In looking at the structure of superteams, both in comics and in roleplaying games, I think there are some missed opportunities for character bits that arise from the basic logistics. Like law enforcement officers and military personnel, full-time supers should have some kind of support system. Other than, you know, the occasional butler, talking computer, or robot servant. The whole idea of teams is to pool resources, which usually means vehicles and a headquarters, but there’s a need for so much more.
Superhero Medic
Sure, a lot of supers are invulnerable, or heal quickly, or just don’t get hurt for various reasons. But some do. Having some kind of medical staff, who can deal with issues of superhero anatomy as well as specialized privacy issues, would be a boon. And it’s an NPC (or even a player character!) with something important to do.
Superhero Shrink
Modern supers see some pretty horrific stuff. They have to deal with that. How many storylines have we seen where heroes crack under the strain? The whole Marvel Age of Comics is built in supers with problems. There should be someone who handles the mental health and fitness of superheroes. Again, entrusted with secrets, this could be an important character and a roleplaying opportunity.
Superhero Chaplain
I’ve always wanted to deal with the concept of religion in superhero universes, especially since there are not only characters with godlike powers but often mythological gods themselves running around. What’s the impact on faith? What role does faith play in the lives of the heroes? A chaplain can fill the same sort of role as a shrink, giving troubled heroes someone to talk to.
Superhero Quartermaster
Do you seriously want me to believe that heroes have enough down time to build, maintain, and repair their own gear? Who built the mundane stuff — costumes, guns, cars — in the first place? Say they don’t. The non-flying characters stay behind because they haven’t had time to repair the jet. One of the characters smells like gasoline, because he had to fuel up the car. Someone runs out of that specialized ammo. The whole team looks shabby because no one’s mending (or making new) uniforms. You need people for this.
Superhero Secret Identity Problems
This is the real issue. The more of a support staff you need, the more likely the whole concept of the secret identity goes out the window. Too many people. How to handle that? Well, it’s not necessary for all of the staff to know who they work for. They know their jobs, they get paid, they’re doing good and helping the cause.
Superhero Finances
The next question is, how do you pay these people? Billionaire philanthropists? Government agencies? Video game rights? Supers gotta pay the bills. This introduces a lot of plot hooks and roleplaying opportunities. Maybe your team opens a Fundable account or holds a telethon.
Superhero Espionage
Another consequence of having a larger staff is the possibility for espionage. Supervillains, foreign governments, your own government, even other superhero teams want intel on your gear, as well as personal information to use against you. A whole other can of worms to open here.
Superhero Team Problems
I’m really looking at the Marvel Age “heroes with problems” paradigm writ large. It’s not just personal problems; these are team problems, that players will need to work out together, argue about, delegate responsibility for.
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