THE RULES



THE CHARACTERS:

Ability:
	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 heroes 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 
resilliant 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. Character's 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 
represent's a character's emotional strength, force of personality, and mental 
resillence. 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 your allowed to hold during the game. The more experienced 
the hero is, the more cards he'll have and the more decisions he'll beable 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 
villian 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 roleplaying.

Hinderances: 
	A hinderance causes trouble or grief for the hero. It can includ addiction, 
monsterous appearance, unluckiness, or handicapped.


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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:
	Since this is IRC, 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 ect 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 
it's 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 get's 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 concidered 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 beable to 
redraw that card though. This represents a limits push that causes exhaustion or 
wounds.



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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:
	Everytime 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. Lovely.


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 beable 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 nuetral, 
there's a stalemate and the player must decide to attempt another action or hold 
out a little longer.





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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 character's 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 who 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 vilians injured this battle. No one gains health on 
a nuetral reading. 
	Suprise: 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 suprised may not attack until next exchange. If the hero is trying 
to catch the villian by suprise, the hero who has the lowest agility makes the 
action. The GM uses the villian with the highest intellect score as the difficulty
score.
	2) Actions: In this step, any character who isn't unconscious or suprised 
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 tabgl;e 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 
descussed 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 diffuculty 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 explanitory. 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 villian's to attack. Resolve the 
villian'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 heroe's action before commiting 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 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 ect, 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 villians surrender or flee. 
If they flee, the hero's can chace them using the Distance rules. If they surrender,
the battle is won unless the hero's want to continue fighting. Afterwards, the 
players decide what they want to do. The rules are the same for fleeing and 
surrendering. If one side or both want 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 villians won, it's up to the GM what to do next. It's now time to 
describe the new situation.




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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 villian'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 bullseye at 50 paces)
	Daunting (16) - Normal folks won't try daunting actions unless their lives 
depend on it and sometimes heroes won't suceed at them. (Grabbing a flagpole and 
swinging onto a rooftop, design a supergun)
	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 nuillifier, 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 it's 
rightful place)





	Action Difficulty Chart:

	Difficulty Level     Rating   	  Difficulty Level      Rating
	Automatic            0       	  Superhuman            24
	Easy                 4       	  Unfathomable          28
	Average              8       	  Cosmic                32
	Challenging          12      	  Godlike               36
	Daunting             16       	  Impossible            40
	Desperate            20	

	Material Strengths: Material strengths are up to you but here's a little 
chart to help you out. 

	Strength	Examples				Weight equal to:
	0		paper, flesh				a roller skate
	1		balsa wood, glass			a skateboard
	2		wood, cloth				a bicycle
	3-4		gold, leather, hard rubber		a kyak
	5-6		lead, silver, bone, hard plastic	a moped
	7-8		bronze, fiberglass, rock, kevlar	a motorcycle
	9-10		diamond, iron, concrete		a car
	11-12 		reinforced concrete, steel		a luxery car
	13-14		advanced steel alloys		a mini van
	15-16		titanium alloys			a truck
	17-18 		Wakandan vibranium			a yacht
	19-20		adamantium, magical metal		a jet plane
	21-25		adamantium-vibranium alloy		an oil tanker	
	26-30		uru, Silver Surfer's board		a freeway