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Adversaries 2 (Supers)

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    Adversaries #2

    Featuring Moodswing

    Written by Gerry SaraccoArt by Joe Singleton & Adam Dickstein

    Moodswing original design by Dan Houser

    Adversaries Logo by Juan Paolo Mananita

    This product uses, SUPERS! The Comic Book Role Playing

    Game, By HAZARD Studio Ltd. The game is available atwww.hazardstudio.net. SUPERS! The Comic Book Role Play-

    ing Game and all associated logos and marks are copyright

    Walt Robillard and Andrew Collas. Used with permission.

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    Moodswing

    Real Name: Dr. Jennifer Winters

    Resistances:

    Composure: 3D

    Fortitude: 2D

    Reaction: 2D

    Will: 4D

    Aptitudes:

    Academia: 2D

    Awareness: 3D (Detect Lies 4D)

    Medical: 3D (Psychology 4D)

    Presence 3D (Manipulation 4D)

    Everything Else: 1D

    Powers:

    Emo-Helm

    Emotion Control: 5D

    (Boost: Area Effect 4D, Complication: Device)

    Mental Shield: 3D

    (Complication: Device)

    Telepathy: 2D

    (Complication: Device

    Advantages/Disadvantages:

    Attractive: 2D

    Occupation: (Psychologist): 2DMental Hindrance (Overconfidence, Minor) -1D

    Social Disadvantage (Disreputable,Minor) -1D

    Cost Resistances 7D + Aptitudes 10D + Powers11D + Advantages 4D - Disadvantages 2D = 30D

    Background

    Dr. Jennifer Winters was a criminal psychologiconsulting with the local police. While effectivat her job, she had this aloofness that set heapart from her peers. She had this air confidence and superiority that made mo

    detectives dislike her, even if the results of hework closed cases.

    One day she was brought in after a locsuperhero team captured Professor Emo, villain who used a helmet that allowed him manipulate other peoples emotions. Whiinterviewing him, she realized the professor waa Kindred spirit. Emo told her how he enjoyemanipulating people with his emo-helm. Insteaof being repulsed by this, she became intrigue

    at the thought of being able to control the feelinof others. Using her own powers of persuasioshe was able to get him to open up to her, angive her details on how this device worked.

    For days afterward, she kept thinking aboEmo's words. Finally giving into temptation, shsnuck into the property room, and donned themo-helm. The rush of power she felt wa

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    overwhelming. This was what she was missingfrom her life! No more would she be someoneelse's lackey! Taking the name Moodswing, shedesigned a costume to go along with theemo-helm, and started committing variouscrimes.

    At first, no one connected her to the crimes, asshe was able to keep any images of her frombeing found at the scene of her crimes. Thenone day a bystander filmed her on their cellphone, and the video ended up online. It didnttake the police long to figure out she was theone who stole Emos helmet, and was using itto commit crimes.

    Caught off guard, she was almost captured.She was barely able to escape by turning some

    of the officers who came to arrest her againsteach other, which allowed her to flee during theconfusion.

    Now on the run, she continues to use the helmetto manipulate people for her own twistedpurposes. Every time she does, the moreconfident she grows. Soon, she will make thempay for exposing her!

    Powers and Tactics

    Moodswing likes to manipulate people. Onemoment she will use her powers to get a bankmanager to give open his vault for her, the nextshes inciting a riot at a peaceful demonstration.She acts based more on whimsy than anyspecific plans. As long as she can twist peoplesemotions to satisfy her, she will. This makes herboth unpredictable and dangerous at the sametime.

    Not being a trained fighter, she prefersoperating from a distance. She abhors physicalcombat, and tries to avoid it as much aspossible. She has no problems causing othersto get into physical confrontations, but will onlydo so as a last resort.

    Using Moodswing

    Because she commits a wide variety of crimes,Moodswing can be used in many ways. Shecould be involved in anything from a simple bankrobbery to starting a riot at a soccer game. It

    depends on her mood. This gives the Judge a lotof flexibility in here appearances.

    Eventually, she will start settling on a pattern,especially if when she needs a steady flow ofincome. She will likely coerce or recruit criminalsto assist her. She might even hire out herservices to villainous organizations, or even joina villain team. These will always be short term,as she prefers being the one in control.

    As time goes by, she will start to unlock new ways

    of using the Emo-Helm to cause havoc. As shegrows in power so will her overconfidence andreputation. When that happens, she will likelystart planning revenge against any heroes whohave thwarted her in the past. Shell recruit agroup of villains to help her, and come gunningfor the heroes. They will quickly learn she hasbecome a force to reckon with, and they will haveto strive even harder to stop her.

    Moodswing 2.0

    For an enhanced Moodswing, her power levelgets a significant boost as she develops newpowers, increases her Resistances, and gainsnew specialties. A revised write up appears onthe following page:

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    Resistances:

    composure 4D

    Fortitude 2D

    Reaction 3D

    Will 5D

    Aptitudes:

    Awareness 3D

    Medical 3D (Psychology 4D)

    Presence 3D (Manipulation 5D, Seduction 4D)

    Everyhing Else 1D

    Powers:

    Emo-Helm

    Emotion Control 6D (Boost: Area Effect 5D,

    Complication: Device)

    Emotional Agony:Mental Blast 3D (Boost:Persistent Damage 2D, Complication: Device)

    Emotional Catatonia: Mental Paralysis 4D(Area Effect 3D, Complication: Device)

    Mental Shield 3D (Complication: Device)

    Advantages/Disadvantages:

    Attractive 2D

    Occupation (Psychologist) 2D

    Mental Hindrance (Overconfidence, Major) -2D

    Social Hindrance (Disreputable, Major) -2D

    Resistances 10D + Aptitudes 10D + Powers22D +

    Advantages 4D - Disadvantages 4D = 42D

    As you can see, the upgrades make her a muchmore formidable opponent. Put her in charge of ateam of villains, and your heroes will be in someserious trouble!

    Story Seed:

    Moodswing recently met another villain namedSpectrum. Shes been using her emotion control onhim repeatedly, making him believe he loves herShe has him to the point he would do anything forher, so she convinces him to attack an armored caron a cash pick up at the local bank. She expectshim to get captured, as hes simply a diversion tokeep the heroes occupied. While they are busyfighting him, she is going to steal a large quantity ofdiamonds coming in from Africa.

    Spectrum has a simple plan for taking out thearmored car; he will create a horde of hard lighduplicates, and swarm the car, hitting it with lightblasts from multiple angles. Once the duplicatesbreak into the back of the vehicle, they will grabbags of cash and fly off, while he keeps watch fromnearby. If any heroes intervene, he will have halfhis duplicates engage them, while the rest continueto rob the armored car. While they are distracted byhis duplicates, he will attack them from behind withlight blasts, switching to his Photonic Blast if any

    turn to face him.Meanwhile, Moodswing and a small group of sixhenchmen are robbing a diamond exchange tha

    just received a large shipment of diamonds fromAfrica. Its a far bigger haul than the armored carhas, which is why she is using Spectrum as a verypublic diversion. He thugs are armed with bodyarmor and blasters, so they can better handle anypolice that may show up. If all goes according to herplan, her group will get in, grab the shipment andget out in minutes, before Spectrum is finished with

    the armored car heist.

    If Spectrum should somehow succeed, shell thankhim, and split the money (as he believes he lovesher, he has no problem giving her half), but not telhim about the diamonds. Shell then use him as adistraction the next time she plans a major crime.

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    Spectrum

    Real Name: Jordan Whittaker

    Resistances:

    Composure: 2D

    Fortitude: 2D

    Reaction: 3D

    Will: 2D

    Aptitudes:

    Awareness: 2D

    Streetwise: 2D (New York 3D, Philadelphia 3D)

    Everything Else: 1D

    Powers:

    Energy Control (Light): 4D (Boost: Area Effect2D, Complication: Conditional [Only works indaylight])

    Flight: 2D (Complication: Conditional [Onlyworks in daylight])

    Hard Light Duplicates: Duplicate Self: 6D(Boost: Telepathic Link, Complication:

    Conditional [Only works in daylight])

    Photonic Blast:

    Physical Paralysis: 3D (Boost: Area Effect 2D,Complication: Conditional [Only works indaylight])

    Advantages/Disadvantages:

    Attractive 2D

    Mental Hindrance (Vain, minor) 1D

    Social Hndrance (Disreputable, minor) 1D

    Resistances 5D + Aptitudes 4D + Powers 16D+ Advantages 2D - Disadvantages -2D = 25D

    Background

    Jordan Whittaker was a small time thug in NewYork. He was usually a lookout for petty crimes,earning a modest cut.

    One day his gang decided to reach higher, so hegot a job as a cleaner in a research facility. Helearned the ins and outs of the place, all inpreparation for his gang robbing the place.

    The night of the robbery, the gang wasinterrupted by the hero Glare, Jordan grabbed aprototype of some kind of weapon. Just as hewas charging it up, Glare hit the weapon with oneof his laser beams, and the energy pack

    exploded, sending a surge of energy through hisbody. Wracked with pain, Jordan screamed, anda burst of multi-colored light emanated from hisbody, catching Glare off guard long enough forhim to escape.

    After fleeing, he found himself unable to duplicatewhat happened until the next day. Realizing hispowers didnt work at night, he started to test his

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    new abilities, learning the limits of his powers.Once he felt confident enough using hispowers, he designed a costume, and namedhimself Spectrum. Now he was ready to takeon the world, and more importantly, take whathe felt the world owed him!

    Powers and Tactics

    Spectrum is able to manipulate light energy invarious ways. The color of the light varies onhow he uses it. When he fires light blasts, theyare red, when he creates a protective field oflight, its blue, and when he flies, he has amulti-colored trail behind him.

    He also developed a Photonic Blast, whichsends a special burst of light at opponents that

    temporarily paralyzes them. His most effectivepower is the ability to create hard lightduplicates of himself, which can mimic hispowers (except making more duplicates). Hetypically creates a horde of them (he canmake up to 36 mook duplicates (6 groups of6 duplicates), and have them swarm hisopponents.

    Since he is well aware his powers cease whendaylight ends, he plans his crimes to give himenough time to fight his way out and escape

    before his powers stop working for the day. Ifhe can be caught out when daylight ends, hispowers cease, making him easy to apprehend.

    Spectrum Duplicates (Mooks): 6D(Qualities: Energy Control [Light], Flight,Physical Paralysis)

    Moodswing's Thugs: Henchmen 3D(Quality: Armor)


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