Re: how do you deal with guns and superheroes in your campaign
Wow, I guess I'm really in the minority here, but a normal with a gun is not helpless, even against Energyblasteater.
Look at one of the more powerful handguns, a .50 Desert Eagle. 2d6+1K, +1 STUN mod. Averate damage of 7 BODY, 24 STUN, might not do much to Energyblasteater, but what about above average of 11 BODY, 55 STUN?
A normal can Haymaker, just like a superhero. The Desert Eagle Haymakered does 4d6-1K, +1 STUN mod. An above average roll could do over 20 BODY and 100 STUN.
Of course, our normal has to hit, and that can be tough. The smart normal fades into the background, delays, and waits for Energyblasteater to be at half or 0 DCV from being Stunned, knocked to the ground, grabbed, or whatnot. Then unloads and hopes for the best.
That is non-military.
Military get Kevlar to take a hit, and a rifle with Desert Eagle damage, and Autofire, and training to use it. (Skill and/or Autofire skills) Haymaker does the same damage as before, 4d6-1K, +1 STUN, Autofire.
Not enough for you? Enter the best military weapon in the game, the LAW Rocket. 6 1/2d6K Explosion, Armor Piercing. Takes an extra phase to fire, but takes no crew to use. A one-shot weapon, but really, how many shots do you need?
Have I mentioned normals with Demolitions training?
Have I mentioned normals with Poisons training?
How about Medical and Pharamacology training?
A normal is not as helpless as some would think.