I guess she has a thing for people with skulls where their faces should be? This time on From Panel to Play, we’re checking out the daughter of the Red Skull and partner to Crossbones, Sin!
The vile legacy of the Red Skull lives on through his daughter, Sinthea Schmidt. Indoctrinated from childhood with her father’s beliefs, Sinthea began her criminal life with the Sisters of Sin. An effort by S.H.I.E.L.D. to deprogram Sinthea failed when the mercenary Crossbones freed her from captivity. Together, she and Crossbones embarked on a campaign of terror and violence. As Sin, Schmidt seeks to do what her father could not manage: control the world and, as was once done to her, twist it to fit her father’s contorted vision.
Sin’s miniature is a study in violence and madness. Her expression is not suggestive of a stable personality, as she menaces her foes with a dagger. Plus, the skull on her torso suggests that she’s not the sort of person you’d want to mess with. Standing atop the rubble, she captures the menace of a born killer.
Sinthea Schmidt is a complicated woman with a lot of anger issues. For one thing, her dad is an unremitting villain with a face like a spooky Halloween decoration and aspirations of world domination. Working to uphold her family legacy, she has many tricks and powers to make any hero’s day a little bit worse.
Sin fights dirty. When she isn’t spraying bullets with her automatic pistol and keeping score on how many more targets she takes down than her partner Crossbones, she gets up close and personal with her opponents. The Make It Personal physical attack hits her target at strength 6, and if she’s lucky enough to score a critical and wild on the attack roll, she can add Insult to Injury. This rule lets her follow up with a second Make It Personal without paying its Power cost, and switches the attack type from physical to mystic, as she assaults her target in a psychotic rage.
But the daughter of the Red Skull is more than just violence and insults. As the heir to the throne of Johann Schmidt, she has also developed a keen ability to lead her underlings into battle. Like her father, Sin has a Leadership ability for the Cabal affiliation. But where Red Skull’s leadership is straightforward, hers is complex.
Red Mayhem is a chaotic leadership befitting Sin’s psychotic personality. Screaming orders at her Cabal companions, she directs them into position on vital objectives while forcing her opponents to give ground. During each Cleanup Phase, after tabulating Victory Points, Sin gets to roll a die for each objective contested by a friendly character. If the roll produces a Hit, wild, or critical result, she can push each enemy character contesting the objective a Short distance away. Red Mayhem also forces enemy characters holding Assets within proximity of Sin’s allies to drop their Assets for the Cabal to scoop up!
Of all the Cabal members, the one you can almost guarantee will join Sin in battle is her worse half, her partner in crime, the skull-masked Crossbones. This gruesome duo work in tandem to ruin the day of everyone they encounter. In game, her reactive superpower Partners in Crime represents their bond, letting Crossbones activate immediately after Sin if he is within Range 4 and doesn’t already have an activation token. Perfect for kicking an opponent when they’re already down!
Of course, Sinthea has several other tricks to spring on her enemies, but we’re out of time. Be sure to check back for another installment of From Panel to Play, where we’ll take a look at yet another character who makes the jump into the ranks of Marvel: Crisis Protocol.
Until then, Atomic Mass Transmissions, signing off!
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