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Collezione 100% Marvel#30

Collezione 100% Marvel #30

· Marvel Italia · 10,00 EUR
🌐 Italian edition · synopsis shown in English
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Contains 6 stories
Giochi mentali parte 1
22 pp · Superhero
Letters RAM

In "Giochi mentali parte 1," Emma, for the first time on her own, struggles to make ends meet—until she discovers her mind can trick people into seeing money. When her attempt to pass off a newspaper as a hundred-dollar bill lands her in the dishwasher at a diner, she forms an unexpected bond with Troy, the seasoned dishboy. Their easy rhythm is shattered when two men show up demanding ten grand Troy owes—leaving Emma caught in a situation far beyond her wildest illusions.

Giochi mentali parte 2
23 pp · Superhero
Letters RAM
Giochi mentali parte 3
23 pp · Superhero
Letters RAM

In "Giochi mentali parte 3," Emma and Troy try to make things right by returning the $10,000 they won through Emma’s mind powers, only to find themselves trapped in a dangerous game when a thug demands an additional $5,000 in interest. With security closing in at the casino and their escape plan unraveling, the pair are forced to flee to New York—only to be intercepted by Milo and Stu before they can disappear.

Giochi mentali parte 4
23 pp · Superhero
Letters RAM

In "Giochi mentali parte 4," Troy is cornered by Lucien after failing to pay his debt, so he devises a desperate scheme: faking Emma’s kidnapping to extort $250,000 from her father, Winston Frost. He films a plea for help and sends it to Frost, only to be met with a chilling response—his silence, and a cold command to go ahead and kill his daughter.

Giochi mentali parte 5
23 pp · Superhero
Letters RAM

In "Giochi mentali parte 5," Adrienne’s desperate move to sell the ransom video sets off a chain reaction as Winston faces mounting pressure and is forced to reconsider his stance. With Troy dead and the situation spiraling, the fragile balance of power shifts—leaving Adrienne and Winston at the mercy of a game with no clear rules.

Giochi mentali parte 6
23 pp · Superhero
Letters RAM

In "Giochi mentali parte 6," Emma finds herself trapped in a deadly game after Winston pays the ransom for his daughter—only to realize the kidnappers have no intention of letting her go. With her mind awakening to dangerous new powers, Emma must navigate a brutal standoff where survival depends on her growing control over the thoughts of others. As the tension reaches a breaking point, she takes matters into her own hands, setting off for New York with a fresh start and a heavy past.

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Reprints

↩ Reprints Emma Frost #7 (2004), Emma Frost #8 (2004), Emma Frost #9 (2004), Emma Frost #10 (2004), Emma Frost #11 (2004), Emma Frost #12 (2004)

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