Premise
1920s United States of America, but with SUPER POWERS.
Core Mechanics
Every player has their own deck of cards. Checks are down by drawing a card and comparing it to a target number to see if they succeed. Suit of the card determines how well you succeed. Characters have a draw limit, which allows them to draw a replacement card if they do not like the current possible result.
Moxie is a special resource that grants various abilities, such as redraws or extra turns.
Character Creation
Determine Identity, Virtue, and Vice. These determine how Moxie is gained.
Assign 1 to one trait, 3 to another, and 2 to the remaining 4.
Gains a number of skills equal to 2+[Expertise]
Decide if your character is an Exceptional, or a Caper. Exceptional gain 2 Perks or a combination of Perks and Trem-gear. Capers may gain either a Minor Power at rank 2, two Minor Powers at Rank 1, or one Major Power at Rank 1.
What It Does Interestingly
Besides relying on cards for conflict resolution, it has a pre-combat phase called The Standoff.
The Standoff represents a moment just before a fight when characters prepare to fight: by getting ready to move, to act, or to make one last attempt at talking things out. It gives players an interesting system for getting the drop on foes by giving the choice of trying to go first, or preparing a good draw.
Potential Pitfalls
The combinations of Powers, Perks, and Trem-gear characters can start off with is a bit difficult to describe concisely.
Sections To Pay Attention To
The considerations for starting off as an Exceptional are somewhat confusing, since they can gain Perks or Trem-gear that reassembles powers; this gives them a wide range of options.
Final Thoughts
A rudimentary super hero game, with a few unique traits.
