[Green Ronin] Announcing December/January Releases

Pramas

Explorer
We've just added three new titles to our catalog at www.greenronin.com . For December we've got the Psychic's Handbook by Steve Kenson and Martial Arts Mayhem (for d20 Modern) by Rich Redman. In January we unleash the Mutants & Masterminds Annual #1. Product details are below. You can see cover mock ups at the website.

Martial Arts Mayhem
A d20 System Sourcebook
Written by Rich Redman
64 pages, perfect bound
MSRP: $14.95
GRR 1503
ISBN: 1-932442-11-1

Fists of Fury, Dice of Death

Martial Arts Mayhem is a 64-page modern martial arts supplement for the d20 System, written by Rich Redman—martial artist and co-designer of the original d20 Modern Roleplaying Game from Wizards of the Coast, Inc. In addition to new feats and new martial weapons, the book expands on the d20 System's martial arts feats with two new concepts: martial arts schools and secret techniques. All together, these new rules let players and Gamemasters create martial arts master of any style, from traditional kung fu and ninjutsu to Zen archery and French savate. With these rules, you can even create boxers and flamboyant pro wrestlers! No Modern game would be complete without Martial Arts Mayhem!

The Psychic’s Handbook
A Master Class Sourcebook for the d20 System
Written by Steve Kenson
Cover Art by Todd Lockwood
80 pages, perfect bound
MSRP: $16.95
GRR 1306
ISBN: 1-932442-10-3

Psychic powers may seem like magic, but there’s no reason to treat them as such in your d20 game. The Psychic's Handbook provides a completely independent system for adding psychic abilities to your campaign, abilities which are at once more subtle and wider-reaching than magic, powers with their own applications and limitations that separate them from the spells of clerics and wizards, and even the powers of psions. The core of the system is the psychic, a new class whose mental powers are based on skills and feats. The Psychic’s Handbook, by award-winning game designer Steve Kenson, provides you with everything you need to integrate the class into your game, including prestige classes, new equipment, campaign advice, and conversion notes for Modern games. This winter, discover the true powers of the mind.

Mutants & Masterminds Annual #1
Written by Steve Kenson and the Friends of Freedom
128 pages, full-color, perfect bound
MSRP: $24.95
GRR2007
ISBN: 1-932442-12-X

The Mutants & Masterminds Annual celebrates the game’s first spectacular year. Its 128 pages are packed with new rules, options, and setting information, including expanded rules for power creation, weaknesses, battle suits, and hero points. Look back on World War II heroes in Legacy and into the future with Freedom City 2525. Steve Kenson leads up a design team that includes former Marvel Super Heroes RPG developer Steven E. Schend, Wizards of the Coast setting search winner Keith Baker, and Time of Crisis author Christopher McGlothlin. This is the book Mutants & Masterminds players have been waiting for!
 

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ES2 said:
All of those books sound pretty cool, especially the MnM one, which I now have to get.

We're pretty excited about the Annual. The books in the MnM line have been pretty GM focused so far, but this one is going to have a lot of useful material for players.
 






JoeGKushner said:
How about some more info on the pyshic class? How will that mesh with the new Mindshadows campaign and traditional psionics?

Steve Kenson posted this over on our boards. I couldn't have said it better myself. :)

<<Essentially, the book focuses on a feat- and skill-based system of psychic abilities. There are various "enabling" feats, often in linked chains of prerequisites, which allow the characters with the feat(s) to learn and use certain exclusive psychic skills. For example, the Telepathy feat allows you to learn various Telepathy skills, such as Mind Reading or Suggestion. Some feats grant access to many skills while others may grant access to only one (usually for rare psychic talents). Psychic skills are acquired like other skills, but they have an associated "strain" for using them. Essentially the user suffers subdual damage after using a psychic skill. Overuse can render a psychic staggered or unconscious. (There are, of course, options for modifying this system as well as various metapsychic feats and such.)

The system is intended as an alternate to the psionics system from the Psionics Handbook, although it also co-exists with that system just fine, if you want to use both. Psychic skills can simply be another source of special abilities (in addition to arcane and divine magic and psionics), or psychic abilities may be the sole or unique source of powers in a campaign.

This system, with more than 40 different psychic skills and at least as many psychic feats, takes up the bulk of the book. There is a new core class, the psychic, which focuses on acquiring psychic skills (and gains many prerequisite feats as bonus feats), psychic-based prestige classes, and notes on using the psychic class as a d20 Modern advanced class.

The remainder of the book includes campaign advice on incorporating psychic abilities into a campaign, how to handle them in play, and miscellaneous things like psychic phenomena, psychic creatures, and psychic equipment.>>
 

<wipes the drool from his chin>

Yummy. So, can we expect this to follow Green Ronin's usual stellar OGC policy of durn near 100% openness? Coz this looks really useful.
 

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