Super Powered Legends: Textiles Technology (Mutants & Masterminds 3e)

Within the Legends Universe, there exists may super-scientists whose inventions have had an effect on everyday life. While many of their inventions are fantastical and bend the boundaries of science, physics, and logistics, there are other inventions that are quite mundane and allow these scientists to make some good side-money and see use by the public. It's not often that the public can make use of a photon accelerator cannon or gravity hammer, but pills that allow one to breathe underwater or skin-replacement technology for burn victims is something else.

Here is a selection of interesting and useful textiles technology that exists within the Legends Universe.

This article uses game information from the Mutants & Masterminds rpg by Green Ronin Publishing.

Advanced Clothing Materials Technology

Fighting super-powered crime is a constant stress on one's outfit. Normal clothing needs to constantly be replaced, as it suffers catastrophic damage during battles with people using energy blasts or superhuman strength. And armored clothing is cost-prohibitive in the long term. To this end, a number of new materials technologies have been developed by scientists in the superhuman world to counter such eventualities.



Ballistic Latex: A bullet-resistant polymer similar in consistency to a flexible rubber. Uncomfortable to wear for extended periods. Usually scored at the joints for easier articulation and mobility. Ballistic latex bodysuits are expensive and require an internal cooling system to prevent the wearer from overheating, especially at the heavier gauges.

Ballistic Latex Armor: Protection 3 or 6 (Limited to ballistic) – 1 pt. For 3 ranks, 2 pts. For 6 ranks


Gecko-Gear: This clothing contains special material that allows its wearer to adhere to surfaces more easily, allowing for greater climbing prowess. Most Gecko-Gear is made into gloves and footwear designed for climbing enthusiasts and spelunkers. This allows for easier ascension without the strict need for rope (although rope is still recommended, in the case that one's strength starts to fail them). Some dedicated climbers have entire outfits made from Gecko-Gear, allowing them to press their bodies against and adhere to whatever surface they are ascending to allow their arms and legs a brief rest.

Gecko-Gear is tacky to the touch, but not sticky and leaves no residue.

Gecko-Gear Gloves and Boots: Enhanced Athletics 8 (Limited to climbing) – 2 points

Gecko-Gear Outfit: Movement 1 (Wall-Crawling 1) – 2 points



HydroWear: These clothes are popular with Spring-breakers and summer-location enthusiasts. This material is normally made into shirts and tops. When worn, it makes the wearer look, feel, and act as though they were wet, even though they are not. HydroWear clothing does not leave “wet spots” or puddles behind, but it makes the wearer appear as though they have just gotten out of a pool. Women wearing HydroWear are normally encouraged to wear undergarments beneath the shirt, or else they suffer the appearance of having been in a “wet t-shirt contest.” Very popular among teenagers.

The benefits of HydroWear allows its wearer to remain cool during intense heat.

HydroWear Clothing: Enhanced Fortitude 2 (Limited to resisting hot environments) – 1 point


MetaCloth: A synthetic material discovered by the scientist Dick Hughes of the Challenger Foundation, after he studies the clothing worn by the alien Faez. He discovered these aliens incorporated shape-shifting properties in their technology, including their clothing, to better use their own shape-changing powers. By adapting this shape-shifting property in their clothing, Hughes developed the premiere means textile used by most super-powered individuals: MetaCloth.

This material functions almost like a second skin on its wearer, fitting to their form and producing no restrictions to their movement. Due to its malleable molecular properties, the material is also resistant to extremes in environment, from heat, cold, intense pressure, or even vacuum. The MetaCloth responds to its wearer's super human powers as well, being coming immune to any potential damaging effects produced by its wearer, as it adapts, making MetaCloth costumes ideal for those with destructive energy or aura powers. They clean easily, and tears or punctures in the material are easily fixed by adhering one end of the damaged material to another and running a hot iron over it for a minute.

MetaCloth clothing is rather expensive, given its unique properties and difficulty in synthesizing the alien molecules of its manufacture. Few costumed heroes or villains make use of it, unless their powers prove otherwise too destructive to other costume materials. Then, they tend to find MetaCloth to be an acceptable expense.

MetaCloth made into costumes are fitted with a minicomputer that is activated by touch and displays on one's arm using what appears to be LED-like biotech-illumination. Using this computer, the wearer can manipulate the pattern of their costume, including style and color (the color wheel also allows for “transparent” panels on the costume if the wearer wants to show some skin).

MetaCloth Costume: Feature 1 (mini-computer); Immunity 1 (Wearer's Powers); Sense 3 (Direction Sense, Distance Sense, Time Sense) – 5 points


You can learn more about the Legends Universe in the Super Powered Legends Sourcebook by Rogue Genius Games

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