Marvel Saga Basic Rules

March 12, 2018 | Author: Kevin Mayz | Category: Playing Cards, Magician (Fantasy), Marvel Comics Characters, Hero, Superheroes
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Marvel Saga Basic Rules ABILITIES: Abilities help a hero resolve actions. There are 4 abilities: Strength, Agility, Intellect, and Willpower and each of these abilities has a score between 0-30 (0 being the lowest. Many heroes don't have scores over 10). A hero’s score stays the same throughout the game unless something happens to permanently change the hero. Ability codes show how efficient the hero is with his ability. Codes include a, b, c, d, and x. A score of a would mean your hero is highly efficient while a skill of x means he isn't very good at all. Highly trained heroes may have a few a's while average heroes may have more c's. The ability codes tell you how many skills your hero has. Here's a run down of the four abilities. Strength represents someone's physical might, stamina, and muscular development. It shows how much damage they can do when they hit something and how much they can lift. Strength is used to resolve attacks with close combat weapons. It is also used to determine how resilient a character is against poison, fatigue, and disease. Agility represents the speed of a character's reflexes and degree of flexibility, along with his speed and dexterity. Characters with high agility will be more successful at dodging things, climbing walls, or landing on his feet. Intellect represents the ability reason out of situations, solve problems, or analyze issues. Characters with higher intellects will have more of a chance of figuring out alien technology and languages, spotting clues, and anticipating his opponent's next move. Willpower represents a character's emotional strength, force of personality, and mental resilience. It also helps to determine the character's defense against mind or soul attacks.

Edge and Hand Size: Edge represents a hero's ability to find quick answers to strange situations. It shows how much of an edge he has in the game. Hand Size measures the hero's ability to take damage and tells you how many cards from the Fate Deck you’re allowed to hold during the game. The more experienced the hero is, the more cards he'll have and the more decisions he'll be able to make with them. Health is used by the GameMaster to keep track of his character's health points.

Skills: Skills are areas of expertise or learned talents. When you come across an obstacle where a listed skill might be useful, you may beable to lower the action's difficulty by using the skill.

Powers and Equipment: Powers and equipment have scores, just like abilities, ranging from 0-30. A 5 intensity energy blast power does as much damage as a 5 strength. Sometimes, a power may have a stunt or a limit. A stunt is a highly specialized task or a performed trick using the power. Usually they are difficult actions that the character has spent time practicing on. Sometimes a desperate hero will invent a new stunt to save himself. Limits are restrictions on the use of the power. Calling: Callings tell you your character's motivation and why he became a hero or villain in the first place. Sometimes, a situation will pop up that will tug on the character's calling and you must answer the call or face a penalty from the GamesMaster. It aides in role-playing. Hindrances: A hindrance causes trouble or grief for the hero. It can include addiction, monstrous appearance, unluckiness, or handicapped.

THE ACTION: Getting Started: Each character rolls for his hand, making sure he gets as many cards as his hand size allows. The GM (from now on the GamesMaster will be the GM) draws no cards. The GM opens up with a scene and situation description and the players decide what they'd like to do. Normally, the GM will automatically allow simple actions to be performed. When your hero tries to do something risky, or something that has a major impact on the story, the GM will tell you to perform the action. An action is when you use the cards in your hand to determine the success or failure of your hero. The Fate Chart: We'll be using dice and a Fate Chart instead of a Fate Deck. I'll still refer to cards, hands and the deck later though. There are 7 important things on the Fate Deck chart. The roll number shows which card you get after rolling the dice. The Character gives the GM a cameo character to use if he wants one. The Value shows the intensity of the card and the Suit shows whether it's strength, agility etc. or not. Aura's help the GM make simple decisions. Events help the GM turn the story into a different direction and Calling shows which type of character is moved by the event. When a player rolls on the chart, he is rolling for Value and Suit only. Those are the only things he should be concerned with for his hand. Play an Action: The main thing to remember for playing a SAGA game is: You play a card from

your hand and add it's value to a number on your hero sheet. That's the main rule for the game. Action Checklist: 1) Declare an Action: Tell the GM your action and he'll decide what ability is involved. You will use that ability (or power) as your action ability. The way you describe your action can influence the GM's decision on what ability is appropriate. 2) Action Difficulty: After you declare your action, the GM will figure out its difficulty. See the GM reference page for the difficulty chart. If the character has a skill that will be helpful in performing this action, the GM lowers the difficulty by one level. If he has a skill that is underlined, it's a World Class Skill. He gets the normal difficulty reduction plus an auto trump bonus (we'll talk about this later). Also, using a power is normally considered an easy action while performing a stunt is considered average or more. 3) Play a Card: Now you need to estimate the difficulty (the GM doesn't have to tell you) and play your cards. Choose one card and add it to your ability score. This will be the hero's action score. If the total is equal to or greater then the difficulty level, the hero succeeds. If it is lower, he fails. Afterwards, reroll to replace the card you played. 4) Afterwards: After this action is resolved, the GM will go to the next action.

Trumps: Each ability is linked to a suit in the Fate Deck. If the card you play from your hand is the same suit as the ability chosen for the action by the GM, you get a trump bonus. Roll on the Fate Deck and add the resulting card to your action score. If the new card is of the same suit, you may roll again and ad the next card to your score. You may do this as many times as you want as long as you always get a card with the same suit as the action ability. You don't have to take the trump if you don't want to.

Edge: If the card you played is equal to or lower then your character's edge, you can play another card from your hand. You can continue doing this until you play a card that has a higher value then the hero's edge or you run out of cards. You can still go for trump as long as the last card you played was of the same suit as the action ability.

Pushing to the Limit: In dire situations, you can raise one ability score by playing a card from your hand and adding the value to the score for that action. You won't be able to redraw that card though. This represents a limits push that causes exhaustion or wounds.

THE OPPOSED ACTION: Getting Started: When you declare an action that will be opposed, the GM figures out the difficulty level. The difficulty level will be exactly the same if the action were not opposed. The GM then adds the opposition score to the difficulty score. If the Thing got into a wrestling match it would be easy difficulty (4). If he's fighting Annihilus it would be a lot more difficult. Wrestling is a strength action and Annihilus has 16 strength. The 16 + the 4 would make 20. Thing would have to resolve a 20 difficulty action.

The GM Card: There's always something out there working against the hero. To represent this, before an opposed action, the GM rolls on the Fate Deck and calls the value of the card. The value will be added to the action's difficulty. If the GM got a 6 of strength and added it to the previous action, the Thing would have to overcome a 26 difficulty action.

The Doom Bank: Every time a player plays a Doom card it could come back to haunt them. All played Doom cards go into the GM's Doom Bank. The GM can use one, some, or all of these cards to cause a hero to fail an action.

Hero vs. Hero: If you fight a hero controlled by the GM, it is resolved normally. If you fight another player's character it's slightly different. The GM figures out a difficulty score and decides which character is the active character, the one who attacked first or has the highest agility. Now the GM can suit back and watch. The active player plays cards (trump and edge rules apply) to create an action score. The score is increased by the GM's difficulty score and it's up to the opposing character to play his card and use edge and trump to get a value equal or greater then the active player. If the contest continues, the active player becomes the opposing player for the next round of battle.

Aura Readings: Sometimes, the GM can't judge whether or not a character will succeed. Will Spider-Man be able to swing across Manhattan in five minutes? Can Luke Cage keep the car from going over the bridge? If the GM is uncertain on the outcome of the action he can roll on the Fate Deck chart and take an aura reading. If the aura is positive, the action succeeds. If it is negative, it fails. If it is neutral, there's a stalemate and the player must decide to attempt another action or hold out a little longer.

IT'S CLOBBERIN' TIME: The Exchange: Fighting is like any other action. A fight is broken down into a number of exchanges. Each exchange, one of the characters attempts an action. An exchange is broken down into five steps: 1) Opening Moves: First, the GM draws his card to add to the action's difficulty rating. The GM will use the same card for all the actions that require a card for the entire exchange. On the next exchange, the GM draws a new card. Recovery: Also, when the GM draws his card, he uses the aura to decide if there's any recovery going on. If the aura is positive, all characters that were injured this fight draw a card (hero characters controlled by the GM will add the value of the GM card to their health). If it's negative aura, the GM is allowed to add the GM card's value to all villains injured this battle. No one gains health on a neutral reading. Surprise: Any hero who is unaware of an attack must make an average intellect action. The GM uses the ability of the foe with the lowest agility as the difficulty score. Heroes who see the attack may attack normally this exchange. Heroes that are surprised may not attack until next exchange. If the hero is trying to catch the villain by surprise, the hero who has the lowest agility makes the action. The GM uses the villain with the highest intellect score as the difficulty score. 2) Actions: In this step, any character that isn't unconscious or surprised may perform one action. Players can discuss strategy but cannot spend to long or they may lose their action. Then, the GM goes around the table asking for actions, deciding whether or not they count as one action. Players should keep their action description brief. Then, the player and GM resolve the actions like discussed earlier. Aiming: If your character uses guns or other weapons that require aiming, you can choose to aim. It takes a full turn to aim and you cannot be disturbed or change targets while doing so. The bonus for aiming is that hitting your target is one level of difficulty less. Distances: Sometimes distances will come into play. There are three distances in this game. Striking distance which is toe to toe, fist fight type distance (firing weapons get one difficulty harder at this distance). Firing distance which is where you cannot reach your opponent for a brawl but you can throw or shoot at him effectively. Visual distance is pretty much self explanatory. Mental powers and some weapons work at visual distances. You can close the gap between distances in one exchange by using an easy agility action. Pile-Ons: If heroes decide to attack the same target, add +1 to their score for the action. The bonus counts towards damage too. The target can attack all the pile-on characters in one attack but he is -1 to his attack for each hero participating in the pile-on. Duration: Sometimes the GM needs to keep time. If an action will not take effect for a time, the GM's next positive aura draw will trigger the action (time bomb, time released poison). If the hero is using something that has a limited duration, the effect lasts until the GM's next negative draw. 3) Counter Actions: Now is the time for the villain’s to attack. Resolve the villain’s actions as normal by declaring the hero's counter action and playing cards to see if it succeeds or fails.

Hero vs. Hero: This is the same as above except there are no counter actions. The heroes just take turns slugging it out. The more intelligent hero gets to hear the other hero’s action before committing to his own action. Always declare actions in order of intellect. The lowest intellect declares first, then the second lowest. GM is responsible for breaking ties. After hearing another person declare, a player can decide to make his action contingent (see step 5). Then resolve actions normally. 4) Results: By this step, everyone in the fight has had the chance to attempt one action. When a painful attack hits, you need to deal with wounds. Inflicting Wounds: Take your total action score and subtract your opponent's defense score (strength rating for physical or energy attacks, willpower for mental or magical attacks) from it. This tells you how many wounds you inflicted. When the character's health drops to 0, he is knocked unconscious. He may wake up when the GM plays the GM card for recovery at the beginning of the next exchange. Taking Wounds: Take the opponent's relevant ability score or power intensity, add any modifiers from pile-ons etc., then add the GM card value and any Doom cards played by the DM. From that total, subtract your hero's strength intensity (for physical or energy attacks) or his willpower (for mental and magic attacks). That's the number of wounds inflicted on your hero. You must give up from your hand cards of a total value equal or greater then the number of wounds your hero took. Do not draw to refill your hand. Your diminished hand represents how hurt your hero is. When you no longer have cards in your hand, your hero is knocked out. If the hero is hit again wile unconscious, he goes comatose. The GM decides when he will recover. Weapons and Armor: A character's weapon bonus adds to the damage only. Armor bonuses protect from a number of wounds inflicted equal to the bonus. Collateral Damage: The GM can decide whether a character takes damage from being knocked through buildings, slammed into concrete, or bounced off of trees. If you want to try and knock somebody through a while, include it in your declaration. 5) Closing Moves: Unresolved Actions: This is the time to figure out contingent actions. Sometimes a spell will take effect (the casting was the hero's action). If the mage is a dabbler magician (noted on the character's sheet as a limit), he must draw a card. If the card value is greater then the mage's Magic intensity, the spell fizzles. If the higher intellect character decided to make a contingent action based on what he heard from the other players during a hero vs. hero fight, he may make that action now. Fight or Flight: The GM may decide now to have his villains surrender or flee. If they flee, the hero's can chase them using the Distance rules. If they surrender, the battle is won unless the hero's decide to continue fighting. Afterwards, the players can decide what they want to do. The rules are the same for fleeing and surrendering. If one side or both wants to keep fighting, start again at step one. After the Fight: After the fights over, the heroes may fill their hand up again to the number that they had at the beginning of the fight (unless a wound was serious; comatose characters need extra care. They may need to be taken out of the game or have a character

with the medical skill perform an action to get them up and moving again). If the villains win, it's up to the GM what to do next. It's now time to describe the new situation.

NARRATING: The job of the GM is to describe the situation, interpret the effects of card play, and judge what occurs. In the regular Marvel SAGA game there's limits toe the GM's powers. Here, there aren't many other then the results of actions by cardplay. Whatever the GM says goes. Narrating Tips: Keep up the pace. Not everything goes the hero's way. Not everything goes the villain’s way. Reward the heroes for roleplaying. Actions should trigger good roleplaying. Your not here to destroy the heroes. Your here to have fun and help the other players have fun. Actions: When designing actions for your players think of these things. What ability makes sense? Will this challenge the heroes? Is it in their league? Will powers help? How hard would it be for a normal human to perform this action? Who, if anyone, opposes the attempt? What ability do they oppose with? Use the ability that makes the most sense in the situation. Stay consistent but don't be afraid to mix it up every so often. If you can't decide what ability the action will use, draw a card and use the suit as the ability for the action. Difficulty: Keep your difficulty ratings secret. Here's descriptions of different difficulty settings to help you decide which to choose for a certain action: Automatic (0) - Actions that don't usually need resolved. Sometimes, if there's opposition, the GM may decide the player must resolve an automatic action. (Dialing a phone number, changing costume). Easy (4) - If it's an almost sure bet the hero will succeed, it's an easy action. (Catching a football, lifting a crate). Average (8) - Average actions can be accomplished by most superheroes. Normal people may find them difficult (landing after a 10 ft drop, finding a store in Manhattan with a street map). Challenging (12) - These actions give most heroes pause, but most heroes can do them easily. (Cracking a code, hitting a bull’s-eye at 50 paces). Daunting (16) - Normal folks won't try daunting actions unless their lives depend on it and sometimes heroes won't succeed at them. (Grabbing a flagpole and swinging onto a rooftop, designing a super-gun). Desperate (20) - Desperate actions test even the strongest superheroes. The maximum peak of humanity can only accomplish these feats once in a blue moon. (Lifting a Buick, resisting knock out gas) Superhuman (24) - Superhuman actions cannot be performed by normal humans. Heroes must be beyond human to succeed here. (Lifting a truck, dodging lightening). Unfathomable (28) - Superheroes can achieve these occasionally, and when they

do, it's big news. (Holding a collapsed building, memorizing the OED). Cosmic (32) - Even Thor pauses at a cosmic task. These actions are usually left for beings like Galactus. (making an ultimate nullifier, ignoring Galactus-level hunger). Godlike (36) - These are the actions of gods and sometimes they even think twice before attempting them. (Seeing through the illusions of the Shaper of Worlds, holding up a mountain). Impossible (40) - Nobody can do impossible actions but sometimes you just never know. (Breaking Captain America's Shield, hauling Manhattan back to its rightful place).

Action Difficulty Chart: Difficulty Automatic Easy Average Challenging Daunting Desperate

Rating 0 4 8 12 16 20

Difficulty Superhuman Unfathomable Cosmic Godlike Impossible

Rating 24 28 32 36 40

Material Strengths: Material strengths are up to you but here's a little chart to help you out: Strength 0 1 2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20 21-25 26-30

Examples paper, flesh balsa wood, glass wood, cloth gold, leather, hard rubber lead, silver, bone, hard plastic bronze, fiberglass, rock, Kevlar diamond, iron, concrete reinforced concrete, steel advanced steel alloys titanium alloys Wakandan Vibranium Adamantium, magical metal Adamantium-Vibranium alloy Uru, Silver Surfer's board

Weight equal to: a roller skate a skateboard a bicycle a kayak a moped a motorcycle a car a luxury car a mini van a truck a yacht a jet plane an oil tanker a freeway

Fate Deck: Chart 1 for Players and the Narrator Roll

Value

Suit

Aura

Roll

Value

Suit

Aura

Roll

Value

Suit

Aura

Roll

Value

Suit

Aura

1.

1

Str

n

26.

4

Agi

+

51.

5

Int

+

76.

6

Wpo

+

2.

2

Str

+

27.

4

Agi

-

52.

5

Int

n

77.

6

Wpo

n

3.

3

Str

-

28.

4

Agi

+

53.

5

Int

n

78.

6

Wpo

-

4.

3

Str

n

29.

4

Agi

n

54.

5

Int

n

79.

6

Wpo

-

5.

4

Str

n

30.

5

Agi

-

55.

6

Int

n

80.

7

Wpo

n

6.

4

Str

+

31.

5

Agi

n

56.

6

Int

-

81.

7

Wpo

-

7.

4

Str

n

32.

5

Agi

n

57.

6

Int

n

82.

7

Wpo

n

8.

4

Str

n

33.

5

Agi

+

58.

6

Int

-

83.

8

Wpo

+

9.

5

Str

n

34.

6

Agi

n

59.

7

Int

+

84.

9

Wpo

n

10.

5

Str

-

35.

6

Agi

n

60.

7

Int

n

85.

1

Doom

-

11.

5

Str

n

36.

6

Agi

-

61.

7

Int

n

86.

2

Doom

-

12.

5

Str

-

37.

6

Agi

-

62.

8

Int

-

87.

3

Doom

+

13.

6

Str

-

38.

7

Agi

+

63.

9

Int

+

88.

3

Doom

-

14.

6

Str

+

39.

7

Agi

n

64.

1

Wpo

+

89.

4

Doom

+

15.

6

Str

n

40.

7

Agi

+

65.

2

Wpo

-

90.

4

Doom

-

16.

6

Str

n

41.

8

Agi

n

66.

3

Wpo

-

91.

5

Doom

-

17.

7

Str

n

42.

9

Agi

n

67.

3

Wpo

n

92.

5

Doom

+

18.

7

Str

-

43.

1

Int

+

68.

4

Wpo

n

93.

6

Doom

+

19.

7

Str

+

44.

2

Int

+

69.

4

Wpo

+

94.

6

Doom

-

20.

8

Str

n

45.

3

Int

-

70.

4

Wpo

n

95.

7

Doom

-

21.

9

Str

+

46.

3

Int

n

71.

4

Wpo

n

96.

7

Doom

+

22.

1

Agi

n

47.

4

Int

n

72.

5

Wpo

n

97.

8

Doom

-

23.

2

Agi

n

48.

4

Int

n

73.

5

Wpo

+

98.

8

Doom

+

24.

3

Agi

-

49.

4

Int

-

74.

5

Wpo

n

99.

9

Doom

+

25.

3

Agi

n

50.

4

Int

n

75.

5

Wpo

-

100.

10

Doom

+

Tips for Players: When the GM tells you to play your card for an action, check for two things, Trump and Edge (see following paragraphs). To play an action, take your ability or power score that coincides with the GM's action suit (a dodge would use Agility, blasting a villian would use your power intensity -- the GM will tell you what type of action you'll need to make) and play a card. Add the card's value to your ability score and the GM will tell you if the action was successful or not. If you have a card that's suit matches the Trump suit of the action, you can play it and draw a card from the Fate Deck to add to your action score. If the drawn card is of the same suit, you may draw again. You may keep drawing and adding cards until you draw a card that is not of the same suit as the action. You can always decide not to take the Trump. Special Note: Heroes that perform an action using a World Class Skill gain Trumps on all suits except the Doom suit. You never get Trump of the Doom suit. If the card you played is equal to or lower then your character's edge, you can play another card from your hand. You can continue doing this until you play a card that has a higher value then the hero's edge or you run out of cards. You can still go for Trump as long as the last card you played was of the same suit as the action ability. When you take damage, you must add up cards in your hand totalling the damage score and discard them. Do not redraw. If the wounds are not considered serious, the GM will allow you to draw enough cards at the end of the battle to refill your hand. If you lose all your cards you are knocked out. If you take more damage after being knocked out, your hero slips into a coma and it's up to the GM when he'll be playable again.

Roll Character

Event

Calling

Roll Character

Event

Calling

1.

Werewolf

Scent of Prey

Animal Nature

51.

Redemption

Repentant

2.

Machine Man

Power Surge

Vestige of Hum.

52.

Black Widow

Compromising Info.

Investigator

3.

Luke Cage

Premature Exposure

Gloryhound

53.

Doc Samson

Strong Evidence

Investigator

4.

Sabra

Like Minded Align.

Idealist

54.

Nick Fury

Armed Forces

Soldier

5.

Cap. Britain

Validation

Exemplar

55.

Black Panther

Blow for Freedom

Majesty

6.

Nova

Wild Ride

Thrill-Seeker

56.

Forge

Setback

Investigator

7.

Sersi

No Restrictions

Thrill-Seeker

57.

Moondragon

Rift

Explorer

8.

Warbird

Homesickness

Vestige of Hum.

58.

Stingray

Uncharted Waters

Explorer

9.

Black Bolt

Commanding Presence

Majesty

59.

Beast

Breakthrough

Investigator

10.

Colossus

Hostage Situation

Protector

60.

Giant-Man

Inex. Disappearance

Explorer

11.

Rogue

Overload

Uncontrolled P.

61.

Sasquatch

Gov. Interference

Investigator

12.

Vision

Energy Flux

Vestige of H.

62.

Iron Man

Too Many Crisis

Responsibility

13.

Namor

Refusal of Authority

Majesty

63.

Mr. Fantastic

New Discovery

Explorer

14.

She-Hulk

Public Accolades

Gloryhound

64.

Banshee

Team Unity

Mentor

15.

Thing

Emergency

Responsibility

65.

Moonknight

Fractured Reality

Peace of Mind

16.

Wonder Man

Ignored

Gloryhound

66.

Psylocke

Reckless Leap

Thrill-Seeker

17.

Drax

Teammate in Danger

Guardian

67.

Shang-Chi

Manipulation

Peace of Mind

18.

Hercules

Arduos Labors

Adventurer

68.

Frank. Richards Sudden Transform.

Uncontrolled P.

19.

Thor

Hero Worship

Exemplar

69.

Scarlet Witch

Uncontrolled P.

20.

Silver Surfer

Soul Searching

Repentant

70.

Stick

New Disciples

Mentor

21.

Hulk

Cautious Acceptance

Outcast

71.

Storm

Natural Disaster

Protector

22.

Cannonball

Baptism by Fire

Youthful Ex.

72.

Adam Warlock

Sacrafice

Vestige of Hum.

23.

Wolfsbane

Time to Reflect

Peace of Mind

73.

Clea

Adulation

24.

Jubilee

Rookie Mistake

Youthful Ex.

74.

Invisible Woman Significant Other

Guardian

25.

Meltdown

Explosion

Youthful Ex.

75.

Wolverine

Humanity Lost

Animal Nature

26.

Archangel

Help from Above

Protector

76.

Iron Fist

Transcendance

Peace of Mind

27.

Falcon

Bigotry

Exemplar

77.

Nate Grey

Mistaken Identity

Outcast

28.

Kymaera

Emotional Growth

Youthful Ex.

78.

Pheonix

Personal Tradgedy

Guardian

29.

Morbius

Something in Sewers

Animal Nature

79.

White Queen

Negative Influence

Mentor

Misguided Soul

Mentor

Alien Invasion

Guardian

Ant-Man

Mastery

Majesty

30.

Gambit

Change of Heart

Repentant

80.

Agatha Harkness

31.

Hawkeye

Goons

Adventurer

81.

Cap. Mar-Vell

32.

Human Torch

The Press Arrives

Gloryhoundt

82.

Professor X

Crisis of Faith

Idealist

33.

Wasp

Flight of Fancy

Adventurer

83.

Cap. America

Never Say Die

Idealist

34.

Black Cat

Costume Damage

Thrill-Seeker

84.

Dr. Strange

Safe Haven

Guardian

35.

Elektra

Acc. Revelation

Repentant

85.

Rhino

Worthlessness

Greed

36.

Quicksilver

Xenophobic Hysteria

Outcast

86.

Electro

Police Sirens

Greed

37.

Silver Sable

Lack of Support

Soldier

87.

Kingpin

Unprotected Valuables

Greed

38.

Daredevil

Rescue

Guardian

88.

Sabretooth

Collateral Damage

Demolisher

39.

Spider-Girl

Superhero Allies

Youthful Ex.

89.

Green Goblin

Cunning Scheme

Vengeance

40.

Tigra

Glim. of Compassion

Animal Nature

90.

Venom

Blinded by Rage

Vengeance

41.

Nightcrawler

Dramatic Entrance

Adventurer

91.

Absorbing Man Hazmat Leak

Demolisher

42.

Spider-Man

Warning of Danger

Responsibility

92.

Taskmaster

Chance Windfall

Greed

43.

Iceman

Cry for Help

Responsibility

93.

Juggernaut

Structural Collapse

Demolisher

44.

Bishop

Target of Opportuniyy

Soldier

94.

Super Skrull

Betrayal

Greed

45.

Havok

Out of Control

Uncontrolled P.

95.

Leader

Mass Panic

World Domination

46.

Polaris

Attraction of Attention

Outcast

96.

Super-Adaptoid Unstable Ground

Demolisher

47.

Black Knight

Link to the Past

Exemplar

97.

Annihilus

Achilles Heel

World Domination

48.

Cable

Weapons Cache

Soldier

98.

Loki

Retributive Strike

Vengeance

49.

Cyclops

Dismissiveness

Idealist

99.

Magneto

Pyrric Voctory

World Domination

50.

Shadowcat

Endangered Innocents

Protector

100. Dr. Doom

Blind Obedience

World Domination

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