Ok this is a crazy idea remember watching those older kids shows like Electra Woman and Isis and Wonder Woman well in that campy tradition is Power Girls. Set in WWII to start you will be a team of modestly powered heroines. Now some rules ,yep there are those, just simple.
-Powers: You get five slots these are for powers and skills "over those of ordinary mortals" as in a superior expert in some area. Powers you get a minor power or a special device for 1 slot that is for an example Night Vision or a Batarang, 2 slots gives you a greater power that is something useful like Flying (no super speed think more can fly pretty fast) or Magnetic Powers (think lift and move a modest sized car with some trouble) or a useful gadget like Batman's Utility Belt (from the old tv series). With these they work pretty well in a contest of skills with an NPC or the GM to contest the action you can roll two dice taking the highest roll. I must ok all choices and power level and how they work. Oh and a major power cannot be a skill like a martial artist just needs a 1 slot for Master of Kung Fu or Brilliant Inventor and a major power has to have a weakeness (not a big one but I pick it
-Skills: Pick five skills these you can use and are good at but not a super-duper expert.
-Toughness: As a big tough heroine you get a 12 Toughness (powers chosen can add to that), that is split between Lethal Toughness (you drop to 0 you die) and Nonlethal Toughness (drop to 0 you are knocked out). You can opt to raise either one higher if you want so could have a 6/6 or a 8/4.
-Assumptions your are trained and exceptional for a normal human so can fight and do various common skills a heroine should know.
-The way combat will work is you and the I roll a 1d6 (super powers 2d6) and the highest die wins. If you lose you take 1 Toughness (lethal or non-lethal as appropriate) if you a 6 then its double damage and if a power and you or I roll two sixes then its 3 Toughness. With skills just to use them its no rolls unless its a tough roll situation like Archanae the Human Spidergirl wants to swing through a tiny window on her web-line I may insist on a 4 on a die.
-Intitiative will be a simple 1d6 (unless a power is involved)
-Hero Points: You get one to start and can use this to save your character from certain death or make an extra roll to see if you succeed or covert them to add to your powers and skills. A skill costs 3 Hero Points, a Minor Power 6 Hero Points and a Major Power 10 Hero Points (you must have a monor power before raising it). You can earn more by finishing challenges and good role-playing. But you use one its gone forever but you always get one per adventure at the start if at zero.
Nationality: Allied Power or Sympathetic (US, French, British, Soviet Union, Chinese or the like...)
[Slots Used] [Name of Power] [Description:] ~repeat as necessary~
Toughness (lethal/non-lethal): 6/6 is default unless you move any around
The team will have access to a advanced car, stratorocket, supersubmarine and be attached to the Allied Special Operations Division.