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SAGA System Quick Reference

OPPOSED AND UNNOPPOSED ACTIONS


Opposed and unopposed actions are the same except the appropriate ability score of an opposing force is
added to the difficulty of an opposed action. Here's a checklist for these types of actions:
1. Declare: A player declares an action and the GM decides what ability will be used.
2. Difficulty: The GM decides the difficulty score of the action. If the player's character has a skill that
could aid him in the action, the difficulty score is lowered one level.
3. Play a Card: Now, the player must play a card from his hand. Choose a card and add it to the
appropriate ability score (use Edge and Trump). If the total is equal to or greater then the GM's
score, the hero succeeds, if not, he fails. Redraw until your hand is full.
4. Afterwards: After the action is resolved, the GM goes to the next action. The player redraws to fill
his hand.
Special Rule -- Aura Readings: Whenever the GM is uncertain of how to handle a situation or if a power
requires a test for duration (how long it lasts), the GM can take an aura reading by rolling on the Fate Deck.
A "+" means yes, a "-" means no, and an "n" means neither.
Special Rule -- Doom Bank: Whenever a player plays a card of the Doom suit, the GM keeps it and may
play it himself at any time to boost a difficulty score.
Special Rule -- Edge: If the card you played is equal to or lower then your hero's edge, you may play
another card. You may play even more until you play a card that is higher then your Edge.
Special Rule -- The GM Card: Before an opposed action, the GM rolls for a card. The value of that card
will be added to the difficulty of all actions for that exchange. This applies to battles too.
Special Rule -- Hero vs. Hero: The GM creates a difficulty score and chooses a hero to be the active
hero. The active hero plays a card, using Edge and Trump, and makes the action score. The GM adds the
difficulty score to the action score. Then, the opposing hero plays a card, using Egde and Trump, and tries
to get a equal or higher value then the action score. If the battle continues, the hero's switch places.
Special Rule -- Trump: If you play a card that has the same suit as the action's ability, you may draw a
card from the Fate Deck and add it to your score. If the card drawn has the same suit, you may choose to
draw again. You may do this until your draw a card of a different suit.
Special Rule -- Pushing to the Limit: In dire situations, a player can add one card from his hand to his
ability score to push the hero to his limit. He will not be able to redraw that card afterwards.

ACTION DIFFICULTY CHART:


Difficulty Level
Automatic
Easy
Average
Challenging
Daunting
Desperate

ARMOR CHART

Rating
4
8

Difficulty Level

0
Superhuman
24
Unfathomable
28
Cosmic
32
12
Godlike
16
Impossible
20

Rating

36
40

Defense Bonus
+1
+2
+3
+4
+5
+6 or more

Armors That Have This Bonus

heavy leather, wooden shields, flak jackets


chain mail, kevlar, bulletproof glass, riot shields
plate armor, stone skin, metal shields, most exoskeletons
titanium armor, diamond skin
adamantium armor, most magical armor
Juggernaut's armor, Captain America's shield

MATERIAL STRENGTH CHART


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

Weight equal to:

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 metals
adamantium-vibranium alloys
uru, Silver Surfer's board

a
a
a
a

roller skate
skateboard
bicycle
kyak
a moped
a motorcycle
a car
a luxery car
a mini van
a truck
a yacht
a jet plane
an oil tanker
a freeway

WEAPONS
Damage Bonus
+1
+2
+3
+4
+5
+6 or more

Weapons That Have That Bonus


slingshot, rocks, needles, broken bottles, whips
hatchets, knives, arrows, zip guns, boomerangs
needle pistols, spears, manhole covers, stun guns
swords, rifles, revolvers, battle axes
oversized weapons, lasers, most magic weapons
Thor's hammer, Valkyrie's sword, bazookas

EDGE/HAND SIZE CHART


E/HS

Description

0/2
normal human
1/3
inexperienced
2/4
experienced
3/5
authority figure
4/6
the best anywhere
5/7
cosmic
Fate Deck: Chart 1

Example
most humans
Jubilee, Rhino
Iron Fist, Rogue
Spider-Man, Cyclops
Cap. America, Dr. Doom
Death, Eternity

Health
10
17
25
30
40
50

Rol Valu Sui Aur Rol Valu Sui Aur Rol Valu Suit Aur Roll Valu Suit
l
e
t
a
l
e
t
a
l
e
a
e

Aur
a

1.

Str n

26. 4

Agi +

51. 5

Int

76. 6

Wpo +

2.

Str +

27. 4

Agi -

52. 5

Int

77. 6

Wpo n

3.

Str -

28. 4

Agi +

53. 5

Int

78. 6

Wpo -

4.

Str n

29. 4

Agi n

54. 5

Int

79. 6

Wpo -

5.

Str n

30. 5

Agi -

55. 6

Int

80. 7

Wpo n

6.

Str +

31. 5

Agi n

56. 6

Int

81. 7

Wpo -

7.

Str n

32. 5

Agi n

57. 6

Int

82. 7

Wpo n

8.

Str n

33. 5

Agi +

58. 6

Int

83. 8

Wpo +

9.

Str n

34. 6

Agi n

59. 7

Int

84. 9

Wpo n

10. 5

Str -

35. 6

Agi n

60. 7

Int

85. 1

11. 5

Str n

36. 6

Agi -

61. 7

Int

86. 2

12. 5

Str -

37. 6

Agi -

62. 8

Int

87. 3

13. 6

Str -

38. 7

Agi +

63. 9

Int

88. 3

14. 6

Str +

39. 7

Agi n

64. 1

89. 4

15. 6

Str n

40. 7

Agi +

65. 2

90. 4

16. 6

Str n

41. 8

Agi n

66. 3

91. 5

17. 7

Str n

42. 9

Agi n

67. 3

92. 5

18. 7

Str -

43. 1

Int +

68. 4

93. 6

19. 7

Str +

44. 2

Int +

69. 4

94. 6

20. 8

Str n

45. 3

Int -

70. 4

95. 7

21. 9

Str +

46. 3

Int n

71. 4

96. 7

22. 1

Agi n

47. 4

Int n

72. 5

97. 8

23. 2

Agi n

48. 4

Int n

73. 5

98. 8

24. 3

Agi -

49. 4

Int -

74. 5

99. 9

25. 3

Agi n

50. 4

Int n

75. 5

Wp
o
Wp
o
Wp
o
Wp
o
Wp
o
Wp
o
Wp
o
Wp
o
Wp
o
Wp
o
Wp
o
Wp
o

100 10
.

Doo
m
Doo
m
Doo
m
Doo
m
Doo
m
Doo
m
Doo
m
Doo
m
Doo
m
Doo
m
Doo
m
Doo
m
Doo
m
Doo
m
Doo
m
Doo
m

+
+
+
+
+
+
+
+

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

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.

Werewolf
Machine Man
Luke Cage
Sabra
Cap. Britain
Nova
Sersi
Warbird
Black Bolt
Colossus
Rogue
Vision
Namor
She-Hulk
Thing
Wonder Man
Drax
Hercules
Thor
Silver Surfer
Hulk
Cannonball
Wolfsbane
Jubilee
Meltdown
Archangel
Falcon
Kymaera
Morbius
Gambit
Hawkeye
Human Torch
Wasp
Black Cat
Elektra
Quicksilver
Silver Sable
Daredevil
Spider-Girl
Tigra
Nightcrawler
Spider-Man
Iceman
Bishop
Havok
Polaris
Black Knight
Cable
Cyclops
Shadowcat

Scent of Prey
Power Surge
Premature Exposure
Like Minded Align.
Validation
Wild Ride
No Restrictions
Homesickness
Commanding Presence
Hostage Situation
Overload
Energy Flux
Refusal of Authority
Public Accolades
Emergency
Ignored
Teammate in Danger
Arduos Labors
Hero Worship
Soul Searching
Cautious Acceptance
Baptism by Fire
Time to Reflect
Rookie Mistake
Explosion
Help from Above
Bigotry
Emotional Growth
Something in Sewers
Change of Heart
Goons
The Press Arrives
Flight of Fancy
Costume Damage
Acc. Revelation
Xenophobic Hysteria
Lack of Support
Rescue
Superhero Allies
Glim. of Compassion
Dramatic Entrance
Warning of Danger
Cry for Help
Target of Opportuniyy
Out of Control
Attraction of Attention
Link to the Past
Weapons Cache
Dismissiveness
Endangered Innocents

Calling

Roll

Character

Animal Nature
51.
Ant-Man
Vestige of Hum. 52.
Black Widow
Gloryhound
53.
Doc Samson
Idealist
54.
Nick Fury
Exemplar
55.
Black Panther
Thrill-Seeker
56.
Forge
Thrill-Seeker
57.
Moondragon
Vestige of Hum. 58.
Stingray
Majesty
59.
Beast
Protector
60.
Giant-Man
Uncontrolled P.
61.
Sasquatch
Vestige of H.
62.
Iron Man
Majesty
63.
Mr. Fantastic
Gloryhound
64.
Banshee
Responsibility
65.
Moonknight
Gloryhound
66.
Psylocke
Guardian
67.
Shang-Chi
Adventurer
68.
Frank. Richards
Exemplar
69.
Scarlet Witch
Repentant
70.
Stick
Outcast
71.
Storm
Youthful Ex.
72.
Adam Warlock
Peace of Mind
73.
Clea
Youthful Ex.
74. Invisible Woman
Youthful Ex.
75.
Wolverine
Protector
76.
Iron Fist
Exemplar
77.
Nate Grey
Youthful Ex.
78.
Pheonix
Animal Nature
79.
White Queen
Repentant
80. Agatha Harkness
Adventurer
81.
Cap. Mar-Vell
Gloryhoundt
82.
Professor X
Adventurer
83.
Cap. America
Thrill-Seeker
84.
Dr. Strange
Repentant
85.
Rhino
Outcast
86.
Electro
Soldier
87.
Kingpin
Guardian
88.
Sabretooth
Youthful Ex.
89.
Green Goblin
Animal Nature
90.
Venom
Adventurer
91.
Absorbing Man
Responsibility
92.
Taskmaster
Responsibility
93.
Juggernaut
Soldier
94.
Super Skrull
Uncontrolled P.
95.
Leader
Outcast
96.
Super-Adaptoid
Exemplar
97.
Annihilus
Soldier
98.
Loki
Idealist
99.
Magneto
Protector
100.
Dr. Doom

Event

Calling

Redemption
Compromising Info.
Strong Evidence
Armed Forces
Blow for Freedom
Setback
Rift
Uncharted Waters
Breakthrough
Inex. Disappearance
Gov. Interference
Too Many Crisis
New Discovery
Team Unity
Fractured Reality
Reckless Leap
Manipulation
Sudden Transform.
Mastery
New Disciples
Natural Disaster
Sacrafice
Adulation
Significant Other
Humanity Lost
Transcendance
Mistaken Identity
Personal Tradgedy
Negative Influence
Misguided Soul
Alien Invasion
Crisis of Faith
Never Say Die
Safe Haven
Worthlessness
Police Sirens
Unprotected Valuables
Collateral Damage
Cunning Scheme
Blinded by Rage
Hazmat Leak
Chance Windfall
Structural Collapse
Betrayal
Mass Panic
Unstable Ground
Achilles Heel
Retributive Strike
Pyrric Voctory
Blind Obedience

Repentant
Investigator
Investigator
Soldier
Majesty
Investigator
Explorer
Explorer
Investigator
Explorer
Investigator
Responsibility
Explorer
Mentor
Peace of Mind
Thrill-Seeker
Peace of Mind
Uncontrolled P.
Uncontrolled P.
Mentor
Protector
Vestige of Hum.
Majesty
Guardian
Animal Nature
Peace of Mind
Outcast
Guardian
Mentor
Mentor
Guardian
Idealist
Idealist
Guardian
Greed
Greed
Greed
Demolisher
Vengeance
Vengeance
Demolisher
Greed
Demolisher
Greed
World Domination
Demolisher
World Domination
Vengeance
World Domination
World Domination

Callings
ADVENTURER
Your hero seeks to recapture a spirit of adventure that humanity has lost. He or she will go to often
foolhardy to revitalize this hedonistic, adventuresome spirit.
Examples: Hawkeye, Hercules, Nightcrawler, Wasp
ANIMAL NATURE

Your hero has a savage side that must be kept in check. He or she must struggle to control these feelings,
or give in and lose control
Examples: Morbius, Tigra, Werewolf, Wolverine
DEMOLISHER
Your hero causes destruction for destruction's sake. Demonstration of raw power causes a sense of pride,
no matter what the cost.
Examples: Absorbing Man, Juggernaut, Sabretooth, Super-Adaptoid
EXEMPLAR
Your hero feels he or she symbolizes a race, class, historical legacy, or subgroup that needs greater
visibility. He or she seeks a high profile, but not personal notoriety.
Examples: Black Knight, Captain Britain, Falcon, Thor
EXPLORER
Your hero devotes his or her life to the discovery of new ideas and environments. He or she believes the
theoretical is often as powerful as the practical
Examples: Giant-Man, Mister Fantastic, Moondragon, Stingray
GLORYHOUD
Your hero seeks publicity for personal accomplishments. Only the adulation of the people will satisfy this
individual's longings.
Examples: Human Torch, Luke Cage, She-Hulk, Wonder Man
GREED
Your hero is overwhelmed by desire for wealth. Even when great wealth is achieved, more must be gained.
Examples: Electro, Kingpin, Rhino, Taskmaster
GUARDIAN
Your hero desires to protect beloved persons or places. Threats to those loved ones trigger the strongest
responses in this individual.
Examples: Daredevil, Doctor Strange, Invisible Women, Phoenix
IDEALIST
Your hero stands for a cause for which he or she would gladly die. Challenges to those beliefs provoke
strong reactions from this individual
Examples: Captain America, Cyclops, Professor X, Sabra
INVESTIGATOR
Your hero loves to unraveling human mysteries, whether of crime, science, psychiatry, or another field of
inquiry. It is especially satisfying when that work helps others.
Examples: Beast, Black Widow, Doc Samson, Forge
MAJESTY
Your hero leads a people and acts as the preserver of their interests. Personal power is wielded for their
benefit.
Examples: Black Bolt, Black Panther, Clea, Sub-Mariner
MENTOR
Your hero acts to encourage responsibility and competence among his or her charges. Testing the students'
abilities is high priority.
Examples: Agatha Harkness, Banshee, Stick, White Queen
OUTCAST
Your hero is hated or feared for some quality, possibly a mutant power or a past allegiance. He or she may
want to be left alone, or will only ally with those who are free of the bias.
Examples: Hulk, Nate Grey, Polaris, Quicksilver
PEACE OF MIND

Your hero seeks self perfection or freedom from inner demons. He or she may suffer inner conflicts, or
overcomes them and keeps spiritually balanced.
Examples: Iron Fist, Moon Knight, Shang-Chi, Wolfsbane
PROTECTOR
Your hero lives to protect innocents from harm, regardless of who or where they are. Seeing folks in danger
brings out in your hero an overwhelming desire to lend a hand.
Examples: Archangel, Colossus, Shadowcat, Storm
REPENTANT
Your hero acts to gain redemption for past sins. Only through the doing of good deeds can your hero feel at
least partially cleansed.
Examples: Ant-Man, Elektra, Gambit, Silver Surfer
RESPONSIBILITY OF POWER
Your hero is saddled with undesired powers, but feels he or she must act selflessly. He or she may grab
normalcy if it comes along, but otherwise will persevere.
Examples: Iceman, Iron Man, Spider-Man, The Thing
SOLDIER
Your hero prizes following or giving orders unless it conflicts with his or her moral code. He or she may fight
for money or duty, but ultimately fights for personal validation.
Examples: Bishop, Cable, Nick Fury, Silver Sable
THRILL-SEEKER
Your hero acts because of a hedonistic desire for danger and risk. Events that heighten his or her
adrenaline are highly prized.
Examples: Black Cat, Nova, Psylocke, Sersi
UNCONTROLLED POWER
Your hero cannot control his or her powers without monitoring. This may overcome your hero's reason and
force actions that he or she would regret.
Examples: Franklin Richards, Havok, Rogue, Scarlet Witch
VENGEANCE
Your hero seeks revenge against someone for some real or imagined slight. Any sacrifice to gain that
vengeance is acceptable.
Examples: The Green Goblin, Loki, Super-Skrull, Venom
VESTIGE OF HUMANITY
Your hero isn't fully human, but envies the full emotions of others. The closer your hero can get to human,
the happier he or she is.
Examples: Adam Warlock, Warbird, Machine Man, Vision
WORLD DOMINATION
Your hero wants dominion over as many people as possible. Resistance to his or her will can trigger violent
responses.
Examples: Annihilus, Doctor Doom, Leader, Magneto
YOURHTFUL EXUBERANCE
Your hero recklessly pursues the life of a superbeing with the wide-eyed joy of youth. Such an individual is
bored easily, and not good at listening to instructions.
Examples: Cannonball, Jubilee, Kymaera, Meltdown

Hinderances
ADDICT
Your hero suffers a paralyzing addiction to some harmful substance or source. Lack of the substance for a day drops
Willpower to 0 until the substance is administered. If a chance to get the substance arises, the hero must make a
desperate Willpower action or seize the opportunity at once. There are also crippling long-term effects to addiction, but
they're beyond the province of a game.
Examples: Cloak ( life energy), Iron Man ( alcohol), Morbius (blood)
BRUISER
Your hero couldn't hit the broad side of a barn, but will level it if he or she does. When your hero tries a physical attack,
he or she must use Agility rather than strength when determining the action score. This changes the attack's trump
suit to Agility as well. If the hero hits, calculate damage normally based on his or her Strength score. Your hero must
have a minimum of 11 Strength and a maximum of 4 Agility to possess the Bruiser hindrance.
Examples: Hulk, Juggernaut, Rhino
FATALLY VULNERABLE
Your hero suffers damage from the touch or absence of a common substance. After enough exposure or deprivation, he
or she will die. You have 0 defense against the source of damage, and will lose one card ( or 5 health) per exchange of
contact. During exposure, your hero may not heal wounds regardless of powers or the aura on the Narrator's card.
Once no longer exposed to or deprived of the substance, your hero heals normally but if you drop to 0 cards while
under the effect of the hindrance, the hero dies. Fatally vulnerable characters are killed at 0 Health if in contact with
source.
Examples: Dracula (sunlight, running water), Attuma ( lack of water)
FRENZY
Your hero loses control in battle, falling into a killing rage which can endanger allies. If the frenzy takes hold, he or she
won't accept surrender and will fight to the death. Your hero has 0 Intellect, and must succeed in a desperate
Willpower action in any exchange where there are still conscious foes to fight. Once in the frenzy, your hero cannot
stop attacking, pull punches, or do anything to lessen damage: only by making a new desperate Willpower action can
you quell the rage. If anyone restrains the hero , you must make a desperate Willpower action to avoid making that
individual the target of your hero's next attack. A Frenzied character never succeeds in those actions.
Examples: Wolverine, Venom
GULIT
Your hero is plagued by guilt over a past failure, Usually involving death or serious injury, Whenever he or she is placed
in a similar situation, the hero falls to 0 in all ability scores.
Examples: Giant-Man ( making sentient robots), Rogue ( absorbing memories)
HATRED
Your hero has a consuming hatred for something ( not just a single person). He or she will go far to find the object of
revulsion and destroy it. If your hero doesn't rush to obliterate the object of antipathy upon encountering it, he or she
is reduced to 0 in all abilities.
Examples: Bastion (mutants), Punisher (criminals), Man-Thing (fear)
KID
Your hero is under 13. Beyond the obvious disadvantages ( can't drive, can't vote, can't reach the top shelf), the hero
has a 0 intellect action. This hindrance is ignored if he or she has a skill that reduces difficulty for the purpose of that
action.
Examples: Franklin Richards, most of Power Pack
LIGHWEIGHT
Your hero is superhumanly strong, but has little impact when he or she strikes a foe. When your hero succeeds at a
physical attack, Strength is 0 for totaling damage. Thus, the Strength score can affect only whether the attack
succeeds, not damage. Cards are used normal for figuring damage. You hero must have a 11+ Strength to have the
lightweight hindrance.
Examples: Loki, Enchantress
MONSTEROUS
Your hero doesn't look remotely human, or is so disfigured that normal humans (those with 0 edge ) run in fear on
sight. Your hero has a 0 Willpower when trying to convince someone with an edge of 0 not to flee. Those with the
Monstrous hindrance needn't make actions against other' Monstrous appearances.
Examples: Man-Thing, Nightcrawler
NAIVE

Your hero is innocent of the ways of society. He or she trust in the inherent goodness of all creatures and assumes that
all others do as well. Your hero has 0 ability scores for making and dodging surprise attacks, you must always declare
your hero's actions first.
Examples: Longshot, Silver Surfer
NON-CORPOREAL
Your hero does not have a physical body. This reduces his or her Strength and Agility to 0 unless he or she is in mental
control of a real body. This hindrance does not provide this control, however. While non-corporeal, the hero cannot be
affected by physical attacks.
Examples: Proteus, Shadowking
OBSESSIVE
Your hero has a consuming passion for something or someone, and strives to satisfy this desire. If your hero doesn't
rush to the object of desire upon encountering it, he or she is reduced to 0 in all abilities.
Examples Arcade ( games ), Kraven ( hunting )
OVERCONFIDENT
Your hero is without fear, but not in a good way. Failing to believe he or she can be harmed, your hero won't use full
abilities and weapons until things get very bleak. Any card you play with a value of 7+ is treated as a 0 of that suit,
and you can't declare pushes. This hindrance vanishes when you are reduced to 2 or fewer cards ( or below 10 health).
Examples: The Leader, Ultron
PANICKY
Your hero can't distinguish minor threats from major ones, and acts impulsively without husbanding resources. Any
card you play of 4 or less is treated as if it were a 0 of that suit; Edge cards still apply, but they have 0 value. Cards
pulled off the deck after you play trump count as full value. Panicky characters gain no value from Narrator draws of 4
or less.
Examples: Songbird (Screaming Mimi), Toad
PHOBIC
Your hero is terrified of something, and will flee the dread object. If your hero doesn't run away from the object of fear
upon encountering it, he or she is reduced to 0 in all four abilities.
Examples: Dracula (garlic), Mole Man (sunlight)
PHYSICALLY DISABLED
DISABILITY

RESTRICTION

Amputee

0 Strength for actions involving the missing limb or limbs

Blind

0 Agility in fights, cannot make or dodge unseen surprise attacks

Deaf

0 Agility for actions involving actions from behind and surprise

Mute

0 to Willpower for offensive actions which involve speech

Paralyzed

0 Agility in fights and movement

Unable to walk

0 Agility in fights and movement

Your hero suffers a physical misfortune which makes a common action such as seeing or walking difficult to perform.
( A disability corrected by a power, such as Daredevil's radar-offset blindness, is not a hindrance.) This Hindrance
reduces an ability to 0 in certain situations:
Even if cured, your hero suffers a long period of adjustment. He or she can't have a score in the affected ability greater
than the number of months since losing the disability.
Examples: Rick Jones ( unable to walk), Alicia Masters (blind)

SUSCEPTIBLE
Your hero is especially vulnerable to a single form of common attack, such as mind control, fire, or cold. If you're
playing a Susceptible hero, your hero has 0 defense against such an attack.
Examples: Iceman ( fire), Sub-Mariner (dehydration)
TRANSFORMATIVE
A common occurrence causes your hero's personality to be subsumed by a persona that the hero finds repulsive. A
desperate willpower action must be made every exchange to avoid the change. Your hero may not remember what
occurs while transformed. If you're playing a Transformed hero, you loss control while changed--- the Narrator may ask
you to continue playing, but has final say over your actions.
Examples: Hulk, Werewolf, Puck, Ghost Rider

TRIGGERED POWERLESS
Your hero loses all of his or her powers when within firing distance of an object or material--or when separated from it.
If you're playing a Triggered-Powerless hero, all affected powers are reduced to 0 intensity and loss all special features
when this occurs. This can occur if the hero is a high-tech hero, and loses his or her equipment. If the condition is
rectified, powers return at 1 intensity per exchange, or when the equipment is restored. This hindrance can only be
chosen if the hero has a power of at least 10 intensity.
Examples: Annihilus (loss of cosmic control rod), Dracula ( stake through the heart)
UNLUCKY
Your hero is plagued by bad luck. When your hero will be affected by the Narrator's draw ( for example, if the hero is
wounded and would regain cards on a positive draw), the Narrator draws two cards and applies the worst. Characters
with the Unlucky hindrance also cause this effect, with the card applied being the one worst for that character. If
individuals on both sides of a conflict have this hindrance, they cancel each other out.
Examples: Spider-Man, Rick Jones

Point-based Hero Creation in the Marvel Super Heroes Adventure Game


This option uses a system of "Hero Points" where every player starts with the same number of points and
customizes his or her hero as desired. Players start out with a pool of 55 Hero Points to spend on creating
their hero. Narrators may provide a smaller or larger amount of Hero Points for games of different power
levels.
Step One: Origin
First, come up with a concept for your hero: a name, type of powers, a costume, background, and origin.
Make sure your hero fits in with the sort of adventures the Narrator plans on doing. For example, if your
Narrator is running adventures about a team of young mutants like Generation X, then your hero shouldn't
be a middle-aged scientist without a very good reason. Clear your concept with the Narrator and get to
work.
Step Two: Calling
Choose a Calling for your hero based on your decisions in Step One.
Step Three: Edge
Your hero starts out with an Edge of 1 and a Hand Size of 3 for free. You can increase your Edge for 10 Hero
Points per +1 to Edge and Hand Size. Most heroes should not start out with an Edge greater than 2,
although it's up to the Narrator. Heroes with an Edge of 4 are very rare; heroes shouldn't have Edge 4
without careful consideration from the Narrator. Spending too many points on Edge is going to leave very
few for buying other abilities, as well.
Edge: Edge 1 for free, 10 Hero Points for +1 Edge.
Step Four: Abilities
Assign Hero Points to your hero's four abilities (Strength, Agility, Intellect, and Willpower). Each point in an
ability costs 1 Hero Point. Heroes cannot have any ability greater than 20, and Narrators may wish to
restrict hero abilities in other ways at the start of the game, such as no more than one ability greater than
10, or no more than 35 points in abilities total.
Abilities: 1 Hero Point per point in each ability.
Step Five: Skills
Choose skills for your hero. Each skill costs 1 Hero Point, master-class skills cost 4 Hero Points, while worldclass skills cost 8 Hero Points each. Your hero can have up to four skills for each ability (unless the hero is a
Genius or Master in a particular area, in which case you can ignore this restriction, see the Marvel Game
Book and The Ultimate Skills Guide for more information).
Skill: 1 Hero Point.
Master-Class Skill: 4 Hero Points.
World-Class Skill: 8 Hero Points.
Genius or Mastery: 1 Hero Point.
Step Six: Powers
Choose powers for your hero (see The Ultimate Powers Guide for more information). Each point of
power Intensity costs 1 Hero Point. Each stunt also costs 1 Hero Point. If you add a Limit to a power, reduce
its cost by 2 Hero Points (but never to less than 1).
Powers: 1 Hero Point per point of intensity in each power.
Power Stunt: 1 Hero Point.
Power Limit: -2 Hero Point cost (minimum cost of 1 Hero Point).
Step Seven: Hindrances
You may choose to give your hero up to two Hindrances. Each Hindrance gives you an additional 5 Hero
Points to spend elsewhere. More than two Hindrances is not allowed, except with the permission of the
Narrator.
Hindrance: +5 Hero Points.
Variations
Narrators can modify the point system given above as needed to suit their own games. The easiest way is
by changing the amount of Hero Points players get at the beginning of the game. 55 Hero Points tends to
produce starting characters around the power level of the New Warriors, the Thunderbolts, and other

"rookie" heroes in the Marvel Universe. 60-65 points can produce Avengers- or Fantastic Four-level heroes.
Fewer points (say 45) are good for inexperienced heroes with only one main power, like the mutants from
Generation X.
The Narrator can also set spending caps for particular steps in the process, such as limiting the heroes to
no more than Edge 1 or 2, no more than X points for abilities, or X points for powers. You can disallow the
purchasing of any abilities you don't want in the game (such as particular powers) or that you don't want
at the start of the game, such as World-Class skills.

Marvel Saga Powers by Trump Suit


Strength Trump
Suit
Absorption
Adaptation
Body Armor
Claws
Corrosion
Horn(s)
Immortality
Invulnerability
Life Support
Poison
Protected Senses
Quills
Regeneration
Resistance
Teeth
Waterbreathing

Agility Trump
Suit
Additional Limb(s)
Animal Form
Blending
Body
Transformation
Density Control
Digging
Duplication
Elongation
Energy Blast
Energy Sheath
Ensnarement
Flight
Gestalt
Imitation
Leaping
Lightning Speed
Phasing
Plasticity
Prehensile Hair
Shape Shifting
Size Alteration
Space Flight
Teleportation
Wall-Crawling
Web-Slinging
Wings

Intellect Trump
Suit
Affliction
Air Control
Alchemy
Animation
Blinding
Chi
Cold Control
Computer Link
Cosmic Energy
Control
Darkforce Control
Dimensional Travel
Disintegrate
Earth Control
Earthquake
Electrical Control
Energy Conversion
Energy Reflection
Fire Control
Force Field
Gravity Control
Hyperlinguistics
Invisibility
Kinetic Control
Life Drain
Light Control
Magnetic Control
Nullification
Object Duplication
Paralysis
Postcognition
Power
Amplification
Power Duplication
Power Theft
Precognition
Radiation Control
Shadow Control
Sonic Control
Stun Blast
Telekinesis
Time Control
Time Travel
Transmutation

Water Control
Weather Control

Willpower
Ability Boost
Additional
Sensor(s)
Animal Control
Astral Projection
Cosmic Awareness

Danger Sense
Detection
Emotion Control
Empathy
Enhanced Senses
ESP
Hypnosis

Illusion
Image Summoning
Luck Control
Magic
Mind Control
Pheromones
Plant Control

Psi-Screen
Psychic Blast
Radar Sense
Reality Warping
Sonar
Telepathy

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