recursal/Fanatic-Fandom huggingface dataset:
Mage armor

* When you cast an attack spell, you may choose to lose your mage armor's current resistance and replace it with resistance to that spell's damage types.
* When you cast a Rank 1 attack spell prepared with this feat, you may replace your mage armor's resistance with that spell's damage type as a free action until the end of the encounter.
   Level 9:
* When you cast a Rank 1 attack spell prepared with this feat, you may add that spell's damage type to your mage armor's granted resistances as an immediate action until the end of the encounter.
* When you cast a Rank 2 attack spell prepared with this feat, you may replace your mage armor's resistance with that spell's damage type as a free action until the end of the encounter.
 Special
Initiative

Initiative determines the order in which characters get their turn in an encounter. A character’s base Initiative bonus is equal to the higher of their Dexterity or Intelligence base.

## Rolling Initiative

At the beginning of an encounter, each character that is not surprised rolls a D20 and adds their Initiative bonus. This determines the order that characters will act in for the remainder of the encounter, unless some power or effect modifies a character's Initiative result later in the encounter.

## Surprise Round

If any creatures were surprised by the start of the encounter, they do not roll Initiative at this time. Instead, they roll Initiative after the last creature who already has an Initiative roll has gone. This first round of combat is called the "Surprise Round"; if no creatures are surprised at the start of combat, there is no surprise round.

## Losing Surprise

If a surprised creature loses the surprised condition during the surprise round, they roll Initiative immediately upon losing the surprised condition. If they roll an Initiative higher than the currently acting creature, their Initiative result is treated as directly below the currently acting creature's Initiative, and they will go next.

## Triggered Actions

Certain feats trigger off of rolling Initiative; if you are surprised, you may not activate these triggers until you actually roll your Initiative.
Hydra head

* Str 18, Con 18, Dex 15, Wis 12, Cha 8, Int 8
* Minion (no hit points, group Initiative and actions)
* Initiative +2, Speed 2. The hydra head must be within 2 paces of the young hydra's body; whenever the hydra moves or shifts, each head moves or shifts along with it. Any effect that would push, pull, slide or fling a head more than 2 paces away from its body moves the entire body (including all heads) half that distance instead.

 **Dragging Thrash(move action)** | Grabbed target only; shift two paces, then pull the target into the nearest adjacent space and deal 6 bashing damage to it. The target becomes dazed until the end of the hydra head's next turn.
Marshal

The Marshal focuses her martial prowess into teamwork and leadership, guiding and protecting her allies with keen insight and encouragement. The Marshal does not neglect her own combat abilities, however - she is equally at home on foot or in the saddle, wielding bow or blade, wearing leather or maille.

 **Skill Proficiencies** | As a fighter, the Marshal gains training in Athletics and Endurance.
Additionally, combat leader grants training in Insight,

 **Starting Feats** | * The Marshal gains the combat leader and inspiring presence class features, thus gaining the class maneuvers create opportunity and inspiring shout.
* The Marshal chooses one fighting style, gaining that style's weapon group expertise and class maneuver.
* The Marshal chooses two at-will maneuvers that are available to him based on his class features.
* At level 0, the Marshal may perform one class maneuver per encounter.
Modifier

Each time you make a check, one or more modifiers will most likely apply to the roll. Modifiers go in two directions - bonuses are added to your die roll, while penalties are subtracted from it.

### Bonuses

Most bonuses come from a particular source; these modifiers will have an adjective to describe them, such as feat bonuses or class bonuses or circumstance bonuses or racial bonuses. Bonuses are always positive; if an effect would cause a bonus to be negative, treat it as zero instead.

If several bonuses apply to the roll you are about to make that all have the same adjective, only the highest one applies, and only once. For example, if you have a +2 class bonus to saving throws, and a +5 class bonus to saving throws vs. charm effects, then you apply the +5 modifier when making a saving throw vs. a charm effect, not the +7 that you would get from adding them together. However, if you have two different bonuses, such as a +5 class bonus and a +2 training bonus, you may add them both to the roll. Untyped bonuses are bonuses which have no type - you add all of these together when you make your roll.

### Penalties

Like bonuses, penalties often come from specific sources. If two or more named penalties with the same name would apply to your character, only apply the worst of those penalties. Unnamed penalties, on the other hand, accumulate without limit. Once you are ready to roll the dice, add all penalties that apply to the dice roll together and subtract that from the result.
Guard

The Guard focuses his martial prowess into defending others, standing fast against enemies that would slay a lesser man in a single blow. Frequently wearing heavy armor and a shield, the Guard's duty is to protect his charges.

 **Armor Proficiencies** | As a fighter, the Guard gains training with light armor, heavy armor, and shields.

 **Skill Proficiencies** | As a fighter, the Guard gains training in Athletics and Endurance.
Additionally, combat challenge grants training in Intimidate,
and combat superiority grants training in Perception.

 **Starting Feats** | * The Guard gains the combat challenge and combat superiority class features, thus gaining the class maneuvers come and get it and sweeping strike.
* The Guard chooses one fighting style, gaining that style's weapon group expertise and class maneuver.
* The Guard chooses two at-will maneuvers that are available to him based on his class features.
* At level 0, the Guard may perform one class maneuver per encounter.
Hunter's challenge

* When you make a melee weapon attack against an unmarked enemy, you mark that enemy until the end of your next turn whether the attack hits or misses.
* Enemies which are marked by your Hunter's Challenge suffer a -2 penalty to all attacks which do not include you as a target.
* Whenever an enemy marked by your Hunter's Challenge shifts or makes an attack that does not include you, you may make an opportunity attack against it as an immediate action.
* You gain the come and get it per-encounter feat:

 Hit:
Moderate

**Moderate** tasks have a difficulty of 15. These are actions that the average person can pull off with some luck, and which a competently trained person is expected to have an even chance of accomplishing. Examples: walking eight hours through a hilly woodland without rest, assembling a model ship, sewing up a wound, remembering the name of the capital city of every province in your country. If no task difficulty is specified, assume that the task has a moderate difficulty.
Martial class feature

At each odd level, a Fighter may choose a new class feature from the following options:

## Martial Versatility

You gain two new Ranked maneuvers that you meet all criteria for.

### Martial Training

You gain training in one Skill, armor or weapon group of your choice that you do not already have Expertise in, and then gain one new Ranked maneuver that you meet all criteria for.

## Fighting Style

You gain one new fighting style that you do not yet know.

### Bare-Handed Fighting Style

unarmed or grappling training, stunning blow.

### Shield Fighting Style

light shield or heavy shield training, no opening.

### Two-Weapon Fighting Style

Bonuses when wielding two weapons, tornado strike.

### Blunt Weapon Fighting Style

bludgeon or hammer training, bell ringer.

### Multi-Classing

You may choose one of the following eight role-based Fighter Class Features that you do not already possess. You gain that class feature and its accompanying bonuses, skill, and maneuver.

#### Weapon Master (Striker Feature)

Craft, whirlwind strike, +1 Fortitude, +1 hit points/level

#### Martial Prowess (Striker Feature)

Intimidate, power strike, +1 Reflex, Dexterity bonus to damage

#### Combat Challenge (Defender Feature)

Intimidate, come and get it, +1 Fortitude, +1 hit points/level, Strength bonus to Intimidate

#### Combat Superiority (Defender Feature)

Perception, sweeping strike, +1 Fortitude, +1 hit points/level, Wisdom bonus to opportunity attacks

#### Battle Awareness (Controller Feature)

Perception, scout ahead, +1 Reflex, Wisdom bonus to Initiative

#### Tracker's Quarry (Controller Feature)

Stealth, disrupting strike, +1 Reflex, designate quarry as an immediate action.

#### Combat Leader (Leader Feature)

Insight, create opportunity, +1 Will, grant Intelligence bonus to Initiative

#### Inspiring Presence (Leader Feature)

Diplomacy, inspiring shout, +1 Fortitude, +1 hit points/level, grant Charisma bonus to full defense
Language

## Common

"Mankind always finds a way."

The Common language evolved from the tribal languages of humans and halflings. Humans are a naturally gregarious and mercantile race, and so Common has grown throughout the Ages, filling with loan-words from Sylvan, Darro, and even Urgyn and Drakyr. Most cultures have had frequent exposure to humans in some way, so the Common language is the *de facto* trade language of the realms.

## Sylvan

"Seheyá benlá lehes se heyá Eyladrim fa shì."

The Sylvan language evolved in the Feywild, as the natural tongue of the fairy races. The ancestors of the eladrin and elves taught it to the spirits and treefolk, and so Sylvan (along with Urgyn) is the language most often spoken by druids and shamans trained in the Old Ways.

## Urgyn

"Urhkhas kh'rgh arhark !Khaar hyashk hrrukh."

The Urygyn language also evolved in the Feywild, as the natural tongue of the goblin races. While the two languages sound very different, they share similar structural syntaxes - indicating that they may have once had a common origin.

## Darro

"Shehim hah Daru khazhan, an dûl ben jahmith shah."

The Darro language has no known origin. While many of its earlier 'loan words' are clearly taken from proto-Common (or possibly vice-versa), the language itself - like the Dwarves who speak it - seems to have arisen spontaneously with little outside influence.

## Drakyr

"Ssshah hassh-ihah Drakh-ha hrrrauughh-ffassh! Hhaghh-k!"

The Drakyr language is a derivative of the elemental language of the Primal Chaos, and thus a descendant of the proto-language that forms the basis of magic and Creation itself. Both dragons and elementals speak Drakyr, although many learn other tongues from their dealings with the Material world.
Immunity

**Immunity** is a stronger form of resistance. When you have immunity to a damage type, you reduce all damage of that damage type to zero, and ignore any status effects that would be applied from a damaging effect that deals that damage type. If the effect achieves a critical hit or inflicts an arcane affliction, ignore the critical hit or affliction, but reduce your immunity to resistance instead.

If you would gain vulnerability to a damage type you have **immunity** to, you are considered to have resistance to that damage type instead.
Hard

**Hard** tasks have a difficulty of 20. These actions require a good amount of expertise, training, and natural ability to pull off well, and are only accomplishable through extraordinary luck otherwise. Examples: carving a path through a densely overgrown jungle for eight hours without rest, assembling a clockwork pocketwatch, digging a barbed arrowhead out of a wound without causing more damage, remembering the name of every capital city of every country in the world.
Heavy armor

**Heavy armor** offers protection based on your Constitution ability base . When wearing heavy armor, you gain resistance to slashing attacks; rigid plate armor also imparts resistance to bashing attacks. All heavy armor is encumbering, reducing your character's speed and reflex by 1 each.

Chainmail is made out of an interlocking weave of metal rings, providing good protection while somewhat encumbering the wearer.

 Armor Defense

 Check Penalty
 Encumberance:

Scalemail is made out of an interlocking weave of small metal scales, providing good protection while somewhat encumbering the wearer. If you do not have proficiency in **heavy armor**, you grant advantage while wearing Scalemail, and may not gain advantage.

 Armor Defense

 Check Penalty
 Encumberance:

Half plate is a rigid metal breastplate, girdle, shoulder guards, vambraces, gauntlets, and boots, providing excellent protection at the cost of fine dexterity and speed. If you do not have proficiency in **heavy armor**, you grant advantage while wearing half plate, and may not gain advantage.

 Armor Defense

 Check Penalty
 Encumberance:

Fullplate is a rigid carapace of metal, providing excellent protection at the cost of fine dexterity and speed. If you do not have expertise in **heavy armor**, you grant advantage while wearing it, and may not gain advantage.

 Armor Defense

 Check Penalty
 Encumberance:
Loremaster

**Loremaster** is a Bard class feature which helps Rogues to fulfill the leader role.

 * You gain training in the History skill.
* You gain a +1 class bonus to all untrained skill checks, and a +5 class bonus to all Knowledge checks.
* You may cast bardic spells, usually using the Bluff or History skill; your magic damage bonus is equal to your Charisma modifier.

Allies within the aura that can hear you gain a class bonus to all saving throws equal to your Charisma modifier, while enemies within the aura suffer a penalty to all saving throws equal to your Intelligence modifier.

 <createbox>

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Half plate

Half plate is a rigid metal breastplate, girdle, shoulder guards, vambraces, gauntlets, and boots, providing excellent protection at the cost of fine dexterity and speed. If you do not have proficiency in heavy armor, you grant advantage while wearing half plate, and may not gain advantage.

 Armor Defense

 Check Penalty
 Encumberance:
Open 4E SRD Wiki:Policy

There are very few **policies** which apply across all Wikia. These can be found on the Central Wikia at Wikia:Category:Policy.

Other policies for this Wikia should be decided by the wiki community. It's generally best to keep policies as simple as possible, and not to introduce too many rules. A growing wiki can usually do well with a few simple policies and a lot of goodwill and cooperation.

Adding `[[Category:Policy]]` to any policy pages will add them to the policy category. This is found here.
Mail

**Mail** armor is made out of an interlocking weave of metal rings or small metal scales, providing good protection while somewhat encumbering the wearer. If you do not have proficiency in Mail armor, you grant advantage while wearing it, and may not gain advantage.

Chainmail is made out of an interlocking weave of metal rings, providing good protection while somewhat encumbering the wearer.

 Armor Defense

 Check Penalty
 Encumberance:

Scalemail is made out of an interlocking weave of small metal scales, providing good protection while somewhat encumbering the wearer. If you do not have proficiency in heavy armor, you grant advantage while wearing Scalemail, and may not gain advantage.

 Armor Defense

 Check Penalty
 Encumberance:
Draconic Bloodline

As a member of the Draconic sorcerer bloodline, the power that courses through your veins manifests as spells and effects from the Elementalism school. You feel a particular affinity towards one particular damage type - this affinity colors all your spells. Choose one of the following ten options:

* **Brown Dragon** - Your spell source's damage type is Petrifying.
* **Grey Dragon** - Your spell source's damage type is Force.
* **Black Dragon** - Your spell source's damage type is Acid.
* **White Dragon** - Your spell source's damage type is Cold.
* **Green Dragon** - Your spell source's damage type is Poison.
* **Purple Dragon** - Your spell source's damage type is Psionic.
* **Blue Dragon** - Your spell source's damage type is Lightning.
* **Brass Dragon** - Your spell source's damage type is Thunder.
* **Gold Dragon** - Your spell source's damage type is Radiant.
* **Red Dragon** - Your spell source's damage type is Fire.

This choice is permanent, as it represents an intrinsic part of your bloodline.

Elemental Magic manipulates the raw forces and materials of the physical world. All Elemental spells have one of five elemental aspects: earth, water, wood, wind, or flame; and have one of two polarity aspects: yin and yang. An elemental attack spell's damage types and effects are always based on its element and polarity, while elemental utility spells take advantage of the secondary properties of the elements. Some arcane healing magics are elemental in nature, usually utilizing properties of the element of wood.

Many elemental attack spells listed here list their damage type as 'Elemental'. When you prepare such a spell, you may choose one of ten options, based on your available material components. Each type of elemental damage also has a specific arcane affliction tied to it. An Elemental spell becomes Petrifying (earth/petrification), Rending (earth/force), Freezing (water/cold), Dissolving (water/acid), Choking (wood/poison), Enthralling (wood/psychic), Booming (wind/thunder), Shocking (wind/lightning), Flaming (flame/fire), or Shimmering (flame/radiant), depending on the type chosen. When you cast the spell, it causes damage and elemental afflictions (if any) of the chosen type.
Knight Defender

Do you imagine your fighter wading through enemies like an unstoppable juggernaut, virtually impervious to all damage? Then choose the following options:

* combat superiority
* combat challenge
* shield fighting style

**Attacks and Weapon Proficiencies*** The Knight Defender is proficient with all weapon groups.
* melee weapon Proficiency checks: Str + 3.
* ranged weapon Proficiency checks: Dex + 3.
* The Knight Defender gains a bonus to all opportunity attack rolls equal to his Wisdom modifier.
* The Knight Defender's melee damage bonus is equal to his Strength modifier. If the Knight Defender hits a creature with an opportunity attack while it was moving, that creature's movement stops.
* The Knight Defender's ranged damage bonus is equal to his Dexterity modifier.
* The Knight Defender does not have a magic damage bonus.

**Marking (Combat Challenge)*** When the Knight Defender hits or misses an enemy with an attack, that enemy becomes marked by the Knight Defender's combat challenge until the end of the Knight Defender's next turn.
* Creatures marked by the Knight Defender's combat challenge take a -2 penalty to all attack rolls that do not target him, and provoke opportunity attacks from the Knight Defender when they shift or make an attack that does not include him.

**Hit Points, Defenses and Armor Proficiencies*** The Knight Defender's maximum hit points are equal to his racial hit points plus twice his level.
* The Knight Defender's Vitality is equal to 6 + his Constitution modifier.
* The Knight Defender gains a +2 class bonus to Fortitude. His Defenses are:
	+ Reflex: 10 + Dex (+racial bonuses)
	+ Fortitude: 12 + Con (+racial bonuses)
	+ Will: 10 + higher of Wis, Int or Cha (+racial bonuses)
* The Knight Defender is proficient with light armor, heavy armor and shields, and has expertise in heavy armor and shields. When wearing fullplate and a tower shield, his Defenses are:
	+ Armor: 19 + higher of Con or Str (+5 cover bonus)
	+ Reflex: 8 + Dex (+racial bonuses) (+5 cover bonus)
	+ Fortitude: 12 + Con (+racial bonuses) (+5 cover bonus)
	+ Will: 10 + higher of Wis, Int or Cha (+racial bonuses)

**Trained Skills*** The Knight Defender is proficient in Athletics, Endurance, Perception and Intimidate, and has Expertise in Endurance. His trained skill bonuses are:
	+ Athletics: Str +3 (Str -2 in half-plate with tower shield)
	+ Endurance: Con +4 (Con -1 in half-plate with tower shield)
	+ Perception: Wis +3
	+ Intimidate: Cha + Str +3

**Class Maneuvers*** At level 0, the Knight Defender may perform one class maneuver per encounter, and knows the following class maneuvers:

* At level 0, the Knight Defender knows 2 at-will maneuvers from the list below.
* The Knight Defender starts with the following equipment:
	+ fullplate (Defense: 19 + Con, -3 check, -1 speed, resistance to slashing and bashing attacks)
	+ Tower shield (Defense: +5 cover bonus, -2 check, -1 speed)
	+ Longsword (Attack: Str +5; Damage: 1d8 + Str slashing damage)

Combat challenge at-wills
Combat superiority at-wills
1. REDIRECT Shield fighting style at-wills
Oath of destruction

Whenever you attack the creature marked by your Oath of Destruction, the attack is automatically a critical hit on a roll of 18-20. If the attack hits, it deals an additional +1dW damage of your faith's damage type if it's a weapon attack or +1d6 damage of your faith's damage type if it isn't, and you may add your magic damage bonus to the attack's damage if it does not already include it.
Whenever the creature marked by your Oath of Destruction ends its turn more than 3 paces away from you, you may fly up to twice your speed towards it as an immediate reaction and then land.
CAPITAN AMERICA: SUPER SOLDADO

CAPITAN AMERICA: SUPER SOLDADO ES UNA PELICULA DE MVLL STUDIOS QUE FORMA PARTE DEL UNIVERSO CINEMATOGRAFICO MARVEL Y INICIA UNA TRILOGIA

## SINOPSIS

LUEGO DE HABER RECIBIDO ASOMBROSAS HABILIDADES GRACIAS AL SUERO DE SUPER SOLDADO, STEVE ROGERS( CHRIS EVANS ) DEBERA EVITAR QUE EL LIDER DE H.Y.D.R.A UNA ORGANIZACION NAZI SE HAGA CON UN ARTEFACTO DE MAXIMO PODER DE NOMBRE TESERACTO , AHORA STEVE JUNTO A SU AMIGO BUCKY BARNES( SEBASTIAN STAN) Y LA TENIENTE Y INTERES AMOROSO DE ROGERS PEGGY CARTER( HAYLEY ATWELL) DEBERAN DE LUCHAR POR DAR FIN A LA SEGUNDA GUERRA MUNDIAL ANTES DE QUE INICIE

## HISTORIA

**VEMOS FLASBACK DE COMO A STEVE ROGERS LE INYECTARON EL SUERO DE SUPER SOLDADO**

**RED SKULL:AHORA EL EJERCITO ESTADOUNIDENSE TIENE UN ARMA, AHORA YO TENDRA OTRA**

**VEMOS AL TESERACTO ENCENDERSE**

**LOGO DE MARVEL STUDIOS Y DE MVLL STUDIOS**

**VEMOS A UNOS SOLDADOS LIDERADOS POR EL CAPITAN AMERICA ENFRENTANDO A UNAS TROPAS DE HYDRA**

**SOLDADO: CAPITAN AHORA QUE?**

**CAPITAN AMERICA: HAY QUE SEGUIR, LA LIBERTAD DE ESTADOS UNIDOS ESTA EN JUEGO**

**BUCKY: VAMOS TROPA**

**EL CAPITAN AMERICA Y LOS SOLDADOS  INFILTRANDOSE EN UNA BASE DE H.Y.D.R.A**

**CAPITAN: AQUI ES, BUCKY TU Y YO ENTREMOS**

**BUCKY: ENTENDIDO STEVE**
Bare handed fighting style basics

* You gain Training in the Unarmed or Grappling weapon group.
* Your bare fists and feet count as off-hand melee weapons, granting your unarmed attacks all the bonuses and capabilities that apply to weapon attacks. You may make an unarmed attack whenever you could make a melee attack with an off-hand weapon.
* Whenever you gain Training in the Unarmed or Grappling weapon group, if you already have Expertise with that group, you may choose one additional at-will maneuver from this fighting style.
Nimble evasion/bonuses

* You gain training in the Acrobatics skill.
* You gain a +1 class bonus to your Reflex defense, or a +2 class bonus to your Reflex defense if you already received a class bonus to Reflex.
* You gain a class bonus to maximum hit points equal to your level, or twice your level if you already received a class bonus to hit points.
* If you are not wearing heavy armor or a shield, and moved at least 1 pace since the beginning of your last turn, your Reflex and Armor defenses vs. enemies which do not have advantage against you are equal to 15 + your Acrobatics check modifier.
Hunter totem/bonuses

* When you enter a trance that allows you to choose Aspects, you may choose between the following Aspects:

 * Your melee damage bonus equals your Strength modifier plus your Dexterity modifier when wielding a blade, sword, axe, spear, or bludgeon.
* Your ranged damage bonus equals your Dexterity modifier plus your Wisdom modifier when wielding a bow.
* You gain the power strike per-encounter feat:

 * Once per round as a free action, you may mark an unmarked target that you may see as your Quarry. Until the end of the encounter or until you mark a new Quarry, you gain +5 to all Perception rolls vs. your Quarry, and halve all your Quarry's cover or concealment bonuses. If you can see your Quarry, you automatically know its current hit points and conditions.
* You gain the disrupting strike per-encounter feat:

 Effect:
The target becomes stunned until the end of your next turn instead if you achieve a critical hit.

 * When you are wielding a bow, its range is increased by your level.
* You gain the piercing shot per-encounter feat:

 * When you make a melee weapon attack against an unmarked enemy, you mark that enemy until the end of your next turn whether the attack hits or misses.
* Enemies which are marked by your Hunter's Challenge suffer a -2 penalty to all attacks which do not include you as a target.
* Whenever an enemy marked by your Hunter's Challenge shifts or makes an attack that does not include you, you may make an opportunity attack against it as an immediate action.
* You gain the come and get it per-encounter feat:

 Hit:

 * You and all allies that can see or hear you gain a class bonus to Initiative equal to your Wisdom modifier.
* You gain the create opportunity per-encounter feat:

 Effect:

 * When you charge with a spear weapon, add half your level to your melee damage bonus, and add your Constitution modifier to any ongoing damage dealt.
* You gain the skewering charge per-encounter feat:

 Effect:

 * You may wield any one-handed or versatile bludgeon, sword or axe as your secondary weapon.
* Off-hand blades, swords and axes gain the swift property when wielded as your secondary weapon.
* You gain the tornado strike per-encounter maneuver:
THE SILVER SURFER

THE SILVER SURFER ES UNA PELICULA SPIN OFF DE LOS 4 FANTASTICOS QUE FORMA PARTE DE LA FASE 2 DEL UNIVERSO CINEMATOGRAFICO MARVEL

## SINOPSIS

THE SILVER SURFER CUENTA LA HISTORIA DE NORRIN RADD( DOUG JONES) UN HABITANTE DEL PLANETA ZENN LAN QUIEN TRAS LA LLEGADA DE GALACTUS( KEITH DAVID) A SU PLANETE CAMBIA PARA SIEMPRE, BUSCANDO EVITAR QUE GALACTUS CONSUME SU PLANETA, SE OFRECE PARA SERVIR A GALACTUS AYUDANDOLO A BUSCAR PLANETAS, SACRIFICANDO TODO LO QUE CONOCIA NORRIN SE TRANSFORMA EN EL PODERSOSO SILVER SURFER QUIEN DEBERA DE BUSCAR UN PLANETA DESABITADO PARA EVITAR LAS MUERTES DE MILES DE CIVILIZACIONES
Hammer

Hammers are weighted melee weapons that deal damage through blunt crushing force rather than sharp edges. Some Hammers can also be used as thrown weapons. Your Hammer proficiency is always based on your Strength.

On a critical hit, the target is dazed until the end of your next turn.

On a critical hit, the target begins bleeding 5 ongoing damage.

On a critical hit, the target is pushed 2 paces and knocked prone.

On a critical hit, the target is pushed two paces and knocked prone.
Home

# Welcome to the TRIC SRD Wiki

This system is intended to be a streamlined and open tactical D20-based RPG. All rules mechanics are taken and modified (usually very heavily) from the Open Game Licensed [D20SRD].

The majority of this project is the work of Brent Dill, with assistance and contributions from Aelaris and Brendan Mathis. It is released under the Open Game License version 1.0a.

Our system goals:

* A unified class design system, with simplified hybriding and multiclassing
* Better balance between power choices within a class
* Smoother progression between levels, and an elimination of "speedbump" and "tax" feats

# Game System

## The Core Mechanic

All situations are resolved through a single mechanic, called a check: you roll a D20, add modifiers based on your competency or the situation, and announce the result. The Game Master (GM) will compare this check result to a difficulty number based on the situation and the inherent difficulty of what you’re trying to accomplish. If your check result matches or exceeds the difficulty, you succeed; if it doesn't, you fail.

## Performing Actions

When you want to do something in the game, you tell the GM what you want to accomplish, and then the GM assigns a difficulty class and tells you what modifiers apply to your check roll. While this is enough to get started, the game provides more detailed rules to determine what kinds of actions that you can perform at what times.

## Pacing and Tempo

During the game, the flow of time may be measured in two distinct pacings, based on the tempo and tactical danger that the characters are in.

### Scenes

Scenes are periods of improvisational acting and preparation, where second-by-second decisions are less important than maintaining a smooth flow of the dialog and narration.

### Encounters

Encounters are periods of fast-paced action where every second counts.

## Characters

### Race

The world is populated by a vast diversity of societies and cultures. While some of these are human, others are made up of fantastic races such as elves, dwarves and even stranger folk.

### Theme and Class

There are a multitude of character classes to choose from, grouped around six major themes. Each theme represents a wide range of options, and can be further customized in hundreds of different directions.

### Abilities

All characters in this game have six core abilities, which determine or influence all their other statistics: Strength, Dexterity, Constitution, Charisma, Intelligence, and Wisdom.

### Proficiencies

In addition to Abilities, Proficiencies are a more detailed way to specify your character's capabilities and training.

### Combat Traits

In addition to Abilities and Proficiencies, the following traits help define your character's capabilities in combat.

# Style Guide

The following blocks will appear as you read this Wiki:

 These blocks will give attribution to the original author when possible, and will clearly state that the material is released under the Open Game License.
Open 4E SRD Wiki:Candidates for speedy deletion

There are a few, limited, cases where pages may be **deleted speedily**. Non-admins can ask for an admin to delete such a page simply by adding a {{speedydelete}} tag.

A list of pages to be deleted can be found at Category:Candidates for speedy deletion.

When deleting, check the page history first to see if you can revert to an older version instead of deleting the entire page.

You can consider turning problematic pages into relevant redirects as an alternative to deletion.

Ideally, when an admin deletes a test page or other page with no useful content, it is a good idea to put a note on the author's talk page explaining things, and preserving the deleted content, pointing them to the sandbox in cases of tests.

## Examples of candidates for speedy deletion

1. No meaningful content or history (*e.g.* random characters).
2. Test pages (*e.g.*, "Can I really create a page here?").
3. Pure vandalism (see also dealing with vandalism).
4. Very short pages with little or no context (*e.g.*, "He is a funny man that has created Factory and the Hacienda. And, by the way, his wife is great.")
5. Reposted content that was already deleted according to policy.
6. Pages that have been moved to another Wikia because they were uploaded in the wrong place.
7. Temporarily deleting a page in order to move a page.
8. Broken redirects or ones caused by typos during a page move.
9. Duplicate images.
10. Talk pages of already deleted articles.
11. User talk pages of non-logged in users where the message is no longer relevant. (This is to avoid confusing new users who happen to edit with that same IP address.)
12. Empty categories.
13. User and talk pages on request of the user, where there is no significant abuse, and no administrative need to retain the page.
Xmen .. rise of mr si

xmen .. el poder de mr sinister es la septima pelicula del universo cinematrografico dfanon de marvel sera protagonizada por hugh jackman , halle berry , ian mackellen , samuel l jackson , partick stewart , ralph fienns y tendra un cameo oscar isacc como apocalipsis

sinopisis .. los xmen ( wolverine , ciclope , jean grey , tormenta , ice man , bestia , angel , coloso , charles xavier , kitty prade y nitcrawler ) tendran que enfrentarse con un nuevo enemigo conocido como mrs sinister quien se a aliado con magneto para idear un siniestro plan para extinguir a la raza humana dejando a la raza mutante como la raza superior . esto deja a los xmen en jaque en lo cual decidiran tratar de detener a la alianza de magneto y mr sinister lo cual los haran recorrer todo el planeta para salvar a la humanidad de su destruccion

trama

se ve un bosque enevado y se eschucha a wolverine pelear vs quicksilver en la nieve

quicksilver .. que acaso no lo viste venir

wolverine .. niño me estas haciendo enojar

los xmen pelean vs la hermandad de mutantes diabolicos por charles xavier

ciclope .. suelta al profesor magneto

magneto .. no charles es el unico que puede hacer que los mutantes y humanos coexistan como hermanos tengo wue detener eso

wolverine .. coloso ..lanzamiento

coloso .. alla va

wolverine se enfrenta vs magneto . magneto lo emupja y ciclope lo noqua con su rayo

ciclope .. te debo una

wolverine .. gracias

los xmen se van a su avion

charles .. logan quieres que lea tu mente para ver mas de tu pasado

logan si
MARVEL V DC: INFINITY WAR

MARVEL V DC ES UNA PELICULA CROSSOVER ENTRE MARVEL Y DC

INFORMACION DE LA PELICULA :
TITULO : MARVEL V DC: INFINITY WAR
FECHA DE ESTRENO: DICIEMBRE 2017
GENERO: ACCION VIVA
CRONOLOGIA
PELICULA ANTERIOR/PELICULA POSTERIOR

## SINOPSIS

LUEGO DE LOS EVENTOS DE SPIDER-MAN VS BATMAN, BRUCE WAYNE(BEN AFFLECK) DESCUBRE LA LLEGADA DE THANOS ( JOSH BROLIN) CON EL GUANTELETE DEL INFINITO COMPLETADO A LA TIERRA, AHORA SABIENDO QUE LA LIGA DE LA JUSTICIA NO PODRA VENCERLO SOLA, BRUCE CONTACTA CON PETER PARKER( ANDREW GARFIELD) PARA QUE AVISE A LOS VENGADORES,AHORAS LOS VENGADORES , GUARDIANES DE LA GALAXIA  Y LA LIGA DE LA JUSTICIA DEBERAN TRABAJAR JUNTOS PARA DETENER A THANOS ANTES DE QUE DESTRUYA EL UNIVERSO

## ARGUMENTO

**VEMOS UNA NAVE DIRIGIENDOSE A LA TIERRA ,EN ESA NAVE VA THANOS CON EL GUANTELETE COMPLETO**
LOS 4 FANTASTICOS: EL DEVORADOR DE MUNDOS

LOS 4 FANTASTICOS : EL DEVORADOR DE MUNDOS ES LA SECUELA DE LA PELICULA DE LOS 4  FANTASTICOS Y UNA PELICULA DE LA FASE 2 DEL UNIVERSO CINEMATOGRAFICO MARVEL

## SINOPSIS

LUEGO DE LOS EVENTOS DE FANTASTIC FOUR , REED ( ANDREW LINCOLN) Y SUSAN ( TERESA PALMER) ESTAN APUNTO DE CASARSE  Y TODO LES ESTA LLENDO BIEN ,SIN EMBARGO LA APARICION DE UN SER LLAMADO SILVER SURFER( DOUG JONES) ADVIRTIENDO DE LA LLEGADA DE UN DEVORADOR DE MUNDOS COMPLICARAN LAS COSAS PARA LA PAREJA, AHORA LOS 4 FANTASTICOS DEBERAN DE HACER SU MAYOR ESFUERZO PARA EVITAR QUE LA TIERRA SE CONSUMIDA POR GALACTUS ( KEITH DAVID) EN ESTA EPICA AVENTURA DE LA GRAN FAMILIA DE MARVEL

## HISTORIA

VEMOS A SILVER SURFER DIRIGIENDOSE A UNA NAVE DONDE ESTA SENTADO GALACTUS

SILVER SURFER: AMO , HE ENCONTRADO EL PLANETA

GALACTUS: ¿ CUAL?

SILVER SURFER: LA TIERRA

VEMOS EL PLANETA TIERRA

VEMOS LOS LOGOS DE NVLRA Y MARVEL STUDIOS  DE COLOR AZUL

### *LOS 4 FANTASTICOS: EL DEVORADOR DE MUNDOS*

*VEMOS A REED RICHARDS DIRIGIENDOSE A UN RESTAURANTE DONDE QUEDO CON VERSE CON SUSAN*

*REED: HOLA SU*

*SUSAN: HOLA REED*

*REED BESA A SUSAN*

*SUSAN: ¿ Y QUE QUERIAS PREGUNTARME?*

*REED: SUSAN STORM ¿ TE QUERRIAS CASAR CONMIGO?*

*SUSAN: OH REED SI*

*SUSAN BESA A REED*

*LLEGA JOHNNY*

*JOHNNY: ¿ CASARSE QUE?*

*REED: JOHNNY*

*SUSAN: REED ME PROPUSO MATRIMONIO*

*JOHNNY:UAU , ES  ASOMBROSO AUNQUE RARO POR QUE REED TIENE CANAS DE ABUELO Y TU NO PERO BUENO*

*REED : SI , HERBIE ME DICE QUE HAY UN MONSTRUO ATACANDO LA CIUDAD*

*SUSAN: VAMOS*

### *EN LA CIUDAD*

*LOS 4 FANTASTICOS PELEAN CONTRA EL MONSTRUO*

*MUJER INVISIBLE: ¿ COMO LO DERROTAMOS?*

*SR FANTASTICO: TRABAJANDO JUNTOS*

*LOS 4 FANTASTICOS LOGRAN VENCER AL MONSTRUO TRAS UN DURO TRABAJO*

*ANTORCHA HUMANA: UAU ESTO ES GENIAL, MI HERMANA SE VA A CASAR Y SOMOS MAS FAMOSOS QUE NUNCA*

*LA MOLE: QUE LA FAMA NO TE DEJE LLEVAR JOHNNY*

*MR FANTASTICO: SI AHORA VAMOS A PLANEAR LA BODA*

### *EN LAS INSTALACIONES DE S.H.I.E.L.D*

*VEMOS A FURY  ESTUDIANDO UNOS RAYOS DE ENERGIA DESCONOCIDOS*

*NICK: AGENTE HILL ¿ QUE SON ESOS RAYOS?*

*AGENTE HILL: NO SE RECIENTE MENTE  APARECIO*

*LAS PANTALLAS DE S.H.I.E.LD SE APAGAN*

*SILVER SURFER: CIUDADANOS DE LA TIERRA , PREPARENSE POR QUE EL FIN DE SU PLANETA YA VIENE*

*LAS PANTALLAS SE ENCIENDEN*

*AGENTE HILL: ¿ QUE HACEMOS? ¿ RECLUTAMOS A LOS VENGADORES ?*

*NICK: NO , PARA ESTO NECESITAMOS NO A UN EQUIPO, SI NO A UNA FAMILIA*

### *EN EL EDIFICIO BAXTER*

*LA MOLE: ¿ QUE FUE ESO?*

*REED: NO SE PERO VOY A INVESTIGAR*

*H.E.R.B.I.E: ES UNA FUERZA EXTRATERRESTRE SR , PERO NO SABEMOS NADA MAS*

*JOHNNY: PERFECTO , CUANDO SE VAN A CASAR UNA FUERZA EXTRATERRESTRE AMENAZA CON DESTRUIR EL PLANETA*

*SUSAN : TENEMOS QUE INVESTIGAR EL POR QUE*

*LLEGA NICK FURY*

*REED: DIRECTOR FURY ¿ QUE ESTA PASANDO'*

*FURY: UN SER DE OTRO MUNDO HA VENIDO A ADVERTIRNOS DE QUE EL FIN DE  LA TIERRA ESTA CERCA TENEMOS QUE DETENERLO*

*SUSAN: ¿ Y NOS PIDE AYUDA A NOSOTROS?*

*FURY: EXACTO*
THE SINISTER SIX

THE SINISTER SIX ES UN SPIN OFF DE THE ULTIMATE SPIDER-MAN Y UNA PELICULA DE LA FASE 4 DEL UNIVERSO CINEMATOGRAFICO MARVEL

## SINOPSIS

TRAS HABER SIDO DERROTADO POR EL HOMBRE ARAÑA  EN THE ULTIMATE  , NORMAN OSBORN( CHRIS COOPER) JUNTO A GUSTAV FIERS( MICHAEL MASESSE) ACTIVAN SU PLAN DE RECLUTAR A VILLANOS DE SPIDEY CON EL FIN DE ASESINARLO, EL GRUPO DE NOMBRE SINISTER SIX PLANEA REALIZAR UNA GRAN FUGA DE RAVENCROFT CON EL FIN DE LLAMAR LA ATENCION DE SPIDER-MAN( ANDREW GARFIELD) AHORA ESTOS VILLANOS DEBEN APRENDER A TRABAJAR JUNTOS SI  QUIEREN LOGRAR SU OBJETIVO, MATAR A SPIDER-MAN , EN EL GRUPO DE VILLANOS DE NORMAN SE UNEN , MYSTERIO( JOAQUIN PHOENIX) , KRAVEN EL CAZADOR( GERALD BUTLER) , SCORPION( MICHAEL MANDO) ELECTRO ( JAMIE FOXX)  Y DOCTOR OCTOPUS( ALFRED MOLINA)
Invitation

Invitation is a feature for the players who leveled up or the quest invitation. When you invite friends, you'll receive a request window. Click 'Send' to send invitation to your friends. When an invitation is accepted, you will give energy to each other.

## Description

**Who would be a good chef?**

**We are looking for the best chefs! If <friend name> will join the game, you will be able to give an energy to each other!**

## Trivia

Due to Facebook Updates, players who haven't played will always show requests.

You can have up to 50 friends per request window, due to Facebook update.

Maximum friends to invite is 150 (50 friends to invite per request window, 3 request windows).
LOS 4 FANTASTICOS : EL ORIGEN

LOS 4 FANTASTICOS : EL ORIGEN ES UNA PELICULA DE MVLL STUDIOS Y MARVEL STUDIOS  Y FORMA PARTE DE LA FASE 1 DEL UNIVERSO CINEMATOGRAFICO MARVEL

## SINOPSIS

UN GRUPO DE ASTRONAUTAS SE EMBARCAN EN UNA MISION DE INVESTIGACION ESPACIAL ,TRAS SUFRIR UN ACCIDENTE DURANTE LA MISION LOS 4 RECIBEN DIFERENTES HABILIDADES QUE DEBERAN APRENDER A CONTROLAR , AHORA CON SUS NUEVAS HABILIDADES LOS 4 AMIGOS DEBERAN DE DEFENDER AL PLANETA DE DIFERENTES AMENAZA , MIENTRAS UN VIEJO AMIGO VUELVE CONVERTIDO EN ENEMIGO BUSCANDO VENGANZA ,AHORA ESTE GRUPO DISPAR DEBERA PARAR A SU NUEVA AMENAZA QUE ESTA DISPUESTA A ARRASAR CON TODO PARA CUMPLIR SU OBJETIVO

## HISTORIA

VEMOS A UN JOVEN REED RICHARDS TRABAJANDO JUNTO A SU AMIGO BEN GRIMM EN UN EXPERIMENTO

REED: ESTO SERA PERFECTO BEN

BEN : SI , PERO FUNCIONARA?

REED: SI AMIGO

LA PEQUEÑA MAQUINA SE ENCIENDE

SE VE LOS LOGOS DE MARVEL Y MVLL STUDIOS DE COLOR AZUL

### LOS 4 FANTASTICOS: EL ORIGEN

13 AÑOS DESPUES

VEMOS A REED RICHARDS Y A BEN GRIMM DIRIGIRSE A DOOM INDUSTRIES

BEN : ESE TIPO NO ME CAE BIEN REED

REED: ES NUESTRA ULTIMA SOLUCION BEN

BEN: SI TU LO DICES

BEN  Y REED SON RECIBIDOS POR EL PORTERO STAN

REED: HOLA SR STAN

STAN: HOLA JOVENES

REED Y BEN SE SUBEN AL ASCENSOR

REED: OJALA ACEPTE MI PROPUESTA

BEN: NO ESTOY SEGURO

DE LA PUERTA SALE LA ASISTENTE DE VICTOR

REED: ¿SUSAN?

SUSAN:¿ REED? ¿ TU ERAS EL DE LA REUNION ?

BEN: ¿ LA CONOCES?

REED: SI , SALIMOS UN TIEMPO
ANUNICIO 3 TEASER TRAILER Y SINOPSIS DE 3 NUEVOS PROYECTOS DE LA FASE 1

HOLA AMIGOS HOY PRESENTARE 2TEASER TRAILER ( CON SINOPSIS Y TODO ) DE 2 NUEVOS PROYECTOS DE LA FASE 1 QUE SERAN :

1 IRON MAN : EL CABALLERO DE HIERRO

2 THOR : EL DIOS DEL TRUENO

TEASER TRAILER DE IRON MAN : EL CABALLERO DE HIEROO

VOZ EN OFF: MI PADRE SIEMPRE ME DIJO

SE VE UN EDIFICIO SIENDO DESTRUIDO

VOZ EN OFF : QUE NO CONFIARA EN NADIE EXCEPTO EN MI

SE VE 10 AÑILLOS

VOZ EN OFF : CREO QUE ESTABA EQUIVOCADO

MARVEL STUDIOS

VOZ : NO SABES QUIEN SOY

SE VEN EXPLOSIONES

VOZ .. NO PUEDES DERROTARME

SE VE A IRON MONGER

VOZ .. TE DESTRUIRE Y A LOS QUE AMAS

TONY .. SOY TONY STARK Y NO TE TENGO MIEDO ESTUPIDO TERRORISTA

SE VE A IRON MAN PELEANDO VS EL MANDARIN

IRON MAN

EL CABALLERO DE HIERRO

SINOPSIS :

LA HISTORIA SE CENTRA EN EL MULTIMILLONARIO TONY STARK ( ROBERT DOWNEY JR ) QUIEN LLEVA MESES COMBATIENDO AL CRIMEN CON EL ALTER EGO DE IRON MAN SIN EMBARGO EL LIDER DE UNA ORGANIZACION LLAMADA LOS 10 ANILLOS EL MANDARIN(BEN KINGSELY)AMENAZA CON MATAR AL PRESIDENTE DE ESTADOS UNIDOS SI NO HACEN LO QUE EL QUIERE AHORA TONY COMO IRON MAN CON AYUDA DE SU AMIGO RHODEY( DON CHEADLE ) CONOCIDO COMO WAR MACHINE DEBERAN PROTEGER AL PRESIDENTE Y TRATAR DE DERROTAR AL MANDARIN ANTES DE QUE LOGRE SU OBJETIVO

TEASER TRAILER DE THOR . EL DIOS DEL TRUENO

VOZ EN OFF: HACE MILLONES DE AÑOS EXISTIAN UNAS SINGULARIDADES EN EL UNIVERSO LLAMADAS GEMAS DEL INFINITO QUIENES TENIAN EL PODER DE MUCHAS CUALIDADES

SE VE A THOR LANZANDO UN RAYO

VOZ TENEBROSA : CUANDO ASGARD CAIGA YO SERE SU REY

MARVEL STUDIOS

SE VE A HELA LA DIOSA DE LA MUERTE

SE VE UN CAOS EN LA TIERRA

LOKI : NO PUEDES VENCERNOS THOR

SE VE A THOR PELEANDO CON LOKI

LA GRAN AVENTURA COMIENZA

THOR PELEA VS HELA

ODIN .. HAZLO THOR

THOR : POR ASGARD

THOR

EL DIOS DEL TRUENO
LOS VENGADORES : UNIDOS

LOS VENGADORES : UNIDOS ES LA ULTIMA PELICULA DE LA FASE 1 DEL UNIVERSO CINEMATOGRAFICO MARVEL

## SINOPSIS

LUEGO DE QUE LOKI( TOM HIDDLESTON) ROBARA EL TESERACTO UN ARTEFACTO DE GRAN PODER , NICK FURY( SAMUEL L JACKSON)  DECIDE ACTIVAR LA INICIATIVA VENGADORES PARA DETENER A ESTA AMENAZA , AL EQUIPO DE ENSUEÑO DE FURY SE UNEN IRON-MAN ( ROBERT DOWNEY JR) , SPIDER-MAN ( ANDREW GARFIELD) , CAPITAN AMERICA( CHRIS EVANS) , THOR ( CHRIS HEMSWORTH )   VIUDA NEGRA ( SCARLETT JOHANSSON) , HAWKEYE ( JEREMY RENNER) Y HULK ( MARK RUFFALO) , ESTOS HEROES DEBERAN DE APRENDER A TRABAJAR JUNTOS PARA LOGRAR DETENER LOS MALIGNOS PLANES DE LOKI Y SALVAR A LA TIERRA DE SU DESTRUCCION

## HISTORIA

VEMOS UN LUGAR MISTERIOSO EN EL ESPACIO Y DONDE UN SUJETO ESTA HABLANDO

SUJETO:  EL TESERACTO HA DESPERTADO

VEMOS AL TESERACTO ILUMINARSE

VOZ: ESTO ES EL PRINCIPIO

SE VE EL LOGO DE MARVEL STUDIOS

### EN UNA BASE DE S.H.I.E.L.D

NICK FURY BAJA DE UN HELICOPTERO

NICK : ¿ COMO ESTA EL TESERACTO?

ERIC SELVIG: INESTABLE , NO SE CONTROLA , SERA MEJOR EVACUAR EL AREA

NICK: AGENTE HILL EVACUE EL AREA

AGENTE HILL: ENTENDIDO SR
Movement

Movement in encounters is measured in **paces**. A pace is approximately five feet long. Most encounters will occur on a map, which is divided into square **spaces** - each *space* is one *pace* long by one *pace* wide.

When you move in a map-based encounter, you simply move through one space for each pace of movement you can perform. Certain effects might slow your movement, however - if a particular space contains difficult terrain, for example, then you must expend two paces of movement to walk through the space.

If you expend two move actions during a turn (for example, by converting your standard action into a move action), you can choose to combine them into a single move action that allows you to move twice as far. This is useful, for example, if a move action only provides a single pace of movement or shifting, and you need to move through difficult terrain.

## Speed

Each character has a movement speed determined by their race. When you take a move action, you may either stand up from prone, shift one pace, or move a number of paces equal to your speed. Other powers may grant a move or shift of a different number of paces; in such cases, a move always provokes, while a shift never does.

 Effect:
 Special

Some characters also have additional movement speeds, granted either by their race, their class, or some other power.

## Climb Speed

If a character has a listed climb speed, they may move that speed normally while climbing, even if they are in a stance. Otherwise, they must enter the following Athletics stance to climb.

## Swim Speed

If a character has a listed swim speed, they may move that speed normally while in water, even if they are in a stance. Otherwise, they must enter the following Athletics stance to swim.

## Sprinting

Characters who wish to move more quickly may enter the following Athletics stance to sprint.

## Difficult Terrain

Difficult terrain is uneven ground that impedes movement. Each space of difficult terrain costs 2 paces of movement to move or shift through.

## Treacherous Terrain

Treacherous Terrain is even more problematic than difficult terrain. Creatures who attempt to move through a space of treacherous terrain must make a balance check or fall prone; the difficulty is determined by the terrain.

 Effect:

## Flying

Most creatures cannot fly. If a creature has a fly speed, they may move in any direction in three dimensions each time they take a move action.

## Teleportation

Certain powers may give you the ability to teleport. When you teleport, you instantly disappear from your current space, then reappear in a space that many paces away. Some teleportation effects will have line-of-sight restrictions, while others will not. Regardless, you may not teleport into a space occupied by a solid wall, a creature, or another solid object unless the power explicitly allows you to do so. If you attempt to do so, the attempt fails and you use up the action that allowed you to attempt to teleport without any effect.
SPIDER-MAN VS DARTH MAUL

SPIDER-MAN VS DARTH MAUL ES UNA PELICULA CROSSOVER ENTRE MARVEL Y STAR WARS

INFORMACION DE LA PELICULA
NOMBRE DE LA PELICULA
SPIDER-MAN VS DARTH MAUL
GENERO:ACCION VIVA
FECHA DE ESTRENO
OCTUBRE 2017
CRONOLOGIA

## SINOPSIS

DARTH SIDIOUS SE ENTERA DE LA EXISTENCIA DE LA GEMA DE LA MENTE Y ENVIA A SU APRENDIZ EL LORD SITH DARTH MAUL , QUIEN VIAJA A LA TIERRA, PARA PROTEGER A VISION( PAUL BETTANY) PETER PARKER( ANDREW GARFIELD) TENDRA UN EPICO ENFRENTAMIENTO CON  MAUL, TRAS SER VENCIDO MAUL SECUESTRA A MARY JANE( SHAILENE WOODLEY) Y A WANDA MAXIMOFF( ELISABETH OLSEN) Y LAS LLEVA ALA CONFINES DE LA GALAXIA, AHORA SPIDER-MAN Y VISION DEBERAN VIAJAR ALA GALAXIA Y ENCONTRAR A MAUL PARA SALVAR A SUS SERES QUERIDOS DE LAS MANOS DE MAUL