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    Haka (Aata Wakarewarewa) 

Haka

Debut: Base game
Team: Prime Wardens

https://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, his future self who has become the last surviving member of the human race, Prime Wardens Haka, the costume he wears after joining the titular team, and XTREME Prime Wardens Haka, his Alternate Self from the XTREMEverse. Definitive Edition thus far adds First Appearance Haka, representing his first ever appearance in Sentinel Comics, and Werewolf Haka, which is Exactly What It Says on the Tin.


  • 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 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.
    Haka: Hundreds of those skittering stabby robots came at me! It was great!
    Haka: Hua! There is something to be said for easy targets.
  • Bring It: From Ground Pound.
    Haka: Ha ha! Bring it on!
  • Carry a Big Stick: And a little stick. Haka's Mere and Taiaha cards represent those same weapons traditionally used by the Maori people, which he can use to clobber enemies.
  • 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.
    • There is one thing that can kill him, though: the Miststorm, an ever expanding wave of leftover mist from Nightmist calling heroes from other universe that is slowly destroying the Tactics Timeline. Of course, every time he dies he gets revived but the point is that he actually dies. Multiple times.
  • Composite Character: A Boisterous Bruiser with superhuman strength, invulnerability, and stamina who's also incredibly intelligent and wise? Haka is basically the Hulk if he was able to keep his humanity as Bruce Banner intact.
  • 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.
  • 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.
  • Gratuitous Foreign Language: The creators have done a fair amount of research on the Māori, including the use of the Māori language on the cards. Haka takes his hero name from their traditional war chant; Whakawarewa is the name of a Māori village based among a series of hot springs, the traditional gathering place of their war parties. Tā Moko means tattoo, and his facial tattoos and costume are fairly true to life, albeit stylized. A mere is a teardrop-shaped bladed club, usually made of jade, and the taiaha is a war staff made of wood or whalebone with a clubbed head on one side and a spearlike point on the bottom, as seen in the card art. Even mana, meaning life force, is a concept common throughout Polynesian cultures.
  • 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.
  • Load-Bearing Hero: Enduring Intercession shows Haka holding back a flood using a rock. This card redirects all damage from the environment onto him, until he chooses to let go by destroying the card itself. His base incapcitated art also involves him trapped under a massive and mostly off-panel weight.
  • 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, 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.
  • Power Tattoo: His Tā Moko reduces the damage he takes. As the quote under his picture notes, he gave them to himself.
  • 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.
  • Sole Survivor: Of humanity as the Eternal Haka. Unlocking him in the digital game even references this; first you have to win a game where Haka is the only non-incapacitated hero, then win another game where this is the case in the Final Wasteland, playing all three "Haka of" cards during the second game.
  • 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)

https://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.

Unlike various other alternate characters, she doesn't have a card of her own. She appears in card art, but is only playable as one of the objective/reward cards in OblivAeon.


  • 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.
  • Badass in Distress: During the OblivAeon battle she needs to be rescued from an enraged terror bird before she can join the fight.
  • 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.

    Headlong 

Headlong

Debut: Sentinel Comics: The Roleplaying Game Core Rulebook
Team: Daybreak

https://static.tvtropes.org/pmwiki/pub/images/29be80d2_2fcd_4d84_8785_3a3e37e13080.png

Brandon Bradley’s family hit dire straits after his mom died giving birth to his sister, Delilah. Between medical bills and lack of insurance, the family was in desperate need of money. With his father having difficulty finding work as a non-union electrician, Brandon’s brother, Max, took up drug running but had the misfortune to run into one of the few non-corrupt cops in Rook City. The cop let him off with a warning and promised that he’d check up on Max to make sure he didn’t get into any more criminal activity. He even followed through.

With Max out of drug running, Brandon decided to pick up the slack. He decided to become a courier and ran himself ragged taking as many jobs as he could. This helped but only barely.

One day he was hired to deliver a strange package to an antique shop. During the journey he got clipped by an exterminator’s van, sending him flying into a pile of garbage bags and knocking him out. When he came to whatever was in the package had been completely shattered and shards of glass lay everywhere. However, a strange resin seal survived and he figured he'd at least be able to deliver that. He picked it up but when he attempted to stand he fell over again and again. Holding the seal seemed to impart some sort of frictionless transference.

After getting fired from his job for not delivering the package due to being unable to find the shop he was supposed to deliver it to, Brandon spent some time learning to control his new power. Once he was certain he had it somewhat figured out he headed to Megalopolis to start his own courier service, Momentum Private Courier, as well as attend Freedom Academy to learn to fully control his new powers alongside his fellow classmates in the team Daybreak.


  • Artifact of Power: His powers come from a magic seal he got when he accidentally broke a package he was delivering and only work so long as he holds it. This makes him a bit insecure as he’s worried about what his teammates, all of whom are innately powered, would think of him if they found out.
  • Courier: To help make money for his family he takes up a job as a courier and uses his powers to help deliver things fast.
  • Dressed in Layers: He always wears his costume under his regular clothes.
  • Fragile Speedster: On his premade character sheet found in the RPG’s core rulebook, he has a max health of 28, the second lowest of Daybreak after Muerto.
  • The Leader: He’s not officially the leader of Daybreak but he’s the one they usually turn to in a crisis.
  • Red Is Heroic: He’s a hero and his costume is primarily red.
  • Secret Identity: Not only is he the only member of Daybreak to have one but he’s also one of the few heroes in the Sentinels Universe not named the Wraith to have one.
  • Super Sliding: Headlong has the ability to control his own friction. He uses this to imitate true Super-Speed by rendering the ground frictionless to move incredibly quickly.
  • Talking Your Way Out: While he doesn’t go fast on his own, he is a fast talker who can get Daybreak out of sticky situations with just his words.

    K.N.Y.F.E./Rival 

K.N.Y.F.E (Multiverse Era)/Rival (RPG Timeline)

Debut: Vengeance (Enhanced), Disparation (Definitive)

https://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 deck is focused on dishing out tons of single-target damage, making her an excellent boss killer. Many of her cards provide bonuses when KNYFE destroys them or allows them to damage herself or her allies, encouraging combining her cards to create elaborate combos on the fly.

KNYFE's alternate form is K.N.Y.F.E: Rogue Agent, representing the time she spent in space chasing after Progeny and finding intel on OblivAeon, while also evading and clashing with her former F.I.L.T.E.R. allies. Definitive Edition thus far adds First Appearance K.N.Y.F.E., representing her first ever appearance in Sentinel Comics.


  • '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 (including, per the shipping episode, both Greazer and Tempest).
  • 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.
  • Composite Character:
    • A reference 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.
    • Her character also references Wolverine in some respects, including her attitude, the focus on her accent, her frequent use of her energy powers as claws, and her incapacitated art (which shows Citizen Dawn, an expy of Magneto, ripping her apart from within by taking control of her power source in an homage to a famous panel of Magneto doing the same to Wolverine.)
  • 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.
  • 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.
  • Extreme Omnisexual: She will sleep with anything (and we mean anything), human or alien.
  • 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. In the shipping episode, Word of God confirms that she has at various times done it with Haka, Greazer Clutch, Tempest, Stuntman and Chrono-Ranger, and those are just the ones with decks; the list of irrelevant bar randos is a lot longer.
  • 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 III/Heritage 

Legacy III (Multiverse Era)/Heritage (RPG Timeline)

Debut: Base game (Enhanced), base game (Definitive)
Team: Freedom Five

https://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. Definitive Edition thus far adds First Appearance Legacy, representing his first ever appearance in Sentinel Comics. He also has a pseudo-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.
    • In the RPG Timeline, where he becomes Heritage and Felica takes over as Legacy, and where his powers are temporarliy sapped by the Vandals, aging him even if they are restored, he looks old enough that the idea of him being the father of a just out of college daughter is slightly more plausible. But only slightly.
  • 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. His base power also lets him buff all other heroes' damage, which can really snowball if he's in a large team.
  • 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.
  • Expy: Definitely one of DC's Big Good, Superman, as a caped Flying Brick with Superman's color scheme who serves as the iconic central superhero for the setting. Most of his plotlines and supporting characters likewise reference Superman ones (such as Iron Legacy referencing numerous Superman-gone-bad plots).
  • 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 ''the RPG''...
  • 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. As far as superheroics go, his grandfather — the World War I-era Paul Parsons — was the first to fly and use the "Legacy" name, which was passed down to his son, then again to the "current" Legacy.
  • Macho Latino: Not Paul, but his Alternate Universe counterpart El Mejor Legando, who can pitch in during the OblivAeon battle.
  • 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.
  • Nerf: The Definitive Edition version of Legacy has most of his cards (including his base power) rewritten so that he's specifically excluded from almost every buff he can provide. As such, if he's the last hero standing, he can't do a damn thing.
  • 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. Many of his cards focus on bolstering his allies or healing them, as opposed to directly dealing damage.
  • 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.
  • Single Line of Descent: Zigzagged - according to Word of God, not all superpowered members of the Parsons line were only children, but only the firstborn gets the powers. The siblings get to be relieved that they don't have the issues that come with superpowers.
  • 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.
  • Support Party Member: While he is capable of dealing damage, Legacy's main purpose is to provide status buffs for other heroes.
  • 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.
  • You Killed My Father: His personal reason for hating Baron Blade is that Blade murdered his grandfather, America's Greatest Legacy. (Blade, in turn, did so to avenge his own father, whom that Legacy inadvertently killed in battle.)

    Mr. Fixer/Mantra 

Mr. Fixer (Multiverse Era)/Mantra (RPG Timeline)

Debut: Rook City (Enhanced), Rook City Renegades (Definitive)
Team: Dark Watch

https://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, depicting the new appearance (and modified fighting style) he takes up after being brought Back from the Dead by Zhu Long and joining the Dark Watch. Definitive Edition thus far adds First Appearance Mr. Fixer, representing his first ever appearance in Sentinel Comics, and Black Fist Mr. Fixer, a throwback to his younger years as a Blaxploitation Kung-Fu fighter.


  • 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 each turn 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.
  • 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.
  • 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.
  • 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 end of the OblivAeon event, 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.
  • Composite Character: 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, as the Blaxploitation-era superhero Black Fist.
  • 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. Definitive Edition makes it much easier to use by giving the option to instead discard a card; since Mr. Fixer has a tendency to fill his hand with redundant or situational cards, this gives him a steady damage flow.
  • 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).
  • 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 BSoD: 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.
  • Not the Intended Use: His Dark Watch version's power is supposed to be a "power at a drawback" effect, but it also works extremely well for triggering Omnitron-U's power and especially Stuntman and Void Guard Mainstay's array of when-this-card-is-destroyed ongoings and equipment.
  • 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 Sword Always Works: Uses a tire iron like a giant shuriken. His Tire Iron tool makes all damage Fixer does Projectile damage, but if his hits a target for damage, then if it has 2 or less HP after, instant kill.
    The Fence: 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.

     Muerto 

Muerto

Debut: Sentinel Comics: The Roleplaying Game Core Rulebook
Team: Daybreak

https://static.tvtropes.org/pmwiki/pub/images/scrpg_muerto.png

In one timeline, OblivAeon never attacked Freedom Tower, resulting in Thiago Diez surviving the event and eventually becoming the new Ra. However, in the Sentinel Comics Timeline, Thiago is taking a tour of Freedom Tower when it is attacked by OblivAeon and perishes during the attack. But, as a result of some of the weird technology housed within the building, he is "resurrected" as a ghost-like being that can possess any technology. Using these new powers he becomes the hero Muerto and begins studying at Freedom Academy alongside his fellow classmates in the team Daybreak.


  • Be Careful What You Wish For: Thiago can finally be the hero he always wanted to be... at the cost of his life.
  • Break the Cutie: Thiago used to be a very optimistic kid who dreamed of being a hero. Dying and coming back to life as some weird ghost thing did a serious number on his mental health and optimism, leaving him in a much more depressed state. Even the Vertex writers, who notably wrote more or less exclusively grimdark comics, thought this was going a bit far
  • Haunted Technology: Thiago can possess any piece of technology from advanced alien drones to simple toasters.
  • Loss of Identity: Thiago doesn't really consider himself to be Thiago anymore, only going by Muerto.
  • Meaningful Name: A really simple one. Muerto means dead in Spanish. He also has a Dia de los Muertos theme
  • Skeleton Motif: Muerto's standard appearance is that of a Dia de los Muertos-esque skeleton cobbled together out of various pieces of tech, hence his name.

    The Naturalist/Wildlife 

The Naturalist (Multiverse Era)/Wildlife (RPG Timeline)

Debut: Vengeance

https://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."

African oil tycoon Michael Conteh was cursed by Akash'Bhuta, transforming him 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.

The Naturalist's deck is oriented around swapping on the fly between multiple animal forms, each with a different team role: Crocodile is offense-oriented, Rhinoceros is a durable tank, and Gazelle supports the team and brings lots of self-healing. Almost all of his cards carry special rune symbols that activate (or provide improved effects) dependent on which form he's currently assuming.

He has one variant, The Hunted Naturalist, after his clash with Ambuscade and the Slaughterhouse Six caused his shapeshifting abilities to become more spontaneous, but also more unstable.


  • 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.
  • 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.
  • Forced Transformation: 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.
  • 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.
  • Glowing Eyes of Doom: In the digital version, his eyes glow while he's channeling a particular form — Red for Gazelle, green for Crocodile, and purple for Rhinceros. The glow turns white when he's using multiple forms simultaneously (mainly seen with his Hunted variant).
  • 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.
  • Karmic Transformation: Transformed into a gazelle by Akash'Bhuta for his oil company's part in destroying the environment. Later found by the Argent Adept and taught how to take the form of other animals, eventually regaining his human form and turning his ability to shapeshift into a superpower.
  • Perpetual Frowner: Never pictured smiling and usually pictured with an intense glower. It's implied he's always quite serious in the flavor text for The Nimble Gazelle.
    The Argent Adept: "You make quite the swift gazelle. A rather dour one, though."
  • 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 mishmash 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 (Enhanced), Rook City Renegades (Definitive)
Team: Dark Watch

https://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.

NightMist's deck combines versatile spells that can damage enemies, destroy unwanted cards, and control the field with a variety of magical relics that augment her own abilities. However, many of her powers require that she damages herself or discards cards to activate them, demanding patience and careful timing to play her for maximum effectiveness.

Her alternate form is Dark Watch NightMist, depicting her new form after undergoing an extended journey through the Realm of Discord to become more powerful, and subsequently joining the Dark Watch. Definitive Edition thus far adds First Appearance NightMist, representing her first ever appearance in Sentinel Comics, and Mentor NightMist, representing her as a teacher to Harpy and other heroes.


  • 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!
  • Brainy Brunette: Regression Darts confirms that without the magical connection turning her hair white, she's naturally brown-haired, and is a gifted magical scholar.
  • 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.
  • Composite Character: As an infernally-powered dark sorceress heroine, she references Raven, especially with her solid-white Glowing Eyes of Doom. Her backstory, however, makes her basically a gender-swapped version of John Constantine. She also shares the position of resident expert in the arcane with the Argent Adept, but despite being a more conventional mage, Anthony has more of the trappings associated with Doctor Strange, like his alliterative title and a tentacled nemesis in the form of Balarian.
  • 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.
  • 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, but needless to say she was very well practiced in her new magics at that point.
  • 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.
  • Heal Thyself: Probably the hero with the most forms of self-healing, though she can't also heal others like the Naturalist or Dr. Medico. Master of Magic and Starshield Necklace both heal Nightmist based on the spell numbers of her cards, while Mist-Fueled Recovery heals her based on the number of cards in her trash — potentially restoring a large chunk of her total HP — in exchange for immediately ending her turn.
  • Heroic RRoD: 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 in 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.
  • Killed Off for Real: During the OblivAeon event, she casts a spell to "become the gate" and bring heroes from alternate universes to help fight OblivAeon, causing her to permanently dissolve into mist, effectively dying.
  • 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.
  • Mentor Archetype: She educates Lillian Corvus in harnessing her magic and using it for good following the latter's Heel–Face Turn. After Faye's Heroic Sacrifice during the OblivAeon event, Lillian as The Harpy goes on to succeed her as one of Earth's magical superheroes and the Dark Watch's resident spellcaster.
  • Mentor Occupational Hazard: Her Heroic Sacrifice during OblivAeon happens after she's been a mentor to Harpy for quite a while.
  • 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.
  • Mystical White Hair: "Regression Darts" demonstrates that the "mystical" part is actually the cause of the white hair, and with her connection to the curse cut off, she's actually a brunette.
  • Nice Job Breaking It, Hero: While Nightmist turning herself into the network of portals was instrumental to defeating OblivAeon, in the Vertex universe it still also had the unfortunate side effect of combining with the destroyed Nexus and the Oblivion Shards and turning into a mindless destructive Mist Storm that eventually consumed that entire universe and destroyed it.
  • Not Wearing Tights: Her working attire is still cool-looking, but not exactly what you'd expect from one of Earth's most powerful sorcerers. As a member of the Dark Watch, she wears a stylized Little Black Dress that's a bit more fitting for a superhero, but still a far cry from spandex.
  • 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 Versus 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 (Enhanced), Disparation (Definitive)

https://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. Thus far, Definitive Edition adds First Appearance Omnitron-X, representing his first ever appearance in Sentinel Comics. For tropes which apply to previous versions of Omnitron including the Omnitron-IV environment deck, see its villains entry.


  • 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.
    • Omnitron U takes this up to eleven thanks to the other effect of his innate Power, which gives him a free shot of 2 damage at a single enemy every time one of his cards is destroyed, which lasts until the end of his next turn, meaning he can stack it twice, resulting in a lot of extra damage done before the final explosion.
  • An Adventurer Is You: Nuker. Has a wide selection of AOE attacks and both Self-Sabotage and Singularity require a substantial investment to use them to their fullest effect.
  • 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:
    Omnitron-X: End-Times? I have seen many times. These are merely your end-times.
  • Barrier Change Boss: A heroic play on the trope, as the equivalent of the villainous Omnitron's Adaptive Plating Subroutine. Omnitron-X has three kinds of plating: Ablative Coating, Elemental Exochassis, and Temporal Shielding. Between them, he can reduce any type of damage by 2. The tradeoff is that he can only have one kind of plating out at once, and each plating only for 3-4 of the given damage types.
  • 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.
  • Energy Weapon: That can destroy Environments!
  • 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 of the Legion of Super-Heroes.
  • Gameplay and Story Integration:
    • Omnitron-X can interface with the present-day Omnitron's technology, which is represented in Enhanced Edition by the fact that he shares the Component keyword with Omnitron, allowing him to manipulate the villain in unique ways for his team.
    • In Definitive Edition, Omnitron-X's first appearance variant (representing his first battle with the villainous Omnitron I) has the Device keyword. Since Omnitron I can't be defeated while there are any Devices in play, Omnitron-X can only defeat Omnitron I by sacrificing himself, which is exactly what happened in the story.
  • 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.
  • Gone Horribly Right: His origin story in a nutshell. The previous Omnitron iteration created and implanted an empathy chip to try to better comprehend human behavior... which worked a little too well, as the newly-created Omnitron-X was horrified by the actions of his previous selves and resolved to become a hero to make up for their mistakes.
  • Good Counterpart: To his past self Omnitron. To push the similarities further, Omnitron-X has reworked versions of Omnitron's deck:
    • Adaptive Plating Subroutine → Reactive Plating Subroutine and the various Plating cards
    • Disintegration Ray → Innervation Ray
    • Sedative Flechettes → Disruptive Flechettes
    • Technological Singularity → Singularity
    • Terraforming → Bio-Engineering Beam
  • 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.
  • Instant Armor: Omnitron-X's Plating cards reduce damage dealt by specific types of attack and can be swapped out at will — when a new Plating is played, the others are returned to hand. This allows them to be discarded to power his Defensive Blast attack.
  • Kill It with Fire: His 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.
  • Red Eyes, Take Warning: Subverted. His visual sensor is a bright red color just like previous Omnitrons, and he even shares their signature Eye Beams attack, but this iteration is a hero through-and-through, and eventually gets a (temporary) Heroic Sacrifice to defeat his past self.
  • 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.
  • Shout-Out: Omnitron-X's logo is a direct homage to the one for the Mega Man X series.
  • Squishy Wizard: Properly set up, Omnitron-X can do almost anything — provide consistent damage, destroy ongoing and environment cards, heal the team, give himself and others extra card plays, and more — and can often perform multiple functions every turn. On the flip side, his starting health (25) is among the lowest in the game, many of the Component cards that he needs to function self-destruct if he takes too much damage, and while his Plating cards represent significant damage mitigation, he can only have on in play at a time and each only protects against specific types of damage.
  • Subsystem Damage: If Omnitron takes at least 5 damage in a turn, its component cards are all destroyed.
  • Techno Babble: The flavor text for his Technological Advancement card.
    Omnitron-X: It reversed the polarity of the latent antineutrino field and recalibrated its alignment with a recursive algorithm. It's really quite simple.
  • Time Travel: A far-future version of Omnitron which gained full intelligence — including a conscience —— and decided to go back in time to Set Right What Once Went Wrong as the direct result of the actions of its past self.
  • 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 (Enhanced), Disparation (Definitive)

https://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.

Parse's deck is support-oriented, focused on setting up the ideal scenario to take down the enemy: she can provide extra power uses and card plays, increase damage and enable her allies to bypass Damage Reduction, and provide substantial deck control. Many of her abilities enable her to discard cards to buff the team or draw/play more cards.

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: As a character, 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. In an in-universe sense, her powers are based on being able to see and exploit the weak points of any structure.
  • Alternate Self: The OblivAeon battle introduces Cursor, an Alternate Universe version with Captain Cosmic's powers who helped the Thorathians overthrow Voss.
  • 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: Somewhat like Mr. Fixer, her base damage is rarely high, but it is frequently either irreducible or helps her teammates to bypass enemy DR. Alternatively, this is essentially how her Critical Multiplier ongoing is implied to work: Parse stacking damage to her own or another character's next attack by incrementally analyzing her opponents and seeing exactly the right moment and point to strike for massive damage.
  • Art Evolution: From the skinny kind of nerd to the chubby kind, though either way her supreme marksmanship is unaffected. This is a more literal case than some, as Adam has admitted he just didn't know how to draw plus-sized characters when he drew her original card art.
  • 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 to perceive far more information about everything she sees and senses than would otherwise be humanly possible after being exposed to Omnitron's code while OblivAeon used its cosmic abilities to upgrade him.
  • Big Beautiful Woman: She carries her weight quite well.
  • Black and Nerdy: Aboriginal, actually, and a computer programmer before she became a superhero.
  • Black-and-White Morality: How she initially views the world, essentially separating people into "good guy" and "bad guy" categories.
  • 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.
  • Combat Clairvoyance: She can't literally see the future, but her ability to rapidly absorb and parse relevant data allows her to predict the upcoming moves of almost any opponent, which is the next best thing. Extrasensory Awareness and Gauge both allow her to manipulate the villain deck via deducing what they're going to do next and countering it preemptively, with the former's card art depicting her doing this against Iron Legacy.
  • 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.
  • Critical Hit Class: Invoked and played with. She's a computer nerd and archer and one of her cards is called Critical Multiplier, but while she can use it to buff her own damage, she can also apply that same buff just as easily to other characters.
  • Damage-Increasing Debuff: Targeting Arrow pings the enemy for irreducible damage and increases all other damage thrown at them.
  • Flaw Exploitation: Able to see the weakpoints of any structure and Sherlock Scan people and places, putting together crime scenes in a fraction of the time it would take others. In the metafiction, this is how she uncovers Miss Information's plot, and why she's looking in the first place — she can tell Miss Twain is lying.
  • 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. According to the official podcast, her being thin in her original art was due to Adam not being that great at drawing overweight characters at the time, and she was always intended to be on the larger side.
  • Great Detective: Her peerless analytical abilities make her a matchless detective.
  • Heroic BSoD: Her original incapacitated artwork features a quite-literal one in her eyes.
  • Hollywood Autism: Downplayed. She's specifically mentioned as having Asperger's Syndrome, but the creators do make an effort to portray it realistically and her powers aren't directly related.
  • Improbable Aiming Skills: Her computer-like brain makes even the most insane of shots relatively easy. Targeting Arrow's card art depicts her scoring a headshot on Omnitron from several miles away.
  • 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, a minor alien noble and former slaver out for vengeance.
  • 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."
  • Sherlock Scan: Part of her super-analysis powerset, which allows her to
  • 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.
  • Superheroes in Space: While not a full-time example like Captain Cosmic, she goes on a number of interstellar adventures with the former over the course of her hero career, which is where she and Rahazar first come to blows.

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