SAGA System Quick Reference
SAGA System Quick Reference
SAGA System Quick Reference
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
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 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
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
+
+
+
+
+
+
+
+
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
Blind
Deaf
Mute
Paralyzed
Unable to walk
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
"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.
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