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For countless generations, the Adhin family has been blessed with uncanny luck. The sons and daughters always found loving husbands and wives, the family farming business always seemed to have exactly what goods were in highest demand that season, and when a deadly disease was plaguing the town, it was an Adhin who noticed that a stray cat which had drank from the well was now dead.

The Adhins believed the source of their good fortune was a small talisman they'd been passing down over the years as a family heirloom. It was thanks to this, they claimed, that they could always find the best uses for their talents.

That is, up until Gabrielle Adhin. Ever since childhood she had felt odd, indistinct sensations from time to time. Like she was moving in a hundred different directions at once, but in directions there were no words for. When she inherited the charm, suddenly it all made sense. In her mind's eye, she saw countless, branching possible realities, all different. In time, she used the charm to hone her psychic abilities, learning to bend the miasma of minute possibilities to her will.

Within a few years, Gabrielle Adhin, the black sheep of the Adhin line, had carved a swath through reality, playing her mind games on the unsuspecting people around her, and taking whatever she wanted. In and out of The Block more times than F.I.L.T.E.R. would dare to admit, Gabrielle now laughingly calls herself Kismet, and bends the power of her family’s talisman with her powerful abilities in order to not just positively influence her own fortune, but to jinx those who stand in her way! Kismet does as she pleases and has little regard for the fate of others. All existence is her playground, and even when her trickster ways are momentarily halted, she always seems to weasel her way back into her chaotic escapades.

    • Descended from the Arikara people of what's now North Dakota. Her family had moved south, though and settled in Oklahoma. They stayed there until the Dust Bowl in the 1930s and kind of just became nomadic after that. They had success as farmers prior to the large-scale devastation of the Dust Bowl, but they managed to get by just fine moving from city to city, wherever they could get work. Gabrielle was born when they happened to be in Arizona.
    • This was a larger family than just Gabrielle's parents. This was a group of a few dozen people in multiple RVs by this point, but they all managed to keep together, pooled resources, and got by. They didn't have extra resources, but generally they wound up with what they needed.
    • The Talisman has been with the family since they left the Dakotas.
    • She came to resent the family's way of life - she'd see other kids in school with luxuries that she would never have. She rebelled: shoplifting, taking money from the family communal money jar.
    • She was always the kid with the dusty, hand-me-down clothes and since the family never stayed anywhere very long she had trouble making friends. Then they move to Springfield, MO and she meets this guy named Pete and they start dating. He liked her free-spirit attitude and the fact that she'd traveled a lot and seen lots of different places (this appealed to his isolated, Midwestern sensibilities).
    • The relationship is good for her and makes her a better person. She now has one of those things she's always wanted and so stops the other rebellious things (stealing, etc.). This is the one thing in her life she has going for her, though, and so it kind of becomes her whole identity (standard teenage "I've found my soul-mate" stuff that her family recognizes as such when it's time to move on).
    • Because of how invested she had become in this part of her life, she really didn't take Pete's casual "Oh, things will work out and we'll find other people" attitude towards the impending separation well. She does the whole unintentional curse thing mentioned last time.
    • This ability to "curse" him isn't a common trait for the family. She's inherited the general trait of good fortune, but she's got it amplified and controllable/direct-able in a new way, although she is, at this stage, unaware of this.
    • The family winds up in south Texas, but she's miserable and runs away after a few weeks. She takes the funds in the family money-jar and the cigar box that contains the Talisman with her.
    • The Talisman was not regularly handled - like the family would tell the story periodically and it would be brought out, but not passed around or anything and she hadn't personally touched it before. The almost ritualistic nature of how the family discussed it has implanted in her head the idea that it should be the source of some of the family's fortune, and so her own power is attached to it. It provides a focus for her specific abilities because she expects it to be so. It's like Dumbo's feather in that way. She never becomes aware of the fact that the Talisman doesn't have any actual power of its own, it's all her projecting her own beliefs upon it. Given the focus, she's able to see the interconnection of causality in the world around her and how she can effect things.
    • She wants to be done with hitchhiking. She wants a cool car so much she can almost see it. Then she does; a red '68 Charger with the doors unlocked and the keys in the ignition. Nobody's in sight, "must be abandoned", and she gets in and takes off. Freedom. Until the cops pull her over.
    • She assumes it's just because of the speeding (and there was soooo much speeding, you looked at the car right?) and that she'll be able to get out of it (you know, because she can see the strings of reality). The cop orders her out of the car and onto the ground, though, with gun drawn. She complies because she's not quite ready to test to see if she can luck her way out of a gunshot. Turns out the car had already been stolen before she got to it and was tied to a robbery/double homicide. The cop ran the plates during the stop and found all this. After Gabrielle's safely in the backseat of the cruiser it's discovered that there were two bodies in the trunk of the Charger.
    • They book her, she's a minor (17), and it's quickly determined that while she stole this stolen car she didn't have anything to do with the rest. They want her to pay a fine and call her parents to come get her. She pretends to call and bluffs that they're on the way. She uses her power to have the cuffs and back door to the station unlock and for the officers present to ignore her while they focus on the murder case, and she just walks out.
    • She goes to find a hotel room for the night. Doesn't have a credit card and the police still have her ID. The clerk lets her pay cash at well above the normal room rate. Her money is now all gone too (weird?). She makes an excuse to leave briefly to get it, walks to a nearby gas station and "lucks" some guy's wallet out of his pocket. She uses the money in there to buy a scratch-and-win lotto ticket, which wins $500. She gets the payout from the gas station and is on her way back to the hotel. She gets mugged as she leaves the place (he saw her win) and she hands over the cash. She figures she'll be able to win again, but now she really hates this guy and he's now the focus of all of her frustration to this long, bad day. She does her power thing and he's promptly hit by a car. Seeing what she just did, she decides to just get away from the scene.
    • Aside to talk about how her power actually works instead of just her perception of it. Probability/reality is "self correcting". If things get pushed one way, it'll make an effort to bounce back the other way (like a vibrating guitar string). This means that when she uses her power to do something favorable for herself, it will mean something bad happening to her as a result afterwards. Eventually she notices that if she uses her power to affect someone else, she can then leave before the "correction" happens - she can cause an opponent to have something bad happen (benefiting her in that instant), but then be gone before the corresponding good thing happens. She starts robbing places/stealing stuff, but not out to hurt anybody. She justifies this by convincing herself that since the "correction" will happen, that after she leaves something good will happen to the person she's jinxed.
    • Eventually, she decides to "luck" her way into an armored car ("whoops, wheel fell off"), but the Southwest Sentinels arrive on the scene. They see her as a Villain; she thinks that she's just a person and that these guys are really weird. She's able to use her abilities to fend them off somewhat, but they're Crime Fighters and she's just a kid (19 or 20 by this point) who doesn't really know what she's doing. She gets jailed, but isn't in very long (she hadn't been tied to anything previously and this was just her trying to take money from a wrecked armored car - just taking advantage of the situation, not causing it).

    • She did make a name for herself on the inside, though, as well as some contacts. Teams up with some minor players (eventual members of the Slaughterhouse Six, Rook City contacts in the Wretched Hive, etc.) and is more of an intentional "criminal" outlook now. Just looking for that One Big Score so she can get out.
    • Highbrow wants her in on a casino heist and she goes in with the Hippo (she's the luck, he's the muscle). Once the job gets underway and it's obvious that the place is getting robbed, Setback (who just happened to be there out of costume) is going to stop them. Setback is about as strong as the Hippo despite the latter's larger bulk, and between this little guy able to go toe-to-toe with him (and him losing ground due to tripping over stuff) the Hippo abandons the job and runs out. Highbrow sees this going south quickly and also leaves. Kismet confronts Setback, distracting him long enough for the others to escape. Neither recognizes the other at first, but you "can only banter with someone you've dated so long" before you recognize them (the "conversation" when they figure this out is pretty good - 37:16 or so). The fight ends, eventually, when a chandelier falls on her.
    • Now she's got a rap sheet and it's apparent that she has some sort of power. So she's quickly transferred to the Block, where she remains for the better part of a year while people try to figure out how her power works. Then she manages to engineer a prison riot/breakout by cancelling the Block's ability to nullify the prisoner's powers. This becomes a cross-book "event" in the comics with heroes coming in to help contain things. In the ensuing chaos, she slips away clean into the Ruins of Atlantis (given the Block's inter-dimensional transportation technology). This is one of the first big times we see her in comics. It's not a "Kismet event" in the comic as she'd only really shown up in a Setback comic a while back to help explain his powers.
    • After some time, a bunch of "water-themed" weird things start happening in lots of cities. The heroes are able to deduce from the rather obvious hints that something is up in Atlantis. Kismet has tapped into the systems there to help her (the side-effects being the weirdness in other cities) and this is the first real "Heroes vs. Kismet" story. This is the fight that playing against Kismet in SotM is modeling and it's not so much the heroes "fighting" her as having to deal with all of the backlash effects that happen around her. The heroes win, back to the Block for her.
    • Time in the Block is wonky, she's in there longer than time passes on the outside. Eventually she somehow convinces everybody that she's a good candidate for parole.

Variant: Originally received in the final release of the Over-Sized Villain card pack.

  • Occupation: Thief, Trickster, Convict
  • First Appearance: Tome of the Bizarre #62

The miscreant known as Kismet has had many run-ins with the heroes of the Multiverse, through many different realities, Timelines, and dimensions. Now, once again recently out of the Block, she has found her way to a bizarre location indeed: an arcane carnival with a malevolent purpose of its own. With her seemingly innate understanding of the twisting madness behind Madame Mittermeier's Fantastical Festival of Conundrums and Curiosities, Kismet has figured out not just how to manipulate the midway, but also force her focus of fortune upon any heroes who hope to defeat her.

Using the Adhin talisman as a weapon and fighting in one of the most unstable physical locations in this reality, Kismet is a far greater foe than ever before. Will she get away large-scale petty crime, or will the heroes apprehend her once again? Only the twist of time will tell!

    • Now she's really committing to the whole super villain thing and is going for her big zany plot. Off to Madame Mittermeier's Fantastical Festival of Conundrums & Curiosities where she plans on getting revenge with some help from some of her other contacts - capturing heroes, putting them on display like a sideshow freak, taking what they love from them. First up, she and Glamour capture the Naturalist, which gets other heroes' attention. Heroes win, back to the Block - where she remains right up until OblivAeon.
    • She's not a particularly dangerous villain, so she's generally somebody that can be simply captured and jailed when she's defeated. There's no need to go more harsh with the punishment. Even in the Atlantis event the larger danger wasn't part of her plan, just a side-effect.

Legacy Wants to Remind You!

This information is from the Miststorm Universe, one of two branching timelines. Products in this timeline are: Sentinel Tactics (and expansions). Prime War (and expansions)

  • She hasn't shown up. There might be a Gabrielle Adhin but we don't know, if she exists, if she has powers, but there hasn't been a "Kismet" here.
Tachyon Speeds By to Remind You!

This information is from the Sentinel Comics Universe, one of two branching universes. Products in this timeline are: Sentinel Comics RPG.

  • When Glamour reforms the Slaughterhouse Six, Ambuscade is out and Kismet is in. Other members too, but get to that later.
    • Kismet made her final escape from the Block during the latter half of the OblivAeon events. The way that she leaves, "locking" the door behind her has an impact on the diverging timelines - she escapes into what becomes the RPG reality while the Block winds up as a "polyp dimension" attached to the Tactics reality. Neither she nor the Block exist in the other reality after the split (Letters Page Interlude 3).