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Characters: Sentinels Of The Multiverse
Character sheets for characters of Sentinels Of The Multiverse

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


Absolute Zero

Debut: Base Game
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 alternate form is Absolute Zero: Elemental Wrath.

Argent Adept

Debut: Infernal Relics

The latest hero to hold the title of Virtuoso of the Void, Anthony Drake learned of his destiny upon taking hold of a Chinese Bell: To stop the avatar of annihilation Akash’bhuta.


Debut: Base Game

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 Alternate form is Engine of War. Similar to Legacy's Alternate forms, Bunker's alternate form is a different character: The villainous Fright Train, who in the Alternate Timeline joined the Freedom Six to oppose Iron Legacy.


Debut: Shattered Timelines

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 Bad Future. Outfitted with future gear and a time machine, Chrono-Ranger travels through time, ending the monsters in the past before they can ravage the future.

  • An Adventurer Is You: 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.
  • Anatomy Arsenal: Replaces his missing hand with a variety of different weapons.
  • Arch-Enemy: Plague Rat and a few of The Final Wasteland's Crypids.
  • Badass: You know why no one has proof of the Loch Ness Monster, Bigfoot, or any other bizarre creature? Chrono-Ranger got there first.
  • Badass Poncho
  • Bounty Hunter
  • Glass Cannon: On his own, Chrono has no Damage Reduction. He becomes a true Glass Cannon with Hunter and Hunted: With it, the damage he deals and is dealt increases by 1 for every Bounty he has.
  • The Gunslinger: Type D
  • Nice Hat: 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.
  • Ninja Pirate Zombie Robot: He's a time-traveling, cybernetic cowboy bounty hunter.
  • Revolvers Are Just Better: He prefers his six-gun, though he will admit that the Masada is a fine piece of work.
  • Schizo Tech: His arsenal includes a classic six-shooter coupled with an energy cannon, incendiary missile launcher, time-warping grenades, and a cybernetic arm that can turn into a bow-and-arrow.
  • Time Travel: Coupled with Big Damn Heroes 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.
  • Why Did It Have to Be Snakes?: Hates rats, after one ate his arm.


Debut: Rook City
Armed and dangerous

The human daughter of Citizen Dawn, Amanda Cohen left the compound of the Citizens of the Sun, and made her way to Rook City.


Debut: Base Game

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 alternate form is Fanatic the Redeemer.


Debut: Base Game

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's alternate form is The Eternal Haka.


Debut: Vengance

A former agent of F.I.L.T.E.R., Knyfe left in order to investigate issues she felt her superior officers dismissed as inimportant.

  • Arch-Enemy: Choke, a minion of Fright Train.
  • 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 planing but is possible.
  • Deflector Shield: Overcharged Null-Shield.
  • Laser Blade: In addition to having a traditional Laser Blade (The Focuing Conduit-Blade) She has the power to create them as Wolverine Claws to boot!
  • Military Superhero: an Ex-Military Superhero.


Debut: Base Game
Americas Greatest Good Guy
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 alternate forms are Young Legacy and Greatest 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.

  • An Adventurer Is You: Fills the roles of Tank and Bard.
  • Arch-Enemy: Baron Blade, and from a story standpoint, Iron Legacy (Since they lack the symbol they technically are not nemeses.)
  • The Bard: Legacy has a few cards that let him deal damage like Thock!, but for the most part Legacy supports his allies with damage buffs.
  • Captain Patriotic: 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.
  • Damage Sponge: Has a few ways to soak damage, most notable being Next Mutation. He also can redirect damage to himself.
  • Flying Brick: has the whole standard-issue kit, plus danger sense.
  • The Leader: Falls into this role no matter what team you have, thanks to his Galvanize power and ability to take damage.
  • Super Strength: 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.

Mr. Fixer

Debut: Rook City

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 Alternate form is Dark Watch Mr. Fixer

  • An Adventurer Is You: 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.
  • Attack Deflector: Driving Mantis reflects any damage of 2 or less to any target Mr. Fixer wants.
  • Arch-Enemy: The Chairman and the Operative.
  • Armor Piercing: Alternating Tiger Claw lets Fixer do Irreducible damage. Riveting Crane makes all damage dealt to any target Fixer damages Irreducible for a turn.
  • Badass Grandpa: He's eighty six years old.
  • Badass Normal: 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.
  • Back from the Dead: Not during the game itself, but according to Word of God, Mr. Fixer did indeed die during his battle against The Operative. How he did come back is unknown.
  • Destructive Savior: 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.
  • Dual Wielding: Dual Crowbars, which lets fixer hit another target should he damage something.
  • I Know Kung-Fu
  • Improvised Weapon: 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.
  • Mr. Fixit: 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.
  • Nice Job Breaking It, Hero: 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.
  • Stance System: Mr. Fixer's deck has his vibe, as he can change roles based on what Tool and Style Combination he has.
  • 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.

The Naturalist

Debut: Vengance

An African Oil tycoon, he was cursed by Akash'Buta into differnet animal forms. Thankfully, the Argent Adept found him and helped him find his way. Now he can control his shapeshifting and uses it to fight for the wilds he once ravaged.


Debut: Infernal Relics

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.

  • Arch-Enemy: Gloomweaver and Man-Grove[[labelnote="*"]]A minion in Fright Train's deck.[[/labelnote]]
  • Cast from Hit Points: Many of her spells and powers involve causing herself damage in order to damage others, draw cards or take other actions.
  • Cursed with Awesome: 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.
  • Cthulhu Mythos: 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 Arkham Horror.
  • Intangibility
  • Occult Detective
  • Power Incontinence: In-story, although it doesn't affect her gameplay except when she deals damage back to herself.
  • Super Smoke
  • Tome of Eldritch Lore: Has one of these, the Tome of Elder Magic.


Debut: Shattered Timelines

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 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.
  • Action Bomb: 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 destory any number of his Equipment (Components are also Equipments, as well as his Platings) and deals each non-hero that much Lightning Damage.
  • Arch-Enemy: Omnitron, who is himself from the past.
  • Badass Boast:
    "End-Times? I have seen many times. These are merely your end-times."
  • Breakable Weapons: 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 roundnote , Omnitron-X's Components break if he takes 5 damage in a single turn.
  • Elemental Powers: He has a few.
  • Evil Counterpart: Inverted. Omnitron came first, so technically Omnitron-X is a heroic counterpart. To push the similarities further, Omnitron has reworked versions of Omnitron's deck:
    • Adaptive Plating Subroutine → Reactive Plating Subroutine
    • Terraforming →
    • Sedative Flechettes → Disruptive Flechettes
  • Fan Nickname: Like Omnitron, Omnitron-X is called Omni or Omni-X for short.
  • Frickin' Laser Beams: Which can destroy Enviorments!
  • Heart Drive: The aforementioned empathy component.
  • I Hate Past Me: Omnitron-X and Omnitron are nemeses, thanks to time travel.
  • My God, What Have I Done?: His primary motivation for becoming a hero.
  • Powered Armor: Omnitron-X's Plating cards reduce damage dealt by specific types of
  • Rocket Punch: One of his pieces of equipment.
  • Techno Babble: 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.
  • Villain Override: The art for his character card when defeated implies that he's been taken over by the original Omnitron.


Debut: Vengeance

A data analyst, she somehow gained incredible analytical powers after taking a look at the code of the corrupted Omnitron.
  • Arch-Enemy: Miss Information.
  • Awesomeness by Analysis: Literally her superpower.
  • Black and Nerdy.
  • Common Character Classes: Parse is definitely a Ranger mixed with Support. Parse is good at inflicting 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.
  • The Straight and Arrow Path: Paired with her Awesomenessby Analysis powers, she's a very good shot.


Debut: Base Game

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 alternate form is Ra, Horus of Two Horizons, depicting his mysterious return some time after the Ennead defeated him.

  • An Adventureris You: DPS at first, with Nuker once he starts deploying the Staff of Ra.
  • Arch-Enemy: The Ennead. Battles between the two essentially consist of Ra and the Ennead trading massive damage back and forth.
    • He also has Calypso, a minion belonging to Ermine's deck.
  • Badass Boast: Nearly every single one of his cards is a taunt or boast at his foes.
  • Counter Attack: Flame Wall, which deals two fire damage to the first target that hits Ra for damage each turn.
  • Discard and Draw: Horus of Two Horizon's base power Sunrise lets Ra draw three cards and discard two.
  • Death Glare: Wrathful Gaze, complete with fire eye lasers!
  • Curb-Stomp Battle: Ra tried to take on the Ennead alone when they reappeared. "He lost" is putting it lightly.
  • Expy: Of Thor when he gained his power, and Indiana Jones before.
  • Finishing Move: 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.
  • Playing with Fire: 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.
  • Salt the Earth: Scorched Earth deals damage based on how many environment cards are in play.
  • Squishy Wizard: Inverted. Ra may be one the best damage dealers in the game, but he's also the second toughest hero in the game a swell, after Legacy himself, in terms of raw hitpoints.
  • Summon to Hand: 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.
  • Throwing Your Staff Always Works: The Staff of Ra can be chucked at something for damage.

The Scholar

Debut: Scholar Mini Expansion

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.
  • Achilles' Heel: 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.
  • An Adventurer Is You: Tank and Healer. Once he gets going, he becomes quite hard to kill.
  • Arch-Enemy: The Hermetic.
  • Beware the Nice Ones: 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.
  • Brilliant but Lazy: If Know When To Hold Fast is any indication, Scholar has shades of thisnote 
    The Scholar:"What do you mean, 'Lazy'? I'm preparing, planing, strategizing."
  • Cool Old Guy
  • Crazy-Prepared: 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.
  • Damage Sponge: Probably the best hero in the game for this role, Scholar is very good at taking hits and then healing his wounds after.
  • Energy Being: Beomes one with Mortal Form to Energy out.
  • Elemental Powers: Well, he is an alchemist, so it comes with the territory.
  • Expy: He's pretty much The Dude, in superhero form.
  • Healing Factor: 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.
  • Made of Iron: 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 flesh to iron.
  • When Life Gives You Lemons: Make a Lemon Cannon.

The Sentinels

Debut: Vengeance

A rather interesting family consisting of four heroes: Dr. Medico, Mainstay, the Idealist, and Writhe.

  • Achilles' Heel: Their strength can be turned into a weakness. Due to the Sentinels being four heroes, they each have separate, and low, HPs. This makes the Sentinels being the most likely candidate for lowest HP Hero. In addition, when one of them fall, the Sentinels loses any perks that hero would provide, limiting the Sentinels options.
  • Actual Pacifist : 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.
  • Arch-Enemy: La Capitan and the Crackjaw Crew[[labelnote="*"]]A minion in Fright Train's deck.[[/labelnote]].
  • Back from the Dead: 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.
  • Combat Medic: 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 Healing Shiv.
  • Combo Attack: The Sentinels do a lot of comboing. Almost every card in the deck features at two of the Sentinels working together. One example is Positive Energy: All Hero targets heal 1 HP (What Dr. Medico does) then the Ideals hits all villains for 2 psychic.
  • Dark Is Not Evil: Writhe, though to be honest he did rob a bank, but after getting caught he cleaned up his act.
  • Energy Being: Dr. Medico.
  • Good Hero/Bad Hero:Dr. Medico is the good hero, Mainstay the Bad Hero.
  • Healing Shiv: What Dr. Medico turns into if he has Hypocratic Oath up.
  • Launcher Move: Fling Into Darkness is portrayed as such, with the target being chucked into Living Shadow Writhe. Although the art shows Mainstay doing the throwing, and member of the Sentinels can do the throw, even Writhe himself.
  • Living Shadow: What Writhe turned into when his invention didn't work quite right.
  • Pint-Sized Powerhouse: Idealist. She punched La Capitan through her time portal.
  • Signature Move: 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.
  • Tag Along Kid: Idealist, possibly.
  • The Big Guy: Mainstay.


Debut: Vengeance

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 as recently starting to dramaticly change from one extreme to the other.

  • Arch-Enemy: Kismet and Revenant
  • Butt Monkey: If anything bad can happen, it usually happens to Setback.
  • Damage Spounge: While not on the level of Legacy, Scholar, or Naturalist, Setback can do a decent job of soaking hits and then healing after.
  • The Fool: While not as clueless as other examples, considering his superpower is an enhanced physique and luck combined, he counts.
  • The Gambler: 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 dc, with may or may not get his a card he can play, or want to play.
  • Idiot Hero: The art of the cards portray this, with "Whoops! Sorry!' and Karmic Retribution being the best examples.
  • Splash Damage: 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.


Debut: Base Game

A "badass of science," Dr. Meredith Stinson gained the power of Super Speed 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 alternate form is Team Leader Tachyon.

  • An Adventurer Is You: 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.
  • Arch-Enemy: The Matriarch, Iron Legacy, and Friction. Currently, Tachyon has the highest number of Nemeses from different decks (Ra has the most nemeses though, as his nemesis count clocks in at 10 if you count every member of the Ennead as separate characters)
  • Attention Deficit... Ooh, Shiny!: 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.
  • Big Eater: She is constantly eating. When you move that fast, your metabolism is insane.
  • Expy: Of the Flash.
  • Fragile Speedster: Subverted, gameplay-wise. She's not a hugely durable character, but not one of the most Squishy Wizards either, and instead of burying the enemy in small attacks, she prefers to charge up a single, massive one.
  • Meaningful Name: A tachyon is a hypothetical particle capable of moving faster-than-light.
  • Motor Mouth: A side effect of her speed is that, once she gets going, there's no time for punctuation or spaces between words.
  • Omnidisciplinary Scientist: She's dabbled in nearly every scientific field imaginable, thanks to the fact that her Super Speed lets her carry out literally dozens of research projects at once singlehandedly.
  • Super Speed


Debut: Base Game

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 alternate form is Freedom Tempest.


Debut: Unity Mini Expansion

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

Unity's alternate form is Golem Unity.

  • Arch-Enemy: Iron Legacy and the Radioactivist.
  • Cast from Hit Points: Golem Unity's base power Golem Spawn can play a mechanical golem from the hand. In exchange she deals herself 4 energy damage.
  • Counter Attack: Cryo Bot deals 1 cold damage to all non heroes when it is damaged. Even off of your teammtes attacks.
  • Everything's Better with Dinosaurs: Raptor Bot.
  • Everything's Worse with Bees: Bee Bot, though technically it's a hornet.
  • 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.
  • Mook Maker: Unlike the other heroes, Unity plays mechanical golems to do damage for her.
  • Robot Girl: Golem Unity apparently is one.
  • Technopath: How she builds her little robots in the first place.


Debut: Base Game

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

Visionary's alternate form is Dark Visionary.

  • Arch-Enemy: The Dreamer, but only because they have the same nemesis symbol.
    • She also has Major Flay, one of the Nemesis Minions found in Fright Train's deck.
  • Bad Future: 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.
  • Bald of Awesome
  • I Hate Past Me: Well, considering how Visionary and Dreamer are nemeses, this counts for gameplay, but not much else.
  • Paint It Black: Dark Visionary wears a black costume rather than Visionary's blues and greens.
  • Time Travel: Visionary uses her psychic powers to travel from 2018 to 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.
  • You Can't Fight Fate: The Shattered Timelines expansion all but outright says that something terrible will always happen to Visionary as a child.

The Wraith

Debut: Base Game

Sentinels' answer to 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 and Price of Freedom Wraith.

  • Arch-Enemy: Spite, Iron Legacy, and Ermine.
  • Counter Attack: Combat Stance.
  • Knife Nut: Her best attacks are projectile attacks, all three portrayed as knifes and other sharp objects.
  • Teen Genius: 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).
  • Precision-Guided Boomerang: Razor Ordinance.
  • Self Stitching: Suture Self.
  • Smoke Out: 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.
  • Utility Belt: But of course.

Young Legacy

Debut: Base Game is you count Legacy's deck, otherwise Promo.

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.

  • Arch-Enemy: Baron Blade.
  • Distaff Counterpart: Of her father. In the thrid timeline presented in Sentinels Tactics, Young Legacy takes the name of Beacon until her father passes the title of Legacy to her.
  • Fan Nickname: Baby Legacy
  • Frickin' Laser Beams: Her innate power is an Atomic Glare.
  • Generation Xerox: 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.



Debut: Infernal Relics
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.

  • Arch-Enemy: The Argent Adept.
  • Geo Effects: She effectively turns the environment - which is normally neutral - against the heroes.
  • Kaiju: She commonly appears as a moving mountain.
  • Multi-Armed and Dangerous: Her minions are "primeval limbs" whci emerge from her body to attack heroes or defend her. Destroying these limbs also inflicts damage back to Akash'Bhuta.
  • Stop Worshipping Me: Though not because she doesn't want them to worship her. She just destroys her worshippers along with everything else in her path.
  • Time Abyss: She is effectively as old as nature itself.


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.


Debut: Infernal Relics
Not a very nice guy.

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

Baron Blade

Debut: Base Game
Baron Blade 1.0

A scientist who has a very large vendetta against the Parsons family (i.e. every Legacy) and seeks to Take Over the World. 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. 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.

The Chairman

Debut: Rook City
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 "bosses" and requiring the heroes fight their way up the ladder to take out the Operative before they can fight Pike himself.

  • Arch-Enemy: Mr. Fixer.
  • Badass Normal: 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.
  • Corrupt Corporate Executive: of Rook City.
  • Expy: of the Kingpin.
  • That One Attack: Prison Break, which brings every Underboss in the trash back into play.
  • The Man Behind the Man: Of every man in Rook City.
  • Tier System: 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.
  • Really 700 Years Old: Pike is one hundred and seventeen years old, and founded Rook City.

Citizen Dawn

Debut: Base Game

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.

  • Abusive Parents: Dawn is very abusive towards Expatriette.
  • A God Am I
  • Arch-Enemy: Expatriette, her own (human) daughter.
  • Cult: The Citizens of the Sun are a superpowered one, dedicated to ridding the world of "impurities" and living as gods among normal humans.
  • Invincible Villain: In-game, she temporarily becomes this when flipped to her "Merged with The Power of the Sun" form.
  • Knight Templar
  • Light Is Not Good
  • No Cure for Evil: Averted. Luminous Leadership and Citizen Summer each heal 1 HP a turn, while Healing Light fully heals every citizen except Dawn (she only gets to heal 10 HP).
  • Theme Naming: Citizen Dawn's powers are light based. In fact, everyone in the Citizens of the Sun have similar theme naming.

The Dreamer

Debut: Shattered Timelines
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.

  • Evil Twin: 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.
  • Future Me Scares Me: Well, considering how Visionary and Dreamer are nemeses, this counts.
  • Non Standard Game Over: If Dreamer is killed, the heroes lose.
  • Power Incontinence: She's not actually evil, it's just that her psychic powers are causing her nightmares to manifest in the real world.
  • Taking the Bullet: Since Dreamer's death results in the heroes losing, the hero with the least HP can take damage for her.
  • Squishy Wizard. Dreamer only has 6 HP. You do not want to send large amounts of damage her way.

The Ennead

Debut: Infernal Relics
Some of the Local Evil deities

A team of fortune-hunting archaeologists who followed in the wake of Blake Washinton, the current Ra. On an ill-fated expedition, they were trapped inside a pyramid containing relics associated with a group of Egyptian gods who 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 int heir deck resulting in different members of the Ennead having different effects; as a result, once the Ennead get rolling, they are at best a serious handful, and at worst they will steamroll the heroes.

  • Arch-Enemy: Ra
  • Boss Rush: 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....
  • Evil Counterpart: 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, allowing them to continue to have nasty effects on the battlefield.
  • Wolfpack Boss: Each is roughly as powerful as one of the heroes.


Debut: Infernal Relics

A powerful extradimensional God of gloom and fear. His cultists try to get the three relics required to summon him to the mortal world.

  • Arch-Enemy: Nightmist.
  • Artifact of Doom: 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.
  • Emotion Eater: He feeds on gloom and despair.
  • Instant-Win Condition: If he's in Nightmare walker state, then putting all three of his relics into the trash results in instant victory for the heroes.
  • I'm a Humanitarian: Skinwalker's flipped side, the Rotting God, helas whenever any target is destroyed. It is implied that he eats them. Considering a good number of his minions are human Cultists....
  • No Cure for Evil: Averted Trope. When GloomWeaver flips he heals H * 10 Hp.
    • Averted even more in his Promo Form Skinwalker. 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 heroes side.
  • The Undead: Zombies form the core of his minions, and every time a cultist dies they get raised as a zombie.
    • Becomes one as the Skinwalker.

Grand Warlord Voss

Debut: Base Game

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.

  • Arch-Enemy: Tempest.
  • Badass Boast:
    Grand Warlord Voss: "What I cannot have, I will destroy".
  • Evil Overlord.
  • Human Shield: Played With. 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.
  • Non Standard Game Over: If Voss has ten or more minions in play, he overruns the Earth and instantly wins.
  • Spikes of Villainy
  • Zerg Rush: 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.

Iron Legacy

Debut: Shattered Timelines
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.

  • Arch-Enemies: Tachyon, Absolute Zero, Tempest, Wraith, Unity, and Bunker. He is so far the only Villain who has more than one nemesis.
  • Attack Deflector: Superhuman Reflection lets him send any attack that would deal him five or more damage to the hero with the most HP.
  • Crazy-Prepared: 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.
  • Determinator: Once he flips, he goes from an unstoppable conquerer to a desperate, brutal, and intensely determined killing machine.
  • Death by Despair: 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.
  • Evil Counterpart: Of Legacy, full stop. A good number of cards in Iron Legacy's deck function similarly to cards in Legacy's. Iron Legacy even has Danger Sense as a built in effect for Iron Legacy's character card.
    • Demoralizing Presence ↔ Inspiring Presence.
    • Flying Assault ↔ Flying Smash
    • Galvanized ↔ 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 Communist Superman.
  • Fan Nickname: Angry Paul.
  • Judge, Jury, and Executioner.
  • Knight Templar: Yes.
  • Life Drain: Once flipped, Iron Legacy not only goes after the hero with the least health, but heals from it was well.
  • Lightning Brusier: 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.
  • Made of Iron: Compared to the other villains Iron Legacy has only 32 HP, with only the Vengeful Five and the Dreamer with HP lower than his. But Iron Legacy is incredibly hard to kill.
  • No Sell: The art of "Rule From The Front" has Argent Adept and Expatriot shoot mystical 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 Oh, Crap face says it all.
  • Up to Eleven: Every hero and Villain has one nemesis symbol. Iron Legacy has six (Tachyon, Absolute Zero, Tempest, Wraith, Unity and Bunker).
    • His deck seems to ave Up to Eleven in mind. The damage he deals to the heroes rivals the damage the heroes can do on a regular turn.


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.

La Capitan

Debut: Shattered Timelines

A time traveling pirate.

  • Arch-Enemy: The Sentinels.
  • Badass Crew: Her Crew counts.
  • Cool Ship: The La Paradoja Magnifica, which is capable of time travel.
  • Horny Vikings: Battle Forged, the Viking. Unlike most Horny Vikings, Battle Forged helmet does not have horns on it.
  • Meaningful Name: The La Paradoja Magifica is capable of time travel.
    • La Capitan also counts as she is a pirate captain.
  • Overly Long Name: 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.
  • Pirate Girl: More like a Pirate Woman, but still counts.
  • Walk the Plank.One of La Capitan's cards.

The Matriarch

Debut: Rook City

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 bestowed the power to telepathically link with and control ravens. The Matriarch's deck is extremely minion-heavy, but it also deals a ton of damage once the minions start accumulating.

  • Animal Eye Spy
  • Arch-Enemy: Tachyon
  • Artifact of Doom: Her mask.
  • The Beastmaster
  • Emo Teen
  • Feathered Fiend: Her mooks, hordes upon hordes of birds.
  • From Nobody to Nightmare: 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.
  • Meaningful Name: 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.
  • Sadistic Choice: 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 effect (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 Huggin and Muggin 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 though one to make.
  • Zerg Rush: Her entire play-style. Individual fowl are not very dangerous. But when she deploys upwards of twenty fowl by her third or fourth turn....

Miss Information

Debut: Miss Information Mini Expansion

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 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".

  • Arch-Enemy: Parse
  • Batman Gambit: How Miss Information stabs the heroes in the back.
  • Counter Attack: Once flipped, she strikes back at the first person who hits her for damage each turn.
  • Failure-to-Save Murder: Of herself.
  • The Mole: 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.


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.

The Operative

Debut: Rook City

An orphan from Rook City, Sophia Anna Isabel De Leon 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, the Operative must be defeated first to expose him.

  • Arch-Enemy: Mr. Fixer.
  • The Dragon: of The Chairman. Notably, you have to actually defeat her first before you can even start damaging Pike, who is the real villain.

Plauge 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.

  • Attack! Attack! Attack!: 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.
  • Arch-Enemy: Chrono-Ranger, though it's mostly one sided: Chrono-Ranger really really really hates rats.
  • Attack Deflector: Sewer Fiend reflect any environment card damage to an Infected hero, and prevents it outright if there are no infected heroes.
  • Armor Piercing: Plague Rat's character card lets him do Irreducible damage, and any hero who is infected deals 1 irreducible damage to themselves.
  • Evil Counterpart: 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.
  • Healing Factor: Plague Rat has two: Bestial Vitality and Plague Locus. Bestial Vitality lets Plague Rat recover 3 Hp every turn, as well as offer 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: He heals 2 Hp per hero.
  • You Dirty Rat


Debut: Rook City

A serial killer who was offered a stay of execution if participated in an experimental drug trial. He was the only one to not die from 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.

    The Vengeful Five 

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.

Tropes applying to the Vengeful Five: Vengeful Baron Blade, Ermine, Friction, Fright Train, and Proletariat

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.

  • Arch-Enemy: Legacy.
  • Big Bad: Of the Vengeful Five.
  • Elite Mooks: Citizen Slash, Ruin, Omni-Blade, Zhu Long, and Empyreon, the Nemeses of Ex-Patriette, Argent Adept, Omnitron-X, Mr. Fixer, and Captain Cosmic.
  • Evil Genius:
  • No Sell: Negation Bands can negate one attack each turn and heal him at the same time.
  • Super Serum: How Baron Blade turned into a badass. However, it wasn't quite complete and tends to hurt him.


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.


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.

  • Arch-Enemy: Tachyon
  • Elite Mooks: Highbrow, Revenant, and Argentium.
  • Evil Counterpart: 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 the Flash if he was evil. And of Tachyon, who is also a expy of Flash.
  • Fragile Speedster: Well, her own cards do damage to her if he loses her Shock Dampeners.
  • Shock and Awe: 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.
  • Super Speed: 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.

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 work, Graves found work for unsavory people, and was chemically enhanced due to contract. Now larger and stronger than before, he swears vengeance against Bunker.


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.

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.

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