Gloria Grayson, Hopeful Healer
"Things will turn out well if we keep a positive attitude."
Gloria is a healer who has helped people and animals her whole life.
Gloria and her sister Gwen worked as veterinary assistants from a young age, helping with the care of animals. They studied medicine and the healing arts, as well as the martial arts to keep themselves strong and centered.
Gloria's cheerfulness is irrepressible. She's easy going and keeps a positive attitude no matter what the situation. This mental attitude has gotten her through the many tragedies and depressing situations in health care. People and animals die, their loved ones grieve, and someone must support them in these tough times. Gloria was always good at that.
One day, men rushed a patient to them, one of the Bull Beasts who was injured in a mining operation. Though the sisters were not especially familiar with his race, their general knowledge of animal and human physiology was enough to treat the poor soul, and mend his injuries. The grateful beast mentioned that his people could use more healers back in the Golden Plains, especially these days. The rate of injuries there has been increasing, he said. The sisters looked at each other, nodded, and thus began their first of many journeys across the Realm, to heal the injured and the sick.
One such journey was to the north, into the Dreadlands. Gloria and Gwen heard rumors that an expedition there was in trouble and needed medical help. Though traveling here was a huge risk, the sisters decided to go where their help was needed. They didn't find any members of the expedition though. Before they could, they heard the sounds of a struggle through the trees and they rushed to investigate. A man who was obviously injured was fighting some sort of undead monstrosity. Seeing one of their kind in trouble, they leapt to assist.
The monster struck Gwen with its needled arm and she writhed on the ground. Gloria and the man forced the creature to retreat. Gloria rushed to Gwen's aid, but then the man collapsed too. Gloria realized who he was based on the markings of his clothes. This was the Exiled Dragon named Menelker. It looked like his lifeforce had been sucked out of him, and he was deathly weak. Strange, as Gwen was struck by the same creature yet her symptoms seemed completely different.
Gloria faced a decision all too familiar to her: a triage situation. Her sister and the man each needed immediate medical help. Things must be decided in an instant, and it's the kind of thing Gloria hated the most. Gwen was always better at making snap decisions about risks, while Gloria wanted to help everyone. But Gwen now appeared to be passed out, while Menelker was reeling from serious injuries and his skin was turning gray. Though it broke her heart, the man seemed in more immediate danger of the two. She treated him first with a combination of medicine and healing magic in an attempt to stabilize him, then rushed to Gwen. To Gloria's great surprise, during this time Gwen's skin began to turn blue, and something was obviously very wrong with her, moreso than Gloria had first realized. Gloria tended to Gwen's wounds and gave her the healing touch. Though this returned Gwen to consciousness, it was no cure. From this moment on, Gwen would need Gloria's healing abilities just to keep from slipping into darkness.
Menelker recovered, but in some sense, Gwen never did. Despite Gloria's ever-positive outlook, she can't help but wonder if her split-second decision was a grave mistake.
Gloria is a bright spot in the shadowy going-ons of the world.
Max Combo: 4
Healing Touch: After the power up phase, if you aren't knocked down, you may discard two non-Hearts cards to gain 4 life and fetch a Hearts card from your discard pile.
Normal attacks: x damage, Speed x.8
Normal throws: 6 damage, Speed x.8, 2 CP Starter, Knocks down
2: Attack 2 dmg, speed 2.8, 1 CP normal // Block
3: Attack 3 dmg, speed 3.8, 1 CP normal // Block
4: Attack 4 dmg, speed 4.8, 1 CP normal // Block
5: Attack 5 dmg, speed 5.8, 1 CP normal // Dodge
6: Attack 6 dmg, speed 6.8, 1 CP normal // Dodge
7: Dodge // Throw (KD) 6 dmg, speed 7.8, 2 CP Starter
8: Dodge // Throw (KD) 6 dmg, speed 8.8, 2 CP Starter
9: Block // Throw (KD) 6 dmg, speed 9.8, 2 CP Starter
10: Block // Throw (KD) 6 dmg, speed 10.8, 2 CP Starter // *Healing Sphere
Healing Sphere: [Draw Phase] Ongoing. At the end of each turn:
- Draw a card if you healed (even if you were at max life).
- Discard this if you didn't heal or were thrown this turn.
Jack: Moonlight Sphere: Attack 5 (2) dmg, speed 2.2, 1 CP Linker // Ray of Moonlight: Attack 9 (2) dmg, speed 4.0, 1 CP Starter // *Bathed in Moonlight
Bathed In Moonlight: [End of Combat] When you hit with this attack, you may heal yourself and the opponent for 4 life. If you do, return this card to your hand.
Queen: Sunbar Cage: Throw 4+6 (+2 Any) dmg, speed 8.6, Can't Combo // Sunburst: Attack 6+7 (+1 Face) (1) dmg, speed 1.0, Can't Combo
King: Fountain of Light: Attack (KD) 9 (3) dmg, speed 2.2, Can't Combo
Ace: Twilight Key: Attack 18 (2) dmg, speed 2.0, 2 CP Linker AA // Sun and Moon: Attack 29 (2) dmg, speed 0.6, 1 CP Starter AAA // *Overdose
Overdose: [End of Combat] Both players take 10 damage (you first). If you won combat, draw 2 cards. Play only one Overdose per turn.
Q: Is a Joker a non-Hearts card?
Q: Healing Sphere: Do I still draw a card at the end of the turn I was thrown, if I healed on that turn?
A: Yes. (You follow the bullet points in order.)
Q: What does it mean to win combat? (This also applies to Long Range, Mistress's Command, and Clockwork Soldiers.)
A: Normally, the first player to successfully hit with an attack, throw or Joker, or to block or dodge an attack or Joker, wins combat. On clashes, nobody wins combat. Note that some abilities can explicitly affect who wins combat, such as Windmill Crusher or Crash Bomb.