Sentinel Comics RPG: Muse
|Costume/Equipement||Muse wears a simple purple tank top with pink accents, purple torn leggings over pink tights, and purple boots. She also wears a pink hip sash, and a purple face mask, emblazoned with a third eye in the middle of her forehead.|
|Background||Former Villain||Power Source||The Multiverse|
|During Roleplaying||During Roleplaying|
|You have thoroughly studied your own powers and are proud of your mastery of them.||You have a darkness in you that you strive to keep suppressed. You can connect with your dark side for connection with similar forces.|
|Minor Twist||Minor Twist|
|How did your powers fail you in the moment?||What sinister act comes from tapping into your dark side?|
|Major Twist||Major Twist|
|What side effects are you suffering from your powers?||What havoc does your dark side inﬂict as you allow it to take control?|
|Powers||Die Type||Qualities||Die Type|
Boost an ally using Insight.
Villain: The Dreamer
- Night Terrors (x2)
- The Dreamer deals each non-Villain Target X Psychic Damage, where X = the number of Projections in play plus 1.
- Art: The Dreamer asleep in a bed with physic 'power lines' coming from her head, surrounded by malevolent toys;
- Flavor text: "She looks so peaceful... don't be fooled!" - Haka, Nightmare World #2
- Projected Paralysis (x2)
- The Player with the most cards in play cannot play cards until the start of the next Villain turn.
- Art: Sky-Scraper laying on the ground, with The Dreamer in front of her projecting psychic 'power lines' (or a tiny The Dreamer and regular sized Thorathian);
- Flavor text: "Hrm? Wha? Is someone there? Stop. Just... stop." - The Dreamer, Nightmare World #5
- Violent Nightmares (x3)
- Reveal cards from the top of the Villain deck until minus 2 Projection cards are revealed. Put them into play. Discard the other revealed cards. Shuffle the Villain trash into the Villain deck.
- Art: An Illusory Demon grabbing Ra around the neck, background, Chrono-Ranger and an unknown shadowed character, in a broken city street;
- Flavor text: "I've seen a lot of strange things in my days, but this is something else!" - Chrono-Ranger, Nightmare World #3
- Dark Hero  (x2)
- Increase Damage dealt by Villain Targets by 1. Reduce Damage dealt to Projection cards by 1.
- Art: A 'Bizarro' version of Legacy;
- Flavor text: "Well, this is certainly odd. I'm not sure how to proceed here." - Legacy, America's Finest Legacy #81
- Granite Oni  (x2)
- Reduce Damage dealt to this card by 1. At the end of the Villain turn, this card deals the non-Villain Target with the lowest HP 2 Melee Damage.
- Art: A Samurai made of stone, background of cherry blossom trees;
- Flavor text: "It's sword is sharp, but not as sharp as its form is strong." - Mr. Fixer, Transmission of Honor #6
- Grotesque Arachnoid  (x2)
- At the end of the Villain turn, this card deals the minus 1 non-Villain Targets with the Highest HP 2 Toxic Damage each.
- Art: A humanoid looking man/spider hybrid, poised to leap;
- Flavor text: "Beware! This beast is born from dreams tainted by another world!" - The Argent Adept, Virtuoso of the Void #17
- Illusory Demon  (x2)
- Macabre Specter  (x2)
- At the end of the Villain turn, this card deals each non-Villain Target 2 Psychic Damage. Whenever a Target other than this card is destroyed, restore this card to its maximum HP.
- Art: A man wearing a suit with a skeleton imprint, and a skull for a head, background of a sacrificial chamber at night;
- Flavor text: "Where did this guy come from? He gives me the creeps!" - The Wraith, Freedom Five #299
- The Toy Master  (x2)
- At the start of the Villain turn, this card deals the non-Villain Target with the highest HP X Psychic Damage, where X = the number of Equipment Cards in play plus 1.
- Art: A skinny man with glowing red-eyes, sitting on a throne made of alphabet blocks, with toys that glow with the same energy as his eyes;
- Flavor text: "This is most disturbing. The very thing I most wanted to avoid." - The Visionary, Mind over Matter #43
- Tooth Fairy  (x2)
- At the end of the Villain turn, each Player discards 1 card. Then, this card deals any Hero Character card whose Player has no cards in hand minus 1 Toxic Damage.
- Art: A tiny fairy, eating a bloody tooth with it's sharp teeth;
- Flavor text: "Ahh! No! Not OK! I thought fairies did nice things, like granting wishes." - Unity, Nightmare World #1
- Treacherous Ape  (x2)
- At the start of each Hero's turn, this card deals that Hero Character card 2 Energy Damage. When this card is destroyed, destroy 1 Equipment card.
- Art: An ape with glowing green eyes, clutching a green crystal, background of a fun fair;
- Flavor text: "That blasted ape clearly doesn't belong here. What's going on?" - Tachyon, Freedom Five Annual #4
- Whipacorn  (x2)
- At the end of the Villain turn, this card deals the non-Villain Target with the highest HP minus 2 Melee Damage. A Target dealt Damage this way cannot deal Damage until the start of the next Villain turn.
- Art: A unicorn with a whip fixed where its horn would be, background volcanoes and rainbows;
- Flavor text: Ra: "Why does it have a whip for a horn?" - Mainstay: "For whipping!" - Ra, Mainstay, Nightmare Realm #4
Note: All projection art is The Dreamer's nightmare versions of objects, and as such are not true interpretations of the creatures they represent
Main Episode: Has not had an episode yet
- Podcasts/Episode 12
- Podcasts/Episode 25
- Podcasts/Episode 31
- Podcasts/Episode 39
- Podcasts/Episode 46
- Podcasts/Episode 50
- Podcasts/Episode I-15
- Podcasts/Episode X-1
- Podcasts/Episode 67
- Podcasts/Episode 68
- Podcasts/Episode 69
- Podcasts/Episode 70
- Podcasts/Episode I-18
- Podcasts/Episode 72
- Podcasts/Episode 73
- Podcasts/Episode 74
- Podcasts/Episode I-19
- Podcasts/Episode 77
- Podcasts/Episode I-20
- Podcasts/Episode X-5
- Podcasts/Episode I-21
- Podcasts/Episode X-7
- Podcasts/Episode 81
- Podcasts/Episode I-22
- Podcasts/Episode 88
- Podcasts/Episode 100
- Podcasts/Episode 114
- Podcasts/Episode L-3
- Podcasts/Episode 118
- Podcasts/Episode 121
- Podcasts/Episode 127
- Podcasts/Episode I-37
- Podcasts/Episode 142
- Podcasts/Episode 145
- Podcasts/Episode 147
- Podcasts/Episode I-44
- Podcasts/Episode 152
- Podcasts/Episode L-4
- Podcasts/Episode P-3
- Podcasts/Episode P-4
- Podcasts/Episode 164
- Podcasts/Episode 169
- Podcasts/Episode 171
- Podcasts/Episode 176
- Podcasts/Episode 192
- The Dreamer and her projections have more cameos in hero decks than any other villain.
- The "Treacherous Ape" is, in reality, the doll floating at the Dreamer's side on her "The Dreamer Dreams" side. The Treacherous Ape first appeared on Tachyon's "Lightning Reflexes" card. Tachyon is in the Flavor text of the "Treacherous Ape" card.
- The "Dark Hero" projection looks very similar to the villain that Legacy was fighting on "Thokk."
- The Dreamer is incapacitating Sky Scraper in "Projected Paralysis."
- Mainstay has a line in the flavor text of "Whipacorn."
- The Dreamer has the lowest HP of any Sentinels villain.
- The Dreamer is one of two base-set Sentinels villains to have a non-promo time-line duplicate, the other being Omnitron. Greatest Legacy and GI Bunker are the Hero Versions.
- The Argent Adept's dialogue in the flavor text of "Grotesque Arachnoid" hints that the Dreamer's condition may stem from an outside source, namely "another world."
- Her Teddy Bear (on Night Terrors) is named Noah >G Comment from the Gathering of Heroes 2014
- "The child is the center" refers to The Dreamer. A hint at this can be found on the infamous card "Fixed Point". The "Fixed Point" is that in every reality, young Vanessa Long manifests powers. The Visionary came from her time to prevent the Vanessa Long of this reality from going through what she did, and yet, this reality's Vanessa Long STILL manifested powers. This is important, because these "Fixed Points" across spacetime is how OblivAeon is destroying everything. The more points that realities have in common, the more they draw "close" and if multiple realities are too close, they act as cosmic anti-matter, destroying each other. The Child is the Center
To Other Works
- The Illusory Demon bears a strong resemblence to the Marvel villain Venom.
Questions Answered on The Letters Page
- Notes from Letters Page 31 - Visionary
- Why did the Dreamer have such strong nightmares? What's the new awareness of the world mentioned in her bio? It's connected to OblivAeon - the young Vanessa has these psychic powers and when the timelines shatter it affects her.
- Is there a reason her dress changes on her flip side art? It's there to represent how casually her power can change physical reality. The progression of the "fight" is Sleeping -> Waking up (which is her flip side and is the most dangerous time) -> Awake (victory). The heroes have to get her through the waking up phase. It's like the old wives tale about how you're not supposed to wake up a sleepwalker.
- What's the importance of the Teddy-Ape since it shows up so much? It's her favorite toy. All of her projections are derived from things she's seen or are afraid of in life.
- Her "Decoy Projection" card is a Distortion and therefore half of the Realm of Discord's cards destroy it, what's the in-story reason? Her powers don't work as well there due to the general weirdness there that interferes with her projections.
- Is the crystal in the toy orangutan an OblivAeon shard? No.
- Are the Dreamer's projections foreshadowing things to come (Dark Hero for Iron Legacy, etc.)? Nope, they're all stuff from her life and her psyche. The Grotesque Arachnoid is because she's afraid of spiders. Dark Hero is her fear that these superheroes out there in the world could turn bad and come for her. The tooth fairy is her interpretation of what her parents told her about a tiny fairy that comes for your teeth. The Whipacorn is because unicorns are too good to be true - there's no way they're not up to something. The Treacherous Ape is treacherous because the toy is her most trusted friend, but what if it turned on her? The Toy Master's flavor text about it being the thing that Visionary wanted to avoid is because in Project Cocoon a lot of the tests they put her through involved toys - the primary trainer guy in that process, and the memory of him, is what the Dreamer is pulling on to create this twisted version.
- What do each of the Dreamer's projections represent? Most were already covered. Illusory Demon is a manifestation of her general fear of the dark/evil - standard "monster under the bed" kind of thing. They're all based on her experiences.
- Notes from Letters Page 74 - Daybreak
- How does Muse view the Dreamer event? How do the other heroes feel about having her around given memories of the event? She's aware of it, remembers it, and it's a source of trauma due to her parents' reaction. The other heroes aren't worried about her now (well, a few might think that it is a little weird that she's around after everything, but nobody thinks she needs to be locked up or anything). The awareness of everything Visionary has gone through gives people perspective.
- How do Visionary and Muse feel about one another? It's not that weird for them because nearly all of their life experiences have been different - they're different people from very different worlds. "Testing performed on them as babies" and "psychic powers" is pretty much the common experience for them. They also don't really interact all that much or have much in common besides the psychic thing. Visionary very much wants all the best for Muse, but knows that being around isn't the best thing for her.
- Do Muse and Rockstar fight crime in heels? Isn't that uncomfortable/dangerous? Muse doesn't do a lot of the running/jumping style of heroics, and Rockstar wears the sorts of shoes she would wear on stage (and has the whole rock protection thing going on in the first place). Adam takes issue with the idea that heels are always going to interfere with movement - look at dancers who can move just fine in heels.
- What prompted Muse to join a hero team (is she making up for things, was she involved in the OblivAeon fight and got a taste for it, etc.)? Does she deal with a lot of distrust or were the details of the Dreamer event not well known? There were some heroes that knew what really was going on, but the world at large has no idea what was behind the nightmarish events in Ravenwood. She became a hero because she always wanted to do something good with her powers (with Visionary as a role-model), but she didn't have a home any more and the Sentinels of Freedom welcomed her in.
- Muse looks a lot different than expected; is she eternally grumpy or was the picture we were given just of her on a bad day? She's not grumpy, but she is very serious and tends to concentrate on things (plus has a resting face that just looks kind of grumpy, that's not her fault, though). She's not mean.
- How much control does Muse have on her powers? An okay amount of control, but also an extremely high fear of losing control and so she tends to be vigilant about them. Sometimes her powers key off of fear, though (her own or others) and so sometimes that can backfire.
- Why is Muse's outfit so creepy? She likes to prey on people's fears (although she boosts her friends' morale). It's also brightly colored, so it's not really meant to be scary.
- The heroes lose if The Dreamer is destroyed or removed from the game.
- If Haka has projection cards under Savage Mana, and he destroys them to use the power, the projection cards go to the villain trash because cards under Savage Mana have no keywords.
Oversized card misprint
- The original printing of The Dreamer’s oversized card has incorrect text for her end-of-turn effect. The text on the normal-sized card (and the reprint of the Oversized card) is correct: At the end of the villain turn, the dreamer deals each non villain target (H) - 2 psychic damage. Then, play the top (H) - 2 cards of the villain deck. Proper Damage Dealt By Flipped Dreamer
Comic Books: Muse
Small note: Items that are in bullets are from the Podcasts, so their form may not make sense, or feel like they are missing a part - its probably on another tab
Spoilers May Be Ahead - SCU and Miststorm Universe Tabs may contain spoilers for future products.
When Vanessa Long transported herself backwards in time, her first goal was to save the not-yet-born version of herself. She managed to get her parents out of the clutches of Project Cocoon and kept an eye on the family. When Vanessa Long was born, The Visionary was relieved that it was without an explosion of psychic energy, and that the baby seemed to be normal in all ways.
Six years have passed, and The Visionary has kept an eye on the Long family, but with no signs of complications, the family seems to be out of harm's way. Until one day, when the young Vanessa Long's latent powers manifested very dangerously.
The young girl's thoughts manifested themselves as physical creatures, and the shock of her new awareness of the world shut down her body, leaving Vanessa into a coma.
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)
- The Dreamer/Muse isn't even that notable here - she's a bit of a side character, but doesn't really do much.
This information is from the Sentinel Comics Universe, one of two branching universes. Products in this timeline are: Sentinel Comics RPG.
- The young Vanessa is also around a bunch here as a member of Daybreak operating under the hero name of Muse (whose powers also have manifested differently - hers are much more focused on Projections and on seeing what's in people's minds and realizing them - manifesting your greatest aspirations or fears as appropriate).
- For more on her story go listen to the Visionary episode again. This reality's Vanessa Long was taken by Project Cocoon just after her birth, Visionary shows up from her reality, busts up the PC facility, frees Vanessa and returns her to her parents (who had been told she'd died at birth). She grew up in Ravenwood on the outskirts of Rook City with a relatively normal childhood until around her 6th birthday, at which point her powers manifested and she fell into a coma and the Dreamer event takes place with the heroes eventually prevailing and Visionary once again returning Vanessa to her family.
- In the immediate aftermath, her parents are now afraid of her (as well as for her) and this causes them to have trouble being good parents. Meanwhile, this is the era when Dark Visionary is in charge, but is still masquerading as a good guy. Despite the Dark personality, she still cares about Vanessa as a version of herself and wants to prevent her being placed in another testing facility of some sort. To prevent this, she puts mental blocks on the parents, making them forget all about the Dreamer events and the fear that goes with that - so while the whole town is aware of all the weird stuff that happened, nobody knows what the source was.
- Vanessa grows up fairly normally from here. She's aware of her powers, but is afraid to use them (and remains unaware of what Dark Visionary did to her parents and so figures her parents not mentioning her powers is just them being nice/discreet about it).
- In middle school she starts trying to explore her powers a bit - reading surface thoughts of others, introspection of her own mind, etc. The trick that she finds that she's best at is "listening" to others' thoughts and emotions and adjusting the intensity of them. Her sub-archetype within "psychic" tends to be swing more towards empathy than Visionary.
- Anyway, while she's not using this power to poke around in people's heads for their secrets, she can let it run in the background while just listening to people talk. Eventually she's around her parents as they discuss that weird nightmare demon thing from years ago and she realizes that they don't know about her and she can feel the "wall" in their minds that is preventing them from knowing. She figures that this mental block can't be a good thing and so she reaches into their minds and removes it, at which point her parents become very afraid of her, realizing that something had been done to them and that they can't even trust their own thoughts anymore.
- She decides to leave her parents in order to give them some peace. Her parents move as well, the house itself being a reminder of the Dreamer events, so when they move Vanessa simply goes somewhere else rather than coming with them - we're post-OblivAeon now and she chooses to go to Megalopolis and Freedom Plaza where her situation is essentially one of a "super boarding school".
This information is from the Sentinel Comics Universe, one of two branching universes. Products in this timeline are: Sentinel Comics RPG.
So, Brandon Bradley is doing his Momentum Courier Services thing in Megalopolis and has managed to get things well established (sending money home, etc.). One day he decides that he needs to step up his game and finally goes to Freedom Plaza to see what they can teach him. While he's on the way there, he gets attacks by this giant bug man (like, 6-7 feet tall and made of bugs rather than being one giant bug). It's noticed that Brandon is "made of the stuff" that kept it prisoner for so long.
As the fight goes on against the bug creature, other heroes (young heroes) start showing up to help (a girl with crystal/rock fists, some robot-looking guy, a girl who seems to give him more confidence with a touch, and some weird girl who's blasting the thing with blue energy, but doesn't really look like she knows what she's doing). These heroes weren't working together, they just came together in this situation - they're not doing particularly well against the bug monster, Myriad [mentioned in a few places in previous episodes], but they're doing their best to work together and come up with tactics to use against it. Eventually some energy beams hit Myriad from the sky, at which point the bugs all fly off and disperse.
This is Legacy (Felicia at this point, remember), who flies down and says that they were doing well for some kids who were getting their butts kicked. See you in class on Monday. The new arrivals seem to know what's up, but Brandon is confused as to what just happened. Legacy flies off but the others stick around - the conversation revolving around them thinking that he was already a student and he explains that he was on his way, figuring that he'd get in. "Looks like you just did." Usually Freedom Plaza will assign the newbies to a team to work together. These four had not yet been so assigned, they just happened to come across the fight. Legacy saw them working together well and had wanted to have a group to train, and so Daybreak is formed.
As Described in The Letters Page Episode #74
See The Visionary for more related information