Hmm, that Exchange power idea seems like a great idea Wakayama Potential to make a card OP very easily though... It would be brilliant on a Skeelz...
2/4 Ability: Exchange Power
Notes: No conditions: except all stops and Protection: Power (?), the opp will have 2 power vs McGarron
Bio: Professor McGarron, the master of magical transformation, transfiguration and transportation at Skeelz academy, is not a woman to be trifled with. Although she is fair-minded, misbehave during one of her lessons and it is possible the punishment she will make you endure will be rather severe...
Ability: +4 Pillz
Bonus: Stop Opp. Bonus
Description: The original captain of the Piranas ship. He was known to have died with most of his crew in a ferocious battle. His only legacy was Wheeler, the old janitor, Amiral Coco, Haart's trusty pet, and Bloodh who was Haart's "trustworthy" first mate. The truth was, Haart's ambitious first mate, Bloodh was planning to overtake the ship but never had the chance to. However, once a battle begun, Bloodh wasn't dumb enough to miss his opportunity. As Haart was engaged in combat, Bloodh ambushed him and gouged out his heart for Haart was invulnerable to any blows except for blows to his heart. With no more blood pumping through his veins, he managed to curse Bloodh one last time and fell. Feeling sympathetic, Bloodh kept the Haart's heart which continued to beat and placed it in a special chest and hid it. From then on, Bloodh became the new captain and created a new crew of Piranas. He was always worried about his secret getting out, but Wheeler's forgetfullness and Amrial's inability to speak rendered Bloodh's secret safe. Little did he know, that Haart was never completely slain. His heart was only gouged out, not stabbed. His heart continued to beat within the chest and began to regenerate over time. Bloodh, occupied by the wonders of Clint City is oblivious to his old captain who will come to exact his revenge.
Bio: Knowing that fists and technology may not get Clint City to owe up to the pollution, Kepah had an idea. Inspired by Simon and Ella's work in the courtroom, he decided that the best route is to create a class action law and Sue the pants off the outside world. All he's got to do is pass law school and he's set.
lv 1: 2/2 (A Yeti who looks like Beast from the X-Men is holding some law books while in his other hand is a fancy ice cane.)
lv 2: 7/1 (Stop opp bonus) (Wearing a specially tailored suit with an icy judge's Hammer in his hands, Kepah looks like he's going to use his wits and brawn to take you down.)
Trouble with the law? Just call Saul!
Slendamann (the tall, faceless lawyer)
-1 Opp Life per Damage, Min 2
Wilturn (a classy gent turned pirate)
-2 Opp Pillz per Damage, Min 3
Abalanj (Ice-carving human)
Revenge: +1 Damage per Previous Damage
Shivva (Guess her weapon.)
Confidence: +1 Attack per Previous Damage
Ability: Exchange power and damage opp.
Bonus: Protection Ability
Joe Boby really misses his little-brother Bob Joby but after being sent to Skeelz academy due to his vocal powers he know is a part of Caelus Cr 's crew. He might return back to his sorority-life sometime, but who knows?
*Note: Not sure about the star-count. Inputs?
Applying some of TheDoomBug's ideas.
Fang Pi Clang
Ability: Reprisal: + 1 life per prev. damage.
Bonus: Damage + 2
Ming Wo found her way to the monastery via a trail. She stumbled upon it by mistake when collecting fruit for selling at the local market. After meeting Kuei, she fell in love, and now she is trying to learn everything she can to protect the honor of the Fang Pi Clang.
*Note: 2 or 3 star?
Ability: + 1 attack per power
Bonus: Power + 2
D Bag is always travelling around, rapping about his adventures. When entering Clint City though, he fell for the team spirit of the Bangers. As a member, he now have closed the chapter of his life as a nomad.
I think Joe Boby could be a 4*. The ability is too powerful for a two or three star with those stats, but seems too weak for a 5* Skeelz. It would also make him 4's across the board.
Ming Wo is interesting. If I'm understanding this, that ability would work as so:
First turn her ability does nothing, regardless of Reprisal.
If the first turn was reprisal, then her ability could only be used on turn 3.
Now she only takes previous damage, so on your courage turns the opp would want to either win with low damage (assuming their damage could be used, like my revenge card) or throw a DR(/SoB) at you to lessen her possible life gain. Or they could just out pill her or throw an SoA at her, since she'd be the most predictable card ever.
Still she'll make your opp think since she can gap 8-10 in the Fang.
Malkinna (Corpse Cluster Mash-up Monster, she just wants a friend)
-1 Opp Attack per Opp Life Left, Min 3
Zephyrn (the stuck in/as the wall warrior. Why does he lay eggs?)
Defeat: Recover 2 out of 3 Life
Raha (Deep-sea Vampire Fish)
3* Ulu Watu
Courage: +1 Life per Damage
Doompah (Not named after me) (armored yeti don't lie)
Confidence: -2 Opp Power and Damage, Min 2
Terul (Screaming Cult-leading Psuedo-possessed Singer)
Copy: Opp Ability
There's a theme to these fake characters.