L'Internationale

Ingredients Used:
Superhero (Secret Identities, Flying, Capes)
Pirates (Parrots, Jolly Roger, Safe Port, Swashbuckling)
http://static.panoramio.com/photos/original/6268014.jpg
Angst
Multiple Characters per Player.

The Santa Maria archipelago is a collection of current banana republics and of free-ports left over from the days of Dutch and British maritime colonialism, the garrisons of the former and bars of the latter filled with expatriates; largely veterans from the Spanish Civil War and WWII too anarchic or fascistic in their pasts and/or inclinations for the Western or Eastern Blocs. The tropical islands filled with parrots, jaguars, and other beasts are rapidly disappearing and making room for cropland to produce fruits and coffee beans, among other more illicit substances. Western corporations and Soviet aid flow into the islands, which have almost as many radical political parties as they do revolutions (which is quite a lot). This money allows dictatorships and revolutionaries alike to hire foreign pilots (among both the resident ex-pats and apolitical imported talent) and their privateer planes, cheaper than forming their own air forces. These pirates have a collective reputation for being as vainglorious in air as they are secretive on land (once again, quite a lot), often maintaining one or more secret identities whether among the neutral hedonistic freeports or the politically charged republics and their outlying revolutionary/counter-revolutionary strongholds in the jungles and mountain. When in flight aces fly all sorts of colors, wearing the flag of their employer (or the freebooter's skull and crossbones) like scarves, billowing in the wind, as often not. Those who get too careless or just plain unlucky will find their secret identities become not so secret and be dragged into banal looking government buildings to disappear inside of windowless death-rooms. Those who are lucky will merely be shot down into the sea.

In L'Internationale, each player portrays a partisan Ace pilot of his own design (with GM approval), along with that Ace's Secret Identity and his Fighter Plane. The default scenario is for the game to be played as a three act tragedy/drama, the acts portraying the beginning, middle, and end of the Tragedy in question (which may be only one in a serial campaign); with each Act containing a number of Scenes.

When making their characters, Players should note:
-The Secret Identity's nationality, reason to have fled the world to this backwater collection of tinpot dictatorships and constantly ongoing civil wars, his ideologies (both true and professed), and the virtues and vices that are likely to lead him down the road of ruin.
-The Ace's reputed ideology/faction (does he fight for the communists but fly the freebooters flag? Does his garishly portray himself as a counter-revolutionary vandal?), his reputation among his enemies and the islands as a whole, and his position with his employers.
-The Fighter's model and make (real or fictional), with the weaknesses and strengths of both the model and the specific plane noted down.

All three characters deserve names; the Secret Identity (whether the name is assumed or real) likely being a normal form of address, the Ace having a pseudonym matching the flag he flies under (whether this is the real cause of his employers or a ruse), and the Fighter plane having a name suiting the Ace. 

L'Internationale is meant as a narrative game and uses an exceedingly simple mechanic and shifting "stat". In essence it's simple shared storytelling with a small addition that allows not only for the roll of a die to determine the outcome of disagreements between player and gamemaster but where these rolls can be made easier to win in the short term by the player only to in the process give the gamemaster enough rope to metaphorically hang the player's character with. The harder they try to succeed the more spectacularly they will fail at the worst possible moment.

It is also based on a theater-play-like structure, with the stakes of the game increasing with the passing of each of the Acts. 

Players roll 1d6 and try to match 2 or go lower. They may take one-roll bonuses, anywhere from +1 (3 or below) to +3 (5 and below). However a bonus so taken gives the GM an equivalent number to take away from any roll other than that which the bonus in question is being used (though it may be used on a roll with a bonus another time, with that time's bonus still accumulating more negatives for the GM to use later). Negatives can only ever bring a roll down to requiring to match 1.
Ex: Jim takes a +3 bonus on a roll, making it so as long as he rolls below a 6 he will win that roll. From that point on the GM will have 3 to use, whether using -3 next time Jim takes a +3 bonus (thus bringing the 5 back down to 2) or splitting up the three to use 1 here and 2 there or any other combination so long as he never brings down the number Jim has to match below 1.

The Player describes his intended action, then if the GM says that he must roll (the GM may outright deny outlandish and out of genre/theme actions) the Player must follow the formula above. If they match their goal or roll beneath it things occur as they described. If not, then the GM narrates how things went awry (this being a questionable conceit to take for granted in roleplaying but fitting the genre of tragic romantic exploits in the sky doomed to failure as often as not).

The important wrinkle is that these negatives accumulate separately for each of a player's three characters: Their Ace, the Ace's secret identity, and the Ace's fighter plane. Any character deemed by the GM to be plausibly available in a scene may be selected by the player to be used for that scene, but characters cannot be switched until the next scene (though they can also remain un-switched).
Ex: The current scene has Jim's Ace, The Black Fist, aboard his Fighter plane, the Viva Anarchy. Thus the GM deems that Jim may choose then at the beginning of the scene to play as either the Fist or his plane. The Black Fist's Secret Identity, Juan Rodriguez, is not involved in the scene. However, in any scene directly after playing as the Ace, a player may choose for the Ace to take off his flight gear and colors and play the scene as his Secret Identity instead (and vice versa, with a scene following one played as the Secret Identity allowing for the player to choose for his character(s) don the gear and play the scene as the Ace).

A failed roll can decommission the Character in question for no more than the next scene in the First Act and for the entire game if in the second act, though all of this is only if the GM decides the roll in question was a matter of life or death. For a failed roll to end all of the Characters simultaneously can only occur in the Third (Final) Act.

A final note, the GM may set a cap as to how many bonuses a single character can take (that is to say, how many negative points one character can accumulate) at any given time. Once negative points are used against a character by the GM, they no longer count against him.