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DO NOT USE THE UNALTERED VANILLA CHARACTER FOR THE "LinkedCharacter"
Make sure you duplicate the one you're intending to use as a template using Madcard Deck Manager (should happen automatically when making your alterations after selection) and add the 'Hero' trait to your altered character. This gives them the ability to heal like all player-controlled Characters.
Characters have built-in armor and attributes, which you should manually remove or correct from their respective duplicate when attempting to make an Origin for streamlining purposes (like controlling the attribute bonuses purely through the Origin.)
This means setting the attributes in the character all to 5, which is the vanilla base for all arena Characters! Ensure you also remove inherent armor values, and set "CountWornArmor" to True to avoid the skill menu breaking and being unable to benefit from armor!
Ensure that for skills that you want to be inherent to your Origin (like Snap Dodge, Unarmed Core 1, etc,) you add those to the Character itself, not the Origin; reason being you will get a lot of menu clutter with skill descriptions being listed as if they were the ones unique to certain Origins. (I.E. snap dodge presented as if it were Massive's passive.)
Make sure to use the "Skills" category, NOT the "SpecialSkills" category. Do not touch SpecialSkills when editing a Character, it should only be used when editing an Origin otherwise it will break the Skills menu.
Feel free to remove all Behaviors from the altered Character, since they serve no purpose for player-controlled Characters and are basically just clutter.
If your Character clones itself when hovered over multiple times in the Origins selection and is non-functional in-game, that means you've replaced one of the Character's animations with one that is incompatible!
If you want to replace an animation while having it deal damage or apply an effect (knockback, grab, etc.) you need to replace an action that has one of the two in the first place. For example, head-leap cannot be replaced with a grab or execution because it doesn't alter the enemy, whereas Shove can be replaced.