The difference between role-playing and roll-playing is exemplified, to me, by this page of Dan Dunn. Note how Dan's plan doesn't involve sneaking or fighting -- just talking. He's going to talk his way into the villain's hideout. The Editor could still add an element of randomness with encounter reaction rolls, but the players can just keep talking, come at it from a different angle, and try to change the dynamics.
This is Captain Frank Hawks, Air Ace. Flying Blind should probably be a 1st or 2nd level Aviator stunt, allowing the Aviator to fly safely with zero visibility.
Still in the same adventure, Frank has locked himself into a ship's cabin and the mobsters after him try to break through with an axe. It seems a logical choice in real life, but there is currently no game mechanic bonus to wreck through a door. Maybe axes should have some kind of bonus, like a -1 penalty for the door to save vs. non-Superhero wrecking?
This is Myra North, Special Nurse, and she has a playing tip -- if you think someone has done something and you want to prove it, bribe them to stop and see how they react.
Canisters of anesthetic gas should be a trophy item. It only works in tandem with a grappling attack.
Clyde Beatty, Daredevil Lion Tamer reminds us that you should always keep poison antidotes handy. A lot of my players have all learned to stock up on anti-venom.
In Wash Tubbs, the circus manager (I don't think he was revealed to be an inventor until the story needed him to be) has a spray that makes claws too rubbery to do damage. I think a lot of players would want their Heroes to have this stuff.
(Scans courtesy of Comic Book Plus)
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