Absolute Zero

Team: Freedom Five

Nemesis: Chokepoint, Vengeance Five (Proletariate), Iron Legacy, Miss Information

A lab accident has turned him into a creature of frost and cold. As his cryo suit and chamber is quite expensive, he is forced by the government to join the Freedom Five in exchange for being allowed to leave his cryo chamber. He isn't terribly thrilled about it. One of the most complex heroes in the game, he relies on hurting himself to damage his enemies.


Name: Absolute Zero

Power: Thermodynamics: Absolute Zero deals himself 1 Fire Damage or 1 Cold Damage.

HP: 29

Story: An accident at the cryo lab where he worked left Ryan Frost frozen and in a coma. He was later revived by the federal government as part of the Freedom Five program. While he initially resisted the offer to join the team, two years of complete boredom stuck in his tiny cryo chamber changed his mind. Until he can pay off the debt for the cryo suit that lets him leave the lab, Ryan Frost is forced to save the world as the world coolest hero.


Name: Freedom Six Absolute Zero

Power: Elemental Wrath: Absolute Zero deals 1 non-Hero Target 2 Cold Damage.

HP: 27

Story: In an alternate timeline, after Legacy becomes the dictator known as Iron Legacy, Absolute Zero is one of the three surviving memebers of the Freedom Five who form the Freedom Six to oppose him. With his power increasingly out of control, his time seems limited, but he will do what can to save the world from tyranny, even when he longer has to.


Name: Termi-Nation Absolute Zero

Power: Violent Shivers: Until the end of your next turn, increase all damage dealt by and to Absolute Zero by 2.

HP: 25

Story: When the Villian Choke re-emerged as Chokepoint, Absolute Zero's suit became more a liability than a help. Pushing his powers to him limits, he fashioned a temporary suit out of ice and a few key modules and sprung into action.


Name: Freedom Five Absolute Zero

Power: Pilot Light: Until the end of your next turn, increase all damage dealt by and to Absolute Zero by 2.

HP: 28

Story: Absolute Zero originally joined the Freedom Five because he was forced to, but over the years the team have become his family and his friends.


Bunker

Team: Freedom Five

Nemesis: Chokepoint, Vengeance Five (Fright Train), Iron Legacy, Miss Information

A soldier with a suit of military designed power armor, Bunker is a bit like Iron Man, only he can't fly and has a lot more guns. Switches between different modes to gain different abilities.


Name: The Indestructible Bunker

Power: Initialize--Draw a card.

HP: 28

Story: Lieutenant Tyler Vance is the soldier currently driving the Bunker suit. the latest product of the US military's Ironclad Project. He has been reassigned from his regular military duties to serve on the Freedom Five.


Name: GI Bunker

Power: Panzer-Buster--Select a target. Damage dealt to that target is irreducible until the start of your turn.

HP: 27

Story: During WWII, Corporal Carter became the first operator of a Bunker suit in combot conditions. Known for being able to take on tanks head to head, he was nicknamed "Panzer-Buster" and served in operations alongside that era's Legacy.


Name: Engine of War

Power: Locomotion--Discard a Mode card. If you do, destroy an Ongoing card.

HP: 27

Story: In an alternate future where Legacy has become Iron Legacy, even foes can become allies. Thus it was that Bunker's nemesis Fright Train donned the mantle of his former foe, joining the Freedom Six as the new Bunker.


Name: Termi-Nation Bunker

Power: Modulize--Destroy 1 of your Ongoing or Equipment cards. If you do, Draw 1 card, Play 1 card, and use a power in any order.

HP: 26

Story: When the Villian Choke re-emerged as Chokepoint, Bunker, Absolute Zero, and Unity donned the latest in crime-fighting equipment to investigate.


Name: Freedom Five Bunker

Power: Tactical Uplink: Reveal then replace the top card of each Hero deck. If you reveal a Mode, put it into play. One player may put the top card of their deck into play.

HP: 29

Story: With the revelation of some of the terrible experiments being done by his superiors at the Ironclad Project, Bunker's duty to them is unclear. What is clear is his duty as a member of Freedom Five--to save people who need help.


Fanatic

Team: Prime Wardens

Nemesis: Apostate

A strange accident results in a spirit of Justice being melded to the body of a dead human girl. Believing herself to a be an angel of God, Fanatic's power is limited only by her own faith. Holy warrior type powered by holy relics.


Name: Fanatic

Power: Exorcism : Fanatic deals 1 Target 1 Melee Damage and 1 Radiant Damage

HP: 30

Story: Driven by faith and what she believes is her holy missions, Helena brings holy terror upon evildoers. While others call her Fanatic, she sees herself as an angel of righteousness.


Name: Redeemer Fanatic

Power: Redeem: Fanatic regains 1 HP. Draw 1 card.

HP: 31

Story: After confronting Apostate, who tried to convince her that she was no angel, but a being like himself, Helena's faith was shaken to the core. After disappearing for a time to meditate, she appeared again more resolute in her faith then ever.


Name: Prime Warden Fanatic

Power: Resolute: Fanatic deals herself 3 radiant damage. Play the top card of your deck. One Hero may use a power now.

HP: 29

Story: When the newest Virtuoso of the Void, the hero known as Argent Adept, first faced the chaos nature elemental known as Akash'Bhuta, Fanatic was among the heroes who rallied to his side, forming the Prime Wardens. No longer alone, she now fights alongside her alies and friends.


Name: Xtreme! Prime Warden Fanatic

Power: Kill the Spirit: Fanatic deals 1 Target 1 Radiant Damage. Until the end of your next turn, redirect all damage dealt by Fanatic to that Target.

HP: 28

Story: One day, a portal opened up in front of the Prime Wardens, revealing versions of themselves from another timeline! They are totally radical, they are awesome, they are XTREME!!!!!!!!!!


Haka

Team: Prime Wardens

Nemesis: Ambscade

A gentile soul gifted with super strength, ancient warrior traditions, and immortality. Created by the time traveler La Comodora to be Earth's Champion in it's darkest hour, Haka has spend centuring using his ever increasingly strength, power, and wisdom to help those who need it most. A damage dealer who is good at dealing with masses of smaller enemies.


Name: The Savage Haka

Power: Crush: Haka deals 1 Target 2 Melee Damage.

HP: 34

Story: Outcast by the Maori people after he seemingly returned from the dead, Aata has lived for centuries, seemingly made stronger by his many trials. In an age of heroes, Aata has taken the name Haka and joined them to protect the world that once rejected him.


Name: Eternal Haka

Power: Haka of Knowledge: Draw 1 card. You may discard 1 card with "Haka" in the title. If you do, draw 2 cards.

HP: 33

Story: In an alternate future, Aata, once known as Haka is the last living human being on Earth. Protecting his library of books from the monsters that destroyed the human race, the arrival of Chrono-Ranger has presented an oportunatiy to see his long dead friends once more--and possibly end this desolate future.


Name: Prime Warden Haka

Power: Guardian: Play a card. If that card has "Haka" in the title, you may apply the effects to a target other than Haka.

HP: 35

Story: When the newest Virtuoso of the Void, the hero known as Argent Adept, first faced the chaos nature elemental known as Akash'Bhuta, Haka could not help but join in the fight. Pleased to be part of a tribe once more, he now fights as a member of the Prime Wardens.


Name: Xtreme! Prime Warden Haka

Power: Die Hard: Select a Hero Charcter card. Until the Start of your next turn, redirect damage that would be dealt to that Target to Haka instead. Whenever Haka is dealt damage, he regains 1 HP.

HP: 32

Story: One day, a portal opened up in front of the Prime Wardens, revealing versions of themselves from another timeline! They are totally radical, they are awesome, they are XTREME!!!!!!!!!!


Legacy

Team: Freedom Five

Nemesis: Baron Blade

From a long line of Legacies starting with the Revolutionary War, each generation of Persons have developed a new power and passing it and all previous ones on to the next. The current Legacy possesses flight, super strength, durability, and danger sense, among several others. His daughter has laser vision. Yeah, he's like a hybrid of Captain America and Superman, but plays most like the former, inspiring his team mates to greatness.


Name: America's Finest Legacy

Power: Galvanize: Until the start of your next turn, increase Damage dealt by Hero Targets by 1.

HP: 32

Story: The current in a long line of Legacies, the newest Paul Parson's is a leader among the superhero community and inspiration to many.


Name: America's Newest Legacy

Power: Atomic Glare: Legacy deals 1 Target 3 Energy Damage

HP: 30

Story: For the first time in the family line, the oldest child and heir to the Legacy powers is a girl, Paula. Adding the power of Atomic Glare to her family's inheritance, Paula has worked hard to make her ancestors proud.


Name: America's Greatest Legacy

Power: Gung-Ho: One Hero regains 1 HP and may use a power now.

HP: 30

Story: The Legacy active during WWII played an important role in defeating Hitler and the original Baron Blade.


Name: America's Cleverest Legacy

Power: Solve Puzzle: Discard the top card of a deck. You may either play or destroy a non-character card that shares a keyword with the discarded card.

HP: 32

Story: When faced by the latest challenge from the reality-altering Puzzle Master, Legacy was temporarily replaced by an alternate reality counterpart whose family gained puzzle solving as a power instead of flight.


Name: Freedom Five Legacy

Power: Overwatch: You may move an Environment card in play to under the Environment Deck. If you do not, one player may play a card.

HP: 32

Story: The battle against Oblivaeon will be Legacy's greatest challenge yet, but he has his team beside him and the entire multiverse behind him. If they fail, then all is truly lost.


Ra

Team: None

Nemesis: The Ennead

Finding the staff of the Egyptian sun god Ra, a humble archeaologist found that he was worthy to transform into Ra, god of the sun! Yeah, he's Thor with fire powers, basically.


Name: The Mighty Ra, God of the Sun

Power: Pyre: Ra deals 1 Target 2 Fire Damage.

HP: 30

Story: Blake was once just an archaeologist, but he's has now transformed into Ra, the God of the Sun. Evildoers must beware, or face his cleansing fire!


Name: Horus of the Two Horizons

Power: Sunrise: Draw 3 cards. Discard 2 cards.

HP: 29

Story: When Ra faced the Ennead, he thought he was unstoppable. He was wrong. Utterly defeated, he disappeared for a time, re-emerging some time later to stop his rampaging foes.


Name: Ra: Setting Sun

Power: Blaze of Glory: Ra deals each non-Hero target and himself 2 Irreducible Fire Damage. Destroy one of your Ongoing cards. Remove the top 2 cards of your deck and trash from the game.

HP: 29

Story: In his final moments, Ra was glorious, leading the entire Ennead and Annubis as they proved that Oblivaeon was not untouchable. Oblivaeon made them pay dearly for their fleeting victory.


Tachyon

Team: Freedom Five

Nemesis: Friction, Iron Legacy

A scientist with the power of super speed. Plays a lot of cards and builds up momentum for spectacular stuff later on.


Name: Tachyon, Quickest Woman on Earth

Power: Rapid Recon: Look at the top card of your Hero deck. You may discard that card.

HP: 27

Story: A genius scientist, Dr. Meredith Stinson was caught one day in the testing chamber chamber of her lab. Exposed to a flood of tachyons, she survived, gaining incredible speed.


Name: Team Leader Tachyon

Power: Team Leader: Each Player draws 1 card.

HP: 28

Story: In an alternate timeline, after Legacy becomes the dictator known as Iron Legacy, Tachyon take over leadership of the Freedom Five, reforming it into the Freedom Six to oppose Iron Legacy. When their foe inveaded the Prime Timeline, the Freedom Six were ready to do all they could to help.


Name: Super Scientific Tachyon

Power: Experiment: Reveal the bottom two cards of a deck. If they share a keyword, put them into play. If not, discard them.

HP: 26

Story: While she may be a superhero, Tachyon is still primarily a scientist. Using her super speed, she is able to accomplish more than ever before, benefiting the common man and the superhero community alike.


Name: Freedom Five Tachyon

Power: Blitz: Tachyon deals 1 Target 1 Melee damage. You may move a Burst card from your Trash to the bottom of your deck. If you do, use this power again now.

HP: 25

Story: Critically injured in the fight with Progeny, Tachyon is being held together by a new suit. There is no time to rest or recover, for Oblivaeon is coming.


Tempest

Team: Prime Wardens

Nemesis: Grand Warlord Voss, Iron Legacy

Former alien slave who escaped from the warlord Voss only to end up in the hands of suspicious humans. He has powers over the weather and is also aquatic. He even sometimes talks to the fishes.


Name: Inhuman Tempest

Power: Rapid Recon: Look at the top card of your Hero deck. You may discard that card.

HP: 26

Story: A genius scientist, Dr. Meredith Stinson was caught one day in the testing chamber chamber of her lab. Exposed to a flood of tachyons, she survived, gaining incredible speed.


Name: Freedom Six Tempest

Power: Sacrifice: Destroy 1 of your cards. If you do, draw 3 cards.

HP: 25

Story: In an alternate timeline, after Legacy becomes the dictator known as Iron Legacy, Tempest joins Tachyon's new Freedom Six team. When their foe invaded the Prime Timeline, the Freedom Six were ready to do all they could to help.


Name: Prime Warden Tempest

Power: Arc of Power: Play up to 3 cards. Each time you play a card this way, the environment deals Tempest 3 lightning damage.

HP: 27

Story: When the newest Virtuoso of the Void, the hero known as Argent Adept, first faced the chaos nature elemental known as Akash'Bhuta, Tempest was eager to help to defend his adopted planet, helping to form the Prime Wardens afterward. From their base in the ancient city of Atlantis, he and his friends are ever eager to defend the planet from threats great and small.


Name: Xtreme Prime Warden Tempest

Power: Thunderstruck: Tempest deals 1 Target 1 Lightning damage. A non-Character target dealt damage this way loses any "End of Turn" effects on its card until the start of Tempest's next turn.

HP: 24

Story: One day, a portal opened up in front of the Prime Wardens, revealing versions of themselves from another timeline! They are totally radical, they are awesome, they are XTREME!!!!!!!!!!


Wraith

Team: Freedom Five

Nemesis: Spite, Ermine, Iron Legacy, Miss Information

Billionaire heiress by day, stalker of criminals by night. Female Batman, essentially. Relies on playing and comboing Equipment cards, but can fulfilled multiple roles.


Name: Mystery Comics the Wraith

Power: Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

HP: 26

Story: At the age of 17, billionaire heiress Maia Montgomery and her boyfriend were savagely attacked by a gang of thieves and left for dead. She survived, but her boyfriend did not. Determined not to let this happen again, she trained with the best instructors money could afford of every martial art she could find. When a rash of violence hit her campus, she became the Wraith. Now she protects all of Rook City, and the world, from criminals and evildoers.


Name: Freedom Six Wraith

Power: Last Stand: The Wraith deals up to 2 Targets 1 Melee Damage each.

HP: 25

Story: In an alternate timeline, after Legacy becomes the dictator known as Iron Legacy, Wraith is one of the three surviving memebers of the Freedom Five who form the Freedom Six to oppose him. She will stand against his tyranny, no matter what the cost.


Name: Rook City Wraith

Power: Sleuth: Reveal the top card of the Environment deck. Discard it or play it.

HP: 27

Story: While criminal may fear her combat skills and fighting prowess, in reality, it is her mind that is the Wraith's greatest weapon. With her brilliant deductive skills, she is Rook City's greatest detective. No evil can hide from her for long.


Name: Freedom Five Wraith

Power: Clandestine Funding: Draw 1 card. Until the start of your next turn, whenever you draw a card, you may discard a card. If you do a player draws a card.

HP: 28

Story: As the final battle approaches, the Wraith martials all her resources to prepare for what is ahead.


Visionary

Team: None

Nemesis: The Dreamer

A powerful psychic from an alternate future who has come to the past to save her younger self from the life of a lab rat that she suffered through. Manipulates decks and offers buffs and debuffs rather that direct attacks.


Name: The Visionary

Power: Enlighten: 1 Player draws 2 cards, then discards 1 card.

HP: 26

Story: In the early 2000's, a secret project by the US government injected pregnant woman with the secret compound PSY-2000. Vannessa Long was the only survivor. Raised by project cocoon after her mother's death, she fought against violence and chaos, but ultimately failed. With her own world nearly destroyed, she risked several damage by psychically time traveling to the time of her birth, determined to change her fate, and that of her world.


Name: Dark Visionary

Power: Turmoil: Reveal the top 2 cards of a deck. Put 1 on top and 1 on the bottom of the deck.

HP: 25

Story: When Visionary traveled back to the present, she did not come alone. She carried with her a passenger, the mind of another version of herself. In the battle against Gloomweaver, her dark counterpart took advantage of the pain and stress she was under to take over. Now is darker, more powerful, but still fights alongside the heroes. For now.


Name: Visionary Unleashed

Power: Crushing Lucidity: The Visionary deals 1 Target X Psychic Damage where X = the number of your Ongoing cards in play plus 1.

HP: 27

Story: During the Cosmic Contest, Argent Adept found himself face to face against Dark Visionary. Taking the oportuntiy, to help his friend, he exorcising Dark Visionary and cast her into the Void. For the first time since she appeared in this timeline, Visionary is free.


Unity

Team: Freedom Five(Intern)

Nemesis: Chokepoint, Iron Legacy

Tachyon's intern, a bright young lady who's cheery attitude and flighty nature make her difficult at time, but her abilities to create animated golems out of anything makes her a valuable asset. A Petmaster character who plays lots of little target which do things on their own.


Name: Unity

Power: Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

HP: 26

Story: Even as a child, Devra Caspit had a knack for machines. Soon she discovered that she could create, change, and manipulate them with her mind. In spite of her skill with technology and bright mind, she could never focus on anything long enough to succeed, until Tachyon offered to take her on as her personal intern.


Name: Freedom Six Unity

Power: Golem-Spawn: Unity deals herself 4 Energy Damage. Put a Mechanical Golem from hand into play.

HP: 25

Story: In an alternate timeline, after Legacy becomes the dictator known as Iron Legacy, Unity had long been missing. In her place, a golem who believed herself to be the young hero appeared. Joining Tachyon's new Freedom Six, she has proven herself to be as great a hero as the original Unity. Or is she somehow the same person?


Name: Termi-Nation Unity

Power: Reconfigure: Power: Destroy a Mechanical Golem, then shuffle it into your deck. Move a Mechanical Golem from your trash into play. You may draw 1 card.

HP: 27

Story: When the Villian Choke re-emerged as Chokepoint, Unity found her bots too easily destroyed by the villain. Adapting to the situation, she began using temporary bots and changing them too quickly to be turned against her.


Scholar

Team: None

Nemesis: Biomancer

John Rhodes could always sense the Earth's natural ley-lines, but they they lead him to the Philosopher's stone, trapping him within itself and erasing all memory of his existence. Separated from his family and friends, John has since wandered the Earth, using alchemy to help those in need. Sometimes he runs into other good natured folks also trying to help people. The game's ultimate tank, able to shrug off large amounts of damage, or to turn healing into damage.


Name: Scholar

Power: Better Living: The Scholar regains 1 HP.

HP: 29

Story: John Rhodes could always sense the Earth's natural ley-lines, but they they lead him to the Philosopher's stone, allowing him to manipulate nature itself. John is a simple man and he uses his vast powers to smooth out the lines when he senses a disturbance. Whether it be mad scientists or extradimensional entities, you can always count of the Scholar to lend a hand.


Name: Scholar of the Infinite

Power: Channel: The Scholar deals himself and 1 target X infernal damage, where X = the number of cards you've discarded since the end of your last turn plus 1.

HP: 31

Story: The Scholar has looked too far into the Void and must now act as the doorway, holding back the endless Void from consuming the world.


Mr. Fixer

Team: Dark Watch

Nemesis: The Chairman

An elderly blind mechanic who happens to be a master martial artist. Fixer gets only one power, but can modify it with various tool and style cards.


Name: Mr. Fixer

Power: Strike: Mr. Fixer deals 1 Target 1 Melee Damage.

HP: 28

Story: Once upon a time, the hero known as Black Fist retired to run a dojo a long time ago, where he was known simply as Old Slim. His hero days behind him, he enjoyed passing his knowledge onto a new generation, until his greatest pupil turned against him. Now he works as a mechanic. Tried to keep out of trouble. To not be involved. But as crime spreads in Rook City, old Slim may be forced to come out of retirement and a certain old pupil of his may have more to do with it than he'd like to believe.


Name: Dark Watch Mr. Fixer

Power: Bitter Strike: Mr. Fixer deals 1 Target 3 Melee Damage. Destroy a Hero Ongoing or Equipment card.

HP: 29

Story: When Mr. Fixer was killed by his former pupil, he friend buried him and thought that was the end of it. And it would have been, had not the ancient dragon mystic Zhu Long stolen his body and raised his corpse as a zombie. Not content with this desecration, Zhu Long forced Fixer's ghost to haunt his own dead corpse. Now a tortured soul unable to move on Mr. Fixer is full of barely contained rage, yet still manages to fight as a hero along his friends as the team Dark Watch.


Expatriette

Team: Dark Watch

Nemesis: Chokepoint, Iron Legacy

Rejected by her supervillain mother for having no powers, Expat proves that you don't need powers to fight supervillains, just lots and lots of guns. She plays lots and lots of guns with their own attack power and modifies them with bullet cards.


Name: Expatriette

Power: Load: Play a card.

HP: 29

Story: Those villain with powers sometimes make the mistake that they are superior to those who do not. Expatriette has taught many just how much they are wrong.


Name: Dark Watch Expatriette

Power: Aim: Increase Damage dealt by Expatriette by 1 until the end of your next turn.

HP: 30

Story: When Mr. Fixer died, several of his dearest friends among the superhero community came together looking for answers. They found and defeated his zombie, then managed to restore a partial connection to his tortured soul. Expatriette now serves as the tactician for the team that resulted. She has had to learn to take things more slowly, plan carefully, and strike when it is most efficient.


Argent Adept

Team: Prime Wardens

Nemesis: Akash'Buta

The latest in a long line of magically powered musicians, he uses the power of his predecessors' magical instruments to channels the mystical powers of The Void. A total support hero who make his team mates a little more awesome.


Name: Argent Adept: Virtuoso of the Void

Power: Vocalize: Activate a Perform Text.

HP: 24

Story: For generations, the chaos nature entity Akash’bhuta has fought the Virtuosos of the Void, agents of order who combat chaos with their magical instruments, passing them on to the next virtuoso. Seeking to end the cyle of virtuosos, she began destroying their instruments. She thought she had succeeded, but then bartender Anthony Drake encountered a surviving instrument in a museum and took up the lost mantle of Virtuoso of the Void.


Name: Prime Warden Argent Adept

Power: Conduct: Put the bottom card of your deck into play. You may activate an Accompany text.

HP: 24

Story: When Anthony Drake woke to his powers, Akash’bhuta attacked him, seeking to end of the cycle of heroic Virtuosos of the Void once and for all. Fortunately, four other heroes assembled to assist him in this battle, landing Akash’bhuta such a resounding defeat, that she was forced to become dormant to recover her power. Based in the lost city of Atlantis, the five now work together as the Prime Wardens, agents of order who always oppose chaos and injustice.


Name: Xtreme Prime Warden Argent Adept

Power: Rebel Yell: The Argent Adept deals 1 target other than himself 2 Sonic damage. If a Hero is dealt damage this way, they play a card and use a power.

HP: 26

Story: When Anthony Drake woke to his powers, Akash’bhuta attacked him, seeking to end of the cycle of heroic Virtuosos of the Void once and for all. Fortunately, four other heroes assembled to assist him in this battle, landing Akash’bhuta such a resounding defeat, that she was forced to become dormant to recover her power. Based in the lost city of Atlantis, the five now work together as the Prime Wardens, agents of order who always oppose chaos and injustice.


Name: Dark Conductor Argent Adept

Power: Sympathy : Reveal the top card of any 2 decks. Put 1 into play and the other into the trash.

HP: 23

Story: In freeing Visionary from Dark Visionary, Argent Adept severed his link to the Voice. When he faced Nightmist in the next round, she was able to partly restore his powers, but he was now reliant on the Rose button wielded by Crimsom Conductor, unknown to him, tainted by dark magic.


Nightmist

Team: Dark Watch

Nemesis: Gloomweaver, Bugbear

Cursed into a form of mist and magic, this private eye uses powerful spells and ancient artifacts to take down the forces of darkness. Another self damaging hero who can actually tank pretty well too.


Name: Nightmist

Power: Investigation: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

HP: 27

Story: While investigating the disappearance of her grandfather from Arkham, Mass, Private Investigator Faye Diamond was taught the power of magic. While cursed with a form of mist from a spell gone awry, she uses her powers to assist heroes in matters of magic as the hero Nightmist.


Name: Dark Watch Nightmist

Power: Attunement: Reveal the top 3 cards of your deck. Put them back on top of your deck in any order.

HP: 28

Story: When her friend Mr. Fixer went missing, Nightmist lead the heroes who went searching for their friend. Her magic proved the key to winning the battle and freeing what was left of Mr. Fixer. Now calling themselve the Dark Watch, these heroes stand against darkness whever it may hid.


Chronoranger

Team: None

Nemeses: Plague Rat, La Capitan(Villains)

The Sheriff of the 1800's town of Silver Gultch who fell into a time portal, Jim Brooks soon found himself in a faroff future where the world has been destroyed and taken over by monster. His arm bitten off buy a rat-man, he survived by wandering into the friendly sapient bunker Con, but upgraded him with cyberneticss, gave him time travel technology and sent him into the past to the destroy those who would create this desolute future. Chrono is the master of the plink damage. He deals one point of damage, and he deals it a LOT in addition to play bounties that let him do other things.

Name: Chrono-Ranger

Power: Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

HP: 28

Story: Jim Brooks was having a bad day. Lost through is mysterious portal, his arm bitten off by a rat creature in a strange place, he was rescued by the living bunker Con. Con not only saved him and gave him a bionic arm, he also gave him a new purpose--travel through time and hunt down the creatures who descendants would create the desolate future he now found himself. If creatures like the Skunk Ape and the Chupacabra are mostly dismised as legends these days, it's because Chrono-Ranger got to them first.


Name: Best of Time Chrono-Ranger

Power: True Purpose : Select a non-hero target. Until after the next time you use a power all Bounty cards also affect that target and are not destroyed when that target leaves play.

HP: 29

Story: Chrono-Ranger was lost, afloat in the time stream with his chrono-badge broken and no way to get out. He was rescued by a right nice lady in her time travelling ship. She pulled him out of the void, fixed his chrono-badge and was real nice to him. All she asked was that he stop her past self from causing trouble. It would be rude not to do a favor for the nice lady.


Omnitron-X

Team: None

Nemesis: Omnitron

Far into the future, Omnitron-IX, having been destroyed and rebuilt countless times over the centuries decides to solve the problem of always beeing defeated by weak heroes by giving his next incarnation the one thing the heroes have that he doesn't--compassion. The new Omnitron-X prompty repented of everything he'd done in his past models and went back in time to destroy himself. Upgrades himself to grant new, usually automatic, abilities.

Name: Omnitron-X

Power: Timeshift: Reveal the top card of a deck. Put it into play or into the trash.

HP: 25

Story: Teaming up with an Omnitron is strange, but the future incarnation of the killer robot has proven his worth. No one can stop him, however, from destroying his greatest foe--himself.


Name: Omnitron-U

Power: Volatile Wiring: Until the End of your next turn, whenever one of your cards is destroyed, Omnitron-U deals 1 targets 2 Fire damage. Either play a card, or move 1 Equipment card from your trash to your hand.

HP: 24

Story: He tried so many time to accomplish his mission. When he shut down all Omnitron code to defeat Omnitron-1, he was able to reset himself, but the final battle with Omnitron-IV was too much. His chassis was destroyed and there was no resetting this time. His best friend Unity, however, would not let him die so easily. Against the advice of the other heroes, she combined the chasis from Omnitron-X with parts from Omnitrons I, II, and IV. The resulting Omni-bot was nothing more than a souless mockery of her friend. When she laid it's remains to rest in the wreck of Omnitron IV, however, his surviving code was able to download itself into the reconstructed chasis. The resulting Omnitron-U is missing a few memories, but is otherwise back to normal and happy to be alive.


Parse

Team: None

Nemesis: Miss Information

An analyst whose exposure to Omnitron's code has upgrades her mind, Parse can analyse any situation and discover every possible outcode, an ability which also makes her an uncanny archer. A deck manipulator who can also deal damage.

Name: Parse

Power: Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

HP: 26

Story: Her computerlike mind allows Parse to analyze and manipulate the odds in her favour.


Name: Fugue State Parse

Power: Neural Processing: Power: Play the bottom card of your deck. If you discarded a card this turn, one other player may play the bottom card of their deck. Power: Play the bottom card of your deck. If you discarded a card this turn, one other player may play the bottom card of their deck.

HP: 27

Story: ?


Setback

Team: Dark Watch

Nemesis: Kismet

Setback has always had wild swings of luck. Really bad things happen to him out of nowhere, but then really lucky things always happen too. Like when he was randomly kidnapped by Baron Blade to be the subject of deadly experiment, then was the only one to survive them and gain superpowers. Lucky! He has his own resource, Unlucky points. By player cards that represent unlucky things happening, he can trade the points for really lucky things later.

Name: Setback--A change from better to worse

Power: Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.

HP: 31

Story: When Pete Riske broke up with his high school girlfriend when she told him her family was moving, she, unaware of her luck manipulation power, unknowingly cursed him but terrible luck, but also blessed him to come back from disaster. Peter has ever since has terrible luck when things are going well and wonderful luck when things go terribly. His luck swings allowed him to be the only successful test subject of Baron Blade's power-granting experiments and he has been the world's unluckiest--and luckiest--superhero ever since.


Name: Dark Watch Setback

Power: Mitigate: Remove 1 Token from your Unlucky Pool. Reduce the next Damage dealt to a Hero Target by 2.

HP: 30

Story: While trying to rescue Mr. Fixer, Setback was temporarily controlled by Zhu Long, who used his mystic powers to control his luck field. Now aware of his luck, Setback is able to mitgate the worst of his bad luck while using his good luck to help his team mates.


Naturalist

Team: None

Nemesis: Deadline

Cursed by the evil earth spirit Akashbhuta to live as an animal, he was freed from his curse by the Argent Adept and now uses his ability to transform into animals to protect nature from those who would destroy it. A shapeshifter whose abilities and card effects vary according to what shape he's in. Can fulfil multiple team roles.

Name: Naturalist

Power: Transform: Search your deck or trash for a Form and put it into play. If you searched your deck, shuffle your deck.

HP: 29

Story: With the power of his shapeshifting, Naturalist now protects the world that he once threatened.


Name: Hunted Naturalist

Power: Desperate Prey: Select Crocodile, Gazelle, or Rhino. Until the end of your next turn, you may activate that icon's effects. Either draw a card or play a card.

HP: 27

Story: On the run from hero hunter Ambuscade, Naturalist's powers are out of control, shifting into more than one form at once.


Southwest Sentinels

Team: N/A

Nemesis: La Capitan

A team of 4 heroes that play off a single deck they are Dr. Medico, M.D. with light powers, his best friend with super strength and endurance Mainstay, his adoptive daughter with psychic powers The Idealist, and reformed criminal and living shadow Writhe.

Team: Southwest Sentinels


Name: Dr. Medico

Power: M.D.: 1 Hero Target regains 3 HP.

HP: 13

Name: The Idealist

Power: Telekinetic Jab: The Idealist deals 1 Target 2 Psychic Damage.

HP: 11

Name: Mainstay

Power: Block: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

HP: 14

Name: Writhe

Power: Extract: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

HP: 14

Story: A team of heroes from the Southwest, the Southwest Sentinels may not be as powerful individually as the other heroes, but they have teamwork on their side.


Team: The Fort Adamant Sentinels


Name: Adamant Dr Medico

Power: Regenerationr: Each of The Sentinels regains 1 HP. You may draw a card.

HP: 14

Name: Adamant Idealist

Power: T.K. Thump: the Idealist deals 1 target 1 psychic damage. Reduce damage dealt by a target dealt damage this way by 1 until the start of your next turn.

HP: 12

Name: Adamant Mainstay

Power: Haymaker: Mainstay deals 1 target 2 melee damage. The next damage dealt to that target is irreducible.

HP: 15

Name: Adamant Writhe

Power: Shroud: The next time a non-hero target is destroyed, you may move it to the bottom of its deck instead of the trash.

HP: 13

Story: With the support of the U.S. Army, the Southwest Sentinels have received combat training at Fort Adamant and are now ready for the greater challenged ahead.


KNYFE

Team: None

Nemesis: Progeny

A former member of FILTER who went rogue, she is a trained soldier and spy with energy focusing powers. A damage dealer with some interesting combos.

Name: K.N.Y.F.E.

Power: Energy Lancer: KNYFE deals 1 Target 2 Energy Damage.

HP: 30

Story: FILTER Agent Paige Huntley was tasked with bring in an "alient terrorist." Recognizing him as the hero Tempest, she instead helped him escape. Now hunted by her former FILTER Team, KNYFE uses her knowledge of the destruction of countless other parallel Earths, including her own to help the heroes of this earth prepare for the coming storm. Will it be enough?


Name: Rouge Agent K.N.Y.F.E.

Power: Infiltration: Reveal the bottom card of a deck. Either put it into play or discard it.

HP: 29

Story: When the alien herald Progeny was finally defeated, it's head detached and went into space. As the heroes of Earth rebuilt, KNYFE stole a FILTER space ship and pursued it. Upgrading her equipment with alien tech, she is now in a unique position to defend Earth from spacebound threats.


CaptainCosmic

Team: None

Nemesis: Infinitor

Infused with yellow energy, Captain Cosmic can create constructs out of yellow light! Yes, he's Green Lantern, but with yellow. Puts out lots of little targets that buff his teammates.

Name: Captain Cosmic

Power: Fabrication: Reveal the top card of your deck. Put it into play or into your hand.

HP: 27

Story: Empowered by the same cosmic energy that drove his brother mad and turned him into Infinitor, Cosmic seeks to protect the world--and redeem his brother.


Name: Prime Wardens Captain Cosmic

Power: Absorption: Until the start of your next turn, whenever a Construct card is destroyed, you may shuffle it into your deck instead and either draw a card or play a card.

HP: 28

Story: When the Argent Adept fought Akash'buhta, Captain Cosmic was one of the heroes who arrived to help him, forming the team known as the Prime Wardens.


Name: Xtreme Prime Wardens Captain Cosmic

Power: Play with Madness: Captain Cosmic deals 1 Target 1 Energy damage. Each Construct deals that target 1 Energy Damage

HP: 26

Story: One day, a portal opened up in front of the Prime Wardens, revealing versions of themselves from another timeline! They are totally radical, they are awesome, they are XTREME!!!!!!!!!!


Name: Requital Captain Cosmic

Power: Requital: Play the top 3 cards of your deck. If there are 3 or more Constructs in play, each Construct deals Captain Cosmic 2 Psychic damage.

HP: 29

Story: When Infinitor sacrifices himself to save Captain Cosmic from Oblivaeon, he passed his powers onto his brother. Infinitor's powers are unstable and dangerous, but that power may be needed if the heroes are to survive.


Sky-Scraper

Team: None

Nemesis: Kargura Warfang

A member of the Thorathian resistance that fought against the tyranny of Grand Warlord Voss using her size changing powers, she was captured by Kargura Warfang and forced to fight in her arena, until freed by Earth's heroes.

Name: Sky-Scraper

Normal Power: Surveliance: Draw 2 cards.

Tiny Power: Sneaking: Play up to 2 link cards. You may move to your hand either 1 link card from play or 2 links cards from your trash.

Huge Power: Concussive Clap: Sky-Scraper deals each non-hero target 2 sonic damage and each hero target 0 sonic damage.

HP: 33

Story: Trapped in the Bloodsworn Colloseum, Sky-Scraper wanted only to end her slavery by challenging Kargura Warfang in combat. After failing the first try, the Heroes of Earth helped her win the second attempt. Grateful for her freedom, she joined the heroes on their home planet, Earth.


Name: Extremist Sky-Scraper

Normal Power: Improvise: You may either play a Link or move a Link from your trash to your hand. Play the bottom card of your deck.

Tiny Power: Intravenous Assault: Sky-Scraper deals 1 Target X Irreducible Toxic Damage where X is the number of Links on that Target plus 1. Either destroy a Link or switch to your Normal Character card.

Huge Power: Upheaval: Destroy an Environment card. If it was a Target, Sky-Scraper deals 1 Target 3 Projectile damage. If not, Sky-Scraper deals each Target 2 Sonic damage and switches to her Normal character card.

HP: 32

Story: With Oblivaeon's arrival imminent, Scy-Scraper wanted to push her powers further. Tachyon refused to help her, as doing so could be dangerous, but Baron Blade, now calling himself Luminary, had no such qualms.


Guise

Team: None

Nemesis: Wager Master

You already know I'm awesome, so just pick me!

Name: Guise

Power: Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

HP: 27

Story: I'm the original and the best! Pick me and play all my cards!


Name: Santa Guise

Power 1: It's Gift-mas Time!(1): Put the top card of each hero deck face down in their play area.

Power 2: It's Gift-mas Time!(2): One player may flip all face-down cards in their play area, treating them as if they were just put into play.

HP: 25

Story: I'm the best! I give presents to all the good little boys and girls.


Name: Completionist Guise

Power: Impressive Collection: Power: Replace a Hero Character card in play with a variant of that Hero. Put the replaced card safely under this card. Either use the power on the replaced card (treating any Hero names on that card as "Guise") or Guise deals 1 Target 2 Psychic damage.

HP: 26

Story: No, no no! Don't play with the cards! I want them all in mint condition!