Marvel: Crisis Protocol – Criminal Syndicate Updates

Marvel: Crisis Protocol – Criminal Syndicate Updates

We’re back at it again with another article looking at the updates to Marvel: Crisis Protocol characters! This isn’t the first and it won’t be the last, so if you need to catch up on the latest transmissions head here to see what the Guardians and Core Set crew have been up to.

Once you’re done playing nice over with the good guys, we can get to the real meat of today’s event: the goings-on of our not-so-friendly neighborhood Criminal Syndicate.

Perhaps a good king is always seated last, but nobody ever accused Wilson Fisk of being “good”. Up first is the Kingpin himself:

Aside from a spiffy new card, you won’t notice terribly much different about the Kingpin. The only update is that Hail to the King now contains a size restriction on the throw: only characters Size 3 or less can be flung by this attack. While Fisk is strong (and indeed, sports a Solid Frame), his physical might is not up to the task of tossing around characters of Size 4 or higher. We feel this tweak brings him back in line without taking away anything an honest criminal needs to dominate the battlefield.

Not to be outdone, the Green Goblin will be joining Kingpin at the leader’s table to boast about his newest updates. Some of you might have seen a coy game played on stream involving our favorite Halloween pest, but for the rest of you, feast your eyes!

Glorious, is it not? Let’s break it down.

Starting at the top, Green Goblin’s signature Pumpkin Bombs are now Strength 5 on his healthy side, and up to Strength 6 when Injured. This tweak gives him better access to his kit, a higher chance to damage, and makes the healthy side of Goblin a little harder to ignore. As a Leader in one affiliation and a nuisance in others, we felt good old GG deserved a tune-up to help get him out the gates and in the opponents’ face like other 4-threats.

Looking beyond mere attacks, even a Criminal Syndicate player must admit that destroying Spider-Man is a worthy goal. As such, the Oscorp Weaponry now no longer costs Power to use. That’s right! A corporation giving away free goodies…. What could go wrong?

Hopefully nothing, at least for the Spider-Foes. Oscorp Weaponry was previously a Leadership with a slightly higher opportunity cost than we would have liked, so this simple change should bring even more spider-smashing fun to the game.

But that’s enough of the big shots. Every villain needs lackeys!

And by “lackeys”, we mean M.O.D.O.K., a Threat 5 control freak we would absolutely never call an underling to his face. Soak in the glory of M.O.D.O.K.’s visage!

As is due of a character as magnificent as M.O.D.O.K., many of you have already seen this card. Imbeciles! Look upon it again, and despair! For there is no escaping discussion of M.O.D.O.K.!

Bow to the Will of M.O.D.O.K.! is now only usable once per turn. This is because a being as mighty as M.O.D.O.K. does not NEED to use it more than once! Fool! (It’s also because we saw this power being abused in ways that made the game unfun for opponents, and even at Threat 5, we needed to tone it down.)

Next, if your puny eyes are perceptive enough, you will notice that Pea-Brain! is entirely reworded! You’ll see this new wording appear across reactive superpowers that contain rerolls. Functionally it is no different, but it makes the timing much clearer to players, which is always an improvement to the game! You may also notice, if your pathetic attention span lasts long enough, that at this superpower is now ALSO only usable once per turn. For the exact same reasons!

Last in the lineup and first in the fire, we have a true-blue henchman to do the dirty cleanup work. Take a look at the man who never misses, Bullseye!

We saved a bit of a surprise for last; a gift to you loyal readers who stuck it through to the end. While it might look like a bit of a low blow, we are confident these changes will help Bullseye sneak into your Rosters (and maybe your hearts? Hopefully not).

Bullseye has been brought down from a Threat 3 to a Threat 2. This comes with a couple of small changes; he’s now down to 4/4 Stamina and 2 Mystic defense, and his Throwing Knives generate a single flat Power. But with the rest of his kit still intact, we think this lower-threat Bullseye serves his affiliation much better. An affiliated Threat 2 gives more flexibility when building around different Crisis values, and for the lower cost, you can bet Poindexter will give you a bang for your buck.

That’s all for today’s updates! You stay tuned and we’ll keep you posted on the future of Marvel: Crisis Protocol.

From Panel to Play: HOOD

CP65 HOOD

Most of the time, when people call you a “hood,” it’s a slang term for a criminal. Not an actual, literal hood. Today on From Panel to Play, we’re taking a look at the criminal-turned-demonic-accomplice known mostly by how he accessorizes his wardrobe; it’s the Hood!

Parker Robbins was a petty criminal until he followed up a tip on a warehouse he believed contained valuables. Instead, it was abandoned apart from some occult paraphernalia and one irritated Nisanti demon. Parker destroyed the creature and took its mystical cloak and boots, believing them to be valuable. The items endowed the two-bit criminal with powerful magical abilities, allowing him to rise as a dangerous crime lord and sorcerer. He assumed the identity of the Hood, a villain who uses his power of flight and invisibility to gather other criminals under his leadership.

Unknown to Robbins, the true power of his cloak came from none other than the dread entity Dormammu, who uses Hood as a mortal agent, Empowering Robbins with enough magical power to combat the Sorcerer Supreme.

The Hood comes to Marvel: Crisis Protocol with a whole mess of abilities… in two different flavors! Like Ant-Man and the Wasp before him, the Hood has the ability to transform during battle from his normal self to a much more psychotic version.

When he’s acting as the normal Hood, he has some magically-empowered attacks and abilities. He can channel dark energy through his guns as a hex shot, which functions much like a normal pistol but is a Mystic attack, or he can call down a bolt of Dark Lightning on his target for 3 Power. A Mystic attack hitting at Strength 6, the Arc special rule causes the lightning to leap from the initial target to a number of additional targets within Range 3 for each wild in the attack roll. These secondary targets take 1 damage each. Dark Lightning is a perfect choice for clumps of enemies and can debilitate the initial target, who is shocked after the attack is resolved.

The Hood can also patch up his allies with magic through Dark Arts, which removes 3 damage but inflicts the Bleed special condition. And if he’s looking to avoid damage himself, he can use his cloak to become invisible. Invisibility Cloak lets him use his Mystic defense in place of another defense as he slips from his attacker’s sight.

But you might want to let him get hit once in a while. You see, the Hood has a buddy along for the ride: a Nisanti demon like the one he fought before becoming the Hood. When an enemy damages him, the demon takes the driver’s seat, transforming to his possessed form.

While possessed, the Hood becomes a terror in combat. He trades in his pistols for a pair of Strength 6 Razor Claws that shred the enemy, his Dark Lightning becomes Empowered Dark Lightning that does even more damage to its initial and secondary targets. Beyond that, the Hood gains powers that allow him to charge in at an enemy and lash out with his claws and a supernatural resilience that reduces all the damage he takes by 2.

Fortunately for the people who have to fight him, there are multiple ways that the Hood can revert to his normal form. His attacks can cause him to revert, and he becomes vulnerable to Mystic attacks, returning to normal if he is damaged by one.

That’s all for our first look at this criminal-turned-supernatural villain!

Be sure to check back for yet another installment of From Panel to Play, the series where we give you your first look at how your favorite characters transition to the tabletop in Marvel: Crisis Protocol. Pre-order your own copy of the Doctor Voodoo & Hood Character Pack at your local game store or through our webstore today.

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Doctor Voodoo

CP65 Doctor Voodoo

Today on From Panel to Play, we’re taking a look at a man with voodoo in his blood and a sweet walking stick. The Gunner of God Lord of All Loa, it’s Doctor Voodoo!

Jericho Drumm is Doctor Voodoo, a Hougan of vast mystical power through his study of voodoo. He learned his craft at the feet of the aged master Charles LeJeune, also known as Papa Jambo. Doctor Voodoo is a natural master of voodoo practice and quickly rose as the supreme Hougan in Haiti.

When Doctor Strange was temporarily unable to fulfill his duties as Sorcerer Supreme, he was replaced by Doctor Voodoo. Drumm’s soul was determined to be the purest and most deserving of the role. As the Avenger of Supernatural, Doctor Voodoo has loaned his magical talents to groups like the Midnight Sons and the Avengers, combating foes like the Chaos King and the Empyre.

Doctor Voodoo steps onto the tabletop with a host of mystical abilities, accompanied by the spirit of his deceased brother Daniel Drumm. In life, Daniel was the local Hougan of Doctor Voodo’s hometown of Port Au Prince; a rival bokor’s spell murdered him. Now, he is a companion to Doctor Voodoo and a source of some of his most unusual abilities.

In battle, Drumm can use Spirit Venom to inflict a supernatural injury on his opponent. This attack weakens the spirit of its target while bolstering Doctor Voodoo, thanks to the Sap Power special rule that removes 1 Power from the target for each wild result in the attack and grants it to him.

When the master Hougan wants to punish an opponent, he can lash out with the Staff of Legba. This mystical relic allows Doctor Voodoo to channel his power through it and deal a brutal strike to his enemy. For 3 Power, the staff hits at Strength 7 and has the Power Burn special rule. For each wild in the attack roll, the target loses 1 Power and takes a point of damage for every power lost in this way. The Staff of Legba is a fantastic weapon for dealing with characters that rapidly accumulate Power or those who are camping a stack of Power to pull off a potent attack.

Of course, some of the most interesting abilities of Doctor Voodoo involve the spirit of his brother, Daniel, represented in-game with the Brother Daniel token. Voodoo starts the game with the token, which allows him to add 2 dice in his defense and dodge rolls and grants him 1 Power if he rolls at least 1 failure in any dice roll. Brother Daniel also increases the potency of Doctor Voodoo’s Spiritual Strength power, which allows him to throw interactive terrain. With Daniel acting like a poltergeist and increasing its potency, Doctor Voodoo can throw Size 3 or smaller terrain, while without the token he is restricted to Size 2 instead.

The Hougan can also draw on his brother’s spirit to afflict the enemy in battle. Possession allows Doctor Voodoo to guide Daniel’s spirit into a foe’s body by spending Power equal to the enemy’s Threat. When he does so, Daniel interferes with the target’s ability to act. The token is moved to the target character, who can no longer interact with, hold, or contest objectives while it has the token. Having Daniel wrestle for control of your opponent’s faster or more objective-focused characters can foul their plans and is a fair trade for the benefits of keeping it on Doctor Voodoo.

That’s all for our first look at the master of Voodoo and Hougan Supreme!

Be sure to check back for yet another installment of From Panel to Play, the series where we give you your first look at how your favorite characters transition to the tabletop in Marvel: Crisis Protocol. Pre-order your own copy of the Doctor Voodoo & Hood Character Pack at your local game store or through our webstore here!

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Omega Red

CP54 Omega Red

On today’s installment of From Panel to Play, we’re talking about the man who shows how, if you have some indestructible arm-whips and a bunch of death spores, carbonadium sickness doesn’t have to get you down. It’s Omega Red!

A figure with a mysterious past, not much is known about the origins of Arkady Rossovich except that he was a serial killer born in Russia during the Cold War. After his capture by Interpol, he was handed over to government officials who wanted to create a new kind of super-soldier: Omega Red.

Omega Red has two retractable carbonadium tentacles in his arms, a metal alloy developed by the government as a malleable form of adamantium. Using the metal appendages, he grabs targets and drains their life force. Without this ability, Omega Red would quickly die, as the carbonadium implants are poisoning his system. He needs to drain victims in order to sustain his taxed immune system, making him a prolific and dangerous killer.

Omega Red’s miniature showcases his innate weapons with a dramatic flair. Extending from his wrists, his deadly tendrils sweep around his body in elaborate, organic shapes. His outfit is a classic one, with all the pouches and straps you’d expect from a villain who first appeared in the early 90s!

Omega Red is a deadly opponent on the tabletop thanks to his signature metal tendrils and mutant abilities. He can reach out and touch someone with his basic Carbonadium Coils attack, which in addition to having a decent Range 3 and Strength 5, allows him to drain the life of his target, removing 1 damage if he inflicts damage on his target. Of course, he can also unleash the appropriately named Red Terror for 4 Power, a Strength 7 attack which he can choose to be either a Physical or Energy attack. Red Terror gets even scarier thanks to the Absorb Essence special rule. If Omega Red rolls a wild in his attack, he can change one of the defender’s successful defense dice into a failure and gains 1 Power for each die he flips in this way!

Of course, Omega Red’s carbonadium coils aren’t just for whipping people and draining away their life. They’re also useful for snaring targets and pulling them in close! And close is a terrible place to be when you’re talking about Omega Red thanks to his Death Spores innate power, which Poisons characters within Range 2 of him when he ends his turn, or characters who end their turn within that range.

We can hear you saying, “Poison isn’t great to have, but I can deal with losing 1 Power!” Ah, but that’s before you consider Omega Red’s active power Death Factor. For 2 Power, once per turn Omega Red can inflict 2 damage to all Poisoned characters within Range 2 in the order of your choosing. No fancy martial arts or defensive dice can protect them, either!

If you’d like to learn more about the menace of Omega Red, be sure to check out his full rules when they become available, and don’t forget to pre-order your own copy of the Omega Red Character Pack from your local gaming store or our website. Until then, this has been Atomic Mass Transmissions’ first look at this deadly and dastardly villain.

Atomic Mass Transmissions, signing off!

From Panel To Play: Kraven The Hunter

CP58 Kraven The Hunter

This time on from Panel to Play, we’re looking at a man who makes some bold choices when it comes to outerwear and the number one enemy of animal rights activists worldwide. It’s Kraven the Hunter!

Sergei Kravinoff is Kraven the Hunter, a world-renowned big-game hunter who seeks the most dangerous game: the Amazing Spider-Man! Kraven believes that by taking down Spider-Man, he will prove himself as the greatest hunter in the world.

Kraven is no normal hunter, however. He prefers to take down his prey up close with a blade, rather than a gun or bow. He follows his own code of ethics, preferring to hunt his game with a twisted sense of fair play. And beyond his martial prowess and hunter’s instincts, Kraven is imbued with an incredibly prolonged lifespan and physical strength due to a mystical serum he consumes. Though he appears to be a man in his thirties, Kraven was born in the early 20th century.

Demonstrating his preference to kill his prey up close and personal, Kraven’s miniature wields a blade and spear. He’s a predator springing the trap on his unsuspecting prey with lightning speed. The plaque from one of New York’s illustrious zoos under his feet offers some sage—and a bit irreverent—advice to the master hunter.

Kraven has one goal in life, and he has the tools to see it done. This master hunter is geared toward surgical attacks against a single target. If that target happens to call itself Spider-Man, all the better.

On the tabletop, Kraven is suited to locking down and taking out one target at a time. Like any good hunter, he doesn’t let him get distracted when his prey is in sight. He’s best in battle when he focuses his attention. Using his kukri and spear in combination, he lands devastating hit-and-run attacks before vanishing into hiding and preparing for his next assault. On his turn, if he focuses his energy Kraven can land a total of 12 attack dice against a single character and make both a Short and Medium advance to boot.

Beyond just his skill with a blade and spear, Kraven brings his unmatched skill as a hunter to a battle. His Expert Tracker power allows him to direct a crisis team in battle to better land their strikes, while his talent for anticipating the movements of his prey allows Kraven to punish them for moving in the open in his presence. Corner the Beast reflects Kraven’s preternatural hunting talent and lets him designate a character within Range 3. Until the end of the character’s next activation, they suffer 1 damage. Plus, if the chosen character happens to be a pesky wall crawler, they lose that power for the duration of the effect. Corner the Beast is a great power to use on more elusive prey, like those who have a fondness for dashing away before Kraven can land a strike.

Rounding out his talents, Kraven also benefits from the mysterious elixir that has prolonged his life and given him enhanced physical abilities. The Elixir of Calypso innate superpower allows Kraven to reroll one die in each of his attack or defense rolls, representing the hunter’s superhuman strength, speed, and reflexes.

That’s all for our look at Kraven the Hunter. Check back next time when we dive in with a closer look at yet another character for Marvel: Crisis Protocol!

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Black Cat

CP37 Black Cat

They say it is bad luck when a black cat crosses your path. Well, the subject of today’s From Panel to Play is living proof!

Felicia Hardy, daughter of an infamous cat burglar, initially used her athletic prowess to follow her father’s example in a life of crime as the Black Cat. When she wasn’t stealing priceless art or heisting a fortune in jewels, she enjoyed toying with Spider-Man. Despite standing on the opposite side of the law, Black Cat allied with Spider-Man against common foes, helping him to combat villains like the Kingpin and Doctor Octopus.

Never satisfied with her abilities, Black Cat was envious of those with great powers. She made a deal with Wilson Fisk in order to gain superpowers of her own, which let her inflict bad luck on those around her. Now, Black Cat struggles between her criminal and heroic natures, making her an unpredictable piece of New York’s superpowered scene and a bad cat to have cross your path.

A cat always lands on its feet. At least we hope so, otherwise Black Cat’s impressive mid-combat back flip is going to be a problem! Pushing a miniature’s ability to depict motion and agility, Black Cat is captured in the moment she’s leaping over a stupefied and unlucky mook’s head. Astute observers will notice the bit of webbing clinging to the girder she’s using as a springboard. It is a fun touch, because it is appropriate if Spider-Man is allied with Black Cat, but can also suggest she’s just dodged away from a web shot if she and Parker are on different sides of a crisis.

Felicia Hardy is a tricky cat to pin down. On the tabletop, she has numerous abilities to get her into—and out of—trouble. With an emphasis on evasion, a sprinkling of good old-fashioned robbery, and the ability to turn her foe’s luck bad, Black Cat is a troublemaker you’ll want to have on your side of a crisis.

Black Cat isn’t what you’d call a heavy hitter. She can ruin somebody’s day with a rake of her Cat’s Claws thanks to the Pierce special rule, but she isn’t on the team to dish out damage. This is proven by her Troublemaker attack, which lets her leave a target dazed and confused as she backflips away to safety. Though it hits at Strength 6, Troublemaker actually trades in the potential to deal damage for interesting special rules and effects. When it lands, Troublemaker is limited to a single point of damage, but leaves the target Staggered and lets Black Cat make a short advance thanks to the Elusive special rule. Bye, Felicia!

That’s not the only tricky way Black Cat can move around. No self-respecting cat burglar would be caught without a way to get to Wilson Fisk’s penthouse (that’s where he keeps all the good stuff), so Black Cat brings a nifty grappling hook. For 2 Power she can shoot a line to anywhere within Range 2 and reel herself in. It’s perfect for accessing open windows or getting clear of the path of a charging Venom.

Backflips and ziplines are fun and all, but Black Cat can also help immensely during a crisis by practicing the family business—larceny. Swooping in out of nowhere, she can steal whatever bit of world-threatening menace her opponents have conveniently collected for her. The Master Cat Burglar active superpower lets Black Cat pay 3 Power to pilfer an asset or civilian token from an enemy in Range 1.

The ability to steal assets (and victory points) is likely to paint a large target on her back. Fortunately for her, people that cross this Black Cat’s path tend to run a streak of bad luck: their bullets end up being duds, their punches miss the mark, and things just don’t go their way. The Bad Luck innate superpower reflects this, preventing attackers who target Black Cat from modifying their attack rolls.

That’s all for our look at Black Cat. Check back next time when we dive in with a closer look at yet another character for Marvel: Crisis Protocol!

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Sin

CP61 Sin

I guess she has a thing for people with skulls where their faces should be? This time on From Panel to Play, we’re checking out the daughter of the Red Skull and partner to Crossbones, Sin!

The vile legacy of the Red Skull lives on through his daughter, Sinthea Schmidt. Indoctrinated from childhood with her father’s beliefs, Sinthea began her criminal life with the Sisters of Sin. An effort by S.H.I.E.L.D. to deprogram Sinthea failed when the mercenary Crossbones freed her from captivity. Together, she and Crossbones embarked on a campaign of terror and violence. As Sin, Schmidt seeks to do what her father could not manage: control the world and, as was once done to her, twist it to fit her father’s contorted vision.

Sin’s miniature is a study in violence and madness. Her expression is not suggestive of a stable personality, as she menaces her foes with a dagger. Plus, the skull on her torso suggests that she’s not the sort of person you’d want to mess with. Standing atop the rubble, she captures the menace of a born killer.

Sinthea Schmidt is a complicated woman with a lot of anger issues. For one thing, her dad is an unremitting villain with a face like a spooky Halloween decoration and aspirations of world domination. Working to uphold her family legacy, she has many tricks and powers to make any hero’s day a little bit worse.

Sin fights dirty. When she isn’t spraying bullets with her automatic pistol and keeping score on how many more targets she takes down than her partner Crossbones, she gets up close and personal with her opponents. The Make It Personal physical attack hits her target at strength 6, and if she’s lucky enough to score a critical and wild on the attack roll, she can add Insult to Injury. This rule lets her follow up with a second Make It Personal without paying its Power cost, and switches the attack type from physical to mystic, as she assaults her target in a psychotic rage.

But the daughter of the Red Skull is more than just violence and insults. As the heir to the throne of Johann Schmidt, she has also developed a keen ability to lead her underlings into battle. Like her father, Sin has a Leadership ability for the Cabal affiliation. But where Red Skull’s leadership is straightforward, hers is complex.

Red Mayhem is a chaotic leadership befitting Sin’s psychotic personality. Screaming orders at her Cabal companions, she directs them into position on vital objectives while forcing her opponents to give ground. During each Cleanup Phase, after tabulating Victory Points, Sin gets to roll a die for each objective contested by a friendly character. If the roll produces a Hit, wild, or critical result, she can push each enemy character contesting the objective a Short distance away. Red Mayhem also forces enemy characters holding Assets within proximity of Sin’s allies to drop their Assets for the Cabal to scoop up!

Of all the Cabal members, the one you can almost guarantee will join Sin in battle is her worse half, her partner in crime, the skull-masked Crossbones. This gruesome duo work in tandem to ruin the day of everyone they encounter. In game, her reactive superpower Partners in Crime represents their bond, letting Crossbones activate immediately after Sin if he is within Range 4 and doesn’t already have an activation token. Perfect for kicking an opponent when they’re already down!

Of course, Sinthea has several other tricks to spring on her enemies, but we’re out of time. Be sure to check back for another installment of From Panel to Play, where we’ll take a look at yet another character who makes the jump into the ranks of Marvel: Crisis Protocol.

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Kingpin

CP29 Kingpin

Welcome back for another Atomic Mass Transmission!

This time on From Panel to Play series, we’re looking at how Wilson Fisk, the imposing Kingpin of crime took shape in Marvel: Crisis Protocol.

Wilson Fisk rose from a humble beginning to be one of the most feared and influential crime lords in the world. He maintains the appearance of a legitimate businessman, funneling his vast wealth to charities and humanitarian projects, all while orchestrating the movement of an immense criminal empire.

As the Kingpin, Fisk often clashes with the self-appointed protectors of New York City. He battled Spider-Man for a time, but his most frequent foe is Daredevil, the vigilante protector of Hell’s Kitchen. Though he is known to hire mercenaries to squash such street-level threats, Fisk is himself physically powerful to hold his own in a one-on-one fight.

Kingpin is known for his overwhelming physique, and his miniature does not disappoint. Fisk’s heavy stature makes him stand out on the tabletop, towering over all but the largest characters. His classic sense of style is on display as well, from the detailed folds of his double-breasted suit down to the rings on his fingers. His posture is haughty as he adjusts his tie before laying into any street-level hero who might want to stand in his way.

Kingpin’s Short advance and larger size mean he needs to move cautiously to avoid being caught out in the open.

Fortunately, Kingpin has the tools and techniques to hold his own. For instance, his basic Cane Laser (yes, I said “cane laser”) attack has a range of B3, which lets him burn a line through multiple targets from a distance. When he gets up close, he has his choice of smacking down his opponent with a wicked Headbutt attack, or the appropriately named Hail to the King. A Strength 7 physical attack, Hail to the King demonstrates why you should never go toe-to-toe with a man of Fisk’s stature. The attack lets Kingpin toss his target Short range before dealing damage, and inflicts the Stagger special condition afterward.

Rounding out Kingpin’s rules are his powers. He has a new Leadership, Criminal Network, to benefit the Criminal Syndicate affiliation. This ability represents Kingpin’s absolute control of his vast criminal empire, letting members of the affiliation pass around objective tokens like they’re playing a game of hot potato. Criminal Network also lets his team work more efficiently in securing objectives, allowing each Healthy character to count as two for the purpose of securing an objective token.

If that wasn’t enough to draw attention, Kingpin’s skill at Street Level Negotiations will. This Active power lets Kingpin pick up and throw interactive terrain or characters of Size 3 or less Medium range. Is that Daily Bugle kiosk in the way of your next criminal enterprise? No problem. Just throw it out of the way. Is Thanos, the Mad Titan in your path? Throw him too.

With all of these alien beings thrown all over the place, you think Kingpin might be concerned about being caught in a little collateral damage. Fortunately, his Solid Frame innate power protects him against it. Kingpin simply doesn’t suffer damage from collisions with other characters. Even if they’re thrown by the Incredible Hulk, they’ll stop dead as they bounce off the criminal mastermind.

And like a taxi thrown by Wilson Fisk, we are outta here. Check back next time as we take a look at another character for Marvel: Crisis Protocol and their transition from Panel to Play.

See you then!