Environment: The Block
F.I.L.T.E.R., which started out as an initiative to stop the influx of terrible extra-terrestrial races, has become the organization in charge of jailing the most dangerous criminals and threats to our world. No government would acknowledge that F.I.L.T.E.R. exists, or that they can open portals to their time-locked prison The Block just about anywhere to book new prisoners. But they can. And they do.
The Warden runs a tight operation: besides the entire prison itself being kept separate from any known time-space dimension, the individual cells are cycled through time loops to nullify whatever powers or abilities the prisoners could bring to bear on the guards. However, there have been reports of disturbances within The Block, and someone should probably go check it out. If there were a full-scale prison riot there, it could spell disaster for every timeline accessible from The Block…
- Defensive Displacement (x1)
- Reduce all Damage by 2. At the start of the Environment turn, if there are no Inmates in play, destroy this card.
- Art: A giant pink bubble holds Spite in place, while a Block Guard stands by sipping coffee.
- Flavor text: Even as the prisoners blasted holes in the walls, the guards maintained their composure. The displacement beacons activated, and the riot was over quickly.
- Lock Down (x2)
- When this card enters play, destroy all Inmates. Increase Damage dealt by Agents by 1. At the end of the Environment turn, if there are any Inmates in play, destroy this card.
- Art: A view of a prison block, all the forcefield style cells bars are turned on.
- Flavor text: The bars hummed almost violently as the energy barriers sprung to life. The few inmates still outside their cells were now eligible for immediate disintegration.
- Prison Riot (x2)
- When this card enters play, reveal cards from the top of the Environment deck until minus 1 Inmates are revealed. Put them in play. Discard the other revealed cards. At the end of the Environment turn, destroy this card.
- Art: Fright Train is charging into a Block Guard while Anubis (seemingly) rides on his back. Apostate, his fists glowing, is looking off to the left and Char stands on a gantry firing off the card. A F.I.L.T.E.R. Officer is yelling for help.
- Flavor text: Explosions shook the prison, gunshots echoed through the halls, and the air reeked of sulfur and copper. The Block has fallen into absolute chaos.
Agent All Agents have a badge on their armor, the badge consists of a gray alien head with big black eyes, and sometimes the word F.I.L.T.E.R. above it
- Block Guard  (x2)
- At the end of the Environment turn, this card deals the non-agent Target with the lowest HP minus 2 Lightning Damage. A Target dealt Damage this way cannot deal Damage until the start of the Environment turn.
- Art: A man stands in front of some cells, he is wearing an armored suit and helmet and carrying a shock stick.
- Flavor text: The F.I.L.T.E.R. agents who guard The Block are some of the most ruthless operatives. They are at least as dangerous as the inmates they guard.
- F.I.L.T.E.R. Officer  (x2)
- At the end of the Environment turn, this card deals the non-Agent Target with the second lowest HP minus 1 Projectile Damage.
- Art: A man dressed in a green body suit with built in visor and a bullet proof vest on top stands next to a glowing doorway. He is carrying a futuristic pistol and making a hand signal.
- Flavor text: "Check the next corridor down!" As the officer rounded the corner, he swiftly directed the other agents to flanking positions. No one could hide for long.
- Warden Hoefle  (x1)
- Increase Damage dealt by Agents by 1. Reduce Damage dealt to Agents by 1. At the start of the Environment turn, destroy the Inmate with the lowest HP.
- Art: A man stands in front of a bank of monitors, he is wearing silver body armor. The monitors show views of other cards left-to-right, Lock Down, Defensive Displacement, F.I.L.T.E.R. Officer and Imprisoned Rogue.
- Flavor text: Warden Hoefle is an imposing figure. The guards all know that when the Warden raises his voice, he's on the warpath. The Block itself shakes. Heads roll. Literally.
- Char  (x1)
- At the start of the Environment turn, this card deals each non-Inmate Target 2 Fire Damage and 2 Toxic Damage.
- Art: A bare-chested man with a multi-colored mohawk stands in view. His arms are surrounded by glowing green energy.
- Flavor text: "Welcome to the Block, kids," growled the grisly inmate as another explosion rocked the complex. "I hope you enjoy your stay, though it'll be a short one."
- Imprisoned Rogue  (x2)
- Increase Damage dealt by Inmates by 1. At the start of the Environment turn, destroy the Agent with the highest HP.
- Art: A Block Guard whistling walks down the corridor. A hairless inmate appears from a glowing portal and is stealing a security card from the Block Guard.
- Flavor text: The guard failed to notice the portal open behind him. However, he did hear a chipper, "Have a better one!" He whipped around, only to find an empty hallway.
- Time-Crazed Prisoner  (x2)
- At the start of the Environment turn, this card deals the non-Inmate Target with the second highest HP X Melee Damage, where X = the number of cards in the Environment trash.
- Art: A prisoner in shadow with one eye bigger than the other sits on a bed. The walls are covered in cryptic phrases and a window looks out onto a star field
- Flavor text: "No way out... The lines point to it! It's all the same! It all counts! None of it counts! It will be here soon!" the mad ramblings echoed through the halls.
Meta: The Block
Main Episode: Has not had an episode yet
- Podcasts/Episode 7
- Podcasts/Episode I-3
- Podcasts/Episode 17
- Podcasts/Episode I-5
- Podcasts/Episode 20
- Podcasts/Episode 21
- Podcasts/Episode 22
- Podcasts/Episode I-6
- Podcasts/Episode 28
- Podcasts/Episode 31
- Podcasts/Episode 37
- Podcasts/Episode 38
- Podcasts/Episode I-11
- Podcasts/Episode 48
- Podcasts/Episode I-17
- Podcasts/Episode 69
- Podcasts/Episode 71
- Podcasts/Episode 82
- Podcasts/Episode 97
- Podcasts/Episode I-30
- Podcasts/Episode 111
- Podcasts/Episode 112
- Podcasts/Episode I-37
- Podcasts/Episode I-44
- Podcasts/Episode P-4
- Podcasts/Episode P-6
- Podcasts/Episode 164
- Podcasts/Episode 169
- Podcasts/Episode 170
- Podcasts/Episode P-10
- The character "Char" has appeared on numerous cards before his proper introduction in The Block's deck.
- The scribbling on the wall on "Time-Crazed Prisoner" hint at many possible future plot points in the Sentinels storyline, most notably the writings "The Child is the Center," "Earth Will Fall," and "Concentric Worlds."
- Char, Fright Train, Set, and Apostate all appear on the "Prison Riot" card.
- Forum goer Rabit is the basis for the Imprisoned Rogue
- "Defensive Displacement" shows Spite being contained while a guard takes a coffee break.
- Kismet makes her final escape from the Block during the latter half of the OblivAeon events. The way that she leaves, "locking" the door behind her has an impact on the diverging timelines - she escapes into what becomes the RPG reality while the Block winds up as a "polyp dimension" attached to the Tactics reality. Neither she nor the Block exist in the other reality after the split (Letters Page Interlude 3).
- The Block is an extra dimensional space created, in some way, by the Realm of Discord. FILTER discovered and claimed this space. Eventually, FILTER forewent their government funding and became essentially mercenaries. Gen Con 2016 Q&A
- The emblem of the F.I.L.T.E.R. agents is an image of a Gray, a popular type of alien. This is because, as noted in Tempest's backstory, F.I.L.T.E.R. was originally dedicated to monitoring and policing alien life on Earth before it expanded it's jurisdiction to super criminals.
To Other Works
- As an alternate dimensional prison, The Block is very similar to DC's Phantom Zone and Marvel's Negative Zone.
- The name "F.I.L.T.E.R." is likely a reference to Marvel's S.H.I.E.L.D. organization.
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