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'''Nextworld'''. | '''Nextworld'''. | ||
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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) | + | *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.] | ||
+ | *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. | ||
+ | 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 | + | *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 | + | *Transplants do not have access to the innate powers table. |
'''Complications''' | '''Complications''' |