Characters / Sentinels Of The Multiverse Heroes

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

Go back

    open/close all folders 

Character Lists

     By Debut Expansion 
  • Core Game: Absolute Zero, Bunker, Fanatic, Haka, Legacy, Ra, Tachyon, Tempest, Visionary, Wraith
  • Rook City: Expatriette, Mr. Fixer
  • Infernal Relics: Argent Adept, Nightmist
  • Shattered Timelines: Chrono-Ranger, Omnitron-X
  • Vengeance: K.N.Y.F.E., Naturalist, Parse, Southwest Sentinels, Setback
  • Wrath of the Cosmos: Captain Cosmic, Sky-Scraper
  • OblivAeon: (See the Villains page for their tropes) Akash'Thriya (Akash'Bhuta), Harpy (Matriarch), La Comodora (La Capitan), Lifeline (Deadline), Luminary (Baron Blade)
  • Various Mini Expansions: Benchmark, Guise, Scholar, Unity, Stuntman (Ambuscade)

     By Team 
  • Dark Watch: Expatriette, Harpy/Pinion (Matriarch, after OblivAeon), Mr. Fixer, Nightmist (before OblivAeon), Setback
  • Daybreak: Beacon, Muse (The Dreamer grown up)
  • Freedom Five: Legacy, Absolute Zero, Bunker, Haka (in the "Silver Age"), Tachyon, Wraith, Unity (unofficial member as intern)
  • Freedom Six (Iron Legacy timeline): Tachyon, Absolute Zero, Bunker, Tempest, Golem Unity, Wraith
  • G.L.O.B.A.L.: Tempest
  • Paradigms: Unity, Benchmark, Parse
  • Prime Wardens (card game & Tactics): Argent Adept, Captain Cosmic, Fanatic, Haka, Tempest, Sky-Scraper (after OblivAeon)
  • Prime Wardens (RPG): Argent Adept, Anubis (Marty Adams version), Fanatic, Arataki (an alternate universe Haka), Visionary
  • Sentinels of Freedom: Heritage (Legacy), Absolute Zero, Bunker, Tachyon, Wraith
  • Southwest Sentinels / Void Guard: Idealist, Mainstay, Dr. Medico, Writhe

Tropes

     Absolute Zero 

Absolute Zero

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

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

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

  • 24-Hour Armor: Justified, his armor is also his life-support. He's seen wearing a suit over it while attending Baron Blade's funeral.
  • Achilles' Heel: Both in the lore and on the tabletop, Absolute Zero is screwed without his suit. Lots of artwork shows him getting the visor cracked, with presumably near-deadly results. And in-game, losing all of his equipment puts Zero in a bind, since much of his deck needs at least one Module card in play to do anything more than ineffectually cause him to hurt himself.
  • And I Must Scream: Elemental Wrath Absolute Zero's powers have evolved, creating ice armor that protects him in response to injuries to keep him from being exposed to the killing heat of the outside world. However, it's not a power he consciously has control over, and it happens automatically. His incapacitated artwork shows him encased in a massive glacier... with his faceplate intact and glowing to indicate he's still fully conscious in there.
  • An Ice Person: Unlike his base variant, his Elemental Wrath incarnation has developed outright ice-blasting powers.
  • Anti-Hero: The most distinctive of the Freedom Five. He's not (initially) 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.
  • 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.
  • Blessed with Suck: He may have cool thermodynamic powers, but at the cost of a body temperature so low that he can only exist comfortably inside his suit or a specialized "cryo chamber." One of Wager Master's cards, the first time his face was ever revealed, shows him weeping at the feeling of wind on his face for the first time in years. Elemental Wrath Absolute Zero has it even worse, since not only does he have to live in a dystopian Bad Future, but he's become so cold he can't feel much of anything anymore, while his powers could potentially go out-of-control and trap him in a glacier forever.
  • 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.
  • Character Development: Undergoes more of it than any other member of the Freedom Five, to the point that it's he, rather than the others, who rallies them together to fight OblivAeon. His "Day in the Life" one-shot also features him taking the time to find and forgive the man who killed his fiancee and led to his depression.
  • 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.
  • A Day in the Limelight: Has a comic version of this, according to the Letters Page podcast. It starts with him being his usual grumpy loose-cannon self in a fight with Omnitron, only to clock out early so he can meet, talk to, and forgive the person who killed his fiancee in a car accident.
  • Deadpan Snarker: A lot of his commentary on his cards, as well as on others' powers.
  • Death-or-Glory Attack: His Termi-Nation promo's power boosts the damage he deals out and takes by 2 for a turn, and the promo has lower HP than his normal or Elemental Wrath versions. This means he can deal out obscene amounts of damage, but is immensely fragile — and when he hits himself, it's boosted by 4note . It's entirely possible to bring him from full HP to well below zero in a single turn, or to completely restore his hitpoints when he's on the brink of death. Or both.
  • Defrosting Ice Queen: Went from depressed and apathetic victim who only joined the Freedom Five because his only other choice was to sit alone in an empty room bored out of his mind to, by the time of the OblivAeon crisis and Sentinels Tactics, a genuinely committed hero and a devoted member of the Freedom Five, whom he regards as a new surrogate family. In the RPG, he's gone on to become a mentor to the newest generation of heroes, teaching them the humanities, and to think about the ethics and meaning of what they do.
  • 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. And because of the mechanics of his primary means of attack (dealing himself fire damage, then dealing a villain the same amount of cold damage), damage buffs double their money on him, since they work on both.
  • Elemental Absorption: One of his modules heals Absolute Zero every time he takes cold damage.
  • Expy:
  • Glass Cannon: Termi-Nation Absolute Zero's Violent Shivers turns him into this, boosting the damage he does by two while also increasing how much damage he takes by 2.
  • 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.
  • Good Feels Good: After Wraith pays off the remainder of the debt for his suit, he decides he's happiest being a hero with the Five.
  • Heart Light: A blue triangle that functions as his Chest Insignia.
  • Hidden Depths: He's a lifelong fan of jazz music, which is the foundation of his friendship with Writhe, and he is a very introspective person under all that depression. This feeds into his becoming a teacher of the humanities in the RPG timeline.
  • How Dare You Die on Me!: Gives such a speech to Tachyon, when the latter lies wounded after the initial battle with Progeny. Tachyon starts musing about how so much has changed since the team first formed.
    Tachyon: Legacy called us together to stop Baron Blade. A man. Not a monster from far beyond known space. it all started so very different from—
    Absolute Zero: Don't say "how it ended." It's not over yet, Doc.
  • Human Popsicle: Puns aside, he was kept in stasis for a decade after his exposure to Pike Industries chemicals.
  • Incredibly Lame Pun: Positively relishes making ice-related puns. They're all over his card quotes, and he makes one at the beginning of a match.
    Absolute Zero: "Tempers are running hot. Time to cool things down."
  • 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.
  • The Needless: Ryan Frost's mutation has removed his need to eat, drink, breathe, or sleep. He misses these things.
  • Odd Friendship: He and Tachyon are extremely close as friends, even though they don't share many interests or have much in common. For instance, while music is his passion, she can't sit still and quiet her mind enough to properly digest it down, while he doesn't really like the kinds of magic shows she's so fond of. They do both read, and apparently have an ongoing reading circle.
  • Personality Powers: Before he got ice powers, Ryan Frost was a deeply depressed person. Afterward, he's still a bit of a downer.
  • 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.
  • Rogues Gallery: Zigzagged. Ryan himself has no nemeses, as he lacks adventures where he's a solo hero and thus lacks adventures where he fights the same foe over and over again. The card game did give him several, but no villain has a specific problem with him, instead more of his team or requiring his armor. Proletariat is Absolute Zero's nemesis, but only because Baron Blade required a nemesis for a guy who didn't have one and manipulated Proletariat into being one.
  • Steven Ulysses Perhero: Ryan Frost ended up with ice powers.

     Argent Adept 

Argent Adept

Debut: Infernal Relics
Team: Prime Wardens

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

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

Argent's alt forms are Prime Wardens Argent Adept, Kvothe Six-String Argent Adept/Dark Conductor Argent Adept note , and XTREME Prime Wardens Argent Adept.

  • Achilles' Heel: To be effective, needs both his instruments (which are equipment) and his music (which are ongoing cards.) This makes him take a bit longer than most other heroes to set up, and means that he's vulnerable to villain cards that destroy either - in particular, losing all his ongoing cards can leave him with a bunch of instruments and nothing to play with them.
  • Alliterative Name: All Virtuosos of the Void have alliterative titles: the Amber Accompanist, the Sallow Skald, the Jade Jinx, the Cerulean Sorcerer, Sister Saffron, the Crimson Conductor, the Chartreuse Chanteuse, and, of course, the Argent Adept.
  • An Ice Person: Scherzo of Frost and Flame is partially a cold attack. The art depicts him trapping an opponent in a block of ice.
  • Artifact of Doom: The previous Virtuosos of the Void became such because of their affinity for both the Void and for music, not necessarily for being good people (although most were). At least one of these "dark" instruments, the baton of the Crimson Conductor, has a negative effect on the bearer's personality. After reclaiming it from one of Biomancer's flesh constructs, Anthony almost loses himself to its power. Only by the time of Tactics has he learned to manage it properly.
  • Art Initiates Life: In Arataki's universe he's the Argent Artist, since the Virtuosos are all "Vessels of the Void" who cast their magic via various types of visual arts and crafting rather than music.
  • Artistic License – Music:
    • The art on Telamon's Lyra actually depicts a lute.
    • Likewise, the art on Musaragni's Harp actually depicts a lyre.
    • Scherzo of Frost and Flame is a card which deals 1 point of cold damage and 1 point of fire damage. A scherzo is typically a playful, lighthearted composition. Not technically wrong, exactly, but still perhaps thematically odd.
    • Sarabande of Destruction is a card that instantly destroys any Ongoing or environment card. A sarabande is a slow elegant court dance (and the related music). Again, not wrong, exactly, but a bit odd.
  • Asexual: Originally, this was just the nature of the comics of his era. Nowadays, it's been established that he is indeed both asexual and aromantic.
  • Awesome Anachronistic Apparel: His outfit in the RPG goes from his usual "bard superhero" look to "D&D bard that happens to be in a superhero comic".
  • Badass Beard: He grows a moustache and full beard during the RPG timeline, probably to go with his new "magical groundskeeper" role there.
  • Badass Cape: A constant in all of his variants in the main game, including Kvothe and Dark Conductor. He seems to have eventually traded it for a Scarf of Asskicking in the Tactics box art, though, and drops it completely in the RPG.
  • The Bard: Both thematically and practically: a good Argent Adept plays support for his team using musical instruments.
  • The Bartender: Before becoming a hero, he did odd jobs between gigs. Kvothe Six-String's incapacitated art has him doing this to represent some sort of Despair Event Horizon that pushed him into retirement.
  • Blood Magic: The baton of the Dark Conductor came from a power-hungry virtuoso who dabbled in it, and its power includes this form of magic.
  • Call to Adventure: A twist is that his came late, as Akash'Bhuta killed and devoured his predecessor and smashed his fiddle to slow the transmission of musical knowledge to Anthony.
  • The Chosen One: The current Virtuoso of the Void.
  • Color Character: "Argent" being another word for "silver." All the other Virtuosos had their own colors.
  • Crucified Hero Shot: His base incapacitated artwork shows him bound to a wooden X with a pile of skulls in the foreground.
  • Deliberate Injury Gambit: In "Polyphoric Flare" he's seen firing one of his spells back through his own chest to take out Siege-Breaker who's got him in a chokehold.
  • Difficult, but Awesome: Focuses on stringing together increasingly long and intricate action combos utilizing three different types of music with a Perform and an Accompany component. Used correctly, the Argent Adept can magnify the number of actions of the entire team... but he needs to have both an instrument and some music out to work to his full potential, and you have to be able to plan ahead to get out the ones you need when you need them. On top of this, since his best powers are about giving other people additional actions, you don't just have to know his deck perfectly, you need to understand all of your allies as well!
  • Expy: Of Kvothe, from The Kingkiller Chronicle, to the point that a promo card features Kvothe explicitly.
  • Glowing Eyes: Almost always depicted with his eyes glowing with the same green hue his magical energies have, though they glow red during the time he's being corrupted by the Crimson Conductor's baton.
  • Heart Is an Awesome Power: One of the most useful heroes in the game despite having mostly support options and only a couple of weak direct damage attacks, as he can provide almost every single buff and support option in the game. With one of his variants having villain deck manipulation as a potential power, it goes from "almost every" to "every".
  • Instrument of Murder: Can break his instruments to destroy cards.
  • Legacy of the Chosen: Whenever Akash'bhuta awakens, a Virtuoso of the Void arises to do battle with her and force her back into dormancy. However, because she snapped the line of succession generations ago, Anthony is far behind where he should be.
  • Long-Haired Pretty Boy: He originally sports this look, though he eventually gets an Expository Hairstyle Change to short-cropped hair. (Doesn't lose the "pretty boy" part any, though.)
  • Magical Flutist: Since he started out as just a singer, Drake eventually creates a set of pipes as his signature instrument after thinking back to his days of playing the recorder as a middle school student.
  • Magic Music: How he buffs the team.
  • The Mentor: He helps The Naturalist gain control of his shapeshifting powers granted from being cursed by Akash'Bhuta, helps Visionary defeat the Dark Visionary side of herself, helps Idealist with a project, and along with Mr. Fixer helps Unity use her powers to build Chrono-Ranger's future AI buddy Con (a.k.a. the Concordant Harmonic Entity). However, because his own training is incomplete, he doesn't have time to fully embrace this trope.
  • Musical Assassin: Though most of his tunes enhance his fellow heroes, a couple do do damage.
  • Nice Job Breaking It, Hero!:
    • When he destroyed Xu's Bell to destroy one of Voss's ships, it shattered her connection to the physical world from the Void, where she existed on as a spirit, and left her spirit a husk of its former self.
    • In the Tactics timeline he seems to be less violently following some of the same mistakes as the Crimson Conductor, via collecting Virtuoso power in the form of finding connecting the existing instruments and their power to himself in a way that might once again cut off future Virtuosos from their destiny.
  • Not Himself: When he reclaims the baton of the Crimson Conductor from the Carbon Adept, it begins affecting Anthony's heroic personality, turning him cold, controlling, and arrogant.
  • Ominous Pipe Organ: The SFX in the digital game for the power of his Dark Conductor variant features a jarring pipe organ chord.
  • Order Versus Chaos: On the side of Order, as represented by his music.
  • Playing with Fire: Scherzo of Frost and Flame involves a fire attack. On its own, it's not very effective, but it can catch a melody trigger that would otherwise be wasted.
  • The Power of Rock: All of his powers stem from his music. Most of his songs allow him to play one of a couple of different variants, allowing him to have various buffs/debuffs.
  • Psychotic Smirk: The incap of his Dark Conductor variant is one of the very few times we see the normally serious and stoic Anthony smiling, but since he's being corrupted by evil influence at the time it ends up being incredibly creepy and disturbing. It then goes straight up into a full-blown Slasher Smile in one of his portraits in the digital version.
  • Punk Rock: One of his alternate universe twins seems to be a rebellious punk rocker (with "Rebel Yell" as a power), as a meta Affectionate Parody of the The Dark Age of Comic Books.
  • Red Eyes, Take Warning: Anthony's power aura is normally green. However, when he's being overwhelmed by the spirit of the Crimson Conductor through his baton, his eyes instead begin glowing red.
  • Redhead In Green: In the RPG timeline his outfit is a silver vest over a forest green shirt and trousers. Almost happened in the card game as well, since they almost went with "Viridian Virtuoso" (a bluish-green color) as his superhero name before deciding it was a bit too much of a mouthful.
  • Retroactive Legacy: The previous Virtuosos of the Void weren't mentioned before his introduction.
  • Rogues Gallery: Akash'bhuta, the avatar of natural destruction and chaos, Ruin, a skeletal monstrosity that feeds on the Void energy contained within his music, and - along with the rest of the Prime Wardens - Balarian, a monster from another universe with tentacles and what the Adept considers a worrying amount of teeth.
  • Significant Green-Eyed Redhead: On account of inspired by Kvothe. Also the energy from his spells is neon-green-hued, which means he frequently is depicted with glowing green eyes to boot.
  • Spell Book: In the Tactics timeline he has gathered so much power in the form of instruments that he can't contain it all, so he has Harpy teach him a ritual that creates a magical songbook that contains and is attuned to his personal power, which then connects the various instruments to the songbook instead of to the Void. It's implied this is not actually a very good idea, but neither Harpy nor Anthony realize it.
  • Squishy Wizard: Both in- and out-of-universe. In game mechanics he can do many powerful effects with his magic but his variants tend to have the least HP in the game or be tied for least with a tiny few other characters. In the game's lore he's of average height and much slimmer in build than the other male characters and has no fighting skills to speak of. In the Vengeance event Baron Blade even takes him out simply by sneaking up behind him and sucker punching him during a moment he's too distracted to react with a spell.
  • Summon to Hand: He can summon instruments out of the Void to perform different songs.
  • Technician vs. Performer: The Performer to NightMist's Technician. As opposed to her scholarly, carefully-practiced approach to magic, Anthony prefers improvising, working on the fly with the instruments and music available to him. Ironically, thanks to his connection to the Void and the careful order of his music, his on-the-fly style produces more-reliable results than their chaos-magic.
  • Tenor Boy: The sound effect of him singing for his Vocalize power in the digital game reveals him to be this.
  • The Tragic Rose:
    • A feature of the Crimson Conductor's baton, as a symbol and enabler of its partly Blood Magic nature.
    • In his RPG version Anthony is seen wearing a rose tied to one of his upper arms for unknown reasons.
  • Wandering Minstrel: A modern variant.
  • Worthy Opponent: In the digital version Akash'Bhuta notes that she actually kinda likes Anthony's XTREME punk rock alternate universe double better for being "loud and dissonant" and "chaotic", though she's still going to kill him anyway.

     Beacon/Young Legacy 

Young Legacy/Beacon

Debut: Base Game if you count Legacy's deck, otherwise Promo.
Team: Freedom Five (card game & Tactics), Daybreak (Sentinel Comics RPG)

http://static.tvtropes.org/pmwiki/pub/images/young_legacy_sentinels_of_the_multiverse_9.png
"Out of the way, drones! Or, I mean, please do stay in the way! Look, just line up for me, OK?"
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. However in both the Tactics and RPG universes Beacon becomes more of her own person both in- and out-of-universe.

  • Arch-Enemy: Baron Blade, like her father before her.
  • Coming-of-Age Story: Felicia's origin as America's Youngest Legacy. After her father is killed by Baron Blade, she takes charge, arranges his funeral and steps in as the new Legacy.
  • Distaff Counterpart: Of her father. In the third timeline presented in Sentinels Tactics, Young Legacy takes the name of Beacon until her father passes the title of Legacy to her.
  • Expy: To Supergirl, although she's the previous Legacy's daughter rather than his cousin.
  • 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.
    • Subverted as Beacon. She tends to be more brash and hands-on than her father, preferring to use her invulnerability to get up close to her enemies and hit them with her Atomic Glare.
  • Hot-Blooded: Beacon is a lot more aggressive and eager to jump into a fight than her father is. In Tactics she's seen throwing around furniture in annoyance when the Operative insists on playing coy with her, and is frustrated at being left behind to "babysit" while her dad is off fighting.
  • Missing Mom: There's no mention of Felicia's mother either in her or her dad's or Iron Legacy's back stories. Plus, Legacy takes care of household tasks (at least he cooks). Word of God, however, says that she's alive and fine — she's just busy as a U.S. Senator and not involved in the family superheroics, and therefore doesn't show up in the card game. Her only on-card appearance, according to the Letters Page podcast, is as a hostage in the Madame Mittermeier’s Fantastical Festival of Conundrums & Curiosities environment deck.
  • Odd Friendship: With Expatriette: They've both been significantly influenced by their super-powered parents, in completely opposite directions.

     Benchmark 

Benchmark

Debut: OblivAeon
Team: None, affiliated with RevoCorp

http://static.tvtropes.org/pmwiki/pub/images/benchmark_sentinels_of_the_multiverse.png

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

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

  • The Ace: Deconstructed. Randall Butler was a man born with a huge array of natural talents, from academics to charisma and good looks, to athletic ability, and never had to work hard at anything in his life to get ahead. While he's not really arrogant, he's very self-centered, and has some foolish and simple ideas about how the world works.
  • Arch-Enemy: OblivAeon. An Omnicidal Maniac like that does tend to inspire hostility.
  • Birds of a Feather: Ends up dating Unity in the RPG timeline after the events of OblivAeon, thanks to their shared experiences of being screwed over by RevoCorp. Also, a cyborg and a technopath is just a good match.
  • Character Development: After the OblivAeon event, he learns that being a hero is about more than just trying to be cool and heroic to impress people. In the Tactics timeline, in which people turn against heroes en masse, he decides that he's not really cut out to be a hero, and goes back to acting and charity work to try to make the world a better place. In the RPG timeline, in which Revocorp gets bought out by a better-natured company, he instead stays as Benchmark, and for the right reasons.
  • Cyborg: The entire suit isn't hardwired into him, but he does have an interface under his skin to make it work like a part of his body.
  • Genius Bruiser: Randall Butler, even without his suit's powers, is a champion chess player and boxer. Between the two, he's able to disable the Benchmark suit to avoid hurting the other heroes, and then take on Revenant with the broken, hotwired pieces.
  • The Gift: Randall Butler, between his good looks, likable personality, brilliant mind, and athletic ability, was born with loads of talent.
  • Glory Seeker: Defied. While Randall Butler didn't become Benchmark for the right reasons, he doesn't actually just want to be famous and respected. He just has the wrong idea of what helping people really means.
  • Good Twin: Played with. His Supply and Demand variant comes from a Post Cyber Punk universe where he is the only superhero in the world, and RevoCorp is funded by wealthy philanthropists rather than villains. In that reality, many of the villains have the powers of their heroic nemeses, and the world has never had any superheroes before him.
  • Necessary Drawback: His deck features two kinds of cards: Hardware cards, and Software cards. Software cards are much more powerful than Hardware, but he can't have more Software in play than Hardware without destroying two Software cards. This is part of what makes his variant's power of playing the top card of his deck a bit of a risk.
  • The Paragon: Deconstructed. Randall Butler genuinely wants to be a hero and help people, but thanks to his charmed life, he thinks he can do this via, at first, being an actor, then being a superhero mascot.
  • Unwitting Pawn: Benchmark is unaware of his sinister origins. His incapacitated art shows him being forced to attack a former RevoCorp employee and an ex-guinea pig (Parse and Setback, respectively) thanks to Directive 4.
  • X-Pac Heat: In-universe, Benchmark was supposed to be a complex figure who came across as likable, but still naive and in need of personal growth, so that he could show that growth during the OblivAeon event. However, the readers of the comics instead found him kind of insufferable, partly because he kept showing up to save beloved and well-established heroes in their books in the process. This faded, fortunately, following the immediate aftermath of OblivAeon.

     Bunker 

Bunker

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

http://static.tvtropes.org/pmwiki/pub/images/bunker_sentinels_of_the_multiverse.png
BUDDABUDDABUDDABUDDABUDDA

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

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

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

  • 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.
  • Arm Cannon: Both his Flak Cannon and Gatling Gun replace an arm of his suit.
  • Armor Piercing: G.I. Bunker's baseline power lets him pick a target, and all damage dealt to that target is irreducible.
  • Determinator: G.I. Bunker died fighting his way through a Nazi fortress single-handed. As his suit took damage and began to lock up, he tore the damaged parts off, rather than retreat or surrender. His incapacitated art depicts him down to a pistol, missing his helmet and one arm of the suit, with his fuel tank on fire. He's still pushing forward.
  • Discard and Draw: Termi-Nation Bunker's base power, Modulize, requires him to destroy one of his Ongoing or Equipment cards, but in exchange he can draw a card, play a card, and use a power in whichever order the player chooses. That's essentially an entire second turn, for the record.
  • Expy: of War Machine.
  • Guns Akimbo: All of Bunker's damage dealing powers are guns, and Turret Mode lets him use two in one turn.
  • Heroic Sacrifice: The WWII Bunker, Engine of Freedom, went down in a blaze of glory, taking on a Nazi bunker single-handed and trying to kill Hitler.
  • The Lancer: To Legacy's Hero.
  • Military Superhero: Played with. Bunker is ultimately a hero first, a military man second, but he is obviously affiliated with them in many ways.
  • 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.
  • Real Robot: While the Bunker Suit is fantastic technology, it edges more toward realism than something like Iron Man's armor — Tyler is only able to use it because he's also an engineer, and in the prequel comic, he describes operating it as a monumental task in itself. He's constantly having to maintain and improve the suit, and the main reason there aren't armies of Bunkers isn't because the tech is particularly special or unique, but that the thing is very difficult to operate and maintain.
  • Rogues Gallery: Fright Train, his Vengeful Five counterpart and old army rival, Miss Information, along with the rest of the Freedom Five, Chokepoint, a ferropath who hates metal being put to "unworthy" use.
  • Superhero Packing Heat: See Walking Armory. Bunker goes into battle loaded for bear.
  • To The Bat Noun: Bunker has a number of devices called the "Bunker-[something]", most notably the "Bunker-Copter" in the Tactics timeline.
  • Walking Armory: He has flak guns, a minigun, a grenade launcher, missiles, and an Omnicannon. And a sticky grenade launcher, which is surprisingly useful for keeping out unwelcome environment cards.
  • 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 

Captain Cosmic

Debut: Wrath of the Cosmos
Team: Prime Wardens

http://static.tvtropes.org/pmwiki/pub/images/captain_cosmic_sentinels_of_the_multiverse.png
"Who put me in charge? No one. But someone must stand for the world."

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

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

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

  • Achilles' Heel: Captain Cosmic can run excellent support for any hero team, and although his constructs are easy to destroy, he has many ways to mitigate this and even turn it to his advantage in both forms. However, his ability to actually deal damage and run touchdowns on his own is very limited, and either heavily-randomized (Harsh Offense), reliant on destroying his constructs (Construct Cataclysm, Potent Disruption, Destructive Response), or tied to a fragile and easily-destroyed contruct (Autonomous Blade, Cosmic Weapon). If his team gets picked off or shut down around him, he will have trouble keeping things going on his own. Also, any effect that does enough damage to destroy a construct outright prevents its effects from going off, and their hitpoints are, again, quite low.
  • Badass Longcoat: Sports a nice one in his Prime Wardens variant.
  • Cain and Abel: Defied. No matter how bad things get, Hugh never gives up on Nigel's ability to redeem himself, and Nigel never actually brings himself to kill his brother. Even their more-thuggish XTREME variants are still brothers to the end.
  • Captain Superhero: Though ironically he's not only not a military Captain but he's not the leader of the Prime Wardens either (he's more The Lancer instead).
  • Cast From HP: Unflagging Animation, which lets him play a free construct from out of his trash each turn, at the cost of taking irreducible psychic damage. He also casts from his constructs' HP, destroying them to deal damage based on their remaining health or causing them to aid his allies when damaged.
  • Counter Attack: Wounding Buffer, which damages whomever hurts the hero it's next to. One of his ongoings also causes destroyed constructs to deal damage to other targets, though he can intentionally trigger this himself by detonating them.
  • Crusading Lawyer: A sort of literal one, since he started out as a barrister before getting his powers.
  • Death of a Thousand Cuts: His XTREME variant's new power deals a target one energy damage, then causes each of his constructs in play to deal that same target one energy damage.
  • Doppelgänger Attack: Some of his constructs, such as Augmented Ally or Unflagging Animation, are copies of his allies.
  • 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. His suit and aura also reference Firestorm.
  • 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.
  • Life Drain: Inverted. His Vitality Conduit funnels the energy contained within it to heal its wearer whenever it takes damage.
  • London Gangster: His XTREME incarnation brandishes guns, and has a much more lower-class, confrontational attitude than his normal counterpart.
  • More Dakka: XTREME Captain Cosmic shouts in his intro dialogue in the digital game he has "more golden guns than you've had hot dinners".
  • No-Sell: Cosmic Crest makes him and all his constructs immune to all energy damage.
  • Rogues Gallery: Infinitor, his own brother who was driven insane by powers similar to Captain Cosmic's, Empyreon, a man whose energy powers harm himself and those around him, Galactra, a woman who claims to wield the true power of the cosmos, and - like the rest of the Prime Wardens - Balarian, a grinning tentacled monstrosity from another universe full of its kind.
  • Taken for Granite: His Prime Wardens incapacitated artwork shows him transformed into a golden statue.
  • Team Dad: Christopher has described him as being "Space Dad" in personality, and he ended up being a father figure to Parse in particular.

     Chrono-Ranger 

Chrono-Ranger

Debut: Shattered Timelines
http://static.tvtropes.org/pmwiki/pub/images/chrono_ranger_sentinels_of_the_multiverse.png
"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 where various cryptids have made mankind all-but extinct. Outfitted with future gear and a time machine by a sapient robot factory, Chrono-Ranger travels through time, ending the monsters in the past before they can ravage the future.

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

  • Achilles' Heel: He's very dependent on his bounties. Two of his weapons and Hunter and Hunted key off them, and the bonus damage lets him do more than the ping damage he's usually stuck with.
  • 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.
  • Bounty Hunter: One of his core mechanics involves posting and claiming "bounties" on various targets during the match, drawing cards when they're taken out and gaining different benefits for going after them.
  • Counter Attack: The Ultimate Target bounty lets Chrono-Ranger use a power when the target deals damage to anything, not just himself. This can even include the target dealing damage to itself (this can get really funny with Akash'Bhuta, for example).
  • Damage-Increasing Debuff: "The Ultimate Target" buffs his own damage against a target, while "By Any Means" increases all damage.
  • Death of a Thousand Cuts: Jim's not packing massive damage-dealing combos without outside support or his heaviest weapons coupled with bounties. However, he hits often, usually getting multiple shots in per turn, and just about all of his one-shots let him inflict an extra point of damage as a side effect. Paired with a damage booster like Legacy, or his Hunter and Hunted card...
  • Expy: Jonah Hex as a time cop. Alternatively, Cable but from the Wild West. His Renegade incarnation from the Tactics timeline has clearly begun taking some inspiration from The Terminator.
  • Glass Cannon: On his own, Chrono has no Damage Reduction and very little healing. He becomes a true Glass Cannon with Hunter and Hunted: With it, the damage he deals and is dealt increases by 1 for every Bounty he has.
  • The Gunslinger: He starts with his old six-gun, but can play a variety of other time-displaced firearms.
  • I Call It "Vera": Jim's Danny-Boy, which he calls Danny.
  • I Work Alone: A downplayed example. He's willing to fight alongside other heroes if the threat is serious enough, but he never teams up with them in any permanent capacity.
  • Mysterious Stranger: He's appeared to assist the other heroes against a number of dangerous villains, such as Akash'Bhuta and The Dreamer, but always departs immediately after. None of the other heroes know much about him.
  • 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.
  • Not Himself: Con's bounties start out with Chrono-Ranger going after monsters, but eventually start taking darker and darker turns via asking Jim to go after sapient beings, and then later outright kill them, even though Jim had already made his refusal to kill people clear. Turns out this is because Biomancer had used a Chrono-Ranger clone to compromise Con's systems.
  • One-Man Army: His Renegade incarnation in Tactics. He's waging a one-man war with Exemplar and winning, and For Profit doesn't think one man is going to be a match for a team of supervillains.
  • Revolvers Are Just Better: He prefers his six-gun, though he will admit that the Masada is a fine piece of work.
  • Rogues Gallery: Those arm-thievin' rat beasts in the Final Wasteland environment, Plague Rat, their apparent progenitor who also seems to finds his flesh delicious, the time-traveling bandit La Capitan, and a low-down snake of an alien gunslinger with a Healing Factor named Doc Tusser. The Tactics timeline also has him fighting the forces of Exemplar, known as the Chairman before he started taking all that Psycho Serum, including the mercenary group For Profit.
  • Schizo Tech: His arsenal includes a classic six-shooter coupled with an energy cannon, neuro-toxic dartgun, incendiary missile launcher, time-warping grenades, and a cybernetic arm that can turn into a bow-and-arrow.
  • Set Right What Once Went Wrong: Chrono-Ranger's objective. The Final Wasteland is full of dangerous monsters. Chrono-Ranger hunts them down in the past, before they can destroy civilization. He also tracks down the occasional dangerous supervillain, such as Ambuscade or Akash'Bhuta.
  • 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.
  • What Measure Is a Non-Human?: In-universe, Jim is fine with killing all manner of monsters, but draws the line at killing human beings to prevent the Bad Future. However, he ultimately has few qualms about horrifically destroying Doc Tusser by turning his Healing Factor against itself, even though the creature is clearly intelligent.
  • Where Does He Get All Those Wonderful Toys?: Con, an artificial intelligence from a Bad Future, keeps him supplied with advanced weaponry.
  • Why Did It Have to Be Snakes?: Hates the giant rats of the Final Wasteland, after one ate his arm.

     Expatriette 

Expatriette

Debut: Rook City
Team: Dark Watch
http://static.tvtropes.org/pmwiki/pub/images/expatriette_sentinels_of_the_multiverse.png
"One for wrath...and one for ruin."

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

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

Expatriette's alternate form is Dark Watch Expatriette.

  • Abnormal Ammo: Can do elemental damage with certain bullets.
  • Achilles' Heel: Has a level of equipment dependency rivalling the Wraith, but with worse tutor effects to bring them out and very little in the way of card draw.
  • Art Shift: Reload is black-and-white, with prominent blood spatter in the background.
  • 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.
  • Boring, but Practical: Other damage dealing heroes might spike higher with enough set-up time, but Expatriette comes online the minute she has one or two guns in play and can provide steady fire-support throughout the game.
  • Bulletproof Vest: Flak Jacket. It will completely prevent any one attack that would deal at least three points of damage.
  • Character Development: Went from a bitter, scarred vigilante with a big grudge against all people with superpowers to a happier person who's worked through many of her issues over the course of the storyline.
  • Died in Your Arms Tonight: Not on one of her cards, but on Setback's Dark Watch 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.
  • Does This Remind You of Anything?: Amanda is a child of two cult-like parents, one of whom are disappointed that she was born 'different' from them, eventually casting her out on the streets. Over time, she learns that there's nothing wrong with her, and that she's got both the mental and physical strength to compete with people like her parents. If this weren't a game about super heroes, Expatriette's backstory would have a slightly different tone.
  • Expy: Of The Punisher, or perhaps, the Huntress, especially given that her archenemy is her parent.
  • Eyepatch of Power: She lost her eye in battle when she left the Citizens of the Sun.
  • Firing One-Handed: Expatriette does this with an assault rifle.
  • Good Smoking, Evil Smoking: Downplayed. She smokes in Arsenal Access and Quick Draw, but appears to avoid it when she's working.
  • Guns Akimbo: Almost as big an offender as Bunker. With the right build, she can actually wield five guns simultaneously. One of her signature pistols even has a rider on its power usage to let you use the other one for free.
  • 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.
  • Had To Be Sharp: She grew up in a primordial volcanic island full of dinosaurs where she was the only kid without any superpowers. If she weren't tough as nails and twice as stubborn, it wouldn't have been an environment she could survive in. She learned how to deal with people who have superpowers as a girl, hence her original appearance as an expert mercenary specializing in taking them out.
  • Harmful to Minors: Amanda was twelve when Citizen Dawn got impatient for her powers to emerge and burned out her eye to try to jump-start the process. Then killed her father in front of her. It prompted her to steal some old poacher's guns and set out on her own through a dinosaur-infested jungle.
  • Heel–Face Turn: In her "comic" backstory, mirroring The Punisher. She originally shows up as a mercenary specializing in taking out people with super powers, with her tragic past only later being filled in, before becoming a somewhat more-conventional hero through her relationship with the other heroes.
  • Heroic B.S.O.D.: Implied by her Dark Watch variant's Collector's Edition incapacitated art, which sees her training her crosshairs on Zhu Long's newest recruit... only to see it's a mind-controlled Setback.
  • 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.
  • I Call It "Vera": Her main guns are a pair of custom pieces she named Pride and Prejudice.
  • Kill It with Fire: Incendiary Rounds do more damage and fire damage.
  • Kill It with Ice: Liquid Nitrogen Rounds do ice damage and reduce the damage of whoever they hit.
  • 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. This theory was later Jossed, however. Or it might just be a John Woo reference.
  • Mexican Standoff: She faces off with an undercover Ambuscade in this manner in Quick Draw.
  • 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 shoot off 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.
  • Non-Powered Costumed Hero: One of the two major heroic examples.
  • Odd Friendship: With Young Legacy. They are both shaped by their super-powered parents in completely different ways.
  • Offscreen Moment of Awesome: In Pterodactyl Thief, from the Insula Primalis environment deck, a pterodactyl is stealing Expatriette's rocket launcher. In her card RPG Launcher, she's riding the pterodactyl while shooting a T-Rex with the RPG.
  • One Woman Army: In gameplay, she's able to mow-down whole hordes of goons, especially if she attaches Hollow Points to the Submachine Gun or has a couple boosts attached to Shock Rounds. The art for Unload shows her taking on a group of Voss's minions with a gun in each hand and a grenade in her teeth and, given the flavor text is one of Voss's commanders wondering why said platoon hasn't reported in, she apparently wins.
  • 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.
    • She also has a card named "Quick Draw," which lets her search through her deck for one of her signature guns and put it directly into play.
  • Relationship Upgrade: With Setback, as of the point where they've formed the Dark Watch.
  • Rogues Gallery: All of the Citizens, really, though Citizen Slash from Baron Blade's Vengeance deck and her abusive mother Citizen Dawn are the only ones she's mechanically the nemesis of. Being part of the Dark Watch also gets her the fallen lawman Heartbreaker. According to one of her cards, she's also had run-ins with Ambuscade, both before and after he was enhanced.
  • Shooting Superman: Hollow Points depicts her unloading her weapons into Argentium, a villain made of liquid metal. Although the shots are blowing holes in his body, he only seems mildly annoyed.
  • The Strategist: Explicitly stated to be the brains of the Dark Watch.
  • Super Hero Packing Heat: We have mentioned that she uses guns, yes?
  • Taking the Bullet: Her Dark Watch incapacitated card shows her leaping in front of Setback to shield him from an explosion. His Dark Watch incapacitated card shows his reaction.
  • Tempting Fate: From Hairtrigger Reflexes, a card that lets Expatriette shoot any targets that enter play:
    Blade Battalion Commander: "Get out there! She can't shoot all of you!"
  • Theme Naming: Her Iconic Item is a pair of pistols called Pride and Prejudice. Amusingly, they don't have those names because of a specific event - growing up around the Citizens of the Sun, it never occurred to Expatriette not to give a pair of things themed names.
  • Unorthodox Reload: Speed Loading shows her holding Pride and Prejudice upside down and allowing fresh clips to fall into them.
  • Vigilante Man: A Lighter and Softer version of gritty anti-heroes like the Punisher.
  • You Gotta Have Purple Hair: According to Word of God her hair color is entirely natural and is the closest thing she has to a superpower.

     Fanatic 

Fanatic

Debut: Base Game
Team: Prime Wardens

http://static.tvtropes.org/pmwiki/pub/images/fanatic_sentinels_of_the_multiverse.png
"REPENT."

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

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

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

  • Achilles' Heel: While Fanatic has a large number of ways to deal damage to enemies, most of them either require her to damage herself or are are of the "one or two points at a time" variety, including her original card's base power. Thus, enemies with even a single point of damage reduction can quickly leave her in a bit of a fix.
  • All Crimes Are Equal: A bit of a character flaw, as she approaches stopping small-time crimes with the same zeal and violence she would an alien invasion. As such, she can be difficult for other heroes, like Legacy, to work with. In the Letters Page podcast, the writers summed this up as, "Voss is attacking? Grab Fanatic, she'll be a big help. ... Bank robbery? Nobody tell Fanatic." Her Prime Warden variant explicitly notes that she's mellowed out a bit.
  • Appropriated Appellation: Averted, actually. Fanatic is her superhero name, the name of her comics, and something she's known as in-universe, but it's not a moniker Helena uses herself: after all, what kind of person actually describes him or herself as "fanatic?" She only really takes it up after Ra dies.
  • Back from the Dead: With no memories and apparent visions from heaven, at age 6. She also has Aegis of Resurrection, which revives her if she drops to zero hit points.
  • Badass Creed: "Absolution you are called, and Absolution you shall deliver."
  • Belligerent Sexual Tension: She and Ra don't really click theologically, but they still have a clear attraction to one another. His death leaves her devastated, and somewhat resentful of his "replacement" in the Tactics timeline.
  • Blind Weaponmaster: Played with. Her Redeemer Fanatic armor covers her eyes completely, as part of trying to shut Apostate out of her head.
  • Cast From Hitpoints: Several of her more potent one-shots and ongoing effects depend on Fanatic doing damage to herself or another hero in the process. Her Xtreme Prime Wardens variant can turn this to her advantage by redirecting the damage wherever she likes via her base power.
  • Church Militant: YES, though she chills out a little by her Prime Wardens incarnation.
  • Clap Your Hands If You Believe: Fanatic's powers spring from her faith. Helena's armor and sword don't naturally have power. They do because she believes they should. She's okay with this, though, because she has faith. And her faith has power because of her nature as a spirit in a human body.
  • Cool Sword: Absolution has a cool cross motif and can deal melee, fire, or radiant damage. It's also huge, so huge that she wields it as an axe after the top part shatters on Citizen Truth's shield with minimal difficulty, since it's still big enough to be dangerous.
  • 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.
  • Determinator: Undaunted gives her solid damage resistance, and Aegis of Resurrection actually brings her back from zero hit points to keep fighting. Both, like the rest of her powers, are fueled by her faith and determination.
  • Evil Mentor: The Idolater was once a minister she looked up to and confided in, before learning that he was literally feeding on the faith of his flock for his own ends.
  • Evil Twin: Hellion, the nemesis to Seraph who is a good-aligned Apostate, and she carries a sword called Aberration. Though in this case, she was possessed by a spirit of Chaos instead of one of Deception.
  • Expy: Winged woman, seemingly divine powers, very religious, ruthless streak a mile wide? Sounds a lot like one of the Living Saints from Warhammer 40,000.
  • 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.
  • Grievous Harm with a Body: One of her cards, Final Dive, makes use of this, instantly destroying one target below a certain health threshold, then dealing damage to another target based on its remaining health.
  • Heroes Prefer Swords: Her Weapon of Choice is a powerful magical sword called Absolution. It deals a three damage in her choice of either melee, fire, or radiant. Collectively, this helps her circumvent many forms of type-based damage reduction, and is one of her few ways to deal more than one or two points of damage without hurting herself. It also restores a single hitpoint when it comes into play.
  • Heroic B.S.O.D.: She honestly runs into this a lot, seeing as how her powers spring from faith. She suffered one in her first encounter with Apostate. Her Redeemer variant is her emerging from that period with renewed fervor. Other highlights from her incapacitated art include seeing what a monster the Idolater really is and shattering her sword on Citizen Truth's shield
  • Holy Hand Grenade: Most of her powers deal Radiant damage with this flavor.
  • Humanity Ensues: Fanatic was, originally a spirit of judgement who became trapped in the body of a little girl, and grew up raised in a very-Catholic environment. But, in the end, she becomes something virtually-inseparable from a human being, with a few quirks. While also being an angel. It's complicated.
  • I Am Not Shazam: "Fanatic" is the name of her comic book, not her superhero name. It's actually a bit of a slur thrown at her by the Idolater. She only embraces it during the OblivAeon event.
  • Identity Amnesia: After an accident at age 6 that left her dead for three minutes.
  • I'll Kill You!: To Apostate, of course.
    Fanatic: "I swear on all that is holy, you shall fall."
  • Knight Templar: Somewhat-literally: her relics are all old gear from the knightly order. She fits the trope most-heavily, though, because of her nature as a judgement spirit in human form.
  • Love Is a Weakness: After Ra's death, and her subsequent mourning, she decides to cut herself off from other people, so as not to be hurt again in a way that might interfere with her mission. It's more pronounced in the RPG timeline, since by the time she reappears in Tactics she's had more time to cope.
  • Meaningful Name: Once her angelic wings were revealed, she's been pretty focused on her task and faith.
  • Mysterious Past: Found at six years old, no known family, no one picked her up in the hospital before nuns took her in, and no one can explain where, exactly, her powers come from. The creators, in the Letters Page, actually acknowledged this, and cautioned that, since the mystery is a big part of the character, some of their reveals might not be something the audience actually wants to hear.
  • No-Sell: Both she and her nemesis, Apostate, have powerful cards that wipe the field of everything but relics and character cards. Both of them also have relics in their decks.
  • Odd Friendship: Although she is a devout Christian whose powers are fueled by faith and Ra is the incarnation of a pagan god, the two get along very well. When Ra dies, he does so in her arms, telling her that he always believed in her.
  • Older and Wiser: By the time she's joined the Prime Wardens, she's gotten better at moderation, tempering her zeal and avenging with compassion and defending the innocent.
  • Only One Name: She was given the name Helena by a nun, she has no memory of her name before this.
  • Order Versus Chaos: In an alternate universe she's Hellion who is a spirit of Chaos instead of Deception, while Seraph is a spirit of Order instead of Judgment.
  • Pietà Plagiarism: The cover art in the ARG for Ra's death has Fanatic holding him in this pose — the art even depicts them in clothing closer to the Pieta than to their normal outfits.
  • Powers via Possession: In the main universe Fanatic gets her powers due to being possessed by a spirit from the Host. In Arataki's universe she can actually have any of the host spirits possess her at will depending on what she needs.
  • Rogues Gallery: Apostate, the fallen angel who claims to have created her, Blood Countess Bathory, an immortal and evil vampires whom she can never seem to permanently destroy, the Seer, a martial artist who can manipulate emotional weaknesses and promotes a philosophy of pain, and the Idolator, a evil priest who feeds on the faith of his congregation and sets them against Fanatic because she previously stopped him. Unbeknownst to her, all of them but Bathory are also connected to her via the Host: Apostate is a rogue deceit spirit, the Seer traded his soul to a spirit of domination for power, and the Idolator has trapped a spirit of faith in his staff and uses it to feed on his congregation.Membership in the Prime Wardens also makes her the enemy of the toothy and tentacled Balarian, who kinda breaks the theme.
  • Self-Surgery: Fanatic resets her dislocated shoulder in Undaunted.
  • Sensible Heroes, Skimpy Villains: While her default armor shows a bit of her cleavage and the sides of her midriff, it's still pretty sensible, and her Redeemer armor is even moreso. Meanwhile, her nemesis, Apostate, is a Walking Shirtless Scene.
  • Super Strength: A Required Secondary Power, considering the weight of all of her gear. The armor alone weighs over one hundred pounds!
  • Terror Hero: Striking fear into the hearts of the wicked is basically Fanatic's thing, followed up by doing things like flinging people from great heights or bringing holy destruction down on everyone whenever they're not filled with enough fear. Other heroes specifically make sure to only call for her help for bad guys who actually deserve her level of wrath.
    Gene-Bound Soldier: "The team was killed by an angry human with wings and a sword! It was terrible!"
  • Willing Channeler: See the Powers via Possession entry, where in Arataki's universe she's fully aware of her state and has embraced it.
  • Winged Humanoid: She grew wings after coming back from the dead. Nobody's sure why. Apostate claims he did it, but Apostate is a liar. Turns out, she did it to herself, unconsciously.
  • Wrecked Weapon: Absolution shatters when she tries to break Citizen Truth's shield, but there's still enough blade left on the hilt for her to use it as a weapon.
  • You Shall Not Pass!: The art on Divine Sacrifice evokes the trope, with Fanatic facing down an army of Mooks, and its effect plays it out — Fanatic does damage to three targets, and all damage those targets do is redirected to her until the start of her next turn.

     Guise 

Guise

Debut: Mini Expansion

http://static.tvtropes.org/pmwiki/pub/images/guise_sentinels_of_the_multiverse.png
Hello TV Tropes!

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

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

  • Achilles' Heel: Psst. Don't tell the bad guys, but my deck kinda falls apart if I can't get a good card churn or something stops me from playing; all my Ongoings explode after a turn, and they're most of what keeps me operating, so I need to keep replacing them when they get taken out!
  • Air Guitar: I don't actually do this, but my player can do this on Let Me See That... Cool effect too.
  • 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!
  • Attention Whore: Whoa! How'd this get here? Rude.
  • 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.
    • Also, I kind of sort of turned into a puddle of sludge during Oblivaeon but then the Scholar, My hero, saved me and now I’m back and better than ever.
  • Badass Santa: When the other holidays declare war on Christmas, it's up to me to save the day! As usual.
  • Breaking the Fourth Wall: I love doing that.
  • Ditto Fighter: In my own unique and incredibly good-smelling way: I've got my own unique abilities (all of them awesome), but my cards like "I Can Do That Too!", "Let Me See That...", "Uh, Yeah, I'm That Guy!" let me (respectively) imitate my teammates powers, steal their equipment, or copy all their ongoings for a round! (And in case you're wondering, copying teamwide buffs like Legacy's "Galvanize" and Ra's "Imbued Fire" allows them to stack. No need to thank me.)
  • Expy/Composite Character: Two nice gentleman named Deadpool and The Mask may immediately spring to mind, but apparently I'm actually an homage to some guy named Ambush Bug. Never heard of him? Didn't think so. This mask looks better in my colors anyway.
  • The Friend Nobody Likes: Pssh, what's this doing here? Don't listen to that Christopher guy! Everybody loves having me around!
  • 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.
  • Rogues Gallery: My Nemeses are Wager Master, a blue space gnome with a gambling addiction, Argentium, some silent metal blob man thing, Cueball, who hangs out on the World's Largest Pool Table and has a head shaped like guess what, and the Green Grosser, a green-skinned nut who rigs fruit to explode and declared war on Christmas. Why do I get all the weirdos, anyway?
  • 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 teammates cards as if I was them so I get to save the day instead of them!
  • Voluntary Shapeshifting: Only the best superpower for the best superhero.
  • Xtreme Kool Letterz: X-Treeeeeme, but of course!

     Haka (Aata Wakarewarewa) 

Haka

Debut: Base Game
Team: Prime Wardens

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

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

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

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

  • The Ace: Aata Wakarewarewa is considered a paragon of all humankind, and his measureless compassion, wisdom, and martial skill mean that he's often the last word in big crisis crossovers, that tend to end when he gets involved and starts either tearing apart the source of the problem or taking on a big threat the other heroes can't so that they can. If Legacy represents the American ideal, Haka is the human ideal.
  • Achilles' Heel: Haka has exactly one non-Melee damage effect, and that's Savage Mana... which is, of course, the most time-consuming one to charge. Additionally, he has little in the way of Ongoing or Environment removal short of punching targets to death, though he directly benefits from destroying Environment cards.
  • All for Nothing: The Eternal Haka's incapacitated art shows him naked and alone in the desolate Final Wasteland. The Collector's edition of the same scene shows this is because his library, the last repository of all human knowledge, was destroyed by the giant death worm.
  • And I Must Scream: Unable to kill the Haka of his timeline, Iron Legacy encased him in a block of metal and stone and dropped him into the sea, where he rests, unable to escape and unable to die.
  • Badass Beard: The Eternal Haka sports a thick but well-kept beard.
  • Badass Bookworm: Subverted. Haka is a scholar and substitute teacher in civilian life, but he's not much of a reader. Played straight by the Eternal Haka, who 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 heroes as well, for a somewhat smaller amount. This is actually a bit of Gameplay and Story Segregation: he's normally extremely conscientious about collateral damage.
  • Boisterous Bruiser: The flavor text on his cards and others' decks tends to have him almost gleeful at a chance to break things.
    Hundreds of those skittering stabby robots came at me! It was great!
    Ha ha! Bring it on!
    Hua! There is something to be said for easy targets.
  • Bring It: From Ground Pound.
    Ha ha! Bring it on!
  • Complete Immortality: Haka is literally the only hero in the gameline who has never died in any timeline. Even in the horrific Bad Future of the Final Wasteland, the Eternal Haka's variants don't see him dead, just naked and alone. His Xtreme Prime Wardens variant is swimming through magma to go after Ambuscade, and it just seems to be pissing him off, while Iron Legacy found it easier to encase him in stone and metal and hurl him into the sea than actually attempt to destroy him.
  • Dance Battler: Haka performs various war-dances, or hakas, in combat to focus himself. In-game, this manifests as either regenerating lost health, reducing the damage he would take from the next hit, or just winding up for a really big swing.
  • Expy: As an immortal prehistorical Genius Bruiser, he's a heroic version of Vandal Savage, although it's most obvious in his more civilized Eternal Haka version.
  • Despair Event Horizon: See All for Nothing.
  • Genius Bruiser: Technically he's a teacher and scholar in all iterations, but this is particularly emphasized on The Eternal Haka, which shows him reading a book in a library and whose ability is Haka of Knowledge. The creators have also stated that even if he's not a genius in the way Tachyon is, he's able to think and reason incredibly quickly, which is very effective in combat.
  • 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.
  • Hidden Depths: Haka is a Boisterous Bruiser who loves a good fight and a good challenge. He is also incredibly wise, patient, and eloquent, and when not engaging in superheroics, he works as a substitute teacher because he is interested in passing knowledge on to future generations.
  • Immortality: Has it thanks to La Comodora combining the lifeforces of every Haka in existence down into two: him and an opposite-sex counterpart named Arataki. He's the last surviving human in the desolate future of 'The Final Wasteland'.
  • Irony: His title as "The Savage Haka" is an entirely intentional bit, since he's incredibly intelligent, compassionate, and wise.
  • Last of His Kind: The only surviving human in the Bad Future of the Final Wasteland, where he tends to a library of humanity's collected knowledge. He refused preservation as an Endling, since that would have meant admitting that humanity was truly dead, and as a result is ultimately left alone in the wilderness.
  • Life Drinker: Unknown, and through no fault of his own. Aata, and another Haka across realities, are recipients of all other Hakas: whenever one of them perishes in their own reality, they are absorbed into those two Hakas, who in turn gain strength and vitality as this occurs.
  • Magical Native American: He's actually from Rotorua, New Zealand, but it counts.
  • Manly Tears: He never misses a funeral for a friend he's outlived, and he weeps at all of them.
  • 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 second-highest hitpoints of all heroes, losing out only to the even-more-immortal Akash'Thriya, he's also loaded with both one-shots and ongoing cards that reduce damage or let him heal. His Xtreme Prime Wardens variant is even tougher, picking a hero to shield and regenerating one hit point whenever he takes damage until the start of his next turn.
  • No-Sell: Haka Of Shielding shows Ambuscade detonating some kind of explosive directly behind Haka. He doesn't bother to stop eating his sandwich. Punish The Weak shows him completely ignoring two of Grand Warlord Voss' troops who are trying to shoot and stab him in order to dangle a third from its leg. His Xtreme variant takes it to (naturally) the extreme, with his cover art portraying a hail of bullets bouncing harmlessly off of him, and his incapacitated art showing him swimming through molten rock to get at Ambuscade.
  • 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 or environment 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.
    • Savage Mana can also lock up environment targets. This can be very useful in, for example, the Final Wasteland or the Temple of Zhu Long, both of which have cards that offer the heroes powerful advantages at the cost of playing extra cards from the environment deck - if none of the cards that can come out is in any way inconvenient, or there aren't any, these become all-upside - especially in the Temple, where you can get into a loop where the heroes can get anywhere up to 18 cards, at least nine of them to Haka's hand, while all the villain minions disappear under Resurrection Ritual and are never seen again!note 
    • Using Savage Mana's power counts as "destroying" all the cards stored underneath it, which can have other effects: for example, assuming you have damage type substitution (Twist the Ether, say, or Imbued Fire), you can stick both of Grand Warlord Voss's battleships under it, then destroy both at once; if you've beaten Omnitron, this will allow you to unlock Cosmic Omnitron.
  • Offhand Backhand: Elbow Smash is an offhand, well, elbow, dealt to the Hippo.
  • Rogues Gallery: Ambuscade, who considers him the most dangerous game, Ambuscade's teammate Desert Eagle (who looks an awful lot like Vulture, the Hippo (who looks and acts an awful lot like the Rhino, and - by virtue of Prime Wardens membership - Balarian, who looks more like a big tentacled alien thing than any major Spider-Man villain.
  • Soul Jar: An extremely unusual example Aata's lifeforce is directly bound across realities to the other Haka that absorbs the strength of these other Hakas, and neither can be killed so long as the other lives. His counterpart is Aarataki Wakarewarewa, a woman who, like him, is a great paragon of humankind.
  • Strapped to an Operating Table: In his Prime Wardens incapacitated art, he's been captured by Ambuscade and is pinned to his trophy room's wall in electrical restraints.
  • Supreme Chef: Kindergarten kids who find the huge tattooed substitute teacher scary are won over by his pies.
  • Super Strength: As a result of receiving the accumulated strength of all other alternate-reality Hakas. The Eternal Haka is literally undefeatable... though that doesn't save his library.
  • Taking the Bullet: Enduring Intercession redirects all damage the heroes would take from the environment to Haka. His Xtreme variant lets him pick another hero to take damage in place of for a round.
  • Trapped in Another World: Haka sets off through the Mist Gates during the OblivAeon event to muster other heroes together against the multiversal threat. He's ultimately trapped on the other side of one, ending up in the Tactics universe during the Prime War. Meanwhile, in the RPG timeline, his counterpart, one of the two Hakas, is trapped in that universe, ultimately integrating with the other heroes after the usual formalities are concluded.
  • Walking Shirtless Scene: His default outfit consists of nothing but a small vest and bracers above the waist. His variants are more dressed.
  • Walking the Earth: His solo stories involve him wandering the world, helping people.
  • Who Wants to Live Forever?: Averted. Haka is remarkably philosophical about outliving so many people, which is why it hasn't broken him.

     Haka (Arataki Wakarewarewa) 

Haka

Debut: OblivAeon
Team: Primal Wardens (her universe), Prime Wardens (Sentinel Comics RPG)

http://static.tvtropes.org/pmwiki/pub/images/arataki_sentinels_of_the_multiverse.png

An alternate universe version of Haka who comes to the main universe to help fight against OblivAeon and gets stranded here when the universes get closed off from each other after OblivAeon's defeat.

  • Amazonian Beauty: She's just as huge and muscular as Aata is, but is still distinctly very feminine to go with it, and runs around in an outfit with short shorts and cleavage.
  • Boisterous Bruiser: Even moreso than Haka her attitude towards problems tends to be "just punch it", and she spends more of her time actively defending and protecting people compared to Haka concentrating more of his time on helping people emotionally.
  • Gender Flip: Though she's more "another version of Haka who happens to be a woman" than "Haka as a woman".
  • Hot-Blooded: Compared to Aata she comes off as much less patient and willing to listen to reason, and much more passionate with all of her emotions both positive and negative.
  • Let's You and Him Fight: One of the RPG adventures involves the heroes having to talk her down from attacking Tempest because in her universe Tempest is a villain.

     K.N.Y.F.E. 

K.N.Y.F.E

Debut: Vengeance

http://static.tvtropes.org/pmwiki/pub/images/knyfe_sentinels_of_the_multiverse.png
"Ye wanna dance? Pure dead brilliant."

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

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

  • '90s Anti-Hero: Played with. With her artfully misspelled name, her hard-drinking, hard-fighting attitude, and her casual approach to both killing and sex, Paige is very much a nineties character. However, she stops far short of being much of an anti hero. Indeed, her defection from F.I.L.T.E.R. was driven entirely by her moral conviction that she shouldn't treat Tempest like a terrorist just because they were an alien.
  • Achilles' Heel: K.N.Y.F.E.'s deck features many ways to play extra cards, but very few ways to actually increase her hand's size. Thus, without a friend to provide her with additional card draw, she can quickly drink her hand dry and have no easy way to recover short of skipping turns to draw more or destroying some of her only defensive cards for a quick top-up.
  • Alternate Universe: Paige is native to one, rather than to the "main" Sentinel Comics branch. And between cutting her ties with F.I.L.T.E.R. and the end of the multiverse, she can't ever go back.
  • And the Adventure Continues: In the RPG timeline, she managed to get to her ship in time to escape the self-destructing wing of the Wagner Mars Base, and is now flying through the cosmos with another hero, enjoying all manner of space adventures.
  • Boldly Coming: K.N.Y.F.E. spent a long period of time in space hunting Progeny. She also has a very casual attitude towards hook-ups. Combined, as the creators awkwardly put it, this means that K.N.Y.F.E. has slept with a lot of aliens.
  • Brave Scot: First as a military woman, then as a superheroine, Paige is every bit the fearless, fight-loving, hard-drinking Scot.
  • Combos: K.N.Y.F.E's powers and cards tend to either do Melee or Energy damage, or more commonly Melee and Energy Damage. Due to how the latter is treated as two different sources of damage, damage buffs/debuffs affect each instance of damage, so Legacy is her best friend.
    • In the more traditional sense, several cards allow K.N.Y.F.E. 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 its power into another card. It requires a bit of luck and planning but is possible.
  • Defector from Decadence: Paige Huntley was fine with hunting slavering alien beasts for F.I.L.T.E.R., but not with taking in an innocent and heroic person who just so happened to be an alien. Their unwillingness to stop the oncoming end of all timelines was another sore point.
  • Deflector Shield: Her Overcharged Null-Shield protects her from the villain with the highest HP.
  • Evil Former Friend: While Sergeant Steel himself was never terribly close with K.N.Y.F.E., his squad used to be her squad. They took her leaving F.I.L.T.E.R. pretty personally.
  • Expy: To Nick Fury, another military superspy who worked for an acronym-based agency. Her crossed-out subtitle of "Agent of F.I.L.T.E.R." references him directly.
  • Evil Twin: During the OblivAeon crisis, Paige intercepts a number of messages that seem to be sent to herself by herself. She flies out to the Mars Base to see what's going on, only to find nearly thirty alternate-universe versions of her: those who chose to stick with F.I.L.T.E.R. and follow orders rather than their consciences, and are now coordinating a massive assault on Earth.
  • Friendly Fire: Downplayed. Some of her attacks are a bit indiscriminate, but she can usually choose whether or not to hit targets multiple times.
  • Funetik Aksent: Played with. Within the Sentinels Comics universe, how this her accent is varies from comic to comic.
  • Fun with Acronyms: Kinetic Neutralizer Yielding Flawless Execution from F.I.L.T.E.R. (Federal Initiative to Limit Terrorism by Extraterrestrial Races).
  • Heroic Sacrifice: To prevent her evil doppelgangers from launching an attack on Earth, Paige hits the self-destruct on that wing of the Wagner Mars Base. In the Tactics timeline, this costs her her life. On a more subtle level, by tearing off her F.I.L.T.E.R. pin and helping Tempest escape her squad, Paige ensured that she'd never be able to return to her own universe again.
  • I Am Not a Gun: Her time training under the Scholar involved coming to see herself as a self-acting individual rather than a weapon being wielded by someone else.
  • The Lad-ette: The only thing she loves more than drinking with the boys is fighting with 'em. She once arm-wrestled Bunker in the suit to test out her new Power Fist.
  • Laser Blade: In addition to having a traditional Laser Blade (The Focusing Conduit-Blade) she has the power to create them as Wolverine Claws to boot!
  • Light 'em Up: Mostly uses her energy powers to make blades. Her incapacitated art sees Citizen Dawn turning it against her, in an homage to the famous scene of Magneto tearing the adamantium off Wolverine's living bones, by causing countless energy blades to erupt from beneath her skin all over her body.
  • Military Superhero: An Ex-Military Superhero.
  • Power Fist: One of her cards, providing an alternative to her base power, giving her the potential to destroy Ongoing cards if she destroys other targets with it, and generally boosting her melee damage.
  • Really Gets Around: K.N.Y.F.E. has enjoyed a lot of one-night-stands and hook-ups, but isn't currently looking for anything deeper. She does plan to settle down... eventually.
  • Rogues Gallery: Progeny, who heralds the end of times that she left F.I.L.T.E.R. to stop, Sergeant Steel, the man F.I.L.T.E.R. sent to eliminate their rogue agent, and by extension F.I.L.T.E.R. in general, though Steel's the only agent who's mechanically her Nemesis. She's also Nemeses with Choke, who doesn't seem to have much personal connection with her until K.N.Y.F.E fatally wounded her. Which led to Choke merging with Deadline's crystal and becoming the more dangerous Chokepoint.
  • Strapped to an Operating Table: Her Rogue Agent variant's incapacitated artwork sees her captured, floating in a tank, and being monitored by strange equipment.
  • Superheroes in Space: Following the escape of Progeny's head, K.N.Y.F.E. steals a F.I.L.T.E.R. ship and chases him into space. Once there, she goes on to become a full-on spacefaring hero, complete with jetpack. In the timeline in which she survives the events of the OblivAeon crisis, she enjoyed it so much she keeps on doing it.

     Legacy 

Legacy

Debut: Base Game
Team: Freedom Five

http://static.tvtropes.org/pmwiki/pub/images/legacy_sentinels_of_the_multiverse.png
"We fight this day...for freedom!"

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

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

Legacy's official alternate forms are Young Legacy, Greatest Legacy, and Freedom Five Legacy. Unlike most of the other heroes promo forms, instead of depicting an alternate form of the same person, Young Legacy is Legacy's daughter and America's Greatest Legacy was the Legacy of the 1940's. He also has a psuedo-official note  alternate form of America's Cleverest Legacy from an alternate universe where Paul Parsons is a brainy "puzzler".

  • Absurdly Youthful Father: Young Legacy is 18 and Beacon is probably in college. Legacy consistently looks in his late 20's - early 30's. Averted a bit with Iron Legacy who looks much older though that could be stress (and the fact that he's frowning all the time). Justified in that one of the powers he's inherited is Vitality which according to Word of God slows his aging.
  • Achilles' Heel: Basically everything that lets Legacy do his thing is an Ongoing: Inspiring Presence, Lead from the Front, Next Evolution, Danger Sense, Superhuman Durability, Motivational Charge, Fortitude, Surge of Strength. If he's denied his Ongoings he's just a bag of HP with some damaging one-shots that buffs damage, which is good, but nowhere near as potent. Also, he lacks any ability to play multiple cards at once without support from other party members, meaning getting set up is going to take a while, and recovering from a board wipe is going to take forever.
  • An Adventurer Is You: Fills the roles of Tank and Bard. He has a number of ways to soak damage and can redirect damage from villains to himself. Fully set up, he's immune to the environment, can reduce hits of 5 HP or more by 3, reduce all damage he takes by an additional 1, and make himself outright immune to a damage type for a turn. This allows him to No-Sell what would be massive hits to anyone else.
  • Arch-Enemy: Baron Blade, and how. His grudge against Legacy goes back to the previous Baron and Legacy, inspires the formation of the Vengeful Five, and in some timelines leads to the Baron killing either Legacy or his daughter (and in the latter case spurring him to make a Face–Heel Turn.
  • The Bard: Legacy has a few cards that let him deal damage like Thokk!, but for the most part Legacy supports his allies with damage buffs more than dealing it himself.
  • 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.
  • Combo Platter Powers: danger sense, flight, super strength, invulnerability, superhuman vision, and two other unknown powers. His daughter adds an "atomic glare" to the mix.
  • Composite Character/Expy: Of both Marvel and DC's Big Good, Superman and Captain America. He has Supes' powerset and Boy Scout persona combined with Steve's loyalty to America (and its values) and leadership/team forming skills.
  • Due to the Dead: Luminary's incapacitated art sees him leading the service at Ivan's funeral, despite their lifelong enmity. Of course, given Baron Blade appears in ''Tactics''...
  • Evil Counterpart: Apart from Iron Legacy, he has another in the Legacy of Destruction, the nemesis of Baron Blade's Good Twin from an alternate universe.
  • Flying Brick: Has the whole standard-issue kit, plus danger sense.
  • Heroic Sacrifice: Heroic Interception shows Legacy catching a missile that would have hit the White House. In-game, Legacy damages himself and renders all other heroes immune to damage for a turn.
    Legacy: "No sacrifice too great."
  • The Leader: Falls into this role no matter what team you have, thanks to his Galvanize power and ability to take damage. Many of his cards, such as Motivational Charge, Inspiring Presence, and Bolster Allies, emphasize his ability to inspire and lead a team.
  • Legacy Character: With a twist. The Legacy line inherits and adds to the next generation.
  • The Mentor: Legacy has had significant influence on Expatriette, and is a significant factor in keeping her pursuing justice, not vengeance.
  • Mighty Glacier: With his strength and defensive abilities. Best shown with Iron Legacy who is near impossible to do damage to and deals out hurt. But he's also only going to play one card a turn, and has a very limited ability to use multiple powers at once.
  • Offhand Backhand: Back-Fist Strike is this trope and it's got the most base damage of any of his attacks.
  • The Paragon: Comes with being a Superman expy. Show by Motivational Charge, Inspirational Presence and Galvanize.
  • Shooting Superman: Legacy is on the receiving end of this in Fortitude.
    Narrator: Legacy took times like these to ponder what dinner would involve tonight.
  • Smart People Wear Glasses: The ARG reveals that in another universe Legacy is America's Cleverest Legacy from a long line of "puzzlers", and in place of the cape he has a pair of wire-frame spectacles and a blue blazer.
  • Spider-Sense: The very first power the Legacy line gained was a "Danger Sense" warning them of impending threats. In-game, this makes Legacy immune to environment damage.
  • 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.
  • Super Toughness: Explicitly stated in Baron Blade's bio to be the power he added to the Legacy line. In-game, this manifests as Fortitude, which reduces all damage he takes by 1, Superhuman Durability, which reduces any damage he takes of more than 5 HP by 3, and Next Evolution, which lets him become invulnerable to one damage type until his next turn. All three combined make him extremely durable.
  • Taking the Bullet: Heroic Interception's art has Legacy catching a missile headed for the White House. Lead From The Front allows him to take any attack that would hit another hero.
  • Written Sound Effect: "Thokk!" plasters the title in the background as Legacy punches out his Evil Counterpart.

     Mr. Fixer 

Mr. Fixer

Debut: Rook City
Team: Dark Watch

http://static.tvtropes.org/pmwiki/pub/images/fixer_sentinels_of_the_multiverse.png
"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.

  • Achilles' Heel: He needs to get the right gear for his situation. If he's stuck with Riveting Crane and Jack Handle in hand and is up against an enemy with Melee resistance, he's going to have a very bad day.
  • 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. He can also support many other heroes with some of his cards, like Salvage Yard.
    • 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 to a target if Fixer is able to damage it.
  • Attack Deflector: Driving Mantis reflects the first damage of 2 or less Mr. Fixer receives to any target he wants.
  • Arch-Enemy: The Chairman, leader of the criminal empire terrorizing his city, and Zhu Long, the immortal gold dragon who still bears a grudge from back when Mr. Fixer was Black Fist, and who once stole his dead body and restored him to life with vile magic so that he could be used as a mindless soldier under Zhu Long's control.
  • 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 after the Chairman chemically enhanced her for the first time (and divided Mr. Fixer's attention with his malevolent presence), before Zhu Long stole and restored his body before trapping his soul inside it to create 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. Years later, it was revealed that his old nemesis, Zhu Long, used vile rites to restore him to life as a mindless soldier under his command, before Nightmist used her newly-enhanced mystic powers to re-connect his mind and body.
  • Blaxploitation: As a young man, he had an afro and went by the nom-de-guerre "Black Fist." In the Letters Page, the creators often follow mention of that name with some funky beats. Indeed, that version of his character is a bit of an homage to that era of kung-fu and/or blaxsploitation-inspired superheroes.
  • Blind Weaponmaster: His garage tools are dangerous weapons in his well-trained hands.
  • Bystander Syndrome: His "retirement" from being a hero may have led to the death of Cassandra Lilya's parents, and thus to the creation of Ermine.
  • Came Back Wrong: Mr. Fixer's revival stripped him of his inner peace and instead left him full of barely-controlled rage, hence his new power destroying friendly ongoing or equipment cards. This was part of Zhu Long's revenge, making him into an undead creature caged in its own body and unable to die or find peace again. Fortunately, it fades by the time of Sentinels Tactics, after one of OblivAeon's Scions, Faultless, a being of great order forced to do evil, chose to restore the Dark Watch to their proper states once freed from its control.
  • The Casanova: Deconstructed. As Black Fist, he was quite the ladies' man, with a different girl every week. But, as he got older, he realized that he'd never really formed any deeper relationships. This was part of what motivated him to move on into the "Sensei Walker" phase of his life, and ultimately adopting all of Rook City as a (very troubled) surrogate family.
  • Dead Hat Shot: His incapacitated artwork is a simple watercolor of his abandoned hat. According to Word of God, if his hat is ever seen not on his head, it means he's dead — such as with Golem Unity, who exists because he was friends with and mentored Unity before she was mortally injured and threatened Biomancer into transferring Unity's consciousness into a fleshchildren double of her, and whom he went out of his way to befriend and treat like a person rather than a machine before his own death. This is actually a subtle hint to his Dark Watch variant's true nature, and he only gets it back by the time of Tactics when he's been properly restored by Faultless during the OblivAeon crisis.
  • 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, and it works best if other heroes are feeding him cards to destroy while he gets set up.
  • Dual Wielding: Dual Crowbars, which lets Fixer hit another target should he damage something.
  • Enlightenment Superpower: His supreme mastery of kung-fu and inner peace allows him to perceive the world around him with his mind's eye despite his blindness and channel radiant energy and chi into his attacks.
  • Exact Words: Jack Handle triggers on all damage he would deal. Including damage to himself (from Osiris of the Ennead, or Plague Rat, for example), or to teammates (from Setback's Friendly Fire ongoing).
  • Expy: Of both Daredevil and Iron Fist, as a blind martial artist fighting corruption in a dark and dangerous city ruled by a shadowy criminal overlord. In his youth, he was also one to Luke Cage: Hero for Hire, as the Blaxploitation-era superhero Black Fist.
  • Fad Super: His original incarnation was Black Fist, an African-American kung-fu master cashing in on the martial arts and Blaxploitation crazes of the 70's. The card game represents his re-tool into something more politically-correct.
  • Good Smoking, Evil Smoking: Smokes cigars.
  • Hair-Trigger Temper: Dark Watch Mr. Fixer is literally angry at everything, thanks to his Damaged Soul.
  • Handicapped Badass: He has been blind since birth, but can still kick major ass.
  • Heroic B.S.O.D.: After some scum murdered the kids he was teaching martial arts to, Black Fist hung up his afro and retired from heroics, teaching martial arts, and generally trying to make his miserable city a better place. The card game represents him realizing that his inaction is making things worse, not better, and coming back into the fray. (Indeed, it's implied that he could've saved Cassandra's parents and didn't, creating Ermine, and outright stated that, without his influence, Sophia DeLeon continued on the dark road she was on until she became the Chairman's right hand woman.
  • He's Back: After being healed in body, mind, and soul by Faultless, Mr. Fixer, following the end of the OblivAeon crisis, has become the best possible version of himself, a mentor to heroes old and new in both the Tactics and RPG timelines.
  • I Know Kung-Fu: He has a few different styles he can swap between with the right cards. While there are people who can beat him in a fight with superhuman strength or other superpowers, within the universe of Sentinels Comics, Mr. Fixer is the greatest martial artist in the entire world, bar none.
  • Impaled with Extreme Prejudice: In his Dark Watch variant's incapacitated art.
  • Improbable Weapon User: Although most of his weapons (Crowbars, a wrench, a chain) are moderately plausible, his Grease Gun is a little more out there. It prevents any and all non-hero targets from dealing damage for a full round, regardless of whether that involves incapacitating a handful of Omnitron drones or the entire might of Voss' armada.
  • 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.
  • Killed Offscreen: The Freedom Six timeline focuses on the Six and Iron Legacy, and Mr. Fixer is explicitly dead, after helping "save" Unity by having part of her transferred into a golem, then helping that golem come to terms with itself.
  • Ki Manipulation: His martial arts taps into this, and it can be seen curling off his muscles in some of his card art. Notably, his Grease Monkey Fist allows him to cause whatever kind of damage he pleases.
  • Mentor Archetype: Besides the Operative, he mentored other heroes such as Expatriette. Freedom Six Unity not only spent some time learning from him before his death, he was important to helping her come to terms with her robotic existence, hence why she carries his hat with her. In the RPG timeline, he's become a mentor for a whole new generation of superheroes, while in the Tactics timeline he's back to being the spiritual mentor of the Dark Watch.
  • 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.
  • Mundane Utility: His ability to perceive auras with his supreme mastery of martial arts not only allows him to function well despite his blindness, but helps him to figure out what's wrong with cars and fix them.
  • 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.
  • One-Man Army: After his friend, Charley, is murdered by some thugs who won't believe that he'd be that cooperative if he's not hiding something, Mr. Fixer goes on the warpath against the Organization, and the creators confirm that, despite being an old man operating mostly alone against one of the most terrifyingly well-organized crime syndicates in the world, he'd have succeeded in destroying it if not for the Chairman and the Operative teaming up to murder him.
  • Reimagining the Artifact: In the universe of Sentinel Comics, Mr. Fixer is a retooled version of a 70's character that didn't quite age well and stopped selling, so he was reinvented as an Older and Wiser character in the 90's.
  • Retired Badass: Back in the 70s, he was a street-level costumed vigilante under the name of Black Fist. He even met the Terminarch alongside Legacy, during a "team up" event with the hero he used to be a back-up act for.
  • Revenant Zombie: A component of Zhu Long's revenge on his enemy: Mr. Fixer returns from death with his inner peace totally gone and replaced with seething rage because he is, effectively, an undead spirit possessing his own restored meat-husk. Notably, after Heartbreaker gigs him in the heart during his incapacitated art, he gets back up, because the Dragon has denied him even death.
  • Rogues Gallery: Mainly the criminal empire terrorizing his city, particularly their mastermind the Chairman and their best muscle (and Fixer's former student) the Operative. There's also Zhu Long, the immortal gold dragon who still bears a grudge from back when Mr. Fixer was Black Fist, and who once stole his dead body and restored him to life with vile magic so that he could be used as a mindless soldier under Zhu Long's control. Membership in the Dark Watch also makes him the enemy of the corrupted ex-lawman Heartbreaker.
  • Stance System: Mr. Fixer's deck has his vibe, as he can change roles based on what Tool and Style Combination he has.
  • Supernatural Martial Arts: Some of Mr. Fixer's abilities go beyond punches and kicks and into Ki Manipulation and other supernatural powers. For instance, it helps him function without working eyes and makes him a pretty good mechanic.
  • They Don't Make Them Like They Used To: From Pipe Wrench.
    Mr. Fixer: "Good forged steel! Not like those modern cast aluminum ones."
  • 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?
  • Weak, but Skilled: Fanatic is a Master Swordsman, Haka has centuries of combat experience, but both also have superhuman strength and durability to carry them, so they don't need to spend as much time mastering technique. Mr. Fixer, aside from his Ki Manipulation, does not. It is because he cannot rely on other superhuman abilities, according to the Letters Page, that he is the single most skilled hand-to-hand combatant in the entire Multiverse, able to take on even superpowered opponents with pressure points and finesse.

     The Naturalist 

The Naturalist

Debut: Vengeance

http://static.tvtropes.org/pmwiki/pub/images/naturalist_sentinels_of_the_multiverse.png
"Stand not against nature. It was here first. It will be here last, as well."

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

He has one variant, The Hunted Naturalist.

  • Achilles' Heel: Nearly all of his cards need the right symbol out to operate at full power, and at least three - Natural Form's Power, Bestial Shift, and Primal Charge - literally do nothing without a symbol out. While he has ways to mitigate this, especially in his Hunted variant, having a Form card destroyed at the wrong time (or worse, taken out of his deck and trash altogether where he can't reach it with his power) is really going to take a bite out of his effectiveness.
  • Arch-Enemy: Deadline, who destroys the environment that the Naturalist protects.
  • Baleful Polymorph: When Akash'Bhuta initially rebuffs his attempts to help her deal with Professor Pollution's contamination, he turns himself into a hyena as an attempt to persuade Akash... and then gets stuck and can't turn back until she finally relents and helps him.
  • Damage-Increasing Debuff: Predator's Eye marks an enemy for more damage. If the Crocodile is out, it can then deal some extra damage, a number that can get quite large depending on the level of upgrade you get.
  • Enemy Mine: After Akash'Bhuta gets damaged by Professor Pollution, he helps her through the situation, which ends up with them teaming up first to help protect the environment together and then later to fight OblivAeon together.
  • Expy: Of Animal Man, as an eco-themed superhero, and Beast Boy, a shapeshifter who turns into animals.
  • Glass Cannon: The Deadly Crocodile has neither the utility and self-healing of the Nimble Gazelle nor the hefty damage reduction of the Formidable Rhinoceros, but it hits like a truck.
  • Healing Factor: The Nimble Gazelle offers him a lot of self-healing.
  • Involuntary Shapeshifting: At first. After a year or two it became voluntary.
  • Jack-of-All-Trades: The Naturalist is one of the few heroes that can rival, or even surpass Tempest for pure versatility. However, unlike Tempest, he pay for it by not having access to all his potential power at any given moment, thanks to the Form mechanics.
  • Power Incontinence: The Hunted Naturalist variant card represents him on the run from the Slaughterhouse Six. It makes it easier to gain the benefits of multiple form cards at once, thanks to a base power that lets him pick a form and act as if any cards he plays have the benefits of that symbol until the end of his next turn. But it also means he's losing control of his powers in the process. His incapacitated artwork sees him caught between forms in a horrible mismash of parts from each.
  • Rogues Gallery: Deadline, who destroys the environment that the Naturalist protects, Ambuscade and his Slaughterhouse Six, who think he'd make a fine trophy, Equity, who's after a price on his head, and Professor Pollution, who wants to make everyone equal, facedown in the muck.
  • Rogues-Gallery Transplant: Ambuscade was originally a Haka villain and Equity was originally a Wraith villain (despite never being a Wraith Nemesis in the game).
  • Super Speed: The Nimble Gazelle often gives him extra card draws or destroys enemy Ongoing cards, traits often associated with super-speed in-game.
  • Stone Wall: The Formidable Rhinoceros form is very tough, and soaks up a lot of damage.
  • Voluntary Shapeshifting: His power, which allows him to grab a form from deck or trash. The Hunted Naturalist can instead pick a form, act as if he had it in play until the end of his next turn, then draw or play a card, allowing him to briefly have the benefits of two forms at once. And because it lasts until the end of the turn, with out-of-sequence power uses or a form card legitimately out, potentially even three forms for brief periods.

     Nightmist 

NightMist

Debut: Infernal Relics
Team: Dark Watch

http://static.tvtropes.org/pmwiki/pub/images/nightmist_sentinels_of_the_multiverse.png
"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.

  • Achilles' Heel: There are exactly two kinds of Nightmist game: "Nightmist gets her Amulet and Necklace out and becomes a nigh-invulnerable killing machine" and "Nightmist can't get her Amulet and Necklace/has them destroyed often enough and either manages nothing or loses lots of HP very quickly." Also, most of her powers that don't hurt her need her to discard cards to go off, so running out of cards and/or being unable to draw more will shut down both the Necklace and the Amulet in short order.
  • Ambiguously Jewish: "Diamond" is a very Jewish-sounding name, as, of course, is "Joe", the name of her grandfather. Also, at the time Arkham Horror is setnote , private detective was a stereotypically Jewish jobnote .
  • Badass in a Nice Suit: Wears a business suit instead of a traditional costume.
  • Badass Longcoat: Wears a long black trench coat over her business suit. Fitting, given the character's origins in the tropes of hardboiled detective fiction.
  • Bad Powers, Good People: Nightmist's damage is all infernal, a damage type usually associated with evil magic, and which often injures her. But she uses this dark power and knowledge to help others and safeguard the world from mystical threats.
    Nightmist: "This accursed amulet shall serve in my quest for redemption!"
  • 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.
  • 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 villain deck, and heal herself and shrug off or reflect damage with surprising effectiveness.
  • Expy: As an infernal-powered sorceress heroine, she references Raven, especially with her solid-white Glowing Eyes of Doom.
  • Glowing Eyes of Doom: She's got them. Her Dark Watch character card adds glowing red rims.
  • Gone Horribly Right: Nightmist attempted to drain power from outside this realm to make herself stronger. Taking this power prevented her from returning to Earth, sealing her into a hostile new realm. It took her an indeterminate time - years to centuries - before she could return.
  • Good Counterpart: Her Dark Watch incarnation is actually one to Gloomweaver. Like the Great Nightmare Walker, she travels into the magical realm, destroys countless magical creatures, and absorbs so much power that she is no longer human. Unlike him, however, she retains her humanity.
  • Heroic R.R.O.D.: In the Digital version of the game, somewhat literally. Her misty white hair and eyes begin glowing red as she gets injured, before she disincorporates completely.
  • Heroic Sacrifice: She reaches into her own vital essence in order to transform herself into a dimensional gate to gather allies to fight OblivAeon. The strain of maintaining this burns out her consciousness, and while some NightMists survive in other dimensions and timelines, there's nothing left of her but Mist Storms both the Tactics and RPG timelines..
  • Hot Witch: She uses magic, and, well, take a look at the picture on her card and decide for yourself.
  • Humanoid Abomination: Her Dark Watch form, after taking in so much mystic power that she is more of a magical creature than a material human. However, she still chooses to use her powers for good and the defense of the innocent against magical evil.
  • I Just Want to Be Normal: For a while, she actually did become normal again, using Baron Blade's regression serum to give herself a normal life as a private eye. Unfortunately, it led to a reduction in her magical prowess, and she was crushed in a magical duel with Isis of the Ennead. This ultimately led to her deciding to discard her humanity altogether for the greater good, leading her to become her Dark Watch incarnation.
  • Intangibility: Her Mist Form card makes her invulnerable to damage while it's out, though she can't take any other actions.
  • Let's You and Him Fight: At one point, NightMist has a vision of a winged figure responsible for a world in flames. When she sees Fanatic, with her wings and her smite-happy attitude, NightMist naturally assumes she is the one responsible, and they end up fighting before she realizes her mistake.
  • Minidress of Power: She wears a miniskirt as part of her business-suit attire. Her Dark Watch incarnation has a much more dress-like costume.
  • 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.
  • Rogues Gallery: The eldritch monster Gloomweaver, the mystically-empowered thug Bugbear, the near-mindless plant creature Man-Grove, and - like all the Dark Watch - the fallen lawman Heartbreaker.
  • Shoot the Shaggy Dog: She started her quest to find out what happened to Joe Diamond. It turns out that the red mystic focus Gloomweaver carries around is his soul. Eventually, in an event pictured on her incapacitated art, he shatters it in front of her, obliterating Joe Diamond's essence forever, just to hurt her.
  • Super Smoke: Her power often manifests as coiling tendrils of mist.
  • Technician vs. Performer: The Technician to the Argent Adept's performer. While he harnesses his magic through spontaneous, improvised tunes, NightMist prefers to carefully, rigorously study and practice all of her spells and techniques ahead of time.
  • Terror Hero: She indulges in this from time to time. Mist Form shows her about to materialize behind an unsuspecting burglar. Additionally, from Scouring Mists, as she dismantles Baron Blade's minions:
    Nightmist: "You have not yet faced true terror..."
  • Tome of Eldritch Lore: Has one of these, the Tome of Elder Magic. In-game, she can use a power to give herself a random spell.
  • Year Inside, Hour Outside: She spent what felt like years in the mystic realms honing her magical powers to the limit, then centuries figuring out how to return to our world, where she no longer truly belonged. When she did return, she found only a few days had passed.

     Omnitron-x 

Omnitron-X

Debut: Shattered Timelines

http://static.tvtropes.org/pmwiki/pub/images/omnitron_x_sentinels_of_the_multiverse.png
"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.

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

  • Achilles' Heel: Losing his Components when he takes five damage can be a problem against enemies who deal multiple kinds of damage (Spite, the Ennead) or irreducible damage (Plague Rat, Advanced Iron Legacy). On top of that, most of Omnitron-X's damage is fairly low without blowing up all your gear: most of his attacks only deal one or two damage, and only one is irreducible.
  • 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 Components 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.
  • Back from the Dead: Omnitron-U is Omnitron-X, rebuilt by Unity. Originally, it was just a Unity-bot, but eventually, it becomes the housing for the old Omnitron-X's consciousness.
  • Badass Boast:
    "End-Times? I have seen many times. These are merely your end-times."
  • Battle in the Center of the Mind: After detonating itself within Omnitron-IV, seemingly destroying itself, Omnitron-X's consciousness battles the near-mindless but more-powerful Omnitron-IV's in this way for a long time. When Unity brings Omnitron-bot's body there to lay it to rest, it provide the crucial boost it needs to overpower Omnitron-IV for good, before re-uploading itself back into Omnitron-U.
  • Brainwashed and Crazy: In its incapacitated art, Omnitron regains control of it.
  • 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.
  • Character Death: Perishes in battle with Omnitron-V in the Sentinel Tactics timeline, and the creators have explicitly stated he will not appear in that game.
  • Elemental Powers: He has a few.
    • Shock and Awe: His arc a single point of lightning damage to three targets.
    • Playing with Fire: His Focused Plasma Cannons deal irreducible fire damage.
  • 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
    • Disintegration Ray → Innervation Ray
    • Sedative Flechettes → Disruptive Flechettes
    • Technological Singularity → Singularity
    • Terraforming → Bio-Engineering Beam
  • Expy: Omnitron-X's backstory (a future version of a numerically-iterated supervillain turns good and tries to atone for his misdeeds) straightforwardly references Brainiac-5.
  • Frickin' Laser Beams: That can destroy Environments!
  • Gameplay and Story Segregation: Omnitron-X is supposed to have more advanced technology than present-day Omnitron, but of course for gameplay reasons (villains being fought by a team of players at a time), his cards are all significantly weaker. This is likely a consequence of his being scaled down, as the other Omnitrons are the size of buildings.
  • Heart Drive: The aforementioned empathy component.
  • Heroic Sacrifice: His Self-Sabotage and Singularity cards destroy Component and Equipment cards to deal damage, principally his own. This is analogous to using his own hands and feet as bomb material. Omnitron-X shuts itself down to stop the rampage of the first Omnitron shortly after its first time-jump, to prevent its past counterpart from undergoing a singularity, and it blows itself up to stop Omnitron-IV's near-mindless drive to consume from overwhelming it and turning it on the heroes.
  • I Hate Past Me: Omnitron-X and Omnitron are nemeses, thanks to time travel. Prior Omnitrons lust after his advanced technology and despise his empathy, while Omnitron-X is horrified at their callous disregard for all organic life.
  • Kill It with Fire: Its Focused Plasma Cannons.
    Omnitron: "Superheated Plasma has many industrial applications. This is not one of them."
  • Logical Weakness: Both Omnitron and Omnitron-X have component cards. Both have mechanics that affect component cards. Omnitron-X can and will blow up Omnitron's components instead of his own if they're in a dust-up.
  • Morality Chip: The empathy component, which leads to...
  • My God, What Have I Done?: His primary motivation for becoming a hero.
  • No-Sell: All of its plating cards depict Omnitron giving one of these.
    Omnitron: "Strike acknowledged. Form unharmed."
    Omnitron: "The flames of the past cannot consume the tech of the future."
    Omnitron: "Luck is a fallacy. There is only cause and effect."
  • Powered Armor: Omnitron-X's Plating cards reduce damage dealt by specific types of attack.
  • Redemption Demotion: Since his villain side is intended to be fought by entire teams of human players and acts at random, this is inevitable; Omnitron-X's components do less individual damage, don't produce drones, and so on, and his health is much lower. Possibly this is because present-day Omnitron takes over entire factories and large-scale infrastructure regardless of the damage he does to humanity in the process, whereas Omnitron-X just has his one robot body.
  • Rocket Punch: One of his pieces of equipment.
  • Rogues Gallery: His own past selves, along with Ambuscade's teammate Ray Manta, who thinks that robots from the future have come to the present bent on murder. So close, and yet so far.
  • Set Right What Once Went Wrong: Omnitron-X returned to this point in the timeline to thwart its earlier self.
  • Shell-Shocked Veteran: Omnitron-U goes into the OblivAeon event with the combined stress of thousands of years of unending warfare without clearing its RAM while inhabiting a failing chassis. It gets better in the RPG timeline, but is destroyed in the Tactics timeline during a battle with Omnitron-V.
  • Subsystem Damage: If Omnitron takes at least five damage in a turn, its component cards are destroyed.
  • 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.
  • Time Travel: Its origin.
  • Villain Override: The art for his character card when defeated implies that he's been taken over by the original Omnitron.
  • Year Inside, Hour Outside: It experiences its mental battle with Omnitron-IV at a much faster rate than time outside.

     Parse 

Parse

Debut: Vengeance

http://static.tvtropes.org/pmwiki/pub/images/parse_sentinels_of_the_multiverse.png
"Good news: I have new information. Bad news: It's not good."

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

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

  • Achilles' Heel: Parse's small amounts of damage are all Projectile, and while she's good at weaponizing her discards and has many ways to turn her current cards into more cards, she runs out of cards quickly and has trouble getting more if she falls behind the curve.
  • Ambiguous Disorder: Averted. She's specifically mentioned as having Asperger's Syndrome.
  • Anti-Hero: Explicitly described as such in The Letters Page. When she was first introduced, she was a dark and gritty character, regularly killed her enemies and came into conflict with other heroes over it.
  • Armor-Piercing Attack: Like Mr. Fixer, while her damage is rarely high, it is frequently either irreducible or aiding her teammates to bypass enemy DR.
  • Art Evolution: From the skinny kind of nerd to the chubby kind, though either way her supreme marksmanship is unaffected.
  • Attack Its Weak Point: Her superpower allows her to spot "shatter points" on virtually anything, which explains her damage frequently being Irreducible. Her Fugue State incapacitated art shows her staring at OblivAeon and seeing none.
  • Awesome Aussie: An Aborigine no less. This may have something to do with her Art Evolution, as Aborigines often suffer weight problems.
  • Awesomeness by Analysis: Literally her superpower. She gained the ability after being exposed to Omnitron's code while OblivAeon used its cosmic abilities to upgrade him.
  • Black and Nerdy: Aboriginal, actually.
  • Civvie Spandex: Unlike the other heroes, Parse's uniform consists of a t-shirt, leather jacket, and a long skirt. Her Fugue Stat variant is a bit more traditionally-dressed as a superhero.
  • Cold Sniper: The official podcast reveals that she had a reputation for coldly killing her villains since her introduction. In fact one of the first thing she does is fire an arrow through Spite's head. This combined with her computer-like cognition and super accurate archery leads to this trope.
  • 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.
  • Damage-Increasing Debuff: Targeting Arrow pings the enemy for irreducible damage and increases all other damage thrown at them.
  • Gameplay and Story Segregation: Normally, part of the "story" of fighting Miss Information is that the heroes are unaware of her true identity as their Demure Secretary Aminia Twain, before she flips to her Revealed Saboteur side after the heroes collect clues. However, Parse's nemesis dialogue in the Digital version of the game has her calling out Aminia right away, before the game proceeds as normal, with the clue-collecting and so on. Notably, even in her card art where she is able to almost-instantly realize her deception, she doesn't immediately accuse her in this way.
    • Her backstory (as elaborated on in the episode of the official podcast devoted to her) goes into more detail on this; canonically, Parse did call out Aminia the instant they met for the first time (the card art in question is just a moment before it happens), but Parse didn't arrive until midway through the Miss Information plot arc to begin with. So the real Gameplay and Story Segregation is that the card game allows Parse to be present for the fight against Aminia before she flips.
  • Geek Physique: Her original card art had her as very skinny, relative to the other heroes anyway, while her Collector's Edition art, Fugue State variant, and her character artwork in the Digital version of the game instead have her as somewhat rounded and chubby.
  • Great Detective: Her peerless analytical abilities make her a matchless detective.
  • Heroic B.S.O.D.: Her original incapacitated artwork features a quite-literal one in her eyes.
  • Improbable Aiming Skills: Her computer-like brain makes even the most insane of shots relatively easy.
  • Rogues Gallery: Miss Information, whom she was invited to root out, Highbrow, a smug woman with a case of My Brain Is Big, and Rahazar, some purple-skinned humanoid from Greazer's deck.
  • Scope Snipe: The art for her "Impossible Shot" card, showing her putting an arrow through the scope of Ambuscade's rifle. The flavor text has Ambuscade simply dumbfounded, noting he Didn't See That Coming and muttering "Merde."
  • Shoot the Dog: She's the one to put down Spite, and the writers have mentioned that she's most likely to do this out of the heroes. While the others might hesitate and debate the merits of a course of action, she just gets to the point and solves the problem in the most direct manner.
  • The Straight and Arrow Path: Paired with her Awesomeness by Analysis powers, she's a very good shot. Also, thanks to her Asperger's syndrome, she's very honest.

     Ra 

Ra

Debut: Base Game

http://static.tvtropes.org/pmwiki/pub/images/ra_sentinels_of_the_multiverse.png
"Foolish creature! Stand not before Ra!"

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

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

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

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

  • Achilles' Heel: An enemy who's immune to fire will make Ra very sad. His significant damage buffs also mean that if he can't get out both Imbued Fire and Flesh of the Sun God, self-damage can rip him into tiny pieces.
  • Ascended Fanboy: In Tactics, Thiago from Spite's "Potential Sidekick" card takes over the role of being Ra, and is very adorkably excited at getting to fight alongside Legacy and his other favorite heroes.
  • An Adventureris You: DPS at first, with Nuker once he starts deploying all his buffs Staff of Ra, or deploys Scorched Earth with a lot of environment cards in play — it can top out at a whopping 21 damage to all targets, when including his various buffs. Battles between him and the Ennead essentially consist of them trading massive damage back and forth.
  • Amplifier Artifact: The Staff of Ra, which imparted his powers in the first place, charges him up, increasing all damage he does, and heals him when it first comes into play.
  • Badass Beard: By his Horus of Two Horizons variant, he's grown quite an impressive one.
  • Badass Boast: Nearly every single one of his cards is a taunt or boast at his foes.
  • Belligerent Sexual Tension: He and Fanatic don't really click theologically, but they still have a clear attraction to one another. The writers describe them as "Frenemies with benefits."
  • Chess with Death: The Horus of Two Horizons's Collector incapacitated art shows him about to throw-down with the monster Ammit, responsible for devouring the hearts of the unjust in the Egyptian afterlife. It is a fight he eventually loses, resulting in him having to make a Deal with the Devil.
  • Clingy MacGuffin: Even if his staff has been destroyed by being used as a missile weapon, Ra can use a card to reconstruct it out of the "fiery aether" and return it to him.
  • Counter Attack: Flame Barrier, which deals two fire damage to the first target that hits Ra for damage each turn.
  • Crippling Overspecialization: He pretty much does fire damage and nothing else. Since many enemies have ways of becoming immune to damage (and many things are immune to or reduce fire damage in particular), this can be a problem for him.
  • Curb-Stomp Battle:
    • Ra tried to take on the Ennead alone when they reappeared. "He lost" is putting it lightly.
    • Even though he rallies The Ennead and Anubis to fight at his side, they are no match for OblivAeon, though they do prove the being is Not So Invincible After All and provide the heroes with a sample to help prepare to destroy it.
  • Deadly Upgrade: Solar Flare increases all fire damage Ra deals by two. The catch is, he hits himself for four psychic damage every turn. Without at least one dedicated healer, it will kill him very quickly.
  • Death Glare: Wrathful Gaze, complete with fire eye lasers!
  • Death-or-Glory Attack: The Setting Sun variant's main power, "Blaze of Glory," exists to let Ra go down and take every non-hero target with him. It does all non-hero targets and Ra 2 irreducible fire damage; destroys one of Ra's ongoings; and removes up to four of his cards from the game entirely.
  • Defiant to the End: When Fanatic finds him, mortally wounded after fighting OblivAeon, he's still aiming his staff at where the villain departed and taunting him with, "If you can't stand the heat..."
  • Expy: Of Thor after gaining his power, and of Indiana Jones before that. Thiago in turn channels Captain Marvel, since he's a child who grows into his physical prime when he accesses his superpowers. Ra's overall arc of being a lone immortal who finally manages to reconnect with the world only to finally die, then being reborn in a younger host also mirrors the series-long arc for Dream of the Endless.
  • Finishing Move: Wrathful Gaze kills any target, but only if they have two or less HP. This works even if they're immune to his normal fire-based attacks or other forms of damage.
  • Glowing Eyes of Doom: Yellow ones, complete with a very-literal Death Glare.
  • Go Out with a Smile: The Blake Washington Ra has a peaceful smile on his face as he says goodbye to Fanatic.
  • Gratuitous Foreign Language: The quote for Living Conflagration is written in Egyptian hieroglyphics.
  • Heroic Build: When assuming the form of Ra, the bearer becomes chiseled and muscular, as well as growing or regressing to their physical prime.
  • He's Back: After being defeated by the Ennead, Ra vanished for several years. He returned to challenge them as Ra: Horus of Two Horizons.
  • Jekyll & Hyde: Heavily downplayed and Lighter and Softer. Blake Washington and Ra aren't really that different: Blake has an arrogant streak and a boiling temper that he usually keeps under control. But Ra, for all his charisma, has the emotional control of a child and holds nothing at all back.
  • Jerk with a Heart of Gold: Ra is arrogant, hot-headed, and a terrible team-player. These traits, combined, have helped ensure that he has not become a member of any modern superhero team. But he was also a wise and benevolent god-king in the early days of civilization, and there is a reason he is still considered a genuine hero by the people of Earth in the present.
  • Kill It with Fire: His main modus operandi.
  • Legacy Character: Every bearer of the Staff of Ra becomes host to the power of Ra. In the distant past, the first Ra was slain by the Ennead, only for Horus, the next incarnation of Ra, to defeat and imprison them in turn. And, in Sentinels Tactics, a new Ra has already emerged following the death of Dr. Washington in the first clash with OblivAeon: Thiago, the Potential Sidekick from Spite's deck, grown to his physical prime by accessing the power of Ra.
  • Nice Job Breaking It, Hero!: Ra forced Anubis to free his friend and protege Marty from a mummy's curse through violence rather than offering his own soul in exchange. To "balance the scales" and pay him back for his arrogance, Anubis guided rival archaeologists to the Ennead's relics, unearthing their tomb and guiding those who were suitable to their relics.
  • No-Sell: Flesh of the Sun God makes him immune to fire damage, and lets him use a power to spread that immunity to all heroes.
  • Odd Friendship: Although he is the incarnation of a pagan god and Fanatic is a devout Christian, the two get along very well. When Ra dies, he does so in her arms, telling her that he always believed in her.
  • Personality Powers: Ra is a passionate hot-head who throws fire around. This is true for all bearers of the staff, since some compatibility with the Ra personality is necessary to access the mantle, though the actual personality can vary. Notably, while the Blake Washington Jr. Ra mostly manifests this as a quick temper and arrogant self-regard, Thiago in the Tactics timeline is instead extremely reckless and careless.
  • 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.
  • Rogues Gallery: The Ennead, a group of less savory archaeologists with the power of less savory gods, Anubis and Ammit, who do the "less savory gods" thing without human intermediaries, and Calypso, whose water powers counter Ra's fire powers.
  • Rousing Speech: Gives one, if somewhat backhandedly, when he rallies the Ennead and Anubis to fight OblivAeon.
    Ra: You have scarred the land and harmed my people, but worse yet, you have presumed so much as to stand before the one true Ra! Even those of far less worthy blood than I recognize the contemptible nature of your very existence! And now Ra and the bearers of the relics of power shall show you true might!
  • Sacrificial Lion: He is the first of the heroes to be killed fighting OblivAeon.
  • 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 third toughest hero in the game as well, after Haka and Legacy, 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.
  • Taking You with Me: Setting Sun's power all but ensures that Ra will go down fighting, but not before he's done some serious damage to his enemies.
  • Throwing Your Sword Always Works: The Staff of Ra can be chucked at something for damage. It's about the only way Ra has to hurt something without fire.
  • Tragic Hero: All incarnations of Ra inevitably go through the cycle of the sun: rising, as an deeply-flawed character with good intentions, standing high as Horus, having become more human and humble, and finally setting, as they go out fighting the good fight.
  • Walking Shirtless Scene: He wears a large collar-shoulderguard thing that covers his upper chest, but nothing resembling a shirt. His Horus of Two Horizons variant wears a cape that covers one shoulder, but no shirt either.
  • Your Soul Is Mine: In the end, the monster Ammit eats his soul thanks to the deal he made to restore his powers.

     The Scholar 

The Scholar

Debut: Scholar Mini Expansion

http://static.tvtropes.org/pmwiki/pub/images/scholar_sentinels_of_the_multiverse.png
"If life gives you lemons, make a lemon cannon."

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

He has one variant, The Scholar of the Infinite.

  • Achilles' Heel: Since his deck is fairly complicated, it has several places where it can break down:
    • Scholar's main damage engine is to heal and deal damage when he heals. If he can't heal, or if he can't get Mortal Form to Energy out and keep it out, he has a hard time dealing consistent damage. (This can be mitigated in that even if he can't deal damage, he can simply turtle up and let the environment beat the enemy to death)
    • The Scholar's ongoings are maintained by discarding cards. If he can't get his draw engine going or the environment/or villain forces him to discard cards, he looses his cards quickly.
    • Additionally, his best cards scale based on the number of enemy targets. While this makes him incredibly powerful against opponents with large numbers of minions, it can also leave him relatively ineffectual against enemies who don't use them.
  • Alchemy Is Magic: The Scholar's many powers are all fueled by the Philosopher's Stone, which is apparently an alchemical creation too advanced for anyone else in the world to understand. It is bound to his life-force, and he cannot exist without it.
    • Though to be more specific, Alchemy is both science and magic equally, and the Scholar's ability to create a functioning Philosopher's Stone where others have failed is because he understands how to successfully combine the two concepts together in a way very few others do.
  • An Adventurer Is You: Tank and Healer. Once he gets going, he becomes quite hard to kill, either because he's reducing all damage by 2, healing huge amounts on his turn, or both.
  • 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.
    • Much of his alchemy is defensive, and nearly all of the remainder is external - throwing lightning or fire at his enemies. Offensive Transformation, however, involves the Scholar performing alchemy directly on an opponent. This damage is infernal, and the damaged target is unable to damage anyone until the next turn. The art shows his target withering and in terrible pain.
    The Scholar: "Stop. Just stop. Don't you think you've done enough?"
  • Blessed with Suck: His Scholar of the Infinite form where he's gained greater access of the ley lines but at the cost of constantly nearly being pulled to pieces.
  • Body Horror: See Beware the Nice Ones. Offensive Transformation isn't pretty.
  • Brilliant, but Lazy: If Know When To Hold Fast is any indication, Scholar has shades of this. The card lets him draw five cards, but requires him to immediately end his turn and depicts him lounging on a deck with a beer.
    The Scholar: What do you mean, 'Lazy'? I'm preparing, planning, strategizing.
  • Call-Back: Know When To Cut Loose calls back to Know When To Hold Fast, both in the title and in the flavor text:
    The Scholar: In a lot of ways, this would have benefited from planning.
  • Cool Old Guy: The Scholar's been about fifty for a long time, and he's used it to become very wise and chill.
  • 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.
  • 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. Word of God is that the art on Alchemical Redirection is a deliberate reference to Uncle Iroh redirecting lightning.
  • Go Out with a Smile: The incapacitated artwork for the Scholar of the Infinite's Collector's Edition card shows him smiling and at peace as he fades away, using up the Philosopher's stone (without which he can't exist) to restore Guise.
  • 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. Also, his Liquid Form increases all healing by one.
  • Heroic Sacrifice: The Scholar of the Infinite's incapacitated art shows him having to choose between saving himself and, of all people, Guise. His Collector's Edition incapacitated art for the same card shows him doing it, giving his Philosopher's Stone to Guise, even as he fades away.
  • Leaning on the Fourth Wall: Fitting, given he sees Guise as an apprentice, according to Word of God. The flavor text of Know When to Turn Loose all but tells you to use Know When to Hold Fast first, with the reference to "planning."
  • Let's Get Dangerous!: The Scholar of the Infinite is the Scholar when he stops lazing around.
    The Scholar: "The time for quiet contemplation is over. We must act boldly now!"
  • 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.
  • Mentor Archetype: This is pretty much Scholar's thing in general, where he specializes in "Mentoring the Mentorless". The list of heroes he's taken under his wing for a time include The Wraith (as seen on Proverbs and Axioms out of costume aside from her mask in a scene meant to evoke Yoda training Luke on Dagobah), Expatriette (as seen on Don't Dismiss Anything where he's coming upon a wounded Expatriette and looking ready to dispense sage advice), The Argent Adept (confirmed on the Letters Page and likely it's Anthony accusing him of being "lazy" in the flavor text for Know When To Hold Fast), Haka, and Guise (as seen on the Scholar of the Infinite's foil incap).
    The Scholar: "What I want is to find the truth. What are you looking for?"
  • Nice Job Breaking It, Hero!: He de-couples Apostate from the physical forms he's trapped in in an effort to get him to leave everyone alone. But, since he's still trapped in the physical world and can't rejoin the Host, it only ends up making him even stronger and better-able to bring his powers to bear.
  • No-Sell: Solid To Liquid involves Ambuscade stabbing a liquid Scholar, to absolutely no effect.
  • Only Friend: Took on Guise as a mentee (or knowing Guise, he forced himself on the Scholar). He's the only superhero shown interacting with Guise in a semi-friendly fashion, even giving up his own life to save Guise's.
  • Out of the Inferno: Expect The Worst renders the Scholar immune to all damage for a turn. The card art specifically involves fire.
    Fanatic: "He stood, wreathed in flame, but he did not burn."
  • [Popular Saying], But...: Grace Under Fire.
    The Scholar: "When life gives you lemons, make a lemon cannon."
  • Really 700 Years Old: Per Word of God, the Scholar is in his 50s, but he's been in his 50s for a long time.
  • Ret Gone: When the Scholar first discovered the Philosopher's Stone, the process of fixing it and attuning himself to it accidentally partly erased him from existence, in that while he still lived and the aftereffects of what he did still existed, nobody he'd ever encountered could remember who he was and there was no records of him and he'd generally vanished from everyone's memories and knowledge.
  • Rogues Gallery: In the form of two Evil Counterparts. The homunculus-maker Biomancer is intelligent and long-lived like the Scholar and also the creator of the Philosopher's Stone that made Scholar superhuman, but a callous schemer where the Scholar is a gentle mentor. Hermetic is also a fellow alchemist, but he brews noxious poisons in his quest to acquire the Philosopher's Stone.
  • Sacrifical Lion: His death near the beginning of the OblivAeon event shows how dangerous the villain is and how world shaking the event will be.
  • Stone Wall: He can be one of the sturdiest tanks in the game, but it's hard for him to do damage if he's focused on tanking. The bulk of the Scholar's damage output is healing while Mortal Form to Energy is out, but he can only heal up to his max HP. If he's been using Flesh to Iron and remaining near full HP, it limits how much damage he can do significantly.
  • Stout Strength: The cards that show him shirtless make it clear that his gut is largely muscle and that he's actually pretty ripped.
  • Tranquil Fury: The Scholar is alarmingly calm when performing Offensive Transformation.
  • When Life Gives You Lemons...: Make a Lemon Cannon.

     The Southwest Sentinels 

The Southwest Sentinels

Debut: Vengeance

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

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

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

  • Achilles' Heel: Being four people instead of one has disadvantages:
    • Because the Sentinels are four targets, they each have separate, and low, HPs. This makes the Sentinels in general — and the Idealist in particular — the most likely candidate for lowest HP Hero target. In addition, when one of them falls, the Sentinels lose any perks that hero would provide (and almost all of their cards rely on certain Sentinels being around), limiting the player's options.
    • Additionally, being four targets makes them much more vulnerable to effects that hit every hero target at once. A bad flop from villains like Iron Legacy can wipe them out before they even get a chance to act.
    • Finally, since they start with five cards in play (each of their character cards, plus the card explaining their special rules), they're often hit very hard by effects that target "the hero with the most cards in play."
  • 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.
  • Back from the Dead: Restorative Burst and Second Chance each revive incapacitated heroes, a feat only the Sentinels (and one environment card in The Temple of Zhu Long) can do. However, they only work on the Sentinels, and Restorative Burst only works if Dr. Medico is active.
  • Badass Gay: Dr. Medico has a male "partner" in a blink-and-you'll-miss-it line in his backstory. He is also a living mass of energy.
  • The Big Guy: Mainstay.
  • Combat Medic: Dr. Medico. His base power heals a hero by 3, and can do damage via the cards in the deck. However, should Hippocratic 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 least two of the Sentinels working together. One example is Positive Energy: All Hero targets heal 1 HP (What Dr. Medico does) then the Idealist hits all villains for 2 psychic. The Sentinels Tactics ongoing also allows the player to use a power the first time the team does damage each turn. Then there's Coordinated Assault, which does damage equal to however many Sentinels are active plus 1, and the art depicts the team putting all their powers to use for a single strike.
  • 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.
  • Expendable Clone: Idealist is actually one of these, where her "mother" cloned herself to have a "guilt-free" Human Sacrifice for her resurrection machine.
  • Expy: Of the Fantastic Four. Specifically:
    • Doctor Medico → The Human Torch
    • Mainstay → The Thing
    • Idealist → The Invisible Woman
    • Writhe → Mr. Fantastic
  • Face–Heel Turn: In the Tactics timeline Writhe undergoes one of these and becomes a villain when he gives himself fully over into the corrupting influence of Voidsoul.
  • Good Hero/Bad Hero:Dr. Medico is the good hero, Mainstay the Bad Hero.
  • Healing Shiv: What Dr. Medico turns into if he has Hippocratic Oath up.
  • Hidden Depths: Eugene Wilkenson, Writhe, has fantastic taste in music and a vinyl record collection that's as old as vinyl records.
  • Horrifying Hero: Writhe's shadow powers often make him one of these, flinging people into nothingness or wrapping them in disturbing shadow energy. It's freaky enough to even make Captain Cosmic feel sorry for Biomancer being subjected to Writhe's methods even though Biomancer himself is pretty horrifying.
  • I'm Your Biggest Fan: Mainstay is a huge Ancel Moreau fan, and helps inspire him to become a movie star again, then to work as Stuntman.
  • 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, though if Writhe is not active the special effect, destroying the target if they have less than 4 HP, doesn't go off.
  • Living Shadow: What Writhe turned into when his invention didn't work quite right.
  • Mad Scientist: Writhe got his powers to begin with by playing around with shadow energy, and after they become the Void Guard the influence of the OblivAeon shard drives Writhe into an unnatural obsession with creating an endless string of freaky eldritch inventions.
  • Pint-Sized Powerhouse: Idealist. She punched La Capitan through her time portal.
  • The Pollyanna: Idealist is a boundless fount of cheerful and positive emotions as a result of being brought to life by a massive influx of life energy.
  • Rogues Gallery: La Capitan, the time-traveling pirate defeated in the Idealist and Writhe's separate crime-fighting debuts, The Crackjaw Crew, a team of four villains, Quetzalcoatl, who seems rather less friendly than mythology would have it, and Judge Mental, a psychic in a judge's robe and wig.
  • 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 starts out her heroing career by constantly sneaking after Mainstay and Medico even when they tell her she can't come. They eventually give up and promote her to actual team member under the reasoning that if she's going to keep coming along to help anyway they might as well look after her properly while she's doing it.

     Setback 

Setback

Debut: Vengeance
Team: Dark Watch

http://static.tvtropes.org/pmwiki/pub/images/setback_sentinels_of_the_multiverse.png
"Oh, hello there! Have you considered, say, NOT hitting me?"

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

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

His alternate form is Dark Watch Setback.

  • Achilles' Heel: His deck is one of the most random in the game, and has a lot of ways to backfire or damage him, especially with his base form's power (which auto-plays the top card of his deck whether or not it's in any way appropriate to the situation). For example, an early autoplay of Wrong Time and Place can lead to Setback taking a trip to the emergency room in short order.
  • An Adventurer Is You: With high hitpoints and several cards to heal himself, he does a decent job as a tank.
  • Beware the Silly Ones: Emphasized when Zhu Long took over his mind and during the OblivAeon event, when Dark Mind took away his empathy. Setback is inhumanly strong and tough, and bad things happen to people who get near him. There's not much ordinary people could do to keep him from getting what he wants if he weren't a good person.
  • Born Lucky: Sometimes, quite unpredictably, Setback will experience sudden rushes of good fortune to counterbalance the bad. This may or may not just be bad guys getting ahold of the bad luck that always afflicts him. Turns out, when Gabrielle Adahn cursed him with "the misfortune of the coyote," Pete's only frame of reference was the Loony Toons version, and he was always a fan of Wile E. Coyote's ability to come back from misfortune. So she sarcastically wished him the best of luck "when anvils are falling," and the result is that Setback can come back in the clutch.
  • Born Unlucky: Even before he took a does of super-serum, Pete Riske was a deeply unlucky guy, thanks to a Psycho Ex-Girlfriend with jinx powers. Afterward, it happens to people around him too.
  • Brainwashed and Crazy: During the OblivAeon event, Dark Mind took away his kind heart and optimism. The result was a horrifying sociopathic monster. And earlier, when Zhu Long mind-controlled him and tampered with his luck aura, he took on the entire Dark Watch single-handed, and nearly won.
  • Break the Cutie: As one of the sweetest and most optimistic heroes, it's a giant gut-punch when Setback has his mood shattered by horrible happenings.
  • Butt-Monkey: If anything bad can happen, it usually happens to Setback. Several of his cards invoke this by redirecting damage to him.
  • Expy: His goofy personality, overall appearance, unluckiness and costume design all reference Booster Gold, while his original incapacitated artwork calls to mind Spider-Man
  • The Friend Nobody Likes: Mainly because of his bad luck powers. Word of God is that most heroes (barring Expatriette) would really rather not have him on the team.
  • The Fool: While not as clueless as other examples, considering his superpower is an enhanced physique and luck combined, he counts. Several of his card arts see him stumbling into situations by accident, only to save the day. And both his incapacitated artworks show him emotionally devastated rather than physically incapable of rejoining the fight.
  • The Gambler: His backstory and his playstyle. Most of his cards require a certain amount of counters to work correctly, and his base power lets him get a counter, but he must then play the top card of his deck, which may or may not be a card he can benefit from or wants to play.
  • Glass Cannon: High Risk Behavior turns him into this — it gives him a +1 boost to damage against villain targets for every 3 tokens in his unlucky pool, but he takes increased damage from those same targets at the same rate.
  • Healing Factor: To offset some of his riskier plays, some of his cards also let him spend from his pool to heal himself. This probably represents his improbably surviving mortal injuries.
  • Heroic B.S.O.D.: Unlike the others, whose "incapacitated" artwork shows them injured or dead, Setback's original artwork merely shows him walking away in the rain after throwing his suit in a dumpster, convinced of his own uselessness. His second shows him paralyzed with grief as he holds Expatriette's unconscious body.
  • Heroic Build: Explicitly part of his non-luck-based powers. Some of his cards show him with his shirt off.
  • The Heart: If Expatriette is the brains of the Dark Watch, Setback is the heart. It was this part of him Dark Mind removed while destroying the best part of the Dark Watch heroes.
  • Idiot Hero: The art of the cards portray this, with "Whoops! Sorry!' and Karmic Retribution being the best examples. On the one hand, it's hard to tell where his bad luck ends and bad decisions begin. On the other hand... he did sign up to a series of trials run by Baron Blade here.
  • Meaningful Name: Pete Riske has luck powers.
  • Nice Guy: Setback might be a bit of a bumbler, but all of his card quotes stress that he's also a sweet, easygoing guy who genuinely wants to help people.
  • The Pollyanna: Despite his lifelong misery and ill-fortune, he keeps up a constantly sunny and optimistic attitude, no matter how dark things get. In fact, his lifelong bad luck came as a result of trying to keep up a positive attitude around Gabrielle Adahn when they had to break up in high school.
  • Not Himself: Dark Watch Setback's Collector's Edition incapacitated art shows him possessed by the power of Zhu Long, like Mr. Fixer before him.
  • Power at a Price: Many of his cards are very useful, but can go very wrong if he's got too many points in his pool.
    • High Risk Behavior boosts his damage vs. Villain targets by one for every three points in his pool, and also boosts the damage he takes from the same. And he can have more than one in play.
    • His Looking Up ongoing lets him use a power to deal an impressive three melee damage to a target of Setback's choice and put three points in his pool... but it also has a passive effect that causes him to damage himself if he's got more than ten.
    • Wrong Time and Place can potentially redirect all hero damage to Setback for a turn to help him tank and lets him spend points to redirect it back at enemies... but he must redirect such damage to himself if he doesn't have the points to deflect it.
  • Relationship Upgrade: With Expatriette by the time they've formed the Dark Watch. They apparently met when he accidentally got in the way when she fired off one of her Shock Rounds into a nearby bad guy.
  • Rogues Gallery: The luck-manipulator Kismet, who inadvertently cursed him when they broke up in high school, the callous ex-lawman Heartbreaker (as part of the Dark Watch), the Slaughterhouse Six's electricity-user Re-Volt, and RevoCorp in general. Notable members of the latter include Revenant, the powered-armor-wearing CEO and poster boy for CCG Importance Dissonance, and Plague Rat for a period where they had him as a chemically-condition semi-obedient attack dog.
  • 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.
  • Taking the Bullet: Uncharmed Life lets him spend points out of his pool to redirect damage his friends would take to himself. Wrong Time and Place forces him to if he can't spend points to instead redirect it at foes.
  • Write Who You Know: Setback was inspired by a friend of the creators called Pete, who had all kinds of bad breaks in life, but who nonetheless kept up an optimistic spirit and ended up having things work out for him.

     Sky-Scraper 

Sky-Scraper

Debut: Wrath of the Cosmos

http://static.tvtropes.org/pmwiki/pub/images/sky_scraper_sentinels_of_the_multiverse.png
"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 visited Earth, Portja was able to escape, and became Sky-Scraper the Proportionist.

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

She has one variant form, Sky-Scraper: Extremist which takes her size-changing even further in scale due to fellow "hero" Luminary tampering with her genetics. Her powers now do more damage, but at the cost of conditions that shift her back to Normal size if not met.

  • Achilles' Heel: Any kind of card denial screws her. She's so dependent upon size-shifting that if she's not allowed to, she's in trouble. Additionally, her somewhat slapdash attitude to collateral damage can cause serious irritation among the rest of the team.
  • Badass in Distress: The reoccurring theme behind her incaps and story arcs. While a freedom fighter her profile notes she often acted as a distraction, she spent a large part of her life under Kaargra's ownership, and when finally arriving on Earth she's known to have had an arc where she was trapped in her mind by the Wager Master and believing she was back in the Colosseum. All of her incaps apart from her Foiled Normal incap have her chained up, caught, trapped or unable to save herself in some way.
    • In an inversion of the trope, her sole story line mentioned so far is when she saves a captured and detained K.N.Y.F.E. And in both instances of her interaction with Luminary, it's subverted as he offers her the chance but never forces her to accept his bargain.
  • Baleful Polymorph: Her Tiny Incapacitated art has her turned into a doll by the Dreamer.
  • Beware the Silly Ones: With her funny accent and silly powers, Sky-Scraper seems like a joke character. But she was a matchless spy and saboteur on her home planet, and a powerful hero on Earth.
  • Blunt Metaphors Trauma: She doesn't have the best grasp on the English language.
    "All in the work of a lunar cycle. Wait, that is not quite right."
  • Brainwashed and Crazy: Aggression Modulator is a downplayed version of this: It reduces the damage an environment target does to heroes and increases the damage it does to villains, but it doesn't out-and-out redirect the damage. Compulsion Canister and Cortex Hyperstimulator also compel the villains to damage themselves or each other.
    Mdjai: "I must fight. I must fight the Ennead!"
  • Buried Alive: Baron Blade and the Vengeful Five are getting ready to do this with massive industrial shovels in her Huge incapacitated artwork.
  • C-List Fodder: Defied. She was originally created with the intent that she would die in the OblivAeon event to show how serious the situation was, but as they fleshed her out, the creators found she was just too lovable to kill off.
  • Destructive Saviour: Her Huge side specializes in dealing damage, but tends to hit hero targets in the process, albeit usually for much less damage.
  • Difficult, but Awesome: Her Tiny size specializes in using Link cards, which are generally rather weak individually and don't naturally return to her deck when the things they're attached to die, her Huge size tends to hit other heroes, and her Normal size isn't good for much but catching her breath and recharging. But her Tiny size also pumps out lots of Links at once and can pick up spent ones, her Huge size can be effectively directed with support and timing, and switching to Normal size can do things like heal her up and detonate spent Links while fueling her other sizes with cards.
  • Enemy Mine: Her Extremist variant came about through Luminary apparently searching her out and offering to make her tools to help fight Obliv Aeon, but the story behind it is different between the Kickstarter blurb and the online digital game's description. In both cases however, Luminary's reasons for helping aren't explained and both heavily emphasize the disastrous effects of this experimentation.
    • The Kickstarter had it posed that Sky-Scraper had gone to Tachyon first, but was rejected on the grounds of it being "too dangerous". Luminary overheard and offered to help in Tachyon's steed, painting the event more in a Birds of a Feather light (if you don't automatically assume Luminary is trying to show up a fellow scientist.)
    • The Digital game states that Luminary approached Sky-Scraper and explained that he saw potential in her and wanted to offer technological upgrades to her. She accepted under the pretense that she would do anything necessary to face against OblivAeon.
  • Expy: Of Ant-Man power-wise, but flavor-wise shares a lot with Starfire. Both are Cute Bruiser Statuesque Stunner green skinned space babes who spent some time as slaves, and Sky-Scraper's Blunt Metaphors Trauma might be a direct Shout-Out to Starfire's animated incarnation.
  • Fantastic Racism: Got put on the receiving end of this. When Voss invaded Earth, Sky-Scraper found it a lot harder for regular people to accept her.
  • Forced Prize Fight: Spent years as an unwilling member of Kaargra Warfang's Bloodsworn, and made to fight in her arena.
  • Funny Foreigner: Her broken English and occasional hijinks are clearly invoking this, despite being a literal alien.
  • Gameplay and Story Integration: Aggression Modulators make her one of the best possible heroes to take to the Dok'Thorath Capitol, where her rebel friends are fighting to oust the remains of Voss's government.
  • Green-Skinned Space Babe: Aside from her glowing eyes, pink skin, green hair, and spiked elbows and knees, Portja looks a lot like a human woman.
  • Heroic R.R.O.D.: Heavily implied to be the aftermath of Extremist.
  • I Am Your Opponent: From Thorathian Monolith:
    Sky-Scrapper: "I am who you will fight. Leave my friends alone."
  • Malaproper All the time. Portja still hasn't really gotten the hang of English, and unlike other aliens is not using a Translator Microbes.
  • Mundangerous: Her incapacitated artwork as the Extremist's tiny size sees her under attack by a white blood cell.
  • Nanomachines: Her Micro-Assembler lets any hero discard a card to pull an Equipment card out of their deck. For heroes like Mr. Fixer or Expatriette that sometimes struggle to get the right tool for the job in-hand, this is a priceless trick.
  • Neck Lift: OblivAeon is subjecting her Huge size to this in her Extremist variant's incapacitated art.
  • O.O.C. Is Serious Business: It's notable that the single one-liner in her flavor text that isn't a malapropism is when she's slamming Kaargra into the dirt.
    Sky-Scraper: You put me in chains. I will put you in the ground!
  • Rocket Ride: Of a sort. Catch A Ride has Sky-Scraper riding on one of Parse's arrows to a target.
  • Rogues Gallery: Kaargra Warfang, her old slavemaster who wants her back, and Tantrum, a waif with super-strength and - as the name suggests - a nasty temper.
  • Shout-Out: Catch a Ride's art has Sky-Scraper riding one of Parse's arrows. Hawkeye and Ant-Man do that trick often.
  • Sizeshifter: Her superpower. Her Extremist variant takes it even further, allowing her to become as tall as a building or small enough to infiltrate someone's body and injure them from within.
  • 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 different one-shots cause her to change sizes.
  • Spikes of Villainy: Averted. The bony spikes on Sky-Scraper's shoulders, elbows, and knees are a Thorathian trait, not one exclusive to Voss and his minions.
  • Statuesque Stunner: Stands at a height of 6'5"/195.58 cm even at normal size and usually wears a fairly light amount of clothing.
  • Superpower Meltdown: There's a good reason Tachyon originally refused to help Sky-Scraper become the Extremist. Her normal size's incapacitated art shows her gruesomely losing control of her powers.
  • Super Team: Though she hasn't joined any in the base game, the Prime Wardens help Sky-Scraper fight alongside the rebels on Dok-Thorath to oust the remains of Voss's government, and by the time of Sentinels Tactics, she's joined them.
  • Trick Bomb: Explosive Reveal detonates all of Sky-Scraper's Link cards.
  • Unexplained Accent: None of the other alien or Thorathian characters seem to have Portja's slippery grasp on English. Later clarified: they are all using Translator Microbes, while she has to make due with actually mastering the language.
  • The Worf Effect: She doesn't really have her own book, and thanks to her powerful abilities, she often gets beat up in other people's to show how dangerous a given villain is.
  • 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 

Tachyon

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

http://static.tvtropes.org/pmwiki/pub/images/tachyon_sentinels_of_the_multiverse.png
"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, Team Leader Tachyon, and Freedom Five Tachyon.

  • Achilles' Heel: Tachyon's big haymaker takes a while to charge, and most of the rest of her damage is ping-based. Additionally, it can be tricky for her to keep up her card churn - she has a ton of ways to play extra cards, but not too much in the way of draw, which can prove troublesome.
  • 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.
  • 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. In the Freedom Four Annual No. 1 on the game's website, she takes a detour on her trip through Baron Blade's lair to hit the cafeteria and grab a snack and an Easter Egg in the phone version of the game is art of her scarfing down a huge burger. When you move that fast, your metabolism is insane.
  • Butch Lesbian: Downplayed, but she definitely seems like the "masculine" partner in her relationship.
  • Combos: A big part of her play style is to chain together cards and powers that let her play, draw, and discard more cards. It's not uncommon for a good player to end up, via those combos and Pushing the Limits, playing six or seven cards in a round, discarding four or five others without using them, then finishing the card playing with Lightspeed Barrage — which does damage based on how many Burst cards the player has in the trash. Done right, this can devastate the villains.
  • 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. Her Freedom Five variant's power also allows for this — it does 1 damage to a target, and she can use the power again by putting a Burst card from her trash to her deck until the player either runs out or decides to stop, up to a maximum of 22 times.
  • Dented Iron: Team Leader Tachyon is not nearly as badly-maimed as the other members of the Freedom Six, but she has started turning grey and aging prematurely from the strain of living in her dystopian future. Meanwhile, her Tactics counterpart is unhealthily pushing herself without adequate recovery time, hastily patching her failing body with new gadgets.
  • Expy: Of the Flash.
  • Game-Breaking Injury: Progeny shatters almost every bone in her body after she pushes herself past her normal limits fighting him. She's in recovery for months, and has to have a special suit for the fight against OblivAeon.
  • Goggles Do Something Unusual: Tachyon's HUD Goggles provide diagnostics and stream updates on the rest of her team. They also keep the bugs out of her eyes. In-game, they let her play an extra card without damaging herself.
  • Happily Married: To a woman named Dana Bertrand, before she became a superhero. Her "coming-out" story within the Sentinel comics timeline was actually quite early, in the 80's, and involved a bit of a retcon of the exact nature of her relationship with her "roommate."
  • Heroic R.R.O.D.: Pushing The Limits lets Tachyon play an extra card every turn, but damages her as well.
    Unity: "Yeah, she can run at legendary speeds, but it's not easy."
  • Just a Machine: One of her major character flaws is her unwillingness to ascribe "personhood" to Omnitron-X, instead thinking of it as more of Unity's "toy" than a thinking creature. This extends even into the RPG timeline when Omnitron has become one of the most powerful heroes in the world. The creators themselves lampshade that this is despite the discrimination she has faced in her life as a lesbian woman in a STEM field.
  • The Leader: Of the Freedom Six from the Iron Legacy timeline. She's the one that reforms the group and leads them against her tyrannical former friend. Unfortunately, actually leading the team means slowing down, which costs her her life thanks to the Iron Hand's ambush.
  • 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.
  • Mundane Utility: Notably, she was a famous scientist for years before even trying to use her super-speed for anything but her everyday job.
  • Odd Friendship: She and Absolute Zero don't have a great deal in common, or share many hobbies, but they are the closes friends of any two members of the Freedom Five. This originally started as a means for the writers to let Tachyon exposit to him, since his cryo-chamber is next to her lab and it's not like he has much else to do, but the relationship got more attention and development over time.
  • 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. This is also a factor of her originally just being the "generic scientist" character whenever the other heroes needed some advice. Later writers specified that her field of specialization is physics.
  • O.O.C. Is Serious Business: Tachyon is a happy-go-lucky quipper in fights, but takes her lab work very seriously. Hence why she fired Krystal Lee for being too lazy and careless to bother with safety precautions.
  • Power Incontinence: Her RPG timeline self starts struggling with moving either too slowly or too quickly, though she's taken time to recover and isn't nearly as bad-off as her Tactics timeline self.
  • Rapid-Fire Fisticuffs: Her default. Especially prominent in Accelerated Assault, where she hits everyone, and Lightspeed Barrage, where she hits one target a lot.
  • Rogues Gallery: The pre-Heel–Face Turn Matriarch, her envious cousin being influenced by a magic mask, her Vengeful Five counterpart Friction, an ex-intern in a speed suit who she'd fired for sloppy work, Glamour, a Legacy Character illusionist, Miss Information (along with the rest of the Freedom Five), and - in the appropriate timeline - her former friend Iron Legacy.
  • Science Hero: Half her role on the team is serving as the The Smart Guy, scientifically analyzing the villains, providing gadgets and serving as Mr. Exposition. The Super Scientific Tachyon allows her to experiment with hero's decks.
  • Super Speed: Her basic power.
  • Talking the Monster to Death: She successfully convinces her cousin to take off the mask and serve time for her crimes, ending the Matriarch's rampage and, ultimately, resulting in a powerful heroic character and a successor to NightMist's role as a powerful good-guy magical character.
  • Walk on Water: She's easily fast enough to do this. Quick Insight shows her dodging fighter jet fire while doing so.

     Tempest 

Tempest

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

http://static.tvtropes.org/pmwiki/pub/images/tempest_sentinels_of_the_multiverse.png
"The air itself is my weapon; its strengths are mine."

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

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

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

  • Alien Blood: Tempest bleeds yellow.
  • Ambadassador: Tempest's original duty before he was forced to flee his homeworld was as an ambassador and diplomat among his people.
  • An Adventurer Is You: Fills the Healer and Crowd Control roles.
  • An Arm and a Leg: What happens to Tempest if he is incapacitated. Also happens sometime in the Alternate Universe.
  • Bizarre Alien Reproduction: According to the writers, Tempest's species has several sexes, no genders, and Tempest cannot be accurately called a male or female. On top of that, instead of reproducing in what we'd think of as sexually, they internally incubate eggs which gain genetic material by absorbing it from any being which the parent comes into any kind of physical contact with (even just a simple touch) during the incubation period before then laying the egg.
  • Blow You Away: Some of his cards involve cyclones in some way.
  • Expy: His backstory and place in the game's fictional publication history are direct references to Martian Manhunter, though his powers are more closely based on Aquaman and Storm.
  • Fantastic Racism: Tempest both is the victim of it from humans who are initially distrustful of him and his species, and in turn initially expresses it towards Sky-Scraper because he starts off blaming her entire species for the near-genocide of his own.
  • Handy Cuffs: Tempest still has his shackles from when he was imprisoned by Voss. When wearing them, he deals extra damage to the villain with the most health - almost always the villain character.
  • Heroic R.R.O.D.: Tempest's character power, Arc of Power, lets him play up to three cards, taking three damage for each one. Used recklessly, Tempest will very quickly incapacitate himself.
  • Humans Through Alien Eyes: According to the writers, Tempest's people don't have a concept of gender, and Tempest would be confused about the distinction.
  • An Ice Person: Grievous Hailstorm.
  • Jack-of-All-Trades: Tempest can do all sorts of things depending on situation. He's got healing, single-target damage, multi-target damage, ongoing and environment removal, one of the game's few bounce effects, and so on.
  • Klingons Love Shakespeare: In the ARG, while talking with an alternate universe counterpart of himself, he declares, "Katy Perry is a treasure."
  • Mistook the Dominant Lifeform: Implied in his card "Aquatic Correspondence" where (in a Shout-Out to Aquaman) he tries getting local news from a very disturbed looking eel.
  • Rogues Gallery: Grand Warlord Voss, who conquered his world and enslaved his people, Vyktor, Voss's old First Lieutenant who's taken up an interest in torture, Balarian, the same creature opposed by all the Prime Wardens, and, in the appropriate timeline, the alien-slaughtering Iron Legacy. His Prime Wardens incapacitated art, meanwhile, in both his normal and Xtreme forms, shows an evil-looking, scarred Maeyrian called Leviathan, who leads an evil cult.
  • Shock and Awe: His lightning attacks, which are his main source of damage.
  • Strapped to an Operating Table: His Prime Wardens variant's Collector's Edition incapacitated art sees Vyktor subjecting him to his, with a drill slowly descending towards his face.
  • Super Strength: Although he tends to hit people with ice and lightning, he is an extremely strong combatant when he needs to be - such as in Into The Stratosphere. Prime Wardens Tempest wields a sword.
  • A Twinkle in the Sky: Into The Stratosphere has Tempest chucking something out into space. Unlike most examples of this trope, the card is moved to the top of the villain deck, and usually reappears next turn.
  • Weather Manipulation: An ability that all members of Tempest's race have.

     Unity 

Unity

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

http://static.tvtropes.org/pmwiki/pub/images/unity_sentinels_of_the_multiverse.png
"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, or Freedom Six Unity, a flesh/mechanical golem created by Biomancer after she was killed in the Iron Legacy timeline; and Termi-Nation Unity, an older, more experienced Unity who is investigating the technology-absorbing villain Chokepoint.

  • Achilles' Heel: Mass damage and stuff that targets the lowest HP target rip through her golems, without which she's helpless.
  • Ambiguous Robots: Freedom Six Unity is a cyborg amalgamation of robotic and organic parts, used by Biomancer to restore a mortally-injured Devra... sort of.
  • Badass Israeli: Born in Israel, and able to keep up with all the other heroes and take on the worst villains. She's also a much stronger-practicing Jew than Maia.
  • Bad Powers, Good People: Her main power, creating an army of robots to fight for her, is not evil per se, but it is something generally associated with villains and hardly ever seen among heroes.
  • Bee Afraid: Bee Bot, though technically it's a hornet.
    Unity: "Bee Bot is more fun to say!"
  • Bi the Way: She goes on a number of dates with guys during her years as a hero... and a few girls.
  • Brilliant, but Lazy: Devra is very smart, but didn't do well in school, given her unhappy home life and tendency to build cute robots out of other people's stuff instead of paying attention in class. Fortunately, being Tachyon's "intern" proved a better learning environment for her. Omnitron-X is also an excellent teacher who can communicate things well to her.
  • Canon Immigrant: In-Universe. Originally she appeared as a Scrappy character in the 90s freedom five animated show before being brought into the comics and much improved upon, making her much more liked. (And possibly turning her into an Ensemble Darkhorse.)
  • Captain Ethnic: She is Jewish and her power is to make golems.
  • 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.
  • Civvie Spandex: Her original "costume" is basically just her grease-stained work clothes and goggles, and Termi-Nation Unity is just her wearing an everyday outfit. Freedom Six Unity would be an example, if not for her heavily-robotic body and obvious lack of pants. By the time of Tactics, though, she's fully embraced the spandex.
  • 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.
  • Discard and Draw: Termi-Nation Unity's base power is to destroy a mechanical golem in play — but shuffling it into her deck instead of putting it in the trash — play one from the trash and then draw a card. Destroying the golem is the only mandatory part of the power, but as none of the parts are conditional, it can still be used if she has neither a golem in play or in the trash to just draw a card.
  • Dysfunction Junction: Her mom was a badly-injured Shell-Shocked Veteran, her dad a gloomy drunk who never got over his wife's near-death.
  • Everything's Better with Dinosaurs: Raptor Bot. And for every Golem out, Raptor Bot gets even better! During the OblivAeon event, she builds a gigantic T-Rex to fight him.
  • 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.
  • Funny Background Event: Unity is cheering excitedly in the background of The Super-Scientific Tachyon character card.
  • Genki Girl: Unity often behaves like her blood is permanently infused with caffeine. She's enthusiastic about everything, and is near-constantly excitedly chattering and cracking jokes. This is a direct reaction to her dark and gloomy home environment in Israel, where she had to either give in to the depression that surrounded her or break free of it altogether.
  • Grave-Marking Scene: Freedom Six Unity visits the grave of Unity 1.0 whenever possible.
  • Heroic B.S.O.D.: After eventually confronting the fact that her Omnitron-bot isn't really her friend, she has a minor breakdown.
  • Kid-Appeal Character: Originally intended as one in the Freedom Five animated TV show. Her comic self is a retooled version of the character.
  • Magikarp Power: It can take a while to play golems as you need equipment cards and bots in your hand and golems are easily destroyed. However, she has cards to draw or search her deck so getting the bots out is a matter of patience. And once you do have the bots out, Unity can deal enormous amounts of damage with cards like Raptor Bot and Powered Shock Wave which deal damage based on how many bots are in play.
  • 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.
    • In a case of Gameplay and Story Integration, Golem Unity's nemesis dialogue with Chokepoint features Chokepoint trying to absorb Golem Unity, but Golem Unity managing to resist through mysterious means.
  • Legacy Character: Freedom Six Unity is a golem created by Biomancer, after Mr. Fixer—who had befriended Unity in that timeline—threatened Biomancer into making a fleshchild double of a mortally-wounded Unity and transferring Unity's mind into it. (Hence why she's wearing his hat after he dies.)
  • Replacement Goldfish: At first, Omnitron-U is just another Unity-bot, rather than her friend come back to life. She refuses to accept this, even though its personality is only a crude facsimile of the original Omnitron-X.
  • Robot Girl: Golem Unity is one. The first Unity had her powers, memories, and persona transferred into a cyborg construct by Biomancer as she lay dying.
  • Robot Master: Her playstyle is all about getting her mechanical golems out on the field and letting them do damage for her.
  • Rogues Gallery: Chokepoint, who uses the technology of heroes like Unity to empower herself, Radioactivist, a glowing hulk of a person and ex-fanboy of the Freedom Five who blames her for his horrific mutation, and Magman, the living-magma member of the Slaughterhouse Six. In the appropriate timeline, her golem successor has Iron Legacy.
  • Satellite Character: Unity doesn't really have her own comics or stories before OblivAeon, but she's a frequent supporting character in other people's. Notably, the closest thing she had to an individual story was as a backup event in a Freedom Five Annual where she fought Magmarians at Freedom Tower with her Freedom Five bots while the Freedom Five fought terrorists at the White House.
  • 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.
  • Sweet and Sour Grapes: Taking the husk of Omnitron-bot into the ruins of Omnitron-IV to finally grieve and move on from Omnitron-X's death gives her robotic friend the edge it needs to overpower Omnitron-IV's brute programming strength and re-upload itself into Omnitron-U's body.
  • Tailor-Made Prison: Her incapacitated art shows her in one identical to the one used on Magneto in the X-Men Film Series - a transparent plastic prison suspended in a vast open room, with a wide distant window she can be observed from. In her case it's presumably intended to isolate her from anything she could use her Technopath abilities on.
  • Take That!: She has golems based on each member of the Freedom Five, and the quote at the bottom for each of them is affectionate or inspiring, except for the quote for Swift Bot, the robot based on Tachyon, her boss: "I am uptight about science and hate explosions in the lab."
  • Technopath: How she builds her little robots in the first place, since she doesn't actually put them together with mechanical knowledge or programming. The golems aren't continual and persistent after she creates them, instead falling apart after completing their tasks or, eventually, after about ten minutes when they use up the power animating them. She can sustain them by continually focusing on them, but usually doesn't bother.
  • Theseus' Ship Paradox: Freedom Six Unity is an artificial double of Unity but one that has Unity's mind, powers, and personality. F6 Unity considers herself a separate entity, but retains enough of Unity's persona to convince the rest of the Six she's the original Unity. Mr. Fixer's friendship helped her overcome some of the angst.
  • Tomato in the Mirror: Originally, Golem Unity is unaware that she is a copy of the original, though she figures it out eventually.
  • Tomboy with a Girly Streak: On the one hand she often goes around in a bandanna, tank top, and plain pants, all covered in grease, and isn't afraid to get her hands (and everything else) dirty. On the other hand she adores wearing or surrounding herself with the colors pink and purple, and everything she designs tends to be either incredibly cutesy, incredibly sparkly, or both. Notably, her TermiNation outfit is much less filthy.
  • Tragic Keepsake: Freedom Six Unity wears Mr. Fixer's hat. The original was deeply close to him in the Iron Legacy timeline, but Mr. Fixer is dead.

     Visionary 

Visionary

Debut: Base Game

http://static.tvtropes.org/pmwiki/pub/images/visionary_sentinels_of_the_multiverse.png
"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 forms are Dark Visionary, an evil alternate universe version of herself that cooperates with the heroes for her own purposes, and Visionary Unleashed, after she's finally conquered her dark side.

  • 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: The Visionary is one of the most powerful beings in the Multiverse, and completely bald.
  • Bald Woman: A side-effect of the process that gave her superpowers.
  • Blessed with Suck: The Visionary gets this the most out of all the heroes. She was experimented on as a child, the experiments might have killed her mother, she's dying from time travel, she gains an evil alter ego who takes control and she eventually starts losing touch with reality as her health deteriorates in the Tactics timeline before finally dying outright. From a purely mechanical perspective, her nemesis icon is this while up against the Dreamer. While Nemeses usually cut both ways, Visionary is only ever harmed if she'd going against the Dreamer, as dealing damage directly to the villain is the last thing you want to do.
  • Came Back Strong: When the Argent Adept forced the Dark Visionary from her mind and banished the malevolent specter to the Void, the Visionary returned, now stronger than ever before without the constant struggle with her evil doppelganger to hold her back. This is represented by the Visionary Unleashed promo card, which, unlike the support-focused other variants, instead concentrates on blasting enemies with increasing amounts of psychic damage.
  • Cast From HP: Many of her most powerful cards have the potential to hurt her if they're used, like Brain Burn or Twist the Mind. This represents pushing herself so hard that her power starts burning her out or letting the other personality within her begin to take control.
  • Composite Character: The Visionary splits the difference between 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). Her Dark Visionary Superpowered Evil Side likewise references Jean Grey's Dark Phoenix and Xavier's Onslaught.
  • Expy: She also looks a lot like Marvel's bald psychic female character Moondragon, who also wears a high-collared cape and somewhat-revealing leotard or two-piece.
  • Fan Disservice: The Dark Visionary's skimpy costume is made somewhat less attractive by the Tainted Veins standing out all over her body.
  • Faux Affably Evil: The Dark Visionary loves to act like everyone's friend... but she does not have their best interests at heart. Notably, in the Digital version, her character model goes from grinning to snarling in rage as she takes damage.
  • False Friend: The Dark Visionary acts much more friendly than the original, but she's anything but. The Argent Adept's Collector's Edition incapacitated art shows her stabbing him through the chest, and the Dark Visionary's incapacitated art sees her triumphantly enslaving the current one in a new body. And she eventually becomes OblivAeon's Scion Dark Mind.
  • Glowing Eyes of Doom: Purple ones. They occasionally glow red or yellow when she's doing something especially powerful. Dark Visionary has green ones.
  • Grand Theft Me: The Dark Visionary steals her body after a Moment of Weakness while battling Gloomweaver.
  • I Hate Past Me: Well, considering how Visionary and Dreamer are nemeses, this counts for gameplay, but not much else. Played very straight with Dark Mind, however.
  • Kick the Dog: When a reformed Bugbear loses himself in battle with Citizens Hammer and Anvil and turns on Fanatic, the Dark Visionary casually lobotomizes him, destroying any hope that the man within him would ever be free of the beast.
  • 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 spaceship 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.
  • Obviously Evil: The Dark Visionary favors black leather clothes, has perpetually glowing eyes, an aura that's actually a Sickly Green Glow, a perpetual Slasher Smile, and Tainted Veins all over her body.
  • Paint It Black: Dark Visionary wears a black costume (made of leather) rather than Visionary's blues and greens.
  • Power Incontinence: The Visionary doesn't always have full control of her powers - Precognition, for example, involves her being assaulted by visions of the future.
  • Purple Is Powerful: The Visionary is one of the most powerful beings in the multiverse, and has a purple aura. Her Evil Twin's is instead a Sickly Green Glow.
  • Rogues Gallery: Dark Visionary, the evil version of herself that takes control in one of her variants and eventually becomes the Scion Dark Mind, Major Flay, a pale-skinned brute with electric tentacles, and Citizens Hammer and Anvil, who've been tasked with bringing her younger self into the Citizens of the Sun.
  • Slasher Smile: The only time the Dark Visionary isn't smiling, even in astral form, is when she's been injured in the digital game and is snarling in rage.
  • Story-Breaker Power: The original Visionary was so powerful she could up and decide to travel through time. Between her clairvoyance, military training, psychokinesis so potent it can transmute matter, and incredible ability to manipulate the minds of others, the story goes out of its way to saddle her with power-weakening disadvantages like the Dark Visionary within her mind and the damaged blood vessel she must exert constant power to contain, just to restrain her.
  • Superpowered Evil Side: An evil alternate version of herself hitched a ride on her mind during her time travel. The Dark Visionary actually takes her over in one of her variant cards.
  • Support Party Member: Like Argent Adept, Visionary has very little in the way of direct damage cards. Her real specialty lies in deck manipulation, both that of her allies and the villain, making it so that the rest of the team can set up their combos while preventing the boss from pulling out the big guns.
  • Tainted Veins: A very obvious sign that Vanessa is Not Herself are the ugly purple veins standing out all over her body.
  • 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 Vanessa Long will always gain powers at a young age. The Fixed Point card and Word of God confirm that it's one of the few events that takes place in every timeline, and such fixed points are being used by OblivAeon to annihilate them all.

     The Wraith 

The Wraith

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

http://static.tvtropes.org/pmwiki/pub/images/wraith_sentinels_of_the_multiverse.png
"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, Price of Freedom Wraith, and Freedom Five Wraith.

  • Achilles' Heel: While she has equipment that lets her do nearly anything and serve almost any role, her heavy dependence on them makes her vulnerable to anti-equipment villain cards.
  • An Adventurer Is You: With Impromptu Invention (allowing her to play two cards), utility belt (allowing her to use two powers) and her wide array of equipment, Wraith serves as a good Jack of All Trades. She can deal damage, control decks, reduce damage an/or tank depending on the situation.
  • 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.
  • Counter Attack: Combat Stance.
  • Expy: Super-rich executive Badass Normal crimefighter focused on stealth, preparation, and gadgetry? Yep, she's Batman.
  • Good Running Evil: Her Freedom Six counterpart has slain both the Operative and the Chairman, then taken over the Organization as a tool of revenge against Iron Legacy.
  • Got Me Doing It: On one of her Tactics cards' flavor text she gives a cheesy "chill pill" one-liner to an enemy and then complains that Absolute Zero has been a bad influence on her.
  • Heroic B.S.O.D.: Freedom Six Wraith's Collector's Edition incapacitated art shows her staring gloomily out the Chairman's window from his armchair, with the Operative and Equity's outfits on display behind her as trophies, presumably reflecting on what she's become.
  • He Who Fights Monsters: In the Iron Legacy timeline, after she kills the Chairman and the Operative and takes over the Organization, she at first tries to use their assets for good, to protect people rather than just charge a racket for instance. But, as time goes by, she turns more and more ruthless in her efforts to use the Organization for societal destabilization, with the ultimate result of ending up little different from her predecessor. When La Commodora is preparing to destroy the timeline, she is the last of the Freedom Six to survive, and is battling Iron Legacy, but the creators comment that even if she wins, it may not necessarily be an improvement over the ironclad tyrant anymore.
  • Hoist Hero over Head: Naturally, given the characters they're meant to evoke, she gets subjected to this by a Spite in one of her incapacitated artworks. (Her Freedom Six variant, for the record.)
  • Jack-of-All-Trades: Her deck has a little bit of everything - damage, control, healing, protection, plus cards to search, draw, and play them more quickly so she can serve whatever role is needed.
  • Non-Powered Costumed Hero: Being an obvious counterpart to Batman, she's an obvious example.
  • Precision-Guided Boomerang: Her primary means of damage is a variety of sharp projectiles that she flings with great precision.
  • Rogues Gallery: Spite, the superpowered serial killer terrorizing her city, her Vengeful Five counterpart Ermine, a cat burglar who resents her for blowing her socialite cover identity, Rook City's corrupt Mayor Overbrook, and - like all the Freedom Five - Miss Information. In the appropriate timeline, she also has her former friend Iron Legacy.
    • Notably, she has probably one of the best sets of cards for effectively dealing with the first Nemesis, allowing the Wraith to mitigate Spite's damage and control his deck to reduce how much he heals. Same for Iron Legacy as well as she can control his deck, get rid of ongoings and reduce damage.
  • Self Stitching: Suture Self sees her taking a quick moment to do some.
  • 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.
  • The Team Benefactor: In Tactics she takes over all the financing of the Freedom Five herself, including buying out Absolute Zero's cryo suit, buying Bunker the construction of a new suit, and buying Tachyon the construction of a new lab.
  • 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: She does not like killing — like Batman, she worries that one kill will lead to others. Though for a long time it was believed she killed Spite by hurling a blade straight through his head, in the Letters Page podcast, the writers revealed it was actually Parse who did the deed, having foreseen that while Spite needed to die, the Wraith would not pull the trigger. Averted, though, with the Freedom Six Wraith, who murdered both the Operative and the Chairman and taking their places as the queen of Rook City's underworld.
  • Utility Belt: One of her equipment cards, it lets her use two powers in one turn.
http://tvtropes.org/pmwiki/pmwiki.php/Characters/SentinelsOfTheMultiverseHeroes