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.

    Heroes 

Absolute Zero

Debut: Base Game
Team: Freedom Five; Freedom Six (Iron Legacy timeline)
"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's alternate form, from Iron Legacy's Bad Future, is Absolute Zero: Elemental Wrath.

  • An Ice Person
  • Anti-Hero: 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.
  • Arch-Enemy: Iron Legacy and Proletariat.
  • Artistic License – Physics: 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.
  • Cast from Hit Points: 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.
  • Counter Attack: 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.
  • Deadpan Snarker: A lot of his commentary on his cards, as well as on others' powers.
  • Difficult but Awesome: 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.
  • Elemental Absorption: One of his modules heals Absolute Zero every time he takes cold damage.
  • Expy:
  • Feed It with Fire: Or in his case, ice — as mentioned above, one module lets Absolute Zero heal when he'd normally take cold damage.
  • Freak Lab Accident: The cryogenic explosion.
  • Heart Light: A blue triangle that functions as his Chest Insignia.
  • Human Popsicle: Puns aside, was kept in stasis for a decade.
  • Kill It with Fire and Kill It with Ice: His powerset in the game.
  • Kryptonite-Proof Suit: 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.
  • Personality Powers
  • Playing with Fire: 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.
  • Powered Armor: The cryosuit.
  • Power Incontinence: A potential future version of Zero suffers from this.
  • Power Palms: 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.
  • Punch Clock Hero: 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.
  • Steven Ulysses Perhero: Ryan Frost ended up with ice powers.

Argent Adept

Debut: Infernal Relics
Team: Prime Wardens

"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 Chinese Bell: 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 and Kvothe Six-String Argent Adept.

Bunker

Debut: Base Game
Team: Freedom Five; Freedom Six (Iron Legacy timeline)

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 and Engine of War. Similar to Legacy's Alternate forms, Bunker's Alt Forms are different characters: The Engine of War is the villainous Fright Train, who in the Alternate Timeline joined the Freedom Six to oppose Iron Legacy, and G.I. Bunker is the World War 2 soldier who wore the first version of the armor.

  • Affirmative Action Legacy: 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.
  • Arch-Enemy: Iron Legacy and Fright Train.
  • Armor Piercing: G.I. Bunker's baseline power lets him pick a target, and all damage dealt to that target is irreducible.
  • Expy: of War Machine.
  • Guns Akimbo: All of Bunker's damage dealing is guns, and Turret Mode lets him use two in one turn.
  • The Lancer: To Legacy's Hero.
  • Military Superhero
  • More Dakka: Especially in Turret Mode. The card's flavor text lampshades this, with "BUDDABUDDABUDDA" filling the entire text bubble.
  • One-Man Army: 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.
  • Powered Armor: Wears a suit developed as part of the US Military's Ironclad project.
  • Walking Armory: He has flak guns, a minigun, a grenade launcher, missiles, and an Omnicannon. And a sticky grenade launcher, which is surprisingly useful to keep an unwelcome environment cards from coming out.
  • Wave Motion Gun: The OmniCannon, which can, and often will, hit For Massive Damage. 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.

Captain Cosmic

Debut: Wrath of the Cosmos
Team: Prime Wardens

"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 form is Prime Wardens Captain Cosmic.

  • Arch-Enemy: Infinitor, who is Captain Cosmic's brother, Nigel Lowsley. Also, Empyreon, a villain in Baron Blade's Vengeance deck.
  • Counter Attack: Wounding Buffer, which damages whomever hurts the hero it's next to.
  • Hard Light: 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.
  • Energy Shield / Luckily My Shield Will Protect Me: Energy Bracer reduces the damage dealt to whomever it is attached to.
  • Laser Blade:
    • 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.

Chrono-Ranger

Debut: Shattered Timelines
"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 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.

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.

  • 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, Doc Tusser, 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
  • Death of a Thousand Cuts: Jim's not packing massive damage-dealing combos without outside support or his heaviest weapons couple 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...
  • Expy: Jonah Hex as a time cop.
  • 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.
  • 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.
    • 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.
  • Why Did It Have to Be Snakes?: Hates rats, after one ate his arm.

Expatriette

Debut: Rook City
Team: Dark Watch
"One for wrath...and one for ruin."

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

Expatriette's entire deck is built around one thing: getting guns, and shooting the enemy with said guns, many, many times.

Expatriette's alternate form is Dark Watch Expatriette.

  • Abnormal Ammo: Can do elemental damage with certain bullets.
  • Arch-Enemy: Citizen Dawn. Her own mother.
  • Badass Normal: 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.
  • Died in Your Arms Tonight: 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.
  • Expy: Of The Punisher.
  • Eyepatch of Power
  • Guns Akimbo: Almost as big an offender as Bunker. With the right build, she can actually wield five guns simultaneously.
  • The Gunslinger: Her playstyle is all about pulling out a bunch of different guns and trick ammunition, and letting rip once you're set up.
  • Heroic Build: Amanda is 6'1"/180lb and jacked. Not as noticeable in earlier depictions, but more detailed art depicts her all muscled up. Even more remarkable as she's a Muggle Born of Mages and has no superpowers - it's all willpower and training.
  • Maybe Magic, Maybe Mundane: 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 John Woo reference.
  • More Dakka: 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.
  • Muggle Born of Mages: 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.
  • Pragmatic Hero: Sticks to simple methods, like shooting anything that gets in her way.
  • Quick Draw: 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.
  • Relationship Upgrade: With Setback, as of the point where they've formed the Dark Watch.
  • Super Hero Packing Heat: We have mentioned that she uses guns, yes?
  • You Gotta Have Purple Hair

Fanatic

Debut: Base Game
Team: Prime Wardens

"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 Fanatic the Redeemer and Prime Wardens Fanatic.

  • Arch-Enemy: Apostate and The Seer note 
  • Back from the Dead: With no memories and apparent visions from heaven, at age 6. She also has an item which lets her do this in the game.
  • Badass Creed: "Absolution you are called, and Absolution you shall deliver."
  • Cast From Hitpoints: Several of her more potent one-shots and ongoing effects depend on Fanatic doing damage to herself in the process.
  • Church Militant: YES.
  • Cool Sword: Absolution
  • Desperation Attack: 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.
  • Godzilla Threshold: 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.
  • Heroes Prefer Swords
  • Heroic BSOD: Suffered one in her first encounter with Apostate.
  • Holy Hand Grenade
  • Identity Amnesia: After an accident at age 6 that left her dead for three minutes.
  • Meaningful Name: Once her angelic wings were revealed, she's been pretty focused on her task and faith.
  • Mysterious Past
  • Only One Name: She was given the name Helena by a nun, she has no memory of her name before this.
  • Super Strength: A Required Secondary Power, considering the weight of all of her gear. The armor alone weighs over one hundred pounds!
  • Winged Humanoid: She grew wings after coming back from the dead. Nobody's sure why.

Guise

Debut: Mini Expansion
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!

  • Air Guitar: I don't actually do this, but my player can do this on Let Me See That.. Cool effect too.
  • Arch-Enemy: 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?
  • Armor Piercing: When I'm X-Treeeeeme any damage I do is Irreducible, and can't be redirected as a fringe benefit!
  • Attack Deflector: Inverted! My X-Treeeeme card prevents my damage from being redirected! Also grants my attacks Armor Piercing!
    • As for playing it straight, when I'm a Total Beefcake I can redirect damage to the villains!
  • Back from the Dead: 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.
  • Breaking the Fourth Wall: I love doing that.
  • Expy/Composite Character: Of two nice gentleman named Deadpool and The Mask.
  • Meaningful Name: "Guise," as in "disguise" or "mask". Get it?
  • Ninja Pirate Zombie Robot: 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 this awesome shirt and this AMAZING plushie!
  • Power Copying: My best trick is to borrow cards in play and sometimes the powers of my lackeys I mean fellow heroes for a turn!
  • Purple Is Powerful: Yes, yes it is.
  • Shout-Out: One of my hobbies:
    • 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 wax on, wax off. I still ask him anyway.
    • I also like to make the occasional blatant reference to Samuel L Coolguy. SAY WHAT AGAIN!
    • And then this one time I turned into Gene Simmons and played 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 Super Ultra Kawaii Magical Love Prince!
  • Spotlight-Stealing Squad: 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!
  • Xtreme Kool Letterz: X-Treeeeeme, but of course!

Haka

Debut: Base Game
Team: Prime Wardens

"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 and Prime Wardens Haka.

  • Arch-Enemy: Ambuscade.
  • Badass Beard: The Eternal Haka sports a thick but well-kept beard.
  • Badass Bookworm: Is actually a scholar and kindergarten 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.
  • The Berserker: 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 heros as well, for a somewhat smaller amount.
  • Boisterous Bruiser
  • Geo Effects: He has a few cards that are specific to the environment; Dominion, for example, lets him draw cards whenever an environment card is destroyed.
  • Immortality: Has it for some reason. He's the last surviving human in the desolate future of 'The Final Wasteland'.
  • Magical Native American: He's actually from Rotorua, New Zealand, but it counts.
  • Meaningful Name: A haka is a traditional ancestral war cry, dance or challenge of the Māori people.
  • Nigh Invulnerable: 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.
    • So invulnerable that he is quite literally the last human being left alive, thousands of years in the future, inhabiting the Final Wasteland and safeguarding all of the remainder of human knowledge.
  • Not the Intended Use: 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 Non-Standard Game Over, 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.
  • Supreme Chef: Kindergarten kids who find the huge tattooed substitute teacher scary are won over by his pies.
  • Super Strength

K.N.Y.F.E

Debut: Vengance

"Ye wanna dance? Pure dead brilliant."

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

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

  • Arch-Enemy: Progeny. Also, 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.

Legacy

Debut: Base Game
Team: Freedom Five

"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 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
Team: Dark Watch

"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.

  • 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.
  • Backfrom The Dead: Was actually killed by the Operative at some point, and somehow resurrected into his Dark Watch variant.
  • 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.
  • Retired Badass: Back in the 70s, he was a street-level costumed vigilante under the name of Black Fist.
  • 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.
    He threw a WHAT at you?

The Naturalist

Debut: Vengeance

"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.

NightMist

Debut: Infernal Relics
Team: Dark Watch

"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.

  • Arch-Enemy: Gloomweaver and Man-Grovenote 
  • 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.
  • Difficult but Awesome: 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.
  • Intangibility: Her Mist Form card makes her invulnerable to damage while it's out, though she can't take any other actions.
  • Occult Detective: Her occupation, as head of Diamond Investigation, just like her grandfather.
  • 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.

Omnitron-X

Debut: Shattered Timelines

"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 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.

  • 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 destroys any number of his Equipment (Components are also Equipment, 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-X has reworked versions of Omnitron's deck:
    • Adaptive Plating Subroutine → Reactive Plating Subroutine
    • Terraforming →
    • Sedative Flechettes → Disruptive Flechettes
  • Expy: Of Brainiac-5
  • Frickin' Laser Beams: That can destroy Environments!
  • 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 attack.
  • 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.

Parse

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.

Ra

Debut: Base Game

"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.

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. All of them. 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.
  • 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: Becomes one with Mortal Form to Energy out.
  • Elemental Powers: Well, he is an alchemist, so it comes with the territory.
  • Expy: He's The Dude, in superhero form. Also, there are shades of Uncle Iroh in his design.
  • 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

Writhe: "You each have your powers. I have my invention gone wrong. Really, we're quite the team."

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 Crewnote .
  • 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.
  • Combination 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.
  • Expy: Of the Fantasic Four. Specifically:
    • Doctor Medico → The Human Torch
    • Mainstay → The Thing
    • Idealist → The Invisible Woman
    • Writhe → Mr. Fantastic
  • 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.

Setback

Debut: Vengeance
Team: Dark Watch

"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.

His alternate form is Dark Watch Setback.

  • Arch-Enemy: Kismet and Revenant
  • Butt Monkey: If anything bad can happen, it usually happens to Setback.
  • Damage Sponge: 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.
  • Relationship Upgrade: With Ex-Patriette by the time they've formed the Dark Watch.
  • 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.

Sky-Scraper

Debut: Wrath of the Cosmos

"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 amoung 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.

  • Arch-Enemy: Kaargra Warfang. Also, Tantrum in Ermine's deck.
  • Baleful Polymorph: Her Tiny Incapacitated art has her turned into a doll.
  • Expy: Of Ant-Man.
  • Shout-Out: Catch a Ride's art has Sky-Scraper riding one of Parse's arrows. Hawkeye and Ant-Man do that trick often.
  • Stance System: Sky-Scraper has three character cards, one for each size: Normal, Tiny, and Huge. Each size grants her a different innate power, and based on what card she plays she'll change sizes
  • Spikes of Villainy: Averted. The spikes on Sky-Scraper is a Thorathian trait, not one exclusive to Voss.
  • Wrestler in All of Us: Tectonic Chokeslam has her, in giant form, slamming her arch nemesis Kaargra Warfang into the ground by her throat and saying the line captioned under her picture.

Tachyon

Debut: Base Game
Team: Freedom Five; Freedom Six (Iron Legacy Timeline)

"Whenever I feel like slowing down, I speed up instead. True story."

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 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 and 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.
  • Badass Boast: "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."
  • Big Eater: She is constantly eating. When you move that fast, your metabolism is insane.
  • 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.
  • Death of a Thousand Cuts: 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.
  • Expy: Of the Flash.
  • 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

Tempest

Debut: Base Game
Team: Prime Wardens; Freedom Six (Iron Legacy Timeline)

"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 Tempest and Prime Wardens Tempest.

Unity

Debut: Unity Mini Expansion
Team: Freedom Five (as an intern); Freedom Six (Iron Legacy Future)

"The stuff I make up is way better than most actual facts."

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 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.

  • Arch-Enemy: Iron Legacy and the Radioactivist.
  • Badass Israeli: Born in Israel, and able to keep up with all the other heroes and take on the worst villains.
  • Bee Afraid: Bee Bot, though technically it's a hornet.
  • 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 teammates' attacks.
  • Difficult but Awesome: 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.
  • Everything's Better with Dinosaurs: 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.
  • Mook Maker: Unlike the other heroes, Unity plays mechanical golems to do damage for her.
  • No Sell: 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.
  • Robot Girl: Golem Unity apparently is one. The lore describes her as a Mechanical Golem which believes itself to be the "long dead" Unity.
  • Robot Master: Her playstyle is all about getting her mechanical golems out on the field and letting them do damage for her.
  • Squishy Wizard: She has low HP, no direct Damage Reduction, 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.
  • Technopath: How she builds her little robots in the first place.

Visionary

Debut: Base Game

"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 Bad Future 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 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
  • Composite Character / Expy: Of most of the psychic X-Men: Jean Grey (telepathy and telekinesis, with pink/purple coloring), Emma Frost (fashion sense), Rachel Summers (refugee from a Bad Future) and Charles Xavier (haircut/lack thereof).
  • I Hate Past Me: Well, considering how Visionary and Dreamer are nemeses, this counts for gameplay, but not much else.
  • Mind Control: 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 Nerfed.
  • 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
Team: Freedom Five; Freedom Six (Iron Legacy timeline)

"The wrong person in the right place can make all the difference."

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. 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.
  • Badass Normal: Her only powers are money, gadgets, and ninja-like stealth.
  • Bandage Babe: While not injured, her outfit's aesthetic has wrappings like bandages over her arms, legs, and face to evoke this trope.
  • Counter Attack: Combat Stance.
  • Expy: Super-rich executive Badass Normal crimefighter focused on stealth, preparation, and gadgetry? Yep, she's Batman.
  • 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).
  • Thou Shalt Not Kill: 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. Gloomweaver had... other plans, though.
  • 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: One of her equipment cards, it lets her use two powers in one turn.

Young Legacy

Debut: Base Game if you count Legacy's deck, otherwise Promo.
Team: Freedom Five

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.
  • 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.

    Villains 

Akash'Bhuta

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.
  • Damage-Sponge Boss: 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.
  • 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" which 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.

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.

Apostate

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, 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.

  • Arch-Enemy: Legacy (and by extension, Young Legacy and Greatest Legacy)
  • Attack Deflector: Elemental Redistributer, but only for fire, cold, or lightning damage .
  • Axe Crazy: 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.
  • Badass Normal: 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.
  • Composite Character / Expy: Doctor Doom with the revenge motive of Ivan Vanko.
  • Counter Attack: Backlash Field.
  • Cut Lex Luthor a Check: In Vengeance he decides to start renting out his Mobile Defense Platforms to other villains, turning them into environments.
  • Death Ray: Mad Bomber Blade has one once he flips.
  • Evil Minions: The Blade Battalion.
  • Force Field: Living Force Field, and Mobile Defense Platform.
  • Good Scars, Evil Scars: Mad Bomber Blade has a huge burn scar down one side of his face.
  • Hero Killer: 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.
  • One-Man Army: 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.
  • No Cure for Evil: Averted. Baron Blade has Flesh-Repair Nanites that can heal him for 10 HP. The good news is that he only has one.
  • Nonstandard Game Over: If he has enough cards in his trash, he wins via Colony Drop. His advanced setting amplifies this, as every turn he discards three cards into his trash.
  • Mad Bomber: Mad Bomber Baron Blade, obviously.
  • Mad Scientist: 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.
  • Powered Armor: Gets some once his standard version flips.
  • Starter Villain: 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.
  • Villainous Breakdown: 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.
  • You Killed My Father: 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.
  • Wake-Up Call Boss: 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 Total Party Kill. 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.

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 "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.

  • 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.
  • Counter Attack: When he flips, he deals damage back to the first hero to damage him each turn.
  • Corrupt Corporate Executive: of Rook City.
  • Dirty Cop: 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 the Kingpin and Ra's Al Ghul.
  • Hired Guns: 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.
  • The Informant: The Broker's thug, who plays a villain card every time a hero card is played.
  • Knowledge Broker: The Broker minion, who plays a villain card at the start of each villain turn.
  • Phantom Thief: 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.
  • 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.

Chokepoint

Debut: Vengeance

Debuting as a minion in the Vengeance expansion (as part of Fright Train's deck), Choke 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 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.

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. 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.
  • A God Am I
  • An Ice Person: Citizen Winter, whose ice attacks hit the entire hero team.
  • Arch-Enemy: Expatriette, her own (human) daughter.
  • Ascended Extra: Not Dawn, but her minions. Sentinels Tactics provides names and backgrounds for all of the Citizens, some of which are quite sad.
  • A Nazi by Any Other Name: 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 even sounds reminiscent of a Nazi march.
  • Bash Brothers: Many of the Citizens with Theme Naming compliment 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).
  • Blade on a Stick: 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.
  • Hard Light: 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.
  • Healing Hands: Citizen Spring can heal with a touch, even bringing the dead back to life (though she doesn't do this in-game).
  • Invincible Villain: In-game, she temporarily becomes this when flipped to her "Merged with The Power of the Sun" form.
  • Playing with Fire: Citizens Summer and Hammer both wield fire powers.
  • Knight Templar: Dawn thoroughly believes she is doing the right thing by conquering the world for her superpowered Citizens.
  • Light Is Not Good: Her light-based powers actually directly led to her coming to believe that superhumans were superior to ordinary human beings.
  • Luckily My Shield Will Protect Me: Citizen Anvil carries a heavy shield which he uses to protect other Citizens.
  • 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.
  • Walking Wasteland: 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.

Deadline

Debut: Wrath of the Cosmos

Tarogath is the Last of His Kind, and would have died alongside them if he had not been granted the chance to preseve his racial memory by the Terminarch. Now, 700 years later, he lives among the Endlings, others who are the last of thier species, in the Enclave of the Endlings. However, he recently noticed cosmic events converge on the planet Earth. Fearful for the race's survival, he took the name Deadline, traveling to Earth so that he may save them....by destroying them.

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.

  • Anti-Villain: Deadline only wants to save the earth, he's just destroying it to do so.
    Deadline: The suffering I bring to the world is a mere fraction of what I seek to prevent.
  • Arch-Enemy: The Naturalist.
  • Deader Than Dead: Deadline's Remorseful Eco-Vandal side removes cards from environment deck, which is something that very few characters in SotM can do.
  • He Who Fights Monsters:
    Deadline: To save the Multiverse, I had to become my greatest fear.
  • Last of His Kind: Deadline is the last of his kind, as are all of the others at the Enclave of the Endlings.
  • I Did What I Had to Do: Deadline is not pleased of what he is doing, but there are no other options.
    Deadline: It is not my way to wield the weapons of war. But it is the only way.
  • Non-Standard Game Over: If there are no cards Environment cards left during Deadline's Remorseful Eco-Vandal trick, the heroes lose.
  • Not So Different: 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.
  • Really 700 Years Old: At the least. Comes part of being an Endling.
  • Four Is Death: 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.
  • Weapon of Choice: The Atomic End-Glave is a polearm.

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.

  • Damage-Increasing Debuff: Challenge Mode's Frail Child does this. See Glass Cannon below.
  • Damage Reduction: Granite Oni
  • Dem Bones Macabre Specter.
  • Department of Redundancy Department: Dreamer's front side is called "The Dreamer Dreams."
  • Dark Is Evil: Illusory Demon and Granite Oni.
  • 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.
  • Glass Cannon: 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.
  • Healing Factor: 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.
  • Non-Standard Game Over: If Dreamer is killed, the heroes lose.
  • One-Hit KO: Not for Dreamer but for the heroes. Challenge Mode's "Frail Child" Challenge makes any damage Dreamer takes lethal.
  • Police Brutality: 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
    • Even ore so during Challenge Mode.
  • Power Incontinence: She's not actually evil, it's just that her psychic powers are causing her nightmares to manifest in the real world.
  • Squishy Wizard. Dreamer only has 6 HP. You do not want to send large amounts of damage her way.
  • Taking the Bullet: 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.

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 in their deck resulting in different members of the Ennead actiuvating thier effects basedon 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.

  • All Your Powers Combined: Played with. Challenge Mode gives each card in thier deck all three of thier trigger symbols (Orange, Green, Purple) meaning the cards that are suposed to trigger specific members of the Ennead trigger each member.
  • Arch-Enemy: Ra.
  • Big Bad: Atum leads the Ennead.
  • 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....
  • Death of a Thousand Cuts: 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.
  • Elemental Powers:
  • 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.
  • Fire, Ice, Lightning: Elemental Storms does 1 damage of each.
  • The Medic: Shu's Orange/Green trigger heals his allies.
  • Instant Death: 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.
  • Rule of Three: There are nine members of the Ennead. Nine is the third multiple of three.
  • Wolfpack Boss: Each is roughly as powerful as one of the heroes.

GloomWeaver

Debut: Infernal Relics

A powerful extradimensional demon of gloom and fear. His cultists are trying to acquire his 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.

  • 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, heals whenever any target is destroyed. It is implied that he eats them. Considering a good number of his minions are human Cultists....
  • Night of the Living Mooks: 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.
  • No Cure for Evil: Averted Trope. When GloomWeaver flips he heals H * 10 Hp.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.
  • The Undead: 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.

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.

  • An Ice Person: Gene-Bound Frost Hound. Also immune to cold damage.
  • Arch-Enemy: Tempest.
  • Back from the Dead: Forced Deployment. When destroyed all dead Minion return to life. And said Forced Deployment destroys itself at the start of the villain turn.
  • Badass Boast:
    Grand Warlord Voss: "What I cannot have, I will destroy".
  • Damage-Increasing Debuff: Vyktor increases damage deal to the heroes.
  • 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.
    • Gene-Bound Guard plays it a little straighter as he reduces damage to his side by 1.
  • Ki Attack: Gene-Bound Ion-Lancer and Grand Warlord Voss.
  • Laser Blade: Gene-Bound Ion-Lancer
  • Non-Standard Game Over: If Voss has ten or more minions in play at the start of his turn, he overruns the Earth and instantly wins.
  • Playing with Fire: Gene-Bound Firesworn and Grand Warlord Voss.
  • Spikes of Villainy: The spikes are a raial trait of Thorathians, though Voss is a warlord so his count.
    • This also counts for First Lieutenant Vyktor and Field Lieutenant Tamar.
  • Takes One to Kill One: Inverted. All the Minions (save Gene-Bound Gaurd) are immune to the type of damage they deal.
  • 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.

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.

  • Arch-Enemy: 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.
  • Four Is Death: The HP of all of Infinitor's Manifestations is four.
  • Hard Light: How he creates his Manifestations.
  • Palette Swap: 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.
  • Pure Energy:
    • 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.
  • Sinister Scythe: Lambent Reaper
  • With Great Power Comes Great Insanity: Infinitor lost it once he got his powers. There is very little of Nigel left inside him.

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. 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 Superman gone bad, from Communist Superman to Injustice Superman, who shares the "supervillain killed a loved one" backstory.
  • 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 Bruiser: 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: Iron Legacy only has 32 HP, which compared to the other villains is pretty low. The only villains with a lower amount are the Vengeful Five (except Fright Train) and the Dreamer. But Iron Legacy is incredibly hard to kill. If anything the low HP makes him easier than he could have been.
  • 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.

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 by damaging her; in order to win the heroes must gain 20 favor points before Kaargra is able to gain the same amount.

  • Arch-Enemy: Sky-Scraper
  • Armor Piercing: The Champion title grants whomever claims it this, as the damage they deal becomes irreducible.
  • Blood Knight: Kaargra doesn't just watch the gladiator games. Given enough motivation she will join her gladiators and fight the heroes alongside them.
  • Green-Skinned Space Babe
  • Instant Kill: 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.
  • Regeneration: The Reckless title heals its holder 1 HP every time they get hit.

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.

La Capitan

Debut: Shattered Timelines

A time traveling pirate.

  • Arch-Enemy: The Sentinels.
  • The Atoner: 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.
  • Badass Crew: Her Crew counts, as she's deliberately traveled through time to hand-pick the biggest badasses in history.
  • 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
Team: Dark Watch (following her Heel-Face Turn 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 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, which in-story gives her control over birds, and in gameplay gives her at least one extra card draw, potentially more per turn.
  • The Atoner: Becomes the hero Pinion and joins the Dark Watch in the Sentinels Tactics line to atone for her misdeeds as a villain.
  • The Beastmaster
  • Death of a Thousand Cuts: 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.
  • 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.
  • Heel-Face Turn: According to the cover art for the Sentinenls Tactics: Broken City expansion, it appears that she has joined Darkwatch alongside Mr. Fixer, Expatriate and Setback.
  • 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 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 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 tough one to make.
  • Zerg Rush: 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...

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.

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.

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, 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.

  • Arch-Enemy: Mr. Fixer, her former martial arts teacher.
  • The Dragon: 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.
  • Dragon Ascendant: In the Villains of the Multiverse expansion, she's set to have her own villain deck.

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.

  • 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

Progency

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 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. 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 One-Winged Angel 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, Gloomweaver himself takes over.

  • Arch-Enemy: Wraith.
  • Back from the Dead: The Wraith eventually killed him, but Gloomweaver offered him a deal to bring him back.
  • Barrier-Busting Blow: When he storms the Safehouse, threatening all of the Victims hiding within.
  • Body Horror: Once he consumes enough drugs, he turns into a twisted, mutated monster reminiscent of Alex Mercer or William Berkin. His Agent of Gloom variant starts in this state, and gets even worse if he flips and Gloomweaver himself takes over.
  • Expy: Of Bane. The incapacitated side of one of Wraith's character cards even shows him holding her in Bane's signature posture.
  • Life Drain: His base mechanic. He heals for any damage he inflicts, and he heals whenever he kills a Victim.
  • Sadistic Choice: 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 its more important to take the painful hit now, or let Spite get more drugs in play and become even harder to take down later.
  • Serial Killer: He heals damage every time he manages to kill a victim.
  • No Cure for Evil: Averted. Spite is constantly healing off of nearly all of his damage he deals and Victims he kills.
  • Psycho Serum: 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.
  • Sadistic Choice: Some of these cards force these on the heroes.
  • Villain Override: 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.

Wager Master

Debut: Mini expansion
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.

  • Arch-Enemy: Guise.
  • Expy: of Mxyzptlk
  • Instant-Win Condition: Wager Master's deck is filled to the brim with these. Appropriate as he is a Reality Warper
    • 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 incapasitated 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 Fightning? makes the heroes lose if Wager Master runs out of HP.
    • 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.
  • Reality Warper
  • We Cannot Go On Without You: Playing Dice with the Cosmos and The New Deal each result in hero losses should there be even one incapacitated hero.

    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

  • Five-Bad Band:
  • Evil Counterpart: The v5 play differently than most of the other villains, as they each have thier 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.

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.

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.

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.

  • 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 Professor Zoom.
  • 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. At least, until the Heroes destroy it.
  • 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.

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.

  • Damage Reflector: Proletriat reflects any damage that isn't Psychic to the Clone with the least HP.
  • Arch-Enemy: Absolute Zero
  • Drop the Hammer: He often carries one.
  • Expy: Of Captain America.
  • Human Popsicle
  • Human Shield: Defensive Formation, which reduces damage the least healthy Proletariat takes by the number of Proletariats in play.
    • A more traidtional version is the Proletriats Character card: If there are any clones running around, the least healthy one takes any damage he would take, unless it is Psychic damage.
  • Me's a Crowd: His power. He can duplicate himself, but the more of him there are, the more psychic damage the original deals himself each turn.
  • Mother Russia Makes You Strong
  • Zerg Rush: 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 managable several Clones are hazrdous to both the heroes and himself.

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.

The Cosmic Entity

Debut: TBA

A malevolent presence referenced in various aspects of the backstory. The game's creators have confirmed that it will be the final boss of the series.
  • Big Bad: Of the entire game.
  • Early-Bird Cameo: For those interested in the game's back story, this mysterious being pops up obliquely. The promo card 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 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.

     The Endlings 

The Endlings

Deep in the far reaches of spac 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 functionaly extinct species.

The Endlings are part of the environment deck of the same name, so they may turn on the heroes at a moments notice.

  • Ax-Crazy: Possibly Urdid.
  • Art Shift: The art style for the Enclave of the Endlings resembles early 50's science fiction
  • Fish People: Frazzat, the last Pirinian.
  • Last Of Their Kind: Each of the Endlings are last of their kind, kept alive so tht their speices would not die out.
  • Multi-Armed and Dangerous: Jansa Vi Dero the Terminarc and Frazzat.
  • Obviously Evil: Orbo, the last Satellan.
    "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."
  • Poisonous Person: Venox, the last Mubbloxian.
  • Really 700 Years Old: All of them are very old, though thier exact ages are unknown. The only one who has a rough estimate of age is Deadline, who is around 700.