Ok, here's the scoop:
Everymen with powered armor fighting against oppressive elements, with themes of transhumanism and resistance in a simple rule set and anime-stylings.
System:
"percentile sliders"
Basically the entire game is built around d%, so it's pretty simple. Some of these sliders are variable (i.e. strength is good at high levels but has no opposite force so it can go negative), others are "opposed" (humanity versus detachment). As thus statistics are tracked essentially on a progress bar.
Professions:
Characters can choose from a variety of professions- these have non-combat effects. They are upgraded with experience like anything else. When a character reaches a certain level in a profession they "retire" and move on into another. Professions include things like "Student" or "Unemployed/Retiree", which have special handling (both examples can be "retired" from and chosen again freely without level penalty). Professions which are "retired" yield passive effects, encouraging a mastery of at least some professions.
Combat:
Undercover Hero Squad uses a three-dimensional matrix system to determine environments. Each cell has things going on inside it at any given time (collateral damage is a must!), and firing/moving between cells can be a challenge.
Trauma:
Things like the death of innocents or teammates can cause trauma in player characters, which basically functions like Elder Scrolls style imprisonment, though it is resisted with Detachment/Humanity.