TSR MarvelOnce upon a time, TSR held the license for a Marvel tabletop game, and it was good. I didn't discover this system until many years after it was defunct, through this website. When my roleplaying buddies in California introduced me to it, I fell in love with it.
Character generation can range between very simple to extremely simple, where you generate 7 statistics (Fighting, Agility, Strength, Endurance, Reason, Intuition, Psyche, abbreviated FASERIP, pronounced FACE RIP, which is deliciously awesome).
There are a few oddities with the system, such as you burning your experience pool for luck-based modifications to your dice (in the event of do-or-die situations and the like), so there are a few house rules I put in to place. Anyway, all you need to play the system are a pair of d10s to use as percentiles, and with the simplified initiative system I use (d10, high roll goes first with ties going to the higher agility rating, rolling off only when the agility ratings are equal), things are very streamlined.
It's very oriented toward the player masturbating their own awesomeness, as you describe your action, and the GM assigns rolls as necessary. If you want to do something that's outside of the narrow definition of powers, then you can attempt a Power Stunt. How it works is you describe the effect, and you attempt to roll against your power's rating (there's this table for determining what you need to roll), and if you roll high enough and expend Karma (the aforementioned EXP pool), then it becomes a permanent part of your character. An example of this would be Cyclops bouncing eyebeams off reflective surfaces.
Anyway, TSR Marvel is fun, and I want to play more of it. It's what I'd imagine an Avatar-based game to be played in.