Guardian of Justice, Stice
I think many of the people here are trying to start a fight, so please stop what you were doing and let me have your attention for a little while.
All the criminals I've caught so far can probably fill up 2 soccer fields. More than half of them rebel or run away, only to end up getting beat up and arrested. Is there really a good reason for them to resist? It doesn't happen often, but I'm a little tired today. This is a rare opportunity for you, too, so please make it easy for me and just don't run. I look forward to you paying your debt to society in jail, and hopefully you'll reform.
So if you're ready... Let's get this started… Don't run, you punks!
Guardian of Justice
- If opponent is near blocks behind at the end of turn, STICE checks opponent's cards. If opponent holds special cards, sends opponent to jail. If not, gives [REVERSE] status to opponent.
- If opponent goes to jail or fails to escape, AP increase and level increase by certain probability.
- Moves opponent 1 block behind STICE after attack with certain probability. If opponent is in debuff state, the probability doubles. If the arrest is unsuccessful, add 1 [SELF-JAIL] card to the enemy's hand.
- BALLISTIC SHIELD
- 2-WAY RADIO