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    Ra 

Ra I (Blake Washigton Jr.)

Debut: Base game (both versions)

https://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. Thus far, Definitive Edition adds First Appearance Ra, representing his first ever appearance in Sentinel Comics, and Backdraft Ra, depicting him as a '90s Anti-Hero partnering with Setback.

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.
  • An Adventurer Is 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 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.
  • Composite Character: The card game version is based on Thor, as a mortal empowered by a real-world pagan god (complete with elemental powers and throwing his weapon as a Signature Move), and per Word of God of Adventurer Archaeologist Indiana Jones before that.
  • 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.
  • Deal with the Devil: Made a pact with Ammit to come back to life, wherein he would do several evil acts in exchange for his resurrection. He tried to cheat it with loopholes (for example, one act was to burn a field of crops; he burned one that was already afflicted with blight), but trying to cheat a god condemned his soul to oblivion anyway.
  • 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..."
  • Eye of Horus Means Egypt: Shares this with the Ennead as their nemesis symbol.
  • 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. Turns out, sadly, that it's Artistic License Languages, in that it's real glyphs but doesn't actually make a grammatical sentence.
  • 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.
  • Immune to Fire: Flesh of the Sun God makes him immune to fire damage, and lets him use a power to spread that immunity to all heroes.
  • 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.
  • 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.
  • 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.
  • Only Sane Man: While he's usually a egotistical "burn first, ask questions later" kind of guy he becomes this when around Fanatic, who is much worse than he is when it comes to both ego and eagerness to smite her enemies.
  • 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.

Ra II (Thiago Diaz)

Debut: Sentinel Tactics: Flame of Freedom

https://static.tvtropes.org/pmwiki/pub/images/400px_tacticsra.png
"Whoa. This changes everything. Look out villans - Ra is back!"

In one timeline, Thiago Diaz perishes when OblivAeon attacks Freedom Tower and later "resurrects" as the hero Muerto. However, in the Miststorm Timeline, ObilvAeon never attacks Freedom Tower and Thiago survives. Later, during another visit to Freedom Tower, he somehow makes his way to the Staff of Ra, which is under high security following the Sun God's death. Upon picking the staff up, he is imbued with the power of the sun and becomes the new Ra.


  • Ascended Fanboy: Thiago was a fan of heroes since he was very young and now he gets to be one.
  • Badass Boast: Something he shares with the previous Ra.
    "Oh, I know all about your leader's radiant power. Here's a taste of mine!"
  • Composite Character: Thiago 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.
    • Thiago's metastory also makes him an expy of Miles Morales believe it or not. They're both junior legacy characters of a popular hero that was killed off and debuted in an Ultimate Universe. Like Miles, Thiago's good nature and underdog status made him the Ensemble Dark Horse of an otherwise controversial universe. The only difference is that Miles survives and enters regular continuity and Thiago does not.
  • Hot-Blooded: Though unlike the previous Ra he's more Brash than Angry.
  • Older Alter Ego: Though a few years have passed, Thiago is still younger (and less chiseled) than most Ras so the staff ages him up when he transforms.
  • 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. Unlike Blake Washington Jr, Thiago is more brash and reckless than angry.
  • Playing with Fire: Just like the previous Ra, Thiago has control over fire.
  • Sucksessor: Fanatic really doesn't like him because he's not the previous Ra.
  • Walking Shirtless Scene: Just like Blake, Thiago does not wear a shirt while transformed.

     Rockstar 

Rockstar

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

https://static.tvtropes.org/pmwiki/pub/images/0f2e2a60_f2b7_47ff_91c7_a5cfd41efd77.png

Megan Lee was an extreme music junkie who wanted nothing more than to be a rock star. Worried about her future, her dad takes her on a field trip to a quarry so she can see his work as a geologist. Completely uninterested, she wanders off and accidentally slips and falls off a cliff. Despite the fact that she fell 100 feet and the only thing to break her fall was a shallow puddle, she’s somehow fine.

Some time after this incident she discovers that she miraculously gained the ability to form crystals from nothing. She decides to use these powers for good, taking the name Rockstar and enrolling at Freedom Academy where she studied to be a hero alongside her fellow classmates in the team Daybreak. In addition to this she also uses her heroics to jump start her rock career under the stage name “the Hammer.”


  • Barrier Warrior: While she’s more into the attack side of things, her crystals can also be used for shielding and protecting her from harm. Usually her powers do this automatically so most of the time she doesn't have to worry about dividing her focus between attacking and defending.
  • Fantasy-Forbidding Father: Downplayed. Her parents don’t necessarily disapprove of her dream of being a rock star, nor do they go super out of their way to hinder her but they do wish she’d pick up some other interest in case the thing doesn't pan out (which they don’t think it will) and do everything they can to encourage her to be interested in other things.
  • Gemstone Assault: Her power allows her to form gemstones around her body. As such, her usual form of attack is to cover her fist with crystal and use that to punch bad guys in the face.
  • Hot-Blooded: Rockstar is loud, boisterous, and tends to punch first, ask questions later.
  • The Rock Star: She always aspired to be one, hence her name, and now that she's a hero she's decidedly on her way to making that dream a reality.
  • Super-Strength: When she attempts to lift heavy things her powers automatically cover any weak points and joints with a flexible crystal coating that enhances her strength.
  • Tomboy with a Girly Streak: Despite her outward presentation of a Hot Blooded fan of rock and roll (which she is), she secretly has a thing for princesses.
  • Undying Loyalty: Despite her ego, she is extremely loyal to her friends and teammates.

    The Scholar 

The Scholar

Debut: The Scholar mini-expansion

https://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.
    • Most of his defences work through damage reduction; even Expect the Worst, which renders him virtually invulnerable for a round, works by reducing damage to 0. As a result, irreducible-heavy enemies like Plague Rat, Advanced Iron Legacy or OblivAeon deny him a lot of his protective options.
  • 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.
  • Cast from Hit Points: The Scholar of the Infinite's base power is built around this, damaging himself and an enemy of choice based on how many cards he's discarded since his last turn. Keeping Flesh to Iron out can simultaneously feed the power and prevent it from hurting the Scholar himself, though, avoiding this trope.
  • Composite Character: The creators have confirmed that he's The Dude, in superhero form. Also, Uncle Iroh was a major factor in his design; Word of God is that the art on Alchemical Redirection is a deliberate reference to Uncle Iroh redirecting lightning.
  • 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.
  • Death or Glory Attack: Know When To Cut Loose discards his entire hand, then deals out damage based on how many cards got discarded. Given how quickly the Scholar can accumulate lots of cards, it can dish out a ton of hurt, but without any cards to play it can easily leave him struggling to contribute for the rest of the battle, leaving it best used for when a particular target needs to get taken out now.
  • Energy Being: Becomes one with Mortal Form to Energy out.
  • Elemental Powers: Well, he is an alchemist, so it comes with the territory.
  • Energy Weapon: How he projects the Pure Energy damage from Mortal Form To Energy.
  • 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.
    • In play, Expect the Worst can render him invulnerable to all non-irreducible damage for a round, and Flesh to Iron can soak up a lot of attacks, especially if you have two of them out. Between them, they can lead to an awful lot of attacks just bouncing off Scholar without even tickling him.
  • 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. When he used the Philosopher's Stone's power to save Guise's life, draining it in the process, he vanished from the world. Only Guise, due to being fused with the stone, could remember the Scholar ever existed.
  • 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.
  • Sacrificial 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.
  • Utility Weapon: The Philosopher's Stone is a powerful magical artifact and the source of the Scholar's powers. It's also a pretty big rock, and Truth Seeker's associated power (and art) features him bashing Gloomweaver in the skull with it.
  • When Life Gives You Lemons...: Make a Lemon Cannon.

    The Southwest Sentinels / Void Guard 

The Southwest Sentinels / Void Guard

Debut: Vengeance (The Southwest Sentinels deck), Void Guard mini-expansion (individual Void Guard decks)

https://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."

An Arizona-based 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.


Tropes that apply to the team as a whole:

  • 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."
  • 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.
  • Domino Mask: Means superhero. Doctor Medico, Mainstay, and the Idealist all wear them.
  • The Fantastic Faux: A four-character team deliberately arranged to loosely correlate with the powers and personalities of The Fantastic Four — shuffling the personalities around and changing up their Origin Story. Each individual Sentinel is also an expy of various other characters, but specifically:
    • Doctor Medico → The Human Torch, glowy energy-based flier.
    • Mainstay → The Thing, as their solid brick.
    • Idealist → The Invisible Woman, their only girl, who fights with telekinetic powers and barriers
    • Writhe → Mr. Fantastic, as a super-scientist with an amorpheous stretchy body.
  • Good Cop/Bad Cop: Invoked with the card Good Hero/Bad Hero. Dr. Medico heals, Mainstay punches.
  • Huge Guy, Tiny Girl: Whenever Mainstay and the Idealist share a panel.
  • 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.
  • Light/Darkness Juxtaposition: Doctor Medico as light and healing, Writhe as darkness, fear, and pain. Doctor Medico's powers and playstyle, whether healing or damage, are straightforward and direct, while Writhe's powers are subversive and Difficult, but Awesome, involving teleportation, transformation, and plain old intimidation, trickery, and sneaking around.
  • Power at a Price: The Oblivion Shards powerup come at a heavy cost, either having adverse physical effects or exposing/enhancing an evil side. In the Tactics timeline, Writhe and Dr. Medico eventually succumb.
  • Power Crystal: The former Sentinels bonded with the Oblivion Shards that give Void Guard their name, upgrading each one far above their previous abilities.
  • Rogues Gallery:
    • La Capitan, the time-traveling pirate defeated in the Idealist and Writhe's separate crime-fighting debuts, though she was already familiar with their future selves thanks to time travel. Both the Sentinels and la Capitan and her crew met the others out of order.
    • Like Sentinels, the Crackjaw Crew are a team of four, but villains rather tha heroes. In the metanarrative they're something of a Quirky Miniboss Squad, but in the game proper they only show up as a single team villain card in Fright Train's deck, albeit one that increases all damage by 1 for each active Sentinel in play.
    • Quetzalcoatl, who seems rather less friendly than mythology would have it.
    • Judge Mental, a psychic in a judge's robe and wig.
  • Signature Move: Hippocratic Oath for Dr. Medico, Aura of Vision for the Idealist, and Caliginous Form for Writhe. Mainstay has a weapon, Durasteel Chains, instead. 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.

Doctor Medico

  • Achilles' Heel: His Void Guard deck is extremely dependent on his Ongoings and deals a lot of damage to himself, while almost utterly lacking the ability to effectively hurt bad guys. If he can't get his recovery online, he gets to experience the medical system from the other side in record time. (Malpractice has a bit more damage with his power, but this seriously limits recovery for a while, making it somewhat risky if something goes wrong.)
  • Actual Pacifist: Sentinels Doctor Medico is this while his Signature card Hippocratic Oath is in play: as long as it stands, his energy attacks (which are all the attacks that mention a Sentinel by name) heal instead of hurt.
    • Technical Pacifist: His Void Guard form primarily heals but also has a few cards that damages enemies. The bio states that while he heals, he's also more focused on hurting his enemies.
  • 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.
  • Cast from Hit Points: After bonding with the oblivion shard, his powers increase exponentially, but he also seems to burn out more readily.
  • Combat Medic: The most dedicated healer in the game, all the more so as a standalone character. His Southwest Sentinels base power heals a hero by 3, one of the only base powers that can restore hit points, and he can do energy damage via the cards in the deck. However, should Hippocratic Oath be in play, he turns into a Healing Shiv. Even more the case with his Void Guard upgrade, with almost every card in his deck doing some form of healing, albeit frequently at the expense of Dr. Medico's own HP.
  • Domino Mask: Notable in that it's just about the only thing he wears apart from a few decorative pieces. It's not for disguise; he glows yellow, disguise was out of the question. Instead, he is only not The Faceless because he does have eyes, but they're almost invisible in his normal form, so he wears the mask basically as a "look here" sign to give his face some definition and keep him out of the Uncanny Valley.
  • Energy Being: He transformed from an ordinary human into a humanoid made up of living energy in college. Made up of pure life energy, he can project healing fields and bring his teammates back from incapacitated status. He can also project beams and blasts of Pure Energy, particularly in his shard-corrupted Malpractice variant form.
  • Flight: One of the many uses he finds for his energy manipulation powers.
  • Healing Shiv: What Dr. Medico turns into if he has Hippocratic Oath up.
  • Light Is Good: Is an Energy Being that emits golden light, and she has the power to heal, and is the pacifist of the team.
  • Light Is Not Good: His Void Guard variant starts edging towwards this with his Malpractice variant being almost completely evil because he's got Gloomweaver stuck in his OblivAeon shard.
  • Odd Friendship: With Mainstay. Bookish med student Nick and meathead jock Jackson were roommates at college, remaining friends after graduation even before they started fighting crime together.
  • Radiation-Induced Superpowers: The origins of his power are stated to be "nuclear radiation". Well, kinda. In the Sentinels' Letters Page episode, it turns out that he and Mainstay both have powers because of an experimental energy system that coincidentally causes random puddles around the world to be superpower origins; the time Jackson helped him deal with some jerks in college got them both splashed with the stuff, turning them into "Omegas".
  • Sealed Inside a Person-Shaped Can: Seals Skinwalker Gloomweaver inside himself, leading to his Medical Malpractice variant. In Tactics, Gloomweaver eventually takes over.
  • Squishy Wizard: Low health, with most of his Void Guard abilities being Cast from Hit Points, and despite his healing ability, his inability to do anything else tends to mean healing himself tends to be a lower priority than keeping his teammates alive since he's unlikely to be able to pull off a victory on his own. His Malpractice variant is a Glass Cannon instead, dealing huge amounts of damage while blocking not only his own healing but the healing of other characters as well.

Mainstay

  • Achilles' Heel: Relies heavily on breaking his own cards for bonus effects, but doesn't have much acceleration, so he really wants help playing his stuff.
  • Badass Biker: He was a biker long before he was a superhero. After gaining his shard, his bike gains powers of its own.
  • Boisterous Bruiser: A fun-loving guy who loves a good brawl.
  • The Big Guy: Physically enormous and the team's resident meathead.
  • Car Fu: Sweet Rhonda, his bike, lets him destroy his ongoing cards in exchange for playing an extra card, on top of whatever bonuses he gets from destroying the card itself. "Kick the Tires" lets him throw the bike at enemies, but somehow the shard always brings her back good as new, sooner or later.
  • Chain Pain: His weapon as one of the Sentinels was a few solid lengths of durasteel chain.
  • Epic Flail: His chains are eventually upgraded into one of these, with his oblivion shard at the other end, the biggest of the four.
  • I Call It "Vera": He calls his motorcycle Sweet Rhonda, and she was likewise empowered by the oblivion shard, burning with its power.
  • I'm Your Biggest Fan: Mainstay is a huge Ancel Moreau fan (from his acting career, before he was Ambuscade), and helps inspire him to become a movie star again, then to become the heroic Stuntman.
  • Magma Man: His oblivion shard seems to be turning him into one of these, with rocky skin covered in glowing orange cracks. It's partial and only temporary at first, but seems to cover his whole body in his Void Guard Mainstay: Road Warrior variant.
  • Made of Iron: His main power — Jackson is incredibly tough. It's not that he can't be hurt, but whatever punishment he takes, he just keeps on coming. The team's origin doesn't really explain why. A Charles Atlas Superpower doesn't quite explain it, even before the training and upgrades from Fort Adamant and the shard.
  • Mighty Glacier: Decent, reliable damage but nothing spectacular, but his main focus is tanking hits, both direct damage and effects which destroy cards. Mainstay's deck rewards fighting hurt and his ongoing and equipment cards grant bonuses when they're destroyed, which are often as good or better than the effects for keeping them in play.
  • Not Wearing Tights: At first his only concession to being a superhero is a dark red domino mask.
  • Odd Friendship: With Dr. Medico, his former college roommate, and the nerd to his jock.
  • Only Sane Man: Literally. Because he is neither wearing his OblivAeon shard not is it directly attached to his body, he is the sanest of Void Guard. This is best exemplified during their time in the Bloodsworn Colleseum, where Mainstay has a straight up brawl while the rest of Void Guard came up with more "creative" solutions during their fights.
  • Sleeves Are for Wimps: Wears a leather jacket with the sleeves ripped off for his original "costume".
  • Super-Strength: His other main power.
  • Walking Shirtless Scene: He wears a ripped leather vest as his original costume, and not even that as Void Guard/Road Warrior Mainstay, just a pair of studded straps.

The Idealist

  • Achilles' Heel: Her solo deck hates Ongoing wipes, which will trash her Concepts and any Fragments stored under them — both potentially derailing an attack charged over several turns and leaving her vulnerable to Monster of Id's backlash.
  • Attention Deficit... Ooh, Shiny!: Naturally, like any kid with a overactive imagination. Given an in-game nod with the Void Guard card Bored Now, which lets her destroy a concept and all cards underneath it, translating the number of cards destroyed into psychic damage against a single enemy and adding the destroyed cards back to her deck, ready to be played again.
  • Battle Aura: Void Guard Idealist is constantly sheathed in a glow of white particles while her powers are active. The aura turns red (along with her eyes) when she's low on health in the Digital version.
  • Buffy Speak: Some of her Void Guard cards have rather... creative names such as Flying Stabby Knives and Giant Floaty Head.
  • Charged Attack: The core concept of her Void Guard deck, which deals in Ongoing cards called Concepts and One-Shot cards called Fragments. Concepts accumulate Fragments as the Idealist plays them, then can burn all cards beneath them in one go to dish out a ton of damage or wipe a bunch of unwanted environment and villain cards from the field.
  • Cheerful Child: Treats her powers as her own personal toybox. Later graduates to full-on Genki Girl.
  • Difficult, but Awesome: Relies on several cards to attain her full damage potential, such as her Tiara and Strained Superego. When she can't get them, building up a good Concept charge takes ages. When she can, everything dies.
  • Expendable Clone: Miranda is actually one of these, where her "mother" made a clone of herself to have a supposedly guilt-free Human Sacrifice for her resurrection machine.
  • Flying Firepower: Like the Green Lanterns on whom her powers are based.
  • Glass Cannon: Limited healing and poor health, but a pumped-up Karate Robot's damage output is a nightmare to behold.
  • Glowing Eyes of Doom: Normally an aversion; despite the pure white light pouring from her eyes and her formidable powers, she's one of the nicest and most personable heroes around. When the Monster of Id takes over and the glow turns red, though, watch out.
  • Happily Adopted: By Dr. Medico and his partner.
  • Humongous Mecha: One of her favorite uses for her powers is creating a giant, spectral "Karate Robot" (her words) to take the fight to the enemy. Originally a one-off piece of card art and its related quote in the Sentinels' original deck, it ascended to her primary single-target damage card in her Void Guard incarnation. Her Void Guard variant is called Super Sentai Idealist for a reason.
  • Idea Bulb: Part of her original logo, later her Chest Insignia in Void Guard, and visible on her belt as Super Sentai Idealist. Because she's the Idealist.
  • Imagination-Based Superpower: Forms psychic and telekinetic constructs using the power of her mind, shaping them into any shape she can imagine. Yes, another Green Lantern expy. Unlike Captain Cosmic, however, the Idealist tends to focus on building up raw power through a few mental concepts and a lot of short-lived one-shot fragments over anything else, and she has none of his support abilities.
  • In the Hood: Her Void Guard outfit has her wear a sleeveless hoodie over her costume.
  • Kid Hero All Grown-Up: Not quite, but she started off as a Cheerful Child and is now a rebellious teenager.
  • Leader Forms the Head: Directly referenced as the variant base power for Super Sentai Idealist, which takes a concept card in play and all cards underneath and puts them under her character card. She then deals energy damage based on the number of cards underneath hers, destroying one of them but keeping the rest, which can eventually add up to massive amounts of damage every turn.
  • Phoneaholic Teenager: Becomes this as a teenager. Several of her flavor quotes are written as texts.
  • Pint-Sized Powerhouse: The Idealist's abilities actually make her the team's heaviest hitter, even punching La Capitan through her own time portal.
  • The Pollyanna: Idealist is a boundless font of cheerful and positive emotions as a result of being brought to life by a massive influx of life energy.
  • Psychic Powers: She's an extremely powerful telekinetic, who can also dish out plenty of direct psychic damage.
  • Speaks in Shout-Outs: More like fights in shout-outs, but same difference. Presumably the result of all that time on the internet. Various cards reference Sentai and Power Rangers, memes like a cat head firing its Eye Beams IN SPACE!, and, of all things, the boombox scene from Say Anything....
  • Spontaneous Weapon Creation: Like Captain Cosmic, she can form weapons out of her constructs. Unlike him, she's not limited to just blades, and some of the forms they can assume are really weird — examples include flying boxing gloves, laser-shooting cat heads, a boombox that does sonic damage, cute hedgehogs, and more.
  • Squishy Wizard: Has the lowest HP out of the already low-health Sentinels, which means any early "target with the lowest HP" effects are apt to target her multiple times over. Somewhat averted with her Void Guard variants — despite her low health, her rapid card draw and substantial damage output make her more of a Fragile Speedster/Glass Cannon instead.
  • Storm of Blades: Flying Stabby Knives. Yes, that is indeed the title of the card.
  • Superpowered Evil Side: Taps into this with Monster of Id from her Void Guard deck. It increases her damage, but also plays itself automatically from her hand and must be fed a constant supply of cards lest it turn on the Idealist, dealing psychic based on the number of cards it's "eaten". It's designed such that there are definite ways of turning it to her advantage, particularly by letting it eat cards before trashing it with Bored Now, turning its psychic backlash against the Idealist's enemies.
  • Tagalong 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.
  • Turns Red: Almost literally; her Battle Aura and glowing eyes both turn bright red when she's at low health in the digital version. Lore-wise, this represents the Monster of Id brought about by her Oblivion Shard starting to assume control.

Writhe

  • Achilles' Heel: Half his Void Guard deck is built around the Shadow Cloak. Denying him that (through power denial, or trapping it under La Capitan or Chokepoint) leaves him with significantly reduced durability and damage, especially given his tiny HP pool.
  • Bad Powers, Good People: The worst of what his powers can do is generally kept offscreen, hidden in the shadows, but the Purple Prose of the names and the Body Horror implied by some of the descriptions tends to suggest a kind of Lovecraftian Superpower, even though that's never depicted in the art the way it is for, say, Spite.
  • Combat Tentacles: His malleable body often deploys these, and they're a part of his standard look as Void Guard Writhe.
  • Cut Lex Luthor a Check: He used his dimension-hopping, shapeshifting powers to rob banks to fund his research into his dimension-hopping, shapeshifting powers.
  • Dark Is Not Evil: He did rob a few banks, but after getting caught by the Sentinels he cleaned up his act.
    • Dark Is Evil: Unfourtanetly he goes straight off the deep end in Void Guard and he goes even further in the Vertex timeline. Thankfully, in the RPG timeline he's getting better.
  • Difficult, but Awesome: Relies heavily on using the right effects at the right time. If he can't get the right effects, he's doomed; if he can, he's terrifying.
  • Expy: In addition to the Sentinels' overall Fantastic Four motif, he's one for Cloak, as a hero with vaguely-Lovecraftian Living Shadow powers gained from a science experiment gone wrong.
  • Face–Heel Turn: In the Tactics timeline he undergoes one of these and becomes a villain when he gives himself fully over into the corrupting influence of Voidsoul, including personally killing both Mainstay and Idealist.
  • Gadgeteer Genius: The process which turned him into Writhe didn't work as planned. He gets back into the inventing business after his Void Guard upgrade, with a number of his cards being devices of his own design.
  • Hidden Depths: Has fantastic taste in music and a record collection that's as old as vinyl.
  • 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.
  • 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.
  • Squishy Wizard: Subverted — he's the Sentinel with the second- or third-highest HP, and the reason his Void Guard variants' health is so low (19 and 22 respectively, the lowest of any solo hero) is because he has more different ways of reducing, redirecting, and outright preventing damage than any character... provided you can draw the right cards and keep them in play.
  • Superpowered Evil Side: Also an Enemy Without — the growing evil of Voidsoul eventually takes on a life of its own and goes on to become one of the Scions of OblivAeon.
  • Trenchcoat Brigade: His initial appearance has him wearing a long black coat and broad-brimmed hat, and there's a definite sense of a meeting between technology and the occult with his inventions. In artwork which shows him being forcibly uncloaked by Voidsoul, we see he has scruffy black hair and Perma-Stubble just to further complete the look.

    Setback 

Setback

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

https://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. Definitive Edition thus far adds First Appearance Setback, representing her first ever appearance in Sentinel Comics, and Fey-Cursed Setback, depicting Setback in debt to the Fey-Court.


  • 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.
  • Alternate Self: The OblivAeon battle shows an alternate universe where Pete Riske, under the name Lucky Break, seems to be the equivalent of Legacy. He's even got a shiny gold statue.
  • An Adventurer Is You: With high hit points 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.
  • Composite Character: His goofy personality, overall appearance, unluckiness and costume design all unamiguously reference Booster Gold, while his original incapacitated artwork is based on 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 BSoD: 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-conditioned 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.
  • Super-Strength: Baron Blade's experiments gave him enhanced strength in addition to amplifying his bad-luck aura. The exact degree isn't clear, but he's able to trade blows with the Hippo in the Metafiction without much trouble, and many of his offensive cards dish out substantial Melee damage — Karmic Retribution in particular inflicts 7 damage at base, one of the most powerful single-damage attacks in the entire game.
  • 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/Vantage 

Sky-Scraper (Multiverse Era)/Vantage (RPG Timeline)

Debut: Wrath of the Cosmos

https://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.
  • 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.
    Sky-Scraper: 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.
  • Composite Character: 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.
  • 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 OblivAeon, 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 stead, 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.
    • As it turns out, according to Word of God, the kickstarter is correct with Tachyon refusing, saying that only a madman would do it. Cue Luminary walking around the corner. "A madman, you say?"
  • 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.
  • Forced Transformation: Her Tiny Incapacitated art has her turned into a doll by the Dreamer.
  • 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 statuesque human woman.
  • Heroic RRoD: 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 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.
  • Oblivious to Love: Because of her backstory as both a Freedom Fighter and a Gladiator and then trying to figure out Earth Culture on top of it, she's currently likely to misinterpret any attempt at subtle flirting as simply platonic desires for friendship and camaraderie because that's what she's used to dealing with.
  • 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.
  • Sacrificial Lion: Averted. According to Word of God she was originally created with the intent of killing her off during ObilvAeon but the creators became fond of her and decided not to.
  • 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 is actually speaking English, with all the pitfalls that can include.
  • 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 (both versions)
Team: Freedom Five; Freedom Six (Iron Legacy Timeline)

https://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, Freedom Six Tachyon, and Freedom Five Tachyon. Thus far, Definitive Edition adds First Appearance Tachyon, representing her first ever appearance in Sentinel Comics, and EXTREME Tachyon, from the EXTREMIVERSE!


  • Accidentally-Correct Writing: A weird in-universe example. Her backstory is she was hit by a stream of tachyons which gave her speed powers. The issue is that, in lore, she debuted well before scientists actually came up with the concept of tachyons. The explanation given by Word of God after this was pointed out is that the comic writers made up the idea of a faster then light particle, and then when scientists began taking the concept seriously they named it after her, meaning in-universe the writers accidentally made a sizable leap forwards in our understanding of relativity when coming up with nonsense technobabble for their four colour comic.
  • 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, as the series' iconic super-speedster.
  • Fragile Speedster: Fittingly for a literal speedster. Once her kit comes together, Tachyon can put out cards fast — it's not uncommon for her to play three or four cards per turn, and there's an achievement for managing ten — but in exchange, her defenses are limited (Hypersonic Assault only blocks damage for a single round, Synaptic Interruption only for a single attack), it's very easy to play a hand out of order and run out of both cards and momentum, and the majority of her damage is of the Death of a Thousand Cuts variety, meaning any degree of Damage Reduction can quickly ruin her day.
  • 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 RRoD: 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.
  • Inconsistent Coloring: A minor example. Tachyon's hair color is officially strawberry blond but sometimes it leans more towards the strawberry (even appearing to just be full on ginger at times) and sometimes it leans more towards the blond. This could be chalked up to Depending on the Artist but even in the card game where there was only one artist her hair color varied from card to card, though this fits with the stylistic conceit of imitating panels of comic art from varied artists.
  • 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.
  • Killed Off for Real: In the Tactics timeline, she's killed off as a Sacrificial Lion. Her death signifies the beginning of the end of that universe.
  • 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.
  • Mad Scientist: Tachyon goes full into this in the Vertex Universe, with what is from that universe's POV the near-catastrophic failure against OblivAeon making her driven to obsession with the idea that she's just not doing enough with her powers and so leading her to use her speed to its limit to start doing all sorts of experiments on everything. Additionally during the "Adam and Christopher Destroy the World" Letters Page episode, when asked what Sentinels hero would be most likely to turn into a villain that hasn't already canonically done so, they name Tachyon as almost being a mad scientist already.
  • Meaningful Name: A tachyon is a hypothetical particle capable of moving faster than light. Ironically, when they finally nailed down the metaverse's timeline, Christopher and Adam realized that the hero Tachyon predates the naming of the particle — and so rationalized that, in the Sentinel Comics publishing universe, the particle is named after the comic book character.
  • 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 (both versions)
Team: Prime Wardens; Freedom Six (Iron Legacy Timeline)

https://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. Thus far, Definitive Edition adds First Appearance Tempest, representing his first ever appearance in Sentinel Comics.


  • Achilles' Heel: Card denial seriously affects the mobility of his deck, which contains a lot of Ongoing cards that either kick in at the start of his next turn or require power uses to activate. His preference for herd-hitting attacks can also go from useful specialization to downright liability in Environments with target cards that help the heroes (such as Dok'Thorath Capital's Abject Refugees) or against villains with cards you don't want to destroy (like the Dreamer or Ambuscade's Sonic Mines).
  • 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.
  • Composite Character: His backstory as an alien refugee from a destroyed civilization and his place in the game's fictional publication history are unambiguous references to Martian Manhunter, though his powers are more closely based on Aquaman and Storm. Tempest also happens to be the codename the original Aqualad uses when he gains magical powers.
  • Evil Doppelgänger: The OblivAeon battle shows one timeline where he's Citizen Storm, who dealt with losing Vognild Prime by conquering Earth. Much like Citizen Dawn from the main timeline, Citizen Storm can be convinced to pull an Enemy Mine against OblivAeon.
  • 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.
  • Herd-Hitting Attack: Essentially his specialty. Most of his attacks work by hitting either all villain targets or all non-hero targets. This can backfire spectacularly on him if he's fighting the Dreamer, whose gimmick is that you lose if you take her out, or if there are a lot of helpful targets in play as, unlike other heroes with multi-hit attacks, you don't get to pick and choose what targets get hit.
  • Heroic RRoD: Prime Wardens 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.
  • No Biological Sex: Tempest's species have no biological sex and would be perplexed by the idea of gender. In Tempest's case, "he" is generally used for convenience both in-universe and outnote .
  • 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 (Enhanced), base game (Definitive)
Team: Freedom Five (as an intern); Freedom Six (Iron Legacy Future)

https://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. Thus far, Definitive Edition adds First Appearance Unity, representing her first ever appearance in Sentinel Comics, and Scavenger Unity, from a story where Unity finds herself alone in the Final Wasteland and goes Apunkalyptic.


  • Achilles' Heel: Mass damage and stuff that targets the lowest HP target rip through her golems, without which she's helpless.
  • Adaptational Nationality: Went from being an American named Debbie in the Freedom Five cartoon to being an Israelite named Devra in the comics.
  • All Your Powers Combined: In a sense; she has golems that resemble each of the Freedom Five, and mimic some of their powers and card effects.
    • Champion Bot passively boosts the damage of Unity and all of her other bots, like a miniature version of Legacy's Galvanize.
    • Cryo Bot blasts enemies with cold damage whenever it's injured, reflecting Absolute Zero's core offense mechanic.
    • Stealth Bot has innate Damage Reduction and can redirect attacks from other targets to itself, in a mix of Wraith's Smoke Bombs card and base Stealth power.
    • Swift Bot enables Unity to play and draw an extra card per turn, just like Tachyon's Pushing the Limits card.
    • Turret Bot deals projectile damage to an enemy at the start of Unity's turn, similar to Bunker's Gatling Gun.
  • 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. Her internship with the Freedom Five is being counted as her mandatory military service.
  • 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!
  • 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 Dark Horse.)
  • 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.
  • Entropy and Chaos Magic: While she doesn't actively use chaos magic her powers are the result of a particularly nasty run in her mother had with a Chaos Witch.
  • 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 BSoD: After eventually confronting the fact that her Omnitron-bot isn't really her friend, she has a minor breakdown.
  • Inexplicably Awesome: The origins of her powers. It's stated in Unity's backstory that they abruptly manifested without apparent cause when she was a child, and her power source is stated as "Unknown" in both the digital card game and Sentinels RPG book. The Letters Page would eventually bring out that her abilities are a form of chaos magic, the talent for which she inherited in-utero when her mother was the target of similar magic while pregannt with Devra.
  • Kid-Appeal Character: Originally intended as one in the Freedom Five animated TV show. Her comic self is a retooled version of the character.
  • 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.)
  • Loophole Abuse: By way of Exact Words — Unity's golems have wording that prevents them from being put into play during her play phase, requiring use of her power or those on her Equipment cards to get them on the field. However, this limitation only applies during Unity's play phase, meaning any other hero that can help her to play extra cards (such as Argent Adept or Parse) makes her deck considerably more powerful.
  • 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.
  • Magnum Opus: T-Rex Bot built during the fight against OblivAeon is Unity's biggest and most powerful bot.
  • 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.
  • 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.
    • There's also Omni-Unity, who hails from an Alternate Universe where Omnitron assimilated all life on the planet but nonetheless proves willing to help fight OblivAeon.
  • Robot Master: Her playstyle is all about getting her mechanical golems out on the field and letting them do damage for her.
  • Robot Me: 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, respectively. She also has a teeny, tiny version of Baron Blade's Mobile Defense Platform. He is not amused.
  • 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.
  • The Scrappy: In-Universe. While the version you're playing is the Rescued from the Scrappy Heap comic version, she was originally Tachyon's deeply annoying, catchphrase-spewing, editorally mandated Kid Sidekick from the cheap animated Sentinels TV show. It's brought up several times how nobody liked this character.
  • Shock and Awe: All of her direct offensive cards inflict Lightning damage, and when she's not making bots, Unity's powers tend to manifest visually as bursts of pinkish-purple electricity.
  • 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.

    The Visionary 

The Visionary

Debut: Base game (Enhanced), Disparation (Definitive)

https://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.


  • Achilles' Heel: Visionary has a lot of card draw, but not a lot of card play, making her slow to set up. She also really wants someone to back up her self-damaging with healing.
  • And I Must Scream: After losing control of her body to Dark Visionary, she spends a long time trapped in her own mind, aware of what’s happening around her but almost completely unable to do anything about it.
  • 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.
  • Chrome Dome Psi: The Visionary is one of the most powerful beings in the Multiverse. A side-effect of the process that gave her superpowers is that she's now bald.
  • 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.
  • Cast from Lifespan: Going off of the above trope, pushing herself too far ultimately leaves Visionary in a state post-OblivAeon where continuing to use her powers is actively breaking down her body and leading to fatal consequences. In the Tactics timeline this ultimately leads to her death, while in the RPG timeline she is able to stay alive at the cost of significantly limiting her powers and stepping down from active hero duty.
  • Child Soldier: Was one of these in her original timeline, where Project Cocoon was a US-sponsored program for creating superpowered child soldiers. She’s surprisingly well-adjusted all things considered, though the Letters Page notes that she’s much more comfortable with lethal measures than the average hero.
  • 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. 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, while Dark Visionary and her related plot arc directly references The Dark Phoenix Saga.
  • 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.
  • Mission Control: She becomes this for the Prime Wardens in the RPG timeline, using her telepathy and visions to coordinate their actions in the field, as the accumulated self-harm from using her powers and fighting Dark Visionary leaves her unable to continue participating in active superhero battles.
  • 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 Floats: Card art depicts her using telekinesis to hover nigh-constantly.
  • 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.
  • Psychic Powers: The principle wielder of these in the Sentinels ‘verse. She mainly uses the core trio of telekinesis, telepathy, and precognition, along with occasional instances of minor reality warping and dimensional travel. Her powers could be much more potent, but she has to assign a large portion of them to holding her Superpowered Evil Side at bay.
  • 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 who works for Project Cocoon, and Citizens Hammer and Anvil, who've been tasked with bringing her younger self into the Citizens of the Sun.
  • Sadist: The Dark Visionary is a big fan of using her powers to dispatch villains in particularly gruesome ways, to the horror of friend and foe alike. It ultimately kicks off her downfall when her elaborate method of attempting to kill Citizen Hammer leads to Argent Adept realizing her true identity.
  • Seers: Precognition is a part of her power set, allowing her to have glimpses of the future and alternate timelines. Within the card game, this allows her to manipulate villain and environment decks by preparing for future threats she's glimpsed in her mind.
  • 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 (both versions)
Team: Freedom Five; Freedom Six (Iron Legacy timeline)

https://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. Definitive Edition thus far adds First Appearance Wraith, representing her first ever appearance in Sentinel Comics.


  • 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. Her damage output is also entirely projectile and melee-based, both relatively common immunities.
  • 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; yet she can match the rest of the Freedom Five. In the Bad Future of the Iron Legacy timeline, she is the only hero who's capable of opposing Legacy in the end, and Word of God is that she could actually win (although she'd become as terrible as Iron Legacy in the process.)
  • Counter-Attack: Combat Stance.
  • Dual Wielding: Her Price of Freedom variant wields the Operative's signature club-and-kukri weapon combo, presumably taken from the latter after killing her. Mechanically, she can use her base power to inflict melee damage to two enemies at the same time.
  • Evil Costume Switch: As a member of the Freedom Six, she swaps out her normal purple-and-red color scheme for blacks and dark greys, and while she's not quite evil, she's become much more ruthless and unfettered, to the point that many of her teammates are vocally unsure about working with her.
  • Expy: One of the more straightforward examples. Super-rich idiot Secret Identity, CEO of her own company, Badass Normal vigilante focused on stealth, preparation, and gadgetry? Yep, she's a Gender Flipped 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 BSoD: 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.)
  • Iconic Item: Of all things, the jury-rigged hairdryer from the art for Impromptu Invention. It's the piece of equipment La Capitan steals from the Wraith on her Temporal Thief card; it comes to life (and talks!) in the Realm of Discord. Then, in OblivAeon, the reward for completing the Create Contraption mission... is Chekhov's Hairdryer, a high-tech Hand Cannon which deals up to 2 targets 6 irreducible energy each.
    Hairdryer: [on the card art for Imbued Vitality] Hi Maia! Are we gonna fight crime? We have to save Rook City!
  • 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 a straightforward 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 of 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.
    • Episode 115 of the Letter's Page introduces several more baddies that don't appear in the card game including such fiendish felons as Crossword, a villain who themes all his plots around crossword puzzles, Mr. Hideous, a scarecrow Expy, Skeleton Key, a man who can open any door, Labyrinth, who's really into mazes, The Entertainer, a distant relative of P. T. Barnum who's mad he wasn't allowed to be involved in the circus, Hangman, a vigilante whose methods make 80s Expatriette look downright tame, the Jellyfish, who's name says it all really, Doctor Rubber, who's very bouncy, and last and certainly least, Saw Man, who's power is that he has two saws attached to his forearms.
  • Self Stitching: Suture Self sees her taking a quick moment to do some. Also serves as a StealthPun.
  • 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.

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