would start the fight with 3 Combat Dice, 501 health and 500 stagger.
For Resistances, Firebird could be Endured to Slash and Blunt, but Normal to Pierce, since he was weakest to firearms back in LC, and most Ranged combat pages are Pierce. He would be immune or very resistant to stagger.

His passives would be the following:
-If Firebird has not received "X" amount of damage after three turns, he uses a Mass Attack.
-At the end of each scene, burn Librarians based on health remaining. (If health is greater than or equal to 500, gain 1 stack of burn. If health is above 400 gain 2 stacks of burn. If health is above 300 gain 4 stacks. Above 200 gain 6. Above 100 gain 8. Above 1 gain 10.)
-Gain Combat Dice based on damage taken last turn. (For every 20 damage taken, gain 1 dice, Caps at 5 bonus dice for a total of 8)
-Gain 2 strength if damage was taken during the previous turn.
-Cannot be staggered
-Take extra damage from ranged combat pages. (Take 2-4 damage if hit by a ranged combat dice).
-HP cannot go below 1, When HP reaches 1, change phases. Inflict 10 burn to all Librarians. Gain 3 strength. Gain 20 haste. Use Mass Attack. At the end of the turn, if a librarian is alive, die.
-Shimmering

For Combat Pages:
-Mass Attack: Cost- 5 light. Summation. 5-10, Blunt on hit inflict 5 burn. Dice on this page gain +1 power for every 10hp lost during the battle.
-Ranged: 8-12 Pierce on hit inflict 2 burn, 7-13 Pierce on hit inflict 2 feeble
-Ranged: 6-9 Pierce on hit inflict 2 disarm, 6-10 Pierce on hit inflict 2 disarm, 8-8 Blunt on hit deal 5 stagger damage.
-Melee: 10-15 Blunt on hit deal 8 stagger damage, 8-14 Blunt on hit inflict 2 feeble and disarm.
-Melee: Only used during second phase. 10-10 Blunt Counter on hit deal 2 damage, as long as it wins it's clashes, it will constantly recycle.
-Ranged: Only used during second phase. 12-12 Pierce on hit deal 3 stagger damage, 8-8 Pierce on hit deal 6 stagger damage, 4-4 Pierce on hit kill.

This should be winnable. You could cheese most gimmicks with Block Stance. Just don't let her get hit. If it isn't winnable just nerf it nerd.

For Abno Pages earned from the fight:
The aforementioned mass attack to a Librarian's deck. It could either be a once an act thing or can be reused multiple times, Clone's a thing anyways.
Another one could be a Tier 3 card that kills any Librarians who have Snow Queen Abno Pages, but in return the Librarians remaining gain some sort of buff.
Another Tier 3 card could allow the first counter dice used each turn to work like old counter.

Also Don't Touch Me custom fight.
Last edited by Sebee; Apr 3, 2021 @ 8:59pm
none Apr 4, 2021 @ 12:52am 
Custom Reception huh...
definitely want to see crossover with Omori game since the emotion system in that game could very well matched with LoR emotional level up. the anger > sad > happy could also be adapted to this battle as passive. one i could think of is:

Omori 500 - 600 HP, 300 Stagger HP
Damage resistances is random as 2 endured and 1 normal, the same for Stagger resistances
Omori's Passive:
- Cycle through sad, anger and happy emotion depends on which dice type damage he receives the most in previous turn. it could stack up to 3 times (max 3 stack).
- If emotion sad, then Omori would get 2 EDR, 2 Prot, 2 Stagger Prot and 2 Feeble
- if emotion anger, then Omori would get 2 STR, 2 Fragile, 2 Debuff that give same effect like fragile but to Stagger HP and 2 Disarm
- if emotion happy, then Omori would get 1 STR, 1 EDR, 2 Bind
- every time the stack is up, Omori would permanently get 1 Speed Dice (so either 1 sad, anger or happy emotion would give him 1 dice and when the emotion raised to level 2, it get another one). Only happen once per Omori emotion state level up. so, after the anger, happy or sad emotion raise 1 stack, the effect wouldn't activate again if they just change the emotion stack sideways.
- every time the emotion state is in full cycle (sad, happy and anger is fully cycled in the same emotion stack), it will automatically raise the minimum stack of all emotion by 1.

now that the basic emotion system is a bit fleshed out, now about the special one (Neutral, Afraid, Terrified).

- when Omori HP reach 100, all damage would be negated and he enter the next phase on neutral emotion
- if emotion neutral, then lock all benefit gain from emotional level up (Speed Dice locked until the original number, Light return to 3/4 light max, all benefit from abno page is locked, EGO page is locked). omori can't stack the happy, anger and sad emotion anymore.
- if health decreased by 20 in a single scene, next scene omori enter afraid emotion.
- if emotion afraid, then added to the neutral emotion effect, omori would get 10 Prot and 10 Stag Prot but he is immobilized for a turn. after that, emotion return to neutral again.
- if when emotion afraid, his health decreased by 15, he would enter Terrified state.
- if emotion terrified, Omori would get 20 Prot and 20 Stagger Prot and immobilized. at the end of the scene, his health would be recovered to 150 and flee from the fight (entering second act).

i haven't thought about the Combat Card or his other passive. i don't even know what to put for his second act (definitely would put the 3 Super Attack he has which he gain in the old library). but, the second act should be secondary and you can just clear the reception you defeat Omori in the first act. it just seems interesting to have optional challenge through second act that would give you better reward if you defeat him and you still can get the basic reward if you defeat him in the first act.

definitely need to be fleshed out more, but that's the idea i have.
Mizuki-MixOre Apr 4, 2021 @ 3:03am 
With a capable team of modders, anything is possible. And a dedicated forum for custom receptions would be great.
What Moon gives us I assume would be the essential to make some simple methods of making a fight. If you want really intricate stuffs, you have to have good knowledge in terms of coding

And hey, if you do not mind, maybe I can get an idea or two for more Afterglow fights.
Alpha Chad Apr 4, 2021 @ 3:24am 
sex reception? :blush:
syakirafham Apr 4, 2021 @ 10:27am 
I'll probably try it out for once. Just a simple reception and a crossover with TF2.
Reception: Mann Co. mercenaries.
The Medic (Melee-type Keypage)
Health: 125 HP
Slash -> Endure
Pierce -> Normal
Blunt -> Normal

Stagger Resist: 85 SP
Slash -> Normal
Pierce -> Normal
Blunt -> Weak

Speed: 2~6

Passives:
1. Speed
2. Mann Co. Supply Munition - At the start of each scene, draw up to 3 different types of exclusive Combat Pages if not in hand. Those Combat Pages differentiate each scene (including the ones in hand). (Similar to Binah's Incomplete Arbiter, this passive gives the mercenaries the ability to draw additional cards but only to certain pages and those pages change each scene randomly.)
3. "I am fully charged" - Gains a special Combat Page when the character has 100% ÜberCharge.
4. Another Successful Procedure - Restore 3 HP at the start of each scene. Gains special Combat Pages if the character has a certain Combat Page in hand.
5. Random Crits are Fair and Balanced - Offensive Dice has a 20% chance to deal 3x the amount of damage the character deals. (Joke)

Exclusive Combat Pages:
1. Primary Weapon: Default: Syringe Gun
-Syringe Gun (Ranged)
Has 3 uses before this page exhausts. (Value decreases with each use)
Cost: 1 Light
Dice:
Pierce: 3~6
Pierce: 3~6
Pierce: 2~5
Pierce: 2~5

-Blutsauger (Ranged)
Has 2 uses before this page exhausts. (Value decreases with each use)
Dice on this page restore 3 HP on hit.
Cost: 1 Light
Dice:
Pierce: 2~6
Pierce: 3~5
Pierce: 3~5
Pierce: 2~5

-Overdose (Ranged)
Has 2 uses before this page exhausts. (Value decreases with each use)
In hand: Gain Haste proportionally to the amount of ÜberCharge the user has. (Up to 2)
Cost: 1 Light
Dice:
Pierce: 3~6
Pierce: 3~6
Pierce: 2~5
Pierce: 2~5

-Crusader's Crossbow (Ranged)
Has 2 uses before this page exhausts. (Value decreases with each use)
Able to target allies.
Cost: 2 Light
Dice:
Pierce: 7-13 On hit: If target is an ally, deal no damage and heal them instead.

1. Secondary Weapon: Default: Medigun
-Medigun/Kritzkrieg (Ranged)
Able only to target allies.
This page prompts no action because there are no non-Counter Dice in this page.
Cost: 2 Light
Combat Start: Target restores 6~11 HP. User gains 15% ÜberCharge.
Evade (Counter): 3~8

-Quick-Fix (Ranged)
Able only to target allies.
This page prompts no action because there are no non-Counter Dice in this page.
Cost: 2 Light
Combat Start: Target restores 9~14 HP. User gains 15% ÜberCharge.
Evade (Counter): 3~8

-Vaccinator (Ranged)
Able only to target allies.
This page prompts no action because there are no non-Counter Dice in this page.
Cost: 2 Light
Combat Start: Target restores 6~11 HP and gain 30% physical resistance to a random type of Offensive Dice for this scene. User gains 15% ÜberCharge.
Evade (Counter): 3~8

3. Melee Weapon: Default: Bonesaw
-Bonesaw (Melee)
Cost: 2 Light
Dice:
Slash: 4~8
Blunt: 4~7

-Übersaw (Melee)
Dice on this page gains 10% ÜberCharge on hit.
Cost: 2 Light
Dice:
Slash: 4~7
Slash: 3~7

-Amputator (Melee)
On Use: User restores 3 HP.
Cost: 2 Light
Dice:
Slash: 4~8
Blunt: 4~7

4. Special Combat Pages:
-ÜberCharge
Able only to target allies.
Usable only if the user has 100% ÜberCharge.
Cost: 3 Light
On Play: Fully depletes the user's ÜberCharge and give special effects to certain Combat Pages for this scene.
Special effects:
Medigun: Combat Start: The user and target are invulnerable to all physical damage from all sources for this scene.
Kritzkrieg: Combat Start: The user and target gain +3 Power and +3 extra damage to all Offensive Dices for this scene.
Quick-Fix: The user and target restores an additional 10~15 HP for this scene.
Vaccinator: Combat Start: The user and target gain 5 Protection, Stagger Protection and Status Protection for this scene. (Status Protection is similar to Grit and it applies to all damage like Burn, Bleed, Fairy, Aroma, etc.)

5. Special Combat Pages (E.G.O. section):
-Oktoberfest (Melee) (The self healing taunt)
Able only to target self.
Usable only if the user has the Combat Page "Kritzkrieg" in hand.
Cost: 2 Light
Combat Start: Restore 5~10 HP to target.

-Medicating Melody (Mass Attack) (The area-of-effect healing taunt)
Able only to target all allies including self.
Usable only if the user has the Combat Page "Amputator" in hand.
Cost: 3 Light
Combat Start: Restore 8~12 HP to targets.

-Spinal Tap (Melee) (The instant-kill taunt, instant-kills are just too powerful so I toned it down to Boundary of Death levels)
Usable only if the user has the Combat Page "Übersaw" in hand.
If the user successfully hit with the second die, gain 100% ÜberCharge.
Dice on this page deals half of Stagger damage.
Cost: 5 Light
Pierce: 1~5 (Gain +20 Power if the unmodified die rolls the maximum value. On clash win: Destroy all remaining dice on the opponents page)
Slash: 1~2

There are probably more classes but I'll just stick to just one for now.
Last edited by syakirafham; Apr 5, 2021 @ 7:34am
syakirafham Apr 6, 2021 @ 1:22am 
I decided to add another character to the reception. After I think about the first comment I made, this might be a mini-boss rush reception, like R-Corp II but more mechanically heavy. I apologise for it to be extremely long.

The Engineer (Melee-type Keypage) (The crucial character for the multiple act reception.)
Health: 125 HP
Slash -> Normal
Pierce -> Normal
Blunt -> Endured

Stagger Resist: 95 SP
Slash -> Normal
Pierce -> Normal
Blunt -> Endured

Speed: 2~5

Passives:
1. Speed
2. Mann Co. Supply Munition - At the start of each scene, draw up to 3 different types of exclusive Combat Pages if not in hand. Those Combat Pages differentiate each scene (including the ones in hand).
3. "I solve practical problems" - Starts the act with 200 scrap metal (max). Restore 20 scrap metal at the start of each scene or when the character staggers or kills an enemy. Gain special Combat Pages if the character has a certain Combat Page in hand. (There will be refined metal later on. Basically it is a direct upgrade to scrap metal and allows for better access to more mechanics.)
4. Guardian of the (Sentry) Nest - If the act starts with a building spawned in, that building becomes untargetable until the character dies. (This only applies to the teleporter exit)

Exclusive Combat Pages:
1. Primary Weapon: Default: Shotgun
-Shotgun (Ranged)
Has 2 uses before this page exhausts. (Value decreases with each use)
Cost: 2 Light
Dice:
Blunt: 4~8
Blunt: 3~7

-Frontier Justice (Ranged)
Has 2 uses before this page exhausts. (Value decreases with each use)
Dice on this page deals +3 extra damage if a Sentry Gun has previously destroyed in this act. This effect can be applied up to 3 times based on how much damage it dealt.
Cost: 2 Light
Dice:
Blunt: 4~8
Blunt: 3~7

-Widowmaker (Ranged)
Usable only if the user has at least 30 refined metal.
Dice on this page restores 20 scrap metal on hit. The amount of metal restored is proportional to the target's physical resistance.
On Use: Spend 30 refined metal to prompt action.
Cost: 2 Light
Dice:
Slash: 4~8
Slash: 3~7

-Pomson 6000 (Ranged)
Cost: 2 Light
Dice:
Pierce: 8~13 On Hit: Deal 10 Stagger damage.

-Panic Attack (Ranged)
Has 1 use before this page exhausts. (Value decreases with each use)
Dice on this page deals no damage.
Cost: 2 Light
Dice:
Blunt: 2~4 This dice recycles 4 times.
Pierce: 2~4 Deals damage equal to the total amount damage from all successful hits.

-Rescue Ranger (Ranged)
Has 2 uses before this page exhausts. (Value decreases with each use)
Able to target certain allies.
Cost: 2 Light
Dice:
Pierce: 8~13 On Hit: If target is a building, deal no damage and spend 10 refined metal to heal them instead.

2. Secondary Weapon: Default: Pistol
-Pistol (Ranged)
Has 3 uses before this page exhausts. (Value decreases with each use)
Cost: 1 Light
Dice:
Pierce: 2~6
Pierce: 2~6
Pierce: 2~5

-Short Circuit (Ranged)
Usable only if the user has at least 75 refined metal.
On Use: Spend 75 refined metal to prompt action.
Cost: 1 Light
Dice:
Pierce: 2~5
Pierce: 2~5
Blunt: 7~12

-Wrangler (On Play)
Usable only if the Sentry Gun is present
Cost: 1 Light
On Play: Allows the Sentry Gun to be controllable for this scene.

3. Melee Weapon: Default: Wrench
-Wrench/Eureka Effect (Melee)
Able to target certain allies.
Cost: 2 Light
Dice:
Blunt: 8~13 On Hit: If target is a building, deal no damage, restore 1 Light and spend 15 metal (prioritises scrap metal) to heal them and restore Combat Pages instead. Then, spend an additional of up to 100 refined metal to upgrade it.

-Southern Hospitality (Melee)
Able to target certain allies.
Cost: 2 Light
Dice:
Slash: 8~13 On Hit: If target is a building, deal no damage, restore 1 Light and spend 15 metal (prioritises scrap metal) to heal them and restore Combat Pages instead. Then, spend an additional of up to 100 refined metal to upgrade it. If target is an enemy, inflict 2 Bleed next scene.

-Gunslinger (Melee)
In Hand: Switch the Combat Page "Construction PDA: Sentry Gun" to "Construction PDA: Mini-Sentry Gun"
Able to target certain allies.
Cost: 2 Light
Dice:
Blunt: 8~13 On Hit: If target is a building, deal no damage, restore 1 Light and spend 15 metal (prioritises scrap metal) to heal them and restore Combat Pages instead. Then, spend an additional of up to 100 refined metal to upgrade it.

4. Special Combat Pages (E.G.O. section):
-Construction PDA: Sentry Gun (On Play)
Usable if the user has at least 130 scrap metal.
Cost: 1 Light
On Play: Spend 130 scrap metal to seal a Speed Die and discard all exclusive melee Combat Pages this scene. Then, spawn a Sentry Gun next scene.

-Construction PDA: Mini-Sentry Gun (On Play)
Usable only if the user has the Combat Page "Gunslinger" in hand.
Usable if the user has at least 100 scrap metal.
Cost: 1 Light
On Play: Spend 100 scrap metal to seal a Speed Die and discard all exclusive melee Combat Pages this scene. Then, spawn a Mini-Sentry Gun next scene.

-Construction PDA: Dispenser (On Play)
Usable if the user has at least 100 scrap metal.
Cost: 1 Light
On Play: Spend 100 scrap metal to seal a Speed Die and discard all exclusive melee Combat Pages this scene. Then, spawn a Dispencer next scene.

-Construction PDA: Teleporter: Entrance (On Play)
Usable if the user has at least 50 scrap metal.
Cost: 1 Light
On Play: Spend 50 scrap metal to seal a Speed Die and discard all exclusive melee Combat Pages this scene. Then, spawn a Teleporter: Entrance next scene.

-Destruction PDA (On Play)
Able only to target certain allies.
Cost: 0 Light
On Play: Destroy the targeted building and restore 100 scrap metal.

-Dischord (Melee) (The instant-kill taunt)
Usable only if the user has the Combat Page "Frontier Justice" in hand.
Cost: 4 Light
Dice:
Blunt: 12~19 On Clash Win: Destroy the opponent's next die.

-Organ Grinder (Melee) (The instant-kill taunt)
Usable only if the user has the Combat Page "Gunslinger" in hand.
Cost: 3 Light
Dice:
Slash: 6~14 On Hit: Inflict 10 Bleed next scene and the scene after.

-Teleportation (Melee)
Usable only if the user has the Combat Page "Eureka Effect" in hand.
Usable only if the user's HP is below 20%.
Able only to target self.
This page prompts no action because there are no non-Counter Dice in this page.
Cost: 3 Light
Combat Start: The user immediately escapes from battle.

5. Buildings:
-Sentry Gun
Health: 90 HP (Level 1)/120 HP (Level 2)/150 HP (Level 3)
Slash -> Normal
Pierce -> Normal
Blunt -> Normal

Stagger Resist: 0 SP
Slash -> Immune
Pierce -> Immune
Blunt -> Immune

Passives:
a. Metallic Machinery - Cannot raise Emotional Levels. Does not stagger. Takes no damage from Burn or Bleed but takes twice as much damage from Erosion. Does not restore health except through certain Combat Pages.
b. Level 1/2/3 Sentry Gun - Upgrades to the next level when a total of 200 refined metal is spent for upgrading the character. (Level 1 and 2)/Gain an additional Speed Dice. Can only use different types of Combat Pages for each Speed Dice. (Level 3)
c. Automated Targeting - Uncontrollable except through certain Combat Pages. Only targets the same enemy each scene.

Combat Pages:
Machine Gun 3x (Level 1)/6x (Level 2)/6x (Level 3)
This page exhausts on use.
Cost: 0 Light
Dice:
Pierce: 3~7
Pierce: 3~7
Pierce: 3~7

Rocket Propelled Grenades 0x (Level 1)/0x (Level 2)/3x (Level 3)
This page exhausts on use.
Cost: 0 Light
Dice:
Blunt: 8~16

-Mini-Sentry Gun
Health: 70 HP
Slash -> Normal
Pierce -> Normal
Blunt -> Normal

Stagger Resist: 0 SP
Slash -> Immune
Pierce -> Immune
Blunt -> Immune

Passives:
a. Metallic Machinery - Cannot raise Emotional Levels. Does not stagger. Takes no damage from Burn or Bleed but takes twice as much damage from Erosion. Does not restore health except through certain Combat Pages.
b. Non-upgradable (Self explanatory)
c. Automated Targeting - Uncontrollable except through certain Combat Pages. Only targets the same enemy each scene.

Combat Pages:
Machine Gun 6x
This page exhausts on use.
Cost: 0 Light
Dice:
Pierce: 3~7
Pierce: 3~7
Pierce: 3~7

-Dispenser
Health: 100 HP (Level 1)/130 HP (Level 2)
Slash -> Normal
Pierce -> Normal
Blunt -> Normal

Stagger Resist: 0 SP
Slash -> Immune
Pierce -> Immune
Blunt -> Immune

Passives:
a. Metallic Machinery - Cannot raise Emotional Levels. Does not stagger. Takes no damage from Burn or Bleed but takes twice as much damage from Erosion. Does not restore health except through certain Combat Pages.
b. Level 1 Dispenser - Upgrades to the next level when a total of 200 refined metal is spent for upgrading the character.
c. Recuperating Welfare - At the start of each scene, recover 4~8 HP (Level 1)/7~10 HP (Level 2) to all other allies and 40 (Level 1)/60 (Level 2) refined metal to the Engineer. All allies restore all exhausted Combat Pages and their uses. (Some pages like "Clone" or "Savage Mode" does not count)

No Combat Pages

-Teleporter: Entrance
Health: 80 HP
Slash -> Normal
Pierce -> Normal
Blunt -> Normal

Stagger Resist: 0 SP
Slash -> Immune
Pierce -> Immune
Blunt -> Immune

Passives:
a. Metallic Machinery - Cannot raise Emotional Levels. Does not stagger. Takes no damage from Burn or Bleed but takes twice as much damage from Erosion. Does not restore health except through certain Combat Pages.
b. Non-upgradable
c. Instantaneous Transportation - While this character is alive, give all other allies (non buildings) a special Combat Page to hand.

No Combat Pages

-Teleporter: Exit
Health: 80 HP
Slash -> Normal
Pierce -> Normal
Blunt -> Normal

Stagger Resist: 0 SP
Slash -> Immune
Pierce -> Immune
Blunt -> Immune

Passives:
a. Metallic Machinery - Cannot raise Emotional Levels. Does not stagger. Takes no damage from Burn or Bleed but takes twice as much damage from Erosion. Does not restore health except through certain Combat Pages.
b. Non-upgradable
c. Critical Delivery - While this character is alive, spawn an ally who are still alive during the entire reception for every other ally who died or escaped for this act.

No Combat Pages

Special Combat Pages (Allies):
-Move Up!
Able only to target the Teleporter: Entrance.
Cannot be redirected.
Usable only if the user's HP is below 20%.
This page prompts no action because there are no non-Counter Dice in this page.
Cost: 0 Light
Combat Start: If the user is alive and not staggered at the end of the scene, immediately escapes.
Dice:
Blunt (Counter): 4~7





Reception Layout:
Basically the reception goes like this:
1. It consists of 4 acts and available to 4 floors.
2. The first 3 acts contains 3 mercenaries.
1st: Scout, Demoman and Sniper
2nd: Pyro, Heavy and Medic
3rd: Soldier, Engineer and Spy
3. Although the Engineer is on the 3rd act, he is also present on the first 2. But he does not fully fulfil his role except only using his melee weapon and building the teleporter. He only starts to build sentries and dispenser starting Act 3. During this time only the Engineer successfully escapes, while the others escape depending if they were alive that time. If they were they will appear on the 4th act.
4. On the 4th act, it starts with him, Ms. Pauling, a teleporter exit and 2 random allies that were alive. If there are more than 2 mercs escape that time, the Engineer escapes again and reappears after all other allies have spawn in and died. Then it just continues until the end of reception.
Last edited by syakirafham; Apr 6, 2021 @ 2:56pm
The set of receptions I'm kinda working on right now, the Lilith Path of the post-game mod is pretty much going to be centered around the Crimson Brigade, a group of once deceased fixers guarding whatever remains of District 9's backstreets lead by vampire distortion Lilim, and her quest to find her mother Lilith who's going on a rampage throughout the city killing countless high-grade fixers to find the man who cheated on her and ditched her for a place in Zwei Association and a Nest, leading to the death of her youngest daughter and the family breaking apart.

The progression of the receptions would be following:

District 23 Enforcer-Butcher Syndicate -> Avant-Garde Butchers -> The Crimson Brigade
-> Lilith, the Visceral

Two first receptions would be Bleed-centered and introduce Black Damage, returning from Lob Corp to this game and classified as mental damage, targeting solely Stagger Resist, as well as Stress, a debuff dealing Stagger Damage when you take action in combat, akin to Bleed.

Crimson Brigade would expand on this with self-bleed & using Bleed stacks on self to buff the party and and to power many of the hard-hitting combat pages while introducing new passives to suit the blood-letting style of play, Bloodrush effects on combat pages which activate if the opponent took damage from attacks beforehand during the scene.

Girard & Lilim would serve as the mid-bosses, with Girard being a defensive powerhouse whose passives make his defensive die more powerful with each successive clash win while dealing damage with his deflects, and Lilim being a master of manipulating all things Bleed from bestowing Bleed on opponents to buffing all allies based on the amount of stacks on her, with mass attacks that use both Bleed stacks on her and opponent in between.

Lilith would be the main optional boss of the path, a vampire distortion and an Impurity level threat. She would embody all the elements of the path while pretty much going unga bunga on you. And at certain points of the battle, she would try to go pretty much Shadow Blend + Predator Form on you unless you stagger her, which would lead to devastating Mass Attacks which akin to Lilim's would be powered up by stacks of Bleed on your nuggets or her but unlike Lilim's, would leave your nuggets eroded enough for her to roll over them the next scene. Objective: survive long enough to fell the beast.

From Lilim & Lilith, one could obtain a pair of Magnum Opus key pages, a rarity of key pages that would not only be even more powerful than Object d' Art key pages, they would come with a set of Abno pages of their own that would be unique to them. In return, you could only obtain one copy per library, and equip only one Magnum Opus key page per floor.
Last edited by The Sin Heartless; Apr 6, 2021 @ 3:49pm
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Date Posted: Apr 2, 2021 @ 10:47am
Posts: 9