INDEX
DETAILS
7 Sins
7 SINS SCENARIO
Captain Marvel, aided by Enchantress channelling the power
of Earth's magic users battles the Spectre after the destruction
of the rock of eternity. The Phantom Stranger calls upon heroes
to find and capture the 7 Deadly sins.
The teams must be heroes.
The following characters may not be used, any of the 7 SINS,
Captain Marvel (Shazam, not Mary Marvel), Spectre or Enchantress.
The 7 SINS
Lust Poison Ivy
Male figures suffer an automatic Incap attack if they become adjacent.
Gluttony Blob
May make a special attack at -2 (figure with Willpower are immune)
If successful the figure MUST do everything it can to attack the
highest point figure on the map controlled by a NON-SIN Player.
This persists until another figure is successfully targeted.
Greed Deathstroke
May make a special attack at -2 (figure with Willpower are immune)
If successful the figure MUST collect all the Jars. This persists
until another figure is successfully targeted.
Sloth Mojo
Adjacent figures may not push
Anger Azrail
Any figure that attacks this figure may suffer an immediate
retaliation (5 or 6 rolled by SINS Player), with +2 Attack and
+1 Damage. Further attacks against the figure have +1 to attack
and Damage.
Envy Loki
Figures have -1 to all 5 stats when targeting this figure, any
powers used on this figure automatically fail on a 5 or 6 (rolled
by SINS Player) as this figure is too good to touch, it's the best.
Pride Doc Doom
Any character attacking this figure may not benefit from any powers,
feats or team abilities of any other figure; they MUST perform the
attack unaided.
Each team has a special jar that will capture a K.O'ed SIN. As
an action, the figure carrying the jar may pass it to another figure.
If the figure carrying the jar is K.O'ed it is dropped. Any figure
from any team may pickup a jar, so you can stab your fellow heroes
in the back and nick their jars. A character may only carry a single
Jar at a time, cannot carry any other objects and may not be carried.
If a Jar is dropped adjacent to an uncaptured SIN, the captured SIN
is released at full health.
To capture a SIN, the SIN must be K.O.'ed. The Jar carrier then can
capture the SIN by being given a power action when adjacent. If a SIN
is K.O.'ed, but no Jar carrier is adjacent there is a chance the SIN
will pass to any adjacent characters. At the end of the players turn,
the SIN rolls an attack using the attack value of its final click. If
it hits the character is possessed by the SIN and control passes to
the SIN player. It can attack each adjacent player once per turn.
Once possessed a character may be freed after a successful mind
control attack specially for the purpose of freeing the character.
If a possessed character is freed, the SIN will travel to the nearest
character and attempt and attack using the attack value of the freed
character, moving from figure to figure until it has possessed a figure,
or been captured in a jar. If an empty Jar is closest, it is
automatically captured.
Once a SIN has been captured it must be taken into the teams starting
area and the figure must be given a power action to imprison it. The
jar is removed from the figure and a new empty jar is provided by the
phantom stranger. Each Jar so collected scores 5 points.
The SIN Player
The 7 SINS are controlled by the SIN player. After each player has
a turn, the SIN player gets a Turn (player1, SIN Player, Player 2,
SIN Player, etc).
The SIN player cannot score victory points, but can get satisfaction
from crushing his fellow players with the Spectre.
The Spectre
(Normal scenario rule apply except where contradicted here). All
spectre actions are controlled by the SIN player.
The Spectre is not unaware of the hero's actions; he will attempt
to hinder the heroes as much as possible. After each player has had a
turn, the spectre has a turn, automatically generating 1 angry spirit
and moving the spirit dial D6 clicks, heals each SIN character 1 click
and SIN Player rolls and consults the following table
- The Spectre turns his attention fully on the heroes, he may act normal for this turn
- Captain Marvel is keeping the spectre distracted, the spectre may act, but his damage value is halved.
- Collateral damage, all figure within 2D6 squares take 1 point of unavoidable damage from the mystical energy unleashed
- Captain Marvel keeps the spectre occupied for this turn, but unleashes an extra angry spirit
- Captain Marvel keeps the spectre occupied for this turn
- Captain Marvel keeps the spectre occupied for this turn, and inflicts 1 point of damage
Players may attack the spectre, scoring a point for each successful attack, but suffering a retaliation attack.
If the spectre is K.O'ed the game immediate ends.