My wife ran a weird superhero campaign a few years back. It was so strange, I often wish I had taken notes. The only NPC I remember clearly was the "World Wide Weasel", who was actually a super-powered animal that could ghost interface with the internet from anywhere without leaving a trace. That was his only superpower. We captured him (he was a super-villain) and forced him to work for us (somehow? drugs I think?) from our secret underwater lair (we were kinda gray-area supers ourselves). My character had a weird power set where I could influence blind luck. In other words, really awesome results only when nobody could guess (or affect) the outcome. In other words gambling or wandering around without a purpose. Great for solving puzzles or getting ideas whenever we were stumped. One of the other players could vomit roaches that she could then control telepathically. Sounds useless, but it was great for spying. Also useful in combat for the "she just vomited roaches on me?" effect. The campaign kinda ended when we sold out the guy who gave us our powers to a non-profit agency that protects beings who are being exploited by their creators. He was nice, and I really liked him, but we'd gotten caught running side jobs against his boss's agency (think Dr. Doom, but with lots of loyal super-powered minions) so it seemed like our best option for survival. Unfortunately, with our family, it's really hard for the two of us to game together. Instead, I run on Thursday nights for this group, and she has her group on Friday nights. Someday, when our kids are a little older, we're hope to game as a family. Our five-year-old is already trying really hard, but isn't ready to play with strangers yet. I play Descent (the boardgame) with him, b/c it's simple and straight-forward (and is teaching him about rules-systems).