-Omni-gadgets. Gadgeteer superheroes could spend points to get an "Omni-gadget" with a certain number of power ranks (like, say "7") and they could do anything so long as the powers it emulated had that number of ranks. So like a flashlight might have "Light: 6, Armor: 1". Better than having to buy everything in the utility belt separately. So somebody might have 3 rank 5 omni-gadgets. Seems like a mechanic you could re-use with a little tweaking for certain kinds of sci-fi games.
-Rather than charges, gadgets had "reliability numbers". Roll below the number any time while using it and the thing runs out of juice. Maybe not ideal for superhero stuff where jamming is uncommon, but a decent mechanic. BRP/Cthulhu has a similar mechanic for jamming weapons I do believe. If I were writing a superhero RPG I'd say having a reliability number might buy you the ability to get bonuses elsewhere, like weaknesses usually do in point-build RPGs. Seems like a generally useful
substitute for bookkeeping for things like magic items, food supplies, etc.--taking a routine roll you'd be making anyway and just remembering that if you roll low, things have gone awry.
-Dumb Luck. This was a superpower where you could pretty much get anything to go your way if you rolled well against your power rank. Ambush Bug had it in spades, if I remember.
-The way they did martial arts (which I talked about before).
There were things I didn't like--like check out the thornbush of mental and mystical stats--Mind, Spirit, Infl, Aura. It kinda made sense at the time but it was really just an attempt to make the physical mental and mystical stats symmetrical and didn't tell players much about their characters at the table.
A Review of Seeing Like a State by James C Scott
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