Appendix: New Traits Game Mechanics Details

The following traits are used in the various builds in this document but do not appear in any of official rulebook.


Social Background

Cultural Familiarities (p. B23)

In many cases where a culture's description indicates "greatly resembles" a historical culture (e.g. Asgardian culture resembles the historical Norse/Viking culture), time-travelers to those historical periods can substitute the listed culture with no penalty.


Common to any Modern-Day Game:

Aboriginal: The native hunter-gatherer cultures of Africa, Yucatan peninsula, South America, and Australia, among others. (Not exactly realistic to put such disparate cultures together under one familiarity, but for cinematic games such as those in a comic book world it works.)

Central Asian: Covers much of the peoples of central Asia, including the Mongols, Turcomans, Turks, Uzbeks, Kazakhs, Uighurs, and Afghans.

East Asian: Most of Eastern Asia, including eastern China, Japan, Korea, Malaysia, Philippenes, and the Indochinese peninsula.

Eastern European: Poland, Russia, Ukraine, Czech Republic, Slovakia, and most of the former Soviet Bloc.

Indian: The Indian sub-continent, including the island of Sri Lanka.

Latin American: Mexico, Central America, South America, and the Caribbean.

Middle Eastern: Turkey, Israel/Palestine, Iran, Iraq, Egypt, Syria, Libya, and other parts of Saharan Africa with heavy Arab influences.

Polynesian: Samoa, Easter Island, and any of the native peoples of the South Pacific.

Siberian: The culture of those living east of the Urals in what is commonly known as Siberia, removed from the cultural influence of Russia and Eastern Europe.

Sub-Saharan African: Includes the native cultures south of the Sahara Desert of Africa. In more detailed games can possibly be split into West African, Central African, Southern African, and Ethiopian. Wakanda is a member of this group.

Western: Western Europe, and most of North America. Also includes Australia, New Zealand, and other places (such as coastal Western Africa) where European Colonialism displaced the native peoples.


Unique to the Marvel Universe:

Asgardian: Asgard, Vanaheim, Muspelheim, Jotunheim, and other realms of the Asgardian Nine Worlds (not including Midgard/Earth). Greatly resembles ancient Norse/Viking culture.

Atlantis: The sub-oceanic culture of the water-breathing Atlanteans. Includes Lemuria in the Pacific as well.

Attilan: The culture of the Inhumans in their abode on the moon.

Charter: The general culture of the majority of worlds who are members of the interstellar nation known as the Charter Federation, Charter Confederation, or similar names.

Hell: The culture of any number of demon dimensions going by that name. 2 points.

K'ai: The culture of the sword-and-sorcery world of the same name in the Microverse.

Kree Empire: The interstellar empire dominated by the Kree race. Controls the majority of the Greater Magellanic Cloud and parts of the Milky Way rimward of Earth.

Microversal: The most advanced culture of the dimension known as the Microverse.

Mount Olympus: The realm of Mount Olympus, as well as the realm of Hades. Highly resembles classical Greece in architecture and dress.

Negative Zone: The antimatter universe called the Negative Zone, home of Annihilus and Blastaar. 2 points.

Netherworlds: The culture of the magic-dominated extradimensional realms that don't conform to the same laws of physics as Earth, but are not Hell dimensions; this includes the Dark Dimension of Dormammu. 2 points.

Rigellian Annex: The interstellar empire colonized and dominated by the Rigellians. Controls a portion of the Milky Way coreward from Earth.

Savage Land: The Stone Age culture, both hunter-gatherer and agrarian, of the Savage Land, a hidden land nestled in the mountains of Antarctica.

Shi'ar Empire: The interstellar empire dominated by the Shi'ar race. Controls a sizable portion of the Milky Way spinward of Earth.

Skrull Empire: The interstellar empire dominated by the shapechanging Skrull race. Controls a sizable portion of the Milky Way trailing behind Earth (antispinward).

Advantages

Enhanced ST

8 points per level

This trait is more properly a Meta-Trait (p. B262), consisting of equal levels of Lifting ST (p. B65) and Striking ST (p. B88). Each level increases your effective ST, but unlike regular ST or Super ST does not provide additional HP.

Perks (p. B100)

Famous Face: You are instantly recognizable by the general public for some reason – you've starred in a popular movie, you're dating someone famous, you had a sex tape released on the Internet and used the publicity to launch a reality TV show, or you had your name in the Guinness Book of World Records. Either way, the public is largely indifferent towards you, but you're well-known.

I Lived It!: Specify the skill at the TL you initially learned it at. By listing the skill at the current TL you know it at, you can use it without penalty at any of the intervening TLs. This perk of course assumes you actually lived through the TLs and not simply transported to a world with a higher TL; as such it requires Extended Lifespan or Unaging as a prerequisite for skills more than one TL prior to the setting.

Safe Teleport: When you teleport, there is no chance, except on a critical failure, of teleporting into a solid object in such a way that you take damage when you rematerialize. This prevents you from teleporting to a location where your body would intersect a floor or wall; you'll materialize in a spot nearby: on top of a table or floor, next to a wall, etc.

Talents (p. B89)

Classic Homemaker: Animal Handling, Artist (Pottery), Cooking, Gardening, Housekeeping, Professional Skill (Brewer), Professional Skill (Distiller), Professional Skill (Dyer), Professional Skill (Tanner), Professional Skill (Vintner), Professional Skill (Weaver), and Sewing. Reaction bonus: Folks that value "traditional family values" and clean homes in general. 10 points per level.

Gamecrafter: Connoisseur (Games), Current Affairs (Sports), Gambling, Games, Mathematics (Applied and Statistics), Professional Skill (Game Designer). Conditional Bonus to Body Language, Carousing, Computer Programming, and Writing when dealing with making, modifying, and playing games. Reaction Bonus: Gamers, fellow game/sport enthusiasts. 10 points per level.

Martial Artist (Military): Broadsword, Judo, Karate, Knife, Shield, Shortsword, Spear, Staff, Stealth, and Wrestling. Reaction Bonus: Military leaders. 10 points per level.

Natural Swordsman: Broadsword, Force Sword, Knife, Main-Gauche, Rapier, Saber, Shortsword, Smallsword, Two-Handed Sword. Reaction Bonus: Swordsmen, swashbucklers, swashbuckler wannabes, sword-fighting movie enthusiasts. 10 points per level.

Perfect Throw: Bolas, Dropping, Innate Attack (Projectile), Lasso, Sling, Spear Thrower, Throwing, Throwing Art, Thrown Weapon. May also give a conditional bonus to various Sports skills that use throwing, such as Sports (Baseball) and Sports (American Football). Reaction Bonus: Sportsmen, fans of sports involving throwing, warriors of pre-TL4 cultures. 10 points per level.

Psychotronicist: Electronics Operation (Psychotronics), Electronics Repair (Psychotronics), Engineer (Psychotronics), Expert Skill (Psionics). Reaction Bonus: other psychotronics experts. 5 points per level.

Touch Insubstantial

15 points

You are able to physically affect the insubstantial – commonly spirits, ghosts, and the like – with your bare hands or any object you wield in your hands, including weapons. This does not increase your ST, nor does it extend to any Telekinesis you may have.

Disadvantages

Code of Honor (p. B127)

Hero's: Protection of the innocent is the foremost, even at the cost of your own life. Never willingly abandon anyone – friend or enemy – to certain death. Never use more than the minimum force necessary to subdue an opponent. Work with the law whenever possible, even if you must work outside it. Never take a life unless absolutely necessary. -10 points.

Skills

Drone Boating/TL (IQ/A)†
Drone Driving/TL (IQ/A)†
Drone Piloting/TL (IQ/A)†
Drone Submarine/TL (IQ/A)†

These skills, which use the same specialties as their DX-based counterparts, are used to operate remote controlled craft using controls that are different from those typically used to drive or pilot a similar vehicle (e.g. not using a steering wheel, steering yoke, or joystick, nor pedals). High Manual Dexterity may be applied when DX-based rolls are called for.

Mechanic! (IQ/WC)

This Wildcard skill (p. B175) covers Armoury, Carpentry, Electrician, Electronics Repair, Machinist, Mechanic, Professional Skill (Plumber), and Traps, and may substitute for Artist (Pottery, Sculpting, or Woodworking), as well as any other skill involved in repairing machines or building them from known designs. Unlike Inventor!, this skill does not permit designing from scratch! In addition, you may use the skill for routine use of anything you've built or repaired. You still need a tool kit to be able to perform repairs without penalty, but at the GM's discretion any penalties for using the wrong tool kits may be halved.