The Premise -

Medicoreville High School seems like any other high school - rivalry between the popular jocks and the academic nerds, the occasional detention, the local stoner - but it has a secret. Every one who goes there has superpowers! 
	Every year, the Class President helps lead his/her fellow students, as well as receiving special training from the Principal. It’s three days before next year’s Class President is elected, and the unthinkable has happened: the current Class President has turned against the Principal! Now, thanks to a poisoned cup of tea, the principal is in the hospital, and the Class President is under house arrest for attempted murder! 
	As the current Junior Class, it’s up to you to find out what really happened, clear the President’s name (or condemn it!), and get enough people on your side so someone from your faction is elected the next Class President. Oh, yeah, and there’s a biology final exam coming up, too. . . 

Major NPCs -

•	The Biology Teacher - play this any way, just be sure to be evil when it comes to the exam (ie you can change what the requirements are. Original requirements - 4 knowledge cards)
•	The Vice Principal - Acting principal, this character secretly is a villain and hates Captain Tightpants. S/he has any stats you want, but should have a 5 mind and a 5 in power, with Telepathy/Mind control abilities. S/he did not actually poison captain tightpants, but will still take advantage of the resulting chaos and try to take over. 

Major Events

•	The biology exam. 
•	Class elections

Note on School Rules
•	Powers are only to be used inside the gym!

What the Players  need:
•	1 character sheet (assigned, chosen, or drawn at random)
•	1 superpower (always chosen at random, changeable if the combination makes no sense)
•	10 playing cards, 1 of which must be an ace. (Alternately, a d10).

Game Mechanics
Stats

Body, Mind, Soul - more or less what it says, similar to tri-stat (BESM) definition of these stats. Used to make checks/challenges
Power - how good you are at using your powers. Also used to make checks/challenges
Knowledge, Favors - shows how many knowledge/favor cards a character starts with.

The Cards
Knowledge Cards - shows a character’s general knowledge. 4 are necessary to pass the bio exam (At least at first). They can be traded for favors, items etc. They can also be gained by interactions with NPCs (I.e. study sessions with bio teacher), or by character actions (looking up info on the computer) at GM discretion.

Favor Cards - Favors can be used to make characters do things. Favors more or less come from the social heirarchy in high school. They represent a combination of popularity/connections/blackmail material etc. Characters can trade favor cards or use them. It may also be possible to gain favors from NPCs by interacting with them. 

Checks and Challenges
Each character will have 10 playing cards (alternately, a d10).

•	To make a check, a character must draw cards from his/her deck. The character starts with 5 cards, and  adds his or her appropriate stat to that number. (The GM and special abilities may modify the number further) If the ace is drawn, there is success. 
•	To make a challenge a character starts with 5 cards, adds his or her stat., and subtracts the stat of the challenger. No matter what the stats are, the maximum number of cards drawn is 9, minimum 1.
•	Alternate rule for using d10: The numbers will stay the same, but instead of drawing that number of cards, that number or lower must be rolled on the die. (I.e. a person drawing 8 cards must roll and 8 or lower on the die). 
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COMBAT
•	Initiative is determined by the character’s Body+Knowledge. The highest initiative goes first. (With a few special exceptions due to skills/powers). If there is a tie, the older person goes first.
•	Every attack does BODY in damage, unless otherwise specified. 
•	An attack is a BODY challenge.
•	A mental (like telepathy) attack or a battle of wits is a MIND challenge
•	At 0 HP a character is unconscious (and will be brought to the nurses’s office), at -20 HP a character is truly dead.

ITEMS
I have included item cards with descriptions. For those without descriptions have fun. For cards labeled with a 1/of number, all the numbered cards are needed to create the item. 
However, decide what all items/item combinations do beforehand, as some characters will have knowledge of their effects!