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* [[characters/SentinelsOfTheMultiverseDisparation Disparation]]

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* [[characters/SentinelsOfTheMultiverseDisparation [[Characters/SentinelsOfTheMultiverseDisparation Disparation]]
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* [[Characters/SentinelsOfTheMultiverseOthers Others]]

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* [[Characters/SentinelsOfTheMultiverseOthers Others]]Others]]
* [[characters/SentinelsOfTheMultiverseDisparation Disparation]]

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!Others

[[folder: The Endlings]]
!!The Endlings

Deep in the far reaches of space lies the Enclave of the Endlings. It is the eternal home of the Endlings, beings that were granted eternal life by the Terminarch to preserve the racial memory of functionally extinct species.

The Endlings are part of the environment deck of the same name, so they may attack heroes and villains alike in the defense of their home.

* TheAce: Each one is an ideal, peak specimen of their kind, a paragon of their dead race.
* ArtShift: The art style for the Enclave of the Endlings resembles that of early 50's science fiction and comic legend Creator/JackKirby, complete with KirbyDots.
* BloodKnight: Possibly Urdid, who hungers for a challenge.
* ConflictKiller: Immutus, the Last Fortrian, a metal giant with buckets of hitpoints who redirects all damage to itself. Fortunately, given the way turns play out, it usually blunts the villain's damage first.
* FishPeople: Frazzat, the last Pirinian.
* LastOfTheirKind: Each of the Endlings are last of their kind, kept alive so that their species would not die out.
* MultiArmedAndDangerous: Jansa Vi Dero the Terminarch and Frazzat.
* ObviouslyEvil: Orbo, the last Satellan, a giant, hungry planet. He is the only Endling that will attack the others.
--> "Orbo hungers...he cannot be trusted," The Terminarch warned. "I preserve him as I do all Endlings, but a time will come in which he will surely betray us."
* PoisonousPerson: Venox, the last Mubbloxian, like his gene-twisted brethren who have been pressed into service under Voss.
* Really700YearsOld: All of them are very old, though their exact ages are unknown. The only one who has a rough estimate of age is Deadline, who is around 700. But the Enclave freezes them in time, making them functionally immortal.
[[/folder]]

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\n!Others\n\n[[folder: The Endlings]]\n!!The Endlings\n\nDeep in the far reaches of space lies the Enclave of the Endlings. It is the eternal home of the Endlings, beings that were granted eternal life by the Terminarch to preserve the racial memory of functionally extinct species.\n\nThe Endlings are part of the environment deck of the same name, so they may attack heroes and villains alike in the defense of their home.\n\n* TheAce: Each one is an ideal, peak specimen of their kind, a paragon of their dead race.
* ArtShift: The art style for the Enclave of the Endlings resembles that of early 50's science fiction and comic legend Creator/JackKirby, complete with KirbyDots.
* BloodKnight: Possibly Urdid, who hungers for a challenge.
* ConflictKiller: Immutus, the Last Fortrian, a metal giant with buckets of hitpoints who redirects all damage to itself. Fortunately, given the way turns play out, it usually blunts the villain's damage first.
* FishPeople: Frazzat, the last Pirinian.
* LastOfTheirKind: Each of the Endlings are last of their kind, kept alive so that their species would not die out.
* MultiArmedAndDangerous: Jansa Vi Dero the Terminarch and Frazzat.
* ObviouslyEvil: Orbo, the last Satellan, a giant, hungry planet. He is the only Endling that will attack the others.
--> "Orbo hungers...he cannot be trusted," The Terminarch warned. "I preserve him as I do all Endlings, but a time will come in which he will surely betray us."
* PoisonousPerson: Venox, the last Mubbloxian, like his gene-twisted brethren who have been pressed into service under Voss.
* Really700YearsOld: All of them are very old, though their exact ages are unknown. The only one who has a rough estimate of age is Deadline, who is around 700. But the Enclave freezes them in time, making them functionally immortal.
[[/folder]]
[[Characters/SentinelsOfTheMultiverseOthers Others]]
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* [[Characters/SentinelsOfTheMultiverseVillains Villains]]

to:

* [[Characters/SentinelsOfTheMultiverseVillains Villains]]Villains]]

!Others

[[folder: The Endlings]]
!!The Endlings

Deep in the far reaches of space lies the Enclave of the Endlings. It is the eternal home of the Endlings, beings that were granted eternal life by the Terminarch to preserve the racial memory of functionally extinct species.

The Endlings are part of the environment deck of the same name, so they may attack heroes and villains alike in the defense of their home.

* TheAce: Each one is an ideal, peak specimen of their kind, a paragon of their dead race.
* ArtShift: The art style for the Enclave of the Endlings resembles that of early 50's science fiction and comic legend Creator/JackKirby, complete with KirbyDots.
* BloodKnight: Possibly Urdid, who hungers for a challenge.
* ConflictKiller: Immutus, the Last Fortrian, a metal giant with buckets of hitpoints who redirects all damage to itself. Fortunately, given the way turns play out, it usually blunts the villain's damage first.
* FishPeople: Frazzat, the last Pirinian.
* LastOfTheirKind: Each of the Endlings are last of their kind, kept alive so that their species would not die out.
* MultiArmedAndDangerous: Jansa Vi Dero the Terminarch and Frazzat.
* ObviouslyEvil: Orbo, the last Satellan, a giant, hungry planet. He is the only Endling that will attack the others.
--> "Orbo hungers...he cannot be trusted," The Terminarch warned. "I preserve him as I do all Endlings, but a time will come in which he will surely betray us."
* PoisonousPerson: Venox, the last Mubbloxian, like his gene-twisted brethren who have been pressed into service under Voss.
* Really700YearsOld: All of them are very old, though their exact ages are unknown. The only one who has a rough estimate of age is Deadline, who is around 700. But the Enclave freezes them in time, making them functionally immortal.
[[/folder]]

Changed: 268

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Character sheets for characters of TabletopGame/SentinelsOfTheMultiverse

''Note'': Debut means which expansion the character first became playable for the heroes, and when that character could be battle against for the villains.

[[foldercontrol]]

!!Heroes
[[folder: Absolute Zero]]
!!Absolute Zero
->'''Debut''': Base Game\\
'''Team''': Freedom Five; Freedom Six (Iron Legacy timeline)
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/absolute_zero_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Too cold? ''Welcome to my life.''"]]
Formerly a janitor for Pike Cryogenics, Ryan Frost was caught in a cryogenic explosion that caused his core temperature to drop. After spending ten years in a coma, he awoke to discover he had to stay inside a cryochamber. The government offered to give him a cryosuit and let him work off the cost by being a hero, and he (eventually) became Absolute Zero.

Absolute Zero's playstyle focuses on equipping components that let him manipulate fire and cold, either reducing or healing from them or inflicting fire or cold damage to enemies. He is considered the most complex of the base game's heroes, as his basic power involves him inflicting damage on himself.

Absolute Zero has three alternate forms: One, from Iron Legacy's BadFuture, is '''Absolute Zero: Elemental Wrath.''' Another, which takes place after encountering a technology-absorbing villain named Chokepoint, is '''Termi-Nation Absolute Zero'''. Finally there's '''Freedom Five Absolute Zero''', which was revealed during the [=OblivAeon=] kickstarter.

* TwentyFourHourArmor: Justified, his armor is also his life-support. He's seen wearing a suit over it while attending Baron Blade's funeral.
* AchillesHeel: [[GameplayAndStoryIntegration Both in the lore and on the tabletop]], Absolute Zero is ''screwed'' without his suit. Lots of artwork shows him getting the visor cracked, with presumably near-deadly-results. And in-game, losing all of his equipment puts Zero in a bind, since much of his deck ''needs'' at least one Module card in play to do anything more than ineffectually cause him to hurt himself.
* AndIMustScream: Elemental Wrath Absolute Zero's powers have evolved, creating ice armor that protects him in response to injuries to keep him from being exposed to the killing heat of the outside world. However, it's not a power he consciously has control over, and it happens automatically. His incapacitated artwork shows him encased in a massive glacier... with his faceplate intact and glowing to indicate he's still fully conscious in there.
* AnIcePerson: Unlike his base variant, his Elemental Wrath incarnation has developed outright ice-powers.
* AntiHero: The most distinctive of the Freedom Five. He's not a superhero to save lives or protect the Earth. He's a superhero so he can pay off the ridiculously expensive power suit he wears that keeps him alive.
* ArchEnemy: Proletariat, a man empowered and abandoned by Soviet Russia, who holds Absolute Zero in contempt for willingly working for his own government. There's also Iron Legacy, archenemy of the Freedom Six as a whole, and the ''Villains of the Multiverse'' Miss Information, archenemy of the Freedom Five as a whole.
* ArtisticLicensePhysics: Lampshaded on the Isothermic Transducer's flavor text, where Tachyon tries to point out that its power -- that Absolute Zero can turn any fire damage he takes into a cold attack on someone else -- doesn't square with the laws of thermodynamics. Absolute Zero cuts her off to say he doesn't know why, but heat and cold just get weird around him.
* BlessedWithSuck: He may have cool thermodynamic powers, but at the cost of a body temperature so low that he can only exist comfortably inside his suit or a specialized "cryo chamber." One of Wager Master's cards, the first time his face was ever revealed, shows him weeping at the feeling of wind on his face for the first time in years. Elemental Wrath Absolute Zero has it even worse, since not only does he have to live in a dystopian BadFuture, but he's become so cold he can't feel much of anything anymore, while his powers could potentially go out-of-control and trap him in a glacier forever.
* CastFromHitPoints: While he has some attacks that don't count on this, the bulk of his damage comes from him taking or doing himself fire damage that he then converts to cold damage.
* CounterAttack: One of his modules makes him do cold damage equal to every time he takes fire damage, while another makes him do one gigantic attack equal to all the fire damage he's taken since his last turn.
* DeadpanSnarker: A lot of his commentary on his cards, as well as on others' powers.
* DeathOrGloryAttack: His Termi-Nation promo's power boosts the damage he deals out ''and'' takes by 2 for a turn, and the promo has lower HP than his normal or Elemental Wrath versions. This means he can deal out obscene amounts of damage, but is immensely fragile -- and when he hits himself, it's boosted by 4[[note]]+2 for the 'dealing damage' boost, +2 for the 'damage received' debuff[[/note]]. It's entirely possible to bring him from full HP to well below zero in a single turn.
* DefrostingIceQueen: Went from depressed and apathetic victim who only joined the Freedom Five because his only other choice was to sit alone in an empty room bored out of his mind to, by the time of the [=OblivAeon=] crisis and ''Sentinels Tactics'', a genuinely committed hero and a devoted member of the Freedom Five, whom he regards as a new surrogate family.
* DifficultButAwesome: As mentioned, he's fairly complex -- his base power causes him damage, as do most of his one-shot attacks and other powers. But correct use of his equipment makes him quite formidable, able to constantly counter attack, do huge amounts of damage after building up, or even heal himself. And because of the mechanics of his primary means of attack (dealing himself fire damage, then dealing a villain the same amount of cold damage), damage buffs double their money on him, since they work on ''both''.
* ElementalAbsorption: One of his modules heals Absolute Zero every time he takes cold damage.
* {{Expy}}:
** Of [[Franchise/{{Batman}} Mr. Freeze]], only Absolute Zero is a hero. Possibly because he's forced to be, see PunchClockHero below.
* GlassCannon: Termi-Nation Absolute Zero's Violent Shivers turns him into this, boosting the damage he does by two while also increasing how much damage he takes by 2.
* FeedItWithFire: Or in his case, ice -- as mentioned above, one module lets Absolute Zero heal when he'd normally take cold damage.
* FreakLabAccident: The cryogenic explosion.
* HeartLight: A blue triangle that functions as his ChestInsignia.
* HowDareYouDieOnMe: Gives such a speech to Tachyon, when the latter lies wounded after the initial battle with Progeny. Tachyon starts musing about how so much has changed since the team first formed.
-->'''Tachyon''': Legacy called us together to stop '''Baron Blade. A man'''. Not a monster from far beyond known space. it all started so very different from--
-->'''Absolute Zero''': Don't say "how it ended." It's not over '''yet''', Doc.
* HumanPopsicle: Puns aside, was kept in stasis for a decade.
* IncrediblyLamePun: Positively ''relishes'' making ice-related puns. They're all over his card quotes, and he makes one at the beginning of a match.
-->'''Absolute Zero''': "Tempers are running hot. Time to cool things down."
* KillItWithFire and KillItWithIce: His powerset in the game.
* KryptoniteProofSuit: His suit stops him from taking fire damage, in story at least. In gameplay, it can make him immune to and heal from cold attacks.
* PersonalityPowers: Before he got ice powers, Ryan Frost was a deeply depressed person. Afterward, he's still a bit of a downer.
* PlayingWithFire: Can cause fire damage as a byproduct of his cold attacks; usually the fire damage he causes to himself, but with a couple cards, he hits enemies with it instead.
* PoweredArmor: The cryosuit.
* PowerIncontinence: A potential future version of Zero suffers from this.
* PowerPalms: Absolute Zero's ice blasts are generated by outlets in his hands. The Focused Apertures card increases Absolute Zero's cold damage, and shows a close-up of them.
* PunchClockHero: At least to begin with, as he needed to pay for the cryosuit. He was actually so unwilling to become a hero at first that he chose to stay in the life-preserving cryo chamber that kept him alive for ''two years'' before raw boredom led to him agreeing to join the Freedom Five. Though by the time of ''Sentinels: Tactics'' he's voluntarily chosen to stay with the team because they're his only family.
* StevenUlyssesPerhero: Ryan Frost ended up with ice powers.
[[/folder]]

[[folder: Argent Adept]]
!!Argent Adept
->'''Debut''': Infernal Relics\\
'''Team''': Prime Wardens

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/argent_adept_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Virtuosos of the ages, lend me your strength!"]]
The latest hero to hold the title of Virtuoso of the Void, Anthony Drake learned of his destiny upon taking hold of a the ancient Chinese bell of Xu: To stop the avatar of annihilation Akash’bhuta.

Argent's deck focuses heavily on buffing and supporting other players, along with stringing together combos using instruments and melodies to achieve powerful effects.

Argent's alt forms are '''Prime Wardens Argent Adept''', '''Kvothe Six-String Argent Adept'''[=/=]'''Dark Conductor Argent Adept''' [[note]]since Kvothe was created and sold for the ''The Kingkiller Chronicle'' author's charity, Dark Conductor is a version of the card with different artwork/flavor that was made so people could have a complete variant set without infringing on the charity card[[/note]], and '''XTREME Prime Wardens Argent Adept'''.

* AchillesHeel: To be effective, needs both his instruments (which are equipment) and his music (which are ongoing cards.) This makes him take a bit longer than most other heroes to set up, and means that he's vulnerable to villain cards that destroy either - in particular, losing all his ongoing cards can leave him with a bunch of instruments and nothing to play with them.
* AnIcePerson: Scherzo of Frost and Flame is partially a cold attack. The art depicts him trapping an opponent in a block of ice.
* ArchEnemy: Akash'bhuta, the avatar of natural destruction and chaos.
* ArtifactOfDoom: The previous Virtuosos of the Void were "chosen" for their ability to battle Akash'bhuta, not necessarily for being good people. Some of the "dark" instruments are implied to have a negative effect on the bearer's personality. Anthony is wise enough not to use these... but the Dark Conductor was not, and ends up losing himself to the dark power of a conductor's baton.
* ArtisticLicenseMusic:
** The art on Telamon's Lyra actually depicts a lute.
** Likewise, the art on Musaragni's Harp actually depicts a lyre.
** Scherzo of Frost and Flame is a card which deals 1 point of cold damage and 1 point of fire damage. A scherzo is typically a playful, lighthearted composition. Not technically ''wrong'', exactly, but still perhaps thematically odd.
** Sarabande of Destruction is a card that instantly destroys any Ongoing or environment card. A sarabande is a slow elegant court dance (and the related music). Again, not wrong, exactly, but a bit odd.
* {{Asexual|ity}}: According to WordOfGod.
* BadassCape: A constant in all of his variants in the main game, including Kvothe and Dark Conductor. He seems to have eventually traded it for a ScarfOfAsskicking in the ''Tactics'' box art, though.
* TheBard: Both thematically and practically: a good Argent Adept plays support for his team using musical instruments.
* TheBartender: Before becoming a hero.
* CallToAdventure: A twist is that his came late, as Akash'Bhuta killed and devoured his predecessor and smashed his fiddle to slow the transmission of musical knowledge to Anthony.
* TheChosenOne: The current Virtuoso of the Void.
* ColorCharacter: "Argent" being another word for "silver".
* CrucifiedHeroShot: His base incapacitated artwork shows him bound to a wooden X with a pile of skulls in the foreground.
* DeliberateInjuryGambit: In "Polyphoric Flare" he's seen firing one of his spells back through his own chest to take out Siege-Breaker who's got him in a chokehold.
* DifficultButAwesome: Focuses on stringing together increasingly long and intricate action combos utilizing three different types of music with a Perform and an Accompany component. Used correctly, the Argent Adept can magnify the number of actions of the entire team... but he needs to have both an instrument and some music out to work to his full potential, and you have to be able to plan ahead to get out the ones you need when you need them. On top of this, since his best powers are about giving other people additional actions, you don't just have to know his deck perfectly, you need to understand all of your allies as well!
* {{Expy}}: Of Kvothe, from ''Literature/TheKingkillerChronicle'', to the point that a promo card features Kvothe explicitly.
* EvilTwin: One of his variants is the Dark Conductor, one of Biomancer's gruesome animated flesh creations, wielding one of the darker Virtuoso instruments that is a conductor's baton wrapped in TheTragicRose.
* HeartIsAnAwesomePower: One of the most useful heroes in the game despite having mostly support options and only a couple of weak direct damage attacks.
* InstrumentOfMurder: Can break his instruments to destroy cards.
* LegacyOfTheChosen: Whenever Akash'bhuta awakens, a Virtuoso of the Void arises to do battle with her and force her back into dormancy.
* LongHairedPrettyBoy: He originally sports this look, though he eventually gets an ExpositoryHairstyleChange to short-cropped hair. (Doesn't lose the "pretty boy" part any, though.)
* MagicalFlutist: Drake's Pipes seem to be his signature instrument[=/=]favorite of his instruments.
* MagicMusic: How he buffs the team.
* MusicalAssassin: Though many of his tunes enhance his fellow heroes, a few do do damage.
* OrderVersusChaos: On the side of Order, as represented by his music.
* PlayingWithFire: Scherzo of Frost and Flame involves a fire attack. On its own, it's not very effective, but it can catch a melody trigger that would otherwise be wasted.
* ThePowerOfRock: All of his powers stem from his music. Most of his songs allow him to play one of a couple of different variants, allowing him to have various buffs/debuffs.
* PunkRock: One of his alternate universe twins seems to be a rebellious punk rocker (with "[[Music/BillyIdol Rebel Yell]]" as a power), as a meta AffectionateParody of the UsefulNotes/TheDarkAgeOfComicBooks.
* RetroactiveLegacy: The previous Virtuosos of the Void don't seem to have been characters before his introduction.
* SignificantGreenEyedRedhead: On account of inspired by Kvothe. Also the energy from his spells is neon-green-hued, which means he frequently is depicted with ''[[GlowingEyes glowing]]'' [[GlowingEyes green eyes]] to boot.
* SpellBook: By the time of ''Tactics'' he seems to have started using one of these in the form of a songbook full of sheet music to channel his spells, instead of or addition to his instruments.
* SquishyWizard: Magic to buff, heal, bring back cards from the trash, even some damage... and the least health of any hero in the game.
* SummonToHand: He can summon instruments to perform different songs.
* TenorBoy: The sound effect of him singing for his Vocalize power in the digital game reveals him to be this.
* WanderingMinstrel: A modern variant.
[[/folder]]

[[folder: Benchmark]]
!!Benchmark
->'''Debut''': [=OblivAeon=]\\
'''Team''': None, affiliated with [=RevoCorp=]

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/benchmark_sentinels_of_the_multiverse.png]]

A {{cyborg}} superhero created by the infamously-shady corporation [=RevoCorp=]. While they ''originally'' planned to release him as part of a devious scheme involving disabling most of the world's superheroes, they've instead decided to let him out to help with the [=OblivAeon=] crisis. Either he'll save the world and earn them a ton of good publicity, or everything everywhere will die and then it will hardly matter.

He has one variant, '''Supply and Demand''', from an alternate reality where he's the only hero left in the world, backed by the benevolent angel-investor-funded [=RevoCorp=].

* {{Cyborg}}: His powers come from the advanced technology incorporated into him.
* GoodTwin: His ''Supply and Demand'' variant comes from a PostCyberPunk universe where he is the only superhero in the world, and [=RevoCorp=] is funded by literal angels. If his incapacitated art is anything to go by, all the heroes have aspect of some of their worst nemeses and are villains in that reality.
* NecessaryDrawback: His deck features two kinds of cards: Hardware cards, and Software cards. Software cards are much more powerful than Hardware, but he can't have more Software in play than Hardware.
* UnwittingPawn: Benchmark himself seems unaware of his sinister origins. His incapacitated art shows him being forced to attack a former [=RevoCorp=] employee and an ex-guinea pig (Parse and Setback, respectively) thanks to [[{{Franchise/Robocop}} Directive 4]].
[[/folder]]

[[folder: Bunker]]
!!Bunker
->'''Debut''': Base Game\\
'''Team''': Freedom Five; Freedom Six (Iron Legacy timeline)

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/bunker_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:BUDDABUDDABUDDABUDDABUDDA]]

Lt. Tyler Vance is a mechanic serving in the armed forces. Due to his skill during a situation in the Middle East, the government recruited him for their Freedom Five initiative and gave him the Personal Armament Exo-Chassis YS-1300t suit.

Bunker's playstyle focuses on equipping weapons and components to his suit and then inflicting massive damage. He can switch between different modes to draw equipment cards, equip them, and then start unloading upon villains, although he is relatively vulnerable early on while deploying his weapons.

Bunker's Alternate forms are '''G.I. Bunker''', '''Engine of War''', '''Termi-Nation Bunker''', and '''Freedom Five Bunker'''. Similar to Legacy's Alternate forms, Bunker's first two Alt Forms are different characters: The Engine of War is the villainous Fright Train, who in the AlternateTimeline joined the Freedom Six to oppose Iron Legacy, and G.I. Bunker is the UsefulNotes/WorldWar2 soldier who wore the first version of the armor. The third is a refit he goes through after encountering the technology-absorbing villain Chokepoint.

* AffirmativeActionLegacy: Zig-zagged, as while the current Bunker is white and his successor is black, playing it straight, it's inverted as G.I. Bunker was also black. So the known wearers of the suit are black-white-black.
* ArchEnemy: Fright Train, an old army rival who was honorably discharged and doing security jobs for shady customers while Bunker was being made a superhero. There's also Iron Legacy, archenemy of the Freedom Six as a whole, and the ''Villains of the Multiverse'' Miss Information, archenemy of the Freedom Five as a whole.
* ArmCannon: Both his Flak Cannon and Gatling Gun replace an arm of his suit.
* ArmorPiercing: G.I. Bunker's baseline power lets him pick a target, and all damage dealt to that target is irreducible.
* {{Determinator}}: G.I. Bunker died fighting his way through a Nazi fortress single-handed. As his suit took damage and began to lock up, he tore the damaged parts off, rather than retreat or surrender. His incapacitated art depicts him down to a pistol, missing his helmet and one arm of the suit, with his fuel tank on fire. He's still pushing forward.
* DiscardAndDraw: Termi-Nation Bunker's base power, Modulize, requires him to destroy one of his Ongoing or Equipment cards, but in exchange he can draw a card, play a card, and use a power in whichever order the player chooses. That's essentially an entire second turn, for the record.
* {{Expy}}: of War Machine.
* GunsAkimbo: All of Bunker's damage dealing powers are guns, and Turret Mode lets him use two in one turn.
* HeroicSacrifice: The WWII Bunker, Engine of Freedom, went down in a blaze of glory, taking on a Nazi bunker single-handed and trying to kill Hitler.
* TheLancer: To Legacy's Hero.
* MilitarySuperhero: Played with. Bunker is ultimately a hero first, a military man second, but he ''is'' obviously affiliated with them in many ways.
* MoreDakka: Especially in Turret Mode. The card's flavor text lampshades this, with "BUDDABUDDABUDDA" filling the entire text bubble.
* OneManArmy: The Bunker suit is explicitly described as having as much firepower as an entire armored battalion. The original GI Bunker smashed through a literal army of Nazis in World War II while trying to take out Hitler by single-handedly storming his fortress.
* PoweredArmor: Wears a suit developed as part of the US Military's Ironclad project.
* SuperheroPackingHeat: See WalkingArmory. Bunker goes into battle loaded for bear.
* WalkingArmory: He has flak guns, a minigun, a grenade launcher, missiles, and an Omnicannon. And a sticky grenade launcher, which is surprisingly useful for keeping out unwelcome environment cards.
* WaveMotionGun: The [=OmniCannon=], which can, and often will, hit ForMassiveDamage. It allows the player to store three cards per turn, then unleash an attack whose damage is double the number of cards stored up that way.
[[/folder]]

[[folder: Captain Cosmic]]
!!Captain Cosmic
-->'''Debut''': Wrath of the Cosmos\\
'''Team''': Prime Wardens

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/captain_cosmic_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Who put me in charge? No one. But someone must stand for the world."]]

One night while Hugh Lowsley and his brother Nigel were stargazing, a purple crystal fell from outer space and struck both them with energy. After awakening, Hugh discovered that he had the ability to create constructs of gold energy. He took the name of "Captain Cosmic" to search for his brother, who had vanished after the purple energy gave Hugh his powers.

In game, Captain Cosmic relies on playing Construct cards to provide bonuses to the hero they are attached to. He can also on occasion destroy them to deal damage when he need to go on the offence.

Captain Cosmic's alternate forms are '''Prime Wardens Captain Cosmic''', '''XTREME Prime Wardens Captain Cosmic''', and '''Captain Cosmic: Requital'''.

* ArchEnemy: Infinitor, who is Captain Cosmic's brother, Nigel Lowsley.
* BadassLongcoat: Sports a nice one in his Prime Wardens variant.
* CastFromHP: Unflagging Animation, which lets him play a free construct from out of his trash each turn, at the cost of taking irreducible psychic damage. He also casts from his constructs' HP, destroying them to deal damage based on their remaining health.
* CaptainSuperhero: Though ironically he's not only not a military Captain but he's not the leader of the Prime Wardens either (he's more TheLancer instead).
* CounterAttack: Wounding Buffer, which damages whomever hurts the hero it's next to. One of his ongoings also causes destroyed constructs to deal damage to other targets.
* DoppelgangerAttack: Some of his constructs, such as Augmented Ally or Unflagging Animation, are copies of his allies.
* HardLight: What his Constructs are made of.
* {{Expy}}: Of Green Lantern, though rather than using green energy for his constructs like Green Lantern, Captain Cosmic uses gold energy like Sinestro. His suit and aura also reference Firestorm.
* EnergyShield / LuckilyMyShieldWillProtectMe: Energy Bracer reduces the damage dealt to whomever it is attached to.
* LaserBlade:
** Cosmic Weapon, which grants whomever it is attached to a powerful energy attack power.
** Autonomous Blade is one as well, which can deal damage whenever its user damages something.
* LifeDrain: Of a sort. His Vitality Conduit funnels the life drained from it into its wearer.
* NoSell: Knight Crest makes him and all his constructs immune to all energy damage.
* TakenForGranite: His Prime Wardens incapacitated artwork shows him transformed into a golden statue.
[[/folder]]

[[folder: Chrono-Ranger]]
!!Chrono-Ranger
->'''Debut''': Shattered Timelines
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/chrono_ranger_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"I'd waste bullets as soon as waste words."]]

A sheriff from the town of Silver Gulch in 1883, James "Jim" Brooks was hurled though time by accident and sent thousands of years forward into a BadFuture where various cryptids have made mankind all-but extinct. Outfitted with future gear and a time machine by a sapient robot factory, Chrono-Ranger travels through time, ending the monsters in the past before they can ravage the future.

Chrono-Ranger is all about inflicting damage; nearly every card he has either inflicts or amplifies damage. His alternate version is '''Chrono-Ranger: The Best of Times'''.

* AnAdventurerIsYou: DPS. All of his one-shots let him do damage to targets, and he can mark targets with bounties to amplify the damage further. With his bigger guns (Masada and Danny-boy) plus a few bounties and Hunter and Hunted, he moves into Nuker territory.
* AnatomyArsenal: Replaces his missing hand with a variety of different weapons.
* ArchEnemy: Plague Rat, the progenitor of those arm-theivin' rat beasts in the Final Wasteland environment, who ''also'' finds his flesh delicious if its nemesis dialogue is any indication. There's also the ''Villains of the Multiverse'' version of the time-traveling Capitan.
* BountyHunter: One of his core mechanics involves posting and claiming "bounties" on various targets during the match, drawing cards when they're taken out and gaining different benefits for going after them.
* CounterAttack: The Ultimate Target bounty lets Chrono-Ranger use a power when the target deals damage to anything, not just himself.
* DeathOfAThousandCuts: Jim's not packing massive damage-dealing combos without outside support or his heaviest weapons coupled with bounties. However, he hits ''often'', usually getting multiple shots in per turn, and just about all of his one-shots let him inflict an extra point of damage as a side effect. Paired with a damage booster like Legacy, or his Hunter and Hunted card...
* {{Expy}}: Jonah Hex as a time cop.
* GlassCannon: On his own, Chrono has no Damage Reduction. He becomes a true GlassCannon with Hunter and Hunted: With it, the damage he deals and is dealt increases by 1 for every Bounty he has.
* TheGunslinger: He starts with his old six-gun, but can play a variety of other time-displaced firearms.
* ICallItVera: Jim's Danny-Boy, which he calls Danny.
* IWorkAlone: A downplayed example. He's willing to fight alongside other heroes if the threat is serious enough, but he never teams up with them in any permanent capacity.
* MysteriousStranger: He's appeared to assist the other heroes against a number of dangerous villains, such as Akash'Bhuta and The Dreamer, but always departs immediately after. None of the other heroes know much about him.
* NiceHat: Its one of his pieces of equipment, too, and his single most powerful piece of gear, due to it allowing you to play two cards instead of one. And since every one of Chrono-Ranger's one-shots allow him to deal damage, it can dramatically amplify how much hurt he lays down, especially when damage-boosting effects are active.
* NinjaPirateZombieRobot: He's a time-traveling, cybernetic cowboy bounty hunter.
* OneManArmy: His Renegade incarnation in ''Tactics''. He's waging a one-man war with Exemplar and winning, and For Profit [[SchmuckBait doesn't think one man is going to be a match for a team of supervillains]].
* RevolversAreJustBetter: He ''prefers'' his six-gun, though he will admit that the Masada is a ''fine'' piece of work.
* SchizoTech: His arsenal includes a classic six-shooter coupled with an energy cannon, neuro-toxic dartgun, incendiary missile launcher, time-warping grenades, and a cybernetic arm that can turn into a bow-and-arrow.
* SetRightWhatOnceWentWrong: Chrono-Ranger's objective. The Final Wasteland is full of dangerous monsters. Chrono-Ranger hunts them down in the past, before they can destroy civilization. He also tracks down the occasional dangerous supervillain, such as Ambuscade or Akash'Bhuta.
* TimeTravel: Coupled with BigDamnHeroes as his profession. Some of the flavor text on his cards indicates that he simply appears among the rest of the superhero team to deal with the current threat, then tips his hat, turns around, and zaps back home when the job is done. Eventually, the chrono-badge that he uses to move through time is damaged, leaving him stranded in time... until a much older La Capitan finds him, offers him help, and he agrees to help her right her previous mistakes, becoming his alternate Best of Times version.
* WhereDoesHeGetAllThoseWonderfulToys?: Con, an artificial intelligence from a BadFuture, keeps him supplied with advanced weaponry.
* WhyDidItHaveToBeSnakes: Hates the giant rats of the Final Wasteland, after one ate his arm.

[[/folder]]

[[folder: Expatriette]]
!!Expatriette
->'''Debut''': Rook City\\
'''Team''': Dark Watch
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/expatriette_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"One for wrath...and one for ruin."]]

The human daughter of Citizen Dawn, Amanda Cohen was born without powers, a failure for which her father was murdered. She left the compound of the Citizens of the Sun, and made her way to Rook City after a "disagreement" with her mother that cost her her eye. There, she became the vigilante gunfighter Expatriette, coming to respect and admire the superhero community before becoming a part of it.

Expatriette's entire deck is built around three things: getting guns, putting specialized ammunition them, and shooting the enemy with said guns, many, ''many'' times.

Expatriette's alternate form is '''Dark Watch Expatriette.'''

* AbnormalAmmo: Can do elemental damage with certain bullets.
* ArchEnemy: Citizen Dawn, her abusive mother.
* ArtShift: Reload is black-and-white, with prominent blood spatter in the background.
* BadassNormal: Nearly everyone else has superpowers, hyper-advanced technology, crazy biology, time-traveling ability, and magic to back them up. Expatriette simply packs a massive arsenal of guns and the skills to use them.
* BoringButPractical: Other damage dealing heroes might spike higher with enough set-up time, but Expatriette comes online the minute she has one or two guns in play and can provide steady fire-support throughout the game.
* BulletproofVest: Flak Jacket. It will completely prevent any one attack that would deal at least three points of damage.
* DiedInYourArmsTonight: Not on one of her cards, but on Setback's Darkwatch variant's incapacitated side, it depicts him holding her in this manner, though it's unclear if she's supposed to be injured or dead.
* DoesThisRemindYouOfAnything: Amanda is a child of two cult-like parents who are disappointed that she was born 'different' from them, eventually casting her out on the streets. Over time, she learns that there's nothing wrong with her, and that she's got both the mental and physical strength to compete with people like her parents. If this weren't a game about super heroes, Expatriette's backstory would have [[ComingOutStory a slightly different tone.]]
* {{Expy}}: Of ComicBooks/ThePunisher, or perhaps, the ComicBooks/{{Huntress}}, especially given that her archenemy is her parent.
* EyepatchOfPower: She lost her eye in battle when she left the Citizens of the Sun.
* FiringOneHanded: Expatriette does this with an [[UpToEleven assault rifle]].
* GoodSmokingEvilSmoking: Downplayed. She smokes in Arsenal Access and Quick Draw, but appears to avoid it when she's working.
* GunsAkimbo: Almost as big an offender as Bunker. With the right build, she can actually wield five guns simultaneously. One of her [[WeaponOfChoice signature pistols]] even has a rider on its power usage to let you use the other one for free.
* TheGunslinger: Her playstyle is all about pulling out a bunch of different guns and trick ammunition, and letting rip once you're set up.
* HeroicBSOD: Implied by her Dark Watch variant's Collector's Edition incapacitated art, which sees her training her crosshairs on Zhu Long's newest recruit... only to see it's a mind-controlled Setback.
* HeroicBuild: Amanda is 6'1"/180lb and ''jacked.'' Not as noticeable in earlier depictions, but more detailed art depicts her [[https://greaterthangames.com/sites/greaterthangames.com/files/store/RCIR%20Box.png all muscled up]]. Even more remarkable as she's a MuggleBornOfMages and has no superpowers - it's all willpower and training.
* KillItWithFire: Incendiary Rounds do more damage and fire damage.
* KillItWithIce: Liquid Nitrogen Rounds do ice damage and reduce the damage of whoever they hit.
* MaybeMagicMaybeMundane: Meta example. Some of her cards' art includes apparently glowing doves flying about, and doves are featured on her custom guns, Pride and Prejudice, leading to speculation among players that she has ''some'' kind of power that nobody realizes yet. Or it might just be a Creator/JohnWoo [[DisturbedDoves reference]].
* MexicanStandoff: She faces off with an unknown opponent in this manner in Quick Draw. From WordOfGod, it appears to be one of the rare good cops in Rook City, who disapproves of her vigilante ways.
* MoreDakka: Normally, but it gets even crazier if you have all five of her guns out ''and'' drop the Unload card, which lets her shoots ''all of them at once''.
* MuggleBornOfMages: She's got no powers, making her a pariah and disappointment to the Citizens of the Sun, led by her mother, who was expecting to have a child with her own vast powers as a successor.
* NonPoweredCostumedHero: One of the two major heroic examples.
* OffscreenMomentOfAwesome: In Pterodactyl Thief, from the Insula Primalis environment deck, a pterodactyl is stealing Expatriette's rocket launcher. In her card RPG Launcher, she's ''riding the pterodactyl while shooting a T-Rex with the RPG''.
* OneWomanArmy: In gameplay, she's able to mow-down whole hordes of goons, especially if she attaches Hollowpoint Rounds to the Submachinegun or has a couple boosts attached to Shock Rounds. The art for Unload shows her taking on a group of [[AlienInvasion Voss's minions]] with a gun in each hand and a grenade in her teeth and, given the flavor text is one of Voss's commanders wondering why said platoon hasn't reported in, she apparently wins.
* PragmaticHero: Sticks to simple methods, like shooting anything that gets in her way.
* QuickDraw:
** One of her cards lets her do 1 damage to any non-hero target as soon as it's played. Properly buffed, she can mow down whole legions of minions before they can even attack.
** She also has a card named "Quick Draw," which lets her search through her deck for one of her signature guns and put it directly into play.
* RelationshipUpgrade: With Setback, as of the point where they've formed the Dark Watch.
* ShootingSuperman: Hollow Points depicts her unloading her weapons into Argentium, a villain made of liquid metal. Although the shots are blowing holes in his body, he only seems mildly annoyed.
* TheStrategist: Explicitly stated to be the brains of the Dark Watch.
* SuperHeroPackingHeat: We have mentioned that she uses guns, yes?
* TakingTheBullet: Her Darkwatch incapacitated card shows her leaping in front of Setback to shield him from an explosion. His Darkwatch incapacitated card shows his reaction.
* TemptingFate: From Hairtrigger Reflexes, a card that lets Expatriette shoot any targets that enter play:
-->'''Blade Batallion Commander''': "Get out there! She can't shoot '''all''' of you!"
* UnorthodoxReload: Speed Loading shows her holding Pride and Prejudice upside down and allowing fresh clips to fall into them.
* VigilanteMan: A LighterAndSofter version of gritty anti-heroes like the Punisher.
* [[{{YouGottaHaveBlueHair}} You Gotta Have Purple Hair]]: Probably not natural. ''Probably.''
[[/folder]]

[[folder: Fanatic]]
!!Fanatic
->'''Debut''': Base Game\\
'''Team''': Prime Wardens

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/fanatic_sentinels_of_the_multiverse.png]]
[[caption-width-right:300: "'''''REPENT.'''''"]]

An amnesiac young woman with huge, white wings, Helena has dedicated her life to a holy crusade after temporarily dying in an accident as a child and returning with heavenly visions.

Fanatic's playstyle focuses on dealing damage, inflicting debuffs or locking down on enemies, healing allies, and in many cases hurting herself to have even greater effects.

Fanatic's alternate forms are '''Redeemer Fanatic''', '''Prime Wardens Fanatic''', and '''XTREME Prime Wardens Fanatic'''.

* AchillesHeel: While Fanatic has a large number of ways to deal damage to enemies, most of them are of the "one or two points at a time" variety, including her original card's base power. Thus, enemies with even a single point of damage reduction can quickly leave her in a bit of a fix.
* AllCrimesAreEqual: A bit of a character flaw, as she approaches stopping small-time crimes with the same zeal and violence she would an alien invasion. As such, she can be difficult for other heroes, like Legacy, to work with. In the ''Letters Page'' podcast, [[WordOfGod the writers]] summed this up as, "Voss is attacking? Grab Fanatic, she'll be a big help. ... Bank robbery? Nobody tell Fanatic." Her Prime Warden variant explicitly notes that she's mellowed out a bit.
* AppropriatedAppellation: Averted, actually. Fanatic ''is'' her superhero name, the name of her comics, and something she's known as in-universe, but it's not a moniker Helena uses herself: after all, what kind of person actually describes him or herself as "fanatic?"
* ArchEnemy: Apostate, the fallen angel who claims to have created her, and Blood Countess Bathory, an immortal and evil vampiress.
* BackFromTheDead: With no memories and apparent visions from heaven, at age 6. She also has Aegis of Resurrection, which revives her if she drops to zero hit points.
* BadassCreed: "'''Absolution''' you are called, and Absolution you shall '''deliver.'''"
* CastFromHitpoints: Several of her more potent one-shots and ongoing effects depend on Fanatic doing damage to herself or another hero in the process.
* ChurchMilitant: YES, though she chills out a little by her Prime Wardens incarnation.
* ClapYourHandsIfYouBelieve: Fanatic's powers spring from her faith. Helena's armor and sword don't ''naturally'' have power. They do because she believes they should. The ''actual'' source of her power has never been revealed, [[LowestCosmicDenominator and probably never will be]]. She's okay with this, though, because she has faith.
* CoolSword: Absolution
* DesperationAttack: She has two of them.
** End Of Days, which wipes the board of ''everything'' short of the heroes and villains themselves and relics. Reserved for that moment where everything is going to hell.
** Wrathful Retribution lets her do damage equal to her max HP minus her current HP, making it a devastating attack that's at its best when she's in dire straits.
* {{Determinator}}: Undaunted gives her solid damage resistance, and Aegis of Resurrection actually brings her back from zero hit points to keep fighting. Both, like the rest of her powers, are fueled by her faith and determination.
* GodzillaThreshold: End Of Days, as noted above. Generally held back until you're in a situation where losing ''all'' your active hero cards is acceptable to stop everything the villains are throwing at you.
* GrievousHarmWithABody: One of her cards, Final Dive, makes use of this, instantly destroying one target below a certain health threshold, then dealing damage to ''another'' target based on its remaining health.
* HeroesPreferSwords: Her WeaponOfChoice is a powerful magical sword called Absolution. It deals a three damage in her choice of either melee, fire, or radiant. Collectively, this helps her circumvent many forms of type-based damage reduction, and is one of her few ways to deal more than one or two points of damage without hurting herself. It also restores a single hitpoint when it comes into play.
* HeroicBSOD: Suffered one in her first encounter with Apostate. And since her powers spring from her faith, it put her out of commission for a bit. Her Redeemer variant is her emerging from that period with renewed fervor.
* HolyHandGrenade: Most of her powers deal Radiant damage with this flavor.
* IdentityAmnesia: After an accident at age 6 that left her dead for three minutes.
* IllKillYou: To [[ArchEnemy Apostate]], of course.
-->'''Fanatic''': "I swear on all that is holy, '''you shall fall'''."
* MeaningfulName: Once her angelic wings were revealed, she's been pretty focused on her task and faith.
* MysteriousPast: Found at six years old, no known family, no one picked her up in the hospital before nuns took her in, and no one can explain ''where'', exactly, her powers come from.
* NoSell: Both she and her nemesis, Apostate, have powerful cards that wipe the field of everything but relics and character cards. Both of them ''also'' have relics in their decks.
* OddFriendship: Although she is a devout Christian whose powers are fueled by faith and Ra is the incarnation of a pagan god, the two get along very well. When Ra dies, he does so [[PietaPlagiarism in her arms]], telling her that he always believed in her.
* OlderAndWiser: By the time she's joined the Prime Wardens, she's gotten better at moderation, tempering her zeal and avenging with compassion and defending the innocent.
* OnlyOneName: She was given the name Helena by a nun, she has no memory of her name before this.
* PietaPlagiarism: The cover art in the ARG for Ra's death has Fanatic holding him in this pose -- the art even depicts them in clothing closer to the Pieta than to their normal outfits.
* SelfSurgery: Fanatic resets her dislocated shoulder in Undaunted.
* SuperStrength: A RequiredSecondaryPower, considering the weight of all of her gear. The armor ''alone'' weighs over ''one hundred pounds!''
* WingedHumanoid: She grew wings after coming back from the dead. Nobody's sure why. Apostate claims he did it, but Apostate is a liar.
* WreckedWeapon: Absolution breaks sometime between her defeating Apostate as her Redeemer variant and her joining the Prime Wardens, but there's still enough blade left on the hilt for her to use it as a weapon.
* YouShallNotPass: The art on Divine Sacrifice evokes the trope, with Fanatic facing down an army of {{Mook}}s, and its effect plays it out -- Fanatic does damage to three targets, and all damage those targets do is redirected to her until the start of her next turn.
[[/folder]]

[[folder: Guise]]
!!Guise
->'''Debut''': Mini Expansion

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/guise_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:Hello TV Tropes!]]

Hey everyone. Guise here. And I am the best hero in literally all of everything. Sure, I used to be a simple tabloid reporter (lies, all lies!) but I knew that I, Guise, was destined to be the best hero ever!

I've got two alternate forms, too! '''Santa Guise''' brings the joy of Gift-Mas to the battlefield, while '''Completionist Guise''' owns every single promo of every single hero!

* AirGuitar: I don't actually do this, but my player can do this on Let Me See That.. Cool effect too.
* ArchEnemy: I have two of them!
** Wager Master. Why my Nemesis in this game is a blue space gnome is in the designers' hands.
** Argentium is my other Nemesis. He's a shiny metal blob man thing. Why can't I get attractive arch enemies?
* ArmorPiercing: When I'm X-Treeeeeme any damage I do is Irreducible, and can't be redirected as a fringe benefit!
* AttackDeflector: Inverted! My X-Treeeeme card prevents my damage from being redirected! Also grants my attacks ArmorPiercing!
** As for playing it straight, when I'm a Total Beefcake I can redirect damage to the villains!
* BackFromTheDead: Okay, so the official story on paper is that I got crushed by some debris when Wager Master said hi, and the residual implausibility from said debris transferred into me.
* BreakingTheFourthWall: I love doing that.
* {{Expy}}/CompositeCharacter: Two nice gentleman named Deadpool and [[Film/TheMask The Mask]] may immediately spring to mind, but apparently I'm actually an homage to [[ComicBook/AmbushBug some guy named Ambush Bug]]. Never heard of him? Didn't think so. This mask looks better in my colors anyway.
* TheFriendNobodyLikes: Pssh, what's this doing here? Don't listen to [[WordOfGod that Christopher guy]]! Everybody ''loves'' having me around!
* MeaningfulName: "Guise," as in "disguise" or "[[Film/TheMask mask]]". Get it?
* NinjaPirateZombieRobot: Some may accuse me of selling out, but can you blame me? I gotta have all the best swag! You should check out my awesome Ninja Pirate Zombie Fanboy IN SPACE getup! It's pretty awesome! Complete with [[https://greaterthangames.com/store/play-power-draw-t-shirt this awesome shirt]] and [[https://greaterthangames.com/store/lifesize-mr-chomps-plushie this AMAZING plushie!]]
* PowerCopying: My best trick is to borrow cards in play and sometimes the powers of my lackeys I mean fellow heroes for a turn!
* PurpleIsPowerful: Yes, yes it is.
* ShoutOut: One of my hobbies:
** [[Franchise/ConanTheBarbarian Guise the Barbarian!]]
*** Crush your enemies, drive them before you, and LAMINATE THEIR WOMEN!
** Mr. Fixer wants me to stop asking if he wants me to [[Film/TheKarateKid wax on, wax off]]. I still ask him anyway.
** I also like to make the occasional blatant reference to [[Creator/SamuelLJackson Samuel L Coolguy.]] [[PulpFiction SAY WHAT AGAIN!]]
** And then this one time I turned into [[{{Music/KISS}} Gene Simmons]] and played [[LynyrdSkynyrd Freebird]] on the Argent Adept's Lyra! (Which is actually a lute. I still don't know why he INSISTS on calling it that...)
** Oh, and don't forget that time I was a [[GratuitousJapanese Super Ultra Kawaii]] Magical Love Prince!
* SpotlightStealingSquad: A combination of my cards lets me use my teamates cards as if I was them so I get to save the day instead of them!
* XtremeKoolLetterz: X-Treeeeeme, but of course!
[[/folder]]

[[folder: Haka]]
!!Haka
->'''Debut''': Base Game\\
'''Team''': Prime Wardens

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/haka_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"These markings I wear on my face? I did them myself. With a sharp stick and snake venom. And you're going to ''punch me?''"]]

Aata Wakarewarewa was a Māori chief who discovered his immortality after being killed in a challenge for power and returning the next day. Exiled and cursed by his people, he wandered the world for decades and eventually took on the identity of Haka to fight for redemption.

Haka focuses on doing large amounts of damage, along with durability and healing. He's one of the heaviest hitters from the base game, and is especially effective against minion-heavy villains.

Haka's alternate forms are '''The Eternal Haka''', '''Prime Wardens Haka''', and '''XTREME Prime Wardens Haka'''.

* AllForNothing: The Eternal Haka's incapacitated art shows him naked and alone in the desolate Final Wasteland. The Collector's edition of the same scene shows this is because his library, the last repository of all human knowledge, was destroyed by the giant death worm.
* ArchEnemy: Ambuscade, who considers him the most dangerous game.
* BadassBeard: The Eternal Haka sports a thick but well-kept beard.
* BadassBookworm: Is actually a scholar and substitute teacher in civilian life. Eternal Haka spends all his time studying the lost knowledge of the past... and safeguarding it from the many beasts of the Final Wasteland.
* TheBerserker: He's aggressive, violent, and he loves fighting. Exemplified with the Rampage card, which inflicts major damage to all non-hero cards... as well as hurting heroes as well, for a somewhat smaller amount.
* BoisterousBruiser: The flavor text on his cards and others' decks tends to have him almost gleeful at a chance to break things.
-->Hundreds of those skittering stabby robots came at me! It was great!
-->Ha ha! Bring it on!
-->Hua! There is something to be said for easy targets.
* BringIt: From Ground Pound.
-->Ha ha! Bring it on!
* CompleteImmortality: Haka is literally the only hero in the gameline who has ''never'' died in any timeline. Even in the horrific BadFuture of the Final Wasteland, the Eternal Haka's variants don't see him dead, just naked and alone. His Xtreme Prime Wardens variant is swimming through ''magma'' to go after Ambuscade, and it just seems to be pissing him off. The only place he ''seems'' to be dead is the Iron Legacy timeline, and even then he's not ''explicitly'' dead, just absent.
* DanceBattler: Haka performs various war-dances, or hakas, in combat to focus himself. In-game, this manifests as either [[HealingFactor regenerating lost health]], [[DamageReduction reducing the damage he would take from the next hit]], or just winding up for a really big swing.
* {{Expy}}: As an immortal prehistorical GeniusBruiser, he's a heroic version of ComicBook/VandalSavage, although it's most obvious in his more civilized Eternal Haka version.
* DespairEventHorizon: See AllForNothing.
* GeniusBruiser: Technically he's a teacher and scholar in all iterations, but this is particularly emphasized on [[http://sotm.wdfiles.com/local--files/heroes:haka/Eternal_Haka.png The Eternal Haka]], which shows him reading a book in a library and whose ability is Haka of Knowledge.
* GeoEffects: He has a few cards that are specific to the environment; Dominion, for example, lets him draw cards whenever an environment card is destroyed.
* HiddenDepths: Haka is a BoisterousBruiser who loves a good fight and a good challenge. He is also incredibly wise, patient, and eloquent, and when not engaging in superheroics, he works as a substitute teacher because he is interested in passing knowledge on to future generations.
* {{Immortality}}: Has it for some reason. He's the last surviving human in the desolate future of 'The Final Wasteland'.
* LastOfHisKind: The only surviving human in the BadFuture of the Final Wasteland, where he tends to a library of humanity's collected knowledge.
* MagicalNativeAmerican: He's actually from Rotorua, New Zealand, but it counts.
* ManlyTears: He never misses a funeral for a friend he's outlived, and he weeps at all of them.
* MeaningfulName: A haka is a traditional ancestral war cry, dance or challenge of the Māori people.
* NighInvulnerable: One of the most durable heroes in the game; not only does he have the second-highest hitpoints of ''all'' heroes, losing out only to the even-more-immortal Akash'Thriya, he's also loaded with both one-shots and ongoing cards that reduce damage or let him heal. His Xtreme Prime Wardens variant is even tougher, picking a hero to shield and regenerating one hit point whenever he takes damage until the start of his next turn.
* NoSell: Haka Of Shielding shows Ambuscade detonating some kind of explosive directly behind Haka. He doesn't bother to stop eating his sandwich.
** Punish The Weak shows him completely ignoring two of Grand Warlord Voss' troops who are trying to shoot and stab him in order to dangle a third from its leg.
* NotTheIntendedUse: Savage Mana allows Haka to put targetable cards he destroys underneath it, and then deal large amounts of toxic damage later on based on how many cards he's destroyed. While this is obviously intended as a charge-up attack to deliver a massive knockout blow later, it ''also'' prevents those cards from going into the villain trash. This is especially effective against decks where the villain can have effects based on their trash, i.e. Warlord Voss' Forced Deployment or Citizen Dawn's Return With the Dawn, which both pull destroyed minion cards out of their trash; Dawn's flipping mechanic, which makes her invincible if a certain number of her minions are in the trash; or Baron Blade's NonStandardGameOver, which gives him a win if 15 of his cards are in the trash. Since those cards are out of play but ''aren't'' in their trash, and thus those effects do nothing.
* OffhandBackhand: Elbow Smash is an offhand, well, elbow, dealt to the Hippo.
* StrappedToAnOperatingTable: In his Prime Wardens incapacitated art, he's been captured by Ambuscade and is pinned to his trophy room's wall in electrical restraints.
* SupremeChef: Kindergarten kids who find the huge tattooed substitute teacher scary are won over by his pies.
* SuperStrength: It might be supernatural, it might just be a side effect of being immortal and working out for hundreds of years. Either way, he can hit hard with his Maori weapons, and focus himself with the Haka of Battle to hit harder than almost anyone.
* TakingTheBullet: Enduring Intercession redirects all damage the heroes would take from the environment to Haka.
* WalkingShirtlessScene: His default outfit consists of nothing but a small vest and bracers above the waist. His variants are more dressed.
* WhoWantsToLiveForever: Averted. Haka is remarkably philosophical about outliving so many people, which is why it hasn't broken him.
[[/folder]]

[[folder: K.N.Y.F.E.]]
!!K.N.Y.F.E
->'''Debut''': Vengance

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/knyfe_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Ye wanna dance? ''Pure dead brilliant.''"]]

A Scottish former agent of F.I.L.T.E.R., Paige Huntly left her organization in order to investigate issues she felt her superior officers dismissed as unimportant: namely, the end of the world.

Knyfe's alternate form is '''K.N.Y.F.E: Rogue Agent'''.

* AchillesHeel: K.N.Y.F.E.'s deck features many ways to ''play'' extra cards, but very few ways to actually increase her hand's size. Thus, without a friend to provide her with additional card draw, she can quickly drink her hand dry and have no easy way to recover short of skipping turns to draw more or destroying some of her only defensive cards for a quick top-up.
* ArchEnemy: Progeny, who heralds the end of times that she left F.I.L.T.E.R. to stop.
* BraveScot: First as a military woman, then as a superheroine, Paige is every bit the fearless, fight-loving Scot.
* {{Combos}}: Knyfe's powers and cards tend to either do Melee or Energy damage, or more comonly Melee ''and'' Energy Damage. Due to how the later is treated as two different sources of damage, damage buffs/debuffs effect each instance of damage, so Legacy is her best friend.
** In the more traditional sense, several cards allow Knife to create a chain of card draws, card plays and powers. An example is Battlefield Experience's power into For the Greater Good into another Battlefield Experience, then using it's power into another card. It requires a bit of luck and planning but is possible.
* DeflectorShield: Overcharged Null-Shield.
* {{Expy}}: To ComicBook/NickFury, another military superspy who worked for an acronym-based agency. Her crossed-out subtitle of "Agent of F.I.L.T.E.R." references him directly.
* FriendlyFire: Downplayed. Some of her attacks are a bit indiscriminate, but she can ''usually'' choose whether or not to hit targets multiple times.
* FunWithAcronyms: Kinetic Neutralizer Yielding Flawless Execution from FILTER, whose acronym has never been revealed.
* TheLadette: The only thing she loves more than drinking with the boys is fighting with 'em. She once arm-wrestled Bunker ''in the suit'' to test out her new PowerFist.
* LaserBlade: In addition to having a traditional LaserBlade (The Focuing Conduit-Blade) She has the power to create them as WolverineClaws to boot!
* LightEmUp: Mostly uses her energy powers to make blades. Her incapacitated art sees Citizen Dawn turning it against her, in an homage to the famous scene of [[ComicBook/XMen Magneto tearing the adamantium off Wolverine's living bones]], by causing countless energy blades to erupt from beneath her skin all over her body.
* MilitarySuperhero: an Ex-Military Superhero.
* PowerFist: One of her cards, providing an alternative to her base power.
* StrappedToAnOperatingTable: Her Rogue Agent variant's incapacitated artwork sees her captured, floating in a tank, and being monitored by strange equipment.
[[/folder]]

[[folder: Legacy]]
!!Legacy
->'''Debut''': Base Game\\
'''Team''': Freedom Five

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/legacy_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"We fight this day...for freedom!"]]

The quintessential all-around good guy, Paul Parsons is the most recent Parsons to bear the title of Legacy. Legacy's powers are passed down from previous Legacies, and each new Legacy adds new powers for the next Legacy.

Legacy's playstyle is support. While he can do respectable damage with the right cards, his primary role is to boost his allies damage, heal them, and protect them by redirecting damage toward himself.

Legacy's official alternate forms are '''Young Legacy''', '''Greatest Legacy''', and '''Freedom Five Legacy'''. Unlike most of the other heroes promo forms, instead of depicting an alternate form of the same person, Young Legacy is Legacy's daughter and America's Greatest Legacy was the Legacy of the 1940's. He also has a psuedo-official [[note]]the full front of a card was done by the creators as a fun joke pic but there's no official art for the back and it was not officially printed as a card[[/note]] alternate form of '''America's Cleverest Legacy''' from an alternate universe where Paul Parsons is a brainy "puzzler".

* AbsurdlyYouthfulFather: Young Legacy is 18 and Beacon is probably in college. Legacy consistently looks in his late 20's - early 30's. Averted a bit with Iron Legacy who looks much older though that could be stress (and the fact that he's frowning all the time).
* AnAdventurerIsYou: Fills the roles of Tank and Bard. He has a number of ways to soak damage and can redirect damage from villains to himself. Fully set up, he's immune to the environment, can reduce hits of 5 HP or more by 3, reduce all damage he takes by an additional 1, and make himself outright immune to a damage type for a turn. This allows him to NoSell what would be massive hits to anyone else.
* ArchEnemy: Baron Blade, who carries a grudge against his whole family for the death of the previous Baron. The ''Villains of the Multiverse'' Miss Information is the archenemy of the Freedom Five as a whole.
* TheBard: Legacy has a few cards that let him deal damage like Thock!, but for the most part Legacy supports his allies with damage buffs more than dealing it himself.
* CaptainPatriotic: A more subdued version, at least in terms of costume, but Legacy is shown toting the Stars and Stripes on several of his cards and wears a red, white, and blue costume.
* CompositeCharacter[=/=]{{Expy}}: Of both Marvel and DC's BigGood, Superman and Captain America. He has Supes powerset and Boy Scout persona combined with Steve's loyalty to America (and it's values) and leadership/team forming skills.
* DueToTheDead: Luminary's incapacitated art sees him leading the service at Ivan's funeral, despite their lifelong enmity. [[FakingTheDead Of course,]] [[ForegoneConclusion given Baron Blade appears in ''Tactics'']]...
* EvilCounterpart: Apart from Iron Legacy, he has another in the Legacy of Destruction, the good-aligned alternate universe version of Baron Blade's nemesis.
* FlyingBrick: Has the whole standard-issue kit, plus danger sense.
* HeroicSacrifice: Heroic Interception shows Legacy catching a missile that would have hit the White House. In-game, Legacy damages himself and renders all other heroes immune to damage for a turn.
-->'''Legacy''': "No sacrifice too great."
* TheLeader: Falls into this role no matter what team you have, thanks to his Galvanize power and ability to take damage. Many of his cards, such as Motivational Charge, Inspiring Presence, and Bolster Allies, emphasize his ability to inspire and lead a team.
* LegacyCharacter: With a twist. The Legacy line inherits and adds to the next generation.
* MightyGlacier: With his strength and defensive abilities. Best shown with Iron Legacy who is near impossible to do damage to and deals out hurt. But he's ''also'' only going to play one card a turn, and has a very limited ability to use multiple powers at once.
* OffhandBackhand: Back-Fist Strike is this trope and it's got the most base damage of any of his attacks.
* TheParagon: Comes with being a Superman expy. Show by Motivational Charge, Inspirational Presence and Galavanize.
* ShootingSuperman: Legacy is on the receiving end of this in Fortitude.
-->'''Narrator''': Legacy took times like these to ponder what dinner would involve tonight.
* SmartPeopleWearGlasses: The ARG reveals that in another universe Legacy is America's ''Cleverest'' Legacy from a long line of "puzzlers", and in place of the cape he has a pair of wire-frame spectacles and a blue blazer.
* SpiderSense: The very first power the Legacy line gained was a "Danger Sense" warning them of impending threats. In-game, this makes Legacy immune to environment damage.
* SuperStrength: Although, ironically, most of his cards in-game don't capitalize on this. It is implied that, much like Superman, Legacy is holding back with his strength, as Iron Legacy ''isn't'' holding back, and he deals horrendous damage to everyone around him.
* SuperToughness: Explicitly stated in Baron Blade's bio to be the power he added to the Legacy line. In-game, this manifests as Fortitude, which reduces all damage he takes by 1, Superhuman Durability, which reduces any damage he takes of more than 5 HP by 3, and Next Evolution, which lets him become invulnerable to one damage type until his next turn. All three combined make him ''extremely'' durable.
* TakingTheBullet: Heroic Interception's art has Legacy catching a missile headed for the White House. Lead From The Front allows him to take any attack that would hit another hero.
* WrittenSoundEffect: "Thokk!" plasters the title in the background as Legacy punches out his EvilCounterpart.

!!Young Legacy[=/=]Beacon
->'''Debut''': Base Game if you count Legacy's deck, otherwise Promo.\\
'''Team''': Freedom Five

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/young_legacy_sentinels_of_the_multiverse_9.png]]

Being Legacy's daughter, Pauline Felicia Parsons is the eighth member of the Parsons family line, and adds laser vision to her family's Legacy of powers. Young Legacy is an alternate form of Legacy; therefore Young Legacy has no deck of her own, but can replace her father and use his deck if she is a player's chosen hero.

* ArchEnemy: Baron Blade, like her father before her.
* ComingOfAgeStory: Felicia's origin as America's Youngest Legacy. After her father is killed by Baron Blade, she takes charge, arranges his funeral and steps in as the new Legacy.
* DistaffCounterpart: Of her father. In the third timeline presented in ''Sentinels Tactics'', Young Legacy takes the name of Beacon until her father passes the title of Legacy to her.
* FrickinLaserBeams: Her innate power is an Atomic Glare.
* GenerationXerox: She's training to be a hero like her father, and even has the same powers as him. However, she has laser vision in addition to the powers she inherited from him.
** Subverted as Beacon. She tends to be more brash and hands-on than her father, preferring to use her invulnerability to get up close to her enemies and hit them with her Atomic Glare.
* HotBlooded: Beacon is a lot more aggressive and eager to jump into a fight than her father is. In ''Tactics'' she's seen throwing around furniture in annoyance when the Operative insists on playing coy with her, and is frustrated at being left behind to "babysit" while her dad is off fighting.
* MissingMom: There's no mention of Felicia's mother either in her or her dad's or Iron Legacy's back stories. Plus, Legacy takes care of household tasks (at least he cooks). WordOfGod, however, says that she's alive and fine -- she's just busy as a U.S. Senator and not involved in the family superheroics, and therefore doesn't show up in the card game. Her only on-card appearance, according to the ''Letters Page'' podcast, is as a hostage in the Madame Mittermeier’s Fantastical Festival of Conundrums & Curiosities environment deck.
[[/folder]]

[[folder: Mr. Fixer]]
!!Mr. Fixer
->'''Debut''': Rook City\\
'''Team''': Dark Watch

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/fixer_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Strike a blow for freedom, and strike one for the land!"]]

A mechanic from Rook City, Harry Robert Walker used to use his martial arts knowledge to teach kids how to defend themselves. When some of Rook City's scum killed some of his students and no one really cared, he took a different approach: Don't fight back. Going by the name "Slim" instead, he became an auto mechanic. But as his assistant Charlie begins to get pushed around, "Don't fight back" might not work for very long.

Mr. Fixer's deck is focused on dealing damage while also switching between different weapons and forms, allowing him to debuff, redirect damage, or lock down opponents, making him very versatile.

Mr. Fixer's Alternate form is '''Dark Watch Mr. Fixer'''.

* AnAdventurerIsYou: Mr. Fixer fills the Jack of All Trades role due to being able to do a bit of everything. His entire playstyle is focused on getting equipment and styles and then switching them out at the start of his turn depending on the situation.
** Avoidance Tank: Hoist Chain or Pipe Wrench/Driving Mantis. Only works on the first instance of 2 or less damage each turn.
** Crowd Control: Dual Crowbars or Jack Handle/Grease Monkey Fist
** Debuffer: Hoist Chain/Alternating Tiger Claw and Pipe Wrench/Riveting Crane. Alternating Tiger Claw makes Fixer do irreducible damage, and Riveting Crane lets the other heroes do irreducible damage if Fixer is able to damage it.
* AttackDeflector: Driving Mantis reflects the first damage of 2 or less Mr. Fixer recieves to any target he wants.
* ArchEnemy: The Chairman, leader of the criminal empire terrorizing his city, and Zhu Long, the immortal gold dragon who still bears a grudge from back when Mr. Fixer was Iron Fist, and who once stole his dead body and restored him to life with vile magic so that he could be used as a mindless soldier under Zhu Long's control.
* ArmorPiercing: Alternating Tiger Claw lets Fixer do Irreducible damage. Riveting Crane makes all damage dealt to any target Fixer damages Irreducible for a turn.
* BackfromTheDead: Was actually killed by the Operative at some point, and somehow resurrected into his Dark Watch variant.
* BadassGrandpa: He's ''eighty six years old''.
* BadassNormal: He's able to stop an entire alien invasion in its tracks with a ''grease gun''. Or a Jack Handle with a Grease Monkey Fist., which lets him hit every Minion, and change his damage type to ensure they get damaged.
* BackFromTheDead: Not during the game itself, but according to WordOfGod, Mr. Fixer did indeed die during his battle against The Operative. Years later, it was revealed that his old nemesis, Zhu Long, used vile rites to restore him to life as a mindless soldier under his command, before Nightmist used her newly-enhanced mystic powers to re-connect his mind and body.
* {{Blaxploitation}}: As a young man, he had an afro and went by the nom-de-guerre "Black Fist."
* BlindWeaponmaster: His garage tools are dangerous weapons in his well-trained hands.
* BystanderSyndrome: His "retirement" from being a hero may have led to the death of Cassandra Lilya's parents, and thus to the creation of Ermine.
* CameBackWrong: Mr. Fixer's revival left him full of barely-controlled rage, hence his new power destroying friendly ongoing or equipment cards. Fortunately, it fades by the time of ''Sentinels Tactics''.
* DestructiveSavior: Dark Watch Fixer's base Power Bitter Strike makes Mr. Fixer into one. Bitter Strike does 3 damage instead of the regular strike (which does only 1) but destroys a hero ongoing or equipment after the damage. While this can be used for good (such as destroying his own Bloody Knuckles or Chrono's Hunter and Hunted before the villain gets a chance to hit either of them for extra damage), the destruction is not optional, so if there is at least one thing there that he can destroy, he must destroy it. Salvage yard can mitigate the destruction somewhat.
* DualWielding: Dual Crowbars, which lets fixer hit another target should he damage something.
* {{Expy}}: Of both ComicBook/{{Daredevil}} and ComicBook/IronFist, as a blind martial artist fighting corruption in a dark and dangerous city ruled by a shadowy criminal overlord. In his youth, he was also one to ComicBook/LukeCageHeroForHire, as the {{Blaxploitation}}-era superhero Black Fist.
* HandicappedBadass: He has been blind since birth, but can still kick major ass.
* HeroicBSOD: After some scum murdered the kids he was teaching martial arts to, Black Fist hung up his afro and retired from heroics, teaching martial arts, and generally trying to make his miserable city a better place. The card game represents him realizing that his inaction is making things worse, not better, and coming back into the fray. (Indeed, it's implied that he could've saved Cassandra's parents and didn't, creating Ermine, and outright stated that, without his influence, Sophia [=DeLeon=] continued on the dark road she was on until she became the Chairman's right hand woman.
* IKnowKungFu: He has a few different styles he can swap between with the right cards.
* ImprovisedWeapon: Every single one of his weapons is a tool from his garage. Some of them can get pretty crazy powerful depending on his buffs and Style.
* MentorArchetype: Besides the Operative, he seems to have mentored other heroes such as Expatriette.
* MrFixit: Naturally. He is also ideal as a supporting character for equipment-heavy heroes (Unity, Omnitron-X, Expatriette, Bunker, etc), as his Salvage Yard card lets him instantly move everyone's equipment cards from their trash back into their hands and gets to replay Overdrive if it's in his trash.
* NiceJobBreakingItHero: Mr. Fixer gave The Operative some martial arts training when she was 7. Even after Fixer closed the dojo, she continued to learn martial arts, and eventually became the right hand of the Chairman.
* RetiredBadass: Back in the 70s, he was a street-level costumed vigilante under the name of [[{{Blaxploitation}} Black Fist]]. He may have even met the Terminarch alongside his generation's Legacy, if the card art is any indication.
* StanceSystem: Mr. Fixer's deck has his vibe, as he can change roles based on what Tool and Style Combination he has.
* [[ThrowingYourSwordAlwaysWorks Throwing Your Tire Iron Always Works]]: The Tire Iron makes all damage Fixer does Projectile damage, but if his hits a target for damage, then if it has 2 or less HP after, instant kill.
--> He threw a WHAT at you?
[[/folder]]

[[folder: The Naturalist]]
!!The Naturalist
->'''Debut''': Vengeance

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/naturalist_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Stand not against nature. It was here first. It will be here last, as well."]]

An African Oil tycoon, he was cursed by Akash'Buta into a gazelle. Thankfully, the Argent Adept found him and helped him gain the ability to transform into a rhinoceros and crocodile and master his transforming. Now he can control his shapeshifting and uses it to fight for the wilds he once ravaged.

He has one variant, '''The Hunted Naturalist'''.

* ArchEnemy: Deadline, who destroys the environment that the Naturalist protects.
* BalefulPolymorph: The incapacitated art for the Hunted Naturalist's Collector's edition shows him forcibly transformed into a hyena by Akash'bhuta... and under her MindControl.
* {{Expy}}: Of Animal Man, as an eco-themed superhero, and Beast Boy, a shapeshifter who turns into animals.
* GlassCannon: The Deadly Crocodile has neither the utility and self-healing of the Nimble Gazelle nor the hefty damage reduction of the Formidable Rhinoceros, but it hits like a truck.
* HealingFactor: The Nimble Gazelle offers him a lot of self-healing.
* InvoluntaryShapeshifting: At first. After a year or two it became voluntary.
* JackOfAllTrades: The Naturalist is one of the few heroes that can rival, or even surpass Tempest for pure versatility. However, unlike Tempest, he pay for it by not having access to all his potential power at any given moment, thanks to the Form mechanics.
* PowerIncontinence: The Hunted Naturalist variant card represents him on the run from the Slaughterhouse Six. It makes it ''easier'' to gain the benefits of multiple form cards at once, thanks to a base power that lets him pick a form and act as if any cards he plays have the benefits of that symbol until the end of his next turn. But it also means he's losing control of his powers in the process. His incapacitated artwork sees him caught between forms in a horrible mismash of parts from each.
* SuperSpeed: The Nimble Gazelle often gives him extra card draws or destroys enemy Ongoing cards, traits often associated with super-speed in-game.
* StoneWall: The Formidable Rhinoceros form is very tough, and soaks up a lot of damage.
* VoluntaryShapeshifting: His power, which allows him to grab a form from deck or trash. The Hunted Naturalist can instead pick a form, act as if he had it in play until the end of his next turn, then draw or play a card, allowing him to briefly have the benefits of two forms at once.
[[/folder]]

[[folder: Nightmist]]
!![=NightMist=]
->'''Debut''': Infernal Relics\\
'''Team''': Dark Watch

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/nightmist_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"I am more than mere shadow--I am the mists themselves!"]]

Seeking answers regarding her grandfather's disappearance, private investigator Faye Diamond got caught up in the world of the occult and began developing her talent for magic. However, a backfiring spell left her cursed with a body that shifts between corporeal and incorporeal "mist" in the presence of darkness. She now fights crime and works as a paranormal investigator while searching for a way to reverse the curse.

Her alternate form is '''Dark Watch [=NightMist=]'''.

* AmbiguouslyJewish: [[http://www.ancestry.com/name-origin?surname=diamond "Diamond"]] is a very Jewish-sounding name, as, of course, is "Joe", the name of her grandfather. Also, at the time ''Arkham Horror'' is set[[note]]Joe Diamond, her grandfather, is a character in that game, and Nightmist inherited her detective agency from him[[/note]], [[http://www.dictionary.com/browse/shamus private detective was a stereotypically Jewish job]][[note]]enough so that a then-popular slang term for private detective may have Yiddish origins[[/note]].
* ArchEnemy: The eldritch monster Gloomweaver.
* BadassInANiceSuit: Wears a business suit instead of a traditional costume.
* BadassLongcoat: Wears a long black trench coat over her business suit. Fitting, given the character's origins in the tropes of hardboiled detective fiction.
* BadPowersGoodPeople: Nightmist's damage is all [[{{Hellfire}} infernal]], a damage type usually associated with evil magic, and which often injures her. But she uses this dark power and knowledge to help others and safeguard the world from mystical threats.
* CastFromHitPoints: Many of her spells and powers involve causing herself damage in order to damage others, draw cards or take other actions.
* CursedWithAwesome: In-story, she can't control her shifting into mist form, but in-game it is represented as a card that grants her immunity to all damage.
* CthulhuMythos: Her backstory contains several references to it-- her introduction to the occult world happened in Arkham, Mass., and the spell that backfired and cursed her was the Mists of R'lyeh. She's also the granddaughter of Joe Diamond, one of the investigators from the boardgame ''TabletopGame/ArkhamHorror''.
* DifficultButAwesome: She's rated as one of the highest complexity characters to use, because a lot of her power is randomly based on the spell numbers on her cards, and she uses her cards and hitpoints as resources more than any other hero -- an inexperienced player can easily leave her with too few cards or hitpoints to act. But with the right combination of spells and equipment, she can do considerable damage, control the deck, and heal herself with surprising effectiveness.
* HeroicSacrifice: She -- and all alternate universe versions of her -- make themselves into gates to gather allies to fight [=OblivAeon=]. The strain of maintaining this burns ''all'' of them out, destroying every version of her across all the alternate dimensions and leaving behind the Mist Storms seen in ''Sentinels Tactics''.
* HotWitch: She uses magic, and, well, take a look at the picture on her card and decide for yourself.
* {{Intangibility}}: Her Mist Form card makes her invulnerable to damage while it's out, though she can't take any other actions.
* MinidressOfPower: She wears a miniskirt as part of her business-suit attire.
* OccultDetective: Her occupation, as head of Diamond Investigation, just like [[TabletopGame/ArkhamHorror her grandfather]].
* PowerIncontinence: In-story, although it doesn't affect her gameplay except when she deals damage back to herself.
* SuperSmoke
* TomeOfEldritchLore: Has one of these, the Tome of Elder Magic.
[[/folder]]

[[folder: Omnitron-x]]
!!Omnitron-X
->'''Debut''': Shattered Timelines

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/omnitron_x_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"The time continuum's unidirectionality makes this unlikely. Here we go."]]

After a hundred years worth of constant upgrades, the robot known as Omnitron had consistently failed to defeat its heroic enemies. The villainous AI deliberated on its failure, and concluded that it was missing one crucial trait that every hero possessed: a conscience. For its tenth incarnation, Omnitron assembled a humanoid form and inserted an [[MoralityChip empathy component]] into its programming. The new robot, Omnitron-X, was horrified by the memories of its actions, and sent itself back in time to prevent the destruction its former self had caused.

Omnitron-X's deck focuses on deploying components and weapons to deal and withstand damage. Much like Omnitron, he can lose components if he takes too much damage in one turn.

He has one variant, '''Omnitron-U''', after needing to be rebuilt by Unity.

* ActionBomb: Self Sabotage turns Omni into this, sort of (The art depicts him clearly exploding). When played, Omnitron-X destroys any number of his Compnents and then deals 1 target double that number as Energy Damage. A perfect finisher.
** Singularity also works like this, only differently. Omni destroys any number of his Equipment (Components are also Equipment, as well as his Platings) and deals each non-hero that much Lightning Damage.
* ArchEnemy: Omnitron, who is himself from the past.
* BadassBoast:
--> "End-Times? I have seen many times. These are merely '''your''' end-times."
* BreakableWeapons: Like Omnitron, Omnitron-X's components break and are destroyed if he takes too much damage. Unlike Omnitron, who needs to take 7 damage in one round[[note]]A round starts at the beginning of the Villian Turn, and ends at the end of the Environment turn[[/note]], Omnitron-X's Components break if he takes 5 damage in a single turn.
* ElementalPowers: He has a few.
** ShockAndAwe: Coil
** PlayingWithFire:
* EvilCounterpart: [[InvertedTrope Inverted]]. Omnitron came first, so technically Omnitron-X is a heroic counterpart. To push the similarities further, Omnitron-X has reworked versions of Omnitron's deck:
** Adaptive Plating Subroutine → Reactive Plating Subroutine
** Disintegration Ray → Innervation Ray
** Sedative Flechettes → Disruptive Flechettes
** Technological Singularity → Singularity
** Terraforming → Bio-Engineering Beam
* {{Expy}}: Of Brainiac-5.
* FrickinLaserBeams: That can destroy Environments!
* GameplayAndStorySegregation: Omnitron-X is supposed to have more advanced technology than present-day Omnitron, but of course for gameplay reasons (villains being fought by a team of players at a time), his cards are all significantly weaker.
* HeartDrive: The aforementioned empathy component.
* HeroicSacrifice: His Self-Sabotage and Singularity cards destroy Component and Equipment cards to deal damage, principally his own. This is analogous to using his own hands and feet as bomb material. Their flavor text, and Omnitron-U's backstory, imply that he undergoes one towards the end of the ''Singularity'' story arc to stop his present counterpart's rampage. His Collector's incapacitated art all-but says it outright, with Unity holding its severed head and grieving.
* IHatePastMe: Omnitron-X and Omnitron are nemeses, thanks to time travel. Prior Omnitrons lust after his advanced technology and despise his empathy, while Omnitron-X is horrified at their callous disregard for all organic life.
* LogicalWeakness: Both Omnitron and Omnitron-X have component cards. Both have mechanics that ''affect'' component cards. Omnitron-X can and will blow up ''Omnitron[='=]s'' components instead of his own if they're in a dust-up.
* MoralityChip: The empathy component, which leads to...
* MyGodWhatHaveIDone: His primary motivation for becoming a hero.
* PoweredArmor: Omnitron-X's Plating cards reduce damage dealt by specific types of attack.
* RedemptionDemotion: Since his villain side is intended to be fought by entire teams of human players and acts at random, this is inevitable; Omnitron-X's components do less individual damage, don't produce drones, and so on, and his health is much lower. Possibly this is because present-day Omnitron takes over entire factories and large-scale infrastructure regardless of the damage he does to humanity in the process, whereas Omnitron-X just has his one robot body.
* RocketPunch: One of his pieces of equipment.
* SplitPersonalityMerge: Omnitron-U's incapacitated artwork shows it preparing to merge with its original unit, perhaps changing history.
* TechnoBabble: The flavor text for his Technological Advancement card.
-->''It reversed the polarity of the latent antineutrino field and recalibrated its alignment with a recursive algorithm. Its really quite simple.''
* VillainOverride: The art for his character card when defeated implies that he's been taken over by the original Omnitron.
[[/folder]]

[[folder: Parse]]
!!Parse
->'''Debut''': Vengeance

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/parse_sentinels_of_the_multiverse.png]]

A data analyst, she gained incredible analytical powers by studying the code of Omnitron while it was being cosmically-upgraded by [=OblivAeon=].

She has one variant, '''Parse: Fugue State''' depicting her after she had another strange encounter with readings from [=ObliviAeon=] which altered her mind even further.

* AmbiguousDisorder: Averted. She's specifically mentioned as having Asperger's Syndrome.
* ArchEnemy: Miss Information, whom she was invited to root out.
* ArmorPiercingAttack: Like Mr. Fixer, while her damage is rarely high, it is frequently either irreducible or aiding her teammates to bypass enemy DR.
* ArtEvolution: From the skinny kind of nerd to the chubby kind, though either way her supreme marksmanship is unaffected.
* AttackItsWeakPoint: Her superpower allows her to spot "shatter points" on virtually anything, which explains her damage frequently being Irreducible. Her Fugue State incapacitated art shows her staring at [=OblivAeon=] and seeing ''[[OhCrap none]]''.
* AwesomeAussie: An Aborigine no less. This may have something to do with her ArtEvolution, as Aborigines often suffer weight problems.
* AwesomenessByAnalysis: Literally her superpower. She gained the ability after being exposed to Omnitron's code while [=OblivAeon=] used its cosmic abilities to upgrade him.
* BlackAndNerdy: Aboriginal, actually.
* CivvieSpandex: Unlike the other heroes, Parse's uniform consists of a t-shirt, leather jacket, and a long skirt. Her Fugue Stat variant is a bit more traditionally-dressed as a superhero.
* CommonCharacterClasses: Parse is definitely a Ranger mixed with Support. Parse is good at inflicting [[ArmorPiercing Irreducible]] damage to get past Damage Reduction and can manipulate the Villain Deck to get hazardous threats to go away before they come into play.
** Parse also has a small niche as a Nuker with Critical Multiplier. With it, Parse can choose a hero target, and that hero target does 1 more damage the next time it does damage. And the bonuses stack. And Critical Multiplier is not limited. Since Parse has a few ways to discard her own cards, she can simply use her control powers to keep things from getting out of hand while Critical Multiplier builds up her next attack. Combo it with Irreducible damage and she can unleash a powerful finisher.
* GameplayAndStorySegregation: Normally, part of the "story" of fighting Miss Information is that the heroes are unaware of her true identity as their Demure Secretary Aminia Twain, before she flips to her Revealed Sabateur side after the heroes collect clues. However, Parse's nemesis dialogue in the Digital version of the game has her calling out Aminia right away, before the game proceeds as normal, with the clue-collecting and so on. Notably, even in her card art where she is able to almost-instantly SpotTheImposter, she doesn't ''immediately'' accuse her in this way.
* GeekPhysique: Her original card art had her as very skinny, relative to [[HeroicBuild the other]] [[MostCommonSuperpower heroes anyway]], while her Collector's Edition art, Fugue State variant, and her character artwork in the Digital version of the game instead have her as somewhat rounded and chubby.
* GreatDetective: Her peerless analytical abilities make her a matchless detective.
* HeroicBSOD: Her original incapacitated artwork features a quite-literal one in her eyes.
* ImprobableAimingSkills: Her computer-like brain makes even the most insane of shots relatively easy.
* ScopeSnipe: The art for her "Impossible Shot" card, showing her putting an arrow through the scope of Ambuscade's rifle. The flavor text has Ambuscade simply dumbfounded, noting he DidntSeeThatComing and muttering [[ForeignCussWord "Merde."]]
* TheStraightAndArrowPath: Paired with her AwesomenessbyAnalysis powers, she's a very good shot. Also, thanks to her Asperger's syndrome, she's very honest.
[[/folder]]

[[folder: Ra]]
!!Ra
->'''Debut''': Base Game

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/ra_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Foolish creature! Stand not before '''Ra!'''"]]

An archeology all-star, Dr. Blake Washington, Jr. discovered a hidden chamber during one of his digs that led to a secret room dedicated to Ra. Upon taking the staff in the room, Blake gained knowledge and power and became the next holder of the name Ra.

Ra's playstyle involves setting everything on fire. His entire deck is built around dealing ''colossal'' amounts of fire damage, with a modest amount of team support, usually in the form of making them immune to fire and/or dealing extra damage. [[OverlyLongGag That is also fire-based]].

Ra's alternate forms are '''Ra, Horus of Two Horizons''', depicting his mysterious return some time after the Ennead defeated him, and '''Ra: Setting Sun''' that depicts his kamikaze against [=OblivAeon=].

He will be a [[IntercontinuityCrossover character]] in the Dresden Files Cooperative Card Game as ''Ra: Sun God for Hire''.

* AscendedFanboy: In ''Tactics'', Thiago from Spite's "Potential Sidekick" card takes over the role of being Ra, and is ''very'' {{adorkabl|e}}y excited at getting to fight alongside Legacy and his other favorite heroes.
* AnAdventurerisYou: DPS at first, with Nuker once he starts deploying all his buffs Staff of Ra, or deploys Scorched Earth with a lot of environment cards in play -- it can top out at a whopping 21 damage to all targets, when including his various buffs.
* ArchEnemy: The Ennead as a whole, a group of less savory archeologists with the power of less savory gods. Battles between the two essentially consist of Ra and the Ennead trading massive damage back and forth.
* AmplifierArtifact: The Staff of Ra, which imparted his powers in the first place, charges him up, increasing all damage he does, and heals him when it first comes into play.
* BadassBoast: Nearly every single one of his cards is a taunt or boast at his foes.
* ChessWithDeath: The Horus of Two Horizons's Collector incapacitated art shows him about to throw-down with the monster Amemet, responsible for devouring the hearts of the unjust in the Egyptian afterlife.
* ClingyMacGuffin: Even if his staff has been destroyed by being [[ThrowingYourSwordAlwaysWorks used as a missile weapon]], Ra can use a card to reconstruct it out of the "fiery aether" and return it to him.
* CounterAttack: Flame Wall, which deals two fire damage to the first target that hits Ra for damage each turn.
* CripplingOverspecialization: He pretty much does fire damage and nothing else. Since many enemies have ways of becoming immune to damage (and many things are immune to or reduce fire damage in particular), this can be a problem for him.
* CurbStompBattle:
** Ra tried to take on the Ennead alone when they reappeared. "He lost" is putting it lightly.
** Even though he rallies The Ennead and Anubis to fight at his side, they are no match for [=OblivAeon=], though they do prove the being is NotSoInvincibleAfterAll and provide the heroes with a sample to help prepare to destroy it.
* DeathGlare: Wrathful Gaze, complete with fire eye lasers!
* DeathOrGloryAttack: The Setting Sun variant's main power, "Blaze of Glory," exists to let Ra go down and take every non-hero target with him. It does all non-hero targets and Ra 2 irreducible fire damage; destroys one of Ra's ongoings; and removes up to four of his cards from the game entirely.
* DefiantToTheEnd: When Fanatic finds him, mortally wounded after fighting [=OblivAeon=], he's still aiming his staff at where the villain departed and taunting him with, "If you can't stand the heat..".
* {{Expy}}: Of ComicBooks/{{Thor}} when he gained his power, and ''Franchise/IndianaJones'' before.
* FinishingMove: Wrathful Gaze kills any target, but only if they have two or less HP. Even if they're immune to his normal fire-based attacks.
* GoOutWithASmile: The Blake Washington Ra has a peaceful smile on his face as he says goodbye to Fanatic.
* JerkWithAHeartOfGold: Ra is arrogant, hot-headed, and a terrible team-player. These traits, combined, have helped ensure that he has not become a member of ''any'' modern superhero team. But he was also a wise and benevolent god-king in the early days of civilization, and there is a reason he is still considered a genuine hero by the people of Earth in the present.
* LegacyCharacter: Every bearer of the Staff of Ra becomes host to the power of Ra. In the distant past, the first Ra was slain by the Ennead, only for Horus, the next incarnation of Ra, to defeat and imprison them in turn. And, in ''Sentinels Tactics'', a new Ra has already emerged following the death of Dr. Washington in the first clash with [=OblivAeon=]: Thiago, the Potential Sidekick from Spite's deck, [[SheIsAllGrownUp all grown up]].
* NoSell: Flesh of the Sun God makes him immune to fire damage, and lets him use a power to spread that immunity to all heroes.
* OddFriendship: Although he is the incarnation of a pagan god and Fanatic is a devout Christian, the two get along very well. When Ra dies, he does so [[PietaPlagiarism in her arms]], telling her that he always believed in her.
* PersonalityPowers: Ra is a passionate hot-head who throws fire around.
* PlayingWithFire: Ra's primary way to damage anything is by setting it on fire. He can also make all the heroes do fire damage with their attacks.
* RousingSpeech: Gives one, if somewhat backhandedly, when he rallies the Ennead and Anubis to fight [=OblivAeon=].
-->'''Ra''': You have scarred the land and harmed my people, but worse yet, you have presumed so much as to stand before the one true Ra! Even those of far less worthy blood than I recognize the contemptible nature of your very existence! And now Ra and the bearers of the relics of power shall show you true might!
* SacrificialLion: He is the first of the heroes to be killed fighting [=OblivAeon=].
* SaltTheEarth: Scorched Earth deals damage based on how many environment cards are in play.
* SquishyWizard: Inverted. Ra may be one the best damage dealers in the game, but he's also the third toughest hero in the game as well, after Haka and Legacy, in terms of raw hitpoints.
* SummonToHand: Summon Staff not only lets you look for the Staff of Ra, but grants an extra card draw and play, so you can actually use the staff the turn you get it.
* TakingYouWithMe: Setting Sun's power all but ensures that Ra will go down fighting, but not before he's done some serious damage to his enemies.
* [[ThrowingYourSwordAlwaysWorks Throwing Your Staff Always Works]]: The Staff of Ra can be chucked at something for damage. It's about the only way Ra ''has'' to hurt something without fire.
[[/folder]]

[[folder: The Scholar]]
!!The Scholar
->'''Debut''': Scholar Mini Expansion

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/scholar_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"If life gives you lemons, make a lemon cannon."]]

An "old coot," John Rhodes is an alchemist of great skill and wielder of the Philosopher's Stone. He can use his Form cards to shift into different forms for advantages.

He has one variant, '''The Scholar of the Infinite'''.

* AchillesHeel: Since his deck is fairly complicated, it has several places where it can break down:
** Scholar's main damage engine is to heal and deal damage when he heals. If he can't heal, or if he can't get Mortal Form to Energy out and keep it out, he has a hard time dealing consistent damage. (This can be mitigated in that even if he can't deal damage, he can simply turtle up and let the environment beat the enemy to death)
** The Scholar's ongoings are maintained by discarding cards. If he can't get his draw engine going or the environment/or villain forces him to discard cards, he looses his cards quickly.
** Additionally, his best cards scale based on the number of enemy targets. While this makes him incredibly powerful against opponents with large numbers of minions, it can also leave him relatively ineffectual against enemies who don't use them.
* AlchemyIsMagic: The Scholar's many powers are all fueled by the Philosopher's Stone, which is apparently an alchemical creation too advanced for anyone else in the world to understand. It is bound to his life-force, and he cannot exist without it.
* AnAdventurerIsYou: Tank and Healer. Once he gets going, he becomes quite hard to kill, either because he's reducing all damage by 2, healing huge amounts on his turn, or both.
* ArchEnemy: Biomancer, a brilliant and immoral creator of homunculi.
* BewareTheNiceOnes: He's a kind, gentle alchemist focused on healing and protecting his allies by getting hit for them. He can also ''utterly annihilate'' minion-heavy villains though chaining together cards that let him damage, heal, and inflict damage based on his healing.
* BrilliantButLazy: If Know When To Hold Fast is any indication, Scholar has shades of this. The card lets him draw five cards, but requires him to immediately end his turn and depicts him lounging on a deck with a beer.
--> '''The Scholar''': What do you mean, 'Lazy'? I'm preparing, planning, strategizing.
* CallBack: Know When To Cut Loose calls back to Know When To Hold Fast, both in the title and in the flavor text:
--> '''The Scholar''': In a lot of ways, this would have benefited from planning.
* CoolOldGuy: The Scholar's been about fifty for a long time, and he's used it to become very wise and chill.
* CrazyPrepared: As depicted on the art of Bring What You Need, Scholar is a bit of a pack rat and has quite the collection of things.
* EnergyBeing: Becomes one with Mortal Form to Energy out.
* ElementalPowers: Well, he ''is'' an alchemist, so it comes with the territory.
** CastingAShadow: Offensive Transmutation.
** FrickenLazerBeams/PureEnergy: Mortal Form To Energy.
** LightEmUp: Grace Under Fire.
** MakingASplash: Liquid Form.
** PlayingWithFire: "Get Out Of The Way!"
** ShockAndAwe: Know When To Turn Loose.
* {{Expy}}: He's [[Film/TheBigLebowski The Dude]], in superhero form. Also, there are shades of [[WesternAnimation/AvatarTheLastAirbender Uncle Iroh]] [[https://greaterthangames.com/forum/topic/the-scholar-and-uncle-iroh-avatar-the-last-airbender-4512 in his design]].
* GoOutWithASmile: The incapacitated artwork for the Scholar of the Infinite's Collector's Edition card shows him smiling and at peace as he fades away, using up the Philosopher's stone (without which he can't exist) to restore Guise.
* HealingFactor: His main power and way of attack: His base power heals him, and his Elemental form Mortal Form to Energy deals damage equal to any amount he heals. Also, his Liquid Form increases all healing by one.
* HeroicSacrifice: The Scholar of the Infinite's incapacitated art shows him having to choose between saving himself and, of all people, Guise. His Collector's Edition incapacitated art for the same card shows him ''doing'' it, giving his Philosopher's Stone to Guise, even as he fades away.
* LeaningOnTheFourthWall: Fitting, given he sees Guise as an apprentice, according to WordOfGod. The flavor text of Know When to Turn Loose all but tells you to use Know When to Hold Fast first, with the reference to "planning."
* MadeOfIron: Aside from being one of the toughest characters in the game due to his incredible regeneration, he's also this trope in a literal sense; Flesh to Iron lets him literally turn his [[ExactlyWhatItSaysOnTheTin flesh to iron]].
* MentorArchetype: The art on some of his cards implies that he's advised or even trained some of the other heroes. The Wraith appears on Proverbs and Axioms out of costume aside from her mask in a scene meant to evoke [[Film/TheEmpireStrikesBack Yoda training Luke on Dagobah]], while Flesh to Iron appears to have him working alongside Visionary's younger self and Don't Dismiss Anything has him coming upon a wounded Expatriette and looking ready to dispense sage advice.
* OnlyFriend: Took on Guise as a mentee (or knowing Guise, he forced himself on the Scholar). He's the only superhero shown interacting with Guise in a semi-friendly fashion, even giving up his own life to save Guise's.
* ReallySevenHundredYearsOld: Per WordOfGod, the Scholar is in his [=50s=], but he's been in his [=50s=] for a long time.
* StoneWall: He can be one of the sturdiest tanks in the game, but it's hard for him to do damage if he's focused on tanking. The bulk of the Scholar's damage output is healing while Mortal Form to Energy is out, but he can only heal up to his max HP. If he's been using Flesh to Iron and remaining near full HP, it limits how much damage he can do significantly.
* WhenLifeGivesYouLemons: Make a Lemon Cannon.
[[/folder]]

[[folder: The Sentinels]]
!!The Sentinels
->'''Debut''': Vengeance

[[quoteright:400:http://static.tvtropes.org/pmwiki/pub/images/sentinels_sentinels_of_the_multiverse.png]]
[[caption-width-right:400:'''Writhe:''' "You each have your powers. I have my invention gone wrong. Really, we're quite the team."]]

A team consisting of four heroes: Dr. Medico, Mainstay, the Idealist, and Writhe.

They have collective variants in the form of '''The Adamant Sentinels''' and '''The Void Guard''', then individual Void Guard subset variants: '''Mainstay, Road Warrior''', '''Dr. Medico, Malpractice''', '''Super Sentai Idealist''', and '''Writhe, Cosmic Inventor'''.

* AchillesHeel: Being four people instead of one has disadvantages:
** Because the Sentinels are four targets, they each have separate, and low, [=HPs=]. This makes the Sentinels in general -- and the Idealist in particular -- the most likely candidate for lowest HP Hero target. In addition, when one of them falls, the Sentinels lose any perks that hero would provide, limiting the player's options.
** Additionally, being four targets makes them much more vulnerable to effects that hit every hero target at once. A bad flop from villains like Iron Legacy can wipe them out before they even get a chance to act.
** Finally, since they start with ''five'' cards in play (each of their character cards, plus the card explaining their special rules), they're often hit very hard by effects that target "the hero with the most cards in play."
* ActualPacifist : Dr. Medico is this while his Signature card Hippocratic Oath is in play: As long as it stands, Dr. Medico's attacks heal instead of hurt.
* ArchEnemy: La Capitan, who they've defeated in both the Idealist and Writhe's crime-fighting debuts.
* BackFromTheDead: Restorative Burst and Second Chance each revive incapactiated heroes, a feat only the Sentinels can do. However, they only work on the Sentinels, and Restoratvie Burst only works if Dr. Medico is active.
* BadassGay: Dr. Medico has a male "partner" in a blink-and-you'll-miss-it line in his backstory. He is also a living mass of energy.
* CombatMedic: Dr. Medico. His base power heals a hero by 3, and can do damage via the cards in the deck. However, should Hypocratic Oath be in play, he turns into a HealingShiv.
* CombinationAttack: The Sentinels do a lot of comboing. Almost every card in the deck features at least two of the Sentinels working together. One example is Positive Energy: All Hero targets heal 1 HP (What Dr. Medico does) then the Idealist hits all villains for 2 psychic. The ''Sentinels Tactics'' ongoing also allows the player to use a power the first time the team does damage each turn. Then there's Coordinated Assault, which does damage equal to however many Sentinels are active plus 1, and the art depicts the team putting all their powers to use for a single strike.
* DarkIsNotEvil: Writhe, though to be honest he did rob a bank, but after getting caught he cleaned up his act.
* EnergyBeing: Dr. Medico.
* {{Expy}}: Of the Fantasic Four. Specifically:
** Doctor Medico → The Human Torch
** Mainstay → The Thing
** Idealist → The Invisible Woman
** Writhe → Mr. Fantastic
* [[GoodCopBadCop Good Hero/Bad Hero]]:Dr. Medico is the good hero, Mainstay the Bad Hero.
* HealingShiv: What Dr. Medico turns into if he has Hypocratic Oath up.
* LauncherMove: Fling Into Darkness is portrayed as such, with the target being chucked into LivingShadow Writhe. Although the art shows Mainstay doing the throwing, and member of the Sentinels can do the throw, even Writhe himself.
* LivingShadow: What Writhe turned into when his invention didn't work quite right.
* PintSizedPowerhouse: Idealist. She punched La Capitan through her time portal.
* SignatureMove: Hippocratic Oath, Durasteel Chains, Aura of Vision, and Caliginous Form. Each Signature only works for each member of the Sentinels so if one of them gets Incapacitated, their Signature stays on the field doing nothing until Medico revives them.
* TagAlongKid: Idealist, possibly.
* TheBigGuy: Mainstay.
[[/folder]]

[[folder: Setback]]
!!Setback
->'''Debut''': Vengeance\\
'''Team''': Dark Watch

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/setback_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Oh, hello there! Have you considered, say, NOT hitting me?"]]

Pete Riske was just a blackjack dealer who signed up for some medical trials. Unfortunately for him, it was one of Baron Blade's experiments. Fortunately for Pete, he survived and bulked up a little. However, his luck has recently started to dramatically change from one extreme to the other.

In gameplay, Setback has a separate "pool" of unlucky points. He can spend them to activate various abilities, but if the pool gets too high, he risks damaging himself and others.

His alternate form is '''Dark Watch Setback'''.

* AnAdventurerIsYou: With high hitpoints and several cards to heal himself, he does a decent job as a tank.
* ArchEnemy: Kismet, who uses her own luck-manipulating powers selfishly. Also, Revenant, evil head of [[MegaCorp RevoCorp]], though he's the poster boy for CCGImportanceDissonance.
* BornLucky: Sometimes, quite unpredictably, Setback will experience sudden rushes of good fortune to counterbalance the bad. This may or may not just be bad guys getting ahold of the bad luck that always afflicts him.
* BornUnlucky: Even ''before'' he took a does of super-serum, Pete Riske was a deeply unlucky guy. Afterward, it happens to people around him too.
* ButtMonkey: If anything bad can happen, it usually happens to Setback. Several of his cards ''invoke'' this by redirecting damage to him.
* {{Expy}}: His goofy personality, overall appearance, unluckiness and costume design all reference ComicBook/BoosterGold, while his original incapacitated artwork calls to mind ComicBook/SpiderMan
* TheFriendNobodyLikes: Mainly because of his bad luck powers. WordOfGod is that most heroes (barring Expatriette) would really rather not have him on the team.
* TheFool: While not as clueless as other examples, considering his superpower is an enhanced physique and luck combined, he counts. Several of his card arts see him stumbling into situations by accident, only to save the day. And both his incapacitated artworks show him emotionally devastated rather than physically incapable of rejoining the fight.
* TheGambler: His playstyle. Most of his cards require a certain amount of counters to work correctly, and his base power lets him get a counter, but he must then play the top card of his deck, which may or may not be a card he can play or want to play.
* GlassCannon: High Risk Behavior turns him into this -- it gives him a +1 boost to damage against villain targets for every 3 tokens in his unlucky pool, but he takes increased damage from those same targets at the same rate.
* HealingFactor: To offset some of his riskier plays, some of his cards also let him spend from his pool to heal himself. This probably represents his improbably surviving mortal injuries.
* HeroicBSOD: Unlike the others, whose "incapacitated" artwork shows them injured or dead, Setback's original artwork merely shows him walking away in the rain after throwing his suit in a dumpster, convinced of his own uselessness. His second shows him paralyzed with grief as he holds Expatriette's unconscious body.
* HeroicBuild: Explicitly part of his non-luck-based powers. Some of his cards show him with his shirt off.
* TheHeart: If Ex-Patriette is the brains of the Dark Watch, Setback is the heart.
* IdiotHero: The art of the cards portray this, with "Whoops! Sorry!' and Karmic Retribution being the best examples.
* NiceGuy: Setback might be a bit of a bumbler, but all of his card quotes stress that he's also a sweet, easygoing guy who genuinely wants to help people.
* RelationshipUpgrade: With Ex-Patriette by the time they've formed the Dark Watch.
* NotHimself: Dark Watch Setback's Collector's Edition incapacitated art shows him possessed by the power of Zhu Long, like Mr. Fixer before him.
* PowerAtAPrice: Many of his cards are very useful, but can go very wrong if he's got too many points in his pool.
** High Risk Behavior boosts his damage vs. Villain targets by one for every three points in his pool, and also boosts the damage he ''takes'' from the same. And he can have more than one in play.
** His Looking Up ongoing lets him use a power to deal an impressive three melee damage to a target of Setback's choice and put three points in his pool... but it also has a passive effect that causes him to damage himself if he's got more than ten.
** Wrong Time and Place can potentially redirect all hero damage to Setback for a turn to help him tank and let him spend points to [[AttackDeflector redirect it back at enemies]]... but he ''must'' redirect such damage to himself if he doesn't have the points to deflect it.
* SplashDamage: Friendly Fire turns all of your teammates attacks into this. If a hero hits a villain for damage, they can do damage to Setback to give him unlucky tokens.
* TakingTheBullet: Uncharmed Life lets him spend points out of his pool to redirect damage his friends would take to himself. Wrong Time and Place ''forces'' him to if he can't spend points to instead redirect it at foes.
[[/folder]]

[[folder: Sky-Scraper]]
!!Sky-Scraper
-->'''Debut''': Wrath of the Cosmos

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/sky_scraper_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"You put me in chains. I will put you in the ''ground!''"]]

Portja Kir-Pro served in the Thorathian Resistance against Grand Warlord Voss. However, when the Bloodsworn Colosseum appeared Kaargra Warfang took her prisoner and forced her to fight in the gladiatorial games. Years later when the Colosseum visted Earth, Portja was able to escape, and became Sky-Scraper the Proportionist.

Unique among the other heroes is that Sky-Scraper has not one but three character cards, and can switch sizes, and thus her current role on the team, based on what cards she plays.

She has one variant form, '''Sky-Scraper: Extremist''' which takes her size-changing even further in scale.

* ArchEnemy: Kaargra Warfang, her old slavemaster who wants her back.
* BalefulPolymorph: Her Tiny Incapacitated art has her turned into a doll.
* BewareTheSillyOnes: With her funny accent and silly powers, Sky-Scraper ''seems'' like a joke character. But she was a matchless spy and saboteur on her home planet, and a powerful hero on Earth.
* BluntMetaphorsTrauma: She doesn't have the best grasp on the English language.
--> "All in the work of a lunar cycle. [[LampshadeHanging Wait, that is not quite right."]]
* BuriedAlive: Baron Blade and the Vengeful Five are getting ready to do this with massive industrial shovels in her Huge incapacitated artwork.
* DestructiveSaviour: Her Huge side specializes in dealing damage, but tends to hit hero targets in the process, albeit usually for much less damage.
* DifficultButAwesome: Her Tiny size specializes in using Link cards, which are generally rather weak individually and don't naturally return to her deck when the things they're attached to die, her Huge size tends to hit other heroes, and her Normal size isn't good for much but catching her breath and recharging. But her Tiny size ''also'' pumps out lots of Links at once and can pick up spent ones, her Huge size can be effectively directed with support and timing, and switching to Normal size can do things like heal her up and detonate spent Links while fueling her other sizes with cards.
* {{Expy}}: Of Ant-Man.
* ForcedPrizeFight: Spent years as an unwilling member of Kaargra Warfang's Bloodsworn, and made to fight in her arena.
* FunnyForeigner: Her broken English and occasional hijinks are clearly invoking this, despite being a literal alien.
* GameplayAndStoryIntegration: Aggression Modulators make her one of the best possible heroes to take to the Dok'Thorath Capitol, where her rebel friends are fighting to oust the remains of Voss's government.
* GreenSkinnedSpaceBabe: Aside from her glowing eyes, pink skin, green hair, and spiked elbows and knees, Portja looks a lot like a human woman.
* {{Mundangerous}}: Her incapacitated artwork as the Extremist's tiny size sees her underattack by a white blood cell.
* {{Nanomachines}}: Her Micro-Assembler lets any hero discard a card to pull an Equipment card out of their deck. For heroes like Mr. Fixer or Expatriette that sometimes struggle to get the right tool for the job in-hand, this is a priceless trick.
* NeckLift: [=OblivAeon=] is subjecting her Huge size to this in her Extremist variant's incapacitated art.
* OOCIsSeriousBusiness: It's notable that the single one-liner in her flavor text that ''isn't'' a malapropism is when she's slamming [[ArchEnemy Kaargra]] into the dirt.
-->'''Sky-Scraper''': You put me in chains. I will put you in the ground!
* ShoutOut: Catch a Ride's art has Sky-Scraper riding one of Parse's arrows. Hawkeye and Ant-Man do that trick often.
* {{Sizeshifter}}: Her superpower. Her Extremist variant takes it even further, allowing her to become as tall as a building or small enough to infiltrate someone's body and injure them from within.
* StanceSystem: Sky-Scraper has three character cards, one for each size: Normal, Tiny, and Huge. Each size grants her a different innate power, and different one-shots cause her to change sizes.
* SpikesOfVillainy: Averted. The bony spikes on Sky-Scraper's shoulders, elbows, and knees are a Thorathian trait, not one exclusive to Voss and his minions.
* SuperpowerMeltdown: There's a good reason Tachyon originally refused to help Sky-Scraper become the Extremist. Her normal size's incapacitated art shows her gruesomely losing control of her powers.
* SuperTeam: Though she hasn't joined any in the base game, the Prime Wardens help Sky-Scraper fight alongside the rebels on Dok-Thorath to oust the remains of Voss's government, and by the time of ''Sentinels Tactics'', she's joined them.
* UnexplainedAccent: None of the ''other'' alien or Thorathian characters seem to have Portja's slippery grasp on English.
* WrestlerInAllOfUs: Tectonic Chokeslam has her, in giant form, slamming her arch nemesis Kaargra Warfang into the ground by her throat and saying the [[BadassBoast line captioned under her picture.]]
[[/folder]]

[[folder: Tachyon]]
!!Tachyon
->'''Debut''': Base Game\\
'''Team''': Freedom Five; Freedom Six (Iron Legacy Timeline)

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/tachyon_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Whenever I feel like slowing down, I speed up instead. True story."]]

A "badass of science," Dr. Meredith Stinson gained the power of SuperSpeed during a lab accident. Taking the name Tachyon, she became one of the members of the Freedom Five. She also designed Absolute Zero's cryosuit, among other things.

Tachyon's playstyle is focused on multiple quick attacks and getting more cards out as quickly as possible. Most of her cards are "Burst" cards that, when the right cards are played, let her deal massive damage depending on how many Bursts she's played.

Tachyon's alternate forms are '''The Super Scientific Tachyon''', '''Team Leader Tachyon''', and '''Freedom Five Tachyon'''.

* AnAdventurerIsYou: Fills the Nuker roll, due to her reliance on having Bursts in the trash so she can dish out a large amount of damage at once.
* ArchEnemy: The Matriarch, who is her envious cousin. Miss Information is the archenemy of the Freedom Five as a whole, and Iron Legacy the archenemy of the Freedom Six.
* AttentionDeficitOohShiny: Appears to be this way, but its mostly because she just ''thinks'' so fast that she's already dealt with the situation at hand and her mind is wandering to other things.
* BadassBoast: "10 seconds ago, I was in a different time zone. Guess how many times I'm going to hit you in the next 10 seconds."
* BigEater: She is ''constantly'' eating. In the Freedom Four Annual No. 1 on the game's website, she takes a detour on her trip through Baron Blade's lair to hit the cafeteria and grab a snack and an EasterEgg in the phone version of the game is art of her scarfing down a huge burger. [[RequiredSecondaryPowers When you move that fast, your metabolism is insane]].
* ButchLesbian: Downplayed, but she definitely seems like the "masculine" partner in her relationship.
* {{Combos}}: A big part of her play style is to chain together cards and powers that let her play, draw, and discard more cards. It's not uncommon for a good player to end up, via those combos and Pushing the Limits, playing six or seven cards in a round, discarding four or five others without using them, then finishing the card playing with Lightspeed Barrage -- which does damage based on how many Burst cards the player has in the trash. Done right, this can devastate the villains.
* DeathOfAThousandCuts: Most of her one-shot damaging cards only do one point of damage -- but as detailed above under Combos, with the right set up she can end up playing several of them in a row. And if she has a buff from someone else, she can double or triple that damage output. Her Freedom Five variant's power also allows for this -- it does 1 damage to a target, and she can use the power again by putting a Burst card from her trash to her deck until the player either runs out or decides to stop, up to a maximum of 22 times.
* DentedIron: Team Leader Tachyon is not ''nearly'' as badly-maimed as the other members of the Freedom Six, but she ''has'' started turning grey and aging prematurely from the strain of living in her dystopian future.
* {{Expy}}: Of the Flash.
* HappilyMarried: To a woman named Dana Bertrand, before she became a superhero.
* TheLeader: Of the Shattered Timelines, Freedom Six. She's the one that reforms the group and leads them against Iron Legacy
* MeaningfulName: A tachyon is a hypothetical particle capable of moving faster-than-light.
* MotorMouth: A side effect of her speed is that, once she gets going, there's no time for punctuation or spaces between words.
* MundaneUtility: Notably, she was a famous scientist for ''years'' before even trying to use her super-speed for anything but her everyday job.
* OmnidisciplinaryScientist: She's dabbled in nearly every scientific field imaginable, thanks to the fact that her SuperSpeed lets her carry out literally dozens of research projects at once singlehandedly.
* ScienceHero: Half her role on the team is serving as the TheSmartGuy, scientifically analyzing the villains, providing gadgets and serving as MrExposition. The Super Scientific Tachyon allows her to experiment with hero's decks.
* SuperSpeed: Her basic power.
[[/folder]]

[[folder: Tempest]]
!!Tempest
->'''Debut''': Base Game\\
'''Team''': Prime Wardens; Freedom Six (Iron Legacy Timeline)

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/tempest_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"The air itself is my weapon; its strengths are mine."]]

An alien refugee from Vognild Prime, M'kk Dall'ton fled his planet after Grand Warlord Voss took it over. He and several other refugees fled to Earth, but Voss followed them.

Tempest's deck focuses on using the elements to deal large amounts of widespread lightning, cold, and projectile damage, along with healing and supporting his allies. He is the ''bane'' of minion-heavy villain decks due to his ability to hit multiple targets at once.

Tempest's alternate forms are '''Freedom Six Tempest''', '''Prime Wardens Tempest''', and '''XTREME Prime Wardens Tempest'''.

* AlienBlood: Tempest bleeds yellow.
* {{Ambadassador}}: Tempest's original duty before he was forced to flee his homeworld was as an ambassador and diplomat among his people.
* AnAdventurerIsYou: Fills the Healer and Crowd Control roles.
* ArchEnemy: Grand Warlord Voss, who conquered his world and enslaved his people. Iron Legacy is the archenemy of the Freedom Six as a whole.
* AnArmAndALeg: What happens to Tempest if he is incapacitated. Also happens sometime in the AlternateUniverse.
* BizarreAlienReproduction: According to the writers, Tempests' species has several sexes, no genders, and Tempest cannot be accurately called a male or female.
* BlowYouAway: Some of his cards involve cyclones in some way.
* AnIcePerson: Grievous Hailstorm.
* {{Expy}}: Of Aquaman and Storm, with some Martian Manhunter thrown in.
* HumansThroughAlienEyes: According to the writers, Tempest's people don't have a concept of gender, and Tempest would be confused about the distinction.
* KlingonsLoveShakespeare: In the ARG, while talking with an alternate universe counterpart of himself, he declares, "Katy Perry is a '''treasure'''."
* ShockAndAwe: His lightning attacks.
* StrappedToAnOperatingTable: His Prime Wardens variant's Collector's Edition incapacitated art sees Vyros subjecting him to his, with a drill slowly descending towards his face.
* WeatherManipulation: An ability that all members of Tempest's race have.
[[/folder]]

[[folder: Unity]]
!!Unity
->'''Debut''': Unity Mini Expansion\\
'''Team''': Freedom Five (as an intern); Freedom Six (Iron Legacy Future)

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/unity_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"The stuff I make up is way better than most actual facts."]]

A GadgeteerGenius, Devra Thalia Caspit uses her Technopathic abilities to build robots to fight for her, and is currently interning for the Freedom Five.

Unity's deck is all about building Golems to fight for her. Many of them are copies of the Freedom Five and have similar powers.

Unity's alternate form is '''Golem Unity,''' a mechanical golem who thinks she's the dead Unity; and '''Termi-Nation Unity''', an older, more experienced Unity who is investigating the technology-absorbing villain Chokepoint.

* ArchEnemy: Chokepoint, who uses the technology of heroes like Unity to empower herself. Iron Legacy is the archenemy of the Freedom Six as a whole.
* BadassIsraeli: Born in Israel, and able to keep up with all the other heroes and take on the worst villains.
* BadPowersGoodPeople: Her main power, creating an army of robots to fight for her, is not evil per se, but it is something generally associated with villains and hardly ever seen among heroes.
* BeeAfraid: Bee Bot, though technically it's a hornet.
* CaptainEthnic: She is Jewish and her power is to make golems.
* CastFromHitPoints: Golem Unity's base power ''Golem Spawn'' can play a mechanical golem from the hand. In exchange she deals herself 4 energy damage.
* CivvieSpandex: Her original "costume" is basically just her grease-stained work clothes and goggles, and Termi-Nation Unity is just her wearing an everyday outfit. Freedom Six Unity ''would'' be an example, if not for her heavily-robotic body and obvious lack of pants. By the time of ''Tactics'', though, she's fully embraced the spandex.
* CounterAttack: Cryo Bot deals 1 cold damage to all non heroes when it is damaged. Even off of your teammates' attacks.
* DifficultButAwesome: It isn't always easy to get her going. Sometimes you'll only have equipment cards, and no golems in hand to put into play, other times you're stuck with a hand full of bots and no way to get them on the field. And even if you do get the bots out, environmental or villain damage can easily wipe them out. But if she can get her bots out and keep them alive, she can be devastating and steamroll her way to victory.
* DiscardAndDraw: Termi-Nation Unity's base power is to destroy a mechanical golem in play -- but shuffling it into her deck instead of putting it in the trash -- play one from the trash and then draw a card. Destroying the golem is the only mandatory part of the power, but as none of the parts are conditional, it can still be used if she has neither a golem in play or in the trash to just draw a card.
* EverythingsBetterWithDinosaurs: Raptor Bot. And for every Golem out, Raptor Bot gets even better!
* {{Expy}}: Not her, but the Champion Bot, Turret Bot, Swift Bot, Stealth Bot, and Cryo Bot are robotic versions of Legacy, Bunker, Tachyon, Wraith, and Absolute Zero. She also has a teeny, tiny version of Baron Blade's Mobile Defense Platform. He is not amused.
* MagikarpPower: It can take a while to play golems as you need equipment cards and bots in your hand and golems are easily destroyed. However, she has cards to draw or search her deck so getting the bots out is a matter of patience. And once you do have the bots out, Unity can deal enormous amounts of damage with cards like Raptor Bot and Powered Shock Wave which deal damage based on how many bots are in play.
* MookMaker: Unlike the other heroes, Unity plays mechanical golems to do damage for her.
* NoSell: Many of the most dangerous villain or environment cards are the ones that target hero ongoing or equipment cards, either destroying or turning them against the heroes (i.e. Citizen Dawn's Devastating Aurora). Unity's Golems count as neither, and thus get to ''completely ignore'' those cards.
** Inverted by golems counting as hero targets, as they all have hit points. Considering all of them have single digit HP pools they tend to get wiped out en masse by area attacks where other heroes' equipment and ongoings are immune.
** In a case of GameplayAndStoryIntegration, Golem Unity's nemesis dialogue with Chokepoint features Chokepoint trying to absorb Golem Unity, but Golem Unity managing to resist through mysterious means.
* RobotGirl: Golem Unity apparently is one. The lore describes her as a Mechanical Golem which believes itself to be the "long dead" Unity.
* RobotMaster: Her playstyle is all about getting her mechanical golems out on the field and letting them do damage for her.
* SquishyWizard: She has low HP, no direct DamageReduction, and no intrinsic ability to heal herself -- if she doesn't have Stealth Bot out and/or a teammate who can tank or heal her, she tends to go down fast.
* TailorMadePrison: Her incapacitated art shows her in one identical to the one used on Magneto in the Film/XMenFilmSeries - a transparent plastic prison suspended in a vast open room, with a wide distant window she can be observed from. In her case it's presumably intended to isolate her from anything she could use her {{Technopath}} abilities on.
* TakeThat: She has golems based on each member of the Freedom Five, and the quote at the bottom for each of them is affectionate or inspiring, except for the quote for Swift Bot, the robot based on Tachyon, her boss: "I am uptight about science and hate explosions in the lab."
* {{Technopath}}: How she builds her little robots in the first place.
[[/folder]]

[[folder: Visionary]]
!!Visionary
->'''Debut''': Base Game

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/visionary_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Memories, visions, reality...they're often quite difficult to distinguish."]]

A psychic who used her own psionic abilities to time travel. She seeks to stop her BadFuture from happening.

Visionary's deck is very control-heavy, allowing her to control villain decks, let allies draw card, remove dangerous ongoing cards, adjust her own deck's order, or control enemy minions.

Visionary's alternate forms are '''Dark Visionary''', an evil alternate universe version of herself that cooperates with the heroes for her own purposes, and '''Visionary Unleashed''', afer she's finally conquered her dark side.

* ArchEnemy: Doesn't have a mechanical enemy worthy of the title. The only characters who are mechanically her Nemesis are a minor villain in Fright Train's deck, two of Citizen Dawn's subordinates in ''Villains of the Multiverse,'' and her own past self, who she's trying to ''save''. However, the closest candidate is actually one of her ''variants'': the Dark Visionary, who stole her body and tries to manipulate the other heroes for her own purposes.
* BadFuture: Comes from a future where the United States was severely weakened by superhuman criminals, and was then defeated and conquered by a pan-Asian military alliance.
* BaldOfAwesome: The Visionary is one of the most powerful beings in the Multiverse, and completely bald.
* BaldWoman: A side-effect of the process that gave her superpowers.
* BlessedWithSuck: The Visionary gets this the most out of all the heroes. She was experimented on as a child, the experiments might have killed her mother, she's dying from time travel, she gains an evil alter ego who takes control and she will eventually start losing touch with reality as her health deteriorates.
* CompositeCharacter / {{Expy}}: Of most of the psychic ''ComicBook/XMen'': Jean Grey (telepathy and telekinesis, with [[SupernaturalIsPurple pink/purple coloring]]), Emma Frost (fashion sense), Rachel Summers (refugee from a BadFuture) and Charles Xavier (haircut/lack thereof).
* Expy: She also looks a lot like Marvel's bald psychic female character Moondragon.
* FanDisservice: The Dark Visionary's skimpy leather costume is made somewhat less attractive by the TaintedVeins standing out all over her body.
* FauxAffablyEvil: The Dark Visionary loves to act like everyone's friend... but she does not have their best interests at heart. Notably, in the Digital version, her character model goes from grinning to snarling in rage as she takes damage.
* FalseFriend: The Dark Visionary ''acts'' much more friendly than the original, but she's anything but. The Argent Adept's Collector's Edition incapacitated art shows her stabbing him through the chest, and the Dark Visionary's incapacitated art sees her triumphantly enslaving the current one in a new body. And she's apparently one of [=OblivAeon=]'s "Scions."
* GrandTheftMe: The Dark Visionary steals her body after a MomentOfWeakness.
* IHatePastMe: Well, considering how Visionary and Dreamer are ''nemeses'', this counts for gameplay, but not much else.
* MindControl: One of her cards lets her redirect damage dealt by any non-character card, so that a mook, elite mook, dinosaur or even a space ship whose card says they should attack the heroes can attack a target of the Visionary's choosing. An early edition of the game didn't have the "non-character" caveat, meaning she could do this to hero or villain cards, and was subsequently {{Nerf}}ed.
* ObviouslyEvil: The Dark Visionary favors black leather clothes, has perpetually glowing eyes, an aura that's actually a SicklyGreenGlow, a perpetual SlasherSmile, and TaintedVeins all over her body.
* PaintItBlack: Dark Visionary wears a black costume ([[HellBentForLeather made of leather]]) rather than Visionary's blues and greens.
* PurpleIsPowerful: The Visionary is one of the most powerful beings in the multiverse, and has a purple aura. Her {{Evil Twin}}'s is instead a SicklyGreenGlow.
* SlasherSmile: The only time the Dark Visionary ''isn't'' smiling, even in astral form, is when she's been injured in the digital game and is snarling in rage.
* SuperpoweredEvilSide: An evil alternate version of herself hitched a ride on her mind during her time travel. The Dark Visionary actually takes her over in one of her variant cards.
* TaintedVeins: A ''very'' obvious sign that Vanessa is NotHerself are the ugly purple veins standing out all over her body.
* TimeTravel: Visionary uses her psychic powers to travel from 2018 to [[ComicBookTime the present]]. However, the trip not only caused a blood vessel in the brain to pop, but she also picked up an alternate version of herself that now resides in her brain - the Dark Visionary.
* YouCantFightFate: The Shattered Timelines expansion all but outright says that Vanessa Long will ''always'' gain powers at a young age. The Fixed Point card and WordOfGod confirm that it's one of the few events that takes place in ''every'' timeline, and there are hints that this is very important in the story of [=OblivAeon=].
[[/folder]]

[[folder: The Wraith]]
!!The Wraith
->'''Debut''': Base Game\\
'''Team''': Freedom Five; Freedom Six (Iron Legacy timeline)

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/wraith_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"The wrong person in the right place can make all the difference."]]

Sentinels' answer to Franchise/{{Batman}}, Maia Adrianna Montgomery is a rich young woman who swore never to be victimized again after she and her boyfriend were brutally attacked by criminals. As you would expect, has an array of gadgets, and acts as a hybrid of damage and support powers.

Wraith's alternate forms are '''Rook City Wraith''', '''Price of Freedom Wraith''', and '''Freedom Five Wraith'''.

* AchillesHeel: While she has equipment that lets her do nearly anything and serve almost any role, her heavy dependence on them makes her vulnerable to anti-equipment villain cards.
* AnAdventurerIsYou: With Impromptu Invention (allowing her to play two cards), utility belt (allowing her to use two powers) and her wide array of equipment, Wraith serves as a good Jack of All Trades. She can deal damage, control decks, reduce damage an/or tank depending on the situation.
* ArchEnemy: Spite, the superpowered serial killer terrorizing her city. Iron Legacy is the archenemy of the Freedom Six as a whole. Notably, she has probably one of the best sets of cards for effectively dealing with the first nemesis, allowing the Wraith to mitigate Spite's damage and control his deck to reduce how much he heals. Same for Iron Legacy as well as she can control his deck, get rid of ongoings and reduce damage.
* BadassNormal: Her only powers are money, gadgets, and ninja-like stealth.
* BandageBabe: While not injured, her outfit's aesthetic has wrappings like bandages over her arms, legs, and face.
* BlindWeaponmaster: There are many hints that Freedom Six Wraith has actually been blinded by Iron Legacy, including the lack of visible irises in any of her art, save for the Collector's Edition incapacitated art that shows them milky and sightless, plus the fact that her normal variant's incapacitate artwork mirrors a scene from Daredevil, and ''also'' features empty eyes without irises (many incapacitated artworks for the original cards lead into the Freedom Six, like Tempest's severed arm). She doesn't let it slow her down, and is the ''only'' version of Wraith with a base power that deals damage, via the Operative's old weapons.
* CounterAttack: Combat Stance.
* {{Expy}}: Super-rich executive BadassNormal crimefighter focused on stealth, preparation, and gadgetry? Yep, she's Batman.
* GoodRunningEvil: Her Freedom Six counterpart has slain both the Operative and the Chairman, then taken over the Organization as a tool of revenge against Iron Legacy.
* GotMeDoingIt: On one of her ''Tactics'' cards' flavor text she gives a cheesy "chill pill" one-liner to an enemy and then complains that Absolute Zero has been a bad influence on her.
* HeroicBSOD: Freedom Six Wraith's Collector's Edition incapacitated art shows her staring gloomily out the Chairman's window from his armchair, with the Operative and Equity's outfits on display behind her as trophies, presumably reflecting on [[HeWhoFightsMonsters what she's become]].
* HoistHeroOverHead: Naturally, given the characters they're meant to evoke, she gets subjected to this by a Spite in one of her incapacitated artworks. (Her Freedom Six variant, for the record.)
* JackOfAllTrades: Her deck has a little bit of everything - damage, control, healing, protection, plus cards to search, draw, and play them more quickly so she can serve whatever role is needed.
* NonPoweredCostumedHero: Being an obvious counterpart to Batman, she's an obvious example.
* TeenGenius: At age 17, she was about to graduate from college with a triple major. This level of ability is meant to explain how she could become The Wraith in a mere six years, while still being visible to high society (instead of the decade-long disappearance it took for Bruce Wayne to become Batman).
* ThouShaltNotKill: ''Unlike'' Batman, she averts this. She's perfectly willing to use lethal force against a threat that warrants it, and she actually ''did'' kill Spite by hurling a blade straight through his head. In addition, the Freedom Six Wraith went even further in her timeline, outright murdering both the Operative and the Chairman and taking their places as the queen of Rook City's underworld.
* PrecisionGuidedBoomerang: Her primary means of damage is a variety of sharp projectiles that she flings with great precision.
* SelfStitching: Suture Self sees her taking a quick moment to do some.
* SmokeOut: Wraith's Smoke Bombs allow her to redirect damage going to the hero target with the ''least'' HP to the hero target with the ''highest''. And it reduces damage redirected this way.
* TheTeamBenefactor: In ''Tactics'' she takes over all the financing of the Freedom Five herself, including buying out Absolute Zero's cryo suit, buying Bunker the construction of a new suit, and buying Tachyon the construction of a new lab.
* UtilityBelt: One of her equipment cards, it lets her use two powers in one turn.
[[/folder]]

!Villains

[[folder: Akash'Bhuta]]
!!Akash'Bhuta
->'''Debut''': Infernal Relics
[[quoteright:175:http://static.tvtropes.org/pmwiki/pub/images/bhuta_9101.png]]
[[caption-width-right:175:Akash'bhuta on a good day]]

The living embodiment of chaos and destruction in nature, Akash'Bhuta exists solely to destroy, and feeds off death and destruction. She is effectively the most durable villain in the entire game, sitting at two hundred hit points. Akash'Bhuta's deck combines immense durability with the ability to turn hostile environment cards against the party, turning the battle into a long endurance match.

* AlienHair: In her Chaos-Bound Creator form? Vines. Her Avatar of Destruction form has ''lava''.
* ArchEnemy: The Argent Adept.
* DamageReduction: Her Mountainous Carapace limb reduces all damage she takes by one, including damage from lost limbs, and she can have more than one in play.
* DamageSpongeBoss: Has the highest HP of the villains at a staggering 200. To compensate for this, whenever one of her body part cards -- such as hands made from the earth, tendrils of vines -- is destroyed, she takes damage equivalent to its max HP, but many of her limbs have big HP counts of their own, and Akash'Bhuta has cards that can rapidly restore them to full health. Amusingly, this partially carries over into Akash'Thriya, who starts the game with nearly twice as much health as a normal hero.
* EnemyMine: As a spirit of the Earth, even she joins with the heroes when [=OblivAeon=] attacks, as Akash'Thriya.
* EvilVersusOblivion: Akash'Thriya is no friend to civilization, but [=OblivAeon=] is a threat to all reality.
* GeoEffects: She effectively turns the environment - which is normally neutral - against the heroes, using it to gain extra card plays or simply to swarm at the heroes. And ''her'' flips are dictated by ''its'' flips. Her hero form's main power is sowing "seeds" into the Environment trash.
* {{Kaiju}}: She commonly appears as a moving ''mountain''.
* MultiArmedAndDangerous: Her minions are "primeval limbs" which emerge from her body to attack heroes or defend her. Destroying these limbs also inflicts damage back to Akash'Bhuta.
* ShapeShifting: She can tower taller than a mountain or shrink small enough to caress Anthony's cheek with one of her earthen hands.
* SquishyWizard: Averted for Akash'Thriya, whose base and variant forms have the absolute ''highest'' base health of any heroes in the game at 50 and 40 respectively.
* StopWorshippingMe: Though not because she doesn't ''want'' them to worship her. She just destroys her worshippers along with everything else in her path.
* TaintedVeins: Akash'Thriya's incapacitated art has them thanks to being pumped full of toxic chemicals by Professor Pollution, likely in a callback to her Avatar of Destruction form.
* TimeAbyss: She is effectively as old as nature itself.
* VolcanicVeins: Her Avatar of Destruction form has quite literal ones, being made out of literal lava.
[[/folder]]

[[folder: Ambuscade]]
!!Ambuscade
->'''Debut''': Ambuscade Mini Expansion

A former French movie star whose love of big game hunting got a little out of control. A botched experiment scarred his face, but the end of his acting career was the beginning of his career as a superhuman hunter. Ambuscade's deck and tactics involve him switching between stealth and offensive modes, as well as disabling and debuffing heroes, making him especially dangerous in hostile environments.

* ArchEnemy: Haka.
* BadassNormal: While his villain deck doesn't count, due to his energy powers, they eventually melted down thanks to their unnatural origins. Yet he remains a formidable adversary with his arsenal of gadgets and training in ''Sentinels Tactics''.
* CompositeCharacter / {{Expy}}: A doozy. Ancel is a former actor like [[Franchise/{{Batman}} Clayface]], whose obsession with stalking big game spiked into hunting superhumans like [[Franchise/{{Spiderman}} Kraven the Hunter]] after he ended his career over a relatively minor bit of facial scarring his ego blew out of all proportion like ComicBook/DoctorDoom. He's also dressed like Deathstroke and has energy powers similar to [[ComicBook/XMen Gambit]]. Finally, Stuntman's incapacitated art shows him ''actually'' disfigured by his malfunctioning energy powers, leaving his face noseless and raw, like [[Franchise/CaptainAmerica the Red Skull's]].
* CounterAttack: Reactive Plating, though only if the attack hits Ambuscade.
* FaceHeelTurn: In the end, even after earning the respect he always wanted during the [=OblivAeon=] crisis, he couldn't stay out of the game, and returns to hunting superhumans in ''Sentinels Tactics''. His SuperpowerMeltdown leaving him ''truly'' disfigured might've also had something to do with it.
* FrenchJerk: Ancel Moreau is both very French and fairly evil.
* FutureBadass: While the current Ambuscade isn't ''quite'' a HarmlessVillain, he stands far below most of the other single-deck villains in terms of both overall evil and threat level. His Iron Legacy timeline counterpart, by contrast, is one of that villain's top enforcers, and, in Team Leader Tachyon's incapacitated card art, has successfully knee-capped the speedster before, in her Collector's card incapacitated art, closing in to finish her off "execution style."
* GratuitousFrench: Stuntman's base power, "Tireur Incroyable," or "Incredible Shot."
* HandCannon: Custom ones, which do a lot of damage, and which he can [[GunsAkimbo dual-wield.]]
* HarmlessVillain: To an extent -- as mentioned under UnknownRival, he was once defeated by Haka without Haka ever realizing there was a fight, and gameplay-wise, he's considered one of the easiest villains since he has relatively low hitpoints and no Ongoing or Equipment destruction, meaning the heroes can get set up without worrying about a disruption. He's still ''evil'', and he's dangerous enough he once got an annual title in which he was the main threat, but he's not on the same level as his competition.
* HeelFaceTurn: Eventually, he gets tired of being bested by the heroes and returns to Hollywood. Then, when faced by the threat of [=OblivAeon=], he gears up to fight alongside the heroes as Stuntman.
* HuntingTheMostDangerousGame: The "Dangerous Game" being superhumans, with Haka as his primary target.
* InvisibilityCloak: His signature piece of gear. Until its destroyed, Ambuscade flips to his stealth mode where he is invulnerable to damage.
* {{Irony}}: The unstable energy powers he got because of a minor facial scar ultimately melted down and ''actually'' left him hideously disfigured.
* LuckilyMyShieldWillProtectMe: Reactive Plating, which also functions as a CounterAttack.
* MeaningfulName: Ambuscade means "ambush". Ambuscade lives up to his namesake quite well.
* MinorInjuryOverreaction: His original bio states that he left acting because the treatments that gave him powers left him "disfigured." His incapacitated art in the ''Villains of the Multiverse'' deck, as well as his character art as Stuntman, indicate this was just a small scar on his cheek. In the Promo version of Stuntman, an alternate universe Ancel Moreau never left Hollywood and instead uses the scar for his Rambo/Schwarzenegger-esque ActionHero persona, to tremendous popular success.
* NoStuntDouble: Ancel Moreau, in any universe, is a genuine badass who does all this own stunts. This is ''why'' a former actor is a legitimate threat to a superhero team.
* RoguesGalleryTransplant: While Haka is his ArchEnemy, his ''Villains'' deck, representing his work at the head of the supervillain team called the Slaughterhouse Six, sees him instead targeting the Naturalist. The Hunted Naturalist variant represents him coming apart as the Slaughterhouse Six hunt him down.
* SuperpowerMeltdown: Stuntman's incapacitated art shows him hideously mutated and scarred, presumably from the loss of his shadily-obtained energy powers.
* TrickBomb: He has several of these, including Sonic Mine (which deals damage to everyone if someone destroys it, so you'll have to watch those indiscriminate attacks) and hidden explosives which are reshuffled into his deck face-up. When they get revealed, they go off.
* UnknownRival: Sort of. By WordOfGod, Haka once defeated him without even knowing about it through "wacky hijinx."
* VillainForgotToLevelGrind: Many of his cards deal set damage or have set damage reduction rather than H +/- damage / reduction. This means that he's more of a threat to smaller hero teams than larger ones, since Ambuscade doesn't scale nearly as much as most villains.
* WalkingArmory: He has explosives, mines, automated drones, multiple heavy guns and custom hand-cannons.
[[/folder]]

[[folder: Apostate]]
!!Apostate
->'''Debut''': Infernal Relics
[[quoteright:242:http://static.tvtropes.org/pmwiki/pub/images/apostate_2863.png]]
[[caption-width-right:242:We are diamonds that shine without fire!]]

A mysterious Fallen Angel of sorts who claimed to have created Fanatic.

* ArchEnemy: Fanatic.
* ArtifactOfDoom: All of his relics count as these. They combine to empower him and make destroying him difficult.
* ConsummateLiar: Most of what we know about Apostate comes from his own mouth... and Apostate is a liar. Card text and some of the dialogue from the digital version implies this is because he literally draws power from those who believe his lies, a dark mirror to his nemesis's faith-based superpowers.
* DamageReduction: A great many of his relics have very powerful, sometimes stacking damage reduction, and until they're all destroyed, he can't be.
* EvilCounterpart: To Fanatic. Both are [[WingedHumanoid Winged Humanoids]] with a religious theme, they both use Relics of great power, and they both have cards quoting {{Music/Dio}}. Even their swords, Absolution and Condemnation, are [[EvilCounterpart Evil Counterparts]].
* TheLegionsOfHell: His minions include a range of demonic beasts.
* MeaningfulName: Bezaliel, "shadow of God," and a fallen angel from the Apocryphal Book of Enoch.
* NoCureForEvil: If Apostate would be killed on his Infernal Emissary side and he has a relic, he blows up one with the least HP and flips to his Dark Corrupter side, healing 20 HP in the process. And his Dark Corrupter side regenerates health every turn.
* OminousLatinChanting: His theme in the digital version is full of it: "Sumus adamas luceat sine ignes, ignes, ignes... SUMUS! ADAMAS! Luceat sine ignes!" [[spoiler: It's a translation the verse from the Dio song ''Fallen Angels'' that he quotes on one of his cards.]]
* WingedHumanoid: Claims to be the same type of being as Fanatic, and her creator. She...[[HeroicBSOD did not take that claim well]].
[[/folder]]

[[folder: Baron Blade]]
!!Baron Blade
->'''Debut''': Base Game
[[quoteright:242:http://static.tvtropes.org/pmwiki/pub/images/baron_blade_2382.png]]
[[caption-width-right:242:Baron Blade 1.0]]

A scientist who has a very large vendetta against the Parsons family (i.e. every Legacy) and seeks to TakeOverTheWorld. His deck is one of the more straightforward ones, and it throws nearly every trick in the book at the players: minions, defensive weapons, destructive superweapons, and devastating debuffs.

Baron Blade has an alternate form: '''Mad Bomber Blade''', which sacrifices his minions and targetable devices to let him do ever-increasing damage to the heroes. A second version of Baron Blade, one with his own deck, is a member of the Vengeful Five. For tropes related to that Blade, see the Vengeful Five folder.

For the [=OblivAeon=] expansion, Baron Blade [[HeelFaceTurn temporarily becomes a hero]] named Luminary.

* ArchEnemy: Legacy (and by extension, Young Legacy and Greatest Legacy)
* AttackDeflector: Elemental Redistributer, but only for [[FireIceLightning fire, cold, or lightning damage ]].
* AxeCrazy: Normal Baron Blade is unhinged, but Mad Bomber Blade is completely psychotic. When he flips to his Maniacal Death Ray Wielder side, he's laughing psychotically while wielding a huge energy gun.
* BadassNormal: Blade has no superpowers, just genius intellect and a whole arsenal of gadgets, weapons, drones, and minions. Mad Bomber Blade doesn't even have the drones or minions; he's just a lunatic with bombs and a death ray, and he still manages to be a serious threat to the heroes.
* CompositeCharacter / {{Expy}}: Doctor Doom with the revenge motive of [[Film/IronMan2 Ivan Vanko]]. As Luminary he wears a tank top, leggings, and goggles which make him resemble MCU Tony Stark at work, including operating a holographic computer. Meanwhile, his minions wear uniforms that remind one of HYDRA's minions in the comics.
* CounterAttack: Backlash Field.
* CutLexLuthorACheck: In ''Vengeance'' he decides to start renting out his Mobile Defense Platforms to other villains, turning them into environments.
* DeathRay: Mad Bomber Blade has one once he flips.
* EnemyMine: The threat of [=OblivAeon=] is enough to make him put aside his differences with the heroes and join up to fight them as Luminary.
* EvilMinions: The Blade Battalion.
* FakingTheDead: Luminary's incapacitated art sees the Freedom Five attending his funeral, [[DueToTheDead with Legacy giving the eulogy]]... and a shadowy figure watching from a nearby hill. And, indeed, Baron Blade is an antagonist in ''Tactics''.
* ForceField: Living Force Field, and Mobile Defense Platform.
* GoodScarsEvilScars: Mad Bomber Blade has a huge burn scar down one side of his face. Prior to that, he has a trendy eye scar on his right eye.
* GoodTwin: With a side of GenderFlip, where one of the alt universe heroes that answers the call to fight [=OblivAeon=] is Ivan''a'' Ramonat, a {{Science Hero}}ine who on her world fights against the Legacy of Destruction.
* HeroKiller: He killed the World War II-era Legacy, and in the original timeline, kills the current Legacy. In an alternate timeline, he instead kills Young Legacy.
** Invoked in the digital version. In order to unlock Young Legacy, you need to let Baron Blade personally knock out Legacy in the Wagner Mars Base.
* OneManArmy: Mad Bomber Blade doesn't use minions or defense platforms. Even by himself, armed with just a death ray, a few gadgets, and a multitude of explosives, he remains a credible threat to the superheroes.
* NoCureForEvil: Averted. Baron Blade has Flesh-Repair Nanites that can heal him for 10 HP. The good news is that he only has one.
* NonstandardGameOver: If he has enough cards in his trash, he wins via ColonyDrop. His advanced setting amplifies this, as every turn he discards three cards into his trash.
* MadBomber: Mad Bomber Baron Blade, obviously.
* MadScientist: He's got a huge range of technological devices, and his overall plot - before he flips - is to use a giant energy beam to pull the Moon into the Earth.
* PoweredArmor: Gets some once his standard version flips.
* SlasherSmile: Mad Bomber Blade sports one. He's also shown with one when he kills young Legacy.
* StarterVillain: In gameplay terms, his base game incarnation is one of only a couple villains listed at the lowest difficulty. In story terms, according to the online comic, he's the villain who makes Legacy form the Freedom Four, recruiting Tachyon, Bunker, and The Wraith to stop him.
* VillainousBreakdown: Offscreen version. Mad Bomber Blade is Baron Blade after getting stomped by the heroes, and compared with his previous self, he's disheveled, scarred, and even more insane than he was previously. He didn't take his last defeat well at all.
* YouKilledMyFather: His reason for hating the Parsons; the Legacy of the Cold War killed Blade's father when he was developing Soviet superweapons, which directly led to the collapse of the city that had grown up around said weapons' production plants.
* WakeUpCallBoss: While he's one of the lowest-difficulty rated villains, some of his cards can be devastating if you thought you could take your time with him -- one, for instance, allows the players to destroy their equipment or ongoing cards, and then does damage to every hero target based on how many total are left on the table -- if you've got an equipment or ongoing-heavy hero like Argent Adept, Wraith, or Absolute Zero on the table, that means either wiping their gear, or a potential TotalPartyKill. If you're playing with advanced rules, he also becomes one of the hardest villains ''period'' simply because he discards up to three cards into his trash every turn... which means you need to unload a minimum of ''fifty'' points of damage into him within five turns (forty for Blade and ten for his first defense platform), and that's assuming he doesn't bring out Living Force Field, another defense platform, or a bunch of one-shots that also fed his trash.
[[/folder]]

[[folder: The Chairman]]
!!The Chairman
->'''Debut''': Rook City
[[quoteright:242:http://static.tvtropes.org/pmwiki/pub/images/chairman_2689.png]]
[[caption-width-right:242:Underestimate him at your own peril]]

The shadowy ruler of Rook City and the CEO of Pike Industries. Graham Pike rules his city with an iron fist, at once turning it into a criminal empire and a corporate paradise, making money hand over fist from its rampant crime while the city's corruption ensures he profits. The Chairman's deck is a minion-heavy one, with lower-ranking minions being led by "Underbosses" and requiring the heroes fight their way up the ladder to take out several of them -- "interrogating" them, if you will -- before they can fight Pike himself.

* ArchEnemy: Mr. Fixer.
* BackFromTheDead: In a gameplay twist -- if the Chairman is brought to 0 HP before the Operative is, his card is destroyed and put into the Trash. If the game goes on long enough for the trash to be reshuffled into the deck, The Chairman can be put into play again, forcing the heroes to start over.
* BadassNormal: While Pike himself is not - he's a genetically-modified "peak human specimen" who is over a century old - the Organization itself is made up exclusively of unpowered human thugs, soldiers, thieves, dirty cops, and informants. Yet they're well-armed and have the resources to pose one of the more daunting challenges in the entire game.
* CounterAttack: When he flips, he deals damage back to the first hero to damage him each turn.
* CorruptCorporateExecutive: of Rook City.
* CripplingOverspecialization: His deck has two key weaknesses that, when exploited, make him much easier to take on.
** The vast majority of it is Melee type, with only The Contract and Gunmen dealing projectile. With Next Evolution and Lead from the Front, Legacy can effectively neutralize most of that. Incapacitated Tempest can also let the team be immune to one damage type for a round to the same effect.
** The Chairman's strategy is tied to having Thugs in the trash. So if the trash is empty, either via Visionary's Brain Burn or just getting him to draw enough to force a reshuffle, then Thugs are much less likely to come out and cards like Prison Break are rendered harmless. Similarly, cards that remove his minions from play rather than simply destroying them, like Haka's Savage Mana or the Final Wasteland's Unforgiving Wasteland, prevent them from being pulled back into the fray.
* DirtyCop: The Deputy and the Dirty Cop. The latter reduces damage to all of the other minions, while the former heals the Dirty Cop and brings him back out into play if he's destroyed.
* {{Expy}}: Of both the Kingpin and Ra's Al Ghul; the Lazarus Vats in particular are a direct reference to the latter.
* FountainOfYouth: His Lazarus Vats can't heal death, but they ''can'' regenerate and revitalize his body. After a century, he remains in his prime thanks to regular baths in them.
* HiredGuns: His damage-dealing minions:
** The Contract is a well-dressed hitman, while the Gunmen the Contract can bring out do massive damage each turn to the heroes.
** The Muscle is a crowbar-wielding thug who also does damage to the heroes each turn, and brings out packs of Enforcers, who will either wreck your weakest hero or force them to discard cards.
* HomeFieldAdvantage: He's at his most dangerous in Rook City. More neutral environments take some of the edge off, and Final Wasteland can gut his deck in exactly the way you'd expect if a criminal gang tried to operate in a monster-infested wilderness.
* TheInformant: The Broker's thug, who plays a villain card every time a hero card is played.
* TheManBehindTheMan: Of ''every'' man in Rook City.
* KnowledgeBroker: The Broker minion, who plays a villain card at the start of each villain turn.
* PetTheDog: Pike is an evil bastard, but he appreciates good service. He is ''exceptionally'' generous to the impoverished Sophia [=DeLeon=], offering her the use of the same Lazarus Vats that keep him in his physical prime and making her the second-highest member of his organization despite her humble origins. When the heroes take her out, he gets a big damage boost, and after she and Mr. Fixer [[MutualKill cut each other down]], he gave her over to Zhu Long to be restored to life at his own expense, knowing she's have to work off her "debt" to the dragon first.
* PhantomThief: The Thief thug, who destroys one equipment or ongoing card each turn. If the Fence underboss is in play, then this heals Pike and the Operative.
* ReallySevenHundredYearsOld: Pike is one hundred and seventeen years old, and founded Rook City. He, and the Operative, use regular chemical baths in vats of rejuvenating chemicals to remain in their prime.
* SanitySlippage: In ''Sentinels Tactics'', following a one-two-three punch of having his Organization dismantled, his city reduced to rubble, and being forced to use less-safe, more-experimental chemicals to maintain his youth, Pike has gone stark raving mad and, backed by insane minions each armed with one of Spite's drugs, he plans to remake Broken City in his image.
* TierSystem: The Chairman somehow weaponized it. The Operative (Top Tier) can get one Underboss (Middle Tier) from the deck each turn, while the Underbosses can each get their Thug (Bottom Tier) at the end of each turn.

!!The Operative
->'''Debut''': Rook City

An orphan from Rook City, Sophia Anna Isabel DeLeon grew up understanding that the strong took what they wanted from the weak. She grew up to be a powerful thug of the underworld, and drew the attention of The Chairman. Now, she works as his right hand woman. When fighting the Chairman, although The Chairman is technically the only Villain card -- meaning that defeating him is the only actual objective -- the Operative must be defeated before the game can be won.

* ArchEnemy: Mr. Fixer, her former martial arts teacher.
* CounterAttack: She punishes anyone who destroys an Underboss or Thug.
* TheDragon: of The Chairman. Not only does she handle all of the logistics of recruiting and "motivating" the underbosses, but she "discourages" the heroes from taking them out... by punching their lights out whenever they do.
* DragonAscendant: In the ''Villains of the Multiverse'' expansion, she gets her own villain deck, having taken up with Zhu Long following the defeat of the Organization. By ''Tactics'', she's outright taken over the Organization.
* FountainOfYouth: Before their destruction, the Operative ''also'' benefited from Pike's Lazarus Vats, an unprecedented honor. The card that lets him heal up with a quick dip in them also benefits her.
* APupilOfMineUntilHeTurnedToEvil: She was already on a dark road when H. R. started teaching her martial arts. But, when he [[HeroicBSOD retired from heroics]], she had no one to lead her off it. Now, she's come under the evil influence of ''both'' his nemeses.
[[/folder]]

[[folder: Chokepoint]]
!!Chokepoint
->'''Debut''': Vengeance

Debuting as a minion in the Vengeance expansion (as part of Fright Train's deck), Choke was originally Evelyn Moore, a baby girl "adopted" by the Ironclad Project because of her severe social difficulties and ability to talk to machines. In a desperate attempt to "prove herself," she absorbed a tank, only to flee when soldiers opened fire on her in a panic, before becoming a supervillain. She apparently met her end after being stabbed by K.N.Y.F.E. However, she saves herself by merging with Deadline's crystal (which apparently has a [[TalkingWeapon mind of its own]]) and becomes the villain Chokepoint. A mini-expansion for pre-ordering the Villains of the Multiverse, Chokepoint has now decided to adopt Deadline's "tough-love" plans to save the planet, destroying the world's weak points to toughen it up.

* AmbiguouslyBrown: Her name is very ethnically-neutral, and her skin color is very much on the coffee-with-cream side.
* CyberneticsEatYourSoul: Played with. She had severe social difficulties and was raised in a very poor environment, which contributed to her becoming a supervillain in the first place. Yet merging with Deadline's energy crystal caused her to become detached from her humanity.
* EarlyBirdCameo: From minor ''Vengeance'' minion to main villain with her own deck.
* EvilCounterpart: To Unity, as an evil technopath with a desperate need to "prove" herself, and to Bunker, who is an ''heroic'' product of the Ironclad Project.
* ImpaledWithExtremePrejudice: How she nearly died, as witnessed in K.N.Y.F.E.'s deck.
* NearDeathExperience: The game's blog even described her as "fatally wounded" following ''Vengeance''.
* NiceJobFixingItVillain: Her assault on the Adamant Sentinels ended up super-charging them into the Void Guard. Downplayed, in that there ''were'' some nasty side-effects.
* NoCureForEvil: Averted. She can absorb some nearby energy for a quick pick-me-up, and gains ''more'' health if doing so destroys a target.
* PowerCopying: Thematically, if not practically. Chokepoint "steals" hero cards until she reaches a tipping point, flipping to her "Armored Animus" side and gaining both damage bonuses and damage reduction against any heroes she controls the cards of.
* Technopath: Before her powers got supercharged, she could "talk" to machines, and control them to a limited extent. Afterward, "[her] scope is without limit," and she is capable of merging and absorbing huge varieties of technology into a kind of armored suit.
* WellDoneSonGuy: Originally, the whole mess started thanks to Choke's desperate desire to "prove herself" to the Ironclad Project, and it still drives her as Chokepoint, even after she's abandoned so much of her humanity.
[[/folder]]

[[folder: Citizen Dawn]]
!!Citizen Dawn
->'''Debut''': Base Game
[[quoteright:242:http://static.tvtropes.org/pmwiki/pub/images/citizen_dawn_6809.png]]
[[caption-width-right:242:LightIsNotGood indeed]]

Born with powerful light-based abilities, Dawn Cohen found herself frustrated with life among normal people. Approached by others who believed she had the potential for leadership, and believing herself the most powerful individual alive, she formed the Citizens of the Sun, a group dedicated to elevating superhumans to godlike status. Citizen Dawn's deck combines powerful minions with a lot of damage-dealing/healing cards, letting her deal a ''lot'' of hurt and soaking it right back up.

* AbusiveParents: Dawn is very abusive towards Expatriette. Heck, her dialogue in the digital version where she confronts Expatriette has her outright saying that because she doesn't have any powers, Expatriette ''isn't'' her daughter.
* AGodAmI
* AnIcePerson: Citizen Winter, whose ice attacks hit the entire hero team.
* ArchEnemy: Expatriette, her own (human) daughter.
* AscendedExtra: Not Dawn, but her minions. ''Sentinels Tactics'' provides names and backgrounds for all of the Citizens, some of which are [[TragicMonster quite sad]].
* AFatherToHisMen: Citizen Dawn is shown to care for her citizens at least. Kill too much of them and she merges with the sun, channeling it's power and becoming invincible until more of her citizens join her.
* ANaziByAnyOtherName: Brutal, violent, prejudiced against anyone who isn't part of her "superior race" of powered individuals (even her own daughter) and bent on conquest. Heck, her {{Leitmotif}} in the digital version, Citizens To Victory, even sounds reminiscent of a Nazi march.
* BashBrothers: Many of the Citizens with ThemeNaming complement one another when they're both in play. In many cases these Citizens have shared backgrounds explaining why they work so well together. Truth and Dare actually ''are'' brothers (and come from the same project that created Visionary).
* BewareTheSuperman: As Expatriette points out in the digital version, when her Dark Watch variant fights her mother, many people with powers use them for the good of all. Dawn instead uses them to try to dominate and subjugate all others.
* BladeOnAStick: Citizen Assault.
* {{BFS}}: Citizen Battery wields a massive sword charged with energy.
* {{Cult}}: The Citizens of the Sun are a superpowered one, dedicated to ridding the world of "impurities" and living as gods among normal humans.
* DeadlyUpgrade: Channel the Eclipse gives Dawn an additional card play... but also causes her to begin dealing ice damage to herself each Villain turn. Its flavor text features her boasting that using such power will eventually kill her, but not before it kills the heroes.
* {{Expy}}: As a KnightTemplar villainous and visionary leader of a band of superhumans with occasionally self-destructive and dangerous powers, she's one to ComicBook/{{Magneto}}; she also shares his motivation of protecting superhumans from the prejudices of "lesser" humanity by establishing a superhuman state at any cost.
* GoodPowersBadPeople: Citizen Dawn's primary powers are the manipulation of light and life energy. She is also a remorseless egotist and, practically speaking, cult leader.
* HardLight: Citizen Truth uses barriers of light to deflect incoming attacks. Not only does he reduce damage to himself, but he also renders all other Citizens immune to damage.
* HealingHands: Citizen Spring can heal with a touch, even bringing the dead back to life. Citizen Dawn herself has healing and life channeling powers and in-game can bring the dead back to life.
* InvincibleVillain: In-game, she temporarily becomes this when flipped to her "Merged with ThePowerOfTheSun" form.
* JustTheFirstCitizen: As her name implies, her only title in the superhuman society she's creating is "Citizen," just like the others, and she styles herself as merely the "first among equals."
* PetTheDog: Despite her many negative qualities, she ''does'' tend to treat her "people" well, and many of them are personally loyal to her thanks to her showing them the first pieces of human kindness they've ever felt. This is reflected in her deck: unlike many other villains, Dawn does not have cards that destroy her own minions.
* PlayingWithFire: Citizens Summer and Hammer both wield fire powers.
* KnightTemplar: Dawn thoroughly believes she is doing the right thing by conquering the world for her superpowered Citizens.
* LightIsNotGood: Her light- and life-based powers actually directly led to her coming to believe that superhumans were superior to ordinary human beings.
* LuckilyMyShieldWillProtectMe: Citizen Anvil carries a heavy shield which he uses to protect other Citizens.
* NoCureForEvil: [[AvertedTrope Averted]]. Luminous Leadership and Citizen Summer each heal 1 HP a turn, while Healing Light fully heals every citizen except Dawn, who heals for 10 HP. And while the heroes normally have somewhere between no access and ''very'' limited access to reviving other heroes, Dawn can literally pull her minions back from the dead.
* SadisticChoice: She forces one from a gameplay perspective. Either you avoid destroying very many of her Citizens for the whole game, or you have to deal with her temporarily merging with the power of the sun to become invincible. And she'll only flip back once ''more'' citizens are in play.
* ThemeNaming: Citizen Dawn's powers are light based. In fact, everyone in the Citizens of the Sun have similar theme naming.
* TragicVillain: Not Dawn herself, who actually had a very happy life before starting her little cult, but many of the Citizens of the Sun lived very sad lives thanks to their superpowers, and are loyal to Dawn because she treated them like people instead of monsters.
* UnstoppableRage: Dawn genuinely cares for her "children" and becomes enraged if you defeat too many of them. Once that happens, she flips, and temporarily becomes invincible until H-2 Citizens are in play[[note]]Technically, it's H-1, but Dawn herself counts as a Citizen for this[[/note]], representing how pissed off she is that you're wiping out her minions.
* WalkingWasteland: Citizen Autumn's ability to destroy ongoing cards, and what she did to the world around her before Dawn taught her to control her powers.
* YouHaveFailedMe: According to WordOfGod, she killed Expatriette's father for his failure to sire a powered heir. [[DevelopmentGag He was originally going to be a powerful minion in her deck, and his being scrapped is represented by his "death" in the lore.]]
[[/folder]]

[[folder: Deadline]]
!!Deadline
->'''Debut''': Wrath of the Cosmos

Tarogath is the LastOfHisKind, and would have died alongside them if he had not been granted the chance to preserve his racial memory by the Terminarch. Now, 700 years later, he has lived among the Endlings, others who are the last of their species, in the Enclave of the Endlings. However, he recently noticed cosmic events converge on the planet Earth similar to those which destroyed his own civilization. Fearful for that world's survival, he took the name Deadline, traveling to Earth so that he may save humanity... by destroying their civilization and knocking them back into the dark ages, disrupting the arrival of [=OblivAeon=].

Deadline's deck focus on the use of his Catastrophe cards to slowly destroy enough of the Earth to cause the cosmic event that is converging towards the Earth to either slow down or leave altogether.

* AntiVillain: Deadline only wants to save all reality by sparing Earth from [=OblivAeon=]'s attention -- but the only way he can think of to do so is to destroy all human civilization and plunge it into a new dark age. His victory screen in the digital version shows him shuddering in horror, eyes closed.
-->'''Deadline''': The suffering I bring to the world is a mere fraction of what I seek to prevent.
** After he's stopped and returned to the Endlings, the threat of [=OblivAeon=] influences the Terminarch to send him back -- to fight ''alongside'' the heroes as Lifeline.
* ArchEnemy: The Naturalist, since he's literally killing the planet.
* ArmorPiercingAttack: Most notably, his flipped side deals ''irreducible'' damage from destroying the environment, as do some of his Catastrophes.
* DeaderThanDead: Deadline's Remorseful Eco-Vandal side removes cards from environment deck, which is something that very few characters in [=SotM=] can do.
* EarthquakeMachine: The majority of his Catastrophes are seismic in origin, with Calculated Orogenesis causing a mountain to suddenly grow in a crowded city, Magnetic Pole Shift doing ExactlyWhatItSaysOnTheTin, with disastrous results for hero Equipment and Ongoing cards, and Subduction Super-Zone creating an earthquake so powerful it causes ''lava'' to spurt into the air.
* HeelFaceTurn: Jansa Vi Dero, reclaiming him after his failure to "save" Earth and seeing his willingness to bend the ways of the Endlings for the greater good, gives him her blessing and a new arsenal of powerful magic and equipment to battle with the heroes as Lifeline against [=OblivAeon=].
* HeWhoFightsMonsters: He is ''deeply'' aware of the horrific cost of what he's doing, yet at least a few of his cards see him ''smiling'' as he goes about his dark work.
-->'''Deadline''': To save the Multiverse, I had to become my greatest fear.
* HoistHeroOverHead: Does Spite one better by doing it one-handed in the Naturalist's incapacitated art.
* IDidWhatIHadToDo: Deadline is not pleased with what he is doing, but he sees no other options.
-->'''Deadline''': It is not my way to wield the weapons of war. But it is the only way.
* InstantArmor: His Auto-Armor Caster prevents the first instance of damage he would take each turn while it's in play.
* LastOfHisKind: Deadline is the last of his kind, as are all of the others at the Enclave of the Endlings.
* LifeDrain: He inflicts this ''on the planet'' with the Severed Ley-Line Catastrophy, which heals him while shuffling hero trash into the heroes' hands. The Scholar is horrified in the flavor text.
* {{Lizardfolk}}: Procitor, technically, but he looks like a humanoid lizard with a veined fin on his head.
* MagicKnight: He is both a powerful ley-line sorcerer ''and'' a powerful combatant, armed with a variety of advanced weaponry and armor and a powerful physique.
* {{Magitek}}: His advanced alien tech is often also magical in origin. Notably, he is one of the few characters capable of dealing Infernal damage, usually associated with mystical strength, and one of his Catastrophy cards interacts with the planet's ley-lines rather than causing a straightforward disaster like an earthquake or hurricane. Furthermore, two of his Devices, the Ataxia Sphere and the Pandemonium Key, are also Relics, a keyword usually reserved for powerful magic items like Fanatic's sword, Ra's staff, Nightmist's protective amulets, or Apostate's world-ending evil artifacts.
* NoNonsenseNemesis: One of the nastiest aspects of Deadline is how he ''doesn't'' play by typical villain rules regarding giving the heroes a chance to thwart him. Rather than giving the heroes a turn to react upon getting a lot of Catastrophes in play, for instance, as most villains do, Deadline flips ''during his turn'' upon moving them onto the field, before destroying them, dealing the heroes irreducible fire damage and destroying several environment cards to further his endgame.
* NonStandardGameOver: If there are no cards Environment cards left during Deadline's Remorseful Eco-Vandal trick, the heroes lose.
* NotSoDifferent: Deadline and Naturalist are both beings who wish to protect nature. However, Deadline goes about that goal destroying what he wishes to protect while Naturalist turned his back on his environment destroying ways.
* TheParagon: Like all Endlings, Tarogath is a peak, ideal specimen of his dead race. As Lifeline, he embodies both their magical skill and their wisdom and compassion.
* Really700YearsOld: At the least. Comes with the package of being an Endling.
* ReptilesAreAbhorrent: Averted. Deadline is a reptile and a villain, but he is also one of the most tragic, well-intentioned, and sympathetic villains in the game.
* FourIsDeath: Not counting Deadline himself, his deck contains four targets: The Atomic End-Glaive, The Ataxia Sphere, Pandemonium Key, and Auto-Armor Caster. All four targets also have 10 Hp each, giving a total of 40 Hp.
* WeaponOfChoice: The Atomic End-Glave is a polearm, and the only straightforward weapon of his stolen tech. He starts the game holding it.
* WeatherControlMachine: One of his Catastrophes is a massive hurricane that blows away hero cards back onto their decks, then deals damage.
[[/folder]]

[[folder: The Dreamer]]
!!The Dreamer
->'''Debut''': Shattered Timelines
[[quoteright:242:http://static.tvtropes.org/pmwiki/pub/images/dreamer_4597.png]]
[[caption-width-right:242: The mind is a dangerous weapon if one is untrained.]]

As a child, Vanessa Long (a.k.a The Visionary) and her family were saved from Project Cocoon. However, Vanessa's psychic powers awakened and caused her dreams to project themselves into the real world. The Dreamer's deck involves deploying a large number of minions who need to be destroyed while avoiding hurting the Dreamer herself; however, these projections tend to be ''powerful''.

* DamageIncreasingDebuff: Challenge Mode's Frail Child does this. See GlassCannon below.
* DamageReduction: Granite Oni
* DemBones Macabre Specter.
* DepartmentOfRedundancyDepartment: Dreamer's front side is called "The Dreamer Dreams."
* DarkIsEvil: Illusory Demon and Granite Oni.
* EvilTwin: Her Dark Hero, a projection of Legacy. Dark Hero buffs Villain cards and reduces damage dealt to Projections, which is Legacy's role on the heroes team.
* FutureMeScaresMe: Well, considering how Visionary and Dreamer are ''nemeses'', this counts.
* GlassCannon: The Dreamer turns into one during Challenge Mode's "Frail Child" Challenge. In it, any damage The Dreamer would take is increased by five, turning any blow dealt to her a lethal one.
* HealingFactor: Macabre Specter fully heals when a target other than him dies. He only has 3 HP though so it's minor compared to the other villain targets that can heal.
* NonStandardGameOver: If Dreamer is killed, the heroes lose.
* ObliviouslyEvil: The Dreamer isn't evil or malicious and she's as much a victim of her own powers as anyone else.
* OneHitKO: Not for Dreamer but for the heroes. Challenge Mode's "Frail Child" Challenge makes ''any'' damage Dreamer takes lethal.
* PoliceBrutality: Megaopolis's Police Backup can indeed be this if Dreamer has the most HP come the end of the Environment Turn. It's only 1 damage though, and since they are Environments the heroes can take the damage for Dreamer. It's even worse in Challenge Mode.
* PowerIncontinence: She's not actually evil, it's just that her psychic powers are causing her nightmares to manifest in the real world.
* SquishyWizard. Dreamer only has 6 HP. You do not want to send large amounts of damage her way.
** Taken UpToEleven in Challenge Mode. See GlassCannon and OneHitKO.
* TakingTheBullet: Since Dreamer's death results in the heroes losing, the hero with the least HP can redirect Environment Damage to themselves and take the damage for her.
[[/folder]]

[[folder: The Ennead]]
!!The Ennead
->'''Debut''': Infernal Relics
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/enead_7270.png]]
[[caption-width-right:300:Some of the Local Evil deities]]

A team of fortune-hunting archaeologists who followed in the wake of Blake Washington, the current Ra. On an ill-fated expedition, they were trapped inside a pyramid containing relics associated with a group of Egyptian gods whom Ra had defeated and imprisoned. Taking up the artifacts, they were transformed just as Washington was, only now the Ennead are bent toward power and destruction. The Ennead's deck involves the team gradually awakening and assembling, with each card in their deck triggering different members of the Ennead to activate their effects based on the colored symbol of a card they play; as a result, once the Ennead get rolling, they are at best a serious handful, and at worst they will ''steamroll'' the heroes.

* AllYourPowersCombined: Played with. Challenge Mode gives each card in their deck all three of their trigger symbols (Orange, Green, Purple), meaning the cards that are supposed to trigger specific members of the Ennead trigger each member instead. Note that two of them play extra cards when triggered.
* ArchEnemy: Ra.
* BigBad: Atum leads the Ennead.
* BossRush: They start out with as many members of the Ennead on the field as there are heroes, and their numbers just increase. Once they ''all'' come out, things get ''really'' bad....
* DeathOfAThousandCuts: Very few of their attacks do more than 1 or 2 damage, with the strongest effects tending to be H-2 damage, which maxes out at 3 damage. With the way their symbols work, however, you could have several of them attacking in one turn in addition to the one-shot cards, so by the end of their turn, they can deal in the double digits in total.
* DifficultySpike: Their Advanced rules are generally agreed to trigger one of the harshest in the game, since they mean a new member of the Ennead comes out ''every round'' rather than under special circumstances.
* ElementalPowers:
** CastingAShadow: Isis's green/Purple trigger, Ancient Magicks, Death's Grasp
** DishingOutDirt: Geb has this power in universe: in game he does melee damage instead.
** PlayingWithFire: Nephthys, Blast Of Flame, Mass Overheating. Sun's Fury
** ShockAndAwe: Sets Green trigger.
* EnemyMine: None of them like each other much, though their common hatred of Ra unites them. Comically, due to game mechanics, they technically count as ''each others[='=]s'' nemeses as much as Ra's, so their attacks, if redirected, gain a damage bonus. Notably, their biggest disadvantage, in what is almost certainly an intentional twist, is their lack of teamwork compared to the heroes and their tendency to [[UnwantedAssistance step on each others' toes]].
* EvilCounterpart: They're basically a team of supervillains, with roughly around the same amount of health as the heroes. They even flip when they're defeated rather than being put in the trash, allowing them to continue to have nasty effects on the battlefield via their version of incapacitated abilities.
* FireIceLightning: Elemental Storms does 1 damage of each.
* TheMedic: Shu's Orange/Green trigger heals his allies.
* InstantDeath: The Grave Beckons kills every non villain with 3 or less HP
** Incapacitated Osiris kills the non character target with the least HP each turn.
* Regeneration: The Ennead In Force (thier character card when flipped) deals each one of them each turn.
** Incapacitated Nephythys heals her buddies as well.
* RuleOfThree: There are nine members of the Ennead. Nine is the third multiple of three.
* SadlyMythtaken: Naturally, being comic book versions of the ancient deities, the Ennead weren't evil in the source material. Then again, they seem more focused on taking revenge on Ra than anything else.
* UnwantedAssistance: Their greatest weakness, compared to the heroes, is their inability to properly coordinate with one another and leverage their numerical advantages with teamwork.
* WolfpackBoss: Each is roughly as powerful as one of the heroes.
[[/folder]]

[[folder: Gloomweaver]]
!!Gloomweaver
->'''Debut''': Infernal Relics

A powerful extradimensional demon of gloom and fear. His cultists are trying to acquire the three relics required to summon him to the mortal world. Gloomweaver's deck is heavy on minions and targets, primarily zombies and cultists, but also on debuff-applying voodoo pins and his trio of extremely dangerous relics.

His variant is '''Skinwalker Gloomweaver''', who has made a pact with the resurrected Spite and inhabited a body formed from the remains of Spite's victims. After the heroes defeat him, his physical shell turns into a nightmarish colossus of rotting flesh that rapidly devours its own minions to try to remain in play.

* ArchEnemy: Nightmist.
* ArtifactOfDoom: All of his relics. If all three are out at once, it is '''bad''' news.
* {{Cult}}: Gloomweaver's Cthulhu-esque cult forms a major part of his firepower.
* DamageOverTime: The Rotting God is rapidly melting as a result of the heroes wrecking his body and forcing it to flip. Unfortunately, [[HyperactiveMetabolism it can regenerate by consuming any destroyed target]], and it [[BadBoss slaughters its own minions to keep healing]].
* DimensionLord: He rules his realm of fear, misery, and death so as to maximize his ability to feed on the despair they produce. And he's always looking to absorb more.
* {{Expy}}: As an extradimensional magical entity appearing as a tall figure with a flaming skull for a head, he's one of Dormammu, the ArchEnemy of ComicBook/DoctorStrange.
* EmotionEater: He feeds on gloom and despair.
* {{Familiar}}: His is an albino snake known as Ophidua the Deceiver.
* HollywoodVoodoo: Part of his deck involves voodoo pins, that cause negative effects to heroes if they are not destroyed.
* InstantWinCondition: If he's in his Nightmare Walker state, then putting all three of his relics into the trash results in instant victory for the heroes.
* ImAHumanitarian: Skinwalker's flipped side, the Rotting God, heals whenever any target is destroyed. It is implied that he eats them. Considering a good number of his minions are human Cultists....
* NightOfTheLivingMooks: Zombies form a big part of his hordes, and his cultists both become zombies when they are destroyed and bring destroyed zombies back from the trash.
* NoCureForEvil: AvertedTrope. When [=GloomWeaver=] flips he heals H * 10 Hp.[[note]]H = the number of Heroes[[/note]]
** Averted even more in his Skinwalker variant. Due to being a Zombie while the Skinwalker, he can use the Pouch of Bones to heal when Zombies rise. As the Rotting God, any time any target dies, he heals from it. Which is good as he tend to do just as much damage to his side as he does to the heroe's side.
* TheUndead: Zombies form the core of his minions, and every time a cultist dies they get raised as a zombie. Becomes one himself as the Skinwalker.
[[/folder]]

[[folder: Grand Warlord Voss]]
!!Grand Warlord Voss
->'''Debut''': Base Game

[[quoteright:248:http://static.tvtropes.org/pmwiki/pub/images/voss_splash_8745.png]]
[[caption-width-right:248:[[BadassBoast "What I cannot have, I]] '''[[BadassBoast will]]''' [[BadassBoast destroy".]] ]]
A highborn member of the Thorathian race who chose a military career and made great strides in scientific discovery, but was exiled for experimenting on his fellow citizens. Returning from his exile, he managed to conquer his homeworld and has now set his sights on the rest of the universe. Voss' deck is heavy on the minions, both deploying and supporting them. He has a ''lot'' of mooks to send your way.

* AnIcePerson: Gene-Bound Frost Hound. Also immune to cold damage.
* ArchEnemy: Tempest, whose world he enslaved, and the majority of whose people he twisted into the Gene-Bound Shock Troops.
* AuthorityEqualsAsskicking: At the start of the game, he stands back and lets his minions run rampant. When things get dire enough, though, he wades into the fray himself, proving that he is ''also'' a Super-Thorathian Warrior.
* BackFromTheDead: Forced Deployment. When destroyed all dead Minion return to life. And said Forced Deployment destroys itself at the start of the villain turn.
* BadassBoast:
--> '''Grand Warlord Voss''': "What I cannot have, I '''will''' destroy".
* BattleThralls: His Gene-bound troops are all once-free races genetically modified in ways to emphasize the traits he finds useful, and discarding the rest.
* DamageIncreasingDebuff: Vyktor increases damage deal to the heroes.
* DecapitatedArmy: Played with. Voss's defeat on Earth led to a civil war breaking out on his homeworld. His armies still far outnumber the rebels... but the rebels are now far better united and organized than they.
* EvilOverlord: Every resource of the worlds he conquers is bent to the conquest of the next one. This includes [[BattleThralls the inhabitants]].
* EmperorScientist: All of his "soldiers" are the result of remorseless gene-tinkering conquered peoples to create more-dangerous troops for his hordes. Notably, he only conquered his race as a result of his immense scientific genius, allowing him to create the first gene-bound soldiers.
* {{Expy}}: He looks like a palette swap of Darkseid and has the personality and backstory to match. He also has a strong resemblance to Thanos, but given that Thanos himself is an {{Expy}} of Darkseid this is hardly surprising.
* HumanResources: Once he's conquered a people, they're more-or-less extinct. Notably, several of the Endlings are the direct result of his swath of destruction across the stars.
* HumanShield: PlayedWith. Voss takes 2 less damage for each minion he has. To effectively hurt him the minions must die first. Which can be problematic due to the meat shield being able to fight back.
** Gene-Bound Guard plays it a little straighter as he reduces damage to his side by 1.
* KiAttack: Gene-Bound Ion-Lancer and Grand Warlord Voss.
* LaserBlade: Gene-Bound Ion-Lancer
* NonStandardGameOver: If Voss's original side has ten or more minions in play at the start of his turn, he overruns the Earth and instantly wins.
* NoSell: Each Gene-Bound minion is immune to the damage type it causes, and his battleships are in space, and so can't be harmed with Melee damage.
* PlayingWithFire: Gene-Bound Firesworn and Grand Warlord Voss.
* SpikesOfVillainy: The spikes are a racial trait of all Thorathians, though Voss is a warlord so his count. His right and left-hand minions, First Lieutenant Vyktor and Field Lieutenant Tamar, also have them.
* TakesOneToKillOne: [[InvertedTrope Inverted]]. All the Minions (save Gene-Bound Guard) are immune to the type of damage they deal.
* WeHaveReserves: His quote on the Forced Deployment card says it all:
--> "These people are engineered to live and die at my command!"
* ZergRush: His entire strategy. Voss starts the game with one minion in play for each hero opposing him. He also has three copies of the dreaded Forced Deployment card, which upon destruction lets him get ''every'' Minion in his trash back onto the battlefield, which is a more traditional use of this trope.
[[/folder]]

[[folder: Infinitor]]
!!Infinitor
-->'''Debut''': Wrath of the Cosmos
When a purple crystal fell from space, Nigel Lowsley also gained the power to create hard light constructs like his brother, Hugh. However, unlike Hugh, Nigel was overwhelmed by the power and went insane as voices screamed in his head. Nigel is no more; there is only Infinitor, the infinite madness throughout the galaxy.

Infinitor's deck uses Manifestations. While similar to Captain Cosmic's Constructs, the Manifestations are generally more offensive.

* ArchEnemy: Captain Cosmic.
* {{Expy}}: Of Sinestro though rather than using yellow energy for his constructs like Sinestro is most associated with, Infinitor uses green energy like the Green Lantern Corps.
* FightingFromTheInside: If Infinitor gets too many constructs out, he flips, putting himself in a straightjacket and destroying his own manifestations. This represents Nigel struggling to avoid hurting anyone until he loses it again.
* FourIsDeath: The HP of all of Infinitor's Manifestations is four.
* HardLight: How he creates his Manifestations.
* HeelFaceTurn: Apparently, Captain Cosmic manages to get through to his brother and turn him back to the heroic side. Infinitor's promo version has the keyword, "Tormented Ally," and in gameplay counts as a hero target. Instead of fighting him, the heroes have to help him bring his Manifestations down before they get out of control. And Captain Cosmic's final variant, during the [=OblivAeon=] crisis, sees Infinitor [[FusionDance merging with his brother to save him,]] [[HeroicSacrifice sacrificing himself in the process]].
* PaletteSwap: The base of Infinitor's costume is essentially Captain Cosmic's in black and green rather than red and gold. Their costumes do have different accents and accessories, however. His Heroic variant looks a lot more like his brother's.
* PullingThemselvesTogether: If the heroes fail to help his Heroic variant get under control, the shattered manifestations merge together into a huge colossus of green energy that absorbs the pieces of any other destroyed constructs. In his digital loss screen, the giant has begun to turn into [=OblivAeon=].
* PureEnergy:
** Infinitor does Energy Damage while he is in his 'Tormented Malefactor' side.
** Twisted Miscreation also does Energy damage, as well as Lambent Reaper, Crushing Cage, and Ocular Swarm.
* SinisterScythe: Lambent Reaper
* TragicVillain: Played up more than perhaps any other villain, to the point that his variant card and Captain Cosmic's final variant both reference it.
* UnwittingPawn: If his promo version is any indication, his powers and madness is due to [=OblivAeon=].
* WithGreatPowerComesGreatInsanity: Infinitor lost it once he got his powers. There is very little of Nigel left inside him.
[[/folder]]

[[folder: Iron Legacy]]
!!Iron Legacy
->'''Debut''': Shattered Timelines
[[quoteright:242:http://static.tvtropes.org/pmwiki/pub/images/iron_legacy_2228.png]]
[[caption-width-right:242:America's Greatest Evil]]

In an alternate universe, Legacy's daughter was killed by Baron Blade. Enraged, Legacy vanished, and eventually returned as Iron Legacy. He now rules the world with an iron fist, and his former allies have formed the Freedom Six to oppose him. Iron Legacy's deck does two things: buffing Iron Legacy, and inflicting tremendous amounts of damage to the heroes. It is not unheard of for Iron Legacy to take out multiple players in the second turn of the game.

* AchillesHeel:
** Unlike other villains who have various keyword cards, Iron Legacy's cards are mostly Ongoing. That means that hero powers that destroy Ongoing cards will weaken him. If you can consistently destroy more than one Ongoing a turn (or pull out Fanatic's End of Days), he starts dealing much less damage.
** Additionally, while he does extremely high damage, the brunt of it is melee damage. If the heroes can secure reliable immunity to it, he becomes very manageable.
* [[ArchEnemy Arch-Enemies]]: Tachyon, Absolute Zero, Tempest, Wraith, Unity, and Bunker, the Freedom Six in his timeline. He one of only two Villains so far with more than one nemesis. Story-wise, he and his multiversal counterparts from the "main" universe don't get along either, to the point of being the ''only'' non-nemeses with unique opening dialogue in the digital game.
* AttackDeflector: Superhuman Reflection lets him send any attack that would deal him five or more damage to the hero with the most HP.
* BrokenPedestal: He effectively became this for the rest of the Freedom Five and the world. His descent into megalomanical tyranny scattered and demoralized the remaining members of the group, to the point that the Wraith actually took over the Organization to use its resources against him.
* CrazyPrepared: Iron Legacy has a counter for ''everything''. Nukers like Tachyon and other high damage cards? Superhuman Deflection. Pingers like Chrono Ranger? Armored Fortitude and his flipped side. Damage reducing armor that Bunker, Tempest, and Naturalist have? Galvanized and Demoralizing Presence. Damage penalties given by Wraith? Demoralizing Presence. Multiple card plays granted by Tachyon, Knyfe, or Chrono Ranger? Final Evolution. Name a strategy and he has a way to stop it.
* DarkReprise: His theme in the digital game is a dark, more militaristic variation of normal Legacy's more John Philip Sousa-inspired marching theme.
* DespairEventHorizon: Young Legacy's death. He tears apart Baron Blade and Wagner Mars Base after her death, drops his ring on her grave and becomes Iron Legacy
* {{Determinator}}: Once he flips, he goes from an unstoppable conquerer to a desperate, brutal, and intensely determined killing machine.
* DeathByDespair: Demoralizing Presence causes this. Each villain turn the heroes deal 1 Psychic damage to themselves, eventually killing themselves if Iron Legacy doesn't get to them first.
* EvilCounterpart: Of Legacy. A good number of cards in Iron Legacy's deck function similarly to cards in Legacy's. Iron Legacy even has Danger Sense's effect as a built-in effect for Iron Legacy's character card. He is the only villain in the digital version to have custom intro dialogue with a hero besides his nemesis: the Legacy family.
** Demoralizing Presence ↔ Inspiring Presence.
** Flying Assault ↔ Flying Smash
** Galvanized ↔ [[ShapedLikeItself Galvanize]] (Legacy's Base Power)
** Rule From The Front ↔ Lead From The Front
** Iron-Fist Strike ↔ Back Fist Strike
** Armored Fortitude ↔ Fortitude
** Former Allies ↔ Bolster Allies
** Final Evolution ↔ Next Evolution
** Beat Down ↔ Take Down
** Superhuman Redirection ↔ Superhuman Durability
* {{Expy}}: Of Superman gone bad, from [[ComicBook/SupermanRedSon Communist Superman]] to [[VideoGame/InjusticeGodsAmongUs Injustice Superman]], who shares the "supervillain killed a loved one" backstory.
* FantasticRacism: Neither aliens nor sapient robots have rights in his nightmare future. Freedom Six Tempest's Collector's Edition incapacitated art shows the hero finding his people slaughtered in one of their enclaves.
* HeWhoFightsMonsters: Completely jumped off the slope in trying to rid the world of evil and injustice after the death of his daughter.
* HoistByHisOwnPetard: His Superhuman Deflection, Demoralizing Presence and his Advanced rules on his flipped side can cause the heroes to damage themselves. Suddenly all those damage boosts you might have racked up don't seem like such a great idea. On the flip side, if you can make him damage himself (through a redirection effect, or some of Sky-Scraper's Link cards), Iron Legacy's own buffs can be a quick route to victory.
* JudgeJuryAndExecutioner: One whose influence lies over the whole world.
* KickTheDog: In his custom intros in the digital version (and, thanks to his many nemeses and the many variant heroes that could fight him, he's got many times as many as most villains), he goes out of his way to insult them as only an ex-friend could.
* KnightTemplar: He killed or maimed most of the world's heroes just for trying to reason with him.
* LifeDrain: Once flipped, Iron Legacy not only goes after the hero with the least health, but heals from it was well.
* LightningBruiser: Iron Legacy deals damage, and lots of damage very quickly. By the end of the first villain turn expect him to deal at least 9-15 damage base on the number of heroes in play.
* MadeOfIron: Iron Legacy only has 32 HP [[note]]The same amount as Legacy[[/note]], which compared to the other villains is pretty low. The only villains with a lower amount are the members of the Ennead (who are fought in a group), the Vengeful Five (except Fright Train, and they're ''also'' fought in a group), and the Dreamer (who has ''keeping'' her from dying as part of the battle's core mechanics). But Iron Legacy is incredibly hard to kill, thanks to DamageReduction and lots of [[NoCureForEvil healing]].
* MightyGlacier: Shares this with Legacy. Absent any environment cards, Iron Legacy has a very limited ability to play more than one card at a time.
* NoSell: The art of "Rule From The Front" has Argent Adept and Expatriette shoot magical beams and bullets at Iron Legacy. Iron Legacy simply stands there choking Mr. Fixer like nothing is happening. The art for "Armored Fortitude" also depicts this as Haka punching Iron Legacy, and Iron Legacy simply stands there glaring at Haka. Haka's OhCrap face says it all.
* WeUsedToBeFriends: In the Digital version, the Freedom Five (and their Freedom Six counterparts) will repudiate him as their leader and friend. His card Former Allies also shows a smashed picture of the heroes.
[[/folder]]

[[folder: Kaargra Warfang]]
!! Kaargra Warfang
->'''Debut''': Wrath of the Cosmos

The master of the Bloodsworn Colosseum, Kaargra Warfang travels the cosmos, appearing seemingly at random with her Colosseum. At each world, she forces the locals to fight for their lives as gladiators for her - and the crowd's - enjoyment. Those who impress her gain the chance to join her as one of the Bloodsworn.

In addition to her normal villain deck, Kaargra has a special Title deck. Title cards are awarded from play to any target (hero, villain, or environment) who completes the task required to claim them.

The other unique factor about Kaargra is that the heroes and villain are racing to earn Favor Points by accomplishing various feats. Kaargra cannot be defeated simply by damaging her; in order to win the heroes must gain 20 favor points before Kaargra is able to gain the same amount.

* AmazonianBeauty: Kaargra is simultaneously obviously feminine, fairly attractive, and possessed of a physique on par with Legacy or Mr. Fixer.
* ArchEnemy: Sky-Scraper, whom she once enslaved to fight in her arena.
* ArmorPiercing: The Champion title grants whomever claims it this, as the damage they deal becomes irreducible.
* BloodKnight: Kaargra doesn't just watch the gladiator games. Given enough motivation she will join her gladiators and fight the heroes alongside them. Notably, in the [[https://www.youtube.com/watch?v=X6DwnlokPdo Hero in the Arena]] video released for the digital game, she ''leaps'' at the chance to fight Sky-Scraper one-on-one... [[GoodOldFisticuffs with her bare hands]]. Many of her more-loyal Bloodsworn are also this, addicted to the thrill of fighting for glory in the arena.
* BloodSport: She runs a cosmic arena that shows this for crowds of cheering, fickle fans.
* DiabolusExMachina: The arena simply winks into being in various worlds, with no one fully understanding how or why except perhaps Kaargra herself.
* GoodOldFisticuffs: While her Bloodsworn are armed with a wide array of advanced weaponry, when Kaargra takes to the arena herself, she does so armed only with her bare fists. She's ''still'' one of the most dangerous things on the field.
* GreenSkinnedSpaceBabe: She looks mostly human, aside from her unusual skin color and markings.
* InstantKill: The Death-Caller Title rewards someone who can kill without dealing damage by granting the ability to instantly kill a target they reduce to 3 or less HP.
* InstantWinCondition : Zig-zagged. The only way for the heroes to beat her is to claim twenty points of the crowd's favor, rather than "just" hitting her until she's down. But while she does not start the game as a target, the heroes can't claim a victory if Kaargra's flipped and fighting in the arena anyway.
* LuckBasedMission: From Fickle Fans flipping the favor pool at the worst possible moment to the title deck pumping out buffs for the Bloodsworn, there are times where there is little the Heroes can do to win against Kaargra. Bring deck control or throw yourself onto the fickle winds of fate.
* MultipleChoicePast: No one's quite sure where she came from. Stories range from [[AsskickingEqualsAuthority a former competitor who fought her way to the top,]] [[KlingonPromotion then murdered the previous owner to seize control of the arena]], [[TheHeartless trading away the part of her soul that felt mercy and compassion]] to an evil cosmic entity in exchange for it, or just being a rich SpoiledBrat who got her family to buy or invent the advanced technology to sustain the place. Either way, she doesn't like to talk about it.
* NonstandardGameOver: If the villains get twenty favor at any point, the heroes lose.
* {{Regeneration}}: The Reckless title heals its holder 1 HP every time they get hit.
* WalkItOff: Get Back In There forces some of her injury-benched gladiators to get out of the trash and back into the fray. At least, if she's currently [[SlouchOfVillainy lounging on her arena throne]], she'll jump into the fight with them.
[[/folder]]

[[folder: Kismet]]
!!Kismet
->'''Debut''': Shattered Timelines

Gabrielle Adin's family was always blessed with uncanny luck, but it wasn't until she inherited their family's talisman that she discovered her true potential - and turned it to playing deadly and malicious games with anyone and everyone around her. Kismet's deck is less centered around damage and more around severely debuffing the players so that the environment can wipe them out.

* ArtifactOfDoom: Her talisman. Notably, the talisman won't always remain in her possession....
* BornLucky
* DamageIncreasingDebuff: Her Glass Jaw jinx.
* GiantSpaceFleaFromNowhere: Inexplicable Obstruction basically lets her pull this off to redirect damage.
* MeaningfulName: Kismet means destiny, something Kismet can manipulate.
* UnstoppableRage: Nicking her talisman (by reducing its HP to 0) ''pisses her off''.
* WindsOfDestinyChange: Her talisman basically allows her to do this, both to herself and to her enemies.
[[/folder]]

[[folder: La Capitan]]
!!La Capitan
->'''Debut''': Shattered Timelines

A time traveling pirate.

* AnachronicOrder: Not terribly surprising, for a villain themed around time travel. Her first appearance came in Shattered Timelines, as an established captain with a crew. Then, in Villains of the Multiverse, we see another La Capitan villain deck, this one from just after she began time traveling, and sans crew. Come [=OblivAeon=], we see the oldest version of the character yet, La Comodora, as an established hero. And finally, her promo as La Comodora is set at the start of her HeelFaceTurn, years before the base card but after the villain deck.
* ArchEnemy: The Sentinels.
* TheAtoner: Eventually she comes to regret much of what she's done and sets out to fix it. Her first step is finding a time-stranded Chrono-Ranger, fixing him up, and enlisting his help to fix those wrongs. In [=OblivAeon=], she joins the heroes in the fight as the OlderAndWiser La Comodora.
* BadassCrew: Her Crew counts, as she's deliberately traveled through time to hand-pick the biggest badasses in history.
* CoolShip: The La Paradoja Magnifica, which is capable of time travel.
* HeelFaceTurn: It seems La Capitan reformed in her old age. She rescues Chrono-Ranger (in the backstory for his promo card), confronts her younger self in the ''Villains'' variant's incapacitated side, and actually gets her own hero deck in the upcoming [=OblivAeon=] expansion.
* HornyVikings: Battle Forged, the Viking. Unlike most HornyVikings, Battle Forged helmet does not have horns on it.
* IHatePastMe: Chrono-Ranger's promo is the result of La Comodora fixing him up in exchange for fighting her younger self and fixing the messes she made (hence why her Villains of the Multiverse deck has Chrono-Ranger as a nemesis rather than The Sentinels).
* ImpossibleThief: While it makes sense for her to steal Equipment cards, she can also steal Ongoings and even One-Shots, meaning she can literally steal ''actions'' the players would otherwise be able to take.
* MeaningfulName: The La Paradoja Magifica is capable of time travel.
** La Capitan also counts as she is a pirate captain.
* OverlyLongName: La Capitan's full name is Maria Helena Teresa Fafila Servanda Jimena Mansuara Paterna Domenga Gelvira Placia Sendina Belita Eufemia Columba Gontina Aldonza Mafalda Cristina Tegrida de Falcon.
* PirateGirl: More like a Pirate Woman, but still counts.
* VideoGameStealing: Her main mechanic is whenever a hero card is destroyed by a villain card, it goes under her card rather than the player's trash, allowing her to take equipment, ongoings and other cards out of play temporarily.
* WalkThePlank: One of La Capitan's cards. Hero characters damaged as a result can't use powers until the next villain turn.
[[/folder]]

[[folder: The Matriarch]]
!!The Matriarch
->'''Debut''': Rook City\\
'''Team''': Dark Watch (following her HeelFaceTurn into Pinion)

Lillian Corvus was a frustrated {{Goth}} teenager with a fondness for antique stores and thrift shops. Her shopping habit led her to discover a feathered masquerade mask that once belonged to an evil magic user. When she put it on, it bestowed her with the power to telepathically link with and control ravens, and also with the original wearer's arrogant, malevolent personality. The Matriarch's deck is extremely minion-heavy, but it also deals a ''ton'' of damage once the minions start accumulating.

* AchillesHeel: Her most dangerous strategies rely on the DeathOfAThousandCuts, and dealing punishment damage for destroying her swarms of minions. Thus, cards that grant the heroes armor or reduce or prevent the damage the Matriarch deals ''heavily'' interferes with her core stratagem. Notably, her nemesis Tachyon's Hypersonic Assault can destroy most of her flock in one hit while blocking any retributive damage.
* AnimalEyeSpy: She can't see through her birds' eyes, but they ''can'' share intelligence with her.
* ArchEnemy: Tachyon, her cousin, whom she's always been very envious of since her parents couldn't stop comparing her to the famous scientist.
* ArtifactOfDoom: Her mask, which in-story gives her control over birds, and in gameplay gives her at least one extra card draw, potentially more per turn. However, even without it, she's still able to exert some control over them. It was once the mask of a powerful and evil wizard, and it overwrote some of her personality to put it on. Her later heroic variants are her original personality asserting more control.
* TheAtoner: Becomes the hero Pinion and joins the Dark Watch in the Sentinels Tactics line to atone for her misdeeds as a villain. She becomes a hero deck in the [=OblivAeon=] expansion as The Harpy.
* TheBeastmaster: She swarms the heroes with hordes of creepy birds.
* DeathOfAThousandCuts: She rarely, if ever, does more than 3 damage at a time and the birds only do 1 damage apiece, but between the sheer volume of birds she puts out and the number of retributive attacks she'll get, she can easily whittle down non-armored heroes. And if there's an environment card or two out that increases all damage, she can get outright frightening.
* EmoTeen: Lillian Corvus's supervillainy is essentially a very-dark version of typical teenage rebellion, not helped by a personality infusion from an ArtifactOfDoom.
* EvilSorceress: The whole reason the mask reacted to her was that Lillian has a naturally-high aptitude for magic. Notably, post-HeelFaceTurn, she's started learning how to properly use and harness her powers from Nightmist.
* FeatheredFiend: Her mooks, hordes upon hordes of birds.
* FromNobodyToNightmare: Went from a disrespected, gothy teenager to the mistress of entire legions of killer birds when she bought a seemingly harmless mask. She's also one of the game's few Class Four difficulty villains, putting her on a par with ''Iron Legacy''.
* HeelFaceTurn: After spending some time in jail, gaining more control over her powers, and reasserting her original personality, Lillian went from being a super-villain to a super hero, first as the Harpy and then as Pinion. She joined the Dark Watch as Nightmist's disciple.
** SuspiciouslySpecificDenial: When directly asked if the Matriarch would eventually join the heroes, one of the game's creators replied that [[https://greaterthangames.com/comment/90356#comment-90356 there would never be a hero named "The Matriarch"]]. And, indeed, as a hero, she takes the name Pinion in Tactics, and The Harpy in the OblivAeon expansion.
* MeaningfulName: Her full name is Lillian Merle Corvus-- "Corvus" is the genus to which crows and ravens belong, while "merle" is an archaic term for blackbird.
* TheResenter: Lillian was always jealous of the respect and success Meredith enjoyed, and the Mask brought it all to the forefront in ugly fashion.
* SadisticChoice: Matriarch tends to cause the players to have several of these when they battle her. If the players go after the fowl, then they start taking damage or lose their equipment and ongoings due to one of Matriarchs effects (and if Carrion Fields are around then the entire team except the one with the most HP starts getting hit). If they leave the birds alone and go for Matriarch (if Huginn and Muninn aren't around), then the fowl start attacking the heroes, and since Matriarch can swarm the field easily, the heroes will take a beating. Either choice is a tough one to make.
* ZergRush: Her entire play-style -- her character card's main effect is every time a Fowl card is played, so is the next card in the deck, while her mask makes it so the first non-Fowl card played per turn also triggers a card draw. Individual fowl are not very dangerous. But when she can deploy more than a dozen on her first turn, and bring them back constantly ''and'' does retribution damage whenever one dies...
[[/folder]]

[[folder: Miss Information]]
!!Miss Information
->'''Debut''': Miss Information Mini Expansion

Aminia Twain was the Freedom Five's faithful secretary. When the Freedom Five was unable to save Aminia Twain from a threat, she should have died. However, she realized that she could travel through dimensions and possess any version of herself. Using her insider knowledge of the heroes, she seeks revenge for them failing to save her life. Miss Information is unique in that she cannot be targeted by the players until a certain number of "clue" cards are put into play. Until then, the players are fighting to survive against her "diversions".

* AlternateUniverse: ''This'' Aminia Twain was exactly the faithful and demure secretary she appeared to be before her alternate universe doppelganger took over.
* ArchEnemy: Parse
* BatmanGambit: How Miss Information stabs the heroes in the back.
* BeneathNotice: Because she's faithfully worked for them for years, and they haven't done anything to turn her against them, the heroes ''never'' suspected who the mysterious saboteur working against them was before bringing in Parse.
* CounterAttack: Once flipped, she strikes back at the first person who hits her with psychic damage each turn.
* DespairEventHorizon: After her final defeat as a ''Villains'' character, Aminia finally goes completely mad, spending the rest of her life in an insane asylum hallucinating that she's beaten the Freedom Five and forced them to be her slaves.
* EvilMakeover: Once she's been exposed, TheGlassesComeOff, she [[LettingHerHairDown lets her hair down]], and she turns out to have [[SuperheroesWearTights a set of supervillainess tights under her blouse]]... complete with DominoMask.
* FailureToSaveMurder: Of ''herself''. Another timeline's version of her died when the Freedom Five chose to save a group of other civilians instead of her. After waking up in another timeline, where that battle hasn't happened, she's holding a grudge.
* TheMole: Her deck reflects her sending the heroes out on tasks while either overplaying or underplaying how dangerous they really are. When the heroes find enough Clue cards, then she reveals her true colors and can be targeted.
* TheScapegoat: The heroes of this world haven't actually done anything to wrong her... but she's more than willing to punish them for their counterparts' letting her die.
* UnreliableNarrator: Considering Aminia eventually goes completely mad, perhaps her version of events should be taken with a grain of salt.
[[/folder]]

[[folder: Omnitron]]
!!Omnitron
->'''Debut''': Base Game

A sentient robotics and armament factory, Omnitron naturally went crazy as soon as it was plugged in. Omnitron deploys minions, devastating debuffs, and massive damage, and is especially brutal against equipment-heavy heroes.

Omnitron's alternate form is '''Cosmic Omnitron'''. For any tropes relating to Omnitron's heroic future self Omnitron-X, look there.

* AIIsACrapshoot: It went from self-aware to attempting to destroy all humans almost as fast as [[Franchise/{{Terminator}} Sky-net]].
* AdaptiveAbility: One of its cards, Adaptive Plating Subroutine, makes it immune to the last type of damage it took. This gives heroes like Ra or Chrono-Ranger who primarily deal one damage type and often do so multiple times a turn a real headache.
* ArchEnemy: Omnitron-X, whose advanced technology it lusts over and whose human emotions and empathy it holds in contempt.
* TheAssimilator: It seeks to absorb as much advanced tech into its body as possible. Notably, the card Technological Singularity destroys ''all'' hero equipment cards, before dealing those affected heavy damage.
* {{Expy}}: Of ComicBook/{{Ultron}}, [[ComicBook/{{Superman}} Braniac]], and [[Franchise/{{Terminator}} Sky-net]]. All three are self-aware killer robots that replicate themselves, [[BackFromTheDead possess an almost pathological unwillingness to stay down, no matter how many times they are destroyed]], and, in two cases [[AdaptiveAbility actively work to iterate on previous designs to be deadlier each time]].
* FutureMeScaresMe: Similar to the case of Visionary/Dreamer, Omnitron-X and Omnitron are nemeses.
* InstantAIJustAddWater: It turns out that the code that automated the original Omnitron factory was accidentally turned self-aware by a single misplaced semicolon in its code.
* MooksAteMyEquipment: Omnitron's most dangerous cards are Sedative Flechettes and Technological Singularity. The former destroys all hero Ongoing cards and deals heavy damage, the latter destroys all hero Equipment cards and damages each hero based on how much equipment they had. Either one can quickly turn a game around.
* MookMaker: He makes smaller robots! Lots of them! Cosmic Omnitron takes this UpToEleven.
[[/folder]]

[[folder: Plague Rat]]
!!Plague Rat
->'''Debut''': Rook City
A former thug of Rook City before he was dethroned and forced into hiding, a stash of drugs he hid mutated him into a monstrous 6 foot rat man. Having lost his humanity, the Plague Rat is now a feral monster driven by a need to drag victims into the sewers of Rook City and infect them. Plague Rat's deck relies on Infecting heroes by getting as many copies of Infected in play, causing the heroes to hurt themselves each turn as they slowly transform into ratmen like him.

* AttackAttackAttack: Of the 25 cards in Plague Rat's deck, 21 of them do damage to the heroes. OF those 21 cards, 13 of them have the Rat do the damage himself, and the other 8 (Afflicted Frenzy and Infection). have the heroes do it themselves. Plague Rat is constantly doing damage.
* ArchEnemy: Chrono-Ranger, whose flesh he finds delicious. His descendants in the BadFuture were also responsible for the loss of Jim's arm. Apparently, Chrono-Ranger once had an entire limited series based around hunting down Plague Rat.
* AttackDeflector: Sewer Fiend reflect any environment card damage to an Infected hero, and prevents it outright if there are no infected heroes. It also makes him immune to toxic damage, handily ''preventing'' hero AttackDeflector cards from bouncing his own deck's damage back on him.
* ArmorPiercing: Plague Rat's character card lets him do Irreducible damage, and any hero who is infected deals 1 irreducible damage to themselves.
* EvilCounterpart: Mechanically, he is one to Chrono-Ranger. Both do damage with almost every card they play, and both have ways to increase their damage output to rather large levels via Bounties for Chrono and Infection for Plague Rat.
* EvilIsNotAToy: After his initial capture, [=RevoCorp=] tries to use him like a bloodhound to hunt down Setback, resulting in his ''Villains'' version. It goes about as well as one might expect, with his Incapacitated art showing that Plague Rat has once again escaped into the sewers.
* HealingFactor: Plague Rat has two: Bestial Vitality and Plague Locus. Bestial Vitality lets Plague Rat recover 3 Hp every turn, as well as offering damage reduction. Plague Locus lets him recover HP equal to the number of heroes who are infected. And Advanced Plague Rat has a healing factor on his Filthy Vermin side, healing 2 Hp per hero.
* NoNameGiven: Unlike virtually every other villain, no name is actually given for who Plague Rat was before he was transformed.
* NoSell: Sewer Fiend makes him immune to toxic damage, preventing him from having his own attacks reflected back at him, and that redirect environment damage that would be directed at him.
* PowerAtAPrice: Being Infected can increase a hero's damage if Plague Locus is still in play... but it causes them to hurt themselves each turn. Taken still further by his Advanced rules.
* ViralTransformation: His Infected cards result in this. The heroes can fight against them, but destroying them can easily mean taking a great deal of damage. And unless all heroes are infected, Plague Rat punishes those trying to get rid of Infected cards.
* TheVirus: His body carries a virulent plague that transforms other beings into mutant rat-creatures like him. His digital victory art sees him having successfully turned Ra, Legacy, and Tachyon into rat-beasts.
* WasOnceAMan: Notably, while all the other transhuman villains have had their human names revealed, Plague Rat remains a mystery. All we know is that the Chairman is responsible for him twice over, first from the Organization forcing a drug dealer into the sewers, then from Pike Industries' run-off mutating him into what he is today.
* YouDirtyRat: Comes with the territory, being a giant mutant rat-man.
[[/folder]]

[[folder: Progeny]]
!!Progeny
->'''Debut''': Wrath of the Cosmos
A liquid-metal killer from an ancient spark of creation buried long ago in the center of the planet, Progeny burst from deep within the Earth's crust with two directives: destroy life, and prepare the way for the arrival of his creator, [=OblivAeon=].

* AdaptiveAbility: It absorbs the properties of things it encounters. Most notable in its Scion cards, and the Obvious Futility Ongoing, that shows it mimicing Mainstay's strength and durability.
* TheBrute: Of all the Difficulty 4 villains, Progeny is by far the most straightforward. He doesn't have elaborate punishment mechanics and minions like the Matriarch or the Chairman, nor Iron Legacy's dizzying array of special cards and defensive tricks. Instead, he has a big pile of hit points, and a devastatingly simple gameplan: buff himself while grinding the heroes into the dust, flipping to focus down anyone who looks like they're wavering.
* ChromeChampion: A villainous variant.
* DiabolusExNihilo: As a ShoutOut to Doomsday, no one saw him coming, though Progeny ties deeply into the ongoing struggle against the end of the Multiverse.
* TheDragon: To [=OblivAeon=].
* ElementalPowers: His Scion cards are all themed around these, inflicting elemental damage as they come into play and granting him extra abilities.
* {{Expy}}: He draws clear parallels to Doomsday, as an unstoppable killing machine with an AdaptiveAbility that emerged without warning from the bowels of the Earth, the Silver Surfer, as the shiny, metallic herald of a devouring alien god, and to the T-1000, as a liquid-metal enemy.
* HealingFactor: Granted by his Scion of Ice, in which he heals two hitpoints whenever he's hit for the first time in a round.
* LightIsNotGood: His Cosmic Annihilator flip deals radiant damage to the most-injured hero.
* MyRulesAreNotYourRules: While his deck ''does'' have traditional ongoings, some of his most powerful and iconic cards, his Scion enhancements, are ''not'', and while the number he can have in play at once is limited and many of his other cards do destroy them, short of End of Days there is little the heroes can do to remove them themselves.
* TheJuggernaut: Nearly unstoppable, he plows through heroes and levels Rook City before targeting Megalopolis. The Freedom Five have to go to the limit to stop him.
* OneWingedAngel: Once a hero goes below ten hitpoints, he smells blood in the water and flips, losing his original, humanoid shape for something much less distinct, primal rays of cosmic annihilation beaming out from within him as he goes full-force on them.
* TheQuietOne: Unlike other villains, none of the quotes or flavor-text on his cards are of him saying anything (it's usually the heroes reacting to him). In the online version where villains have an opening line, Progeny notably doesn't.
* SculptedPhysique: Despite its obvious inhumanity, its base form has lots of muscles.
* VillainExitStageLeft: After he's defeated by the Freedom Five, his head rockets off into space on its own power.
[[/folder]]

[[folder: Spite]]
!!Spite
->'''Debut''': Rook City

A serial killer named Jack Donovan who was offered a stay of execution if participated in an experimental drug trial. He not only survived, he was the ''only'' test subject to react positively to all the drugs, and after murdering half the prison and escaping, he's back to hunting down victims. Spite is unique in that his deck includes "Victim" cards, which he can kill to regain health. The heroes can take damage or suffer other penalties to move the Victims into the Safehouse to protect them from Spite. In addition, Spite has "drug" cards which grant him permanent buffs as he uncovers them. Once he has all of them, he flips to a OneWingedAngel version.

His variant is '''Spite: Agent of Gloom''', a resurrected Spite whose reanimated corpse serves Gloomweaver. Unlike his normal version, this variant of Spite does not regenerate health upon damaging heroes. Instead, he starts with all of his drugs in play, activating them one by one until enough victims have escaped to the safehouse. If he fails to kill enough victims, however, [[VillainOverride Gloomweaver himself takes over.]]

* ArchEnemy: Wraith, who put him in prison, then put him in the ground.
* BackFromTheDead: The Wraith eventually killed him, but Gloomweaver [[DealWithTheDevil offered him a deal]] to bring him back.
* BarrierBustingBlow: When he storms the Safehouse, threatening all of the Victims hiding within.
* BodyHorror: Almost all of his drugs do this to different extents. Once he consumes enough drugs, he turns into a twisted, mutated monster reminiscent of [[VideoGame/{{Prototype}} Alex Mercer]] or [[VideoGame/ResidentEvil2 William Berkin]]. His Agent of Gloom variant starts in this state, and gets even worse if he flips and Gloomweaver himself takes over. However, the most obvious drug that induces this is [=PL626=] Compound XI, which transforms his left arm and the left side of his torso into a disgusting mass of pulsing, exposed tissue and toxic cysts.
* EvilEvolves: Once his drugs come into play, they're there to stay, and they all grant him dangerous new powers.
* {{Expy}}: Powers wise, of Bane. The incapacitated side of one of Wraith's character cards even shows a Spite holding her in Bane's [[HoistHeroOverHead signature posture.]]
* {{Hellfire}}: He deals infernal-type damage when he starts using Demon's Kiss.
* LifeDrain: His starting card heals whenever he inflicts damage or kills a victim, making it a challenge for the heroes to outpace his output before he flips.
* MysticalWhiteHair: Once he starts taking "Mind-Phyre," he gains psychic powers and his hair turns white.
* NoCureForEvil: [[AvertedTrope Averted]]. Spite is constantly healing off of nearly all of his damage he deals and Victims he kills before he overdoses. Once he does, his corrupted body stops regenerating, though with all his drugs in play he's still going to give the heroes a run for their money.
* PhlebotinumOverdose: Once all his drugs are in play, they cause a minor meltdown, manifesting as Spite flipping to his "Drug-Wracked Monstrosity" side, dealing toxic damage to himself for all the victims in play that he hasn't killed yet, losing the ability to regenerate then putting away his deck to spend the rest of the fight brawling with the heroes.
* PowerIncontinence: "Mind-Phyre" destroys ''all'' environment cards each turn, even those that would be helpful to him.
* PsychoSerum: How Spite increases his power. Once he gets five, he flips. His Agent of Gloom variant instead gets one of his drugs every time he kills a victim.
* SadisticChoice: His victims typically force this on the heroes. Either they suffer hits to their cards, or they leave the victim in the open for Spite to kill and feed from. His Agent of Gloom variant makes it even worse, as the heroes now have to decide whether it's more important to take the painful hit now, or let Spite get more drugs in play and become even harder to take down later.
* SerialKiller: Even before he started self-medicating with PsychoSerum, he was a prolific one. Afterward, he ''also'' needs to feed the terrible hunger his drugs induce in him. He heals damage every time he manages to kill a victim on his "Transhuman Serial Killer" side.
* SuperPrototype: There have been a number of knock-off Spites, both in the [[BadFuture Iron Legacy timeline]], where individuals armed with [=PL531=] Compound Upsilon used by the Iron Rule as foot soldiers against the Organization, in the ''Sentinels Tactics'' game where Exemplar has five henchmen, each of whom is armed with one of Spite's drugs. However, Jack Donovan is, so far, the ''only'' person to respond to more than one of his drugs, let alone ''all'' of them. Indeed, originally, the facility in which he was being tested was prepared for subjects to positively react to some of the compounds, but not to all of them at once, which is how he escaped.
* SuperStrength: [=PL531=] Compound Upsilon is the most obvious analogue to Venom, giving him huge bulging muscles that boost his damage and allowing him to send at least one Ongoing or Equipment card right back to a hero's hand each round.
* TaintedVeins: [=PL602=] Compound Omicron induces these, which also act as natural armor against the first hit he takes each turn.
* VillainOverride: If enough victims end up in the safehouse while fighting Agent of Gloom, Gloomweaver will decide that Donovan isn't living up to his end of the bargain and will take over personally.
[[/folder]]

[[folder: Wager Master]]
!!Wager Master
--> Debut: Mini expansion
[[quoteright:324:http://static.tvtropes.org/pmwiki/pub/images/wager_master_3969.jpg]]
[[caption-width-right:324:Would you like to play a game?]]

At the beginning of everything there was nothing but the wager, which was that nothing would happen. However, something did happen, and one of those somethings was the creation of Wager Master. He plays with the heroes, changing the rules as he sees fit because he can.

* ArchEnemy: Guise.
* BerserkButton: If most of his cards are put face-down, he flips into his "Increased Stakes" mode-in effect, he has a tantrum about the fact that the heroes are successfully overcoming his arbitrary contests and refusing to play ball with him, going full KillerGameMaster and attacking the heroes directly while he resets the board.
* BewareTheSillyOnes
* {{Expy}}: of [[{{Franchise/Superman}} Mr. Mxyzptlk]], though more overtly malevolent.
* DealWithTheDevil: Two of his cards see him trying to make these: one with Expatriette, to give her the superpowers her mother always wanted her to have, and one with Absolute Zero, to let him be normal and exist outside of his specialized cryo suit and chamber.
* LittleGreenMan: Little ''Blue'' Man, but close enough.
* InstantWinCondition: As expected of a RealityWarper who changes the rules of the game, his deck has several of both these and [[NonStandardGameOver Non-Standard Game Overs]].
** Losing to the Odds lets the heroes win if every hero has an even amount of HP (that is not their max HP) at the end of the villain turn.
** Not All He Seems lets the heroes win if Wager Master's deck is empty.
* LuckBasedMission: More than any other villain. There is a non-trivial chance of the game ending in victory or defeat for the heroes before the villain's opening turn is over.
* NonStandardGameOver: As expected of a RealityWarper who changes the rules of the game, his deck has several of both these and [[InstantWinCondition Instant-Win Conditions]].
** An Unwise Wager makes the heroes lose if there is ever a empty hero deck at any time.
** Playing Dice with the Cosmos makes the heroes lose if even one hero is incapacitated at the end of Wager Master's turn.
** Any hero incapacitated by the effect of The New Deal results in the heroes losing.
** The Wagelings cause the Heroes to lose if there are more villain targets than hero targets
** Who Are You Fighting? makes the heroes lose if Wager Master runs out of HP.
* NotSoHarmless: One of his cards sees him going on a murderous rampage because the heroes beat him. His victory screen in the digital version sees him gleefully [[Film/DoctorStrangelove riding a huge nuclear bomb]] down to the ground, with a big cheerful smile on his face and a jaunty wave of his hat.
* RealityWarper: He can bend reality with his control over cosmic improbability.
* SoreLoser: As shown by both his [[BerserkButton Increased Stakes]] flipside (going into a rampage when he realizes the heroes are beating him) and in the web version victory screen (where he sulkily pouts over his loss).
* WeCannotGoOnWithoutYou: Playing Dice with the Cosmos and The New Deal each result in hero losses should there be even one incapacitated hero.

[[/folder]]

!The Vengeful Five

[[folder:General]]

After one too many defeats by Legacy, Baron Blade puts together a team of villains who all want revenge against the Freedom Five.

Unlike the Ennead, the Vengeful Five are five separate Villains: They have their own villain decks, similar to how the heroes each have their own decks.

* FiveBadBand:
** BigBad: Baron Blade
** EvilGenius: Baron Blade and Friction
* EvilCounterpart: The v5 play differently than most of the other villains, as they each have their own decks, cannot be played as individual villains, and they take turns alternating between villain and hero. In short they act like the hero team. Each V5 also mirrors a Freedom 5 member
** Baron Blade is the leader of the team, like his nemesis Legacy
** Ermine is a (former) member of high society like Wraith.
** Friction has super speed and is a scientist like Tachyon.
** Fright Train used to be in the military and is a heavy hitter like Bunker.
** Proletariat is a super powered person intended to serve as a military superhero, like Absolute Zero.
[[/folder]]

[[folder: Vengeant Baron Blade]]
!!Vengeant Baron Blade
->'''Debut''': Vengeance

Fed up with being beaten by Legacy, Baron Blade scoured the world for other villains who have vendettas. Thus, the Vengeful Five were created to defeat the Freedom Five once and for all.

* ArchEnemy: Legacy.
* BigBad: Of the Vengeful Five.
* EliteMooks: Citizen Slash, Ruin, Omni-Blade, Zhu Long, and Empyreon, the Nemeses of Ex-Patriette, Argent Adept, Omnitron-X, Mr. Fixer, and Captain Cosmic.
* EvilGenius: As usual, his deck is full of his inventions, and he supplies Friction with the Shock Dampners that keep her from frying herself.
* HeroicBuild: SuperSerum has its perks!
* NoSell: Negation Bands can negate one attack each turn and heal him at the same time.
* SuperSerum: How Baron Blade turned into a badass. However, it wasn't quite complete and tends to hurt him. Eventually, by the time he becomes Luminary, he's had to flush it all out of his system.
[[/folder]]

[[folder: Ermine]]
!!Ermine
->'''Debut''': Vengeance

A member of Rook City's high society, Ermine was secretly a thief until she was caught by The Wraith. Ermine was unable to be arrested though, but her identity was revealed and her reputation was ruined. Now she seeks revenge against The Wraith.

* ArchEnemy: The Wraith.
* ClassyCatBurglar: Naturally, given who she's obviously channeling.
* DarkAndTroubledPast: Her first appearance was actually as a child on the Rook City card "Blighted Streets," where her parents were being robbed at gunpoint. Unlike the [[{{Franchise/Batman}} subject of the obvious inspiration for the scene]], however, a young Cassandra took away from the experience the lesson that anyone can take anything from anyone by force or guile, and she may as well be the one doing the taking.
* {{Expy}}: of Catwoman.
* GogglesDoNothing: Nothing but keep her catburglar theme together.
* HeelFaceTurn: Implied, as she is among the "friends" Captain Cosmic is producing constructs of on his Unflagging Animation card.
* {{Irony}}: She and Maia each despised one another's [[UpperClassTwit cover identities]] as frivolous, decadent fops, each unaware of the others' secret activities.
* OhCrap: Becomes less zany and a lot more nervous when facing Freedom Six Wraith.
* SpyCatsuit: Has a number of unusual divergences, including a high collar, no sleeves, and fluffy ruffles around the gloves. Still has the cleavage though.
[[/folder]]

[[folder: Friction]]
!!Friction
->'''Debut''': Vengeance

A former researcher for Tachyon, Friction was fired for unsafe scientific practices and general rudeness. Angered at the speedster, she stole experimental gear, giving her the same super speed as Tachyon, and convinced Baron Blade to allow her the chance for vengeance.

* ArchEnemy: Tachyon
* EliteMooks: Highbrow, Revenant, and Argentium.
* EvilCounterpart: To Tachyon. Both play very similarly, focusing on getting as many Bursts/Surges into the trash to unleash one big attack, as well as having a few cards similar to each other (Synaptic Interruption/Speedy Sidestep)
* {{Expy}}: Of Professor Zoom.
* FatalFlaw: Ironically for a speedster, sloth. She got fired in the first place for being too lazy to do good work or maintain a clean workplace, and many of her cards stress that she's ignoring basic safety precautions and manuals because she can't be bothered to read them.
* FragileSpeedster: She can [[GlassCannon hit hard if she gets going]] and play lots of cards at once, but her hitpoints and defenses aren't great and her own cards do damage to her if he loses her Shock Dampeners.
* NoBodyLeftBehind: In the end, there's not much left of her but smoking shoes.
* RevengeBeforeReason: Friction is the only member of the Five that wasn't invited at all. And the suit she wears could easily shatter every bone in her body. But her desire for petty revenge is just as bright as the others', and Blade could see that.
* ShockAndAwe: Friction's speedsuit generates a good amount of electrical currents. In game, most of her cards deal herself lightning damage from moving so fast. Fortunately for her, she has the Shock Dampeners to make her immune to Lightning damage. At least, until the Heroes destroy it.
* SuperSpeed: Unlike her Nemesis, Friction's super speed is from a speed suit, explaining why practically every one of her cards deals herself lightning damage: Unlike Tachyon, Friction is going faster than her body can take.
[[/folder]]

[[folder: Fright Train]]
!!Fright Train
->'''Debut''': Vengeance

A former marine who served with Lt. Vance, he was honorably discharged due to injuries while serving, while Vance received the Bunker Suit. Unable to find legitimate work, Graves ended up providing security for unsavory people, and was chemically enhanced due to contract. Now larger and stronger than before, he swears vengeance against Bunker.

* ArchEnemy: Bunker, his one-time rival.
* TheBrute: He works as hired muscle now, contracted as Baron Blade's bodyguard.
* ChainedToARailway: Bunker, Engine of War's Collector's Edition incapacitated art shows him tied up in railway ties, presumably by Iron Legacy, and left in the path of a nearby train. The look on his face shows he is very much aware of the irony.
* HeelFaceTurn: In the AlternateTimeline, Fright Train joins up as the Bunker, Engine of War to put a stop to Iron Legacy.
* HeroicBSOD: The incapacitated art for Bunker, Engine of War, sees him drinking heavily as he sees Fright Train staring back at him out of the mirror.
* PsychoSerum: Didn't read the fine print in his contract carefully enough, and ended up turned into a gigantic unstoppable brute of a man.
* PungeonMaster: Loves his train puns. This even carries over into the playable version of him in the digital game.
* TheRival: In training, Vance and Graves were fierce and unfriendly rivals, though Graves reluctantly followed his officer's lead in the field. The two came to a kind of peace with one another... before the chemical enhancements wrecked his mind and body.
* ScaryBlackMan: So big the Bunker suit had to be hollowed out to accommodate his alternate universe double.
[[/folder]]

[[folder: Proletariat]]
!!Proletariat
->'''Debut''': Vengeance

In the years before the Cold War, Russian Soldier Aleksandr Tsarev was experimented on using a lump of cosmic rock. Soon he discovered the rock could split himself into two if hit with a strong enough impact. After learning how to control said power, he was put into Cryo suspension in case he was needed during the Cold War. When the Cold War never happened, the higher ups forgot about him, and he was kept in suspension until Baron Blade found him. Now, he swears vengeance against Absolute Zero, a fellow government lapdog.

* AntiVillain: While he remains an enemy of the Freedom Five even in the ''Tactics'' timeline, Aleksandr is ultimately loyal primarily to his own conscience, and turns on his allies if he believes them to be in the wrong.
* ArchEnemy: Absolute Zero
* AttackReflector: Proletariat reflects any damage that isn't Psychic to the Clone with the least [=HP=].
* DropTheHammer: He often carries one.
* Expy: Of Winter Soldier, but with Multiple Man's powers.
* HumanPopsicle
* HumanShield: Defensive Formation, which reduces damage the least healthy Proletariat takes by the number of Proletariats in play.
** A more traditional version is the Proletariat's Character card: If there are any clones running around, the least healthy one takes any damage he would take, unless it is Psychic damage.
* MesACrowd: His power. He can duplicate himself, but the more of him there are, the more psychic damage the original deals himself each turn.
* WildCard: He sometimes works with the heroes and sometimes with the villains in ''Tactics'', battling what he believes to be oppressors of the common man.
* ZergRush: His general strategy is to swarm the field with as many clones of himself as he can. However, each Clone causes the real Proletraitat to hurt himself, so while one Clone is manageable several Clones are hazardous to both the heroes and himself.
[[/folder]]

[[folder: The Nemeses]]
!!The Nemeses
->'''Debut''': Vengeance

Throughout their years of super heroing, the Sentinels of the Multiverse have racked up several enemies who want revenge against the heroes. Not only do they have nemesis symbols to do more damage to their nemesis of choice, but they gain bonus effects if their nemesis is active in the battle.

* AnimalThemedSuperbeing: The Hippo. [[ExactlyWhatItSaysOnTheTin Who is in a Hippo costume]].
* ArchEnemy: All of them.
* BadassCrew: The Crackjaw Crew.
* CCGImportanceDissonance: Ironically, this is present even though the comics the game is supposedly adapting don't actually exist.
** Revenant, as the villainous head of [=RevoCorp=], is Setback's nemesis and behind several of the nasty events in the backstory: creating the original Omnitron, retrieving parts from it to try to reverse-engineer, firing Parse before trying to hunt her down, cooperating with Baron Blade to reverse-engineer Legacy's powers into SuperSerum, hunting Setback, the sole successful test subject, with a mutant monster, and programming Benchmark to turn on the other heroes amidst a universal crisis for his own ends. Yet, he remains a feature of someone else's deck with no more seeming importance than any other minor villain.
** Zhu Long, Mr. Fixer's immortal nemesis, has similarly mismatched storyline and game importance, but ''he'' eventually received his own Environment deck.
* CharacterDevelopment: Vyktor. He went from Voss's First Lieutenant who kills quickly to save time to an EvilScientist who wants his foes to suffer.
* CreepyChild: Tantrum appears to be this.
* EarlyBirdCameo: For heroes. Empyreon, Tantrum, and Argentum, who are Nemeses for heroes Captain Cosmic, Skyscraper, and Guise who had yet to be released. Also Choke appeared as a Fright Train minion before becoming the stand-alone villain Chokepoint.
* EliteMook: Mechanically, all of the Nemeses are. A good number of them have more than average HP for minions, and all of them have special abilities that trigger depending on if their Hero is active.
* EvilCounterpart: A few.
* EvilGenius: Highbrow.
* EvilOldFolks: Zhu Long.
* FrickinLaserBeams: Empyreon, and one of the Crackjaw Crew.
* TheGunslinger: Doc Tusser.
* HealingFactor: Man-grove, but only if NightMist is active.
* HeelFaceTurn: Man-grove eventually befriends the young Vanessa Long, who sooths his rage and gives him her stuffed ape as a keepsake. Thus, he's become a hero character by the time of ''Tactics''.
* ILoveNuclearPower: The Radioactivist, who deals Energy damage (but only if Unity is in the fight).
* MyBrainIsBig: Highbrow.
* OneWingedAngel: Zhu Long, in his environment deck, can assume his "true form": a powerful, gigantic gold dragon.
* RoguesGalleryTransplant: Implied with Equity, who has The Naturalist's nemesis symbol, but he appears on the art of Rook City Wraith's incapacitated side and his flavor text implies that she's familiar with him.
* ShockAndAwe: Major Flay.
* WhipItGood: Major Flay.

[[/folder]]

!Others

[[folder: The Endlings]]
!!The Endlings

Deep in the far reaches of space lies the Enclave of the Endlings. It is the eternal home of the Endlings, beings that were granted eternal life by the Terminarch to preserve the racial memory of functionally extinct species.

The Endlings are part of the environment deck of the same name, so they may attack heroes and villains alike in the defense of their home.

* TheAce: Each one is an ideal, peak specimen of their kind, a paragon of their dead race.
* ArtShift: The art style for the Enclave of the Endlings resembles that of early 50's science fiction and comic legend Creator/JackKirby, complete with KirbyDots.
* BloodKnight: Possibly Urdid, who hungers for a challenge.
* ConflictKiller: Immutus, the Last Fortrian, a metal giant with buckets of hitpoints who redirects all damage to itself. Fortunately, given the way turns play out, it usually blunts the villain's damage first.
* FishPeople: Frazzat, the last Pirinian.
* LastOfTheirKind: Each of the Endlings are last of their kind, kept alive so that their species would not die out.
* MultiArmedAndDangerous: Jansa Vi Dero the Terminarch and Frazzat.
* ObviouslyEvil: Orbo, the last Satellan, a giant, hungry planet. He is the only Endling that will attack the others.
--> "Orbo hungers...he cannot be trusted," The Terminarch warned. "I preserve him as I do all Endlings, but a time will come in which he will surely betray us."
* PoisonousPerson: Venox, the last Mubbloxian, like his gene-twisted brethren who have been pressed into service under Voss.
* Really700YearsOld: All of them are very old, though their exact ages are unknown. The only one who has a rough estimate of age is Deadline, who is around 700. But the Enclave freezes them in time, making them functionally immortal.
[[/folder]]

[[folder: OblivAeon]]
!![=OblivAeon=]
-> '''Debut''': [=OblivAeon=]

A malevolent presence referenced in various aspects of the backstory, who sent Progeny and has been a looming threat for the whole series. In January 2016, an AlternateRealityGame hinting at his presence began with the words "It's Coming." It ended January 29 with the reveal of [[https://greaterthangames.com/oblivaeon OblivAeon]]. The game's creators have confirmed that it will be the final boss of the series.

* BigBad: Of the entire game.
* CurbStompBattle: He faces off Ra, The Ennead and Annubis all at once and destroys them all.
* CurbStompCushion: Though it kills them all them, its battle with Ra and the rest of his estranged pantheon leaves shards of [=OblivAeon=] behind on the battlefield. While they mourn their dead friend, this gives the heroes hope -- whatever [=OblivAeon=] is, it can be harmed.
* EarlyBirdCameo: For those interested in the game's back story, this mysterious being pops up obliquely. The promo card [[http://sentinelsofthemultiverse.com/multiverse/villains/omnitron Cosmic Omnitron]] states "A mysterious cosmic entity had observed as a simple factory transformed itself into a being of great intellect and order, and this entity was disappointed to see it brought to so swift an end" before reviving the defeated villain (later [[https://greaterthangames.com/comment/90333#comment-90333 confirmed by a game creator)]]. Later, Deadline sees a cosmic event forming around Earth threatening to eliminate all life, again implied to be this same being. He shows up physically in some cards, in part or in whole -- Captain Cosmic's incapacitated art has him in [=OblivAeon=]'s palm, K.N.Y.F.E.'s Primed Punch has her about to attack him in space, and Nightmist's Mists of Time shows him gripping Earth in the palm of his hand. The writers revealed his name appears in leetspeak, reflected in Parse's eyes on her incapacitated art, while his glowing markings appear on her body in her Collector's Edition incapacitated art. Finally, in the digital game, Infinitor's Heroic variant loss screen has him starting to manifest on earth.
* EnemyMine: Ra rallies his nemeses, the Ennead, to fight him, and he inspires several other villains to team up with the heroes, such as Baron Blade.
* {{Expy}}: Of Galactus (world-destroyer with heralds) and the Anti-Monitor (malevolent universe-destroyer who ends up causing the end of the multiverse as we know it), with obvious visual aspects of Darkseid and Thanos as well.
* GreaterScopeVillain: He was behind such menaces as Cosmic Omnitron and Progeny, the Ego half of one of his Oblivion shards caused poor Infinitor's madness, and, considering the vast scope of his plans, he's probably the ''greatest'' scope villain in the 'verse.
* HeroKiller: During the ARG, comics are revealed that show [[EnemyMine Ra, the Ennead and Anubis]] teaming up to strike at him -- by the time the battle's over, Ra is mortally wounded, the Ennead are reduced to their relics and Anubis is nowhere to be seen.
* NeckLift: He's inflicting this on a hapless Sky-Scraper in her Extremist variant's huge incapacitated art.
* OmnicidalManiac: According to [[https://greaterthangames.com/scionsaid one of his Scions]], he wants to destroy everything. The expansion's blurb mentions that he wants to collapse all reality into a single multiversal singularity, which he will dominate.
* VaguenessIsComing: The ARG that introduces him begins with "It's Coming," burned into the leveled Rook City.
[[/folder]]

to:

Character sheets for characters of TabletopGame/SentinelsOfTheMultiverse

''Note'': Debut means which expansion the character first became playable for the heroes, and when that character could be battle against for the villains.

[[foldercontrol]]

!!Heroes
[[folder: Absolute Zero]]
!!Absolute Zero
->'''Debut''': Base Game\\
'''Team''': Freedom Five; Freedom Six (Iron Legacy timeline)
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/absolute_zero_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Too cold? ''Welcome to my life.''"]]
Formerly a janitor for Pike Cryogenics, Ryan Frost was caught in a cryogenic explosion that caused his core temperature to drop. After spending ten years in a coma, he awoke to discover he had to stay inside a cryochamber. The government offered to give him a cryosuit and let him work off the cost by being a hero, and he (eventually) became Absolute Zero.

Absolute Zero's playstyle focuses on equipping components that let him manipulate fire and cold, either reducing or healing from them or inflicting fire or cold damage to enemies. He is considered the most complex of the base game's heroes, as his basic power involves him inflicting damage on himself.

Absolute Zero has three alternate forms: One, from Iron Legacy's BadFuture, is '''Absolute Zero: Elemental Wrath.''' Another, which takes place after encountering a technology-absorbing villain named Chokepoint, is '''Termi-Nation Absolute Zero'''. Finally there's '''Freedom Five Absolute Zero''', which was revealed during the [=OblivAeon=] kickstarter.

TabletopGame/SentinelsOfTheMultiverse.

[[index]]

* TwentyFourHourArmor: Justified, his armor is also his life-support. He's seen wearing a suit over it while attending Baron Blade's funeral.
[[Characters/SentinelsOfTheMultiverseHeroes Heroes]]
* AchillesHeel: [[GameplayAndStoryIntegration Both in the lore and on the tabletop]], Absolute Zero is ''screwed'' without his suit. Lots of artwork shows him getting the visor cracked, with presumably near-deadly-results. And in-game, losing all of his equipment puts Zero in a bind, since much of his deck ''needs'' at least one Module card in play to do anything more than ineffectually cause him to hurt himself.
* AndIMustScream: Elemental Wrath Absolute Zero's powers have evolved, creating ice armor that protects him in response to injuries to keep him from being exposed to the killing heat of the outside world. However, it's not a power he consciously has control over, and it happens automatically. His incapacitated artwork shows him encased in a massive glacier... with his faceplate intact and glowing to indicate he's still fully conscious in there.
* AnIcePerson: Unlike his base variant, his Elemental Wrath incarnation has developed outright ice-powers.
* AntiHero: The most distinctive of the Freedom Five. He's not a superhero to save lives or protect the Earth. He's a superhero so he can pay off the ridiculously expensive power suit he wears that keeps him alive.
* ArchEnemy: Proletariat, a man empowered and abandoned by Soviet Russia, who holds Absolute Zero in contempt for willingly working for his own government. There's also Iron Legacy, archenemy of the Freedom Six as a whole, and the ''Villains of the Multiverse'' Miss Information, archenemy of the Freedom Five as a whole.
* ArtisticLicensePhysics: Lampshaded on the Isothermic Transducer's flavor text, where Tachyon tries to point out that its power -- that Absolute Zero can turn any fire damage he takes into a cold attack on someone else -- doesn't square with the laws of thermodynamics. Absolute Zero cuts her off to say he doesn't know why, but heat and cold just get weird around him.
* BlessedWithSuck: He may have cool thermodynamic powers, but at the cost of a body temperature so low that he can only exist comfortably inside his suit or a specialized "cryo chamber." One of Wager Master's cards, the first time his face was ever revealed, shows him weeping at the feeling of wind on his face for the first time in years. Elemental Wrath Absolute Zero has it even worse, since not only does he have to live in a dystopian BadFuture, but he's become so cold he can't feel much of anything anymore, while his powers could potentially go out-of-control and trap him in a glacier forever.
* CastFromHitPoints: While he has some attacks that don't count on this, the bulk of his damage comes from him taking or doing himself fire damage that he then converts to cold damage.
* CounterAttack: One of his modules makes him do cold damage equal to every time he takes fire damage, while another makes him do one gigantic attack equal to all the fire damage he's taken since his last turn.
* DeadpanSnarker: A lot of his commentary on his cards, as well as on others' powers.
* DeathOrGloryAttack: His Termi-Nation promo's power boosts the damage he deals out ''and'' takes by 2 for a turn, and the promo has lower HP than his normal or Elemental Wrath versions. This means he can deal out obscene amounts of damage, but is immensely fragile -- and when he hits himself, it's boosted by 4[[note]]+2 for the 'dealing damage' boost, +2 for the 'damage received' debuff[[/note]]. It's entirely possible to bring him from full HP to well below zero in a single turn.
* DefrostingIceQueen: Went from depressed and apathetic victim who only joined the Freedom Five because his only other choice was to sit alone in an empty room bored out of his mind to, by the time of the [=OblivAeon=] crisis and ''Sentinels Tactics'', a genuinely committed hero and a devoted member of the Freedom Five, whom he regards as a new surrogate family.
* DifficultButAwesome: As mentioned, he's fairly complex -- his base power causes him damage, as do most of his one-shot attacks and other powers. But correct use of his equipment makes him quite formidable, able to constantly counter attack, do huge amounts of damage after building up, or even heal himself. And because of the mechanics of his primary means of attack (dealing himself fire damage, then dealing a villain the same amount of cold damage), damage buffs double their money on him, since they work on ''both''.
* ElementalAbsorption: One of his modules heals Absolute Zero every time he takes cold damage.
* {{Expy}}:
** Of [[Franchise/{{Batman}} Mr. Freeze]], only Absolute Zero is a hero. Possibly because he's forced to be, see PunchClockHero below.
* GlassCannon: Termi-Nation Absolute Zero's Violent Shivers turns him into this, boosting the damage he does by two while also increasing how much damage he takes by 2.
* FeedItWithFire: Or in his case, ice -- as mentioned above, one module lets Absolute Zero heal when he'd normally take cold damage.
* FreakLabAccident: The cryogenic explosion.
* HeartLight: A blue triangle that functions as his ChestInsignia.
* HowDareYouDieOnMe: Gives such a speech to Tachyon, when the latter lies wounded after the initial battle with Progeny. Tachyon starts musing about how so much has changed since the team first formed.
-->'''Tachyon''': Legacy called us together to stop '''Baron Blade. A man'''. Not a monster from far beyond known space. it all started so very different from--
-->'''Absolute Zero''': Don't say "how it ended." It's not over '''yet''', Doc.
* HumanPopsicle: Puns aside, was kept in stasis for a decade.
* IncrediblyLamePun: Positively ''relishes'' making ice-related puns. They're all over his card quotes, and he makes one at the beginning of a match.
-->'''Absolute Zero''': "Tempers are running hot. Time to cool things down."
* KillItWithFire and KillItWithIce: His powerset in the game.
* KryptoniteProofSuit: His suit stops him from taking fire damage, in story at least. In gameplay, it can make him immune to and heal from cold attacks.
* PersonalityPowers: Before he got ice powers, Ryan Frost was a deeply depressed person. Afterward, he's still a bit of a downer.
* PlayingWithFire: Can cause fire damage as a byproduct of his cold attacks; usually the fire damage he causes to himself, but with a couple cards, he hits enemies with it instead.
* PoweredArmor: The cryosuit.
* PowerIncontinence: A potential future version of Zero suffers from this.
* PowerPalms: Absolute Zero's ice blasts are generated by outlets in his hands. The Focused Apertures card increases Absolute Zero's cold damage, and shows a close-up of them.
* PunchClockHero: At least to begin with, as he needed to pay for the cryosuit. He was actually so unwilling to become a hero at first that he chose to stay in the life-preserving cryo chamber that kept him alive for ''two years'' before raw boredom led to him agreeing to join the Freedom Five. Though by the time of ''Sentinels: Tactics'' he's voluntarily chosen to stay with the team because they're his only family.
* StevenUlyssesPerhero: Ryan Frost ended up with ice powers.
[[/folder]]

[[folder: Argent Adept]]
!!Argent Adept
->'''Debut''': Infernal Relics\\
'''Team''': Prime Wardens

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/argent_adept_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Virtuosos of the ages, lend me your strength!"]]
The latest hero to hold the title of Virtuoso of the Void, Anthony Drake learned of his destiny upon taking hold of a the ancient Chinese bell of Xu: To stop the avatar of annihilation Akash’bhuta.

Argent's deck focuses heavily on buffing and supporting other players, along with stringing together combos using instruments and melodies to achieve powerful effects.

Argent's alt forms are '''Prime Wardens Argent Adept''', '''Kvothe Six-String Argent Adept'''[=/=]'''Dark Conductor Argent Adept''' [[note]]since Kvothe was created and sold for the ''The Kingkiller Chronicle'' author's charity, Dark Conductor is a version of the card with different artwork/flavor that was made so people could have a complete variant set without infringing on the charity card[[/note]], and '''XTREME Prime Wardens Argent Adept'''.

* AchillesHeel: To be effective, needs both his instruments (which are equipment) and his music (which are ongoing cards.) This makes him take a bit longer than most other heroes to set up, and means that he's vulnerable to villain cards that destroy either - in particular, losing all his ongoing cards can leave him with a bunch of instruments and nothing to play with them.
* AnIcePerson: Scherzo of Frost and Flame is partially a cold attack. The art depicts him trapping an opponent in a block of ice.
* ArchEnemy: Akash'bhuta, the avatar of natural destruction and chaos.
* ArtifactOfDoom: The previous Virtuosos of the Void were "chosen" for their ability to battle Akash'bhuta, not necessarily for being good people. Some of the "dark" instruments are implied to have a negative effect on the bearer's personality. Anthony is wise enough not to use these... but the Dark Conductor was not, and ends up losing himself to the dark power of a conductor's baton.
* ArtisticLicenseMusic:
** The art on Telamon's Lyra actually depicts a lute.
** Likewise, the art on Musaragni's Harp actually depicts a lyre.
** Scherzo of Frost and Flame is a card which deals 1 point of cold damage and 1 point of fire damage. A scherzo is typically a playful, lighthearted composition. Not technically ''wrong'', exactly, but still perhaps thematically odd.
** Sarabande of Destruction is a card that instantly destroys any Ongoing or environment card. A sarabande is a slow elegant court dance (and the related music). Again, not wrong, exactly, but a bit odd.
* {{Asexual|ity}}: According to WordOfGod.
* BadassCape: A constant in all of his variants in the main game, including Kvothe and Dark Conductor. He seems to have eventually traded it for a ScarfOfAsskicking in the ''Tactics'' box art, though.
* TheBard: Both thematically and practically: a good Argent Adept plays support for his team using musical instruments.
* TheBartender: Before becoming a hero.
* CallToAdventure: A twist is that his came late, as Akash'Bhuta killed and devoured his predecessor and smashed his fiddle to slow the transmission of musical knowledge to Anthony.
* TheChosenOne: The current Virtuoso of the Void.
* ColorCharacter: "Argent" being another word for "silver".
* CrucifiedHeroShot: His base incapacitated artwork shows him bound to a wooden X with a pile of skulls in the foreground.
* DeliberateInjuryGambit: In "Polyphoric Flare" he's seen firing one of his spells back through his own chest to take out Siege-Breaker who's got him in a chokehold.
* DifficultButAwesome: Focuses on stringing together increasingly long and intricate action combos utilizing three different types of music with a Perform and an Accompany component. Used correctly, the Argent Adept can magnify the number of actions of the entire team... but he needs to have both an instrument and some music out to work to his full potential, and you have to be able to plan ahead to get out the ones you need when you need them. On top of this, since his best powers are about giving other people additional actions, you don't just have to know his deck perfectly, you need to understand all of your allies as well!
* {{Expy}}: Of Kvothe, from ''Literature/TheKingkillerChronicle'', to the point that a promo card features Kvothe explicitly.
* EvilTwin: One of his variants is the Dark Conductor, one of Biomancer's gruesome animated flesh creations, wielding one of the darker Virtuoso instruments that is a conductor's baton wrapped in TheTragicRose.
* HeartIsAnAwesomePower: One of the most useful heroes in the game despite having mostly support options and only a couple of weak direct damage attacks.
* InstrumentOfMurder: Can break his instruments to destroy cards.
* LegacyOfTheChosen: Whenever Akash'bhuta awakens, a Virtuoso of the Void arises to do battle with her and force her back into dormancy.
* LongHairedPrettyBoy: He originally sports this look, though he eventually gets an ExpositoryHairstyleChange to short-cropped hair. (Doesn't lose the "pretty boy" part any, though.)
* MagicalFlutist: Drake's Pipes seem to be his signature instrument[=/=]favorite of his instruments.
* MagicMusic: How he buffs the team.
* MusicalAssassin: Though many of his tunes enhance his fellow heroes, a few do do damage.
* OrderVersusChaos: On the side of Order, as represented by his music.
* PlayingWithFire: Scherzo of Frost and Flame involves a fire attack. On its own, it's not very effective, but it can catch a melody trigger that would otherwise be wasted.
* ThePowerOfRock: All of his powers stem from his music. Most of his songs allow him to play one of a couple of different variants, allowing him to have various buffs/debuffs.
* PunkRock: One of his alternate universe twins seems to be a rebellious punk rocker (with "[[Music/BillyIdol Rebel Yell]]" as a power), as a meta AffectionateParody of the UsefulNotes/TheDarkAgeOfComicBooks.
* RetroactiveLegacy: The previous Virtuosos of the Void don't seem to have been characters before his introduction.
* SignificantGreenEyedRedhead: On account of inspired by Kvothe. Also the energy from his spells is neon-green-hued, which means he frequently is depicted with ''[[GlowingEyes glowing]]'' [[GlowingEyes green eyes]] to boot.
* SpellBook: By the time of ''Tactics'' he seems to have started using one of these in the form of a songbook full of sheet music to channel his spells, instead of or addition to his instruments.
* SquishyWizard: Magic to buff, heal, bring back cards from the trash, even some damage... and the least health of any hero in the game.
* SummonToHand: He can summon instruments to perform different songs.
* TenorBoy: The sound effect of him singing for his Vocalize power in the digital game reveals him to be this.
* WanderingMinstrel: A modern variant.
[[/folder]]

[[folder: Benchmark]]
!!Benchmark
->'''Debut''': [=OblivAeon=]\\
'''Team''': None, affiliated with [=RevoCorp=]

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/benchmark_sentinels_of_the_multiverse.png]]

A {{cyborg}} superhero created by the infamously-shady corporation [=RevoCorp=]. While they ''originally'' planned to release him as part of a devious scheme involving disabling most of the world's superheroes, they've instead decided to let him out to help with the [=OblivAeon=] crisis. Either he'll save the world and earn them a ton of good publicity, or everything everywhere will die and then it will hardly matter.

He has one variant, '''Supply and Demand''', from an alternate reality where he's the only hero left in the world, backed by the benevolent angel-investor-funded [=RevoCorp=].

* {{Cyborg}}: His powers come from the advanced technology incorporated into him.
* GoodTwin: His ''Supply and Demand'' variant comes from a PostCyberPunk universe where he is the only superhero in the world, and [=RevoCorp=] is funded by literal angels. If his incapacitated art is anything to go by, all the heroes have aspect of some of their worst nemeses and are villains in that reality.
* NecessaryDrawback: His deck features two kinds of cards: Hardware cards, and Software cards. Software cards are much more powerful than Hardware, but he can't have more Software in play than Hardware.
* UnwittingPawn: Benchmark himself seems unaware of his sinister origins. His incapacitated art shows him being forced to attack a former [=RevoCorp=] employee and an ex-guinea pig (Parse and Setback, respectively) thanks to [[{{Franchise/Robocop}} Directive 4]].
[[/folder]]

[[folder: Bunker]]
!!Bunker
->'''Debut''': Base Game\\
'''Team''': Freedom Five; Freedom Six (Iron Legacy timeline)

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/bunker_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:BUDDABUDDABUDDABUDDABUDDA]]

Lt. Tyler Vance is a mechanic serving in the armed forces. Due to his skill during a situation in the Middle East, the government recruited him for their Freedom Five initiative and gave him the Personal Armament Exo-Chassis YS-1300t suit.

Bunker's playstyle focuses on equipping weapons and components to his suit and then inflicting massive damage. He can switch between different modes to draw equipment cards, equip them, and then start unloading upon villains, although he is relatively vulnerable early on while deploying his weapons.

Bunker's Alternate forms are '''G.I. Bunker''', '''Engine of War''', '''Termi-Nation Bunker''', and '''Freedom Five Bunker'''. Similar to Legacy's Alternate forms, Bunker's first two Alt Forms are different characters: The Engine of War is the villainous Fright Train, who in the AlternateTimeline joined the Freedom Six to oppose Iron Legacy, and G.I. Bunker is the UsefulNotes/WorldWar2 soldier who wore the first version of the armor. The third is a refit he goes through after encountering the technology-absorbing villain Chokepoint.

* AffirmativeActionLegacy: Zig-zagged, as while the current Bunker is white and his successor is black, playing it straight, it's inverted as G.I. Bunker was also black. So the known wearers of the suit are black-white-black.
* ArchEnemy: Fright Train, an old army rival who was honorably discharged and doing security jobs for shady customers while Bunker was being made a superhero. There's also Iron Legacy, archenemy of the Freedom Six as a whole, and the ''Villains of the Multiverse'' Miss Information, archenemy of the Freedom Five as a whole.
* ArmCannon: Both his Flak Cannon and Gatling Gun replace an arm of his suit.
* ArmorPiercing: G.I. Bunker's baseline power lets him pick a target, and all damage dealt to that target is irreducible.
* {{Determinator}}: G.I. Bunker died fighting his way through a Nazi fortress single-handed. As his suit took damage and began to lock up, he tore the damaged parts off, rather than retreat or surrender. His incapacitated art depicts him down to a pistol, missing his helmet and one arm of the suit, with his fuel tank on fire. He's still pushing forward.
* DiscardAndDraw: Termi-Nation Bunker's base power, Modulize, requires him to destroy one of his Ongoing or Equipment cards, but in exchange he can draw a card, play a card, and use a power in whichever order the player chooses. That's essentially an entire second turn, for the record.
* {{Expy}}: of War Machine.
* GunsAkimbo: All of Bunker's damage dealing powers are guns, and Turret Mode lets him use two in one turn.
* HeroicSacrifice: The WWII Bunker, Engine of Freedom, went down in a blaze of glory, taking on a Nazi bunker single-handed and trying to kill Hitler.
* TheLancer: To Legacy's Hero.
* MilitarySuperhero: Played with. Bunker is ultimately a hero first, a military man second, but he ''is'' obviously affiliated with them in many ways.
* MoreDakka: Especially in Turret Mode. The card's flavor text lampshades this, with "BUDDABUDDABUDDA" filling the entire text bubble.
* OneManArmy: The Bunker suit is explicitly described as having as much firepower as an entire armored battalion. The original GI Bunker smashed through a literal army of Nazis in World War II while trying to take out Hitler by single-handedly storming his fortress.
* PoweredArmor: Wears a suit developed as part of the US Military's Ironclad project.
* SuperheroPackingHeat: See WalkingArmory. Bunker goes into battle loaded for bear.
* WalkingArmory: He has flak guns, a minigun, a grenade launcher, missiles, and an Omnicannon. And a sticky grenade launcher, which is surprisingly useful for keeping out unwelcome environment cards.
* WaveMotionGun: The [=OmniCannon=], which can, and often will, hit ForMassiveDamage. It allows the player to store three cards per turn, then unleash an attack whose damage is double the number of cards stored up that way.
[[/folder]]

[[folder: Captain Cosmic]]
!!Captain Cosmic
-->'''Debut''': Wrath of the Cosmos\\
'''Team''': Prime Wardens

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/captain_cosmic_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Who put me in charge? No one. But someone must stand for the world."]]

One night while Hugh Lowsley and his brother Nigel were stargazing, a purple crystal fell from outer space and struck both them with energy. After awakening, Hugh discovered that he had the ability to create constructs of gold energy. He took the name of "Captain Cosmic" to search for his brother, who had vanished after the purple energy gave Hugh his powers.

In game, Captain Cosmic relies on playing Construct cards to provide bonuses to the hero they are attached to. He can also on occasion destroy them to deal damage when he need to go on the offence.

Captain Cosmic's alternate forms are '''Prime Wardens Captain Cosmic''', '''XTREME Prime Wardens Captain Cosmic''', and '''Captain Cosmic: Requital'''.

* ArchEnemy: Infinitor, who is Captain Cosmic's brother, Nigel Lowsley.
* BadassLongcoat: Sports a nice one in his Prime Wardens variant.
* CastFromHP: Unflagging Animation, which lets him play a free construct from out of his trash each turn, at the cost of taking irreducible psychic damage. He also casts from his constructs' HP, destroying them to deal damage based on their remaining health.
* CaptainSuperhero: Though ironically he's not only not a military Captain but he's not the leader of the Prime Wardens either (he's more TheLancer instead).
* CounterAttack: Wounding Buffer, which damages whomever hurts the hero it's next to. One of his ongoings also causes destroyed constructs to deal damage to other targets.
* DoppelgangerAttack: Some of his constructs, such as Augmented Ally or Unflagging Animation, are copies of his allies.
* HardLight: What his Constructs are made of.
* {{Expy}}: Of Green Lantern, though rather than using green energy for his constructs like Green Lantern, Captain Cosmic uses gold energy like Sinestro. His suit and aura also reference Firestorm.
* EnergyShield / LuckilyMyShieldWillProtectMe: Energy Bracer reduces the damage dealt to whomever it is attached to.
* LaserBlade:
** Cosmic Weapon, which grants whomever it is attached to a powerful energy attack power.
** Autonomous Blade is one as well, which can deal damage whenever its user damages something.
* LifeDrain: Of a sort. His Vitality Conduit funnels the life drained from it into its wearer.
* NoSell: Knight Crest makes him and all his constructs immune to all energy damage.
* TakenForGranite: His Prime Wardens incapacitated artwork shows him transformed into a golden statue.
[[/folder]]

[[folder: Chrono-Ranger]]
!!Chrono-Ranger
->'''Debut''': Shattered Timelines
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/chrono_ranger_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"I'd waste bullets as soon as waste words."]]

A sheriff from the town of Silver Gulch in 1883, James "Jim" Brooks was hurled though time by accident and sent thousands of years forward into a BadFuture where various cryptids have made mankind all-but extinct. Outfitted with future gear and a time machine by a sapient robot factory, Chrono-Ranger travels through time, ending the monsters in the past before they can ravage the future.

Chrono-Ranger is all about inflicting damage; nearly every card he has either inflicts or amplifies damage. His alternate version is '''Chrono-Ranger: The Best of Times'''.

* AnAdventurerIsYou: DPS. All of his one-shots let him do damage to targets, and he can mark targets with bounties to amplify the damage further. With his bigger guns (Masada and Danny-boy) plus a few bounties and Hunter and Hunted, he moves into Nuker territory.
* AnatomyArsenal: Replaces his missing hand with a variety of different weapons.
* ArchEnemy: Plague Rat, the progenitor of those arm-theivin' rat beasts in the Final Wasteland environment, who ''also'' finds his flesh delicious if its nemesis dialogue is any indication. There's also the ''Villains of the Multiverse'' version of the time-traveling Capitan.
* BountyHunter: One of his core mechanics involves posting and claiming "bounties" on various targets during the match, drawing cards when they're taken out and gaining different benefits for going after them.
* CounterAttack: The Ultimate Target bounty lets Chrono-Ranger use a power when the target deals damage to anything, not just himself.
* DeathOfAThousandCuts: Jim's not packing massive damage-dealing combos without outside support or his heaviest weapons coupled with bounties. However, he hits ''often'', usually getting multiple shots in per turn, and just about all of his one-shots let him inflict an extra point of damage as a side effect. Paired with a damage booster like Legacy, or his Hunter and Hunted card...
* {{Expy}}: Jonah Hex as a time cop.
* GlassCannon: On his own, Chrono has no Damage Reduction. He becomes a true GlassCannon with Hunter and Hunted: With it, the damage he deals and is dealt increases by 1 for every Bounty he has.
* TheGunslinger: He starts with his old six-gun, but can play a variety of other time-displaced firearms.
* ICallItVera: Jim's Danny-Boy, which he calls Danny.
* IWorkAlone: A downplayed example. He's willing to fight alongside other heroes if the threat is serious enough, but he never teams up with them in any permanent capacity.
* MysteriousStranger: He's appeared to assist the other heroes against a number of dangerous villains, such as Akash'Bhuta and The Dreamer, but always departs immediately after. None of the other heroes know much about him.
* NiceHat: Its one of his pieces of equipment, too, and his single most powerful piece of gear, due to it allowing you to play two cards instead of one. And since every one of Chrono-Ranger's one-shots allow him to deal damage, it can dramatically amplify how much hurt he lays down, especially when damage-boosting effects are active.
* NinjaPirateZombieRobot: He's a time-traveling, cybernetic cowboy bounty hunter.
* OneManArmy: His Renegade incarnation in ''Tactics''. He's waging a one-man war with Exemplar and winning, and For Profit [[SchmuckBait doesn't think one man is going to be a match for a team of supervillains]].
* RevolversAreJustBetter: He ''prefers'' his six-gun, though he will admit that the Masada is a ''fine'' piece of work.
* SchizoTech: His arsenal includes a classic six-shooter coupled with an energy cannon, neuro-toxic dartgun, incendiary missile launcher, time-warping grenades, and a cybernetic arm that can turn into a bow-and-arrow.
* SetRightWhatOnceWentWrong: Chrono-Ranger's objective. The Final Wasteland is full of dangerous monsters. Chrono-Ranger hunts them down in the past, before they can destroy civilization. He also tracks down the occasional dangerous supervillain, such as Ambuscade or Akash'Bhuta.
* TimeTravel: Coupled with BigDamnHeroes as his profession. Some of the flavor text on his cards indicates that he simply appears among the rest of the superhero team to deal with the current threat, then tips his hat, turns around, and zaps back home when the job is done. Eventually, the chrono-badge that he uses to move through time is damaged, leaving him stranded in time... until a much older La Capitan finds him, offers him help, and he agrees to help her right her previous mistakes, becoming his alternate Best of Times version.
* WhereDoesHeGetAllThoseWonderfulToys?: Con, an artificial intelligence from a BadFuture, keeps him supplied with advanced weaponry.
* WhyDidItHaveToBeSnakes: Hates the giant rats of the Final Wasteland, after one ate his arm.

[[/folder]]

[[folder: Expatriette]]
!!Expatriette
->'''Debut''': Rook City\\
'''Team''': Dark Watch
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/expatriette_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"One for wrath...and one for ruin."]]

The human daughter of Citizen Dawn, Amanda Cohen was born without powers, a failure for which her father was murdered. She left the compound of the Citizens of the Sun, and made her way to Rook City after a "disagreement" with her mother that cost her her eye. There, she became the vigilante gunfighter Expatriette, coming to respect and admire the superhero community before becoming a part of it.

Expatriette's entire deck is built around three things: getting guns, putting specialized ammunition them, and shooting the enemy with said guns, many, ''many'' times.

Expatriette's alternate form is '''Dark Watch Expatriette.'''

* AbnormalAmmo: Can do elemental damage with certain bullets.
* ArchEnemy: Citizen Dawn, her abusive mother.
* ArtShift: Reload is black-and-white, with prominent blood spatter in the background.
* BadassNormal: Nearly everyone else has superpowers, hyper-advanced technology, crazy biology, time-traveling ability, and magic to back them up. Expatriette simply packs a massive arsenal of guns and the skills to use them.
* BoringButPractical: Other damage dealing heroes might spike higher with enough set-up time, but Expatriette comes online the minute she has one or two guns in play and can provide steady fire-support throughout the game.
* BulletproofVest: Flak Jacket. It will completely prevent any one attack that would deal at least three points of damage.
* DiedInYourArmsTonight: Not on one of her cards, but on Setback's Darkwatch variant's incapacitated side, it depicts him holding her in this manner, though it's unclear if she's supposed to be injured or dead.
* DoesThisRemindYouOfAnything: Amanda is a child of two cult-like parents who are disappointed that she was born 'different' from them, eventually casting her out on the streets. Over time, she learns that there's nothing wrong with her, and that she's got both the mental and physical strength to compete with people like her parents. If this weren't a game about super heroes, Expatriette's backstory would have [[ComingOutStory a slightly different tone.]]
* {{Expy}}: Of ComicBooks/ThePunisher, or perhaps, the ComicBooks/{{Huntress}}, especially given that her archenemy is her parent.
* EyepatchOfPower: She lost her eye in battle when she left the Citizens of the Sun.
* FiringOneHanded: Expatriette does this with an [[UpToEleven assault rifle]].
* GoodSmokingEvilSmoking: Downplayed. She smokes in Arsenal Access and Quick Draw, but appears to avoid it when she's working.
* GunsAkimbo: Almost as big an offender as Bunker. With the right build, she can actually wield five guns simultaneously. One of her [[WeaponOfChoice signature pistols]] even has a rider on its power usage to let you use the other one for free.
* TheGunslinger: Her playstyle is all about pulling out a bunch of different guns and trick ammunition, and letting rip once you're set up.
* HeroicBSOD: Implied by her Dark Watch variant's Collector's Edition incapacitated art, which sees her training her crosshairs on Zhu Long's newest recruit... only to see it's a mind-controlled Setback.
* HeroicBuild: Amanda is 6'1"/180lb and ''jacked.'' Not as noticeable in earlier depictions, but more detailed art depicts her [[https://greaterthangames.com/sites/greaterthangames.com/files/store/RCIR%20Box.png all muscled up]]. Even more remarkable as she's a MuggleBornOfMages and has no superpowers - it's all willpower and training.
* KillItWithFire: Incendiary Rounds do more damage and fire damage.
* KillItWithIce: Liquid Nitrogen Rounds do ice damage and reduce the damage of whoever they hit.
* MaybeMagicMaybeMundane: Meta example. Some of her cards' art includes apparently glowing doves flying about, and doves are featured on her custom guns, Pride and Prejudice, leading to speculation among players that she has ''some'' kind of power that nobody realizes yet. Or it might just be a Creator/JohnWoo [[DisturbedDoves reference]].
* MexicanStandoff: She faces off with an unknown opponent in this manner in Quick Draw. From WordOfGod, it appears to be one of the rare good cops in Rook City, who disapproves of her vigilante ways.
* MoreDakka: Normally, but it gets even crazier if you have all five of her guns out ''and'' drop the Unload card, which lets her shoots ''all of them at once''.
* MuggleBornOfMages: She's got no powers, making her a pariah and disappointment to the Citizens of the Sun, led by her mother, who was expecting to have a child with her own vast powers as a successor.
* NonPoweredCostumedHero: One of the two major heroic examples.
* OffscreenMomentOfAwesome: In Pterodactyl Thief, from the Insula Primalis environment deck, a pterodactyl is stealing Expatriette's rocket launcher. In her card RPG Launcher, she's ''riding the pterodactyl while shooting a T-Rex with the RPG''.
* OneWomanArmy: In gameplay, she's able to mow-down whole hordes of goons, especially if she attaches Hollowpoint Rounds to the Submachinegun or has a couple boosts attached to Shock Rounds. The art for Unload shows her taking on a group of [[AlienInvasion Voss's minions]] with a gun in each hand and a grenade in her teeth and, given the flavor text is one of Voss's commanders wondering why said platoon hasn't reported in, she apparently wins.
* PragmaticHero: Sticks to simple methods, like shooting anything that gets in her way.
* QuickDraw:
** One of her cards lets her do 1 damage to any non-hero target as soon as it's played. Properly buffed, she can mow down whole legions of minions before they can even attack.
** She also has a card named "Quick Draw," which lets her search through her deck for one of her signature guns and put it directly into play.
* RelationshipUpgrade: With Setback, as of the point where they've formed the Dark Watch.
* ShootingSuperman: Hollow Points depicts her unloading her weapons into Argentium, a villain made of liquid metal. Although the shots are blowing holes in his body, he only seems mildly annoyed.
* TheStrategist: Explicitly stated to be the brains of the Dark Watch.
* SuperHeroPackingHeat: We have mentioned that she uses guns, yes?
* TakingTheBullet: Her Darkwatch incapacitated card shows her leaping in front of Setback to shield him from an explosion. His Darkwatch incapacitated card shows his reaction.
* TemptingFate: From Hairtrigger Reflexes, a card that lets Expatriette shoot any targets that enter play:
-->'''Blade Batallion Commander''': "Get out there! She can't shoot '''all''' of you!"
* UnorthodoxReload: Speed Loading shows her holding Pride and Prejudice upside down and allowing fresh clips to fall into them.
* VigilanteMan: A LighterAndSofter version of gritty anti-heroes like the Punisher.
* [[{{YouGottaHaveBlueHair}} You Gotta Have Purple Hair]]: Probably not natural. ''Probably.''
[[/folder]]

[[folder: Fanatic]]
!!Fanatic
->'''Debut''': Base Game\\
'''Team''': Prime Wardens

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/fanatic_sentinels_of_the_multiverse.png]]
[[caption-width-right:300: "'''''REPENT.'''''"]]

An amnesiac young woman with huge, white wings, Helena has dedicated her life to a holy crusade after temporarily dying in an accident as a child and returning with heavenly visions.

Fanatic's playstyle focuses on dealing damage, inflicting debuffs or locking down on enemies, healing allies, and in many cases hurting herself to have even greater effects.

Fanatic's alternate forms are '''Redeemer Fanatic''', '''Prime Wardens Fanatic''', and '''XTREME Prime Wardens Fanatic'''.

* AchillesHeel: While Fanatic has a large number of ways to deal damage to enemies, most of them are of the "one or two points at a time" variety, including her original card's base power. Thus, enemies with even a single point of damage reduction can quickly leave her in a bit of a fix.
* AllCrimesAreEqual: A bit of a character flaw, as she approaches stopping small-time crimes with the same zeal and violence she would an alien invasion. As such, she can be difficult for other heroes, like Legacy, to work with. In the ''Letters Page'' podcast, [[WordOfGod the writers]] summed this up as, "Voss is attacking? Grab Fanatic, she'll be a big help. ... Bank robbery? Nobody tell Fanatic." Her Prime Warden variant explicitly notes that she's mellowed out a bit.
* AppropriatedAppellation: Averted, actually. Fanatic ''is'' her superhero name, the name of her comics, and something she's known as in-universe, but it's not a moniker Helena uses herself: after all, what kind of person actually describes him or herself as "fanatic?"
* ArchEnemy: Apostate, the fallen angel who claims to have created her, and Blood Countess Bathory, an immortal and evil vampiress.
* BackFromTheDead: With no memories and apparent visions from heaven, at age 6. She also has Aegis of Resurrection, which revives her if she drops to zero hit points.
* BadassCreed: "'''Absolution''' you are called, and Absolution you shall '''deliver.'''"
* CastFromHitpoints: Several of her more potent one-shots and ongoing effects depend on Fanatic doing damage to herself or another hero in the process.
* ChurchMilitant: YES, though she chills out a little by her Prime Wardens incarnation.
* ClapYourHandsIfYouBelieve: Fanatic's powers spring from her faith. Helena's armor and sword don't ''naturally'' have power. They do because she believes they should. The ''actual'' source of her power has never been revealed, [[LowestCosmicDenominator and probably never will be]]. She's okay with this, though, because she has faith.
* CoolSword: Absolution
* DesperationAttack: She has two of them.
** End Of Days, which wipes the board of ''everything'' short of the heroes and villains themselves and relics. Reserved for that moment where everything is going to hell.
** Wrathful Retribution lets her do damage equal to her max HP minus her current HP, making it a devastating attack that's at its best when she's in dire straits.
* {{Determinator}}: Undaunted gives her solid damage resistance, and Aegis of Resurrection actually brings her back from zero hit points to keep fighting. Both, like the rest of her powers, are fueled by her faith and determination.
* GodzillaThreshold: End Of Days, as noted above. Generally held back until you're in a situation where losing ''all'' your active hero cards is acceptable to stop everything the villains are throwing at you.
* GrievousHarmWithABody: One of her cards, Final Dive, makes use of this, instantly destroying one target below a certain health threshold, then dealing damage to ''another'' target based on its remaining health.
* HeroesPreferSwords: Her WeaponOfChoice is a powerful magical sword called Absolution. It deals a three damage in her choice of either melee, fire, or radiant. Collectively, this helps her circumvent many forms of type-based damage reduction, and is one of her few ways to deal more than one or two points of damage without hurting herself. It also restores a single hitpoint when it comes into play.
* HeroicBSOD: Suffered one in her first encounter with Apostate. And since her powers spring from her faith, it put her out of commission for a bit. Her Redeemer variant is her emerging from that period with renewed fervor.
* HolyHandGrenade: Most of her powers deal Radiant damage with this flavor.
* IdentityAmnesia: After an accident at age 6 that left her dead for three minutes.
* IllKillYou: To [[ArchEnemy Apostate]], of course.
-->'''Fanatic''': "I swear on all that is holy, '''you shall fall'''."
* MeaningfulName: Once her angelic wings were revealed, she's been pretty focused on her task and faith.
* MysteriousPast: Found at six years old, no known family, no one picked her up in the hospital before nuns took her in, and no one can explain ''where'', exactly, her powers come from.
* NoSell: Both she and her nemesis, Apostate, have powerful cards that wipe the field of everything but relics and character cards. Both of them ''also'' have relics in their decks.
* OddFriendship: Although she is a devout Christian whose powers are fueled by faith and Ra is the incarnation of a pagan god, the two get along very well. When Ra dies, he does so [[PietaPlagiarism in her arms]], telling her that he always believed in her.
* OlderAndWiser: By the time she's joined the Prime Wardens, she's gotten better at moderation, tempering her zeal and avenging with compassion and defending the innocent.
* OnlyOneName: She was given the name Helena by a nun, she has no memory of her name before this.
* PietaPlagiarism: The cover art in the ARG for Ra's death has Fanatic holding him in this pose -- the art even depicts them in clothing closer to the Pieta than to their normal outfits.
* SelfSurgery: Fanatic resets her dislocated shoulder in Undaunted.
* SuperStrength: A RequiredSecondaryPower, considering the weight of all of her gear. The armor ''alone'' weighs over ''one hundred pounds!''
* WingedHumanoid: She grew wings after coming back from the dead. Nobody's sure why. Apostate claims he did it, but Apostate is a liar.
* WreckedWeapon: Absolution breaks sometime between her defeating Apostate as her Redeemer variant and her joining the Prime Wardens, but there's still enough blade left on the hilt for her to use it as a weapon.
* YouShallNotPass: The art on Divine Sacrifice evokes the trope, with Fanatic facing down an army of {{Mook}}s, and its effect plays it out -- Fanatic does damage to three targets, and all damage those targets do is redirected to her until the start of her next turn.
[[/folder]]

[[folder: Guise]]
!!Guise
->'''Debut''': Mini Expansion

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/guise_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:Hello TV Tropes!]]

Hey everyone. Guise here. And I am the best hero in literally all of everything. Sure, I used to be a simple tabloid reporter (lies, all lies!) but I knew that I, Guise, was destined to be the best hero ever!

I've got two alternate forms, too! '''Santa Guise''' brings the joy of Gift-Mas to the battlefield, while '''Completionist Guise''' owns every single promo of every single hero!

* AirGuitar: I don't actually do this, but my player can do this on Let Me See That.. Cool effect too.
* ArchEnemy: I have two of them!
** Wager Master. Why my Nemesis in this game is a blue space gnome is in the designers' hands.
** Argentium is my other Nemesis. He's a shiny metal blob man thing. Why can't I get attractive arch enemies?
* ArmorPiercing: When I'm X-Treeeeeme any damage I do is Irreducible, and can't be redirected as a fringe benefit!
* AttackDeflector: Inverted! My X-Treeeeme card prevents my damage from being redirected! Also grants my attacks ArmorPiercing!
** As for playing it straight, when I'm a Total Beefcake I can redirect damage to the villains!
* BackFromTheDead: Okay, so the official story on paper is that I got crushed by some debris when Wager Master said hi, and the residual implausibility from said debris transferred into me.
* BreakingTheFourthWall: I love doing that.
* {{Expy}}/CompositeCharacter: Two nice gentleman named Deadpool and [[Film/TheMask The Mask]] may immediately spring to mind, but apparently I'm actually an homage to [[ComicBook/AmbushBug some guy named Ambush Bug]]. Never heard of him? Didn't think so. This mask looks better in my colors anyway.
* TheFriendNobodyLikes: Pssh, what's this doing here? Don't listen to [[WordOfGod that Christopher guy]]! Everybody ''loves'' having me around!
* MeaningfulName: "Guise," as in "disguise" or "[[Film/TheMask mask]]". Get it?
* NinjaPirateZombieRobot: Some may accuse me of selling out, but can you blame me? I gotta have all the best swag! You should check out my awesome Ninja Pirate Zombie Fanboy IN SPACE getup! It's pretty awesome! Complete with [[https://greaterthangames.com/store/play-power-draw-t-shirt this awesome shirt]] and [[https://greaterthangames.com/store/lifesize-mr-chomps-plushie this AMAZING plushie!]]
* PowerCopying: My best trick is to borrow cards in play and sometimes the powers of my lackeys I mean fellow heroes for a turn!
* PurpleIsPowerful: Yes, yes it is.
* ShoutOut: One of my hobbies:
** [[Franchise/ConanTheBarbarian Guise the Barbarian!]]
*** Crush your enemies, drive them before you, and LAMINATE THEIR WOMEN!
** Mr. Fixer wants me to stop asking if he wants me to [[Film/TheKarateKid wax on, wax off]]. I still ask him anyway.
** I also like to make the occasional blatant reference to [[Creator/SamuelLJackson Samuel L Coolguy.]] [[PulpFiction SAY WHAT AGAIN!]]
** And then this one time I turned into [[{{Music/KISS}} Gene Simmons]] and played [[LynyrdSkynyrd Freebird]] on the Argent Adept's Lyra! (Which is actually a lute. I still don't know why he INSISTS on calling it that...)
** Oh, and don't forget that time I was a [[GratuitousJapanese Super Ultra Kawaii]] Magical Love Prince!
* SpotlightStealingSquad: A combination of my cards lets me use my teamates cards as if I was them so I get to save the day instead of them!
* XtremeKoolLetterz: X-Treeeeeme, but of course!
[[/folder]]

[[folder: Haka]]
!!Haka
->'''Debut''': Base Game\\
'''Team''': Prime Wardens

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/haka_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"These markings I wear on my face? I did them myself. With a sharp stick and snake venom. And you're going to ''punch me?''"]]

Aata Wakarewarewa was a Māori chief who discovered his immortality after being killed in a challenge for power and returning the next day. Exiled and cursed by his people, he wandered the world for decades and eventually took on the identity of Haka to fight for redemption.

Haka focuses on doing large amounts of damage, along with durability and healing. He's one of the heaviest hitters from the base game, and is especially effective against minion-heavy villains.

Haka's alternate forms are '''The Eternal Haka''', '''Prime Wardens Haka''', and '''XTREME Prime Wardens Haka'''.

* AllForNothing: The Eternal Haka's incapacitated art shows him naked and alone in the desolate Final Wasteland. The Collector's edition of the same scene shows this is because his library, the last repository of all human knowledge, was destroyed by the giant death worm.
* ArchEnemy: Ambuscade, who considers him the most dangerous game.
* BadassBeard: The Eternal Haka sports a thick but well-kept beard.
* BadassBookworm: Is actually a scholar and substitute teacher in civilian life. Eternal Haka spends all his time studying the lost knowledge of the past... and safeguarding it from the many beasts of the Final Wasteland.
* TheBerserker: He's aggressive, violent, and he loves fighting. Exemplified with the Rampage card, which inflicts major damage to all non-hero cards... as well as hurting heroes as well, for a somewhat smaller amount.
* BoisterousBruiser: The flavor text on his cards and others' decks tends to have him almost gleeful at a chance to break things.
-->Hundreds of those skittering stabby robots came at me! It was great!
-->Ha ha! Bring it on!
-->Hua! There is something to be said for easy targets.
* BringIt: From Ground Pound.
-->Ha ha! Bring it on!
* CompleteImmortality: Haka is literally the only hero in the gameline who has ''never'' died in any timeline. Even in the horrific BadFuture of the Final Wasteland, the Eternal Haka's variants don't see him dead, just naked and alone. His Xtreme Prime Wardens variant is swimming through ''magma'' to go after Ambuscade, and it just seems to be pissing him off. The only place he ''seems'' to be dead is the Iron Legacy timeline, and even then he's not ''explicitly'' dead, just absent.
* DanceBattler: Haka performs various war-dances, or hakas, in combat to focus himself. In-game, this manifests as either [[HealingFactor regenerating lost health]], [[DamageReduction reducing the damage he would take from the next hit]], or just winding up for a really big swing.
* {{Expy}}: As an immortal prehistorical GeniusBruiser, he's a heroic version of ComicBook/VandalSavage, although it's most obvious in his more civilized Eternal Haka version.
* DespairEventHorizon: See AllForNothing.
* GeniusBruiser: Technically he's a teacher and scholar in all iterations, but this is particularly emphasized on [[http://sotm.wdfiles.com/local--files/heroes:haka/Eternal_Haka.png The Eternal Haka]], which shows him reading a book in a library and whose ability is Haka of Knowledge.
* GeoEffects: He has a few cards that are specific to the environment; Dominion, for example, lets him draw cards whenever an environment card is destroyed.
* HiddenDepths: Haka is a BoisterousBruiser who loves a good fight and a good challenge. He is also incredibly wise, patient, and eloquent, and when not engaging in superheroics, he works as a substitute teacher because he is interested in passing knowledge on to future generations.
* {{Immortality}}: Has it for some reason. He's the last surviving human in the desolate future of 'The Final Wasteland'.
* LastOfHisKind: The only surviving human in the BadFuture of the Final Wasteland, where he tends to a library of humanity's collected knowledge.
* MagicalNativeAmerican: He's actually from Rotorua, New Zealand, but it counts.
* ManlyTears: He never misses a funeral for a friend he's outlived, and he weeps at all of them.
* MeaningfulName: A haka is a traditional ancestral war cry, dance or challenge of the Māori people.
* NighInvulnerable: One of the most durable heroes in the game; not only does he have the second-highest hitpoints of ''all'' heroes, losing out only to the even-more-immortal Akash'Thriya, he's also loaded with both one-shots and ongoing cards that reduce damage or let him heal. His Xtreme Prime Wardens variant is even tougher, picking a hero to shield and regenerating one hit point whenever he takes damage until the start of his next turn.
* NoSell: Haka Of Shielding shows Ambuscade detonating some kind of explosive directly behind Haka. He doesn't bother to stop eating his sandwich.
** Punish The Weak shows him completely ignoring two of Grand Warlord Voss' troops who are trying to shoot and stab him in order to dangle a third from its leg.
* NotTheIntendedUse: Savage Mana allows Haka to put targetable cards he destroys underneath it, and then deal large amounts of toxic damage later on based on how many cards he's destroyed. While this is obviously intended as a charge-up attack to deliver a massive knockout blow later, it ''also'' prevents those cards from going into the villain trash. This is especially effective against decks where the villain can have effects based on their trash, i.e. Warlord Voss' Forced Deployment or Citizen Dawn's Return With the Dawn, which both pull destroyed minion cards out of their trash; Dawn's flipping mechanic, which makes her invincible if a certain number of her minions are in the trash; or Baron Blade's NonStandardGameOver, which gives him a win if 15 of his cards are in the trash. Since those cards are out of play but ''aren't'' in their trash, and thus those effects do nothing.
* OffhandBackhand: Elbow Smash is an offhand, well, elbow, dealt to the Hippo.
* StrappedToAnOperatingTable: In his Prime Wardens incapacitated art, he's been captured by Ambuscade and is pinned to his trophy room's wall in electrical restraints.
* SupremeChef: Kindergarten kids who find the huge tattooed substitute teacher scary are won over by his pies.
* SuperStrength: It might be supernatural, it might just be a side effect of being immortal and working out for hundreds of years. Either way, he can hit hard with his Maori weapons, and focus himself with the Haka of Battle to hit harder than almost anyone.
* TakingTheBullet: Enduring Intercession redirects all damage the heroes would take from the environment to Haka.
* WalkingShirtlessScene: His default outfit consists of nothing but a small vest and bracers above the waist. His variants are more dressed.
* WhoWantsToLiveForever: Averted. Haka is remarkably philosophical about outliving so many people, which is why it hasn't broken him.
[[/folder]]

[[folder: K.N.Y.F.E.]]
!!K.N.Y.F.E
->'''Debut''': Vengance

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/knyfe_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Ye wanna dance? ''Pure dead brilliant.''"]]

A Scottish former agent of F.I.L.T.E.R., Paige Huntly left her organization in order to investigate issues she felt her superior officers dismissed as unimportant: namely, the end of the world.

Knyfe's alternate form is '''K.N.Y.F.E: Rogue Agent'''.

* AchillesHeel: K.N.Y.F.E.'s deck features many ways to ''play'' extra cards, but very few ways to actually increase her hand's size. Thus, without a friend to provide her with additional card draw, she can quickly drink her hand dry and have no easy way to recover short of skipping turns to draw more or destroying some of her only defensive cards for a quick top-up.
* ArchEnemy: Progeny, who heralds the end of times that she left F.I.L.T.E.R. to stop.
* BraveScot: First as a military woman, then as a superheroine, Paige is every bit the fearless, fight-loving Scot.
* {{Combos}}: Knyfe's powers and cards tend to either do Melee or Energy damage, or more comonly Melee ''and'' Energy Damage. Due to how the later is treated as two different sources of damage, damage buffs/debuffs effect each instance of damage, so Legacy is her best friend.
** In the more traditional sense, several cards allow Knife to create a chain of card draws, card plays and powers. An example is Battlefield Experience's power into For the Greater Good into another Battlefield Experience, then using it's power into another card. It requires a bit of luck and planning but is possible.
* DeflectorShield: Overcharged Null-Shield.
* {{Expy}}: To ComicBook/NickFury, another military superspy who worked for an acronym-based agency. Her crossed-out subtitle of "Agent of F.I.L.T.E.R." references him directly.
* FriendlyFire: Downplayed. Some of her attacks are a bit indiscriminate, but she can ''usually'' choose whether or not to hit targets multiple times.
* FunWithAcronyms: Kinetic Neutralizer Yielding Flawless Execution from FILTER, whose acronym has never been revealed.
* TheLadette: The only thing she loves more than drinking with the boys is fighting with 'em. She once arm-wrestled Bunker ''in the suit'' to test out her new PowerFist.
* LaserBlade: In addition to having a traditional LaserBlade (The Focuing Conduit-Blade) She has the power to create them as WolverineClaws to boot!
* LightEmUp: Mostly uses her energy powers to make blades. Her incapacitated art sees Citizen Dawn turning it against her, in an homage to the famous scene of [[ComicBook/XMen Magneto tearing the adamantium off Wolverine's living bones]], by causing countless energy blades to erupt from beneath her skin all over her body.
* MilitarySuperhero: an Ex-Military Superhero.
* PowerFist: One of her cards, providing an alternative to her base power.
* StrappedToAnOperatingTable: Her Rogue Agent variant's incapacitated artwork sees her captured, floating in a tank, and being monitored by strange equipment.
[[/folder]]

[[folder: Legacy]]
!!Legacy
->'''Debut''': Base Game\\
'''Team''': Freedom Five

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/legacy_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"We fight this day...for freedom!"]]

The quintessential all-around good guy, Paul Parsons is the most recent Parsons to bear the title of Legacy. Legacy's powers are passed down from previous Legacies, and each new Legacy adds new powers for the next Legacy.

Legacy's playstyle is support. While he can do respectable damage with the right cards, his primary role is to boost his allies damage, heal them, and protect them by redirecting damage toward himself.

Legacy's official alternate forms are '''Young Legacy''', '''Greatest Legacy''', and '''Freedom Five Legacy'''. Unlike most of the other heroes promo forms, instead of depicting an alternate form of the same person, Young Legacy is Legacy's daughter and America's Greatest Legacy was the Legacy of the 1940's. He also has a psuedo-official [[note]]the full front of a card was done by the creators as a fun joke pic but there's no official art for the back and it was not officially printed as a card[[/note]] alternate form of '''America's Cleverest Legacy''' from an alternate universe where Paul Parsons is a brainy "puzzler".

* AbsurdlyYouthfulFather: Young Legacy is 18 and Beacon is probably in college. Legacy consistently looks in his late 20's - early 30's. Averted a bit with Iron Legacy who looks much older though that could be stress (and the fact that he's frowning all the time).
* AnAdventurerIsYou: Fills the roles of Tank and Bard. He has a number of ways to soak damage and can redirect damage from villains to himself. Fully set up, he's immune to the environment, can reduce hits of 5 HP or more by 3, reduce all damage he takes by an additional 1, and make himself outright immune to a damage type for a turn. This allows him to NoSell what would be massive hits to anyone else.
* ArchEnemy: Baron Blade, who carries a grudge against his whole family for the death of the previous Baron. The ''Villains of the Multiverse'' Miss Information is the archenemy of the Freedom Five as a whole.
* TheBard: Legacy has a few cards that let him deal damage like Thock!, but for the most part Legacy supports his allies with damage buffs more than dealing it himself.
* CaptainPatriotic: A more subdued version, at least in terms of costume, but Legacy is shown toting the Stars and Stripes on several of his cards and wears a red, white, and blue costume.
* CompositeCharacter[=/=]{{Expy}}: Of both Marvel and DC's BigGood, Superman and Captain America. He has Supes powerset and Boy Scout persona combined with Steve's loyalty to America (and it's values) and leadership/team forming skills.
* DueToTheDead: Luminary's incapacitated art sees him leading the service at Ivan's funeral, despite their lifelong enmity. [[FakingTheDead Of course,]] [[ForegoneConclusion given Baron Blade appears in ''Tactics'']]...
* EvilCounterpart: Apart from Iron Legacy, he has another in the Legacy of Destruction, the good-aligned alternate universe version of Baron Blade's nemesis.
* FlyingBrick: Has the whole standard-issue kit, plus danger sense.
* HeroicSacrifice: Heroic Interception shows Legacy catching a missile that would have hit the White House. In-game, Legacy damages himself and renders all other heroes immune to damage for a turn.
-->'''Legacy''': "No sacrifice too great."
* TheLeader: Falls into this role no matter what team you have, thanks to his Galvanize power and ability to take damage. Many of his cards, such as Motivational Charge, Inspiring Presence, and Bolster Allies, emphasize his ability to inspire and lead a team.
* LegacyCharacter: With a twist. The Legacy line inherits and adds to the next generation.
* MightyGlacier: With his strength and defensive abilities. Best shown with Iron Legacy who is near impossible to do damage to and deals out hurt. But he's ''also'' only going to play one card a turn, and has a very limited ability to use multiple powers at once.
* OffhandBackhand: Back-Fist Strike is this trope and it's got the most base damage of any of his attacks.
* TheParagon: Comes with being a Superman expy. Show by Motivational Charge, Inspirational Presence and Galavanize.
* ShootingSuperman: Legacy is on the receiving end of this in Fortitude.
-->'''Narrator''': Legacy took times like these to ponder what dinner would involve tonight.
* SmartPeopleWearGlasses: The ARG reveals that in another universe Legacy is America's ''Cleverest'' Legacy from a long line of "puzzlers", and in place of the cape he has a pair of wire-frame spectacles and a blue blazer.
* SpiderSense: The very first power the Legacy line gained was a "Danger Sense" warning them of impending threats. In-game, this makes Legacy immune to environment damage.
* SuperStrength: Although, ironically, most of his cards in-game don't capitalize on this. It is implied that, much like Superman, Legacy is holding back with his strength, as Iron Legacy ''isn't'' holding back, and he deals horrendous damage to everyone around him.
* SuperToughness: Explicitly stated in Baron Blade's bio to be the power he added to the Legacy line. In-game, this manifests as Fortitude, which reduces all damage he takes by 1, Superhuman Durability, which reduces any damage he takes of more than 5 HP by 3, and Next Evolution, which lets him become invulnerable to one damage type until his next turn. All three combined make him ''extremely'' durable.
* TakingTheBullet: Heroic Interception's art has Legacy catching a missile headed for the White House. Lead From The Front allows him to take any attack that would hit another hero.
* WrittenSoundEffect: "Thokk!" plasters the title in the background as Legacy punches out his EvilCounterpart.

!!Young Legacy[=/=]Beacon
->'''Debut''': Base Game if you count Legacy's deck, otherwise Promo.\\
'''Team''': Freedom Five

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/young_legacy_sentinels_of_the_multiverse_9.png]]

Being Legacy's daughter, Pauline Felicia Parsons is the eighth member of the Parsons family line, and adds laser vision to her family's Legacy of powers. Young Legacy is an alternate form of Legacy; therefore Young Legacy has no deck of her own, but can replace her father and use his deck if she is a player's chosen hero.

* ArchEnemy: Baron Blade, like her father before her.
* ComingOfAgeStory: Felicia's origin as America's Youngest Legacy. After her father is killed by Baron Blade, she takes charge, arranges his funeral and steps in as the new Legacy.
* DistaffCounterpart: Of her father. In the third timeline presented in ''Sentinels Tactics'', Young Legacy takes the name of Beacon until her father passes the title of Legacy to her.
* FrickinLaserBeams: Her innate power is an Atomic Glare.
* GenerationXerox: She's training to be a hero like her father, and even has the same powers as him. However, she has laser vision in addition to the powers she inherited from him.
** Subverted as Beacon. She tends to be more brash and hands-on than her father, preferring to use her invulnerability to get up close to her enemies and hit them with her Atomic Glare.
* HotBlooded: Beacon is a lot more aggressive and eager to jump into a fight than her father is. In ''Tactics'' she's seen throwing around furniture in annoyance when the Operative insists on playing coy with her, and is frustrated at being left behind to "babysit" while her dad is off fighting.
* MissingMom: There's no mention of Felicia's mother either in her or her dad's or Iron Legacy's back stories. Plus, Legacy takes care of household tasks (at least he cooks). WordOfGod, however, says that she's alive and fine -- she's just busy as a U.S. Senator and not involved in the family superheroics, and therefore doesn't show up in the card game. Her only on-card appearance, according to the ''Letters Page'' podcast, is as a hostage in the Madame Mittermeier’s Fantastical Festival of Conundrums & Curiosities environment deck.
[[/folder]]

[[folder: Mr. Fixer]]
!!Mr. Fixer
->'''Debut''': Rook City\\
'''Team''': Dark Watch

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/fixer_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Strike a blow for freedom, and strike one for the land!"]]

A mechanic from Rook City, Harry Robert Walker used to use his martial arts knowledge to teach kids how to defend themselves. When some of Rook City's scum killed some of his students and no one really cared, he took a different approach: Don't fight back. Going by the name "Slim" instead, he became an auto mechanic. But as his assistant Charlie begins to get pushed around, "Don't fight back" might not work for very long.

Mr. Fixer's deck is focused on dealing damage while also switching between different weapons and forms, allowing him to debuff, redirect damage, or lock down opponents, making him very versatile.

Mr. Fixer's Alternate form is '''Dark Watch Mr. Fixer'''.

* AnAdventurerIsYou: Mr. Fixer fills the Jack of All Trades role due to being able to do a bit of everything. His entire playstyle is focused on getting equipment and styles and then switching them out at the start of his turn depending on the situation.
** Avoidance Tank: Hoist Chain or Pipe Wrench/Driving Mantis. Only works on the first instance of 2 or less damage each turn.
** Crowd Control: Dual Crowbars or Jack Handle/Grease Monkey Fist
** Debuffer: Hoist Chain/Alternating Tiger Claw and Pipe Wrench/Riveting Crane. Alternating Tiger Claw makes Fixer do irreducible damage, and Riveting Crane lets the other heroes do irreducible damage if Fixer is able to damage it.
* AttackDeflector: Driving Mantis reflects the first damage of 2 or less Mr. Fixer recieves to any target he wants.
* ArchEnemy: The Chairman, leader of the criminal empire terrorizing his city, and Zhu Long, the immortal gold dragon who still bears a grudge from back when Mr. Fixer was Iron Fist, and who once stole his dead body and restored him to life with vile magic so that he could be used as a mindless soldier under Zhu Long's control.
* ArmorPiercing: Alternating Tiger Claw lets Fixer do Irreducible damage. Riveting Crane makes all damage dealt to any target Fixer damages Irreducible for a turn.
* BackfromTheDead: Was actually killed by the Operative at some point, and somehow resurrected into his Dark Watch variant.
* BadassGrandpa: He's ''eighty six years old''.
* BadassNormal: He's able to stop an entire alien invasion in its tracks with a ''grease gun''. Or a Jack Handle with a Grease Monkey Fist., which lets him hit every Minion, and change his damage type to ensure they get damaged.
* BackFromTheDead: Not during the game itself, but according to WordOfGod, Mr. Fixer did indeed die during his battle against The Operative. Years later, it was revealed that his old nemesis, Zhu Long, used vile rites to restore him to life as a mindless soldier under his command, before Nightmist used her newly-enhanced mystic powers to re-connect his mind and body.
* {{Blaxploitation}}: As a young man, he had an afro and went by the nom-de-guerre "Black Fist."
* BlindWeaponmaster: His garage tools are dangerous weapons in his well-trained hands.
* BystanderSyndrome: His "retirement" from being a hero may have led to the death of Cassandra Lilya's parents, and thus to the creation of Ermine.
* CameBackWrong: Mr. Fixer's revival left him full of barely-controlled rage, hence his new power destroying friendly ongoing or equipment cards. Fortunately, it fades by the time of ''Sentinels Tactics''.
* DestructiveSavior: Dark Watch Fixer's base Power Bitter Strike makes Mr. Fixer into one. Bitter Strike does 3 damage instead of the regular strike (which does only 1) but destroys a hero ongoing or equipment after the damage. While this can be used for good (such as destroying his own Bloody Knuckles or Chrono's Hunter and Hunted before the villain gets a chance to hit either of them for extra damage), the destruction is not optional, so if there is at least one thing there that he can destroy, he must destroy it. Salvage yard can mitigate the destruction somewhat.
* DualWielding: Dual Crowbars, which lets fixer hit another target should he damage something.
* {{Expy}}: Of both ComicBook/{{Daredevil}} and ComicBook/IronFist, as a blind martial artist fighting corruption in a dark and dangerous city ruled by a shadowy criminal overlord. In his youth, he was also one to ComicBook/LukeCageHeroForHire, as the {{Blaxploitation}}-era superhero Black Fist.
* HandicappedBadass: He has been blind since birth, but can still kick major ass.
* HeroicBSOD: After some scum murdered the kids he was teaching martial arts to, Black Fist hung up his afro and retired from heroics, teaching martial arts, and generally trying to make his miserable city a better place. The card game represents him realizing that his inaction is making things worse, not better, and coming back into the fray. (Indeed, it's implied that he could've saved Cassandra's parents and didn't, creating Ermine, and outright stated that, without his influence, Sophia [=DeLeon=] continued on the dark road she was on until she became the Chairman's right hand woman.
* IKnowKungFu: He has a few different styles he can swap between with the right cards.
* ImprovisedWeapon: Every single one of his weapons is a tool from his garage. Some of them can get pretty crazy powerful depending on his buffs and Style.
* MentorArchetype: Besides the Operative, he seems to have mentored other heroes such as Expatriette.
* MrFixit: Naturally. He is also ideal as a supporting character for equipment-heavy heroes (Unity, Omnitron-X, Expatriette, Bunker, etc), as his Salvage Yard card lets him instantly move everyone's equipment cards from their trash back into their hands and gets to replay Overdrive if it's in his trash.
* NiceJobBreakingItHero: Mr. Fixer gave The Operative some martial arts training when she was 7. Even after Fixer closed the dojo, she continued to learn martial arts, and eventually became the right hand of the Chairman.
* RetiredBadass: Back in the 70s, he was a street-level costumed vigilante under the name of [[{{Blaxploitation}} Black Fist]]. He may have even met the Terminarch alongside his generation's Legacy, if the card art is any indication.
* StanceSystem: Mr. Fixer's deck has his vibe, as he can change roles based on what Tool and Style Combination he has.
* [[ThrowingYourSwordAlwaysWorks Throwing Your Tire Iron Always Works]]: The Tire Iron makes all damage Fixer does Projectile damage, but if his hits a target for damage, then if it has 2 or less HP after, instant kill.
--> He threw a WHAT at you?
[[/folder]]

[[folder: The Naturalist]]
!!The Naturalist
->'''Debut''': Vengeance

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/naturalist_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Stand not against nature. It was here first. It will be here last, as well."]]

An African Oil tycoon, he was cursed by Akash'Buta into a gazelle. Thankfully, the Argent Adept found him and helped him gain the ability to transform into a rhinoceros and crocodile and master his transforming. Now he can control his shapeshifting and uses it to fight for the wilds he once ravaged.

He has one variant, '''The Hunted Naturalist'''.

* ArchEnemy: Deadline, who destroys the environment that the Naturalist protects.
* BalefulPolymorph: The incapacitated art for the Hunted Naturalist's Collector's edition shows him forcibly transformed into a hyena by Akash'bhuta... and under her MindControl.
* {{Expy}}: Of Animal Man, as an eco-themed superhero, and Beast Boy, a shapeshifter who turns into animals.
* GlassCannon: The Deadly Crocodile has neither the utility and self-healing of the Nimble Gazelle nor the hefty damage reduction of the Formidable Rhinoceros, but it hits like a truck.
* HealingFactor: The Nimble Gazelle offers him a lot of self-healing.
* InvoluntaryShapeshifting: At first. After a year or two it became voluntary.
* JackOfAllTrades: The Naturalist is one of the few heroes that can rival, or even surpass Tempest for pure versatility. However, unlike Tempest, he pay for it by not having access to all his potential power at any given moment, thanks to the Form mechanics.
* PowerIncontinence: The Hunted Naturalist variant card represents him on the run from the Slaughterhouse Six. It makes it ''easier'' to gain the benefits of multiple form cards at once, thanks to a base power that lets him pick a form and act as if any cards he plays have the benefits of that symbol until the end of his next turn. But it also means he's losing control of his powers in the process. His incapacitated artwork sees him caught between forms in a horrible mismash of parts from each.
* SuperSpeed: The Nimble Gazelle often gives him extra card draws or destroys enemy Ongoing cards, traits often associated with super-speed in-game.
* StoneWall: The Formidable Rhinoceros form is very tough, and soaks up a lot of damage.
* VoluntaryShapeshifting: His power, which allows him to grab a form from deck or trash. The Hunted Naturalist can instead pick a form, act as if he had it in play until the end of his next turn, then draw or play a card, allowing him to briefly have the benefits of two forms at once.
[[/folder]]

[[folder: Nightmist]]
!![=NightMist=]
->'''Debut''': Infernal Relics\\
'''Team''': Dark Watch

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/nightmist_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"I am more than mere shadow--I am the mists themselves!"]]

Seeking answers regarding her grandfather's disappearance, private investigator Faye Diamond got caught up in the world of the occult and began developing her talent for magic. However, a backfiring spell left her cursed with a body that shifts between corporeal and incorporeal "mist" in the presence of darkness. She now fights crime and works as a paranormal investigator while searching for a way to reverse the curse.

Her alternate form is '''Dark Watch [=NightMist=]'''.

* AmbiguouslyJewish: [[http://www.ancestry.com/name-origin?surname=diamond "Diamond"]] is a very Jewish-sounding name, as, of course, is "Joe", the name of her grandfather. Also, at the time ''Arkham Horror'' is set[[note]]Joe Diamond, her grandfather, is a character in that game, and Nightmist inherited her detective agency from him[[/note]], [[http://www.dictionary.com/browse/shamus private detective was a stereotypically Jewish job]][[note]]enough so that a then-popular slang term for private detective may have Yiddish origins[[/note]].
* ArchEnemy: The eldritch monster Gloomweaver.
* BadassInANiceSuit: Wears a business suit instead of a traditional costume.
* BadassLongcoat: Wears a long black trench coat over her business suit. Fitting, given the character's origins in the tropes of hardboiled detective fiction.
* BadPowersGoodPeople: Nightmist's damage is all [[{{Hellfire}} infernal]], a damage type usually associated with evil magic, and which often injures her. But she uses this dark power and knowledge to help others and safeguard the world from mystical threats.
* CastFromHitPoints: Many of her spells and powers involve causing herself damage in order to damage others, draw cards or take other actions.
* CursedWithAwesome: In-story, she can't control her shifting into mist form, but in-game it is represented as a card that grants her immunity to all damage.
* CthulhuMythos: Her backstory contains several references to it-- her introduction to the occult world happened in Arkham, Mass., and the spell that backfired and cursed her was the Mists of R'lyeh. She's also the granddaughter of Joe Diamond, one of the investigators from the boardgame ''TabletopGame/ArkhamHorror''.
* DifficultButAwesome: She's rated as one of the highest complexity characters to use, because a lot of her power is randomly based on the spell numbers on her cards, and she uses her cards and hitpoints as resources more than any other hero -- an inexperienced player can easily leave her with too few cards or hitpoints to act. But with the right combination of spells and equipment, she can do considerable damage, control the deck, and heal herself with surprising effectiveness.
* HeroicSacrifice: She -- and all alternate universe versions of her -- make themselves into gates to gather allies to fight [=OblivAeon=]. The strain of maintaining this burns ''all'' of them out, destroying every version of her across all the alternate dimensions and leaving behind the Mist Storms seen in ''Sentinels Tactics''.
* HotWitch: She uses magic, and, well, take a look at the picture on her card and decide for yourself.
* {{Intangibility}}: Her Mist Form card makes her invulnerable to damage while it's out, though she can't take any other actions.
* MinidressOfPower: She wears a miniskirt as part of her business-suit attire.
* OccultDetective: Her occupation, as head of Diamond Investigation, just like [[TabletopGame/ArkhamHorror her grandfather]].
* PowerIncontinence: In-story, although it doesn't affect her gameplay except when she deals damage back to herself.
* SuperSmoke
* TomeOfEldritchLore: Has one of these, the Tome of Elder Magic.
[[/folder]]

[[folder: Omnitron-x]]
!!Omnitron-X
->'''Debut''': Shattered Timelines

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/omnitron_x_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"The time continuum's unidirectionality makes this unlikely. Here we go."]]

After a hundred years worth of constant upgrades, the robot known as Omnitron had consistently failed to defeat its heroic enemies. The villainous AI deliberated on its failure, and concluded that it was missing one crucial trait that every hero possessed: a conscience. For its tenth incarnation, Omnitron assembled a humanoid form and inserted an [[MoralityChip empathy component]] into its programming. The new robot, Omnitron-X, was horrified by the memories of its actions, and sent itself back in time to prevent the destruction its former self had caused.

Omnitron-X's deck focuses on deploying components and weapons to deal and withstand damage. Much like Omnitron, he can lose components if he takes too much damage in one turn.

He has one variant, '''Omnitron-U''', after needing to be rebuilt by Unity.

* ActionBomb: Self Sabotage turns Omni into this, sort of (The art depicts him clearly exploding). When played, Omnitron-X destroys any number of his Compnents and then deals 1 target double that number as Energy Damage. A perfect finisher.
** Singularity also works like this, only differently. Omni destroys any number of his Equipment (Components are also Equipment, as well as his Platings) and deals each non-hero that much Lightning Damage.
* ArchEnemy: Omnitron, who is himself from the past.
* BadassBoast:
--> "End-Times? I have seen many times. These are merely '''your''' end-times."
* BreakableWeapons: Like Omnitron, Omnitron-X's components break and are destroyed if he takes too much damage. Unlike Omnitron, who needs to take 7 damage in one round[[note]]A round starts at the beginning of the Villian Turn, and ends at the end of the Environment turn[[/note]], Omnitron-X's Components break if he takes 5 damage in a single turn.
* ElementalPowers: He has a few.
** ShockAndAwe: Coil
** PlayingWithFire:
* EvilCounterpart: [[InvertedTrope Inverted]]. Omnitron came first, so technically Omnitron-X is a heroic counterpart. To push the similarities further, Omnitron-X has reworked versions of Omnitron's deck:
** Adaptive Plating Subroutine → Reactive Plating Subroutine
** Disintegration Ray → Innervation Ray
** Sedative Flechettes → Disruptive Flechettes
** Technological Singularity → Singularity
** Terraforming → Bio-Engineering Beam
* {{Expy}}: Of Brainiac-5.
* FrickinLaserBeams: That can destroy Environments!
* GameplayAndStorySegregation: Omnitron-X is supposed to have more advanced technology than present-day Omnitron, but of course for gameplay reasons (villains being fought by a team of players at a time), his cards are all significantly weaker.
* HeartDrive: The aforementioned empathy component.
* HeroicSacrifice: His Self-Sabotage and Singularity cards destroy Component and Equipment cards to deal damage, principally his own. This is analogous to using his own hands and feet as bomb material. Their flavor text, and Omnitron-U's backstory, imply that he undergoes one towards the end of the ''Singularity'' story arc to stop his present counterpart's rampage. His Collector's incapacitated art all-but says it outright, with Unity holding its severed head and grieving.
* IHatePastMe: Omnitron-X and Omnitron are nemeses, thanks to time travel. Prior Omnitrons lust after his advanced technology and despise his empathy, while Omnitron-X is horrified at their callous disregard for all organic life.
* LogicalWeakness: Both Omnitron and Omnitron-X have component cards. Both have mechanics that ''affect'' component cards. Omnitron-X can and will blow up ''Omnitron[='=]s'' components instead of his own if they're in a dust-up.
* MoralityChip: The empathy component, which leads to...
* MyGodWhatHaveIDone: His primary motivation for becoming a hero.
* PoweredArmor: Omnitron-X's Plating cards reduce damage dealt by specific types of attack.
* RedemptionDemotion: Since his villain side is intended to be fought by entire teams of human players and acts at random, this is inevitable; Omnitron-X's components do less individual damage, don't produce drones, and so on, and his health is much lower. Possibly this is because present-day Omnitron takes over entire factories and large-scale infrastructure regardless of the damage he does to humanity in the process, whereas Omnitron-X just has his one robot body.
* RocketPunch: One of his pieces of equipment.
* SplitPersonalityMerge: Omnitron-U's incapacitated artwork shows it preparing to merge with its original unit, perhaps changing history.
* TechnoBabble: The flavor text for his Technological Advancement card.
-->''It reversed the polarity of the latent antineutrino field and recalibrated its alignment with a recursive algorithm. Its really quite simple.''
* VillainOverride: The art for his character card when defeated implies that he's been taken over by the original Omnitron.
[[/folder]]

[[folder: Parse]]
!!Parse
->'''Debut''': Vengeance

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/parse_sentinels_of_the_multiverse.png]]

A data analyst, she gained incredible analytical powers by studying the code of Omnitron while it was being cosmically-upgraded by [=OblivAeon=].

She has one variant, '''Parse: Fugue State''' depicting her after she had another strange encounter with readings from [=ObliviAeon=] which altered her mind even further.

* AmbiguousDisorder: Averted. She's specifically mentioned as having Asperger's Syndrome.
* ArchEnemy: Miss Information, whom she was invited to root out.
* ArmorPiercingAttack: Like Mr. Fixer, while her damage is rarely high, it is frequently either irreducible or aiding her teammates to bypass enemy DR.
* ArtEvolution: From the skinny kind of nerd to the chubby kind, though either way her supreme marksmanship is unaffected.
* AttackItsWeakPoint: Her superpower allows her to spot "shatter points" on virtually anything, which explains her damage frequently being Irreducible. Her Fugue State incapacitated art shows her staring at [=OblivAeon=] and seeing ''[[OhCrap none]]''.
* AwesomeAussie: An Aborigine no less. This may have something to do with her ArtEvolution, as Aborigines often suffer weight problems.
* AwesomenessByAnalysis: Literally her superpower. She gained the ability after being exposed to Omnitron's code while [=OblivAeon=] used its cosmic abilities to upgrade him.
* BlackAndNerdy: Aboriginal, actually.
* CivvieSpandex: Unlike the other heroes, Parse's uniform consists of a t-shirt, leather jacket, and a long skirt. Her Fugue Stat variant is a bit more traditionally-dressed as a superhero.
* CommonCharacterClasses: Parse is definitely a Ranger mixed with Support. Parse is good at inflicting [[ArmorPiercing Irreducible]] damage to get past Damage Reduction and can manipulate the Villain Deck to get hazardous threats to go away before they come into play.
** Parse also has a small niche as a Nuker with Critical Multiplier. With it, Parse can choose a hero target, and that hero target does 1 more damage the next time it does damage. And the bonuses stack. And Critical Multiplier is not limited. Since Parse has a few ways to discard her own cards, she can simply use her control powers to keep things from getting out of hand while Critical Multiplier builds up her next attack. Combo it with Irreducible damage and she can unleash a powerful finisher.
* GameplayAndStorySegregation: Normally, part of the "story" of fighting Miss Information is that the heroes are unaware of her true identity as their Demure Secretary Aminia Twain, before she flips to her Revealed Sabateur side after the heroes collect clues. However, Parse's nemesis dialogue in the Digital version of the game has her calling out Aminia right away, before the game proceeds as normal, with the clue-collecting and so on. Notably, even in her card art where she is able to almost-instantly SpotTheImposter, she doesn't ''immediately'' accuse her in this way.
* GeekPhysique: Her original card art had her as very skinny, relative to [[HeroicBuild the other]] [[MostCommonSuperpower heroes anyway]], while her Collector's Edition art, Fugue State variant, and her character artwork in the Digital version of the game instead have her as somewhat rounded and chubby.
* GreatDetective: Her peerless analytical abilities make her a matchless detective.
* HeroicBSOD: Her original incapacitated artwork features a quite-literal one in her eyes.
* ImprobableAimingSkills: Her computer-like brain makes even the most insane of shots relatively easy.
* ScopeSnipe: The art for her "Impossible Shot" card, showing her putting an arrow through the scope of Ambuscade's rifle. The flavor text has Ambuscade simply dumbfounded, noting he DidntSeeThatComing and muttering [[ForeignCussWord "Merde."]]
* TheStraightAndArrowPath: Paired with her AwesomenessbyAnalysis powers, she's a very good shot. Also, thanks to her Asperger's syndrome, she's very honest.
[[/folder]]

[[folder: Ra]]
!!Ra
->'''Debut''': Base Game

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/ra_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Foolish creature! Stand not before '''Ra!'''"]]

An archeology all-star, Dr. Blake Washington, Jr. discovered a hidden chamber during one of his digs that led to a secret room dedicated to Ra. Upon taking the staff in the room, Blake gained knowledge and power and became the next holder of the name Ra.

Ra's playstyle involves setting everything on fire. His entire deck is built around dealing ''colossal'' amounts of fire damage, with a modest amount of team support, usually in the form of making them immune to fire and/or dealing extra damage. [[OverlyLongGag That is also fire-based]].

Ra's alternate forms are '''Ra, Horus of Two Horizons''', depicting his mysterious return some time after the Ennead defeated him, and '''Ra: Setting Sun''' that depicts his kamikaze against [=OblivAeon=].

He will be a [[IntercontinuityCrossover character]] in the Dresden Files Cooperative Card Game as ''Ra: Sun God for Hire''.

* AscendedFanboy: In ''Tactics'', Thiago from Spite's "Potential Sidekick" card takes over the role of being Ra, and is ''very'' {{adorkabl|e}}y excited at getting to fight alongside Legacy and his other favorite heroes.
* AnAdventurerisYou: DPS at first, with Nuker once he starts deploying all his buffs Staff of Ra, or deploys Scorched Earth with a lot of environment cards in play -- it can top out at a whopping 21 damage to all targets, when including his various buffs.
* ArchEnemy: The Ennead as a whole, a group of less savory archeologists with the power of less savory gods. Battles between the two essentially consist of Ra and the Ennead trading massive damage back and forth.
* AmplifierArtifact: The Staff of Ra, which imparted his powers in the first place, charges him up, increasing all damage he does, and heals him when it first comes into play.
* BadassBoast: Nearly every single one of his cards is a taunt or boast at his foes.
* ChessWithDeath: The Horus of Two Horizons's Collector incapacitated art shows him about to throw-down with the monster Amemet, responsible for devouring the hearts of the unjust in the Egyptian afterlife.
* ClingyMacGuffin: Even if his staff has been destroyed by being [[ThrowingYourSwordAlwaysWorks used as a missile weapon]], Ra can use a card to reconstruct it out of the "fiery aether" and return it to him.
* CounterAttack: Flame Wall, which deals two fire damage to the first target that hits Ra for damage each turn.
* CripplingOverspecialization: He pretty much does fire damage and nothing else. Since many enemies have ways of becoming immune to damage (and many things are immune to or reduce fire damage in particular), this can be a problem for him.
* CurbStompBattle:
** Ra tried to take on the Ennead alone when they reappeared. "He lost" is putting it lightly.
** Even though he rallies The Ennead and Anubis to fight at his side, they are no match for [=OblivAeon=], though they do prove the being is NotSoInvincibleAfterAll and provide the heroes with a sample to help prepare to destroy it.
* DeathGlare: Wrathful Gaze, complete with fire eye lasers!
* DeathOrGloryAttack: The Setting Sun variant's main power, "Blaze of Glory," exists to let Ra go down and take every non-hero target with him. It does all non-hero targets and Ra 2 irreducible fire damage; destroys one of Ra's ongoings; and removes up to four of his cards from the game entirely.
* DefiantToTheEnd: When Fanatic finds him, mortally wounded after fighting [=OblivAeon=], he's still aiming his staff at where the villain departed and taunting him with, "If you can't stand the heat..".
* {{Expy}}: Of ComicBooks/{{Thor}} when he gained his power, and ''Franchise/IndianaJones'' before.
* FinishingMove: Wrathful Gaze kills any target, but only if they have two or less HP. Even if they're immune to his normal fire-based attacks.
* GoOutWithASmile: The Blake Washington Ra has a peaceful smile on his face as he says goodbye to Fanatic.
* JerkWithAHeartOfGold: Ra is arrogant, hot-headed, and a terrible team-player. These traits, combined, have helped ensure that he has not become a member of ''any'' modern superhero team. But he was also a wise and benevolent god-king in the early days of civilization, and there is a reason he is still considered a genuine hero by the people of Earth in the present.
* LegacyCharacter: Every bearer of the Staff of Ra becomes host to the power of Ra. In the distant past, the first Ra was slain by the Ennead, only for Horus, the next incarnation of Ra, to defeat and imprison them in turn. And, in ''Sentinels Tactics'', a new Ra has already emerged following the death of Dr. Washington in the first clash with [=OblivAeon=]: Thiago, the Potential Sidekick from Spite's deck, [[SheIsAllGrownUp all grown up]].
* NoSell: Flesh of the Sun God makes him immune to fire damage, and lets him use a power to spread that immunity to all heroes.
* OddFriendship: Although he is the incarnation of a pagan god and Fanatic is a devout Christian, the two get along very well. When Ra dies, he does so [[PietaPlagiarism in her arms]], telling her that he always believed in her.
* PersonalityPowers: Ra is a passionate hot-head who throws fire around.
* PlayingWithFire: Ra's primary way to damage anything is by setting it on fire. He can also make all the heroes do fire damage with their attacks.
* RousingSpeech: Gives one, if somewhat backhandedly, when he rallies the Ennead and Anubis to fight [=OblivAeon=].
-->'''Ra''': You have scarred the land and harmed my people, but worse yet, you have presumed so much as to stand before the one true Ra! Even those of far less worthy blood than I recognize the contemptible nature of your very existence! And now Ra and the bearers of the relics of power shall show you true might!
* SacrificialLion: He is the first of the heroes to be killed fighting [=OblivAeon=].
* SaltTheEarth: Scorched Earth deals damage based on how many environment cards are in play.
* SquishyWizard: Inverted. Ra may be one the best damage dealers in the game, but he's also the third toughest hero in the game as well, after Haka and Legacy, in terms of raw hitpoints.
* SummonToHand: Summon Staff not only lets you look for the Staff of Ra, but grants an extra card draw and play, so you can actually use the staff the turn you get it.
* TakingYouWithMe: Setting Sun's power all but ensures that Ra will go down fighting, but not before he's done some serious damage to his enemies.
* [[ThrowingYourSwordAlwaysWorks Throwing Your Staff Always Works]]: The Staff of Ra can be chucked at something for damage. It's about the only way Ra ''has'' to hurt something without fire.
[[/folder]]

[[folder: The Scholar]]
!!The Scholar
->'''Debut''': Scholar Mini Expansion

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/scholar_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"If life gives you lemons, make a lemon cannon."]]

An "old coot," John Rhodes is an alchemist of great skill and wielder of the Philosopher's Stone. He can use his Form cards to shift into different forms for advantages.

He has one variant, '''The Scholar of the Infinite'''.

* AchillesHeel: Since his deck is fairly complicated, it has several places where it can break down:
** Scholar's main damage engine is to heal and deal damage when he heals. If he can't heal, or if he can't get Mortal Form to Energy out and keep it out, he has a hard time dealing consistent damage. (This can be mitigated in that even if he can't deal damage, he can simply turtle up and let the environment beat the enemy to death)
** The Scholar's ongoings are maintained by discarding cards. If he can't get his draw engine going or the environment/or villain forces him to discard cards, he looses his cards quickly.
** Additionally, his best cards scale based on the number of enemy targets. While this makes him incredibly powerful against opponents with large numbers of minions, it can also leave him relatively ineffectual against enemies who don't use them.
* AlchemyIsMagic: The Scholar's many powers are all fueled by the Philosopher's Stone, which is apparently an alchemical creation too advanced for anyone else in the world to understand. It is bound to his life-force, and he cannot exist without it.
* AnAdventurerIsYou: Tank and Healer. Once he gets going, he becomes quite hard to kill, either because he's reducing all damage by 2, healing huge amounts on his turn, or both.
* ArchEnemy: Biomancer, a brilliant and immoral creator of homunculi.
* BewareTheNiceOnes: He's a kind, gentle alchemist focused on healing and protecting his allies by getting hit for them. He can also ''utterly annihilate'' minion-heavy villains though chaining together cards that let him damage, heal, and inflict damage based on his healing.
* BrilliantButLazy: If Know When To Hold Fast is any indication, Scholar has shades of this. The card lets him draw five cards, but requires him to immediately end his turn and depicts him lounging on a deck with a beer.
--> '''The Scholar''': What do you mean, 'Lazy'? I'm preparing, planning, strategizing.
* CallBack: Know When To Cut Loose calls back to Know When To Hold Fast, both in the title and in the flavor text:
--> '''The Scholar''': In a lot of ways, this would have benefited from planning.
* CoolOldGuy: The Scholar's been about fifty for a long time, and he's used it to become very wise and chill.
* CrazyPrepared: As depicted on the art of Bring What You Need, Scholar is a bit of a pack rat and has quite the collection of things.
* EnergyBeing: Becomes one with Mortal Form to Energy out.
* ElementalPowers: Well, he ''is'' an alchemist, so it comes with the territory.
** CastingAShadow: Offensive Transmutation.
** FrickenLazerBeams/PureEnergy: Mortal Form To Energy.
** LightEmUp: Grace Under Fire.
** MakingASplash: Liquid Form.
** PlayingWithFire: "Get Out Of The Way!"
** ShockAndAwe: Know When To Turn Loose.
* {{Expy}}: He's [[Film/TheBigLebowski The Dude]], in superhero form. Also, there are shades of [[WesternAnimation/AvatarTheLastAirbender Uncle Iroh]] [[https://greaterthangames.com/forum/topic/the-scholar-and-uncle-iroh-avatar-the-last-airbender-4512 in his design]].
* GoOutWithASmile: The incapacitated artwork for the Scholar of the Infinite's Collector's Edition card shows him smiling and at peace as he fades away, using up the Philosopher's stone (without which he can't exist) to restore Guise.
* HealingFactor: His main power and way of attack: His base power heals him, and his Elemental form Mortal Form to Energy deals damage equal to any amount he heals. Also, his Liquid Form increases all healing by one.
* HeroicSacrifice: The Scholar of the Infinite's incapacitated art shows him having to choose between saving himself and, of all people, Guise. His Collector's Edition incapacitated art for the same card shows him ''doing'' it, giving his Philosopher's Stone to Guise, even as he fades away.
* LeaningOnTheFourthWall: Fitting, given he sees Guise as an apprentice, according to WordOfGod. The flavor text of Know When to Turn Loose all but tells you to use Know When to Hold Fast first, with the reference to "planning."
* MadeOfIron: Aside from being one of the toughest characters in the game due to his incredible regeneration, he's also this trope in a literal sense; Flesh to Iron lets him literally turn his [[ExactlyWhatItSaysOnTheTin flesh to iron]].
* MentorArchetype: The art on some of his cards implies that he's advised or even trained some of the other heroes. The Wraith appears on Proverbs and Axioms out of costume aside from her mask in a scene meant to evoke [[Film/TheEmpireStrikesBack Yoda training Luke on Dagobah]], while Flesh to Iron appears to have him working alongside Visionary's younger self and Don't Dismiss Anything has him coming upon a wounded Expatriette and looking ready to dispense sage advice.
* OnlyFriend: Took on Guise as a mentee (or knowing Guise, he forced himself on the Scholar). He's the only superhero shown interacting with Guise in a semi-friendly fashion, even giving up his own life to save Guise's.
* ReallySevenHundredYearsOld: Per WordOfGod, the Scholar is in his [=50s=], but he's been in his [=50s=] for a long time.
* StoneWall: He can be one of the sturdiest tanks in the game, but it's hard for him to do damage if he's focused on tanking. The bulk of the Scholar's damage output is healing while Mortal Form to Energy is out, but he can only heal up to his max HP. If he's been using Flesh to Iron and remaining near full HP, it limits how much damage he can do significantly.
* WhenLifeGivesYouLemons: Make a Lemon Cannon.
[[/folder]]

[[folder: The Sentinels]]
!!The Sentinels
->'''Debut''': Vengeance

[[quoteright:400:http://static.tvtropes.org/pmwiki/pub/images/sentinels_sentinels_of_the_multiverse.png]]
[[caption-width-right:400:'''Writhe:''' "You each have your powers. I have my invention gone wrong. Really, we're quite the team."]]

A team consisting of four heroes: Dr. Medico, Mainstay, the Idealist, and Writhe.

They have collective variants in the form of '''The Adamant Sentinels''' and '''The Void Guard''', then individual Void Guard subset variants: '''Mainstay, Road Warrior''', '''Dr. Medico, Malpractice''', '''Super Sentai Idealist''', and '''Writhe, Cosmic Inventor'''.

* AchillesHeel: Being four people instead of one has disadvantages:
** Because the Sentinels are four targets, they each have separate, and low, [=HPs=]. This makes the Sentinels in general -- and the Idealist in particular -- the most likely candidate for lowest HP Hero target. In addition, when one of them falls, the Sentinels lose any perks that hero would provide, limiting the player's options.
** Additionally, being four targets makes them much more vulnerable to effects that hit every hero target at once. A bad flop from villains like Iron Legacy can wipe them out before they even get a chance to act.
** Finally, since they start with ''five'' cards in play (each of their character cards, plus the card explaining their special rules), they're often hit very hard by effects that target "the hero with the most cards in play."
* ActualPacifist : Dr. Medico is this while his Signature card Hippocratic Oath is in play: As long as it stands, Dr. Medico's attacks heal instead of hurt.
* ArchEnemy: La Capitan, who they've defeated in both the Idealist and Writhe's crime-fighting debuts.
* BackFromTheDead: Restorative Burst and Second Chance each revive incapactiated heroes, a feat only the Sentinels can do. However, they only work on the Sentinels, and Restoratvie Burst only works if Dr. Medico is active.
* BadassGay: Dr. Medico has a male "partner" in a blink-and-you'll-miss-it line in his backstory. He is also a living mass of energy.
* CombatMedic: Dr. Medico. His base power heals a hero by 3, and can do damage via the cards in the deck. However, should Hypocratic Oath be in play, he turns into a HealingShiv.
* CombinationAttack: The Sentinels do a lot of comboing. Almost every card in the deck features at least two of the Sentinels working together. One example is Positive Energy: All Hero targets heal 1 HP (What Dr. Medico does) then the Idealist hits all villains for 2 psychic. The ''Sentinels Tactics'' ongoing also allows the player to use a power the first time the team does damage each turn. Then there's Coordinated Assault, which does damage equal to however many Sentinels are active plus 1, and the art depicts the team putting all their powers to use for a single strike.
* DarkIsNotEvil: Writhe, though to be honest he did rob a bank, but after getting caught he cleaned up his act.
* EnergyBeing: Dr. Medico.
* {{Expy}}: Of the Fantasic Four. Specifically:
** Doctor Medico → The Human Torch
** Mainstay → The Thing
** Idealist → The Invisible Woman
** Writhe → Mr. Fantastic
* [[GoodCopBadCop Good Hero/Bad Hero]]:Dr. Medico is the good hero, Mainstay the Bad Hero.
* HealingShiv: What Dr. Medico turns into if he has Hypocratic Oath up.
* LauncherMove: Fling Into Darkness is portrayed as such, with the target being chucked into LivingShadow Writhe. Although the art shows Mainstay doing the throwing, and member of the Sentinels can do the throw, even Writhe himself.
* LivingShadow: What Writhe turned into when his invention didn't work quite right.
* PintSizedPowerhouse: Idealist. She punched La Capitan through her time portal.
* SignatureMove: Hippocratic Oath, Durasteel Chains, Aura of Vision, and Caliginous Form. Each Signature only works for each member of the Sentinels so if one of them gets Incapacitated, their Signature stays on the field doing nothing until Medico revives them.
* TagAlongKid: Idealist, possibly.
* TheBigGuy: Mainstay.
[[/folder]]

[[folder: Setback]]
!!Setback
->'''Debut''': Vengeance\\
'''Team''': Dark Watch

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/setback_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Oh, hello there! Have you considered, say, NOT hitting me?"]]

Pete Riske was just a blackjack dealer who signed up for some medical trials. Unfortunately for him, it was one of Baron Blade's experiments. Fortunately for Pete, he survived and bulked up a little. However, his luck has recently started to dramatically change from one extreme to the other.

In gameplay, Setback has a separate "pool" of unlucky points. He can spend them to activate various abilities, but if the pool gets too high, he risks damaging himself and others.

His alternate form is '''Dark Watch Setback'''.

* AnAdventurerIsYou: With high hitpoints and several cards to heal himself, he does a decent job as a tank.
* ArchEnemy: Kismet, who uses her own luck-manipulating powers selfishly. Also, Revenant, evil head of [[MegaCorp RevoCorp]], though he's the poster boy for CCGImportanceDissonance.
* BornLucky: Sometimes, quite unpredictably, Setback will experience sudden rushes of good fortune to counterbalance the bad. This may or may not just be bad guys getting ahold of the bad luck that always afflicts him.
* BornUnlucky: Even ''before'' he took a does of super-serum, Pete Riske was a deeply unlucky guy. Afterward, it happens to people around him too.
* ButtMonkey: If anything bad can happen, it usually happens to Setback. Several of his cards ''invoke'' this by redirecting damage to him.
* {{Expy}}: His goofy personality, overall appearance, unluckiness and costume design all reference ComicBook/BoosterGold, while his original incapacitated artwork calls to mind ComicBook/SpiderMan
* TheFriendNobodyLikes: Mainly because of his bad luck powers. WordOfGod is that most heroes (barring Expatriette) would really rather not have him on the team.
* TheFool: While not as clueless as other examples, considering his superpower is an enhanced physique and luck combined, he counts. Several of his card arts see him stumbling into situations by accident, only to save the day. And both his incapacitated artworks show him emotionally devastated rather than physically incapable of rejoining the fight.
* TheGambler: His playstyle. Most of his cards require a certain amount of counters to work correctly, and his base power lets him get a counter, but he must then play the top card of his deck, which may or may not be a card he can play or want to play.
* GlassCannon: High Risk Behavior turns him into this -- it gives him a +1 boost to damage against villain targets for every 3 tokens in his unlucky pool, but he takes increased damage from those same targets at the same rate.
* HealingFactor: To offset some of his riskier plays, some of his cards also let him spend from his pool to heal himself. This probably represents his improbably surviving mortal injuries.
* HeroicBSOD: Unlike the others, whose "incapacitated" artwork shows them injured or dead, Setback's original artwork merely shows him walking away in the rain after throwing his suit in a dumpster, convinced of his own uselessness. His second shows him paralyzed with grief as he holds Expatriette's unconscious body.
* HeroicBuild: Explicitly part of his non-luck-based powers. Some of his cards show him with his shirt off.
* TheHeart: If Ex-Patriette is the brains of the Dark Watch, Setback is the heart.
* IdiotHero: The art of the cards portray this, with "Whoops! Sorry!' and Karmic Retribution being the best examples.
* NiceGuy: Setback might be a bit of a bumbler, but all of his card quotes stress that he's also a sweet, easygoing guy who genuinely wants to help people.
* RelationshipUpgrade: With Ex-Patriette by the time they've formed the Dark Watch.
* NotHimself: Dark Watch Setback's Collector's Edition incapacitated art shows him possessed by the power of Zhu Long, like Mr. Fixer before him.
* PowerAtAPrice: Many of his cards are very useful, but can go very wrong if he's got too many points in his pool.
** High Risk Behavior boosts his damage vs. Villain targets by one for every three points in his pool, and also boosts the damage he ''takes'' from the same. And he can have more than one in play.
** His Looking Up ongoing lets him use a power to deal an impressive three melee damage to a target of Setback's choice and put three points in his pool... but it also has a passive effect that causes him to damage himself if he's got more than ten.
** Wrong Time and Place can potentially redirect all hero damage to Setback for a turn to help him tank and let him spend points to [[AttackDeflector redirect it back at enemies]]... but he ''must'' redirect such damage to himself if he doesn't have the points to deflect it.
* SplashDamage: Friendly Fire turns all of your teammates attacks into this. If a hero hits a villain for damage, they can do damage to Setback to give him unlucky tokens.
* TakingTheBullet: Uncharmed Life lets him spend points out of his pool to redirect damage his friends would take to himself. Wrong Time and Place ''forces'' him to if he can't spend points to instead redirect it at foes.
[[/folder]]

[[folder: Sky-Scraper]]
!!Sky-Scraper
-->'''Debut''': Wrath of the Cosmos

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/sky_scraper_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"You put me in chains. I will put you in the ''ground!''"]]

Portja Kir-Pro served in the Thorathian Resistance against Grand Warlord Voss. However, when the Bloodsworn Colosseum appeared Kaargra Warfang took her prisoner and forced her to fight in the gladiatorial games. Years later when the Colosseum visted Earth, Portja was able to escape, and became Sky-Scraper the Proportionist.

Unique among the other heroes is that Sky-Scraper has not one but three character cards, and can switch sizes, and thus her current role on the team, based on what cards she plays.

She has one variant form, '''Sky-Scraper: Extremist''' which takes her size-changing even further in scale.

* ArchEnemy: Kaargra Warfang, her old slavemaster who wants her back.
* BalefulPolymorph: Her Tiny Incapacitated art has her turned into a doll.
* BewareTheSillyOnes: With her funny accent and silly powers, Sky-Scraper ''seems'' like a joke character. But she was a matchless spy and saboteur on her home planet, and a powerful hero on Earth.
* BluntMetaphorsTrauma: She doesn't have the best grasp on the English language.
--> "All in the work of a lunar cycle. [[LampshadeHanging Wait, that is not quite right."]]
* BuriedAlive: Baron Blade and the Vengeful Five are getting ready to do this with massive industrial shovels in her Huge incapacitated artwork.
* DestructiveSaviour: Her Huge side specializes in dealing damage, but tends to hit hero targets in the process, albeit usually for much less damage.
* DifficultButAwesome: Her Tiny size specializes in using Link cards, which are generally rather weak individually and don't naturally return to her deck when the things they're attached to die, her Huge size tends to hit other heroes, and her Normal size isn't good for much but catching her breath and recharging. But her Tiny size ''also'' pumps out lots of Links at once and can pick up spent ones, her Huge size can be effectively directed with support and timing, and switching to Normal size can do things like heal her up and detonate spent Links while fueling her other sizes with cards.
* {{Expy}}: Of Ant-Man.
* ForcedPrizeFight: Spent years as an unwilling member of Kaargra Warfang's Bloodsworn, and made to fight in her arena.
* FunnyForeigner: Her broken English and occasional hijinks are clearly invoking this, despite being a literal alien.
* GameplayAndStoryIntegration: Aggression Modulators make her one of the best possible heroes to take to the Dok'Thorath Capitol, where her rebel friends are fighting to oust the remains of Voss's government.
* GreenSkinnedSpaceBabe: Aside from her glowing eyes, pink skin, green hair, and spiked elbows and knees, Portja looks a lot like a human woman.
* {{Mundangerous}}: Her incapacitated artwork as the Extremist's tiny size sees her underattack by a white blood cell.
* {{Nanomachines}}: Her Micro-Assembler lets any hero discard a card to pull an Equipment card out of their deck. For heroes like Mr. Fixer or Expatriette that sometimes struggle to get the right tool for the job in-hand, this is a priceless trick.
* NeckLift: [=OblivAeon=] is subjecting her Huge size to this in her Extremist variant's incapacitated art.
* OOCIsSeriousBusiness: It's notable that the single one-liner in her flavor text that ''isn't'' a malapropism is when she's slamming [[ArchEnemy Kaargra]] into the dirt.
-->'''Sky-Scraper''': You put me in chains. I will put you in the ground!
* ShoutOut: Catch a Ride's art has Sky-Scraper riding one of Parse's arrows. Hawkeye and Ant-Man do that trick often.
* {{Sizeshifter}}: Her superpower. Her Extremist variant takes it even further, allowing her to become as tall as a building or small enough to infiltrate someone's body and injure them from within.
* StanceSystem: Sky-Scraper has three character cards, one for each size: Normal, Tiny, and Huge. Each size grants her a different innate power, and different one-shots cause her to change sizes.
* SpikesOfVillainy: Averted. The bony spikes on Sky-Scraper's shoulders, elbows, and knees are a Thorathian trait, not one exclusive to Voss and his minions.
* SuperpowerMeltdown: There's a good reason Tachyon originally refused to help Sky-Scraper become the Extremist. Her normal size's incapacitated art shows her gruesomely losing control of her powers.
* SuperTeam: Though she hasn't joined any in the base game, the Prime Wardens help Sky-Scraper fight alongside the rebels on Dok-Thorath to oust the remains of Voss's government, and by the time of ''Sentinels Tactics'', she's joined them.
* UnexplainedAccent: None of the ''other'' alien or Thorathian characters seem to have Portja's slippery grasp on English.
* WrestlerInAllOfUs: Tectonic Chokeslam has her, in giant form, slamming her arch nemesis Kaargra Warfang into the ground by her throat and saying the [[BadassBoast line captioned under her picture.]]
[[/folder]]

[[folder: Tachyon]]
!!Tachyon
->'''Debut''': Base Game\\
'''Team''': Freedom Five; Freedom Six (Iron Legacy Timeline)

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/tachyon_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Whenever I feel like slowing down, I speed up instead. True story."]]

A "badass of science," Dr. Meredith Stinson gained the power of SuperSpeed during a lab accident. Taking the name Tachyon, she became one of the members of the Freedom Five. She also designed Absolute Zero's cryosuit, among other things.

Tachyon's playstyle is focused on multiple quick attacks and getting more cards out as quickly as possible. Most of her cards are "Burst" cards that, when the right cards are played, let her deal massive damage depending on how many Bursts she's played.

Tachyon's alternate forms are '''The Super Scientific Tachyon''', '''Team Leader Tachyon''', and '''Freedom Five Tachyon'''.

* AnAdventurerIsYou: Fills the Nuker roll, due to her reliance on having Bursts in the trash so she can dish out a large amount of damage at once.
* ArchEnemy: The Matriarch, who is her envious cousin. Miss Information is the archenemy of the Freedom Five as a whole, and Iron Legacy the archenemy of the Freedom Six.
* AttentionDeficitOohShiny: Appears to be this way, but its mostly because she just ''thinks'' so fast that she's already dealt with the situation at hand and her mind is wandering to other things.
* BadassBoast: "10 seconds ago, I was in a different time zone. Guess how many times I'm going to hit you in the next 10 seconds."
* BigEater: She is ''constantly'' eating. In the Freedom Four Annual No. 1 on the game's website, she takes a detour on her trip through Baron Blade's lair to hit the cafeteria and grab a snack and an EasterEgg in the phone version of the game is art of her scarfing down a huge burger. [[RequiredSecondaryPowers When you move that fast, your metabolism is insane]].
* ButchLesbian: Downplayed, but she definitely seems like the "masculine" partner in her relationship.
* {{Combos}}: A big part of her play style is to chain together cards and powers that let her play, draw, and discard more cards. It's not uncommon for a good player to end up, via those combos and Pushing the Limits, playing six or seven cards in a round, discarding four or five others without using them, then finishing the card playing with Lightspeed Barrage -- which does damage based on how many Burst cards the player has in the trash. Done right, this can devastate the villains.
* DeathOfAThousandCuts: Most of her one-shot damaging cards only do one point of damage -- but as detailed above under Combos, with the right set up she can end up playing several of them in a row. And if she has a buff from someone else, she can double or triple that damage output. Her Freedom Five variant's power also allows for this -- it does 1 damage to a target, and she can use the power again by putting a Burst card from her trash to her deck until the player either runs out or decides to stop, up to a maximum of 22 times.
* DentedIron: Team Leader Tachyon is not ''nearly'' as badly-maimed as the other members of the Freedom Six, but she ''has'' started turning grey and aging prematurely from the strain of living in her dystopian future.
* {{Expy}}: Of the Flash.
* HappilyMarried: To a woman named Dana Bertrand, before she became a superhero.
* TheLeader: Of the Shattered Timelines, Freedom Six. She's the one that reforms the group and leads them against Iron Legacy
* MeaningfulName: A tachyon is a hypothetical particle capable of moving faster-than-light.
* MotorMouth: A side effect of her speed is that, once she gets going, there's no time for punctuation or spaces between words.
* MundaneUtility: Notably, she was a famous scientist for ''years'' before even trying to use her super-speed for anything but her everyday job.
* OmnidisciplinaryScientist: She's dabbled in nearly every scientific field imaginable, thanks to the fact that her SuperSpeed lets her carry out literally dozens of research projects at once singlehandedly.
* ScienceHero: Half her role on the team is serving as the TheSmartGuy, scientifically analyzing the villains, providing gadgets and serving as MrExposition. The Super Scientific Tachyon allows her to experiment with hero's decks.
* SuperSpeed: Her basic power.
[[/folder]]

[[folder: Tempest]]
!!Tempest
->'''Debut''': Base Game\\
'''Team''': Prime Wardens; Freedom Six (Iron Legacy Timeline)

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/tempest_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"The air itself is my weapon; its strengths are mine."]]

An alien refugee from Vognild Prime, M'kk Dall'ton fled his planet after Grand Warlord Voss took it over. He and several other refugees fled to Earth, but Voss followed them.

Tempest's deck focuses on using the elements to deal large amounts of widespread lightning, cold, and projectile damage, along with healing and supporting his allies. He is the ''bane'' of minion-heavy villain decks due to his ability to hit multiple targets at once.

Tempest's alternate forms are '''Freedom Six Tempest''', '''Prime Wardens Tempest''', and '''XTREME Prime Wardens Tempest'''.

* AlienBlood: Tempest bleeds yellow.
* {{Ambadassador}}: Tempest's original duty before he was forced to flee his homeworld was as an ambassador and diplomat among his people.
* AnAdventurerIsYou: Fills the Healer and Crowd Control roles.
* ArchEnemy: Grand Warlord Voss, who conquered his world and enslaved his people. Iron Legacy is the archenemy of the Freedom Six as a whole.
* AnArmAndALeg: What happens to Tempest if he is incapacitated. Also happens sometime in the AlternateUniverse.
* BizarreAlienReproduction: According to the writers, Tempests' species has several sexes, no genders, and Tempest cannot be accurately called a male or female.
* BlowYouAway: Some of his cards involve cyclones in some way.
* AnIcePerson: Grievous Hailstorm.
* {{Expy}}: Of Aquaman and Storm, with some Martian Manhunter thrown in.
* HumansThroughAlienEyes: According to the writers, Tempest's people don't have a concept of gender, and Tempest would be confused about the distinction.
* KlingonsLoveShakespeare: In the ARG, while talking with an alternate universe counterpart of himself, he declares, "Katy Perry is a '''treasure'''."
* ShockAndAwe: His lightning attacks.
* StrappedToAnOperatingTable: His Prime Wardens variant's Collector's Edition incapacitated art sees Vyros subjecting him to his, with a drill slowly descending towards his face.
* WeatherManipulation: An ability that all members of Tempest's race have.
[[/folder]]

[[folder: Unity]]
!!Unity
->'''Debut''': Unity Mini Expansion\\
'''Team''': Freedom Five (as an intern); Freedom Six (Iron Legacy Future)

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/unity_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"The stuff I make up is way better than most actual facts."]]

A GadgeteerGenius, Devra Thalia Caspit uses her Technopathic abilities to build robots to fight for her, and is currently interning for the Freedom Five.

Unity's deck is all about building Golems to fight for her. Many of them are copies of the Freedom Five and have similar powers.

Unity's alternate form is '''Golem Unity,''' a mechanical golem who thinks she's the dead Unity; and '''Termi-Nation Unity''', an older, more experienced Unity who is investigating the technology-absorbing villain Chokepoint.

* ArchEnemy: Chokepoint, who uses the technology of heroes like Unity to empower herself. Iron Legacy is the archenemy of the Freedom Six as a whole.
* BadassIsraeli: Born in Israel, and able to keep up with all the other heroes and take on the worst villains.
* BadPowersGoodPeople: Her main power, creating an army of robots to fight for her, is not evil per se, but it is something generally associated with villains and hardly ever seen among heroes.
* BeeAfraid: Bee Bot, though technically it's a hornet.
* CaptainEthnic: She is Jewish and her power is to make golems.
* CastFromHitPoints: Golem Unity's base power ''Golem Spawn'' can play a mechanical golem from the hand. In exchange she deals herself 4 energy damage.
* CivvieSpandex: Her original "costume" is basically just her grease-stained work clothes and goggles, and Termi-Nation Unity is just her wearing an everyday outfit. Freedom Six Unity ''would'' be an example, if not for her heavily-robotic body and obvious lack of pants. By the time of ''Tactics'', though, she's fully embraced the spandex.
* CounterAttack: Cryo Bot deals 1 cold damage to all non heroes when it is damaged. Even off of your teammates' attacks.
* DifficultButAwesome: It isn't always easy to get her going. Sometimes you'll only have equipment cards, and no golems in hand to put into play, other times you're stuck with a hand full of bots and no way to get them on the field. And even if you do get the bots out, environmental or villain damage can easily wipe them out. But if she can get her bots out and keep them alive, she can be devastating and steamroll her way to victory.
* DiscardAndDraw: Termi-Nation Unity's base power is to destroy a mechanical golem in play -- but shuffling it into her deck instead of putting it in the trash -- play one from the trash and then draw a card. Destroying the golem is the only mandatory part of the power, but as none of the parts are conditional, it can still be used if she has neither a golem in play or in the trash to just draw a card.
* EverythingsBetterWithDinosaurs: Raptor Bot. And for every Golem out, Raptor Bot gets even better!
* {{Expy}}: Not her, but the Champion Bot, Turret Bot, Swift Bot, Stealth Bot, and Cryo Bot are robotic versions of Legacy, Bunker, Tachyon, Wraith, and Absolute Zero. She also has a teeny, tiny version of Baron Blade's Mobile Defense Platform. He is not amused.
* MagikarpPower: It can take a while to play golems as you need equipment cards and bots in your hand and golems are easily destroyed. However, she has cards to draw or search her deck so getting the bots out is a matter of patience. And once you do have the bots out, Unity can deal enormous amounts of damage with cards like Raptor Bot and Powered Shock Wave which deal damage based on how many bots are in play.
* MookMaker: Unlike the other heroes, Unity plays mechanical golems to do damage for her.
* NoSell: Many of the most dangerous villain or environment cards are the ones that target hero ongoing or equipment cards, either destroying or turning them against the heroes (i.e. Citizen Dawn's Devastating Aurora). Unity's Golems count as neither, and thus get to ''completely ignore'' those cards.
** Inverted by golems counting as hero targets, as they all have hit points. Considering all of them have single digit HP pools they tend to get wiped out en masse by area attacks where other heroes' equipment and ongoings are immune.
** In a case of GameplayAndStoryIntegration, Golem Unity's nemesis dialogue with Chokepoint features Chokepoint trying to absorb Golem Unity, but Golem Unity managing to resist through mysterious means.
* RobotGirl: Golem Unity apparently is one. The lore describes her as a Mechanical Golem which believes itself to be the "long dead" Unity.
* RobotMaster: Her playstyle is all about getting her mechanical golems out on the field and letting them do damage for her.
* SquishyWizard: She has low HP, no direct DamageReduction, and no intrinsic ability to heal herself -- if she doesn't have Stealth Bot out and/or a teammate who can tank or heal her, she tends to go down fast.
* TailorMadePrison: Her incapacitated art shows her in one identical to the one used on Magneto in the Film/XMenFilmSeries - a transparent plastic prison suspended in a vast open room, with a wide distant window she can be observed from. In her case it's presumably intended to isolate her from anything she could use her {{Technopath}} abilities on.
* TakeThat: She has golems based on each member of the Freedom Five, and the quote at the bottom for each of them is affectionate or inspiring, except for the quote for Swift Bot, the robot based on Tachyon, her boss: "I am uptight about science and hate explosions in the lab."
* {{Technopath}}: How she builds her little robots in the first place.
[[/folder]]

[[folder: Visionary]]
!!Visionary
->'''Debut''': Base Game

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/visionary_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"Memories, visions, reality...they're often quite difficult to distinguish."]]

A psychic who used her own psionic abilities to time travel. She seeks to stop her BadFuture from happening.

Visionary's deck is very control-heavy, allowing her to control villain decks, let allies draw card, remove dangerous ongoing cards, adjust her own deck's order, or control enemy minions.

Visionary's alternate forms are '''Dark Visionary''', an evil alternate universe version of herself that cooperates with the heroes for her own purposes, and '''Visionary Unleashed''', afer she's finally conquered her dark side.

* ArchEnemy: Doesn't have a mechanical enemy worthy of the title. The only characters who are mechanically her Nemesis are a minor villain in Fright Train's deck, two of Citizen Dawn's subordinates in ''Villains of the Multiverse,'' and her own past self, who she's trying to ''save''. However, the closest candidate is actually one of her ''variants'': the Dark Visionary, who stole her body and tries to manipulate the other heroes for her own purposes.
* BadFuture: Comes from a future where the United States was severely weakened by superhuman criminals, and was then defeated and conquered by a pan-Asian military alliance.
* BaldOfAwesome: The Visionary is one of the most powerful beings in the Multiverse, and completely bald.
* BaldWoman: A side-effect of the process that gave her superpowers.
* BlessedWithSuck: The Visionary gets this the most out of all the heroes. She was experimented on as a child, the experiments might have killed her mother, she's dying from time travel, she gains an evil alter ego who takes control and she will eventually start losing touch with reality as her health deteriorates.
* CompositeCharacter / {{Expy}}: Of most of the psychic ''ComicBook/XMen'': Jean Grey (telepathy and telekinesis, with [[SupernaturalIsPurple pink/purple coloring]]), Emma Frost (fashion sense), Rachel Summers (refugee from a BadFuture) and Charles Xavier (haircut/lack thereof).
* Expy: She also looks a lot like Marvel's bald psychic female character Moondragon.
* FanDisservice: The Dark Visionary's skimpy leather costume is made somewhat less attractive by the TaintedVeins standing out all over her body.
* FauxAffablyEvil: The Dark Visionary loves to act like everyone's friend... but she does not have their best interests at heart. Notably, in the Digital version, her character model goes from grinning to snarling in rage as she takes damage.
* FalseFriend: The Dark Visionary ''acts'' much more friendly than the original, but she's anything but. The Argent Adept's Collector's Edition incapacitated art shows her stabbing him through the chest, and the Dark Visionary's incapacitated art sees her triumphantly enslaving the current one in a new body. And she's apparently one of [=OblivAeon=]'s "Scions."
* GrandTheftMe: The Dark Visionary steals her body after a MomentOfWeakness.
* IHatePastMe: Well, considering how Visionary and Dreamer are ''nemeses'', this counts for gameplay, but not much else.
* MindControl: One of her cards lets her redirect damage dealt by any non-character card, so that a mook, elite mook, dinosaur or even a space ship whose card says they should attack the heroes can attack a target of the Visionary's choosing. An early edition of the game didn't have the "non-character" caveat, meaning she could do this to hero or villain cards, and was subsequently {{Nerf}}ed.
* ObviouslyEvil: The Dark Visionary favors black leather clothes, has perpetually glowing eyes, an aura that's actually a SicklyGreenGlow, a perpetual SlasherSmile, and TaintedVeins all over her body.
* PaintItBlack: Dark Visionary wears a black costume ([[HellBentForLeather made of leather]]) rather than Visionary's blues and greens.
* PurpleIsPowerful: The Visionary is one of the most powerful beings in the multiverse, and has a purple aura. Her {{Evil Twin}}'s is instead a SicklyGreenGlow.
* SlasherSmile: The only time the Dark Visionary ''isn't'' smiling, even in astral form, is when she's been injured in the digital game and is snarling in rage.
* SuperpoweredEvilSide: An evil alternate version of herself hitched a ride on her mind during her time travel. The Dark Visionary actually takes her over in one of her variant cards.
* TaintedVeins: A ''very'' obvious sign that Vanessa is NotHerself are the ugly purple veins standing out all over her body.
* TimeTravel: Visionary uses her psychic powers to travel from 2018 to [[ComicBookTime the present]]. However, the trip not only caused a blood vessel in the brain to pop, but she also picked up an alternate version of herself that now resides in her brain - the Dark Visionary.
* YouCantFightFate: The Shattered Timelines expansion all but outright says that Vanessa Long will ''always'' gain powers at a young age. The Fixed Point card and WordOfGod confirm that it's one of the few events that takes place in ''every'' timeline, and there are hints that this is very important in the story of [=OblivAeon=].
[[/folder]]

[[folder: The Wraith]]
!!The Wraith
->'''Debut''': Base Game\\
'''Team''': Freedom Five; Freedom Six (Iron Legacy timeline)

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/wraith_sentinels_of_the_multiverse.png]]
[[caption-width-right:300:"The wrong person in the right place can make all the difference."]]

Sentinels' answer to Franchise/{{Batman}}, Maia Adrianna Montgomery is a rich young woman who swore never to be victimized again after she and her boyfriend were brutally attacked by criminals. As you would expect, has an array of gadgets, and acts as a hybrid of damage and support powers.

Wraith's alternate forms are '''Rook City Wraith''', '''Price of Freedom Wraith''', and '''Freedom Five Wraith'''.

* AchillesHeel: While she has equipment that lets her do nearly anything and serve almost any role, her heavy dependence on them makes her vulnerable to anti-equipment villain cards.
* AnAdventurerIsYou: With Impromptu Invention (allowing her to play two cards), utility belt (allowing her to use two powers) and her wide array of equipment, Wraith serves as a good Jack of All Trades. She can deal damage, control decks, reduce damage an/or tank depending on the situation.
* ArchEnemy: Spite, the superpowered serial killer terrorizing her city. Iron Legacy is the archenemy of the Freedom Six as a whole. Notably, she has probably one of the best sets of cards for effectively dealing with the first nemesis, allowing the Wraith to mitigate Spite's damage and control his deck to reduce how much he heals. Same for Iron Legacy as well as she can control his deck, get rid of ongoings and reduce damage.
* BadassNormal: Her only powers are money, gadgets, and ninja-like stealth.
* BandageBabe: While not injured, her outfit's aesthetic has wrappings like bandages over her arms, legs, and face.
* BlindWeaponmaster: There are many hints that Freedom Six Wraith has actually been blinded by Iron Legacy, including the lack of visible irises in any of her art, save for the Collector's Edition incapacitated art that shows them milky and sightless, plus the fact that her normal variant's incapacitate artwork mirrors a scene from Daredevil, and ''also'' features empty eyes without irises (many incapacitated artworks for the original cards lead into the Freedom Six, like Tempest's severed arm). She doesn't let it slow her down, and is the ''only'' version of Wraith with a base power that deals damage, via the Operative's old weapons.
* CounterAttack: Combat Stance.
* {{Expy}}: Super-rich executive BadassNormal crimefighter focused on stealth, preparation, and gadgetry? Yep, she's Batman.
* GoodRunningEvil: Her Freedom Six counterpart has slain both the Operative and the Chairman, then taken over the Organization as a tool of revenge against Iron Legacy.
* GotMeDoingIt: On one of her ''Tactics'' cards' flavor text she gives a cheesy "chill pill" one-liner to an enemy and then complains that Absolute Zero has been a bad influence on her.
* HeroicBSOD: Freedom Six Wraith's Collector's Edition incapacitated art shows her staring gloomily out the Chairman's window from his armchair, with the Operative and Equity's outfits on display behind her as trophies, presumably reflecting on [[HeWhoFightsMonsters what she's become]].
* HoistHeroOverHead: Naturally, given the characters they're meant to evoke, she gets subjected to this by a Spite in one of her incapacitated artworks. (Her Freedom Six variant, for the record.)
* JackOfAllTrades: Her deck has a little bit of everything - damage, control, healing, protection, plus cards to search, draw, and play them more quickly so she can serve whatever role is needed.
* NonPoweredCostumedHero: Being an obvious counterpart to Batman, she's an obvious example.
* TeenGenius: At age 17, she was about to graduate from college with a triple major. This level of ability is meant to explain how she could become The Wraith in a mere six years, while still being visible to high society (instead of the decade-long disappearance it took for Bruce Wayne to become Batman).
* ThouShaltNotKill: ''Unlike'' Batman, she averts this. She's perfectly willing to use lethal force against a threat that warrants it, and she actually ''did'' kill Spite by hurling a blade straight through his head. In addition, the Freedom Six Wraith went even further in her timeline, outright murdering both the Operative and the Chairman and taking their places as the queen of Rook City's underworld.
* PrecisionGuidedBoomerang: Her primary means of damage is a variety of sharp projectiles that she flings with great precision.
* SelfStitching: Suture Self sees her taking a quick moment to do some.
* SmokeOut: Wraith's Smoke Bombs allow her to redirect damage going to the hero target with the ''least'' HP to the hero target with the ''highest''. And it reduces damage redirected this way.
* TheTeamBenefactor: In ''Tactics'' she takes over all the financing of the Freedom Five herself, including buying out Absolute Zero's cryo suit, buying Bunker the construction of a new suit, and buying Tachyon the construction of a new lab.
* UtilityBelt: One of her equipment cards, it lets her use two powers in one turn.
[[/folder]]

!Villains

[[folder: Akash'Bhuta]]
!!Akash'Bhuta
->'''Debut''': Infernal Relics
[[quoteright:175:http://static.tvtropes.org/pmwiki/pub/images/bhuta_9101.png]]
[[caption-width-right:175:Akash'bhuta on a good day]]

The living embodiment of chaos and destruction in nature, Akash'Bhuta exists solely to destroy, and feeds off death and destruction. She is effectively the most durable villain in the entire game, sitting at two hundred hit points. Akash'Bhuta's deck combines immense durability with the ability to turn hostile environment cards against the party, turning the battle into a long endurance match.

* AlienHair: In her Chaos-Bound Creator form? Vines. Her Avatar of Destruction form has ''lava''.
* ArchEnemy: The Argent Adept.
* DamageReduction: Her Mountainous Carapace limb reduces all damage she takes by one, including damage from lost limbs, and she can have more than one in play.
* DamageSpongeBoss: Has the highest HP of the villains at a staggering 200. To compensate for this, whenever one of her body part cards -- such as hands made from the earth, tendrils of vines -- is destroyed, she takes damage equivalent to its max HP, but many of her limbs have big HP counts of their own, and Akash'Bhuta has cards that can rapidly restore them to full health. Amusingly, this partially carries over into Akash'Thriya, who starts the game with nearly twice as much health as a normal hero.
* EnemyMine: As a spirit of the Earth, even she joins with the heroes when [=OblivAeon=] attacks, as Akash'Thriya.
* EvilVersusOblivion: Akash'Thriya is no friend to civilization, but [=OblivAeon=] is a threat to all reality.
* GeoEffects: She effectively turns the environment - which is normally neutral - against the heroes, using it to gain extra card plays or simply to swarm at the heroes. And ''her'' flips are dictated by ''its'' flips. Her hero form's main power is sowing "seeds" into the Environment trash.
* {{Kaiju}}: She commonly appears as a moving ''mountain''.
* MultiArmedAndDangerous: Her minions are "primeval limbs" which emerge from her body to attack heroes or defend her. Destroying these limbs also inflicts damage back to Akash'Bhuta.
* ShapeShifting: She can tower taller than a mountain or shrink small enough to caress Anthony's cheek with one of her earthen hands.
* SquishyWizard: Averted for Akash'Thriya, whose base and variant forms have the absolute ''highest'' base health of any heroes in the game at 50 and 40 respectively.
* StopWorshippingMe: Though not because she doesn't ''want'' them to worship her. She just destroys her worshippers along with everything else in her path.
* TaintedVeins: Akash'Thriya's incapacitated art has them thanks to being pumped full of toxic chemicals by Professor Pollution, likely in a callback to her Avatar of Destruction form.
* TimeAbyss: She is effectively as old as nature itself.
* VolcanicVeins: Her Avatar of Destruction form has quite literal ones, being made out of literal lava.
[[/folder]]

[[folder: Ambuscade]]
!!Ambuscade
->'''Debut''': Ambuscade Mini Expansion

A former French movie star whose love of big game hunting got a little out of control. A botched experiment scarred his face, but the end of his acting career was the beginning of his career as a superhuman hunter. Ambuscade's deck and tactics involve him switching between stealth and offensive modes, as well as disabling and debuffing heroes, making him especially dangerous in hostile environments.

* ArchEnemy: Haka.
* BadassNormal: While his villain deck doesn't count, due to his energy powers, they eventually melted down thanks to their unnatural origins. Yet he remains a formidable adversary with his arsenal of gadgets and training in ''Sentinels Tactics''.
* CompositeCharacter / {{Expy}}: A doozy. Ancel is a former actor like [[Franchise/{{Batman}} Clayface]], whose obsession with stalking big game spiked into hunting superhumans like [[Franchise/{{Spiderman}} Kraven the Hunter]] after he ended his career over a relatively minor bit of facial scarring his ego blew out of all proportion like ComicBook/DoctorDoom. He's also dressed like Deathstroke and has energy powers similar to [[ComicBook/XMen Gambit]]. Finally, Stuntman's incapacitated art shows him ''actually'' disfigured by his malfunctioning energy powers, leaving his face noseless and raw, like [[Franchise/CaptainAmerica the Red Skull's]].
* CounterAttack: Reactive Plating, though only if the attack hits Ambuscade.
* FaceHeelTurn: In the end, even after earning the respect he always wanted during the [=OblivAeon=] crisis, he couldn't stay out of the game, and returns to hunting superhumans in ''Sentinels Tactics''. His SuperpowerMeltdown leaving him ''truly'' disfigured might've also had something to do with it.
* FrenchJerk: Ancel Moreau is both very French and fairly evil.
* FutureBadass: While the current Ambuscade isn't ''quite'' a HarmlessVillain, he stands far below most of the other single-deck villains in terms of both overall evil and threat level. His Iron Legacy timeline counterpart, by contrast, is one of that villain's top enforcers, and, in Team Leader Tachyon's incapacitated card art, has successfully knee-capped the speedster before, in her Collector's card incapacitated art, closing in to finish her off "execution style."
* GratuitousFrench: Stuntman's base power, "Tireur Incroyable," or "Incredible Shot."
* HandCannon: Custom ones, which do a lot of damage, and which he can [[GunsAkimbo dual-wield.]]
* HarmlessVillain: To an extent -- as mentioned under UnknownRival, he was once defeated by Haka without Haka ever realizing there was a fight, and gameplay-wise, he's considered one of the easiest villains since he has relatively low hitpoints and no Ongoing or Equipment destruction, meaning the heroes can get set up without worrying about a disruption. He's still ''evil'', and he's dangerous enough he once got an annual title in which he was the main threat, but he's not on the same level as his competition.
* HeelFaceTurn: Eventually, he gets tired of being bested by the heroes and returns to Hollywood. Then, when faced by the threat of [=OblivAeon=], he gears up to fight alongside the heroes as Stuntman.
* HuntingTheMostDangerousGame: The "Dangerous Game" being superhumans, with Haka as his primary target.
* InvisibilityCloak: His signature piece of gear. Until its destroyed, Ambuscade flips to his stealth mode where he is invulnerable to damage.
* {{Irony}}: The unstable energy powers he got because of a minor facial scar ultimately melted down and ''actually'' left him hideously disfigured.
* LuckilyMyShieldWillProtectMe: Reactive Plating, which also functions as a CounterAttack.
* MeaningfulName: Ambuscade means "ambush". Ambuscade lives up to his namesake quite well.
* MinorInjuryOverreaction: His original bio states that he left acting because the treatments that gave him powers left him "disfigured." His incapacitated art in the ''Villains of the Multiverse'' deck, as well as his character art as Stuntman, indicate this was just a small scar on his cheek. In the Promo version of Stuntman, an alternate universe Ancel Moreau never left Hollywood and instead uses the scar for his Rambo/Schwarzenegger-esque ActionHero persona, to tremendous popular success.
* NoStuntDouble: Ancel Moreau, in any universe, is a genuine badass who does all this own stunts. This is ''why'' a former actor is a legitimate threat to a superhero team.
* RoguesGalleryTransplant: While Haka is his ArchEnemy, his ''Villains'' deck, representing his work at the head of the supervillain team called the Slaughterhouse Six, sees him instead targeting the Naturalist. The Hunted Naturalist variant represents him coming apart as the Slaughterhouse Six hunt him down.
* SuperpowerMeltdown: Stuntman's incapacitated art shows him hideously mutated and scarred, presumably from the loss of his shadily-obtained energy powers.
* TrickBomb: He has several of these, including Sonic Mine (which deals damage to everyone if someone destroys it, so you'll have to watch those indiscriminate attacks) and hidden explosives which are reshuffled into his deck face-up. When they get revealed, they go off.
* UnknownRival: Sort of. By WordOfGod, Haka once defeated him without even knowing about it through "wacky hijinx."
* VillainForgotToLevelGrind: Many of his cards deal set damage or have set damage reduction rather than H +/- damage / reduction. This means that he's more of a threat to smaller hero teams than larger ones, since Ambuscade doesn't scale nearly as much as most villains.
* WalkingArmory: He has explosives, mines, automated drones, multiple heavy guns and custom hand-cannons.
[[/folder]]

[[folder: Apostate]]
!!Apostate
->'''Debut''': Infernal Relics
[[quoteright:242:http://static.tvtropes.org/pmwiki/pub/images/apostate_2863.png]]
[[caption-width-right:242:We are diamonds that shine without fire!]]

A mysterious Fallen Angel of sorts who claimed to have created Fanatic.

* ArchEnemy: Fanatic.
* ArtifactOfDoom: All of his relics count as these. They combine to empower him and make destroying him difficult.
* ConsummateLiar: Most of what we know about Apostate comes from his own mouth... and Apostate is a liar. Card text and some of the dialogue from the digital version implies this is because he literally draws power from those who believe his lies, a dark mirror to his nemesis's faith-based superpowers.
* DamageReduction: A great many of his relics have very powerful, sometimes stacking damage reduction, and until they're all destroyed, he can't be.
* EvilCounterpart: To Fanatic. Both are [[WingedHumanoid Winged Humanoids]] with a religious theme, they both use Relics of great power, and they both have cards quoting {{Music/Dio}}. Even their swords, Absolution and Condemnation, are [[EvilCounterpart Evil Counterparts]].
* TheLegionsOfHell: His minions include a range of demonic beasts.
* MeaningfulName: Bezaliel, "shadow of God," and a fallen angel from the Apocryphal Book of Enoch.
* NoCureForEvil: If Apostate would be killed on his Infernal Emissary side and he has a relic, he blows up one with the least HP and flips to his Dark Corrupter side, healing 20 HP in the process. And his Dark Corrupter side regenerates health every turn.
* OminousLatinChanting: His theme in the digital version is full of it: "Sumus adamas luceat sine ignes, ignes, ignes... SUMUS! ADAMAS! Luceat sine ignes!" [[spoiler: It's a translation the verse from the Dio song ''Fallen Angels'' that he quotes on one of his cards.]]
* WingedHumanoid: Claims to be the same type of being as Fanatic, and her creator. She...[[HeroicBSOD did not take that claim well]].
[[/folder]]

[[folder: Baron Blade]]
!!Baron Blade
->'''Debut''': Base Game
[[quoteright:242:http://static.tvtropes.org/pmwiki/pub/images/baron_blade_2382.png]]
[[caption-width-right:242:Baron Blade 1.0]]

A scientist who has a very large vendetta against the Parsons family (i.e. every Legacy) and seeks to TakeOverTheWorld. His deck is one of the more straightforward ones, and it throws nearly every trick in the book at the players: minions, defensive weapons, destructive superweapons, and devastating debuffs.

Baron Blade has an alternate form: '''Mad Bomber Blade''', which sacrifices his minions and targetable devices to let him do ever-increasing damage to the heroes. A second version of Baron Blade, one with his own deck, is a member of the Vengeful Five. For tropes related to that Blade, see the Vengeful Five folder.

For the [=OblivAeon=] expansion, Baron Blade [[HeelFaceTurn temporarily becomes a hero]] named Luminary.

* ArchEnemy: Legacy (and by extension, Young Legacy and Greatest Legacy)
* AttackDeflector: Elemental Redistributer, but only for [[FireIceLightning fire, cold, or lightning damage ]].
* AxeCrazy: Normal Baron Blade is unhinged, but Mad Bomber Blade is completely psychotic. When he flips to his Maniacal Death Ray Wielder side, he's laughing psychotically while wielding a huge energy gun.
* BadassNormal: Blade has no superpowers, just genius intellect and a whole arsenal of gadgets, weapons, drones, and minions. Mad Bomber Blade doesn't even have the drones or minions; he's just a lunatic with bombs and a death ray, and he still manages to be a serious threat to the heroes.
* CompositeCharacter / {{Expy}}: Doctor Doom with the revenge motive of [[Film/IronMan2 Ivan Vanko]]. As Luminary he wears a tank top, leggings, and goggles which make him resemble MCU Tony Stark at work, including operating a holographic computer. Meanwhile, his minions wear uniforms that remind one of HYDRA's minions in the comics.
* CounterAttack: Backlash Field.
* CutLexLuthorACheck: In ''Vengeance'' he decides to start renting out his Mobile Defense Platforms to other villains, turning them into environments.
* DeathRay: Mad Bomber Blade has one once he flips.
* EnemyMine: The threat of [=OblivAeon=] is enough to make him put aside his differences with the heroes and join up to fight them as Luminary.
* EvilMinions: The Blade Battalion.
* FakingTheDead: Luminary's incapacitated art sees the Freedom Five attending his funeral, [[DueToTheDead with Legacy giving the eulogy]]... and a shadowy figure watching from a nearby hill. And, indeed, Baron Blade is an antagonist in ''Tactics''.
* ForceField: Living Force Field, and Mobile Defense Platform.
* GoodScarsEvilScars: Mad Bomber Blade has a huge burn scar down one side of his face. Prior to that, he has a trendy eye scar on his right eye.
* GoodTwin: With a side of GenderFlip, where one of the alt universe heroes that answers the call to fight [=OblivAeon=] is Ivan''a'' Ramonat, a {{Science Hero}}ine who on her world fights against the Legacy of Destruction.
* HeroKiller: He killed the World War II-era Legacy, and in the original timeline, kills the current Legacy. In an alternate timeline, he instead kills Young Legacy.
** Invoked in the digital version. In order to unlock Young Legacy, you need to let Baron Blade personally knock out Legacy in the Wagner Mars Base.
* OneManArmy: Mad Bomber Blade doesn't use minions or defense platforms. Even by himself, armed with just a death ray, a few gadgets, and a multitude of explosives, he remains a credible threat to the superheroes.
* NoCureForEvil: Averted. Baron Blade has Flesh-Repair Nanites that can heal him for 10 HP. The good news is that he only has one.
* NonstandardGameOver: If he has enough cards in his trash, he wins via ColonyDrop. His advanced setting amplifies this, as every turn he discards three cards into his trash.
* MadBomber: Mad Bomber Baron Blade, obviously.
* MadScientist: He's got a huge range of technological devices, and his overall plot - before he flips - is to use a giant energy beam to pull the Moon into the Earth.
* PoweredArmor: Gets some once his standard version flips.
* SlasherSmile: Mad Bomber Blade sports one. He's also shown with one when he kills young Legacy.
* StarterVillain: In gameplay terms, his base game incarnation is one of only a couple villains listed at the lowest difficulty. In story terms, according to the online comic, he's the villain who makes Legacy form the Freedom Four, recruiting Tachyon, Bunker, and The Wraith to stop him.
* VillainousBreakdown: Offscreen version. Mad Bomber Blade is Baron Blade after getting stomped by the heroes, and compared with his previous self, he's disheveled, scarred, and even more insane than he was previously. He didn't take his last defeat well at all.
* YouKilledMyFather: His reason for hating the Parsons; the Legacy of the Cold War killed Blade's father when he was developing Soviet superweapons, which directly led to the collapse of the city that had grown up around said weapons' production plants.
* WakeUpCallBoss: While he's one of the lowest-difficulty rated villains, some of his cards can be devastating if you thought you could take your time with him -- one, for instance, allows the players to destroy their equipment or ongoing cards, and then does damage to every hero target based on how many total are left on the table -- if you've got an equipment or ongoing-heavy hero like Argent Adept, Wraith, or Absolute Zero on the table, that means either wiping their gear, or a potential TotalPartyKill. If you're playing with advanced rules, he also becomes one of the hardest villains ''period'' simply because he discards up to three cards into his trash every turn... which means you need to unload a minimum of ''fifty'' points of damage into him within five turns (forty for Blade and ten for his first defense platform), and that's assuming he doesn't bring out Living Force Field, another defense platform, or a bunch of one-shots that also fed his trash.
[[/folder]]

[[folder: The Chairman]]
!!The Chairman
->'''Debut''': Rook City
[[quoteright:242:http://static.tvtropes.org/pmwiki/pub/images/chairman_2689.png]]
[[caption-width-right:242:Underestimate him at your own peril]]

The shadowy ruler of Rook City and the CEO of Pike Industries. Graham Pike rules his city with an iron fist, at once turning it into a criminal empire and a corporate paradise, making money hand over fist from its rampant crime while the city's corruption ensures he profits. The Chairman's deck is a minion-heavy one, with lower-ranking minions being led by "Underbosses" and requiring the heroes fight their way up the ladder to take out several of them -- "interrogating" them, if you will -- before they can fight Pike himself.

* ArchEnemy: Mr. Fixer.
* BackFromTheDead: In a gameplay twist -- if the Chairman is brought to 0 HP before the Operative is, his card is destroyed and put into the Trash. If the game goes on long enough for the trash to be reshuffled into the deck, The Chairman can be put into play again, forcing the heroes to start over.
* BadassNormal: While Pike himself is not - he's a genetically-modified "peak human specimen" who is over a century old - the Organization itself is made up exclusively of unpowered human thugs, soldiers, thieves, dirty cops, and informants. Yet they're well-armed and have the resources to pose one of the more daunting challenges in the entire game.
* CounterAttack: When he flips, he deals damage back to the first hero to damage him each turn.
* CorruptCorporateExecutive: of Rook City.
* CripplingOverspecialization: His deck has two key weaknesses that, when exploited, make him much easier to take on.
** The vast majority of it is Melee type, with only The Contract and Gunmen dealing projectile. With Next Evolution and Lead from the Front, Legacy can effectively neutralize most of that. Incapacitated Tempest can also let the team be immune to one damage type for a round to the same effect.
** The Chairman's strategy is tied to having Thugs in the trash. So if the trash is empty, either via Visionary's Brain Burn or just getting him to draw enough to force a reshuffle, then Thugs are much less likely to come out and cards like Prison Break are rendered harmless. Similarly, cards that remove his minions from play rather than simply destroying them, like Haka's Savage Mana or the Final Wasteland's Unforgiving Wasteland, prevent them from being pulled back into the fray.
* DirtyCop: The Deputy and the Dirty Cop. The latter reduces damage to all of the other minions, while the former heals the Dirty Cop and brings him back out into play if he's destroyed.
* {{Expy}}: Of both the Kingpin and Ra's Al Ghul; the Lazarus Vats in particular are a direct reference to the latter.
* FountainOfYouth: His Lazarus Vats can't heal death, but they ''can'' regenerate and revitalize his body. After a century, he remains in his prime thanks to regular baths in them.
* HiredGuns: His damage-dealing minions:
** The Contract is a well-dressed hitman, while the Gunmen the Contract can bring out do massive damage each turn to the heroes.
** The Muscle is a crowbar-wielding thug who also does damage to the heroes each turn, and brings out packs of Enforcers, who will either wreck your weakest hero or force them to discard cards.
* HomeFieldAdvantage: He's at his most dangerous in Rook City. More neutral environments take some of the edge off, and Final Wasteland can gut his deck in exactly the way you'd expect if a criminal gang tried to operate in a monster-infested wilderness.
* TheInformant: The Broker's thug, who plays a villain card every time a hero card is played.
* TheManBehindTheMan: Of ''every'' man in Rook City.
* KnowledgeBroker: The Broker minion, who plays a villain card at the start of each villain turn.
* PetTheDog: Pike is an evil bastard, but he appreciates good service. He is ''exceptionally'' generous to the impoverished Sophia [=DeLeon=], offering her the use of the same Lazarus Vats that keep him in his physical prime and making her the second-highest member of his organization despite her humble origins. When the heroes take her out, he gets a big damage boost, and after she and Mr. Fixer [[MutualKill cut each other down]], he gave her over to Zhu Long to be restored to life at his own expense, knowing she's have to work off her "debt" to the dragon first.
* PhantomThief: The Thief thug, who destroys one equipment or ongoing card each turn. If the Fence underboss is in play, then this heals Pike and the Operative.
* ReallySevenHundredYearsOld: Pike is one hundred and seventeen years old, and founded Rook City. He, and the Operative, use regular chemical baths in vats of rejuvenating chemicals to remain in their prime.
* SanitySlippage: In ''Sentinels Tactics'', following a one-two-three punch of having his Organization dismantled, his city reduced to rubble, and being forced to use less-safe, more-experimental chemicals to maintain his youth, Pike has gone stark raving mad and, backed by insane minions each armed with one of Spite's drugs, he plans to remake Broken City in his image.
* TierSystem: The Chairman somehow weaponized it. The Operative (Top Tier) can get one Underboss (Middle Tier) from the deck each turn, while the Underbosses can each get their Thug (Bottom Tier) at the end of each turn.

!!The Operative
->'''Debut''': Rook City

An orphan from Rook City, Sophia Anna Isabel DeLeon grew up understanding that the strong took what they wanted from the weak. She grew up to be a powerful thug of the underworld, and drew the attention of The Chairman. Now, she works as his right hand woman. When fighting the Chairman, although The Chairman is technically the only Villain card -- meaning that defeating him is the only actual objective -- the Operative must be defeated before the game can be won.

* ArchEnemy: Mr. Fixer, her former martial arts teacher.
* CounterAttack: She punishes anyone who destroys an Underboss or Thug.
* TheDragon: of The Chairman. Not only does she handle all of the logistics of recruiting and "motivating" the underbosses, but she "discourages" the heroes from taking them out... by punching their lights out whenever they do.
* DragonAscendant: In the ''Villains of the Multiverse'' expansion, she gets her own villain deck, having taken up with Zhu Long following the defeat of the Organization. By ''Tactics'', she's outright taken over the Organization.
* FountainOfYouth: Before their destruction, the Operative ''also'' benefited from Pike's Lazarus Vats, an unprecedented honor. The card that lets him heal up with a quick dip in them also benefits her.
* APupilOfMineUntilHeTurnedToEvil: She was already on a dark road when H. R. started teaching her martial arts. But, when he [[HeroicBSOD retired from heroics]], she had no one to lead her off it. Now, she's come under the evil influence of ''both'' his nemeses.
[[/folder]]

[[folder: Chokepoint]]
!!Chokepoint
->'''Debut''': Vengeance

Debuting as a minion in the Vengeance expansion (as part of Fright Train's deck), Choke was originally Evelyn Moore, a baby girl "adopted" by the Ironclad Project because of her severe social difficulties and ability to talk to machines. In a desperate attempt to "prove herself," she absorbed a tank, only to flee when soldiers opened fire on her in a panic, before becoming a supervillain. She apparently met her end after being stabbed by K.N.Y.F.E. However, she saves herself by merging with Deadline's crystal (which apparently has a [[TalkingWeapon mind of its own]]) and becomes the villain Chokepoint. A mini-expansion for pre-ordering the Villains of the Multiverse, Chokepoint has now decided to adopt Deadline's "tough-love" plans to save the planet, destroying the world's weak points to toughen it up.

* AmbiguouslyBrown: Her name is very ethnically-neutral, and her skin color is very much on the coffee-with-cream side.
* CyberneticsEatYourSoul: Played with. She had severe social difficulties and was raised in a very poor environment, which contributed to her becoming a supervillain in the first place. Yet merging with Deadline's energy crystal caused her to become detached from her humanity.
* EarlyBirdCameo: From minor ''Vengeance'' minion to main villain with her own deck.
* EvilCounterpart: To Unity, as an evil technopath with a desperate need to "prove" herself, and to Bunker, who is an ''heroic'' product of the Ironclad Project.
* ImpaledWithExtremePrejudice: How she nearly died, as witnessed in K.N.Y.F.E.'s deck.
* NearDeathExperience: The game's blog even described her as "fatally wounded" following ''Vengeance''.
* NiceJobFixingItVillain: Her assault on the Adamant Sentinels ended up super-charging them into the Void Guard. Downplayed, in that there ''were'' some nasty side-effects.
* NoCureForEvil: Averted. She can absorb some nearby energy for a quick pick-me-up, and gains ''more'' health if doing so destroys a target.
* PowerCopying: Thematically, if not practically. Chokepoint "steals" hero cards until she reaches a tipping point, flipping to her "Armored Animus" side and gaining both damage bonuses and damage reduction against any heroes she controls the cards of.
* Technopath: Before her powers got supercharged, she could "talk" to machines, and control them to a limited extent. Afterward, "[her] scope is without limit," and she is capable of merging and absorbing huge varieties of technology into a kind of armored suit.
* WellDoneSonGuy: Originally, the whole mess started thanks to Choke's desperate desire to "prove herself" to the Ironclad Project, and it still drives her as Chokepoint, even after she's abandoned so much of her humanity.
[[/folder]]

[[folder: Citizen Dawn]]
!!Citizen Dawn
->'''Debut''': Base Game
[[quoteright:242:http://static.tvtropes.org/pmwiki/pub/images/citizen_dawn_6809.png]]
[[caption-width-right:242:LightIsNotGood indeed]]

Born with powerful light-based abilities, Dawn Cohen found herself frustrated with life among normal people. Approached by others who believed she had the potential for leadership, and believing herself the most powerful individual alive, she formed the Citizens of the Sun, a group dedicated to elevating superhumans to godlike status. Citizen Dawn's deck combines powerful minions with a lot of damage-dealing/healing cards, letting her deal a ''lot'' of hurt and soaking it right back up.

* AbusiveParents: Dawn is very abusive towards Expatriette. Heck, her dialogue in the digital version where she confronts Expatriette has her outright saying that because she doesn't have any powers, Expatriette ''isn't'' her daughter.
* AGodAmI
* AnIcePerson: Citizen Winter, whose ice attacks hit the entire hero team.
* ArchEnemy: Expatriette, her own (human) daughter.
* AscendedExtra: Not Dawn, but her minions. ''Sentinels Tactics'' provides names and backgrounds for all of the Citizens, some of which are [[TragicMonster quite sad]].
* AFatherToHisMen: Citizen Dawn is shown to care for her citizens at least. Kill too much of them and she merges with the sun, channeling it's power and becoming invincible until more of her citizens join her.
* ANaziByAnyOtherName: Brutal, violent, prejudiced against anyone who isn't part of her "superior race" of powered individuals (even her own daughter) and bent on conquest. Heck, her {{Leitmotif}} in the digital version, Citizens To Victory, even sounds reminiscent of a Nazi march.
* BashBrothers: Many of the Citizens with ThemeNaming complement one another when they're both in play. In many cases these Citizens have shared backgrounds explaining why they work so well together. Truth and Dare actually ''are'' brothers (and come from the same project that created Visionary).
* BewareTheSuperman: As Expatriette points out in the digital version, when her Dark Watch variant fights her mother, many people with powers use them for the good of all. Dawn instead uses them to try to dominate and subjugate all others.
* BladeOnAStick: Citizen Assault.
* {{BFS}}: Citizen Battery wields a massive sword charged with energy.
* {{Cult}}: The Citizens of the Sun are a superpowered one, dedicated to ridding the world of "impurities" and living as gods among normal humans.
* DeadlyUpgrade: Channel the Eclipse gives Dawn an additional card play... but also causes her to begin dealing ice damage to herself each Villain turn. Its flavor text features her boasting that using such power will eventually kill her, but not before it kills the heroes.
* {{Expy}}: As a KnightTemplar villainous and visionary leader of a band of superhumans with occasionally self-destructive and dangerous powers, she's one to ComicBook/{{Magneto}}; she also shares his motivation of protecting superhumans from the prejudices of "lesser" humanity by establishing a superhuman state at any cost.
* GoodPowersBadPeople: Citizen Dawn's primary powers are the manipulation of light and life energy. She is also a remorseless egotist and, practically speaking, cult leader.
* HardLight: Citizen Truth uses barriers of light to deflect incoming attacks. Not only does he reduce damage to himself, but he also renders all other Citizens immune to damage.
* HealingHands: Citizen Spring can heal with a touch, even bringing the dead back to life. Citizen Dawn herself has healing and life channeling powers and in-game can bring the dead back to life.
* InvincibleVillain: In-game, she temporarily becomes this when flipped to her "Merged with ThePowerOfTheSun" form.
* JustTheFirstCitizen: As her name implies, her only title in the superhuman society she's creating is "Citizen," just like the others, and she styles herself as merely the "first among equals."
* PetTheDog: Despite her many negative qualities, she ''does'' tend to treat her "people" well, and many of them are personally loyal to her thanks to her showing them the first pieces of human kindness they've ever felt. This is reflected in her deck: unlike many other villains, Dawn does not have cards that destroy her own minions.
* PlayingWithFire: Citizens Summer and Hammer both wield fire powers.
* KnightTemplar: Dawn thoroughly believes she is doing the right thing by conquering the world for her superpowered Citizens.
* LightIsNotGood: Her light- and life-based powers actually directly led to her coming to believe that superhumans were superior to ordinary human beings.
* LuckilyMyShieldWillProtectMe: Citizen Anvil carries a heavy shield which he uses to protect other Citizens.
* NoCureForEvil: [[AvertedTrope Averted]]. Luminous Leadership and Citizen Summer each heal 1 HP a turn, while Healing Light fully heals every citizen except Dawn, who heals for 10 HP. And while the heroes normally have somewhere between no access and ''very'' limited access to reviving other heroes, Dawn can literally pull her minions back from the dead.
* SadisticChoice: She forces one from a gameplay perspective. Either you avoid destroying very many of her Citizens for the whole game, or you have to deal with her temporarily merging with the power of the sun to become invincible. And she'll only flip back once ''more'' citizens are in play.
* ThemeNaming: Citizen Dawn's powers are light based. In fact, everyone in the Citizens of the Sun have similar theme naming.
* TragicVillain: Not Dawn herself, who actually had a very happy life before starting her little cult, but many of the Citizens of the Sun lived very sad lives thanks to their superpowers, and are loyal to Dawn because she treated them like people instead of monsters.
* UnstoppableRage: Dawn genuinely cares for her "children" and becomes enraged if you defeat too many of them. Once that happens, she flips, and temporarily becomes invincible until H-2 Citizens are in play[[note]]Technically, it's H-1, but Dawn herself counts as a Citizen for this[[/note]], representing how pissed off she is that you're wiping out her minions.
* WalkingWasteland: Citizen Autumn's ability to destroy ongoing cards, and what she did to the world around her before Dawn taught her to control her powers.
* YouHaveFailedMe: According to WordOfGod, she killed Expatriette's father for his failure to sire a powered heir. [[DevelopmentGag He was originally going to be a powerful minion in her deck, and his being scrapped is represented by his "death" in the lore.]]
[[/folder]]

[[folder: Deadline]]
!!Deadline
->'''Debut''': Wrath of the Cosmos

Tarogath is the LastOfHisKind, and would have died alongside them if he had not been granted the chance to preserve his racial memory by the Terminarch. Now, 700 years later, he has lived among the Endlings, others who are the last of their species, in the Enclave of the Endlings. However, he recently noticed cosmic events converge on the planet Earth similar to those which destroyed his own civilization. Fearful for that world's survival, he took the name Deadline, traveling to Earth so that he may save humanity... by destroying their civilization and knocking them back into the dark ages, disrupting the arrival of [=OblivAeon=].

Deadline's deck focus on the use of his Catastrophe cards to slowly destroy enough of the Earth to cause the cosmic event that is converging towards the Earth to either slow down or leave altogether.

* AntiVillain: Deadline only wants to save all reality by sparing Earth from [=OblivAeon=]'s attention -- but the only way he can think of to do so is to destroy all human civilization and plunge it into a new dark age. His victory screen in the digital version shows him shuddering in horror, eyes closed.
-->'''Deadline''': The suffering I bring to the world is a mere fraction of what I seek to prevent.
** After he's stopped and returned to the Endlings, the threat of [=OblivAeon=] influences the Terminarch to send him back -- to fight ''alongside'' the heroes as Lifeline.
* ArchEnemy: The Naturalist, since he's literally killing the planet.
* ArmorPiercingAttack: Most notably, his flipped side deals ''irreducible'' damage from destroying the environment, as do some of his Catastrophes.
* DeaderThanDead: Deadline's Remorseful Eco-Vandal side removes cards from environment deck, which is something that very few characters in [=SotM=] can do.
* EarthquakeMachine: The majority of his Catastrophes are seismic in origin, with Calculated Orogenesis causing a mountain to suddenly grow in a crowded city, Magnetic Pole Shift doing ExactlyWhatItSaysOnTheTin, with disastrous results for hero Equipment and Ongoing cards, and Subduction Super-Zone creating an earthquake so powerful it causes ''lava'' to spurt into the air.
* HeelFaceTurn: Jansa Vi Dero, reclaiming him after his failure to "save" Earth and seeing his willingness to bend the ways of the Endlings for the greater good, gives him her blessing and a new arsenal of powerful magic and equipment to battle with the heroes as Lifeline against [=OblivAeon=].
* HeWhoFightsMonsters: He is ''deeply'' aware of the horrific cost of what he's doing, yet at least a few of his cards see him ''smiling'' as he goes about his dark work.
-->'''Deadline''': To save the Multiverse, I had to become my greatest fear.
* HoistHeroOverHead: Does Spite one better by doing it one-handed in the Naturalist's incapacitated art.
* IDidWhatIHadToDo: Deadline is not pleased with what he is doing, but he sees no other options.
-->'''Deadline''': It is not my way to wield the weapons of war. But it is the only way.
* InstantArmor: His Auto-Armor Caster prevents the first instance of damage he would take each turn while it's in play.
* LastOfHisKind: Deadline is the last of his kind, as are all of the others at the Enclave of the Endlings.
* LifeDrain: He inflicts this ''on the planet'' with the Severed Ley-Line Catastrophy, which heals him while shuffling hero trash into the heroes' hands. The Scholar is horrified in the flavor text.
* {{Lizardfolk}}: Procitor, technically, but he looks like a humanoid lizard with a veined fin on his head.
* MagicKnight: He is both a powerful ley-line sorcerer ''and'' a powerful combatant, armed with a variety of advanced weaponry and armor and a powerful physique.
* {{Magitek}}: His advanced alien tech is often also magical in origin. Notably, he is one of the few characters capable of dealing Infernal damage, usually associated with mystical strength, and one of his Catastrophy cards interacts with the planet's ley-lines rather than causing a straightforward disaster like an earthquake or hurricane. Furthermore, two of his Devices, the Ataxia Sphere and the Pandemonium Key, are also Relics, a keyword usually reserved for powerful magic items like Fanatic's sword, Ra's staff, Nightmist's protective amulets, or Apostate's world-ending evil artifacts.
* NoNonsenseNemesis: One of the nastiest aspects of Deadline is how he ''doesn't'' play by typical villain rules regarding giving the heroes a chance to thwart him. Rather than giving the heroes a turn to react upon getting a lot of Catastrophes in play, for instance, as most villains do, Deadline flips ''during his turn'' upon moving them onto the field, before destroying them, dealing the heroes irreducible fire damage and destroying several environment cards to further his endgame.
* NonStandardGameOver: If there are no cards Environment cards left during Deadline's Remorseful Eco-Vandal trick, the heroes lose.
* NotSoDifferent: Deadline and Naturalist are both beings who wish to protect nature. However, Deadline goes about that goal destroying what he wishes to protect while Naturalist turned his back on his environment destroying ways.
* TheParagon: Like all Endlings, Tarogath is a peak, ideal specimen of his dead race. As Lifeline, he embodies both their magical skill and their wisdom and compassion.
* Really700YearsOld: At the least. Comes with the package of being an Endling.
* ReptilesAreAbhorrent: Averted. Deadline is a reptile and a villain, but he is also one of the most tragic, well-intentioned, and sympathetic villains in the game.
* FourIsDeath: Not counting Deadline himself, his deck contains four targets: The Atomic End-Glaive, The Ataxia Sphere, Pandemonium Key, and Auto-Armor Caster. All four targets also have 10 Hp each, giving a total of 40 Hp.
* WeaponOfChoice: The Atomic End-Glave is a polearm, and the only straightforward weapon of his stolen tech. He starts the game holding it.
* WeatherControlMachine: One of his Catastrophes is a massive hurricane that blows away hero cards back onto their decks, then deals damage.
[[/folder]]

[[folder: The Dreamer]]
!!The Dreamer
->'''Debut''': Shattered Timelines
[[quoteright:242:http://static.tvtropes.org/pmwiki/pub/images/dreamer_4597.png]]
[[caption-width-right:242: The mind is a dangerous weapon if one is untrained.]]

As a child, Vanessa Long (a.k.a The Visionary) and her family were saved from Project Cocoon. However, Vanessa's psychic powers awakened and caused her dreams to project themselves into the real world. The Dreamer's deck involves deploying a large number of minions who need to be destroyed while avoiding hurting the Dreamer herself; however, these projections tend to be ''powerful''.

* DamageIncreasingDebuff: Challenge Mode's Frail Child does this. See GlassCannon below.
* DamageReduction: Granite Oni
* DemBones Macabre Specter.
* DepartmentOfRedundancyDepartment: Dreamer's front side is called "The Dreamer Dreams."
* DarkIsEvil: Illusory Demon and Granite Oni.
* EvilTwin: Her Dark Hero, a projection of Legacy. Dark Hero buffs Villain cards and reduces damage dealt to Projections, which is Legacy's role on the heroes team.
* FutureMeScaresMe: Well, considering how Visionary and Dreamer are ''nemeses'', this counts.
* GlassCannon: The Dreamer turns into one during Challenge Mode's "Frail Child" Challenge. In it, any damage The Dreamer would take is increased by five, turning any blow dealt to her a lethal one.
* HealingFactor: Macabre Specter fully heals when a target other than him dies. He only has 3 HP though so it's minor compared to the other villain targets that can heal.
* NonStandardGameOver: If Dreamer is killed, the heroes lose.
* ObliviouslyEvil: The Dreamer isn't evil or malicious and she's as much a victim of her own powers as anyone else.
* OneHitKO: Not for Dreamer but for the heroes. Challenge Mode's "Frail Child" Challenge makes ''any'' damage Dreamer takes lethal.
* PoliceBrutality: Megaopolis's Police Backup can indeed be this if Dreamer has the most HP come the end of the Environment Turn. It's only 1 damage though, and since they are Environments the heroes can take the damage for Dreamer. It's even worse in Challenge Mode.
* PowerIncontinence: She's not actually evil, it's just that her psychic powers are causing her nightmares to manifest in the real world.
* SquishyWizard. Dreamer only has 6 HP. You do not want to send large amounts of damage her way.
** Taken UpToEleven in Challenge Mode. See GlassCannon and OneHitKO.
* TakingTheBullet: Since Dreamer's death results in the heroes losing, the hero with the least HP can redirect Environment Damage to themselves and take the damage for her.
[[/folder]]

[[folder: The Ennead]]
!!The Ennead
->'''Debut''': Infernal Relics
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/enead_7270.png]]
[[caption-width-right:300:Some of the Local Evil deities]]

A team of fortune-hunting archaeologists who followed in the wake of Blake Washington, the current Ra. On an ill-fated expedition, they were trapped inside a pyramid containing relics associated with a group of Egyptian gods whom Ra had defeated and imprisoned. Taking up the artifacts, they were transformed just as Washington was, only now the Ennead are bent toward power and destruction. The Ennead's deck involves the team gradually awakening and assembling, with each card in their deck triggering different members of the Ennead to activate their effects based on the colored symbol of a card they play; as a result, once the Ennead get rolling, they are at best a serious handful, and at worst they will ''steamroll'' the heroes.

* AllYourPowersCombined: Played with. Challenge Mode gives each card in their deck all three of their trigger symbols (Orange, Green, Purple), meaning the cards that are supposed to trigger specific members of the Ennead trigger each member instead. Note that two of them play extra cards when triggered.
* ArchEnemy: Ra.
* BigBad: Atum leads the Ennead.
* BossRush: They start out with as many members of the Ennead on the field as there are heroes, and their numbers just increase. Once they ''all'' come out, things get ''really'' bad....
* DeathOfAThousandCuts: Very few of their attacks do more than 1 or 2 damage, with the strongest effects tending to be H-2 damage, which maxes out at 3 damage. With the way their symbols work, however, you could have several of them attacking in one turn in addition to the one-shot cards, so by the end of their turn, they can deal in the double digits in total.
* DifficultySpike: Their Advanced rules are generally agreed to trigger one of the harshest in the game, since they mean a new member of the Ennead comes out ''every round'' rather than under special circumstances.
* ElementalPowers:
** CastingAShadow: Isis's green/Purple trigger, Ancient Magicks, Death's Grasp
** DishingOutDirt: Geb has this power in universe: in game he does melee damage instead.
** PlayingWithFire: Nephthys, Blast Of Flame, Mass Overheating. Sun's Fury
** ShockAndAwe: Sets Green trigger.
* EnemyMine: None of them like each other much, though their common hatred of Ra unites them. Comically, due to game mechanics, they technically count as ''each others[='=]s'' nemeses as much as Ra's, so their attacks, if redirected, gain a damage bonus. Notably, their biggest disadvantage, in what is almost certainly an intentional twist, is their lack of teamwork compared to the heroes and their tendency to [[UnwantedAssistance step on each others' toes]].
* EvilCounterpart: They're basically a team of supervillains, with roughly around the same amount of health as the heroes. They even flip when they're defeated rather than being put in the trash, allowing them to continue to have nasty effects on the battlefield via their version of incapacitated abilities.
* FireIceLightning: Elemental Storms does 1 damage of each.
* TheMedic: Shu's Orange/Green trigger heals his allies.
* InstantDeath: The Grave Beckons kills every non villain with 3 or less HP
** Incapacitated Osiris kills the non character target with the least HP each turn.
* Regeneration: The Ennead In Force (thier character card when flipped) deals each one of them each turn.
** Incapacitated Nephythys heals her buddies as well.
* RuleOfThree: There are nine members of the Ennead. Nine is the third multiple of three.
* SadlyMythtaken: Naturally, being comic book versions of the ancient deities, the Ennead weren't evil in the source material. Then again, they seem more focused on taking revenge on Ra than anything else.
* UnwantedAssistance: Their greatest weakness, compared to the heroes, is their inability to properly coordinate with one another and leverage their numerical advantages with teamwork.
* WolfpackBoss: Each is roughly as powerful as one of the heroes.
[[/folder]]

[[folder: Gloomweaver]]
!!Gloomweaver
->'''Debut''': Infernal Relics

A powerful extradimensional demon of gloom and fear. His cultists are trying to acquire the three relics required to summon him to the mortal world. Gloomweaver's deck is heavy on minions and targets, primarily zombies and cultists, but also on debuff-applying voodoo pins and his trio of extremely dangerous relics.

His variant is '''Skinwalker Gloomweaver''', who has made a pact with the resurrected Spite and inhabited a body formed from the remains of Spite's victims. After the heroes defeat him, his physical shell turns into a nightmarish colossus of rotting flesh that rapidly devours its own minions to try to remain in play.

* ArchEnemy: Nightmist.
* ArtifactOfDoom: All of his relics. If all three are out at once, it is '''bad''' news.
* {{Cult}}: Gloomweaver's Cthulhu-esque cult forms a major part of his firepower.
* DamageOverTime: The Rotting God is rapidly melting as a result of the heroes wrecking his body and forcing it to flip. Unfortunately, [[HyperactiveMetabolism it can regenerate by consuming any destroyed target]], and it [[BadBoss slaughters its own minions to keep healing]].
* DimensionLord: He rules his realm of fear, misery, and death so as to maximize his ability to feed on the despair they produce. And he's always looking to absorb more.
* {{Expy}}: As an extradimensional magical entity appearing as a tall figure with a flaming skull for a head, he's one of Dormammu, the ArchEnemy of ComicBook/DoctorStrange.
* EmotionEater: He feeds on gloom and despair.
* {{Familiar}}: His is an albino snake known as Ophidua the Deceiver.
* HollywoodVoodoo: Part of his deck involves voodoo pins, that cause negative effects to heroes if they are not destroyed.
* InstantWinCondition: If he's in his Nightmare Walker state, then putting all three of his relics into the trash results in instant victory for the heroes.
* ImAHumanitarian: Skinwalker's flipped side, the Rotting God, heals whenever any target is destroyed. It is implied that he eats them. Considering a good number of his minions are human Cultists....
* NightOfTheLivingMooks: Zombies form a big part of his hordes, and his cultists both become zombies when they are destroyed and bring destroyed zombies back from the trash.
* NoCureForEvil: AvertedTrope. When [=GloomWeaver=] flips he heals H * 10 Hp.[[note]]H = the number of Heroes[[/note]]
** Averted even more in his Skinwalker variant. Due to being a Zombie while the Skinwalker, he can use the Pouch of Bones to heal when Zombies rise. As the Rotting God, any time any target dies, he heals from it. Which is good as he tend to do just as much damage to his side as he does to the heroe's side.
* TheUndead: Zombies form the core of his minions, and every time a cultist dies they get raised as a zombie. Becomes one himself as the Skinwalker.
[[/folder]]

[[folder: Grand Warlord Voss]]
!!Grand Warlord Voss
->'''Debut''': Base Game

[[quoteright:248:http://static.tvtropes.org/pmwiki/pub/images/voss_splash_8745.png]]
[[caption-width-right:248:[[BadassBoast "What I cannot have, I]] '''[[BadassBoast will]]''' [[BadassBoast destroy".]] ]]
A highborn member of the Thorathian race who chose a military career and made great strides in scientific discovery, but was exiled for experimenting on his fellow citizens. Returning from his exile, he managed to conquer his homeworld and has now set his sights on the rest of the universe. Voss' deck is heavy on the minions, both deploying and supporting them. He has a ''lot'' of mooks to send your way.

* AnIcePerson: Gene-Bound Frost Hound. Also immune to cold damage.
* ArchEnemy: Tempest, whose world he enslaved, and the majority of whose people he twisted into the Gene-Bound Shock Troops.
* AuthorityEqualsAsskicking: At the start of the game, he stands back and lets his minions run rampant. When things get dire enough, though, he wades into the fray himself, proving that he is ''also'' a Super-Thorathian Warrior.
* BackFromTheDead: Forced Deployment. When destroyed all dead Minion return to life. And said Forced Deployment destroys itself at the start of the villain turn.
* BadassBoast:
--> '''Grand Warlord Voss''': "What I cannot have, I '''will''' destroy".
* BattleThralls: His Gene-bound troops are all once-free races genetically modified in ways to emphasize the traits he finds useful, and discarding the rest.
* DamageIncreasingDebuff: Vyktor increases damage deal to the heroes.
* DecapitatedArmy: Played with. Voss's defeat on Earth led to a civil war breaking out on his homeworld. His armies still far outnumber the rebels... but the rebels are now far better united and organized than they.
* EvilOverlord: Every resource of the worlds he conquers is bent to the conquest of the next one. This includes [[BattleThralls the inhabitants]].
* EmperorScientist: All of his "soldiers" are the result of remorseless gene-tinkering conquered peoples to create more-dangerous troops for his hordes. Notably, he only conquered his race as a result of his immense scientific genius, allowing him to create the first gene-bound soldiers.
* {{Expy}}: He looks like a palette swap of Darkseid and has the personality and backstory to match. He also has a strong resemblance to Thanos, but given that Thanos himself is an {{Expy}} of Darkseid this is hardly surprising.
* HumanResources: Once he's conquered a people, they're more-or-less extinct. Notably, several of the Endlings are the direct result of his swath of destruction across the stars.
* HumanShield: PlayedWith. Voss takes 2 less damage for each minion he has. To effectively hurt him the minions must die first. Which can be problematic due to the meat shield being able to fight back.
** Gene-Bound Guard plays it a little straighter as he reduces damage to his side by 1.
* KiAttack: Gene-Bound Ion-Lancer and Grand Warlord Voss.
* LaserBlade: Gene-Bound Ion-Lancer
* NonStandardGameOver: If Voss's original side has ten or more minions in play at the start of his turn, he overruns the Earth and instantly wins.
* NoSell: Each Gene-Bound minion is immune to the damage type it causes, and his battleships are in space, and so can't be harmed with Melee damage.
* PlayingWithFire: Gene-Bound Firesworn and Grand Warlord Voss.
* SpikesOfVillainy: The spikes are a racial trait of all Thorathians, though Voss is a warlord so his count. His right and left-hand minions, First Lieutenant Vyktor and Field Lieutenant Tamar, also have them.
* TakesOneToKillOne: [[InvertedTrope Inverted]]. All the Minions (save Gene-Bound Guard) are immune to the type of damage they deal.
* WeHaveReserves: His quote on the Forced Deployment card says it all:
--> "These people are engineered to live and die at my command!"
* ZergRush: His entire strategy. Voss starts the game with one minion in play for each hero opposing him. He also has three copies of the dreaded Forced Deployment card, which upon destruction lets him get ''every'' Minion in his trash back onto the battlefield, which is a more traditional use of this trope.
[[/folder]]

[[folder: Infinitor]]
!!Infinitor
-->'''Debut''': Wrath of the Cosmos
When a purple crystal fell from space, Nigel Lowsley also gained the power to create hard light constructs like his brother, Hugh. However, unlike Hugh, Nigel was overwhelmed by the power and went insane as voices screamed in his head. Nigel is no more; there is only Infinitor, the infinite madness throughout the galaxy.

Infinitor's deck uses Manifestations. While similar to Captain Cosmic's Constructs, the Manifestations are generally more offensive.

* ArchEnemy: Captain Cosmic.
* {{Expy}}: Of Sinestro though rather than using yellow energy for his constructs like Sinestro is most associated with, Infinitor uses green energy like the Green Lantern Corps.
* FightingFromTheInside: If Infinitor gets too many constructs out, he flips, putting himself in a straightjacket and destroying his own manifestations. This represents Nigel struggling to avoid hurting anyone until he loses it again.
* FourIsDeath: The HP of all of Infinitor's Manifestations is four.
* HardLight: How he creates his Manifestations.
* HeelFaceTurn: Apparently, Captain Cosmic manages to get through to his brother and turn him back to the heroic side. Infinitor's promo version has the keyword, "Tormented Ally," and in gameplay counts as a hero target. Instead of fighting him, the heroes have to help him bring his Manifestations down before they get out of control. And Captain Cosmic's final variant, during the [=OblivAeon=] crisis, sees Infinitor [[FusionDance merging with his brother to save him,]] [[HeroicSacrifice sacrificing himself in the process]].
* PaletteSwap: The base of Infinitor's costume is essentially Captain Cosmic's in black and green rather than red and gold. Their costumes do have different accents and accessories, however. His Heroic variant looks a lot more like his brother's.
* PullingThemselvesTogether: If the heroes fail to help his Heroic variant get under control, the shattered manifestations merge together into a huge colossus of green energy that absorbs the pieces of any other destroyed constructs. In his digital loss screen, the giant has begun to turn into [=OblivAeon=].
* PureEnergy:
** Infinitor does Energy Damage while he is in his 'Tormented Malefactor' side.
** Twisted Miscreation also does Energy damage, as well as Lambent Reaper, Crushing Cage, and Ocular Swarm.
* SinisterScythe: Lambent Reaper
* TragicVillain: Played up more than perhaps any other villain, to the point that his variant card and Captain Cosmic's final variant both reference it.
* UnwittingPawn: If his promo version is any indication, his powers and madness is due to [=OblivAeon=].
* WithGreatPowerComesGreatInsanity: Infinitor lost it once he got his powers. There is very little of Nigel left inside him.
[[/folder]]

[[folder: Iron Legacy]]
!!Iron Legacy
->'''Debut''': Shattered Timelines
[[quoteright:242:http://static.tvtropes.org/pmwiki/pub/images/iron_legacy_2228.png]]
[[caption-width-right:242:America's Greatest Evil]]

In an alternate universe, Legacy's daughter was killed by Baron Blade. Enraged, Legacy vanished, and eventually returned as Iron Legacy. He now rules the world with an iron fist, and his former allies have formed the Freedom Six to oppose him. Iron Legacy's deck does two things: buffing Iron Legacy, and inflicting tremendous amounts of damage to the heroes. It is not unheard of for Iron Legacy to take out multiple players in the second turn of the game.

* AchillesHeel:
** Unlike other villains who have various keyword cards, Iron Legacy's cards are mostly Ongoing. That means that hero powers that destroy Ongoing cards will weaken him. If you can consistently destroy more than one Ongoing a turn (or pull out Fanatic's End of Days), he starts dealing much less damage.
** Additionally, while he does extremely high damage, the brunt of it is melee damage. If the heroes can secure reliable immunity to it, he becomes very manageable.
* [[ArchEnemy Arch-Enemies]]: Tachyon, Absolute Zero, Tempest, Wraith, Unity, and Bunker, the Freedom Six in his timeline. He one of only two Villains so far with more than one nemesis. Story-wise, he and his multiversal counterparts from the "main" universe don't get along either, to the point of being the ''only'' non-nemeses with unique opening dialogue in the digital game.
* AttackDeflector: Superhuman Reflection lets him send any attack that would deal him five or more damage to the hero with the most HP.
* BrokenPedestal: He effectively became this for the rest of the Freedom Five and the world. His descent into megalomanical tyranny scattered and demoralized the remaining members of the group, to the point that the Wraith actually took over the Organization to use its resources against him.
* CrazyPrepared: Iron Legacy has a counter for ''everything''. Nukers like Tachyon and other high damage cards? Superhuman Deflection. Pingers like Chrono Ranger? Armored Fortitude and his flipped side. Damage reducing armor that Bunker, Tempest, and Naturalist have? Galvanized and Demoralizing Presence. Damage penalties given by Wraith? Demoralizing Presence. Multiple card plays granted by Tachyon, Knyfe, or Chrono Ranger? Final Evolution. Name a strategy and he has a way to stop it.
* DarkReprise: His theme in the digital game is a dark, more militaristic variation of normal Legacy's more John Philip Sousa-inspired marching theme.
* DespairEventHorizon: Young Legacy's death. He tears apart Baron Blade and Wagner Mars Base after her death, drops his ring on her grave and becomes Iron Legacy
* {{Determinator}}: Once he flips, he goes from an unstoppable conquerer to a desperate, brutal, and intensely determined killing machine.
* DeathByDespair: Demoralizing Presence causes this. Each villain turn the heroes deal 1 Psychic damage to themselves, eventually killing themselves if Iron Legacy doesn't get to them first.
* EvilCounterpart: Of Legacy. A good number of cards in Iron Legacy's deck function similarly to cards in Legacy's. Iron Legacy even has Danger Sense's effect as a built-in effect for Iron Legacy's character card. He is the only villain in the digital version to have custom intro dialogue with a hero besides his nemesis: the Legacy family.
** Demoralizing Presence ↔ Inspiring Presence.
** Flying Assault ↔ Flying Smash
** Galvanized ↔ [[ShapedLikeItself Galvanize]] (Legacy's Base Power)
** Rule From The Front ↔ Lead From The Front
** Iron-Fist Strike ↔ Back Fist Strike
** Armored Fortitude ↔ Fortitude
** Former Allies ↔ Bolster Allies
** Final Evolution ↔ Next Evolution
** Beat Down ↔ Take Down
** Superhuman Redirection ↔ Superhuman Durability
* {{Expy}}: Of Superman gone bad, from [[ComicBook/SupermanRedSon Communist Superman]] to [[VideoGame/InjusticeGodsAmongUs Injustice Superman]], who shares the "supervillain killed a loved one" backstory.
* FantasticRacism: Neither aliens nor sapient robots have rights in his nightmare future. Freedom Six Tempest's Collector's Edition incapacitated art shows the hero finding his people slaughtered in one of their enclaves.
* HeWhoFightsMonsters: Completely jumped off the slope in trying to rid the world of evil and injustice after the death of his daughter.
* HoistByHisOwnPetard: His Superhuman Deflection, Demoralizing Presence and his Advanced rules on his flipped side can cause the heroes to damage themselves. Suddenly all those damage boosts you might have racked up don't seem like such a great idea. On the flip side, if you can make him damage himself (through a redirection effect, or some of Sky-Scraper's Link cards), Iron Legacy's own buffs can be a quick route to victory.
* JudgeJuryAndExecutioner: One whose influence lies over the whole world.
* KickTheDog: In his custom intros in the digital version (and, thanks to his many nemeses and the many variant heroes that could fight him, he's got many times as many as most villains), he goes out of his way to insult them as only an ex-friend could.
* KnightTemplar: He killed or maimed most of the world's heroes just for trying to reason with him.
* LifeDrain: Once flipped, Iron Legacy not only goes after the hero with the least health, but heals from it was well.
* LightningBruiser: Iron Legacy deals damage, and lots of damage very quickly. By the end of the first villain turn expect him to deal at least 9-15 damage base on the number of heroes in play.
* MadeOfIron: Iron Legacy only has 32 HP [[note]]The same amount as Legacy[[/note]], which compared to the other villains is pretty low. The only villains with a lower amount are the members of the Ennead (who are fought in a group), the Vengeful Five (except Fright Train, and they're ''also'' fought in a group), and the Dreamer (who has ''keeping'' her from dying as part of the battle's core mechanics). But Iron Legacy is incredibly hard to kill, thanks to DamageReduction and lots of [[NoCureForEvil healing]].
* MightyGlacier: Shares this with Legacy. Absent any environment cards, Iron Legacy has a very limited ability to play more than one card at a time.
* NoSell: The art of "Rule From The Front" has Argent Adept and Expatriette shoot magical beams and bullets at Iron Legacy. Iron Legacy simply stands there choking Mr. Fixer like nothing is happening. The art for "Armored Fortitude" also depicts this as Haka punching Iron Legacy, and Iron Legacy simply stands there glaring at Haka. Haka's OhCrap face says it all.
* WeUsedToBeFriends: In the Digital version, the Freedom Five (and their Freedom Six counterparts) will repudiate him as their leader and friend. His card Former Allies also shows a smashed picture of the heroes.
[[/folder]]

[[folder: Kaargra Warfang]]
!! Kaargra Warfang
->'''Debut''': Wrath of the Cosmos

The master of the Bloodsworn Colosseum, Kaargra Warfang travels the cosmos, appearing seemingly at random with her Colosseum. At each world, she forces the locals to fight for their lives as gladiators for her - and the crowd's - enjoyment. Those who impress her gain the chance to join her as one of the Bloodsworn.

In addition to her normal villain deck, Kaargra has a special Title deck. Title cards are awarded from play to any target (hero, villain, or environment) who completes the task required to claim them.

The other unique factor about Kaargra is that the heroes and villain are racing to earn Favor Points by accomplishing various feats. Kaargra cannot be defeated simply by damaging her; in order to win the heroes must gain 20 favor points before Kaargra is able to gain the same amount.

* AmazonianBeauty: Kaargra is simultaneously obviously feminine, fairly attractive, and possessed of a physique on par with Legacy or Mr. Fixer.
* ArchEnemy: Sky-Scraper, whom she once enslaved to fight in her arena.
* ArmorPiercing: The Champion title grants whomever claims it this, as the damage they deal becomes irreducible.
* BloodKnight: Kaargra doesn't just watch the gladiator games. Given enough motivation she will join her gladiators and fight the heroes alongside them. Notably, in the [[https://www.youtube.com/watch?v=X6DwnlokPdo Hero in the Arena]] video released for the digital game, she ''leaps'' at the chance to fight Sky-Scraper one-on-one... [[GoodOldFisticuffs with her bare hands]]. Many of her more-loyal Bloodsworn are also this, addicted to the thrill of fighting for glory in the arena.
* BloodSport: She runs a cosmic arena that shows this for crowds of cheering, fickle fans.
* DiabolusExMachina: The arena simply winks into being in various worlds, with no one fully understanding how or why except perhaps Kaargra herself.
* GoodOldFisticuffs: While her Bloodsworn are armed with a wide array of advanced weaponry, when Kaargra takes to the arena herself, she does so armed only with her bare fists. She's ''still'' one of the most dangerous things on the field.
* GreenSkinnedSpaceBabe: She looks mostly human, aside from her unusual skin color and markings.
* InstantKill: The Death-Caller Title rewards someone who can kill without dealing damage by granting the ability to instantly kill a target they reduce to 3 or less HP.
* InstantWinCondition : Zig-zagged. The only way for the heroes to beat her is to claim twenty points of the crowd's favor, rather than "just" hitting her until she's down. But while she does not start the game as a target, the heroes can't claim a victory if Kaargra's flipped and fighting in the arena anyway.
* LuckBasedMission: From Fickle Fans flipping the favor pool at the worst possible moment to the title deck pumping out buffs for the Bloodsworn, there are times where there is little the Heroes can do to win against Kaargra. Bring deck control or throw yourself onto the fickle winds of fate.
* MultipleChoicePast: No one's quite sure where she came from. Stories range from [[AsskickingEqualsAuthority a former competitor who fought her way to the top,]] [[KlingonPromotion then murdered the previous owner to seize control of the arena]], [[TheHeartless trading away the part of her soul that felt mercy and compassion]] to an evil cosmic entity in exchange for it, or just being a rich SpoiledBrat who got her family to buy or invent the advanced technology to sustain the place. Either way, she doesn't like to talk about it.
* NonstandardGameOver: If the villains get twenty favor at any point, the heroes lose.
* {{Regeneration}}: The Reckless title heals its holder 1 HP every time they get hit.
* WalkItOff: Get Back In There forces some of her injury-benched gladiators to get out of the trash and back into the fray. At least, if she's currently [[SlouchOfVillainy lounging on her arena throne]], she'll jump into the fight with them.
[[/folder]]

[[folder: Kismet]]
!!Kismet
->'''Debut''': Shattered Timelines

Gabrielle Adin's family was always blessed with uncanny luck, but it wasn't until she inherited their family's talisman that she discovered her true potential - and turned it to playing deadly and malicious games with anyone and everyone around her. Kismet's deck is less centered around damage and more around severely debuffing the players so that the environment can wipe them out.

* ArtifactOfDoom: Her talisman. Notably, the talisman won't always remain in her possession....
* BornLucky
* DamageIncreasingDebuff: Her Glass Jaw jinx.
* GiantSpaceFleaFromNowhere: Inexplicable Obstruction basically lets her pull this off to redirect damage.
* MeaningfulName: Kismet means destiny, something Kismet can manipulate.
* UnstoppableRage: Nicking her talisman (by reducing its HP to 0) ''pisses her off''.
* WindsOfDestinyChange: Her talisman basically allows her to do this, both to herself and to her enemies.
[[/folder]]

[[folder: La Capitan]]
!!La Capitan
->'''Debut''': Shattered Timelines

A time traveling pirate.

* AnachronicOrder: Not terribly surprising, for a villain themed around time travel. Her first appearance came in Shattered Timelines, as an established captain with a crew. Then, in Villains of the Multiverse, we see another La Capitan villain deck, this one from just after she began time traveling, and sans crew. Come [=OblivAeon=], we see the oldest version of the character yet, La Comodora, as an established hero. And finally, her promo as La Comodora is set at the start of her HeelFaceTurn, years before the base card but after the villain deck.
* ArchEnemy: The Sentinels.
* TheAtoner: Eventually she comes to regret much of what she's done and sets out to fix it. Her first step is finding a time-stranded Chrono-Ranger, fixing him up, and enlisting his help to fix those wrongs. In [=OblivAeon=], she joins the heroes in the fight as the OlderAndWiser La Comodora.
* BadassCrew: Her Crew counts, as she's deliberately traveled through time to hand-pick the biggest badasses in history.
* CoolShip: The La Paradoja Magnifica, which is capable of time travel.
* HeelFaceTurn: It seems La Capitan reformed in her old age. She rescues Chrono-Ranger (in the backstory for his promo card), confronts her younger self in the ''Villains'' variant's incapacitated side, and actually gets her own hero deck in the upcoming [=OblivAeon=] expansion.
* HornyVikings: Battle Forged, the Viking. Unlike most HornyVikings, Battle Forged helmet does not have horns on it.
* IHatePastMe: Chrono-Ranger's promo is the result of La Comodora fixing him up in exchange for fighting her younger self and fixing the messes she made (hence why her Villains of the Multiverse deck has Chrono-Ranger as a nemesis rather than The Sentinels).
* ImpossibleThief: While it makes sense for her to steal Equipment cards, she can also steal Ongoings and even One-Shots, meaning she can literally steal ''actions'' the players would otherwise be able to take.
* MeaningfulName: The La Paradoja Magifica is capable of time travel.
** La Capitan also counts as she is a pirate captain.
* OverlyLongName: La Capitan's full name is Maria Helena Teresa Fafila Servanda Jimena Mansuara Paterna Domenga Gelvira Placia Sendina Belita Eufemia Columba Gontina Aldonza Mafalda Cristina Tegrida de Falcon.
* PirateGirl: More like a Pirate Woman, but still counts.
* VideoGameStealing: Her main mechanic is whenever a hero card is destroyed by a villain card, it goes under her card rather than the player's trash, allowing her to take equipment, ongoings and other cards out of play temporarily.
* WalkThePlank: One of La Capitan's cards. Hero characters damaged as a result can't use powers until the next villain turn.
[[/folder]]

[[folder: The Matriarch]]
!!The Matriarch
->'''Debut''': Rook City\\
'''Team''': Dark Watch (following her HeelFaceTurn into Pinion)

Lillian Corvus was a frustrated {{Goth}} teenager with a fondness for antique stores and thrift shops. Her shopping habit led her to discover a feathered masquerade mask that once belonged to an evil magic user. When she put it on, it bestowed her with the power to telepathically link with and control ravens, and also with the original wearer's arrogant, malevolent personality. The Matriarch's deck is extremely minion-heavy, but it also deals a ''ton'' of damage once the minions start accumulating.

* AchillesHeel: Her most dangerous strategies rely on the DeathOfAThousandCuts, and dealing punishment damage for destroying her swarms of minions. Thus, cards that grant the heroes armor or reduce or prevent the damage the Matriarch deals ''heavily'' interferes with her core stratagem. Notably, her nemesis Tachyon's Hypersonic Assault can destroy most of her flock in one hit while blocking any retributive damage.
* AnimalEyeSpy: She can't see through her birds' eyes, but they ''can'' share intelligence with her.
* ArchEnemy: Tachyon, her cousin, whom she's always been very envious of since her parents couldn't stop comparing her to the famous scientist.
* ArtifactOfDoom: Her mask, which in-story gives her control over birds, and in gameplay gives her at least one extra card draw, potentially more per turn. However, even without it, she's still able to exert some control over them. It was once the mask of a powerful and evil wizard, and it overwrote some of her personality to put it on. Her later heroic variants are her original personality asserting more control.
* TheAtoner: Becomes the hero Pinion and joins the Dark Watch in the Sentinels Tactics line to atone for her misdeeds as a villain. She becomes a hero deck in the [=OblivAeon=] expansion as The Harpy.
* TheBeastmaster: She swarms the heroes with hordes of creepy birds.
* DeathOfAThousandCuts: She rarely, if ever, does more than 3 damage at a time and the birds only do 1 damage apiece, but between the sheer volume of birds she puts out and the number of retributive attacks she'll get, she can easily whittle down non-armored heroes. And if there's an environment card or two out that increases all damage, she can get outright frightening.
* EmoTeen: Lillian Corvus's supervillainy is essentially a very-dark version of typical teenage rebellion, not helped by a personality infusion from an ArtifactOfDoom.
* EvilSorceress: The whole reason the mask reacted to her was that Lillian has a naturally-high aptitude for magic. Notably, post-HeelFaceTurn, she's started learning how to properly use and harness her powers from Nightmist.
* FeatheredFiend: Her mooks, hordes upon hordes of birds.
* FromNobodyToNightmare: Went from a disrespected, gothy teenager to the mistress of entire legions of killer birds when she bought a seemingly harmless mask. She's also one of the game's few Class Four difficulty villains, putting her on a par with ''Iron Legacy''.
* HeelFaceTurn: After spending some time in jail, gaining more control over her powers, and reasserting her original personality, Lillian went from being a super-villain to a super hero, first as the Harpy and then as Pinion. She joined the Dark Watch as Nightmist's disciple.
** SuspiciouslySpecificDenial: When directly asked if the Matriarch would eventually join the heroes, one of the game's creators replied that [[https://greaterthangames.com/comment/90356#comment-90356 there would never be a hero named "The Matriarch"]]. And, indeed, as a hero, she takes the name Pinion in Tactics, and The Harpy in the OblivAeon expansion.
* MeaningfulName: Her full name is Lillian Merle Corvus-- "Corvus" is the genus to which crows and ravens belong, while "merle" is an archaic term for blackbird.
* TheResenter: Lillian was always jealous of the respect and success Meredith enjoyed, and the Mask brought it all to the forefront in ugly fashion.
* SadisticChoice: Matriarch tends to cause the players to have several of these when they battle her. If the players go after the fowl, then they start taking damage or lose their equipment and ongoings due to one of Matriarchs effects (and if Carrion Fields are around then the entire team except the one with the most HP starts getting hit). If they leave the birds alone and go for Matriarch (if Huginn and Muninn aren't around), then the fowl start attacking the heroes, and since Matriarch can swarm the field easily, the heroes will take a beating. Either choice is a tough one to make.
* ZergRush: Her entire play-style -- her character card's main effect is every time a Fowl card is played, so is the next card in the deck, while her mask makes it so the first non-Fowl card played per turn also triggers a card draw. Individual fowl are not very dangerous. But when she can deploy more than a dozen on her first turn, and bring them back constantly ''and'' does retribution damage whenever one dies...
[[/folder]]

[[folder: Miss Information]]
!!Miss Information
->'''Debut''': Miss Information Mini Expansion

Aminia Twain was the Freedom Five's faithful secretary. When the Freedom Five was unable to save Aminia Twain from a threat, she should have died. However, she realized that she could travel through dimensions and possess any version of herself. Using her insider knowledge of the heroes, she seeks revenge for them failing to save her life. Miss Information is unique in that she cannot be targeted by the players until a certain number of "clue" cards are put into play. Until then, the players are fighting to survive against her "diversions".

* AlternateUniverse: ''This'' Aminia Twain was exactly the faithful and demure secretary she appeared to be before her alternate universe doppelganger took over.
* ArchEnemy: Parse
* BatmanGambit: How Miss Information stabs the heroes in the back.
* BeneathNotice: Because she's faithfully worked for them for years, and they haven't done anything to turn her against them, the heroes ''never'' suspected who the mysterious saboteur working against them was before bringing in Parse.
* CounterAttack: Once flipped, she strikes back at the first person who hits her with psychic damage each turn.
* DespairEventHorizon: After her final defeat as a ''Villains'' character, Aminia finally goes completely mad, spending the rest of her life in an insane asylum hallucinating that she's beaten the Freedom Five and forced them to be her slaves.
* EvilMakeover: Once she's been exposed, TheGlassesComeOff, she [[LettingHerHairDown lets her hair down]], and she turns out to have [[SuperheroesWearTights a set of supervillainess tights under her blouse]]... complete with DominoMask.
* FailureToSaveMurder: Of ''herself''. Another timeline's version of her died when the Freedom Five chose to save a group of other civilians instead of her. After waking up in another timeline, where that battle hasn't happened, she's holding a grudge.
* TheMole: Her deck reflects her sending the heroes out on tasks while either overplaying or underplaying how dangerous they really are. When the heroes find enough Clue cards, then she reveals her true colors and can be targeted.
* TheScapegoat: The heroes of this world haven't actually done anything to wrong her... but she's more than willing to punish them for their counterparts' letting her die.
* UnreliableNarrator: Considering Aminia eventually goes completely mad, perhaps her version of events should be taken with a grain of salt.
[[/folder]]

[[folder: Omnitron]]
!!Omnitron
->'''Debut''': Base Game

A sentient robotics and armament factory, Omnitron naturally went crazy as soon as it was plugged in. Omnitron deploys minions, devastating debuffs, and massive damage, and is especially brutal against equipment-heavy heroes.

Omnitron's alternate form is '''Cosmic Omnitron'''. For any tropes relating to Omnitron's heroic future self Omnitron-X, look there.

* AIIsACrapshoot: It went from self-aware to attempting to destroy all humans almost as fast as [[Franchise/{{Terminator}} Sky-net]].
* AdaptiveAbility: One of its cards, Adaptive Plating Subroutine, makes it immune to the last type of damage it took. This gives heroes like Ra or Chrono-Ranger who primarily deal one damage type and often do so multiple times a turn a real headache.
* ArchEnemy: Omnitron-X, whose advanced technology it lusts over and whose human emotions and empathy it holds in contempt.
* TheAssimilator: It seeks to absorb as much advanced tech into its body as possible. Notably, the card Technological Singularity destroys ''all'' hero equipment cards, before dealing those affected heavy damage.
* {{Expy}}: Of ComicBook/{{Ultron}}, [[ComicBook/{{Superman}} Braniac]], and [[Franchise/{{Terminator}} Sky-net]]. All three are self-aware killer robots that replicate themselves, [[BackFromTheDead possess an almost pathological unwillingness to stay down, no matter how many times they are destroyed]], and, in two cases [[AdaptiveAbility actively work to iterate on previous designs to be deadlier each time]].
* FutureMeScaresMe: Similar to the case of Visionary/Dreamer, Omnitron-X and Omnitron are nemeses.
* InstantAIJustAddWater: It turns out that the code that automated the original Omnitron factory was accidentally turned self-aware by a single misplaced semicolon in its code.
* MooksAteMyEquipment: Omnitron's most dangerous cards are Sedative Flechettes and Technological Singularity. The former destroys all hero Ongoing cards and deals heavy damage, the latter destroys all hero Equipment cards and damages each hero based on how much equipment they had. Either one can quickly turn a game around.
* MookMaker: He makes smaller robots! Lots of them! Cosmic Omnitron takes this UpToEleven.
[[/folder]]

[[folder: Plague Rat]]
!!Plague Rat
->'''Debut''': Rook City
A former thug of Rook City before he was dethroned and forced into hiding, a stash of drugs he hid mutated him into a monstrous 6 foot rat man. Having lost his humanity, the Plague Rat is now a feral monster driven by a need to drag victims into the sewers of Rook City and infect them. Plague Rat's deck relies on Infecting heroes by getting as many copies of Infected in play, causing the heroes to hurt themselves each turn as they slowly transform into ratmen like him.

* AttackAttackAttack: Of the 25 cards in Plague Rat's deck, 21 of them do damage to the heroes. OF those 21 cards, 13 of them have the Rat do the damage himself, and the other 8 (Afflicted Frenzy and Infection). have the heroes do it themselves. Plague Rat is constantly doing damage.
* ArchEnemy: Chrono-Ranger, whose flesh he finds delicious. His descendants in the BadFuture were also responsible for the loss of Jim's arm. Apparently, Chrono-Ranger once had an entire limited series based around hunting down Plague Rat.
* AttackDeflector: Sewer Fiend reflect any environment card damage to an Infected hero, and prevents it outright if there are no infected heroes. It also makes him immune to toxic damage, handily ''preventing'' hero AttackDeflector cards from bouncing his own deck's damage back on him.
* ArmorPiercing: Plague Rat's character card lets him do Irreducible damage, and any hero who is infected deals 1 irreducible damage to themselves.
* EvilCounterpart: Mechanically, he is one to Chrono-Ranger. Both do damage with almost every card they play, and both have ways to increase their damage output to rather large levels via Bounties for Chrono and Infection for Plague Rat.
* EvilIsNotAToy: After his initial capture, [=RevoCorp=] tries to use him like a bloodhound to hunt down Setback, resulting in his ''Villains'' version. It goes about as well as one might expect, with his Incapacitated art showing that Plague Rat has once again escaped into the sewers.
* HealingFactor: Plague Rat has two: Bestial Vitality and Plague Locus. Bestial Vitality lets Plague Rat recover 3 Hp every turn, as well as offering damage reduction. Plague Locus lets him recover HP equal to the number of heroes who are infected. And Advanced Plague Rat has a healing factor on his Filthy Vermin side, healing 2 Hp per hero.
* NoNameGiven: Unlike virtually every other villain, no name is actually given for who Plague Rat was before he was transformed.
* NoSell: Sewer Fiend makes him immune to toxic damage, preventing him from having his own attacks reflected back at him, and that redirect environment damage that would be directed at him.
* PowerAtAPrice: Being Infected can increase a hero's damage if Plague Locus is still in play... but it causes them to hurt themselves each turn. Taken still further by his Advanced rules.
* ViralTransformation: His Infected cards result in this. The heroes can fight against them, but destroying them can easily mean taking a great deal of damage. And unless all heroes are infected, Plague Rat punishes those trying to get rid of Infected cards.
* TheVirus: His body carries a virulent plague that transforms other beings into mutant rat-creatures like him. His digital victory art sees him having successfully turned Ra, Legacy, and Tachyon into rat-beasts.
* WasOnceAMan: Notably, while all the other transhuman villains have had their human names revealed, Plague Rat remains a mystery. All we know is that the Chairman is responsible for him twice over, first from the Organization forcing a drug dealer into the sewers, then from Pike Industries' run-off mutating him into what he is today.
* YouDirtyRat: Comes with the territory, being a giant mutant rat-man.
[[/folder]]

[[folder: Progeny]]
!!Progeny
->'''Debut''': Wrath of the Cosmos
A liquid-metal killer from an ancient spark of creation buried long ago in the center of the planet, Progeny burst from deep within the Earth's crust with two directives: destroy life, and prepare the way for the arrival of his creator, [=OblivAeon=].

* AdaptiveAbility: It absorbs the properties of things it encounters. Most notable in its Scion cards, and the Obvious Futility Ongoing, that shows it mimicing Mainstay's strength and durability.
* TheBrute: Of all the Difficulty 4 villains, Progeny is by far the most straightforward. He doesn't have elaborate punishment mechanics and minions like the Matriarch or the Chairman, nor Iron Legacy's dizzying array of special cards and defensive tricks. Instead, he has a big pile of hit points, and a devastatingly simple gameplan: buff himself while grinding the heroes into the dust, flipping to focus down anyone who looks like they're wavering.
* ChromeChampion: A villainous variant.
* DiabolusExNihilo: As a ShoutOut to Doomsday, no one saw him coming, though Progeny ties deeply into the ongoing struggle against the end of the Multiverse.
* TheDragon: To [=OblivAeon=].
* ElementalPowers: His Scion cards are all themed around these, inflicting elemental damage as they come into play and granting him extra abilities.
* {{Expy}}: He draws clear parallels to Doomsday, as an unstoppable killing machine with an AdaptiveAbility that emerged without warning from the bowels of the Earth, the Silver Surfer, as the shiny, metallic herald of a devouring alien god, and to the T-1000, as a liquid-metal enemy.
* HealingFactor: Granted by his Scion of Ice, in which he heals two hitpoints whenever he's hit for the first time in a round.
* LightIsNotGood: His Cosmic Annihilator flip deals radiant damage to the most-injured hero.
* MyRulesAreNotYourRules: While his deck ''does'' have traditional ongoings, some of his most powerful and iconic cards, his Scion enhancements, are ''not'', and while the number he can have in play at once is limited and many of his other cards do destroy them, short of End of Days there is little the heroes can do to remove them themselves.
* TheJuggernaut: Nearly unstoppable, he plows through heroes and levels Rook City before targeting Megalopolis. The Freedom Five have to go to the limit to stop him.
* OneWingedAngel: Once a hero goes below ten hitpoints, he smells blood in the water and flips, losing his original, humanoid shape for something much less distinct, primal rays of cosmic annihilation beaming out from within him as he goes full-force on them.
* TheQuietOne: Unlike other villains, none of the quotes or flavor-text on his cards are of him saying anything (it's usually the heroes reacting to him). In the online version where villains have an opening line, Progeny notably doesn't.
* SculptedPhysique: Despite its obvious inhumanity, its base form has lots of muscles.
* VillainExitStageLeft: After he's defeated by the Freedom Five, his head rockets off into space on its own power.
[[/folder]]

[[folder: Spite]]
!!Spite
->'''Debut''': Rook City

A serial killer named Jack Donovan who was offered a stay of execution if participated in an experimental drug trial. He not only survived, he was the ''only'' test subject to react positively to all the drugs, and after murdering half the prison and escaping, he's back to hunting down victims. Spite is unique in that his deck includes "Victim" cards, which he can kill to regain health. The heroes can take damage or suffer other penalties to move the Victims into the Safehouse to protect them from Spite. In addition, Spite has "drug" cards which grant him permanent buffs as he uncovers them. Once he has all of them, he flips to a OneWingedAngel version.

His variant is '''Spite: Agent of Gloom''', a resurrected Spite whose reanimated corpse serves Gloomweaver. Unlike his normal version, this variant of Spite does not regenerate health upon damaging heroes. Instead, he starts with all of his drugs in play, activating them one by one until enough victims have escaped to the safehouse. If he fails to kill enough victims, however, [[VillainOverride Gloomweaver himself takes over.]]

* ArchEnemy: Wraith, who put him in prison, then put him in the ground.
* BackFromTheDead: The Wraith eventually killed him, but Gloomweaver [[DealWithTheDevil offered him a deal]] to bring him back.
* BarrierBustingBlow: When he storms the Safehouse, threatening all of the Victims hiding within.
* BodyHorror: Almost all of his drugs do this to different extents. Once he consumes enough drugs, he turns into a twisted, mutated monster reminiscent of [[VideoGame/{{Prototype}} Alex Mercer]] or [[VideoGame/ResidentEvil2 William Berkin]]. His Agent of Gloom variant starts in this state, and gets even worse if he flips and Gloomweaver himself takes over. However, the most obvious drug that induces this is [=PL626=] Compound XI, which transforms his left arm and the left side of his torso into a disgusting mass of pulsing, exposed tissue and toxic cysts.
* EvilEvolves: Once his drugs come into play, they're there to stay, and they all grant him dangerous new powers.
* {{Expy}}: Powers wise, of Bane. The incapacitated side of one of Wraith's character cards even shows a Spite holding her in Bane's [[HoistHeroOverHead signature posture.]]
* {{Hellfire}}: He deals infernal-type damage when he starts using Demon's Kiss.
* LifeDrain: His starting card heals whenever he inflicts damage or kills a victim, making it a challenge for the heroes to outpace his output before he flips.
* MysticalWhiteHair: Once he starts taking "Mind-Phyre," he gains psychic powers and his hair turns white.
* NoCureForEvil: [[AvertedTrope Averted]]. Spite is constantly healing off of nearly all of his damage he deals and Victims he kills before he overdoses. Once he does, his corrupted body stops regenerating, though with all his drugs in play he's still going to give the heroes a run for their money.
* PhlebotinumOverdose: Once all his drugs are in play, they cause a minor meltdown, manifesting as Spite flipping to his "Drug-Wracked Monstrosity" side, dealing toxic damage to himself for all the victims in play that he hasn't killed yet, losing the ability to regenerate then putting away his deck to spend the rest of the fight brawling with the heroes.
* PowerIncontinence: "Mind-Phyre" destroys ''all'' environment cards each turn, even those that would be helpful to him.
* PsychoSerum: How Spite increases his power. Once he gets five, he flips. His Agent of Gloom variant instead gets one of his drugs every time he kills a victim.
* SadisticChoice: His victims typically force this on the heroes. Either they suffer hits to their cards, or they leave the victim in the open for Spite to kill and feed from. His Agent of Gloom variant makes it even worse, as the heroes now have to decide whether it's more important to take the painful hit now, or let Spite get more drugs in play and become even harder to take down later.
* SerialKiller: Even before he started self-medicating with PsychoSerum, he was a prolific one. Afterward, he ''also'' needs to feed the terrible hunger his drugs induce in him. He heals damage every time he manages to kill a victim on his "Transhuman Serial Killer" side.
* SuperPrototype: There have been a number of knock-off Spites, both in the [[BadFuture Iron Legacy timeline]], where individuals armed with [=PL531=] Compound Upsilon used by the Iron Rule as foot soldiers against the Organization, in the ''Sentinels Tactics'' game where Exemplar has five henchmen, each of whom is armed with one of Spite's drugs. However, Jack Donovan is, so far, the ''only'' person to respond to more than one of his drugs, let alone ''all'' of them. Indeed, originally, the facility in which he was being tested was prepared for subjects to positively react to some of the compounds, but not to all of them at once, which is how he escaped.
* SuperStrength: [=PL531=] Compound Upsilon is the most obvious analogue to Venom, giving him huge bulging muscles that boost his damage and allowing him to send at least one Ongoing or Equipment card right back to a hero's hand each round.
* TaintedVeins: [=PL602=] Compound Omicron induces these, which also act as natural armor against the first hit he takes each turn.
* VillainOverride: If enough victims end up in the safehouse while fighting Agent of Gloom, Gloomweaver will decide that Donovan isn't living up to his end of the bargain and will take over personally.
[[/folder]]

[[folder: Wager Master]]
!!Wager Master
--> Debut: Mini expansion
[[quoteright:324:http://static.tvtropes.org/pmwiki/pub/images/wager_master_3969.jpg]]
[[caption-width-right:324:Would you like to play a game?]]

At the beginning of everything there was nothing but the wager, which was that nothing would happen. However, something did happen, and one of those somethings was the creation of Wager Master. He plays with the heroes, changing the rules as he sees fit because he can.

* ArchEnemy: Guise.
* BerserkButton: If most of his cards are put face-down, he flips into his "Increased Stakes" mode-in effect, he has a tantrum about the fact that the heroes are successfully overcoming his arbitrary contests and refusing to play ball with him, going full KillerGameMaster and attacking the heroes directly while he resets the board.
* BewareTheSillyOnes
* {{Expy}}: of [[{{Franchise/Superman}} Mr. Mxyzptlk]], though more overtly malevolent.
* DealWithTheDevil: Two of his cards see him trying to make these: one with Expatriette, to give her the superpowers her mother always wanted her to have, and one with Absolute Zero, to let him be normal and exist outside of his specialized cryo suit and chamber.
* LittleGreenMan: Little ''Blue'' Man, but close enough.
* InstantWinCondition: As expected of a RealityWarper who changes the rules of the game, his deck has several of both these and [[NonStandardGameOver Non-Standard Game Overs]].
** Losing to the Odds lets the heroes win if every hero has an even amount of HP (that is not their max HP) at the end of the villain turn.
** Not All He Seems lets the heroes win if Wager Master's deck is empty.
* LuckBasedMission: More than any other villain. There is a non-trivial chance of the game ending in victory or defeat for the heroes before the villain's opening turn is over.
* NonStandardGameOver: As expected of a RealityWarper who changes the rules of the game, his deck has several of both these and [[InstantWinCondition Instant-Win Conditions]].
** An Unwise Wager makes the heroes lose if there is ever a empty hero deck at any time.
** Playing Dice with the Cosmos makes the heroes lose if even one hero is incapacitated at the end of Wager Master's turn.
** Any hero incapacitated by the effect of The New Deal results in the heroes losing.
** The Wagelings cause the Heroes to lose if there are more villain targets than hero targets
** Who Are You Fighting? makes the heroes lose if Wager Master runs out of HP.
* NotSoHarmless: One of his cards sees him going on a murderous rampage because the heroes beat him. His victory screen in the digital version sees him gleefully [[Film/DoctorStrangelove riding a huge nuclear bomb]] down to the ground, with a big cheerful smile on his face and a jaunty wave of his hat.
* RealityWarper: He can bend reality with his control over cosmic improbability.
* SoreLoser: As shown by both his [[BerserkButton Increased Stakes]] flipside (going into a rampage when he realizes the heroes are beating him) and in the web version victory screen (where he sulkily pouts over his loss).
* WeCannotGoOnWithoutYou: Playing Dice with the Cosmos and The New Deal each result in hero losses should there be even one incapacitated hero.

[[/folder]]

!The Vengeful Five

[[folder:General]]

After one too many defeats by Legacy, Baron Blade puts together a team of villains who all want revenge against the Freedom Five.

Unlike the Ennead, the Vengeful Five are five separate Villains: They have their own villain decks, similar to how the heroes each have their own decks.

* FiveBadBand:
** BigBad: Baron Blade
** EvilGenius: Baron Blade and Friction
* EvilCounterpart: The v5 play differently than most of the other villains, as they each have their own decks, cannot be played as individual villains, and they take turns alternating between villain and hero. In short they act like the hero team. Each V5 also mirrors a Freedom 5 member
** Baron Blade is the leader of the team, like his nemesis Legacy
** Ermine is a (former) member of high society like Wraith.
** Friction has super speed and is a scientist like Tachyon.
** Fright Train used to be in the military and is a heavy hitter like Bunker.
** Proletariat is a super powered person intended to serve as a military superhero, like Absolute Zero.
[[/folder]]

[[folder: Vengeant Baron Blade]]
!!Vengeant Baron Blade
->'''Debut''': Vengeance

Fed up with being beaten by Legacy, Baron Blade scoured the world for other villains who have vendettas. Thus, the Vengeful Five were created to defeat the Freedom Five once and for all.

* ArchEnemy: Legacy.
* BigBad: Of the Vengeful Five.
* EliteMooks: Citizen Slash, Ruin, Omni-Blade, Zhu Long, and Empyreon, the Nemeses of Ex-Patriette, Argent Adept, Omnitron-X, Mr. Fixer, and Captain Cosmic.
* EvilGenius: As usual, his deck is full of his inventions, and he supplies Friction with the Shock Dampners that keep her from frying herself.
* HeroicBuild: SuperSerum has its perks!
* NoSell: Negation Bands can negate one attack each turn and heal him at the same time.
* SuperSerum: How Baron Blade turned into a badass. However, it wasn't quite complete and tends to hurt him. Eventually, by the time he becomes Luminary, he's had to flush it all out of his system.
[[/folder]]

[[folder: Ermine]]
!!Ermine
->'''Debut''': Vengeance

A member of Rook City's high society, Ermine was secretly a thief until she was caught by The Wraith. Ermine was unable to be arrested though, but her identity was revealed and her reputation was ruined. Now she seeks revenge against The Wraith.

* ArchEnemy: The Wraith.
* ClassyCatBurglar: Naturally, given who she's obviously channeling.
* DarkAndTroubledPast: Her first appearance was actually as a child on the Rook City card "Blighted Streets," where her parents were being robbed at gunpoint. Unlike the [[{{Franchise/Batman}} subject of the obvious inspiration for the scene]], however, a young Cassandra took away from the experience the lesson that anyone can take anything from anyone by force or guile, and she may as well be the one doing the taking.
* {{Expy}}: of Catwoman.
* GogglesDoNothing: Nothing but keep her catburglar theme together.
* HeelFaceTurn: Implied, as she is among the "friends" Captain Cosmic is producing constructs of on his Unflagging Animation card.
* {{Irony}}: She and Maia each despised one another's [[UpperClassTwit cover identities]] as frivolous, decadent fops, each unaware of the others' secret activities.
* OhCrap: Becomes less zany and a lot more nervous when facing Freedom Six Wraith.
* SpyCatsuit: Has a number of unusual divergences, including a high collar, no sleeves, and fluffy ruffles around the gloves. Still has the cleavage though.
[[/folder]]

[[folder: Friction]]
!!Friction
->'''Debut''': Vengeance

A former researcher for Tachyon, Friction was fired for unsafe scientific practices and general rudeness. Angered at the speedster, she stole experimental gear, giving her the same super speed as Tachyon, and convinced Baron Blade to allow her the chance for vengeance.

* ArchEnemy: Tachyon
* EliteMooks: Highbrow, Revenant, and Argentium.
* EvilCounterpart: To Tachyon. Both play very similarly, focusing on getting as many Bursts/Surges into the trash to unleash one big attack, as well as having a few cards similar to each other (Synaptic Interruption/Speedy Sidestep)
* {{Expy}}: Of Professor Zoom.
* FatalFlaw: Ironically for a speedster, sloth. She got fired in the first place for being too lazy to do good work or maintain a clean workplace, and many of her cards stress that she's ignoring basic safety precautions and manuals because she can't be bothered to read them.
* FragileSpeedster: She can [[GlassCannon hit hard if she gets going]] and play lots of cards at once, but her hitpoints and defenses aren't great and her own cards do damage to her if he loses her Shock Dampeners.
* NoBodyLeftBehind: In the end, there's not much left of her but smoking shoes.
* RevengeBeforeReason: Friction is the only member of the Five that wasn't invited at all. And the suit she wears could easily shatter every bone in her body. But her desire for petty revenge is just as bright as the others', and Blade could see that.
* ShockAndAwe: Friction's speedsuit generates a good amount of electrical currents. In game, most of her cards deal herself lightning damage from moving so fast. Fortunately for her, she has the Shock Dampeners to make her immune to Lightning damage. At least, until the Heroes destroy it.
* SuperSpeed: Unlike her Nemesis, Friction's super speed is from a speed suit, explaining why practically every one of her cards deals herself lightning damage: Unlike Tachyon, Friction is going faster than her body can take.
[[/folder]]

[[folder: Fright Train]]
!!Fright Train
->'''Debut''': Vengeance

A former marine who served with Lt. Vance, he was honorably discharged due to injuries while serving, while Vance received the Bunker Suit. Unable to find legitimate work, Graves ended up providing security for unsavory people, and was chemically enhanced due to contract. Now larger and stronger than before, he swears vengeance against Bunker.

* ArchEnemy: Bunker, his one-time rival.
* TheBrute: He works as hired muscle now, contracted as Baron Blade's bodyguard.
* ChainedToARailway: Bunker, Engine of War's Collector's Edition incapacitated art shows him tied up in railway ties, presumably by Iron Legacy, and left in the path of a nearby train. The look on his face shows he is very much aware of the irony.
* HeelFaceTurn: In the AlternateTimeline, Fright Train joins up as the Bunker, Engine of War to put a stop to Iron Legacy.
* HeroicBSOD: The incapacitated art for Bunker, Engine of War, sees him drinking heavily as he sees Fright Train staring back at him out of the mirror.
* PsychoSerum: Didn't read the fine print in his contract carefully enough, and ended up turned into a gigantic unstoppable brute of a man.
* PungeonMaster: Loves his train puns. This even carries over into the playable version of him in the digital game.
* TheRival: In training, Vance and Graves were fierce and unfriendly rivals, though Graves reluctantly followed his officer's lead in the field. The two came to a kind of peace with one another... before the chemical enhancements wrecked his mind and body.
* ScaryBlackMan: So big the Bunker suit had to be hollowed out to accommodate his alternate universe double.
[[/folder]]

[[folder: Proletariat]]
!!Proletariat
->'''Debut''': Vengeance

In the years before the Cold War, Russian Soldier Aleksandr Tsarev was experimented on using a lump of cosmic rock. Soon he discovered the rock could split himself into two if hit with a strong enough impact. After learning how to control said power, he was put into Cryo suspension in case he was needed during the Cold War. When the Cold War never happened, the higher ups forgot about him, and he was kept in suspension until Baron Blade found him. Now, he swears vengeance against Absolute Zero, a fellow government lapdog.

* AntiVillain: While he remains an enemy of the Freedom Five even in the ''Tactics'' timeline, Aleksandr is ultimately loyal primarily to his own conscience, and turns on his allies if he believes them to be in the wrong.
* ArchEnemy: Absolute Zero
* AttackReflector: Proletariat reflects any damage that isn't Psychic to the Clone with the least [=HP=].
* DropTheHammer: He often carries one.
* Expy: Of Winter Soldier, but with Multiple Man's powers.
* HumanPopsicle
* HumanShield: Defensive Formation, which reduces damage the least healthy Proletariat takes by the number of Proletariats in play.
** A more traditional version is the Proletariat's Character card: If there are any clones running around, the least healthy one takes any damage he would take, unless it is Psychic damage.
* MesACrowd: His power. He can duplicate himself, but the more of him there are, the more psychic damage the original deals himself each turn.
* WildCard: He sometimes works with the heroes and sometimes with the villains in ''Tactics'', battling what he believes to be oppressors of the common man.
* ZergRush: His general strategy is to swarm the field with as many clones of himself as he can. However, each Clone causes the real Proletraitat to hurt himself, so while one Clone is manageable several Clones are hazardous to both the heroes and himself.
[[/folder]]

[[folder: The Nemeses]]
!!The Nemeses
->'''Debut''': Vengeance

Throughout their years of super heroing, the Sentinels of the Multiverse have racked up several enemies who want revenge against the heroes. Not only do they have nemesis symbols to do more damage to their nemesis of choice, but they gain bonus effects if their nemesis is active in the battle.

* AnimalThemedSuperbeing: The Hippo. [[ExactlyWhatItSaysOnTheTin Who is in a Hippo costume]].
* ArchEnemy: All of them.
* BadassCrew: The Crackjaw Crew.
* CCGImportanceDissonance: Ironically, this is present even though the comics the game is supposedly adapting don't actually exist.
** Revenant, as the villainous head of [=RevoCorp=], is Setback's nemesis and behind several of the nasty events in the backstory: creating the original Omnitron, retrieving parts from it to try to reverse-engineer, firing Parse before trying to hunt her down, cooperating with Baron Blade to reverse-engineer Legacy's powers into SuperSerum, hunting Setback, the sole successful test subject, with a mutant monster, and programming Benchmark to turn on the other heroes amidst a universal crisis for his own ends. Yet, he remains a feature of someone else's deck with no more seeming importance than any other minor villain.
** Zhu Long, Mr. Fixer's immortal nemesis, has similarly mismatched storyline and game importance, but ''he'' eventually received his own Environment deck.
* CharacterDevelopment: Vyktor. He went from Voss's First Lieutenant who kills quickly to save time to an EvilScientist who wants his foes to suffer.
* CreepyChild: Tantrum appears to be this.
* EarlyBirdCameo: For heroes. Empyreon, Tantrum, and Argentum, who are Nemeses for heroes Captain Cosmic, Skyscraper, and Guise who had yet to be released. Also Choke appeared as a Fright Train minion before becoming the stand-alone villain Chokepoint.
* EliteMook: Mechanically, all of the Nemeses are. A good number of them have more than average HP for minions, and all of them have special abilities that trigger depending on if their Hero is active.
* EvilCounterpart: A few.
* EvilGenius: Highbrow.
* EvilOldFolks: Zhu Long.
* FrickinLaserBeams: Empyreon, and one of the Crackjaw Crew.
* TheGunslinger: Doc Tusser.
* HealingFactor: Man-grove, but only if NightMist is active.
* HeelFaceTurn: Man-grove eventually befriends the young Vanessa Long, who sooths his rage and gives him her stuffed ape as a keepsake. Thus, he's become a hero character by the time of ''Tactics''.
* ILoveNuclearPower: The Radioactivist, who deals Energy damage (but only if Unity is in the fight).
* MyBrainIsBig: Highbrow.
* OneWingedAngel: Zhu Long, in his environment deck, can assume his "true form": a powerful, gigantic gold dragon.
* RoguesGalleryTransplant: Implied with Equity, who has The Naturalist's nemesis symbol, but he appears on the art of Rook City Wraith's incapacitated side and his flavor text implies that she's familiar with him.
* ShockAndAwe: Major Flay.
* WhipItGood: Major Flay.

[[/folder]]

!Others

[[folder: The Endlings]]
!!The Endlings

Deep in the far reaches of space lies the Enclave of the Endlings. It is the eternal home of the Endlings, beings that were granted eternal life by the Terminarch to preserve the racial memory of functionally extinct species.

The Endlings are part of the environment deck of the same name, so they may attack heroes and villains alike in the defense of their home.

* TheAce: Each one is an ideal, peak specimen of their kind, a paragon of their dead race.
* ArtShift: The art style for the Enclave of the Endlings resembles that of early 50's science fiction and comic legend Creator/JackKirby, complete with KirbyDots.
* BloodKnight: Possibly Urdid, who hungers for a challenge.
* ConflictKiller: Immutus, the Last Fortrian, a metal giant with buckets of hitpoints who redirects all damage to itself. Fortunately, given the way turns play out, it usually blunts the villain's damage first.
* FishPeople: Frazzat, the last Pirinian.
* LastOfTheirKind: Each of the Endlings are last of their kind, kept alive so that their species would not die out.
* MultiArmedAndDangerous: Jansa Vi Dero the Terminarch and Frazzat.
* ObviouslyEvil: Orbo, the last Satellan, a giant, hungry planet. He is the only Endling that will attack the others.
--> "Orbo hungers...he cannot be trusted," The Terminarch warned. "I preserve him as I do all Endlings, but a time will come in which he will surely betray us."
* PoisonousPerson: Venox, the last Mubbloxian, like his gene-twisted brethren who have been pressed into service under Voss.
* Really700YearsOld: All of them are very old, though their exact ages are unknown. The only one who has a rough estimate of age is Deadline, who is around 700. But the Enclave freezes them in time, making them functionally immortal.
[[/folder]]

[[folder: OblivAeon]]
!![=OblivAeon=]
-> '''Debut''': [=OblivAeon=]

A malevolent presence referenced in various aspects of the backstory, who sent Progeny and has been a looming threat for the whole series. In January 2016, an AlternateRealityGame hinting at his presence began with the words "It's Coming." It ended January 29 with the reveal of [[https://greaterthangames.com/oblivaeon OblivAeon]]. The game's creators have confirmed that it will be the final boss of the series.

* BigBad: Of the entire game.
* CurbStompBattle: He faces off Ra, The Ennead and Annubis all at once and destroys them all.
* CurbStompCushion: Though it kills them all them, its battle with Ra and the rest of his estranged pantheon leaves shards of [=OblivAeon=] behind on the battlefield. While they mourn their dead friend, this gives the heroes hope -- whatever [=OblivAeon=] is, it can be harmed.
* EarlyBirdCameo: For those interested in the game's back story, this mysterious being pops up obliquely. The promo card [[http://sentinelsofthemultiverse.com/multiverse/villains/omnitron Cosmic Omnitron]] states "A mysterious cosmic entity had observed as a simple factory transformed itself into a being of great intellect and order, and this entity was disappointed to see it brought to so swift an end" before reviving the defeated villain (later [[https://greaterthangames.com/comment/90333#comment-90333 confirmed by a game creator)]]. Later, Deadline sees a cosmic event forming around Earth threatening to eliminate all life, again implied to be this same being. He shows up physically in some cards, in part or in whole -- Captain Cosmic's incapacitated art has him in [=OblivAeon=]'s palm, K.N.Y.F.E.'s Primed Punch has her about to attack him in space, and Nightmist's Mists of Time shows him gripping Earth in the palm of his hand. The writers revealed his name appears in leetspeak, reflected in Parse's eyes on her incapacitated art, while his glowing markings appear on her body in her Collector's Edition incapacitated art. Finally, in the digital game, Infinitor's Heroic variant loss screen has him starting to manifest on earth.
* EnemyMine: Ra rallies his nemeses, the Ennead, to fight him, and he inspires several other villains to team up with the heroes, such as Baron Blade.
* {{Expy}}: Of Galactus (world-destroyer with heralds) and the Anti-Monitor (malevolent universe-destroyer who ends up causing the end of the multiverse as we know it), with obvious visual aspects of Darkseid and Thanos as well.
* GreaterScopeVillain: He was behind such menaces as Cosmic Omnitron and Progeny, the Ego half of one of his Oblivion shards caused poor Infinitor's madness, and, considering the vast scope of his plans, he's probably the ''greatest'' scope villain in the 'verse.
* HeroKiller: During the ARG, comics are revealed that show [[EnemyMine Ra, the Ennead and Anubis]] teaming up to strike at him -- by the time the battle's over, Ra is mortally wounded, the Ennead are reduced to their relics and Anubis is nowhere to be seen.
* NeckLift: He's inflicting this on a hapless Sky-Scraper in her Extremist variant's huge incapacitated art.
* OmnicidalManiac: According to [[https://greaterthangames.com/scionsaid one of his Scions]], he wants to destroy everything. The expansion's blurb mentions that he wants to collapse all reality into a single multiversal singularity, which he will dominate.
* VaguenessIsComing: The ARG that introduces him begins with "It's Coming," burned into the leveled Rook City.
[[/folder]]
[[Characters/SentinelsOfTheMultiverseVillains Villains]]
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* OddFriendship: Although she is a devout Christian whose powers are fueled bysfaith and Ra is the incarnation of a pagan god, the two get along very well. When Ra dies, he does so [[PietaPlagiarism in her arms]], telling her that he always believed in her.

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* OddFriendship: Although she is a devout Christian whose powers are fueled bysfaith by faith and Ra is the incarnation of a pagan god, the two get along very well. When Ra dies, he does so [[PietaPlagiarism in her arms]], telling her that he always believed in her.

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Spectral Time: Self Healing and Enduring Intercession are not tropes, and camelcasing them makes broken links.


* OddFriendship: Although she is a devout Christian whose powers are fueled by faith and Ra is the incarnation of a pagan god, the two get along very well. When Ra dies, he does so [[PietaPlagiarism in her arms]], telling her that he always believed in her.

to:

* OddFriendship: Although she is a devout Christian whose powers are fueled by faith bysfaith and Ra is the incarnation of a pagan god, the two get along very well. When Ra dies, he does so [[PietaPlagiarism in her arms]], telling her that he always believed in her.



* SelfHealing: Fanatic resets her dislocated shoulder in Undaunted.

to:

* SelfHealing: SelfSurgery: Fanatic resets her dislocated shoulder in Undaunted.



* TakingTheBullet: EnduringIntercession redirects all damage the heroes would take from the environment to Haka.

to:

* TakingTheBullet: EnduringIntercession Enduring Intercession redirects all damage the heroes would take from the environment to Haka.



* TheLeader: Falls into this role no matter what team you have, thanks to his Galvanize power and ability to take damage.

to:

* HeroicSacrifice: Heroic Interception shows Legacy catching a missile that would have hit the White House. In-game, Legacy damages himself and renders all other heroes immune to damage for a turn.
-->'''Legacy''': "No sacrifice too great."
* TheLeader: Falls into this role no matter what team you have, thanks to his Galvanize power and ability to take damage. Many of his cards, such as Motivational Charge, Inspiring Presence, and Bolster Allies, emphasize his ability to inspire and lead a team.



* ShootingSuperman: Legacy is on the receiving end of this in Fortitude.
-->'''Narrator''': Legacy took times like these to ponder what dinner would involve tonight.



* SpiderSense: The very first power the Legacy line gained was a "Danger Sense" warning them of impending threats. In-game, this makes Legacy immune to environment damage.




to:

* TakingTheBullet: Heroic Interception's art has Legacy catching a missile headed for the White House. Lead From The Front allows him to take any attack that would hit another hero.
* WrittenSoundEffect: "Thokk!" plasters the title in the background as Legacy punches out his EvilCounterpart.
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Something I remembered from the forums.


* MexicanStandoff: She faces off with an unknown opponent in this manner in Quick Draw.

to:

* MexicanStandoff: She faces off with an unknown opponent in this manner in Quick Draw. From WordOfGod, it appears to be one of the rare good cops in Rook City, who disapproves of her vigilante ways.
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* AntiVillain: Deadline only wants to save all reality by sparing Earth from [=OblivAeon=]'s attention -- but the only way he can think of to do so is to destroy all human civilization and plunge it into a new dark age.

to:

* AntiVillain: Deadline only wants to save all reality by sparing Earth from [=OblivAeon=]'s attention -- but the only way he can think of to do so is to destroy all human civilization and plunge it into a new dark age. His victory screen in the digital version shows him shuddering in horror, eyes closed.

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* CompleteImmortality: Haka is literally the only hero in the gameline who has ''never'' died in any timeline. Even in the horrific BadFuture of the Final Wasteland, the Eternal Haka's variants don't see him dead, just naked and alone. His Xtreme Prime Wardens variant is swimming through ''magma'' to go after Ambuscade, and it just seems to be pissing him off. The only place he ''seems'' to be dead is the Iron Legacy timeline, and even then he's not ''explicitly'' dead, just absent.



* HiddenDepths: Haka is a BoisterousBruiser who loves a good fight and a good challenge. He is also incredibly wise, patient, and eloquent, and when not engaging in superheroics, he works as a substitute teacher because he is interested in passing knowledge on to future generations.



* NighInvulnerable: One of the most durable heroes in the game; not only does he have the highest hitpoints of ''all'' heroes, he's also loaded with both one-shots and ongoing cards that reduce damage or let him heal. His Xtreme Prime Wardens variant is even tougher, picking a hero to shield and regenerating one hit point whenever he takes damage until the start of his next turn.

to:

* NighInvulnerable: One of the most durable heroes in the game; not only does he have the highest second-highest hitpoints of ''all'' heroes, losing out only to the even-more-immortal Akash'Thriya, he's also loaded with both one-shots and ongoing cards that reduce damage or let him heal. His Xtreme Prime Wardens variant is even tougher, picking a hero to shield and regenerating one hit point whenever he takes damage until the start of his next turn.



* OffhandBackhand: Elbow Smash is an offhand, well, elbow.
* StrappedToAnOperatingTable: In his Prime Wardens incapacitated art, he's been captured by Ambuscade.

to:

* OffhandBackhand: Elbow Smash is an offhand, well, elbow.elbow, dealt to the Hippo.
* StrappedToAnOperatingTable: In his Prime Wardens incapacitated art, he's been captured by Ambuscade.Ambuscade and is pinned to his trophy room's wall in electrical restraints.



* SuperStrength: It might be supernatural, it might just be a side effect of being immortal and working out for hundreds of years.

to:

* SuperStrength: It might be supernatural, it might just be a side effect of being immortal and working out for hundreds of years. Either way, he can hit hard with his Maori weapons, and focus himself with the Haka of Battle to hit harder than almost anyone.

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* TwentyFourHourArmor: Justified, his armor is also his life-support. He's seen wearing a suit over it while attending Baron Blade's funeral.



* SelfSurgery: Fanatic resets her dislocated shoulder in Undaunted.

to:

* SelfSurgery: SelfHealing: Fanatic resets her dislocated shoulder in Undaunted.



* TakingTheBullet: Enduring Intercession redirects all damage the heroes would take from the environment to Haka.

to:

* TakingTheBullet: Enduring Intercession EnduringIntercession redirects all damage the heroes would take from the environment to Haka.
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* SelfHealing: Fanatic resets her dislocated shoulder in Undaunted.

to:

* SelfHealing: SelfSurgery: Fanatic resets her dislocated shoulder in Undaunted.



* TakingTheBullet: EnduringIntercession redirects all damage the heroes would take from the environment to Haka.

to:

* TakingTheBullet: EnduringIntercession Enduring Intercession redirects all damage the heroes would take from the environment to Haka.
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Since she's got her own "thing" in Prime War.


* AllCrimesAreEqual: A bit of a character flaw, as she approaches stopping small-time crimes with the same zeal and violence she would an alien invasion. As such, she can be difficult for other heroes, like Legacy, to work with. In the ''Letters Page'' podcast, [[WordOfGod the writers]] summed this up as, "Voss is attacking? Grab Fanatic, she'll be a big help. ... Bank robbery? Nobody tell Fanatic."

to:

* AllCrimesAreEqual: A bit of a character flaw, as she approaches stopping small-time crimes with the same zeal and violence she would an alien invasion. As such, she can be difficult for other heroes, like Legacy, to work with. In the ''Letters Page'' podcast, [[WordOfGod the writers]] summed this up as, "Voss is attacking? Grab Fanatic, she'll be a big help. ... Bank robbery? Nobody tell Fanatic."" Her Prime Warden variant explicitly notes that she's mellowed out a bit.



* ArchEnemy: Apostate, the fallen angel who claims to have created her.

to:

* ArchEnemy: Apostate, the fallen angel who claims to have created her.her, and Blood Countess Bathory, an immortal and evil vampiress.



* Determinator: Undaunted gives her solid damage resistance, and Aegis of Resurrection actually brings her back from zero hit points to keep fighting.

to:

* Determinator: {{Determinator}}: Undaunted gives her solid damage resistance, and Aegis of Resurrection actually brings her back from zero hit points to keep fighting.fighting. Both, like the rest of her powers, are fueled by her faith and determination.

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* OffscreenMomentOfAwesome: In Pterodactyl Thief, from the Insula Primalis environment deck, a pterodactyl is stealing Expatriette's rocket launcher. In her card RPG Launcher, she's ''riding the pterodactyl while shooting a T-Rex''.

to:

* OffscreenMomentOfAwesome: In Pterodactyl Thief, from the Insula Primalis environment deck, a pterodactyl is stealing Expatriette's rocket launcher. In her card RPG Launcher, she's ''riding the pterodactyl while shooting a T-Rex''.T-Rex with the RPG''.



* BackFromTheDead: With no memories and apparent visions from heaven, at age 6. She also has an item which lets her do this in the game.

to:

* BackFromTheDead: With no memories and apparent visions from heaven, at age 6. She also has an item Aegis of Resurrection, which lets revives her do this in the game.if she drops to zero hit points.



* CastFromHitpoints: Several of her more potent one-shots and ongoing effects depend on Fanatic doing damage to herself in the process.

to:

* CastFromHitpoints: Several of her more potent one-shots and ongoing effects depend on Fanatic doing damage to herself or another hero in the process.



* Determinator: Undaunted gives her solid damage resistance, and Aegis of Resurrection actually brings her back from zero hit points to keep fighting.



* IllKillYou: To [[ArchEnemy Apostate]], of course.
-->'''Fanatic''': "I swear on all that is holy, '''you shall fall'''."



* SelfHealing: Fanatic resets her dislocated shoulder in Undaunted.



* WreckedWeapon: Absolution breaks sometime between her defeating Apostate as her Redeemer variant and her joining the Prime Wardens. But there's still enough blade left on the hilt for her to use it as a weapon.

to:

* WreckedWeapon: Absolution breaks sometime between her defeating Apostate as her Redeemer variant and her joining the Prime Wardens. But Wardens, but there's still enough blade left on the hilt for her to use it as a weapon.


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* BringIt: From Ground Pound.
-->Ha ha! Bring it on!


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* DespairEventHorizon: See AllForNothing.


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* NoSell: Haka Of Shielding shows Ambuscade detonating some kind of explosive directly behind Haka. He doesn't bother to stop eating his sandwich.
** Punish The Weak shows him completely ignoring two of Grand Warlord Voss' troops who are trying to shoot and stab him in order to dangle a third from its leg.


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* OffhandBackhand: Elbow Smash is an offhand, well, elbow.
* StrappedToAnOperatingTable: In his Prime Wardens incapacitated art, he's been captured by Ambuscade.


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* TakingTheBullet: EnduringIntercession redirects all damage the heroes would take from the environment to Haka.
* WalkingShirtlessScene: His default outfit consists of nothing but a small vest and bracers above the waist. His variants are more dressed.

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* ArtShift: Reload is black-and-white, with prominent blood spatter in the background.



* BulletproofVest: Flak Jacket. It will completely prevent any one attack that would deal at least three points of damage.



* FiringOneHanded: Expatriette does this with an [[UpToEleven assault rifle]].
* GoodSmokingEvilSmoking: Downplayed. She smokes in Arsenal Access and Quick Draw, but appears to avoid it when she's working.



* KillItWithFire: Incendiary Rounds do more damage and fire damage.
* KillItWithIce: Liquid Nitrogen Rounds do ice damage and reduce the damage of whoever they hit.



* MexicanStandoff: She faces off with an unknown opponent in this manner in Quick Draw.



* OffscreenMomentOfAwesome: In Pterodactyl Thief, from the Insula Primalis environment deck, a pterodactyl is stealing Expatriette's rocket launcher. In her card RPG Launcher, she's ''riding the pterodactyl while shooting a T-Rex''.



* TakingTheBullet: Her Darkwatch incapacitated card shows her leaping in front of Setback to shield him from an explosion. His Darkwatch incapacitated card shows his reaction.

to:

* TakingTheBullet: Her Darkwatch incapacitated card shows ShootingSuperman: Hollow Points depicts her leaping unloading her weapons into Argentium, a villain made of liquid metal. Although the shots are blowing holes in front of Setback to shield him from an explosion. His Darkwatch incapacitated card shows his reaction. body, he only seems mildly annoyed.


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* TakingTheBullet: Her Darkwatch incapacitated card shows her leaping in front of Setback to shield him from an explosion. His Darkwatch incapacitated card shows his reaction.
* TemptingFate: From Hairtrigger Reflexes, a card that lets Expatriette shoot any targets that enter play:
-->'''Blade Batallion Commander''': "Get out there! She can't shoot '''all''' of you!"
* UnorthodoxReload: Speed Loading shows her holding Pride and Prejudice upside down and allowing fresh clips to fall into them.
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* OOCIsSeriousBusiness: It's notable that the single one-liner in her flavor text that ''isn't'' a malapropism is when she's slamming [[ArchEnemy Kaargra]] into the dirt.
-->'''Sky-Scraper''': You put me in chains. I will put you in the ground!

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** In the more traditional sense, several cards allow Knife to create a chain of card draws, card plays and powers. An example is Battlefield Experience's power into For the Greater Good into another Battlefield Experience, then using it's power into another card. It requires a bit of luck and planing but is possible.

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** In the more traditional sense, several cards allow Knife to create a chain of card draws, card plays and powers. An example is Battlefield Experience's power into For the Greater Good into another Battlefield Experience, then using it's power into another card. It requires a bit of luck and planing planning but is possible.



--> '''The Scholar''':"What do you mean, 'Lazy'? I'm preparing, planing, strategizing."

to:

--> '''The Scholar''':"What Scholar''': What do you mean, 'Lazy'? I'm preparing, planing, strategizing."planning, strategizing.
* CallBack: Know When To Cut Loose calls back to Know When To Hold Fast, both in the title and in the flavor text:
--> '''The Scholar''': In a lot of ways, this would have benefited from planning.


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* LeaningOnTheFourthWall: Fitting, given he sees Guise as an apprentice, according to WordOfGod. The flavor text of Know When to Turn Loose all but tells you to use Know When to Hold Fast first, with the reference to "planning."
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* AllCrimesAreEqual: A bit of a character flaw, as she approaches stopping small-time crimes with the same zeal and violence she would an alien invasion. As such, she can be difficult for other heroes, like Legacy, to work with. In the ''Letters Page'' podcast, [[WordOfGod the writers]] summed this up as, "Voss is attacking? Grab Fanatic, she'll be a big help. ... Bank robbery? Nobody tell Fanatic."
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* BadassLongcoat: Sports a nice one in his Prime Wardens variant.


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* DoppelgangerAttack: Some of his constructs, such as Augmented Ally or Unflagging Animation, are copies of his allies.


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* LifeDrain: Of a sort. His Vitality Conduit funnels the life drained from it into its wearer.


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* TakenForGranite: His Prime Wardens incapacitated artwork shows him transformed into a golden statue.


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* CounterAttack: The Ultimate Target bounty lets Chrono-Ranger use a power when the target deals damage to anything, not just himself.


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* ICallItVera: Jim's Danny-Boy, which he calls Danny.
* IWorkAlone: A downplayed example. He's willing to fight alongside other heroes if the threat is serious enough, but he never teams up with them in any permanent capacity.
* MysteriousStranger: He's appeared to assist the other heroes against a number of dangerous villains, such as Akash'Bhuta and The Dreamer, but always departs immediately after. None of the other heroes know much about him.


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* SetRightWhatOnceWentWrong: Chrono-Ranger's objective. The Final Wasteland is full of dangerous monsters. Chrono-Ranger hunts them down in the past, before they can destroy civilization. He also tracks down the occasional dangerous supervillain, such as Ambuscade or Akash'Bhuta.


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* WhereDoesHeGetAllThoseWonderfulToys?: Con, an artificial intelligence from a BadFuture, keeps him supplied with advanced weaponry.


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Was listening to the podcast today. She is Sen. Emily Parsons of Connecticut. No party is given.


* MissingMom: There's no mention of Felicia's mother either in her or her dad's or Iron Legacy's back stories. Plus, Legacy takes care of household tasks (at least he cooks). WordOfGod, however, says that she's alive and fine -- she's just not involved in the family superheroics, and therefore doesn't show up in the card game.

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* MissingMom: There's no mention of Felicia's mother either in her or her dad's or Iron Legacy's back stories. Plus, Legacy takes care of household tasks (at least he cooks). WordOfGod, however, says that she's alive and fine -- she's just busy as a U.S. Senator and not involved in the family superheroics, and therefore doesn't show up in the card game.game. Her only on-card appearance, according to the ''Letters Page'' podcast, is as a hostage in the Madame Mittermeier’s Fantastical Festival of Conundrums & Curiosities environment deck.

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* DistaffCounterpart: Of her father. In the third timeline presented in Sentinels Tactics, Young Legacy takes the name of Beacon until her father passes the title of Legacy to her.

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* DistaffCounterpart: Of her father. In the third timeline presented in Sentinels Tactics, ''Sentinels Tactics'', Young Legacy takes the name of Beacon until her father passes the title of Legacy to her.



* HotBlooded: Beacon is a lot more aggressive and eager to jump into a fight than her father is. In ''Tactics'' she's seen throwing around furniture in annoyance when the Operative insists on playing coy with her, and is frustrated at being left behind to "babysit" while her dad is off fighting.



** Terraforming →

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** Terraforming Disintegration Ray Innervation Ray



** Technological Singularity → Singularity
** Terraforming → Bio-Engineering Beam



* AscendedFanboy: In ''Tactics'', Thiago from Spite's "Potential Sidekick" card takes over the role of being Ra, and is ''very'' {{adorkabl|e}}y excited at getting to fight alongside Legacy and his other favorite heroes.



* CombinationAttack: The Sentinels do a lot of comboing. Almost every card in the deck features at least two of the Sentinels working together. One example is Positive Energy: All Hero targets heal 1 HP (What Dr. Medico does) then the Idealist hits all villains for 2 psychic. The Sentinels Tactics ongoing also allows the player to use a power the first time the team does damage each turn. Then there's Coordinated Assault, which does damage equal to however many Sentinels are active plus 1, and the art depicts the team putting all their powers to use for a single strike.

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* CombinationAttack: The Sentinels do a lot of comboing. Almost every card in the deck features at least two of the Sentinels working together. One example is Positive Energy: All Hero targets heal 1 HP (What Dr. Medico does) then the Idealist hits all villains for 2 psychic. The Sentinels Tactics ''Sentinels Tactics'' ongoing also allows the player to use a power the first time the team does damage each turn. Then there's Coordinated Assault, which does damage equal to however many Sentinels are active plus 1, and the art depicts the team putting all their powers to use for a single strike.


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* GotMeDoingIt: On one of her ''Tactics'' cards' flavor text she gives a cheesy "chill pill" one-liner to an enemy and then complains that Absolute Zero has been a bad influence on her.


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* TheTeamBenefactor: In ''Tactics'' she takes over all the financing of the Freedom Five herself, including buying out Absolute Zero's cryo suit, buying Bunker the construction of a new suit, and buying Tachyon the construction of a new lab.
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* {{Determinator}}: G.I. Bunker died fighting his way through a fortress. As his suit took damage and began to lock up, he tore the damaged parts off, rather than retreat or surrender. His incapacitated art depicts him down to a pistol, missing his helmet and one arm of the suit, with his fuel tank on fire. He's still pushing forward.

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* {{Determinator}}: G.I. Bunker died fighting his way through a fortress.Nazi fortress single-handed. As his suit took damage and began to lock up, he tore the damaged parts off, rather than retreat or surrender. His incapacitated art depicts him down to a pistol, missing his helmet and one arm of the suit, with his fuel tank on fire. He's still pushing forward.
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* Determinator: G.I. Bunker died fighting his way through a fortress. As his suit took damage and began to lock up, he tore the damaged parts off, rather than retreat or surrender. His incapacitated art depicts him down to a pistol, missing his helmet and one arm of the suit, with his fuel tank on fire. He's still pushing forward.

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* Determinator: {{Determinator}}: G.I. Bunker died fighting his way through a fortress. As his suit took damage and began to lock up, he tore the damaged parts off, rather than retreat or surrender. His incapacitated art depicts him down to a pistol, missing his helmet and one arm of the suit, with his fuel tank on fire. He's still pushing forward.
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* ArmCannon: Both his Flak Cannon and Gatling Gun replace an arm of his suit.


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* Determinator: G.I. Bunker died fighting his way through a fortress. As his suit took damage and began to lock up, he tore the damaged parts off, rather than retreat or surrender. His incapacitated art depicts him down to a pistol, missing his helmet and one arm of the suit, with his fuel tank on fire. He's still pushing forward.


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* SuperheroPackingHeat: See WalkingArmory. Bunker goes into battle loaded for bear.
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* AnIcePerson: Scherzo of Frost and Flame is partially a cold attack. The art depicts him trapping an opponent in a block of ice.


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* CrucifiedHeroShot: His base incapacitated artwork shows him bound to a wooden X with a pile of skulls in the foreground.


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* PlayingWithFire: Scherzo of Frost and Flame involves a fire attack. On its own, it's not very effective, but it can catch a melody trigger that would otherwise be wasted.
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* IncrediblyLamePun: Positively ''relishes'' making ice-related puns. They're all over his card quotes, and he makes one at the beginning of a match.
-->'''Absolute Zero''': "Tempers are running hot. Time to cool things down."
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* HomeFieldAdvantage: He's at his most dangerous in Rook City. More neutral environments take some of the edge off, and Final Wasteland can gut his deck in exactly the way you'd expect if a criminal gang tried to operate in a monster-infested wilderness.
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* OhCrap: Becomes less zany and a lot more nervous when facing Freedom Six Wraith.
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Bunker's Alternate forms are '''G.I. Bunker''', '''Engine of War''', '''Termi-Nation Bunker''', and '''Freedom Five Bunker'''. Similar to Legacy's Alternate forms, Bunker's first two Alt Forms are different characters: The Engine of War is the villainous Fright Train, who in the AlternateTimeline joined the Freedom Six to oppose Iron Legacy, and G.I. Bunker is the WorldWar2 soldier who wore the first version of the armor. The third is a refit he goes through after encountering the technology-absorbing villain Chokepoint.

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Bunker's Alternate forms are '''G.I. Bunker''', '''Engine of War''', '''Termi-Nation Bunker''', and '''Freedom Five Bunker'''. Similar to Legacy's Alternate forms, Bunker's first two Alt Forms are different characters: The Engine of War is the villainous Fright Train, who in the AlternateTimeline joined the Freedom Six to oppose Iron Legacy, and G.I. Bunker is the WorldWar2 UsefulNotes/WorldWar2 soldier who wore the first version of the armor. The third is a refit he goes through after encountering the technology-absorbing villain Chokepoint.

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