Besides my “super” ability to do stuff like finding a needle in a haystack, etc, for my day job of computer security… I do have an ability I do not use (actually a few)… and reasons why not to use these. Right now.
How to do it…
1. you have to have a mask that bypasses any possible anti-mask technology.
2. you have to be able to measure your gait and change it.
3. you can not have meaningful conversations just anywhere.
(Those three and I may be forgetting some, are considering real world mass surveillance technology. Not my major, but I know the game.)
A full blown costume, therefore, with a mask that has strong backing and comfort would matter.
It would be nice, to have been see you and give you honor in this way.
But, honor for honor’s sake is ironically, dishonorable.
So nobody can ever know?
Or not.
For security, you would have to always keep your outfit on. So, no one could give you honor except exactly while wearing your disguise.
IMO only reason to do anything like this is the fun, and doing something meaningful.
But, unlike cops and such, you might have no red tape.
© 2026 – SoulSequel
4 responses to “You Are a Superhero. Why? What would you do? How would you do it.”
This is a link to a pdf, for the ****** Super Heroes rpg The Ultimate Powers Book
http://www.classicmarvelforever.com/cms/assets/files/other_stuff/downloads/downloads_hidden/TSR6876.MA3.Ultimate.Powers.Book.pdf
With a ten sided dice, you can generate different Super Heroes until you’re sick of Super Heroes!!!
So I rolled:
Chiropteran(man-bat)
“Chiropterans are similar to angelic
humans except that they combine the
human parts with those of a bat. Their
arms also serve as leathery wings, their
feet have elongated toes that can serve
as hands, and in addition they possess
large ears. They possess the Power of
Active Sonar at Good rank. ‘Pterans
scare most people, especially the bulk of
the populace who believe all bats are
Vampires. Initial Popularity is Feeble.”
for Power Generation I rolled
1 power to begin, with a max of 3 powers(SUCKS!)
I start with no talent & no contacts(I’m homeless?)
for Power Class I got Fighting
for Power Category I got Weapons Tinkering(for a man-bat?)
ALL ROLLS ARE FINAL(damn)
So basically I just rolled the Weekly World News® Bat-Boy©
((Your speakers are fine, it’s the vid))
@luftballooneyegouge tinkering is cooler than you think. The real Batman tinkers… but has a lot of wealth to back him up in case the ideas don’t quite work as planned.
@Jear77
Oh it’s not the tinkering itself. It’s weapons tinkering for a man-bat, that gets me.
…but that’s what I rolled.
Here’s from the book:
“F5/Weapons Tinkering: The hero can devise and assemble any weapon that can be made with the available materials. By means of a red FEAT, the hero can even improvise a means of creating unavailable materials (adamantium, for example). Provided he has the resources, the hero can assemble a functional copy of any weapon. As to what weapons he can make, use the Resource costs listed in the Hardware section of the Player’s Book (pages 42-46). Compare the Power’s rank with the cost of the desired weapon. Equal or lower cost weapons can be created on a green FEAT. A cost of one to three levels higher requires a yellow FEAT. A cost of four to six levels higher requires a red FEAT. If the cost of the desired weapon is more than six levels higher than the hero’s Power rank, it is an impossible FEAT. Example: Dr. Fixit has Excellent Weapons Tinkering and access to his brother-in-law’s junkyard. He wants to build a battle-copter with adamantium armor. The copter has an Amazing cost. True adamantium has a Shift X cost; secondary adamantium has an Unearthly cost. Dr. Fixit makes the yellow FEAT; his copter will work. He doesn’t have any adamantium, though, and tries to improvise. He fails to make a red FEAT; neither batch of “home-brewed” adamantium worked. Oh well, he can always convert that old boiler he found into armor plate. When creating the hero, the player can choose to make the character a jack-ofall-trades or specialist in a particular field. If he chooses to specialize, he can raise the rank +2CS. Categories of weapons include:
Edged and Blunt weapons Projectile weapons
Energy weapons Heavy weapons Battle weapons Alien weapons Battlesuits War robots
Needless to say, the player will have to develop stats for anything he comes up with. If he successfully copies existing technology, like the Iron Man battlesuit or a SHIELD Plasma Beam Handgun, he can simply use the established stats for that device. Weapons Locker (MHAC8) by Epperson and Grubb is a valuable aid to the player of a hero with this Power. A clever character can also use this Power to make money off of other characters by building weapons on commission. After all, somebody’s got to be building all those super-weapons that fill the pages of comic books… “
@Jear77
If you’re dungeon-master, I’d make the argument that I should re-roll because in power generation I rolled so low I’m supposed to start out with no talents.
Then my new power would be Vibration Control(rolled a hundred)
…makes a bit more sense with bats and their sonor thingy.
“EC21/Vibration Control: The hero can control existing vibrations. These may be natural or Power-based. The hero can increase or decrease the Intensity of the vibration by his Power rank number. He has Power rank Resistance to Vibration and Sonic attacks. A Power like this can make a hero extremely popular in a quake-prone locale like southern California. Using the Richter scale, these are the required Intensities of the FEATs for controlling each class of earthquake.
Richter Number Intensity 1 FE, PR 2 TY, GD 3 EX, RM 4 IN, AM 5 MN, UN 6 Shift X, Shift Y 7 Shift Z, CL1000 8 CL3000, CL5000
Okay, if California is determined to fall into the sea, you won’t be much help. Of
course, if your hero possesses Vibration as well, he might get blamed for the quake. On a smaller scale, the Power can be used in a variety of everyday situations:
• The hero can distort or even mute a target’s voice. This effectively negates vocal Powers. This is done by directly affecting the target’s larynx. • If your campaign includes other Dimensions that can be reached by adjusting your vibratory rate to that of the chosen dimension, then this Power will do the trick on an Amazing Intensity FEAT. • The hero can cripple gyroscopes, thus disabling any vehicles dependent on them (subs, aircraft). This is a Typical Intensity FEAT, which incidentally also works against robots. • The hero can adjust the vibratory rate of his own atoms, permitting him to Phase through solid objects or let solids (like bullets) pass harmlessly through him.
Optional Powers include Vibration, Sonic Generation, and Sound Manipulation.”