Characters use 6D6 to generate a Super-Hero Type (Cyborg Man, Dr. Duo, Leper Man, Psycho Man, etc.). Characters have nine Characteristics (Strength, Intelligence, Skill, Bravery, Charisma, Toughness, Health, Popularity, and Ability Points) generated with nD6; most run 3-18, but Health runs 24-48 and Ability Points runs 8-18, and control how often a character can use their super power in a given time period. Characters use 1D20 to generate their "everyday identity". Combat is simple and uses the same resolution as everything else in the game--the GM identifies the Characteristic involved and the player attempts to "roll under" the Characteristic on 1d20.
The Super-Hero Type defines several aspects of the character, usually modifies a few Characteristics, and defines Super Powers. Some Super Powers are nearly worthless (Accountant Man can "work out any sums instantly"), most are curious or whimsical, and occasionally some may prove useful (Macho Man, when naked and covered in oil, can "perform incredible feats of strength, like lifting up buildings").