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===Absolute Zero=== Style- and concept-wise, he's kind of like Mr. Freeze, though he's got more in common personality- and backstory-wise with the later Ant-Man. A depressed janitor with a tragic life who had the bad luck to work at Pike Cryogenics, Ryan Frost got mutated in an explosion that left his body temperature hovering around absolute zero. Now he's got to work as a superhero for the government to pay off the cost of the special thermodynamic suit that's keeping him alive. He is, at the start of the story, the latest member of the Freedom Five, and the unstable loose cannon of the gang. He's got a well-earned reputation as one of the most complex heroes in the game, and it's obvious why just looking at his character card: his base power involves adjusting his suit's thermostat to deal ''himself'' fire or cold damage, and many of his cards do the same. What makes him tick is his equipment, which lets him heal off ice, blast cold damage whenever he gets hit by fire, and heal himself of any fire damage he might take by blasting himself with the resulting cold damage. Understandably, this puts him in something of a bind against equipment-wrecking assholes and means he may accidentally self-destruct if his player isn't good at math, but fortunately, a quarter of his deck involves either replacing lost equipment or boosting/mitigating the effect of damaging himself. Late game he can casually regenerate a ton of health on top of dealing good damage, and can suicide to basically kill himself while dealing 20+ damage to the big bad. And that's not counting how nice damage boosts are on him. Not for the faint of heart or the inexperienced, but can hit harder than almost any hero in the game in the right hands or with the right support. '''Variants:''' * ''Freedom Six'': From the Iron Legacy timeline, where he was one of the few survivors of the titular tyrant's rampage and holed up as his powers mutated. He's got a much-more straightforward base power: punching something ''else'' in the balls with two cold damage. While this makes him much less versatile and high-reward than his predecessor without lots of build-up, it also means he's just as online from square one as, say, Ra. A useful way to put training wheels on your Absolute Zero experience. * ''Termi-Nation'': After fighting the tech-absorbing villain Chokepoint, Zero's going in with a lot less suit. His base power boosts all damage he deals and receives by two, which makes him ''incredibly'' fragile but ''amazingly'' deadly. Handle with care. If you have trouble keeping ''regular'' Zero from self-destructing... * ''Freedom Five'': This is AZ late in his heroic career, after he had made the shift from "self centered guy who's only a hero to pay off his suit" to a genuine hero. His Power allows him to deal himself 2 fire damage to bring an Ongoing card from his deck to the field. This gives him better damage then his base counterpart, but the lack of on demand healing can really hurt at times
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