Jerry Heir

Shades

Spirit

Jerry Heir

Melee

3

Range

1"

Arcane

4

Evade

-1

Health

Signature Move

Topsy Turvy

Upgrade for Low guard

Damage dealtFollow up?
High guardNo
Falling swingNo
Sweeping cutNo
ThrustNo
Low guardNo
Rising attackYes

mmediately draw 2 additional Melee Cards. Then, if you have a High Guard in hand, you may discard your current Melee Card and replace it with a High Guard. If you do, resolve the Melee as if you originally played a High Guard.

Passive Abilities

Stage Roll

When an enemy targets this character with an Arcane Ability you may reveal a PX from your resist hand before any cards are played. After resolving the current action, this model may move X" where X is the value of the revealed card.

Swift

Once per turn

When making a Reaction Step while engaged by an enemy, this model may move 2" instead of the usual 1".

Summon Intermission Snacks

When this model is deployed or enters play, you may place a new friendly Food Psychopomp in base contact. If deployed, this must be in the deployment zone as normal. This cannot bring a character into play if it is already in play.

Active Abilities

None

Arcane Abilities

Stage Fright

8" Range

3 Energy

Catastrophe

This model suffers 2 wounds.

222

Target enemy without Frightened gains [Frightened: At the start of the Discard Step, the player that used Stage Fright flips an Arcane Card then moves this model up to X+1". Catastrophe: Move 0"], until this character is slain.