From the Introduction:
The 1970s - the birth of micro-computing and the early years of genetic research, the rise of nuclear power and satellite transmission. Add a sprinkling of the usual suspects: fluoridation, radio waves, the soundtrack of punk rock, and the combined static electricity of too much nylon clothing. Then the catalyst - a huge meteor strike that lit up the night sky like it was midday, except much, much more neon green.
Suddenly a whole generation had super-powers. Well, most of the powers were more "stupid" than "super" - immunity to wood, the ability to shatter glass just by looking at it, being able to mind-read badgers, or moving at super-speed but only while crawling. And these powers came at a price: a lethal vulnerability to kittens, crippling vertigo if more than 6" from the ground, or being suddenly unable to pronounce the letter "C".
However, it soon became apparent that those affected did now have a pre-disposition to powers and abilities beyond the normal human, and with judicious use of the right digital, genetic and drug enhancements they could be given true super-powers. Faced with thousands of potentially lethal teenagers, the authorities looked for ways to simultaneously enhance and control their abilities; for a way to channel their potential power to be a force for good and law rather than evil and chaos.
Thus was born the Super Scout Squad or SSS as it is more commonly known. This youth organisation provided a way to marshal the forces of the 'empowered' generation. In return for co-operation, good deeds and civic duty, the SSS offered greatly increased powers. The hope was two-fold: firstly that the youth movement would provide a positive incentive and moral code for the super-powered youth, and secondly that the SSS would provide an army capable of standing up to the swelling ranks of super-villains.
For not everyone responded to their newfound powers in a positive way. I'm sure you can imagine how many of the hormone-racked teenagers reacted. Some sank into anarchy or depravity, while others saw their powers as a signal that the old establishment should be swept away and the new generation of Homo Superior should rule over their parents and former masters.
Super Scout Squad is a tongue-in-cheek, rules-lite roleplaying game of teenage superheroes. Before you begin you'll need to find two decks of playing cards – one for the GM and one for the players.