1914

An entry for game-fu 3 by Aesir Raven
Elements used:
A superhero game set in the past.
Dice are not used in the game.
Has a reward pool that can only be spent on others.
War and peace.
Becoming something greater.
Author's Description:
1914 asks the question, "How would history change with the introduction of superhumans?"
Vitenka's review:

So. A true diceless game, which makes for a nice change - and for a difficult judging.
As a quick synopsis, it's just pre WWI and superheroes emerge.
And from here everything is up to the players.
Rules-wise, it's straight "Stat+skill, higher wins" with an added "You can spend reward pool to help those around you."
For some reason, WW style advancement is there too.

So. I think you'll have a LOT of difficulty running this without all of the advice from "Amber" or similar. The "When does a superpower beat a skill" bit is fluffy at best, and there's no "Ok, you're hurt/tired - now you do less well" in there either.
But.
I really like true system-free games, and don't see this as a huge problem. The description of how powers fit into the world at large gives a really good "Steel age supers" feeling.
Still - there's some thing that need adding, in my opinion, for this to really stand out.
It is implied that supers will change history - but although there's some nice starting points for this (the olympic comittee organising an exhibition) I think there need to be more personalities and places suggested. The game whets my appetite with some really nice supers - but heck if I know how to run a meeting with the archduke.

Settingwise - taking "Faster than a speeding train" and "Able to jump the tallest buildings" literally - this is 1914. Speeding trains aren't as fast as they are nowadays.
Lovely.

Hits elements

I'm not sure it hits "Becoming something greater" - tangentially, since the supers are born normal - but not majorly.
War and peace it hints at - being set pre WWI implies it, but as written it doesn't run with it.
The other elements it hits square on the nose, though.

Fun

The fabulous flying frenchwoman.
It puts you in mind of posters for the worlds fair, doesn't it?
I'd certainly give this game a run. And I vastly prefer the minimalist rules presented here to the fiddly-dice complexity of its obvious competitor 'Godlike'.
I am left with a pretty big "But what do we DO?" complaint, however.

Tightness

And how do you rate this?
Is the system tied to the setting? Well... no. There isn't a system. There's an attempt to balace purchases of attributes and powers - and then there's freeform skills and, well, nothing else. The description of power levels are neccesarily a bit fuzzy.
Inspiration is a tight "Get one when people clap, spend them to bonus others" system.
Bonus points for explaining the "Does the same thing in different ways" powers system with examples.

I'd rate this 7/10