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Archived from groups: rec.games.frp.super-heroes (More info?)

So, if you have superpowers and feel like cashing in on them
legitimately, what are your options?

1. Exhibitions. If you have a flashy power then people will
pay to watch a demonstration. Comic book examples include
Shooting Star and Texas Twister, who did more performing
at rodeos than actual superheroics and Dazzler who was a singer
but was primarily notable for her ability to provide her own
lightshow. In real life you have people like Uri Geller who pretended
to have mental powers and the various Salamander Kings and Queens
of the 19th century who pretended to be fireproof. And of course
there was a newspaper comic strip where one of the characters briefly
worked as a strolling pianist. However, with a
wide variety of powered individuals available, most of them would
find their celebrity status to be fleeting as new novelties came
along. Only a few who possessed other talents to go with their
gimmick, or who were particularly good at controlling their gimmick
to produce more effects to keep the public from ennui would have
any lasting appeal.

2. Inventing. By rights, the existence of the likes of
Reed Richards, Tony Stark and Forge ought to rapidly propel your
comic book universe into total science fiction, even allowing
for the fact that some mysterious law means that the initial
prototype for any technology is always way better than the mass
production model. Probably the best way to justify that not
happening is to assume that most of the technologies in
question are dependant on supplies of some form of unobtanium.
Thus, although the United States of your universe may actually
have dozens of power armour suits, nobody is going to be using
their capacitor technology to create electric cars with better range
and performance than an internal combustion engine or laser pistols
as standard law enforcement armament...yet. It also helps if you
have an organisation like AIM or Viper that routinely steals every
revolutionary advance and tries to kill or kidnap the source of
said advances. But there we are getting back into superheroics.

Even so, you'll note that all three inventors I name are rich as all
get out. After all, even their most mundane and trivial advancements
are going to be most marketable, and the good stuff, even if imposible
to replicate, is going to be valuable for it's sheer rarity.

3. Investing. That's one that keeps on coming up, the person who
uses their super brain power...ala John Doe, the brief television
superhero...to turn Wall Street inside out. Not so common. Sheer
vanilla brain power usually takes the form of inventive genius, after
all. It's not that easy to outsmart a profoundly chaotic system
like the market after all unless you have insider information.
And use of insider information, even gained by means like telepathy or
is illegal. I suspect that in a world where superhumans were not
unknown, fear of superhumans screwing with the capitalist system
would mean that there might even be laws against superhumans
making stock investments. If they can be biologically identified,
the obstacles might be at least as substantial as steroidal athletes,
with the SEC demanding a blood test from anyone who hits it big.
As for Vegas, I'm inclined to think that one of the ways a super
can make his money is by detecting other supers with a penchant for
trying to work the system.

4. Product endorsements and merchandising. Probably the most implausible
element of mainline superhero universes is that American superheros
almost to a man refuse to license their image or advertise products.
The few exceptions give the proceeds to charity. How likely is that?
C'mon. You know and I know that if someone is going to be putting
his life on the line every day and become the idol of millions, the
least he can reasonably expect is what every really successful jock
in the real world gets almost automatically. And yet apart from
Captain Incredible in Mystery Men (who was really a villain and thus
played into that whole anti-merchandising prejudice).

5. Real work. Consider the mining industry. While carving out tunnels
with your zap, or your earth moving powers, or even just your
superstrength wouldn't give the same income that many of the above
options I mentioned, you could probably negotiate a very comfortable
salary for yourself. The same would apply to things like superspeed
delivery services, or radiation immune reactor repairmen.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

Myrnag2555 wrote:

> So, if you have superpowers and feel like cashing in on them
> legitimately, what are your options?
>
> 1. Exhibitions. If you have a flashy power then people will
> pay to watch a demonstration. Comic book examples include
> Shooting Star and Texas Twister, who did more performing
> at rodeos than actual superheroics and Dazzler who was a singer
> but was primarily notable for her ability to provide her own
> lightshow. In real life you have people like Uri Geller who pretended
> to have mental powers and the various Salamander Kings and Queens
> of the 19th century who pretended to be fireproof.

[snip]

As you note further down, such would probably be fleeting. Pay also
probably wouldn't be too great for most -- consider how many stage
magicians, rodeo folks, and singers do it as a second job or barely scrape
by, as compared to how few get rich.

For those with appropriate powers, another option might be Hollywood. Not
necessarily as an actor, but in doing special effects and the like. Give
someone with the ability to fly a steadicam to do some types of shots, or
have someone with the ability to control flame standing by for dangerous
flame work. And of course, if you have the ability to create illusions
that a camera can record, or to create and destroy solid objects -- even
just very temporary ones -- you could be very useful.

> 2. Inventing. By rights, the existence of the likes of
> Reed Richards, Tony Stark and Forge ought to rapidly propel your
> comic book universe into total science fiction, even allowing
> for the fact that some mysterious law means that the initial
> prototype for any technology is always way better than the mass
> production model. Probably the best way to justify that not
> happening is to assume that most of the technologies in
> question are dependant on supplies of some form of unobtanium.

Another dodge that's commonly used is that super-inventors inventions are
aspects of their powers... and quickly break down or simply stop working
when the inventor is no longer paying attention to them.

> 4. Product endorsements and merchandising. Probably the most implausible
> element of mainline superhero universes is that American superheros
> almost to a man refuse to license their image or advertise products.
> The few exceptions give the proceeds to charity. How likely is that?

Well, in Marvel, the fact that many people hate and fear superheroes helps
keep that under control... do you want Spider-Man advertising your stuff
when there's going to be a sizable contingent who will boycott you for it?

> 5. Real work. Consider the mining industry. While carving out tunnels
> with your zap, or your earth moving powers, or even just your
> superstrength wouldn't give the same income that many of the above
> options I mentioned, you could probably negotiate a very comfortable
> salary for yourself. The same would apply to things like superspeed
> delivery services, or radiation immune reactor repairmen.

6. Modeling. Most superheroes, and practically every superheroine, seem to
acquire an incredible body along with their powers. Lingerie or underwear
modeling on the side would be a possibility for most of them... and even if
you don't have a good face, your face doesn't necessarily have to show in
those sorts of ads. And let's not even go into the possibility of
superheroines setting up websites...

--
ZZzz |\ _,,,---,,_ Travis S. Casey <efindel@earthlink.net>
/,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
 
Archived from groups: rec.games.frp.super-heroes (More info?)

"Myrnag2555" <myrnag2555@aol.com> wrote in message
news:20040714030230.12055.00001967@mb-m01.aol.com...
> So, if you have superpowers and feel like cashing in on them
> legitimately, what are your options?
>
<snip>
6. Police
7. Military
8. Rescue
9. CIA
10. Consultant for the above.
11. Hero for hire.
12. Body guard
13. Crime. (duh)
14. Pecog and stocks, bonds, futures, etc...
15. Telepathy and, blackmail, political consultant, political hit man,
pollster.
16. Mind control, and cults or musician or...
17. Teleportation or TK and stage magic.
18. Bounty Hunting
19. Invulnerability and test pilot.
20. Flight and air shows.

The sky's the limit!
 
Archived from groups: rec.games.frp.super-heroes (More info?)

In "The Kingdom", Superman (long retired from crime-fighting) uses his
powers to help build a trans-atlantic freeway.

Wonder Man (Avengers West Coast) was an actor/model.

And, of course, Spiderman's a photojournalist.

A character with super-speed could be a bike courier. ;-)
 
Archived from groups: rec.games.frp.super-heroes (More info?)

"Myrnag2555" <myrnag2555@aol.com> wrote in message
news:20040714030230.12055.00001967@mb-m01.aol.com...
>
> 5. Real work. Consider the mining industry. While carving out tunnels
> with your zap, or your earth moving powers, or even just your
> superstrength wouldn't give the same income that many of the above
> options I mentioned, you could probably negotiate a very comfortable
> salary for yourself. The same would apply to things like superspeed
> delivery services, or radiation immune reactor repairmen.

But consider the case of Hugo Danner in Philip Wylie's Gladiator. He tried
to hold down a "regular" labouring job but was forced out by his fellow
workers who feared for their own jobs when he could do the work of ten men
without breaking a sweat. It's similar to the way workers react when
increasing industrialization made their jobs redundant -- it's not pretty.

A job which would be impossible to any normal human would be workable, such
as your radiation-immune-repairman example. In my campaign, a character with
weather control powers found work doing "emergency weather clearance" work
at an international airport.

There's also the possibility of professional sports leagues especially for
super-powered athletes. The wrestling thing in Marvel, for example.

--
David Meadows
"Hiding out on a pig farm saved my life." -- Don, Heroes #18
www.heroes.force9.co.uk/scripts
A comic book -- without the pictures
 
Archived from groups: rec.games.frp.super-heroes (More info?)

>Bvt consider the case of Hvgo Danner in Philip Wylie's Gladiator. He tried
>to hold down a "regvlar" labovring job bvt was forced ovt by his fellow
>workers who feared for their own jobs when he covld do the work of ten men
>withovt breaking a sweat.

While I've never read that book from what I hear abovt it, I sometimes wonder
whether the whole point of it was to say how vseless svperhvman powers wovld
be. Still, in the days of the decline of vnions, I think that with some effort
svperhvmans covld make a place in the workforce even if they aren't loved for
it. That's the kind of thing which wovld help lay the grovndwork for
anti-mvtant radicalism thovgh.

>In my campaign, a character with
>weather control powers fovnd work doing "emergency weather clearance" work
>at an international airport.

Jeremiah Rainmaker is a character I designed who makes his living as an
itinerant provider of rain to farmers.

>There's also the possibility of professional sports leagves especially for
>svper-powered athletes. The wrestling thing in Marvel, for example.

Marvel also had a special in which parallel to the real olympics they had a
svper-olympics. I wondered whether the real olympics wovld be able to take the
competition.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

"Myrnag2555" <myrnag2555@aol.com> wrote in message
news:20040714163545.04247.00001156@mb-m26.aol.com...
> >But consider the case of Hugo Danner in Philip Wylie's Gladiator. He
tried
> >to hold down a "regular" labouring job but was forced out by his fellow
> >workers who feared for their own jobs when he could do the work of ten
men
> >without breaking a sweat.
>
> While I've never read that book from what I hear about it, I sometimes
wonder
> whether the whole point of it was to say how useless superhuman powers
would
> be.

That's not far wrong. The whole book has a very bleak outlook.


> Marvel also had a special in which parallel to the real olympics they had
a
> super-olympics. I wondered whether the real olympics would be able to
take the
> competition.

Maybe the "natural" Olympics would become a bit like the natural (i.e.
steroid-free) body-building competitions are viewed. They do happen but
nobody cares about them as much as they do the competitions with the freaky
huge guys.

--
David Meadows
"Hiding out on a pig farm saved my life." -- Don, Heroes #18
www.heroes.force9.co.uk/scripts
A comic book -- without the pictures
 
Archived from groups: rec.games.frp.super-heroes (More info?)

>That's not far wrong. The whole book has a very bleak outlook.

Bah. Just one Hugo Danner could have easily cut the Great War in half by
breaking the stalemate on the Western Front.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

>> So, if you have superpowers and feel like cashing in on them
>> legitimately, what are your options?
>>
><snip>
>6. Police
>7. Military
>8. Rescue

Not paid well enough.

>13. Crime. (duh)

Well, that's an odd definition of "legitimate".
 
Archived from groups: rec.games.frp.super-heroes (More info?)

Warren Okuma wrote:
> "Myrnag2555" <myrnag2555@aol.com> wrote in message...
>> So, if you have superpowers and feel like cashing in on them
>> legitimately, what are your options?

> <snip>
> 6. Police
> 7. Military
> 8. Rescue
> 9. CIA
> 10. Consultant for the above.
> 11. Hero for hire.
> 12. Body guard

I'd consider all these covered by the original poster's "real work"
category.

> 13. Crime. (duh)

Not "legitimate".

> 14. Pecog and stocks, bonds, futures, etc...

Covered in the "investing" category already.

> 15. Telepathy and, blackmail, political consultant, political hit man,
> pollster.

These would fall under the "real work" or "merchandising" category... though
the use of certain powers in merchandising wasn't considered in the
original post. Using telepathy or empathy to find out how people *really*
feel about a product, for example.

Most of the below are getting into specific powers, which I think the
original poster was trying to avoid. You could list "power X would suit
you for job Y" all day. They'd all fall under "real work" or
"exhibitions".

> 16. Mind control, and cults or musician or...
> 17. Teleportation or TK and stage magic.
> 18. Bounty Hunting
> 19. Invulnerability and test pilot.
> 20. Flight and air shows.
>
> The sky's the limit!

--
ZZzz |\ _,,,---,,_ Travis S. Casey <efindel@earthlink.net>
/,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
 
Archived from groups: rec.games.frp.super-heroes (More info?)

Myrnag2555 wrote:

> So, if you have superpowers and feel like cashing in on them
> legitimately, what are your options?
>
> 1. Exhibitions. If you have a flashy power then people will
> pay to watch a demonstration. Comic book examples include
> Shooting Star and Texas Twister, who did more performing
> at rodeos than actual superheroics and Dazzler who was a singer
> but was primarily notable for her ability to provide her own
> lightshow. In real life you have people like Uri Geller who pretended
> to have mental powers and the various Salamander Kings and Queens
> of the 19th century who pretended to be fireproof. And of course
> there was a newspaper comic strip where one of the characters briefly
> worked as a strolling pianist. However, with a
> wide variety of powered individuals available, most of them would
> find their celebrity status to be fleeting as new novelties came
> along. Only a few who possessed other talents to go with their
> gimmick, or who were particularly good at controlling their gimmick
> to produce more effects to keep the public from ennui would have
> any lasting appeal.

I have an anthropomorphic catgirl character whose website and con
appearances keep her in a decent amount of cash. There are a lot of
furry fans out there and they are willing to pay for the real deal. ;-)

> 2. Inventing. By rights, the existence of the likes of
> Reed Richards, Tony Stark and Forge ought to rapidly propel your
> comic book universe into total science fiction, even allowing
> for the fact that some mysterious law means that the initial
> prototype for any technology is always way better than the mass
> production model. Probably the best way to justify that not
> happening is to assume that most of the technologies in
> question are dependant on supplies of some form of unobtanium.
> Thus, although the United States of your universe may actually
> have dozens of power armour suits, nobody is going to be using
> their capacitor technology to create electric cars with better range
> and performance than an internal combustion engine or laser pistols
> as standard law enforcement armament...yet. It also helps if you
> have an organisation like AIM or Viper that routinely steals every
> revolutionary advance and tries to kill or kidnap the source of
> said advances. But there we are getting back into superheroics.
>
> Even so, you'll note that all three inventors I name are rich as all
> get out. After all, even their most mundane and trivial advancements
> are going to be most marketable, and the good stuff, even if imposible
> to replicate, is going to be valuable for it's sheer rarity.
>
> 3. Investing. That's one that keeps on coming up, the person who
> uses their super brain power...ala John Doe, the brief television
> superhero...to turn Wall Street inside out. Not so common. Sheer
> vanilla brain power usually takes the form of inventive genius, after
> all. It's not that easy to outsmart a profoundly chaotic system
> like the market after all unless you have insider information.
> And use of insider information, even gained by means like telepathy or
> is illegal. I suspect that in a world where superhumans were not
> unknown, fear of superhumans screwing with the capitalist system
> would mean that there might even be laws against superhumans
> making stock investments. If they can be biologically identified,
> the obstacles might be at least as substantial as steroidal athletes,
> with the SEC demanding a blood test from anyone who hits it big.
> As for Vegas, I'm inclined to think that one of the ways a super
> can make his money is by detecting other supers with a penchant for
> trying to work the system.
>
> 4. Product endorsements and merchandising. Probably the most implausible
> element of mainline superhero universes is that American superheros
> almost to a man refuse to license their image or advertise products.
> The few exceptions give the proceeds to charity. How likely is that?
> C'mon. You know and I know that if someone is going to be putting
> his life on the line every day and become the idol of millions, the
> least he can reasonably expect is what every really successful jock
> in the real world gets almost automatically. And yet apart from
> Captain Incredible in Mystery Men (who was really a villain and thus
> played into that whole anti-merchandising prejudice).

You need to see "The Specials".

> 5. Real work. Consider the mining industry. While carving out tunnels
> with your zap, or your earth moving powers, or even just your
> superstrength wouldn't give the same income that many of the above
> options I mentioned, you could probably negotiate a very comfortable
> salary for yourself. The same would apply to things like superspeed
> delivery services, or radiation immune reactor repairmen.

In a vampire LARP, my Gangrel made _a lot_ of money smuggling items
across the border. Who's going to stop a bat in the middle of the night?
--
EAC Liar, Damned Liar, and Statistician
alt.atheist #1966
"Statistical thinking will one day be as necessary for efficient
citizenship as the ability to read and write." - H.G. Wells
 
Archived from groups: rec.games.frp.super-heroes (More info?)

Travis Casey <efindel@earthlink.net> wrote in message news:<ibn3dc.gcs.ln@lostthoughts.org>...
> Myrnag2555 wrote:
>
> > So, if you have superpowers and feel like cashing in on them
> > legitimately, what are your options?
> >
> > 1. Exhibitions. If you have a flashy power then people will
> > pay to watch a demonstration. Comic book examples include
> > Shooting Star and Texas Twister, who did more performing
> > at rodeos than actual superheroics and Dazzler who was a singer
> > but was primarily notable for her ability to provide her own
> > lightshow. In real life you have people like Uri Geller who pretended
> > to have mental powers and the various Salamander Kings and Queens
> > of the 19th century who pretended to be fireproof.
>
> [snip]
>
> As you note further down, such would probably be fleeting. Pay also
> probably wouldn't be too great for most -- consider how many stage
> magicians, rodeo folks, and singers do it as a second job or barely scrape
> by, as compared to how few get rich.
>
> For those with appropriate powers, another option might be Hollywood. Not
> necessarily as an actor, but in doing special effects and the like. Give
> someone with the ability to fly a steadicam to do some types of shots, or
> have someone with the ability to control flame standing by for dangerous
> flame work. And of course, if you have the ability to create illusions
> that a camera can record, or to create and destroy solid objects -- even
> just very temporary ones -- you could be very useful.
>

You forgot stunt work. Imagine the change people with super powers
could make to that part of the industry. For example in the real
world you can only show someone falling off a cliff and the body lying
on the ground after impact (because the stunt man hit's a airbag that
you don't want to show the audience). but with a Brick who can
survive the fall working as your stuntman you can put the bone jaring
impact on screen. Of course like other industries powered stuntmen
might face a backlash from the normals they put out of work, but stuff
the supers could do would tend to fit best in the more extreme end of
the ratings scale, leaving plenty of work for the normals.

> > 2. Inventing. By rights, the existence of the likes of
> > Reed Richards, Tony Stark and Forge ought to rapidly propel your
> > comic book universe into total science fiction, even allowing
> > for the fact that some mysterious law means that the initial
> > prototype for any technology is always way better than the mass
> > production model. Probably the best way to justify that not
> > happening is to assume that most of the technologies in
> > question are dependant on supplies of some form of unobtanium.
>
> Another dodge that's commonly used is that super-inventors inventions are
> aspects of their powers... and quickly break down or simply stop working
> when the inventor is no longer paying attention to them.
>

I haven't acutaly seen that idea used outside of the Wild Cards books.
Has it apeared elswhere?

Of course another idea that realy isn't suited for comics (since they
try to tie into the real world) which would work in a supers game is
to have super inventions proliforating across the world. Of course it
can be a lot of work for a GM to predict how a given invention will
affect his game world once it has proliferated so this wouldn't be
everyones cup of tea, but it would be fun for some. Personaly I think
it might be worth it just for the look on the players faces when the
local Swat team shows up to give them backup in production model
versions of Iron Man's armor.

> > 4. Product endorsements and merchandising. Probably the most implausible
> > element of mainline superhero universes is that American superheros
> > almost to a man refuse to license their image or advertise products.
> > The few exceptions give the proceeds to charity. How likely is that?
>
> Well, in Marvel, the fact that many people hate and fear superheroes helps
> keep that under control... do you want Spider-Man advertising your stuff
> when there's going to be a sizable contingent who will boycott you for it?
>

Marvel has it's share of popular heroes too, or at least ones that the
authorities aprove of. Do the Avengers and FF use liscencing of their
immage to bankroll their operations or do they fall into the give it
all to charity cliche? In the Avengers case it would make sense to
plow the funds back into the Maria Stark foundation just to cover law
suits based on colateral damage.
Come to think of it realisticaly wouldn't most supers need to get some
endorsement and merchandising deals going just to take care of such
law suits?

> > 5. Real work. Consider the mining industry. While carving out tunnels
> > with your zap, or your earth moving powers, or even just your
> > superstrength wouldn't give the same income that many of the above
> > options I mentioned, you could probably negotiate a very comfortable
> > salary for yourself. The same would apply to things like superspeed
> > delivery services, or radiation immune reactor repairmen.
>

Of course your best bet for high wages here are jobs that normal
people either can't do or require lots of expensive equipment to do.

> 6. Modeling. Most superheroes, and practically every superheroine, seem to
> acquire an incredible body along with their powers. Lingerie or underwear
> modeling on the side would be a possibility for most of them... and even if
> you don't have a good face, your face doesn't necessarily have to show in
> those sorts of ads. And let's not even go into the possibility of
> superheroines setting up websites...

Dont forget the guy's. While male modeling doesn't pay as well as
female it still can pay a living wage. Lets face it like the women in
comics most of the guys have the body of greek gods (setting aside
momentarily that some in fact are) it would seem like male modeling
would be a natural way for them to make money.

7. How about disaster cleanup and rescue? Digging people out of the
rubble of colapsed buildings (due to earthquake, tornado, fire or
terorism) would be a natural job for supers. Supersenses could find
victims, super strenght and TK could dig them out (without resorting
to heavy equipment that could cause ruble to shift and crush victims),
shrinking or phasing heroes could get in and administer first aid till
they could dig people out and Teleporters could get the worst cases to
a hospital faster than an ambulance.
It probably wouldn't be a high paying job, but you could probably get
a charitable foundation going so that the supers doing it could get a
living wage.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

>> 6. Police
>> 7. Military
>> 8. Rescue
>> 9. CIA
>> 10. Consultant for the above.
>> 11. Hero for hire.
>> 12. Body guard
>
>I'd consider all these covered by the original poster's "real work"
>category.

I think I'd create a new category for them.
"Hero for Hire". Those are all jobs which involve doing the kinds of the
things that a typical comic book superhero does, but getting a paycheck for
them.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

>In a vampire LARP, my Gangrel made _a lot_ of money smuggling items
>across the border. Who's going to stop a bat in the middle of the night?

Kind of a limited cargo capacity.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

>can be a lot of work for a GM to predict how a given invention will
>affect his game world once it has proliferated so this wouldn't be
>everyones cup of tea, but it would be fun for some

You can compromise of course, by just making all the inventions that don't
exist in the real world, at least 10 times as expensive as mundane equivalents
ala GURPS. Electric cars, even if they perform as well as IC cars, aren't
going to displace them in general if they start at 200,000 dollars.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

Myrnag2555 wrote:
>>>6. Police
>>>7. Military
>>>8. Rescue
>>>9. CIA
>>>10. Consultant for the above.
>>>11. Hero for hire.
>>>12. Body guard
>>
>>I'd consider all these covered by the original poster's "real work"
>>category.
>
>
> I think I'd create a new category for them.
> "Hero for Hire". Those are all jobs which involve doing the kinds of the
> things that a typical comic book superhero does, but getting a paycheck for
> them.

That was one of the concepts in the default setting for the short-lived
Guardians RPG. There was a corporation called Power Corp which trained
superheroes and then would rent them to cities that didn't have any of
their own.

--
Michael Sears armitage@mhcable.com
"No turning back where the end is in sight.
There's a job to be done, a fight to be won."



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Archived from groups: rec.games.frp.super-heroes (More info?)

Richard Brown wrote:
> Travis Casey <efindel@earthlink.net> wrote...
>> Myrnag2555 wrote:

> You forgot stunt work. Imagine the change people with super powers

[snip]

Yep, I did forget that one... and now that you mention it, I remember that
Wonder Man in Marvel made his living as a stunt man for a while.

>> > 2. Inventing. By rights, the existence of the likes of
>>
>> Another dodge that's commonly used is that super-inventors inventions are
>> aspects of their powers... and quickly break down or simply stop working
>> when the inventor is no longer paying attention to them.
>>
> I haven't acutaly seen that idea used outside of the Wild Cards books.
> Has it apeared elswhere?

The superhero game _Godlike_ uses it as well, and even has a whole section
(or maybe it was a sidebar) on why super-intelligent supers don't change
the world in a major way.

> Of course another idea that realy isn't suited for comics (since they
> try to tie into the real world) which would work in a supers game is
> to have super inventions proliforating across the world. Of course it
> can be a lot of work for a GM to predict how a given invention will
> affect his game world once it has proliferated so this wouldn't be
> everyones cup of tea, but it would be fun for some. Personaly I think
> it might be worth it just for the look on the players faces when the
> local Swat team shows up to give them backup in production model
> versions of Iron Man's armor.

Yep... could definitely be fun. 🙂

> Marvel has it's share of popular heroes too, or at least ones that the
> authorities aprove of. Do the Avengers and FF use liscencing of their
> immage to bankroll their operations or do they fall into the give it
> all to charity cliche? In the Avengers case it would make sense to
> plow the funds back into the Maria Stark foundation just to cover law
> suits based on colateral damage.
> Come to think of it realisticaly wouldn't most supers need to get some
> endorsement and merchandising deals going just to take care of such
> law suits?

Well, suing someone is a bit difficult when you can't find them... which is
another use of secret identities. 🙂

Of course... who's to say that the Avengers and FF don't do that? Just
because we don't see it "on-screen" doesn't necessarily mean it isn't
happening... After all, we never saw the guys from "Damage Control" until
the little mini-series about them was written...

>> 6. Modeling. Most superheroes, and practically every superheroine, seem
>> to
>> acquire an incredible body along with their powers. Lingerie or
>> underwear modeling on the side would be a possibility for most of them...
>> and even if you don't have a good face, your face doesn't necessarily
>> have to show in
>> those sorts of ads. And let's not even go into the possibility of
>> superheroines setting up websites...
>
> Dont forget the guy's. While male modeling doesn't pay as well as
> female it still can pay a living wage. Lets face it like the women in
> comics most of the guys have the body of greek gods (setting aside
> momentarily that some in fact are) it would seem like male modeling
> would be a natural way for them to make money.

Umm... I didn't forget the guys... I mentioned "superheroes" in the first
sentence, and "underwear modeling" in the second sentence includes guys as
well -- like the ones in the Calvin Klein underwear ads. The only part
where I *didn't* include the guys was in setting up websites -- and there
only because I haven't seen any "watch this guy" websites, while there seem
to be tons of "watch this girl" ones.

> 7. How about disaster cleanup and rescue?

I'd think that'd fit under #5... which seems to be the original poster's
catch-all category, really.

--
ZZzz |\ _,,,---,,_ Travis S. Casey <efindel@earthlink.net>
/,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
 
Archived from groups: rec.games.frp.super-heroes (More info?)

Myrnag2555 wrote:

>>In a vampire LARP, my Gangrel made _a lot_ of money smuggling items
>>across the border. Who's going to stop a bat in the middle of the night?
>
> Kind of a limited cargo capacity.

Depends on what you're smuggling as to how much money you'd make. A few
grams of the right drugs per night for a wealthy client could add up to
a tidy sum.

Ok, so it's not legitimate. Smuggling rarely is :>

--
Corey Murtagh
The Electric Monk
"Quidquid latine dictum sit, altum viditur!"
 
Archived from groups: rec.games.frp.super-heroes (More info?)

"Myrnag2555" <myrnag2555@aol.com> wrote in message
news:20040714180220.25422.00001587@mb-m29.aol.com...
> >That's not far wrong. The whole book has a very bleak outlook.
>
> Bah. Just one Hugo Danner could have easily cut the Great War in half by
> breaking the stalemate on the Western Front.

The book does detail his activities in the war. But the point was that
basically just one man couldn't do enough. He's not Superman -- he didn't
really have any more raw power than, for example, a single tank. Plus he was
hampered by short-sighted superior officers and by generals who would throw
away troops in suicidal assaults that he couldn't save no matter how hard he
tried.

As I said, bleak.

--
David Meadows
"Hiding out on a pig farm saved my life." -- Don, Heroes #18
www.heroes.force9.co.uk/scripts
A comic book -- without the pictures
 
Archived from groups: rec.games.frp.super-heroes (More info?)

David Meadows wrote:
<snip>
> I read an issue of some [bad] Image comic, I forget the title now, where s
> superheroine posed for a Playboy-type mag, causing arguments with her
> team-mates who were concerned with the team's image.

Let's face it, female supers are going to attract that sort of attention
without doing anything seedy. Hell, badly-drawn /cartoon/ characters
get that sort of attention in the real world.

Might as well cash in on it, right? :>

--
Corey Murtagh
The Electric Monk
"Quidquid latine dictum sit, altum viditur!"
 
Archived from groups: rec.games.frp.super-heroes (More info?)

On 14 Jul 2004 07:02:30 GMT, myrnag2555@aol.com (Myrnag2555) wrote:
>3.
>And use of insider information, even gained by means like telepathy or
>is illegal.

Nope. If you are not inside, and were not told directly by an insider,
then it's not insider information. For example, if you find a report
in the trash, or overhear a conversation, it is perfectly legal to act
on it. The insider trading laws are based on those who the owners
(stockholders) hire to run the business making money off information
that rightfully belongs to the owners, while withholding that
information from the owners.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

Myrnag2555 wrote:
>>In a vampire LARP, my Gangrel made _a lot_ of money smuggling items
>>across the border. Who's going to stop a bat in the middle of the night?
>
>
> Kind of a limited cargo capacity.

Small personal items change with you. You can fit $1,000s of
diamonds in a pocket, various documents that shouldn't fall into the
wrong hands, untraceable weapons, etc. Often the smallest stuff is
also the most valuable. Oddly enough, he was never a drug mule.

--
EAC Liar, Damned Liar, and Statistician
alt.atheist #1966
"Statistical thinking will one day be as necessary for efficient
citizenship as the ability to read and write." - H.G. Wells
 
Archived from groups: rec.games.frp.super-heroes (More info?)

>>And use of insider information, even gained by means like telepathy or
>>is illegal.
>
>Nope. If you are not inside, and were not told directly by an insider,
>then it's not insider information

But if you break into someone office and steal proprietary information that is
insider trading, isn't it?
 
Archived from groups: rec.games.frp.super-heroes (More info?)

Myrnag2555 wrote:

>>>And use of insider information, even gained by means like telepathy or
>>>is illegal.
>>
>>Nope. If you are not inside, and were not told directly by an insider,
>>then it's not insider information
>
> But if you break into someone office and steal proprietary information that is
> insider trading, isn't it?

Nope, it's theft :>

Insider trading is, unsurprisingly, trading by insiders... directly or
indirectly, so as to cover agents and so on.

--
Corey Murtagh
The Electric Monk
"Quidquid latine dictum sit, altum viditur!"
 
Archived from groups: rec.games.frp.super-heroes (More info?)

>> But if you break into someone office and steal proprietary information that
>is
>> insider trading, isn't it?
>
>Nope, it's theft :>

So the SEC would do nothing about people trading on such information?