Backstories & Traits

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Traits include talents, skills, circumstances, minor super-powers, vulnerabilities, and other elements that affect a character’s capabilities. Most of these are positive things, but some are negative, while others are a bit more complicated.

Characters can gain traits through their origin and their profession. They also get a certain number of traits based upon their rank.

## BACKSTORIES

The core elements of a character’s backstory—their origin and their profession—each grant them a package of related traits. Most characters have only one origin and one profession to start with.

Others can be gained (or revealed) throughout play, at the Narrator’s discretion.

## ORIGINS

Super-powered characters have intriguing origins that help explain their powers, even if they don’t always fully understand them. Some of them were born with their powers. Others gained them accidentally, through some strange and often unrepeatable scientific experiment or mishap. Still others acquired their powers through years of hard work or diligent study. And some don’t really have powers at all but instead rely on technological wizardry that puts them on par with aliens and mutants.

Several origins are listed below. Each comes with a package of traits that are defined later in this chapter.

If you don’t find the origin you want for your character listed here, you can make up new ones on your own. Just be sure to get your Narrator’s approval before you use them in play.

The effects and traits of some origins can change over time or depending on the setting of a game. For instance, at the time the X-Men were founded, being a mutant meant being hounded for being different. In more modern tales, all mutants are also welcome to become citizens in the mutant homeland of Krakoa.

Note: The origins listed here are only a sampling of what will be available in the *Core Rulebook.* Also, many of the origins listed here have subtypes that will be explored later. For instance, under Alien, there are subtypes including Kree, Skrull, Cotati, and many more. Under God, there are Olympian, Asgardian, and others.

### Alien

The character might look human but is actually an alien.

**Examples:** Captain Marvel (Carol Danvers), Drax, Gamora, Groot, Rocket Raccoon.

**Traits:** Alien Heritage.

### God

The character is a god (of a sort) and has access to powers that come with their heritage.

**Examples:** Heimdall, Loki, Thor (Thor Odinson), Hercules, Storm.

**Traits:** God Heritage, Enhanced Physique, Worshipped.

### High Tech

The character’s powers arise from high-tech devices beyond the limits of modern-day engineering.

**Examples:** Black Panther (T’Challa), Iron Man (Tony Stark), War Machine, Vision.

**Traits:** Tech Reliance.

### Magic

The character’s powers arise from supernatural means.

**Examples:** Black Panther (T’Challa), Doctor Strange, the Scarlet Witch.

**Traits:** Supernatural.

### Mutant

The character’s powers spring from them being a member of the subspecies *Homo sapiens superior.*

**Examples:** Cyclops, Jean Grey, Storm, Wolverine (Logan), Wolverine (Laura Kinney).

**Traits:** Hounded, Krakoan, X-Gene.

### Special Training

The character’s powers come from long hours of intense practice.

**Example:** Hawkeye (Clint Barton), Hawkeye (Kate Bishop), Nick Fury, Shang-Chi.

**Traits:** Determination.

### Weird Science

The character’s powers rose from a scientific experiment or accident that’s hard—if not impossible—to reproduce.

**Examples:** Captain America (Steve Rogers), the Hulk (Bruce Banner), Spider-Man (Peter Parker), Spider-Man (Miles Morales).

**Traits:** Weird.

## PROFESSIONS

Characters generally have lives before they gain powers, and many of them try to maintain those lives even after their world changes. The things they do are called professions, and they each come with a package of traits that the character picks up from them.

**Note:** The professions listed here are only a sampling of what will be available in the *Core Rulebook.*

### Criminal

The character did something that put them on the wrong side of the law.

**Examples:** Ant-Man (Scott Lang), Storm, Gambit.

**Traits:** Black Market Access, Connections: Criminal, Streetwise.

### Health Care Worker

The character works in the health care field.

**Examples:** Doctor Strange, the Night Nurse, Thor (Jane Foster).

**Traits:** Clinician, First Aid, Prescription Pad.

### Lawyer

The character has a law degree and knows how to use it.

**Examples:** Daredevil (Matt Murdock), She-Hulk.

**Traits:** Dealmaker, Legal Eagle, Public Speaking.

### Journalist

The character works as part of a news organization.

**Examples:** Spider-Man (Peter Parker), Venom (Eddie Brock).

**Traits:** Audience, Connections: Sources, Pundit

### Investigator

The character is trained to solve mysteries.

**Examples:** Jessica Jones, Misty Knight.

**Traits:** Connections: Police, Investigation, Interrogation.

### Outsider

The character comes from another planet, dimension, or time and is not familiar with how things work on this Earth.

**Examples:** Groot, Rocket Raccoon, Spider-Man 2099, Thor (Thor Odinson).

**Traits:** Connections: Outsiders, Fresh Eyes, Stranger.

### Ruler

The character is the leader of a city, region, state, or nation.

**Examples:** Black Panther (T’Challa), the Sub-Mariner.

**Traits:** Authority, Regal, Powerful.

### Scientist

The character solves problems by means of scientific research.

**Examples:** The Hulk (Bruce Banner), Mister Fantastic.

**Traits:** Inventor, Lab Access, Scientific Expertise.

### Soldier

The character served in a military organization.

**Examples:** Captain America (Steve Rogers), Captain Marvel (Carol Danvers), Wolverine (Logan).

**Traits:** Battle Ready, Connections: Military, Situational Awareness.

### Spy

The character is an expert in espionage.

**Examples:** Black Widow (Natasha Romanoff), Nick Fury.

**Traits:** Black Market Access, Connections: Espionage, Leverage.

### Student

The character attends school or college.

**Examples:** Spider-Man (Miles Morales), Ms. Marvel (Kamala Khan).

**Traits:** Mentor, Quick Learner, Obligation: School

### Tycoon

The character is wealthy and well-known.

**Examples:** Iron Man (Tony Stark), Sunspot.

**Traits:** Connections: Celebrities, Famous, Rich.

## TRAITS

##### Rank Traits

A character’s rank determines how many additional traits they can choose, as shown on the Extra Traits table. Some traits are available to anyone, while others are restricted.

Some trait descriptions are kept purposefully vague so the player can fill in the details. This is a great way to make an original character unique.

### Challenging Traits

Not all traits are entirely beneficial. In fact, some of them can cause a character all sorts of problems. Any time that happens, though, the Narrator should give them a point of Karma to make up for it.

Whether or not a trait is challenging for a character often depends on the context. A secret identity, for instance, can help protect the character’s friends and family from being attacked by the character’s enemies. But keeping something so important from those same people can cause the character all sorts of headaches.

To raise a character’s Karma, players can purposefully put their characters in situations in which their traits cause them problems. In fact, Narrators should encourage this kind of behavior, as it can make for moments of wonderful tension. If such behavior becomes disruptive to the game in general, though, the Narrator should put a stop to it, at least temporarily.

### Extra Traits

Once a character reaches their rank cap, they can still gain traits through game play. These should arise naturally as the game’s story evolves, and the Narrator should award them to the character when it’s appropriate. For instance, if the character pursues a new career, they could add a new profession. If they lose their sight, they would gain the Blind trait—at least until they get it back.

It’s also possible for a character to lose traits during the game, or to switch traits. For example, if a character with a secret identity is unmasked before the world, they should switch from the Secret Identity trait to the Public Identity trait.

Traits can also be juggled according to the context of the game. For instance, if a character who has the Public Identity trait starts wearing an entirely different mask, they could wind up with both the Public Identity and the Secret Identity trait.

### Abrasive

The character rubs people the wrong way. This gives them trouble when trying to make friendly Ego (persuasion) checks. .

### Alien Heritage

The character—or at least one of their ancestors—is not from Earth. Pick an alien race that they belong to.

**Examples:** Cotati, Kree, Skrull, Shi’ar, and so on. (Later rulebooks will explore inherent alien powers in depth.)

### Audience

A number of people follow the character’s work and treat them with the respect they deserve. By making an Ego (persuasion) check, the character can call on their audience to provide help in the form of information or resources. The Narrator determines the TN of the Ego check based on the favor requested.

### Authority

The character has a legal authority of some kind. They might be a commissioned officer, privateer, bounty hunter, doctor, firearms dealer, lawyer, pharmacist, police officer, private investigator, mayor, governor, and so on. This trait can be selected multiple times.

### Battle Ready

The character is always mentally prepared for a fight. Add +5 Focus.

### Beguiling

The character has an edge when making an Ego (persuasion) check against someone who could be attracted to them.

### Berserker

The character often loses control of their temper. Anytime they take physical damage, they must make an Ego check with a TN equal to the amount of damage done. If they fail, they go berserk and must charge at full speed into combat with the enemy who hurt them.

Being berserk gives the character an edge on all Fight attacks and adds +2 to their Might, Resilience, and Ego defenses. However, it takes –2 from their Agility defense, and they cannot use ranged weapons.

If the character defeats the enemy who hurt them, they must then charge to attack the next closest foe.

At the end of the character’s turn, they lose 5 Focus. When their Focus is reduced to less than 1—or if there are no enemies in sight—the berserk state automatically ends.

### Black Market Access

The character knows where they can buy and sell illegal things.

### Bloodthirsty

The character likes hurting people—even killing them. After they knock someone unconscious, they must make a challenging Ego check to keep from continuing to attack them until they’re dead.

### Clinician

The character has an edge on Logic (medicine) checks to determine what is medically wrong with someone they examine.

### Clueless

The character tends to shut out things they’re not entirely focused on. They have trouble on any Vigilance (perception) checks to spot hiding or invisible enemies or traps. Enemies have an edge on Agility (stealth) checks to sneak near or past them.

### Combat Expert

The character has an edge on Fight attacks against enemies of Rank 5 or less.

### Combat Finesse

The character can add their Agility rather than their Might to Fight attack checks.

### Combat Reflexes

The character has one additional reaction each turn.

### Combat Trickery

Once per battle, when attacking, the character can turn the Marvel die into a 1. Do this after all edges and troubles are used on that attack.

### Connections

The character knows someone with access to and knowledge of a particular field. They could be a confidential informant, an editor, a politician, a mobster, and so on. By making an Ego (persuasion) check, the character can call on their contact to provide help in the form of clues, information, or resources. The Narrator determines the TN of the Ego check based on the favor requested. This trait can be selected multiple times.

This trait comes with several subtypes, defined by their fields. A character can have more than one subtype. Subtypes include: Celebrity, Criminal, Espionage, Military, Outsiders, Police, Professional, Sources.

### Dealmaker

The character is skilled at the art of negotiation. They have an edge on checks that have to do with making deals.

### Debate Champ

The character can use their Logic instead of their Ego with Ego (persuasion) and Ego (intimidation) checks.

### Dependents

The character has young children, elderly relatives, or others whom they can’t just abandon.

### Determination

The character never gives up. They do not gain trouble on all actions for being demoralized.

### Eidetic Memory

The character rarely forgets anything. If their player forgets something, they can ask the Narrator to remind them.

### Enduring Constitution

The character can function for up to 48 hours without sleep and has an edge on Resilience checks to overcome fatigue or weariness.

### Enhanced Physique

The character is unnaturally strong, fast, and tough. Their maximum Might, Agility, and Resilience increases by +3 each. Also, treat them as one Size bigger for picking up, carrying, and throwing things. (This does not stack with other factors.)

### Extraordinary Origin

The character has an additional origin. This trait can be selected multiple times, but each time must be cleared with the Narrator.

### Extreme Appearance

The character looks different than regular people and cannot easily hide their identity.

### Enemy

There’s someone out there who has sworn to defeat the character. The enemy is of at least the same rank as the character and is obsessed with bringing them down.

### Famous

The character is widely known and generally well-liked—at least among a certain group of people or a population. They have an edge when making an Ego (persuasion) check against a target who thinks favorably of them. They have trouble when making an Ego (persuasion) check against a target who dislikes them.

If they have a secret identity, this trait only works for one of their identities. It can be taken multiple times for multiple identities.

### Fearless

The character is extremely brave. They have an edge on any action checks required to deal with fear.

### First Aid

The character knows how to administer first aid. They have an edge on Logic (medicine) checks to stop bleeding.

### Free Running

The character has an edge on Agility (acrobatics) checks made during a movement action.

### Fresh Eyes

The character has their own way of doing things. This often seems strange to those around them, but it means they can bring new perspectives to existing issues. They have an edge on Logic checks when faced with something for the first time.

### Glibness

The character can strike up a conversation with anyone at any time. They have an edge on Ego (persuasion) checks against characters they are speaking to for the first time.

### God Heritage

The character—or at least one of their ancestors—is a god. Pick a pantheon that they belong to.

**Restriction:** Gods only.

### Gullible

The character is easy to fool. People lying to them have an edge on their Ego (persuasion) checks.

### Green Door

The character can come back to life by passing through the Green Door, which connects a part of the afterlife to Earth. This makes them effectively immortal.

**Restriction:** Gamma mutates only.

### Hard of Hearing

The character has difficulty hearing, although this can often be corrected with hearing aids. Without them, reduce earshot to ¼ standard.

### Headquarters

The character has a base, cave, or lair they can use to recover from wounds, repair or store equipment, work on inventions, and so on. The location can be public or secret.

### Heroic

The character acts heroically. They help people in need, and they do their best not to kill, even people who might deserve it.

### Honest

The character is a terrible liar. They have trouble any time they make an action check based on a lie. However, they have an edge for any friendly Ego (persuasion) checks in which they’re truthful.

### Hounded

The character is a member of a group of people who are hunted for simply being themselves.

### Hunted

The character is hunted by the law for crimes they have supposedly (or actually) committed.

### Infamous

The character is widely known and generally disliked—at least among a certain group of people or a population. They have trouble when making an Ego (persuasion) check against a target who doesn’t care for them. They have an edge when making an Ego (persuasion) check against a target who roots for them.

If they have a secret identity, this only works for one of their identities. It can be taken multiple times for multiple identities.

### Interrogation

The character knows how to ask the right questions in the right way. They have an edge on Ego checks made when asking questions.

### Inventor

The character is good at coming up with solutions on the fly. They have an edge on Logic checks when creating or repairing gadgets.

### Investigation

The character is an expert investigator, trained in the arts of forensic science. They have an edge on Vigilance checks to spot clues and on Logic (investigation) checks. If they have access to a forensics lab at the time, they can add +2 to such checks.

### Iron Will

Enemies have trouble on Ego attacks to control the character’s mind or influence their behavior. Also, the character gains an edge on Ego checks to break free of mind control or other compulsions.

### Krakoan

The character is a citizen of the island nation of Krakoa and can travel to and from there freely. Also, if killed, they can be resurrected into a new body with most of their memories intact.

If killed in Otherworld, they can still be resurrected, but they will be changed.

**Restriction:** Mutants only.

### Lab Access

The character either owns or has access to a laboratory filled with the technical equipment they need for their work.

### Leader

The character is an acknowledged leader of a large and important organization, all the way up to and including an entire nation.

### Legal Eagle

The character knows the laws of their homeland and can help others navigate them. They have an edge on Logic (legal) checks.

### Leverage

The character is good at figuring out what people want and using it against them. They have an edge on Logic (investigation) and Ego (persuasion) checks.

### Linguist

The character is fluent in their native tongue(s) and at least three other languages, up to their Logic score.

### Loner

The character does not play well with others. They cannot be aided by an ally to give them an edge.

### Mentor

The character knows an older person they can ask for advice, even when it comes to having super-powers.

### Obligation

The character is responsible to certain people, places, or organizations who rely on them for help.

This trait comes with several subtypes, and a character can have more than one subtype. Subtypes include: Children, School, Sport, Work.

### Out of Shape

The character is in poor physical condition. They are considered one size smaller for purposes of picking up, carrying, and throwing things.

### Prescription Pad

The character can write prescriptions for various kinds of medication.

### Piloting

The character has an edge on Agility (piloting) checks triggered during a movement action.

### Poor

The character has little access to money and struggles to make ends meet.

### Powerful

The character has access to the resources of their entire community.

### Public Identity

The character’s real identity is known to the public. This can make it easier for them to ask their friends and family—and even strangers—for help. Unfortunately, it also makes it easier for their enemies to find them and even to threaten those same friends and family.

### Public Speaking

The character knows how to move a crowd, whether that’s at a political rally or in front of a jury. They have an edge on Ego (persuasion) checks when speaking to groups.

### Pundit

The character knows how to break news items and put them into context to craft a story around them. They have an edge on Ego (persuasion) rolls when giving their opinion via media.

### Quick Learner

If the character fails an action check, they gain an edge on the check if they try the same action again next turn.

### Regal

The character seems born to be in charge. They have an edge on all Ego (persuasion) checks made when speaking to an individual.

### Rich

The character has access to plenty of money. If they want something normally and legally available to people, they can simply buy it.

### Scientific Expertise

The character has extensive scientific training. They have an edge on Logic (science) checks. If they have access to an appropriate lab at the time, they can add +2 to such checks as well.

### Secret Identity

The character’s real identity is a secret to the public, and they must take precautions to maintain this status. This might help keep the people they care about safe from their enemies, but it often causes strain in those same relationships.

### Signature Attack

The character is known for favoring a particular kind of weapon, attack, or attack power. They have an edge with that attack.

This trait can be taken more than once, but each time must be with a different kind of weapon or attack.

### Signature Weapon

The character is known for owning and using a unique and powerful weapon, like Mjolnir (Thor’s hammer) or Captain America’s shield. The Narrator must approve the details of this weapon.

This trait can be taken more than once, but each time must be with a different weapon or attack.

### Situational Awareness

The character is trained to always keep an eye out for trouble. They have an edge on initiative checks.

### Sneaky

The character has an edge on Agility (stealth) checks. Enemies have trouble on Vigilance (perception) checks to detect the character sneaking around.

### Stranger

The character doesn’t understand local customs. They have trouble on checks made when trying to decipher such things or pass themselves off as a local.

### Streetwise

The character knows how things are handled on the street, who’s in charge of various criminal enterprises, and how to avoid issues with them.

### Supernatural

The character has powers that are magical or based on something magical.

### Surprising Power

The character can choose a power they normally wouldn’t be able to use. This trait can be selected multiple times.

### Tech Reliance

The character relies on technology for their powers. When they take damage that would render them unconscious, they can instead choose to lose one of their technology-related powers.

Similarly, an attacker can target a tech-based power by making an attack with trouble against it.

Assuming the character has access to parts and tools, lost powers can be repaired after a battle by means of a challenging Logic check.

### Vision Issues

The character has trouble seeing, although this can sometimes be corrected. If they’re nearsighted, reduce range for all weapons to ¼. If they’re farsighted, they have trouble with all attacks within half range. If they are missing an eye, they have trouble on all action checks that require depth perception.

### Weird

The character has something weird (or even wonderful) about them. This causes people to have strong reactions to them, both good and bad. They have an edge on all Ego checks against people inclined to like them and trouble on all Ego checks against people inclined to dislike them.

### Worshipped

The character is worshipped by others as a god.

### X-Gene

The character has genes that can cause them to develop super-powers.

**Restriction:** Mutants only.