Long ago I fell in love with a RPG called Aberrant. It was introduces in 1999 the setting was basically a tale of superhuman beings coming into existence in our everyday world. Here is the Wiki entry on it.
http://en.wikipedia.org/wiki/Aberrant The system was decent and the story was strong. Though it had some flaws including being a slave to the metaplot at times if you weren't willing to put effort into bursting out of it. In the almost nine years since I hadn't found a system that replaced it in the niche of Role Playing Games it filled.
Until today....
Mutants and Masterminds
http://en.wikipedia.org/wiki/Mutants_and_Masterminds was a RPG that came out in 2002 and had great potential but it required refinement and received it in 2005 when a second edition version came out. Basically this was a system based on the d20 system that the Dungeons and Dragons had created. The game was one of four color comics. You could be Superman, Wolverine or anyone super hero you created. The system became solid and versatile and did not impose a set world for you to play in allowing you to create whatever setting you wanted. They did however offer various setting in other resource books.
That leads us to the point of this post.
Recently they released a resource setting called Paragons. Basically taking the M&M system and placing it in the real world where real people woke up with super human powers and abilities (think NBC's Heroes) Much like Aberrant the book gives you factions and setting but unlike Aberrant it is modular in it's design. It provides you with Characters, events and discussion but you choose to add it or not. It even gives you different angles and agendas for the various groups an altogether carte blanche' way of offering the game. I love it and cannot wait to give it a go with my local group of role players!