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'''Nextworld'''.
 
'''Nextworld'''.
[[A different take]]
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I have been wanting to run a suddenly-super type game for years...characters are normal joes who suddenly gain powers in a normal world. Having played in a couple, though, I saw that sometimes, playera and GM's are spoiled for choice and end up not knowing what to actually do within the premise. A lot of the things that make superhero type games interesting are lost, as well...the gonzo backgrounds and super science, magic and aliens, evil powered villains.
 
I have been wanting to run a suddenly-super type game for years...characters are normal joes who suddenly gain powers in a normal world. Having played in a couple, though, I saw that sometimes, playera and GM's are spoiled for choice and end up not knowing what to actually do within the premise. A lot of the things that make superhero type games interesting are lost, as well...the gonzo backgrounds and super science, magic and aliens, evil powered villains.
  
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'''Houserules'''
 
'''Houserules'''
*Characters start as a normal human and can choose a power level from 1 to 5. Transplants may choose PL6 (street level hero quality). This is the 'default' power level of the character.  
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*Characters start as a normal human and can choose a power level from 1 to 5. Transplants may choose PL6 (street level hero quality).
 
*Random power generation, using the tables from ''Villains and Vigilantes''. These will be as closely translated as possible into M&M terms, ignoring Power Level restrictions.
 
*Random power generation, using the tables from ''Villains and Vigilantes''. These will be as closely translated as possible into M&M terms, ignoring Power Level restrictions.
 
*All PC's have 180 power points as a default. If random powers use up all these points, character generation ceases. [Note: Random powers may end up costing more than the 180 points.]
 
*All PC's have 180 power points as a default. If random powers use up all these points, character generation ceases. [Note: Random powers may end up costing more than the 180 points.]
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*Initial chosen Power Level modifies the V&V roll for powers. Standard is 1d6+2 powers, discard one, with one weakness that can be bought off by discarding a second power.
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PL 1-3 uses this. PL 4-5 must drop a second power. Players can opt to take 5 powers without rolling.
 
*Any leftover points at this stage can be spent anywhere the player desires.
 
*Any leftover points at this stage can be spent anywhere the player desires.
 
*Normally,PC's choose from a range of different tables to roll each power on. I'd like to tighten the choices a little to give different thematic flavours to Natives and Transplants.
 
*Normally,PC's choose from a range of different tables to roll each power on. I'd like to tighten the choices a little to give different thematic flavours to Natives and Transplants.
  
 
The normal range of choices is: (innate)Powers, Devices, Magic/psionic items, Skills and Magic/psionics.
 
The normal range of choices is: (innate)Powers, Devices, Magic/psionic items, Skills and Magic/psionics.
*Natives must roll at least once on the Powers table and are confined to the Powers, Magic/psionics and skills tables.
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*Natives must roll at least once on the Powers table and are confined to the powers, Magic/psionics and skills.
*Transplants do not have access to the innate powers table. Powers are earned, learned, or wielded through arcane talismans or super science devices.
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*Transplants do not have access to the innate powers table.
  
 
'''Complications'''
 
'''Complications'''

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