Did someone order up one Mars to go?
San.
Calm Under Pressure increases next dice's max roll by 3 on clash win. Tactical Improv causes Offensive dice to deal 2 more Stagger damage if you are faster, and Defensive dice recover 4 Stagger Resist on clash win if you are slower. Shield Subsidiary gives +2 Defensive dice Power at a 50% chance. Keeping the Peace causes you to inflict 1 Disarm on hit once per enemy per scene. Flickering Streetlight restores 1 light ever 2 Scenes. Cards. Gather Intel+ Restores 1 light, and gives 1 Haste on clash win. Deflect+ draws 1 and restores 1 light if all dice hit, reduces power of opponent's next dice on clash win, and recovers 3 Stagger Resist on hit. Silent Night+ gives 2 Haste and 2 Damage Up if all dice hit, and the dice increase max roll on clash win. Gathering Intel+ (2 cost) draws 1 and restores 2 light if all dice hit, and the dice increase max roll on clash win. Nonstop Assault+ gives 1 Strength and Endurance if all dice hit, and the dice increase max roll on clash win.
Lulu.
Feel the Burn gives 20% more damage and +1 Power if the target has 3 or more Burn. Flaming Bat+ inflicts 3 Burn to target and 1 Burn to self on hit at a 50% chance. Prepared Mind gives 2 Bind and 2 Protection, gives 1 Bind and Endurance on clash lose, and recovers 3 Stagger Resist on hit. Taste My Flaming Bat!+ reduces damage taken from Burn by 10 and gives 1 Strength this Scene if you have 3+ Burn, inflicts 2 Burn on clash win, and inflicts 3 Burn and 1 Burn to self on hit. Set Flame+ gives you 3 Burn and gains 2 Power, inflicts 3 Burn and 1 Burn to self and restores 1 light on hit, and inflicts 3 Burn and 1 Burn to self and draw 1 on hit.
Mars.
Speed 2. Over Exertion gives an increasing amount of Strength for 3 Scenes, then on Scene 4 you are immobilized and fully restore light then gain 2 Bind and 1 Feeble next Scene. The effect then repeats after the Immobilize Scene. Talent+ gives Offensive dice +1 Power if you are faster, and Defensive dice gain power if you are slower (max 2). Two-Handing gives 2-3 Cost pages +1 Cost, +1 Power, and restore 1 light on use. Stance Dance at the end of the Scene gives 1 Strength if you have 3 or more Haste, and gives 1 Endurance if you have 3 or more Bind. Stall for Time gives 2 Protection, 2 Stagger Protection, and recovers 5 Hp If an ally has died. Fleet Footsteps+ gives 2 Haste and 2 Damage Up, reduces opponent's next max roll by 3 on clash lose, and gives 1 Haste on clash win. All Is Calm draws 1 gives 2 Bind and 2 Protection, decreases opponent's next max roll by 3 on clash lose, and gives 1 Bind and Endurance on clash win. Taste My Steel! draws 1 gives 2 Haste and 2 Damage Up, reduces opponent's next max roll by 3 on clash lose, gives 1 Strength and Haste on clash win, and inflicts 2 Burn on clash win.
Mars is the only key page you get here I believe, so I will talk about Lulu and San later. Mars has a very unique mechanic of being Haste and Bind focused. You can play him as one or the other, You can try and swap between Haste and Bind, or you can try and gain both for Stance Dance. Over Exertion is a little annoying, but fully restoring light is nice. Over Exertion giving Bind and Feeble also helps with Mars' Bind Defensive build. Two-Handing feels more harmful than helpful. The extra power is nice, but if you build your deck around it your cards cost a lot for Scene 1 and 2. Mars also losing every 4th Scene makes struggling on the early Scenes even worse. Stall for Time is a passive I guess. Talent+ may seem like it supports Defensive builds more, but keep in mind that being slower makes clashing harder (unless you use the Binah Abno card). I really liked using Mars. He has a very unique mechanic. Great Fight.
Library of Ruina is made by Project Moon.
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