In a world where superpowered characters - villains and heroes alike - are to be found, it is necessary for official law and order organisations to adapt to the new threats and opportunities they pose... and the US Marshal Service is no exception. After all, governments never feel comfortable leaving things to vigilante groups, so law enforcement agencies need to prepare themselves to cope.
This product details how the US Marshal Service has changed, both in developing new doctrines for dealing with supervillains and in recruiting superpowered individuals into the service. This recruitment programme is known as Operation Marshal Law. Here we have notes on the recruitment and training process, as well as the roles superpowered US Marshals are likely to fill within the organisation. As this programme is in its infancy, it is unlikely that there will be many veteran superheroes who have done a stint with the Marshal Service, but characters might be approached with a job offer. For a campaign with an organised approach to law enforcement, the party could all be US Marshals - a move which makes it easy to direct the superheroes to undertake missions and gives a framework to their activities. (And, of course, rules and codes of practice which they'd better not transgress...)
Mechanically, becoming a US Marshal requires characters to obtain a Professional Edge US Marshal, reflecting the training they undergo. This includes a +2 Charisma bonus when exerting their authority as Federal Agents. A local office is described, including the resources and equipment available and the type of work undertaken.
There are also three adventure ideas to incorporate Operation Marshal Law into your game. One, interestingly, involves the party getting deputised, which is a good way of floating the idea of federal service to see if your players might be interested in a full-blown US Marshal-focussed campaign.
It's a neat idea, and a good way to get away from the vigilante approach taken by many superheroes.