Surprisingly, I got the book on Thursday, after ordering it from a slightly more local store. I think I've read enough now to give a review.
BTW, character sheets can be found at
https://www.marvel.com/rpg
TL;DR It's good, with a few flaws. The rules are light and solid, but it's missing some basics things, like non combat encounters, and the power rules aren't always clear. There's lots of character profiles, 100+, but a lot need some work. Overall, I like it, but I feel I'll have to make adjustments and figure some stuff out on my own.
First off, the quality of the physical book and layout:
Overall, it's a nice book. Stitch bound, hard cover with a matt finish to the cover. The paper seems durable, but a little thin. I don't think it's prove to tearing, but sometimes it's hard to turn just one page. The layout looks nice and the chapters are colour coded, but the index/glossary is fairly useless, and there's almost no cross-referencing. The hundred+ profiles aren't listed anywhere. I'm thinking of copying a list from somewhere and making it into a bookmark so I know who's available.
The art is good. Some new, mostly not. The artists are named either in the credits or on the art, which is really nice. (I haven't found the credit for the art on the Table of Contents, though.)
Chapter One: How to Play
This is pretty basic "What is a roleplaying game" stuff. Read it if your new to roleplaying games or new to gamemastering, otherwise you can just glance over it.
Chapter Two: Core Mechanics
The basic rules of the game. The rules are fairly light and easy to remember. The basic mechanic is roll 3 six-sided dice, add your ability score and compare to a target number. The "Marvel" die is used to determine Fantastic success or failure (and calculate damage). There also rules for edge and trouble, but otherwise that's about it. Easy to learn, but not much for how to deal with situations outside of combat. I guess, if you've chasing after the badguy you just roll agility vs. their agility defense? Or if your trying some scientific experiment you just roll logic vs. a target number? Extended conflict/challenge rules would be very nice to have. I have a hunch I could just import the challenge rules from Fate Condensed, but I'll have to look into that.
Chapter Three: Character Profiles
Basically, this chapter is all about explaining the terms on your character sheet. It could have been merged with the chapter on character creation, but it is nice to know what things mean before reading up on combat. It's only 5 pages, so you can go through it pretty quick.
Chapter Four: Combat
This is just what it says, how to fight and deal, or take, damage. It's not too complicated. I like that there aren't any opposed rolls. Ability + 10 determines defense target numbers. You roll attacks against your enemies target number, they roll attacks against yours. (Some powers, like Sturdy 1, will reduce your opponents damage multiplier.) It should make combat run a lot faster than games like D&D. One thing that's odd is that weapons don't count for much damage. An arrow and a bullet have the same damage multiplier, and modifiers don't stack, you just take the highest -- which may come from a "power" like Accuracy 1. The really weird thing is that a sword will do more damage than a sub-machine gun.
Chapter Five: Creating a Character
Basically, this chapter goes into the character sheet more deeply and tells you how to use it. It's
fairly straight forward. You chose your rank (1-6), assign your ability scores (5 per rank), choose origin and occupation (which gives you traits and tags), pick your powers (4 per rank), and calculate secondary scores (such as health and focus). It's actually very easy, except for picking all those powers.
Chapter Six: Backstories
This chapter covers origins and occupations, as well as traits and tags. Traits have a mechanical affect, tags are more for roleplaying. You can take 1 extra trait per rank in addition to the traits you get through your origin and occupation. Tags are theoretically unlimited, but gamemasters should keep an eye on this. The Immunity tag, for example, could really screw up your game if taken too often or for the wrong things. Immunity: Bullets, for example, would make for a pretty boring game. Taking Sturdy 4 in powers, on the other hand, would make you pretty much bullet proof, but a real expert could still find a way to take you down.
One more thing about origins. Some of them, like Spirit of Vengeance, are very specific to the Marvel Multiverse. Playing in a different setting is possible, but it would take some reskinning and rewriting to make it work. Marvel really wants you to stick to their setting.
Chapter Seven: Powers
This chapter's big. Over sixty pages, if my math is right and 9 or 10 powers to a page. You can build almost* any character with it if you take the time to see what's available. Powers are devided into sets and you can use a number of sets up to your rank, plus the basic set. If you use less sets than your rank (ignoring the basic set), you get extra powers. Rank - Power Sets = Extra Powers
Some powers aren't explained nearly as well as they should be, though. For example Mental Punch (Psylocke's psi-blade) let's you attack with melee to do focus (mental) damage, but it doesn't say if you calculate damages with melee or logic. I'm assuming logic. There's telekinesis, but they don't tell you how much you can lift. Presumably, it's based on the size chart with average as a basis and increased by level of the Brilliance power.
*Almost any. I had to create a new power set to get Moonstar's working properly. Fortunately, that's actually pretty easy. I'll explain more when I post her updated profile. Which brings us to...
Chapter Eight: Characters
This is the best and worst part of the book. There are well over a hundred character profiles in this chapter, covering a lot of different ranks and power types. They also use characters I would expect to make it into the core book, which is really nice.
However, the profiles are all over the map in terms of accuracy. Ranks are all over the place. Some characters are missing powers, some have powers they don't have in the comics. (Moonstar's a full telepath, for example, no mention of her powers being empathic whatsoever.) I understand the rank problem, people have different ideas, and the game will play better if all the characters are close in rank, so players are going to be changing them up, anyway. (That said, making Hawkeye rank 2 was really cruel. He doesn't even have high Accuracy powers.) The rest though, that just shows a lack of knowledge about some of the characters.
Long story short, you'll probably want to change some things if you're using these characters.
Chapter Nine: The Marvel Multiverse
I've just skimmed this chapter, so far. Basically, it's the history and geography of the Marvel Multiverse. Primarily the 616, but other universes get some mention. I will say I smiled sarcastically when I saw one of the subheadings was "Continuity Matters". I almost laughed out loud when the next one was "But You Can Ignore It". There's also a section on the sliding timescale. Overall, it's useful, but probably not a lot of new information for longtime comic readers.
Chapter Ten: Narrator
Yes, GM's in this game are called Narrators. I haven't read all of this chapter, as I'm playing solo, for now. It's got some good basic info for first time GM's, and some good stuff on using specific kinds of powers. Also on bringing characters back from the dead and other concepts particular to comics. There's nothing groundbreaking, but it's worth a look.
All in all, a pretty good rpg with some noticeable gaps in the rules. If your running this game be prepared to make a lot decisions on the fly.