Vendetta, Undead Assassin
"You can escape Death, but you can't escape me."
Vendetta is an undead assassin from the Dreadlands. Not much is known about him or his origins.
Vendetta moves quickly and silently. He has great acrobatic skill as well as great patience. Giant pincers can extend from his arms, giving him huge range with his attacks.
Captain Zane of the Blood Guard encountered Vendetta on the road where three would-be robbers were sprawled out on the ground around him, bloodied. Zane was impressed, and offered to recruit Vendetta to the Blood Guard. Vendetta didn't say much, but he accepted. Zane is happy to have a badass crypt man on his side who slices up anything or anyone who needs slicing.
What Zane doesn't know is that Vendetta is no common foot soldier, and loyalty to Zane isn't exactly Vendetta's priority. Vendetta is actually one of Vandy Anadrose's most elite officers--he serves the Queen of D's. For now, he is her eyes. And as General Onimaru would say, spies are the most valuable asset of any army.
Vendetta is acrobatic, patient, precise, and deadly.
Max Combo: 4
Carrion Reach: Whenever your normal attack is blocked or wins combat, return it to your hand.
Normal attacks: x damage, Speed x.2
Normal throws: 7 damage, Speed x.4, 2 CP Starter, Knocks down
2: Pincer Poke: Attack 4 dmg, speed 2.2, 1 CP normal // Dodge
3: Pincer Stab: Attack 4 dmg, speed 3.2, 1 CP normal // Dodge
4: Kidney Shot: Throw 8 dmg, speed 8.8, 1 CP Starter // Dodge
5: Attack 5 dmg, speed 5.2, 1 CP normal // Block
6: Attack 6 dmg, speed 6.2, 1 CP normal // Block
7: Claw Trip: Attack (KD) 7 dmg, speed 3.0, 1 CP Ender // Throw (KD) 7 dmg, speed 7.4, 2 CP Starter
8: Block // Throw (KD) 7 dmg, speed 8.4, 2 CP Starter // *Acrobatics
Acrobatics: [Combat Reveal] Discard a dodge (and this card) to cancel combat (discard all combat cards and no combat damage is dealt). Players skip forward to next turn's combat. Next turn your attacks and throws are 2 speed slower and you can't play Acrobatics. (You can't play this from the bench or while assisting.)
9: Block // Throw (KD) 7 dmg, speed 9.4, 2 CP Starter
10: Block // Dodge
Jack: Tumbling Strike: Attack 8+4 (+3 Any) (3) dmg, speed 2.4, 2 CP Ender
Queen: Frost Web: Attack 7 (2) dmg, speed 3.0, 1 CP Linker
King: Diving Pincer Slice: Attack 12 (1) dmg, speed 3.2, 2 CP Starter // Wall Dive Suplex: Throw (KD) 12 dmg, speed 11.0, Can't Combo // *Wall Dive Loop
Wall Dive Loop: [During Combat] While the opponent is knocked down, both sides of this card are speed 1.0. When you hit with either side of this card, return it to your hand.
Ace: Maximum Ven: Attack 18 (4) dmg, speed 2.0, 2 CP Ender AA // Surgical Strike: Attack 36 dmg, speed 1.0, Can't Combo AAA
Q: Can I search for an Ace if I combo with 2-3-7?
A: No. Normal attacks must have consecutive ranks to let you search for aces (unless you are Valerie, whose innate explicitly lets you do that).
Q: Do ongoing effects like Hex of Murkwood or Healing Sphere still trigger when you skip forward to next turn's combat?
A: No. The "End of Turn" phase is skipped.
Q: Do players draw a card for their turn when skipping forward to next turn's combat?
A: No. The Draw phase is skipped.
Q: Can I possibly counter the "speed 1.0" effect of Wall Dive Loop?
A: No. You can counter the effect of returning to hand, though.