Round Up the Fugutives
Some of the most dangerous super villains are locked up in the Raft. When they break out, you’re one of the only people ready and able to bring them back in. But who is behind the breakout?
- 1 XP when you defeat and capture a fugitive from the Raft.
- 3 XP when you choose to let a fugitive go in order to help an innocent bystander or an ally.
- 10 XP when you track down the group behind the breakout and either turn them in to the authorities or join them.
You’re an Agent of SHIELD or you’ve worked with them before. When a crisis strikes, you need to stand with them against the threat. But what if they are the threat?
- 1 XP when you work with SHIELD agents to neuralize a villainous foe.
- 3 XP when you act against the orders of SHIELD Command for the good of others.
- 10 XP when you choose to stand either with SHIELD or with the rest of your team when they’re in opposition.