Premise

Multi-genre system that can feasibly be used for any sort of genre. Runs on the premise of “Technically, every character in fiction can be considered a super hero.”

Core Mechanics

d6 dice pool; successes only on 4, 5, and 6.
Some skills may provide “pips” that can be added to a dice to turn a failed dice into a success.
One die in the pool is also a wild Die. 1 on the Wild die indicates a Critical Failure (remove one success.) while a 6 is a Critical Success. (Counts as a Success, roll it again.)
No dicepool can go higher than 10. Every 2 extra dice are 1 success. A single extra die 2 pips.
Critical Failures can be ignored by giving the GM “Aggravation,” a meta-currency for introducing complications.

Quick and Dirty Character Creation

GM determines power level of characters. This determines the amount of character points players have.
Pick an Archetype for your Characte. This grants an innate bonus and penalty for your character based on typical actions.
Any Skill, Attribute, or Power you want your character to have, costs points.

What It Does Well or Interestingly

Layout of the book has ample reminder sheets of various minutia. In the print version, these charts are reprinted inside the front and back covers.

Potential Pitfalls

The pitfalls typical of any system that can “run any kind of game:” it’s easy to get lost in all the details.
A few specific definitions are sometimes brought up before they’re explained.

Sections to Pay Attention To

Powers are the meat of the game, and make up most of the rulebook. Treat this section as an encyclopedia.
Pre-made monsters and characters can be consulted to determine some “appropriate” base lines for attributes, skills, and powers.

Final Thoughts

Rudimentary multi-genre game; does everything well enough.
Just be aware that because it can technically do everything, that doesn’t mean you need to include everything when running this game.

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