New Releases by Steve Kenson

Steve Kenson is the author of Wild Cards (2008), A More Perfect Union (2007), The Psychic's Handbook (2007), Mutants and Masterminds Beginner's Guide (2007), Mutants & Masterminds: Paragons Campaign Setting Sourcebook (2007).

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Wild Cards

release date: Aug 01, 2008
Wild Cards
Aces and Jokers Wild! In 1945, an alien virus released over Manhattan changed the world forever. Ninety percent of the people exposed to the Wild Card virus died, and some say they were the lucky ones. Of the survivors, ninety percent were mutated into the hideous freaks known as Jokers. Only a rare one percent became Aces, people gifted with superhuman powers. In 1985 George R.R. Martin and a stellar group of authors introduced readers to the world of Wild Cards, and now the series spans more than a dozen anthologies and novels. In the summer of 2008 players of Mutants & Masterminds can make this world their own for the first time with the Wild Cards campagin setting, written by series author John Jos. Miller. Inside this beautifully illustrated book you will find a full history the setting, profiles and game stats for dozens of major characters, background information and rules on the Wild Card virus, an introductory adventure, and advice on running your own WildCards campaign.

A More Perfect Union

release date: Jul 01, 2007
A More Perfect Union
A More Perfect Union is the kick-off adventure of the Paragons campaign setting for Mutants & Masterminds, the Worlds Greatest Superhero RPG. In this all-new world of super-powered adventure, players take the roles of otherwise ordinary people suddenly blessed (or cursed) with superhuman powers. In A More Perfect Union, heroes new to their powers must investigate strange and sinister goings-on in rural America. Someone or something is offering citizens unconditional happiness but you better believe there are strings attached! Can the paragons resist this seductive spell and stop the plot before it''s too late? Find out in A More Perfect Union.

The Psychic's Handbook

release date: Feb 16, 2007
The Psychic's Handbook
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. Discover the true powers of the mind.

Mutants and Masterminds Beginner's Guide

release date: Feb 01, 2007
Mutants and Masterminds Beginner's Guide
Freedom City''s prestigious Claremont Academy is a training ground for a new generation of super-heroes. Now you have the opportunity to follow along and take part as Claremont''s newest students arrive at its hallowed halls. The Beginner''s Guide walks newcomers to Mutants & Masterminds through all the steps of creating and playing their own super-heroes, from character concepts and super-powers to secret identities and codes of honor. It includes the basic rules so you can get a feel for Mutants & Masterminds, as well as a narrative adventure so you can experience game-play all on your own. Just like graduating from the Claremont Academy, mastering Mutants & Mastermind''s Beginner''s Guide will ensure you''re ready to face off against devious villains and thwart their evil plans.

Mutants & Masterminds: Paragons Campaign Setting Sourcebook

release date: Jan 01, 2007

Ultimate Power

release date: Jan 01, 2006
Ultimate Power
Ultimate Power is the complete guide to super-powers for the award-winning Mutants & Masterminds Super-hero RPG, written by M&M designer Steve Kenson. Its pages are packed with detailed power descriptions, expanding the material from the M&M rulebook alongside new powers, power modifiers, power feats and applications. Also included are optional rules for more detailed applications of powers and creating your own powers. Ultimate Power makes creating any sort of super-powered hero or villain a breeze: all the work is done for you! Just choose the powers you want your characters to have.

Tome of the Watchtowers

release date: Jan 01, 2006
Tome of the Watchtowers
Glimpses of a Higher World When a mage Awakens, she touches one of the five legendary Watchtowers. The Atlantean kings erected these mystical spires in ages past to call out to slumbering souls, beckoning them to claim their birthright; the power of magic.

The Witch's Handbook

release date: Sep 20, 2005
The Witch's Handbook
The witch is a naturalist spellcaster who casts arcane spells using time-honored hearth wisdom rather than the arcane formulae and elaborate theories of wizardry. The Witch''s Handbook, like other books in the Master Class series, presents a brand-new core class and an array of associated prestige class. In addition to the new feats, spells, and magic items that you''d expect, The Witch''s Handbook explores the deeper secrets of the The Craft. Learn of covens and their ritual magic, charms and their making, and herbs and their magical applications. Whether you''re a player looking for a different kind of magic user or a GM looking to add something new to your campaign, The Witch''s Handbook has everything you need to bring The Craft to your d20 game.

Egyptian Adventures

release date: Nov 01, 2004
Egyptian Adventures
Egyptian Adventures allows you to play the world''s most popular roleplaying game in sands of Hamunaptra, a new fantasy setting inspired by the myths, legends, and culture of Ancient Egypt. Neither the Egyptian feel nor the playability of the game has been sacrificed. The classes and races that populate the lands of Hamunaptra are still recognizable as your own favorites, yet re-imagined to convey the feel of a time of pharaohs under the shadow of war. This box set contains three separate books, each of which contains vital setting information. From the classes, races, feats and magic of Hamunaptra, to a complete gazetteer of the continent of Khemti and a book of GM-only secrets, this box set contains all you''ll need to explore the world of amunaptra. Battle foul beasts of the desert, excavate the curse-warded tombs of dynasties past, sabotage and spy upon the armies of rival nations, or master ancient magics.

Foes of Freedom

release date: Sep 01, 2004
Foes of Freedom
Foes of FreedomWritten by Steve Kenson and Steven E. SchendCover art by Ramon Perez96 pages, full color, perfect-boundMSRP: $23.95GRR2008ISBN: 1-932442-20-0Freedom City was widely hailed as the best supers sourcebook of all time and it won 3 ENnie Awards at GenCon, 2003. Foes of Freedom makes the city even better. This new sourcebook introduces dozens of devious villains to Freedom City, from the rogue star knight Blackstar to the murderous Jack-a-Knives to the vengeful Silver Scream. Villain groups like Larceny, Inc. and the Psions provide new challenges to Freedom City''s protectors, while the book''s new feats and powers make a great addition to any Mutants & Masterminds game. Printed in beautiful full color throughout, Foes of Freedom takes Freedom City to the next level.

Mutants and Masterminds Annual #1

release date: Jun 01, 2004
Mutants and Masterminds Annual #1
Mutants & Masterminds Annual #1Written by Steve Kenson and the Friends of Freedom128 pages, full color, perfect-boundMSRP: $24.95GRR2007ISBN: 1-932442-12-XThe Mutants & Masterminds Annual celebrates the games 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!

El camino de los reyes

release date: Jan 01, 2004

The Dragon's Gate

release date: Nov 01, 2003
The Dragon's Gate
The Dragon''s Gate contains 128 pages of rich detail about the Chinatown neighborhood of the fictional city of San Angelo (the "City of Heroes"). The book includes information about the people, places and things in Chinatown, major players and minor players.In addition, non-player characters are presented with game stats for the HERO SYSTEM, M&M SUPERLINK and ACTION! SYSTEM game systems, making this book immediately useful to thousands of superhero role-playing game fans!The Dragon''s Gate presents a glimpse of San Angelo to many new superhero gaming fans. The San Angelo: City of Heroes source book that was nominated for an Origins Award for Best Roleplaying Supplement in 1998 and has been hailed by Ken Hite as ..".the very model of the superheroic city book."The Dragon''s Gate also contains beautiful interior illustrations by comic book artists Morgan Bonthoux and Mark Evans, plus a highly detailed street map of the neighborhood.

Tradition Verbena

release date: Nov 01, 2003
Tradition Verbena
The Verbena witches are heir to the secrets of the druids, the power of nature, and the wisdom of the Great Goddess and the Horned God. Theirs is the rage of the storm, the resilience of the oak and the cunning of the fox. But charmed they''re not. Amoral as nature itself, Verbena covens gather in moonlit groves, working magic to hasten the return of the old ways. With a wealth of new magic for those playing a witch, Tradition Book: Verbena clarifies the history of this magical tradition and brings it up to date with the latest events of the World of Darkness. Specifically for Mage: The Ascension, many of the insights contained herein will be valuable to players of Dark Ages: Mage as well. Continues the revolution storyline in the wake of the Ascension War.

Dark Ages Mage Grimoire

release date: Nov 01, 2003
Dark Ages Mage Grimoire
The Mythic Age wanes, its denizens disappearing into the Otherworld, its Quintessential energies fading. But some refuse to let it go. These magi dare to tread the bane places and twisted paths that still shimmer with ancient power. These dwindling lands still have guardians, though. Spirits and secrets that sorely test those who try to wrest forth their power. The Grimoire expands the Dark Ages: Mage world, providing insight into Fellowships in various lands, aids to help players and Storytellers grasp medieval magic and superstition, and hints on maintaining chantries in the tumultuous times of the early 13th century. There''s also a look at hedge magic, medieval holy days and the shallowings they create, and a host of creatures--including the fae--that haunt the forlorn frontiers of Dark Ages Europe.

Caste Book Eclipse

release date: Jan 01, 2003

[White Wolf Game Studio Hardcover Publications]

release date: Jan 01, 2003
[White Wolf Game Studio Hardcover Publications]
Included in this collection are vols. distributed as well as published by White Wolf Pub.

Los encantados

release date: Jan 01, 2003

San Francisco nocturno

release date: Jan 01, 2003

San Francisco by Night

release date: Jun 01, 2002
San Francisco by Night
East Meets West Once, the jade courts of the Middle Kingdom dreamed they could invade the West in revenge for decades of colonial tyranny. Now that dream is a terrible reality as San Francisco lies at the feet of Asian vampires. The war, however, continues in the whispers and shadows of the night. San Francisco is supposedly "neutral ground" for the vampires of East and West, but how long can that false peace last? Invasion California San Francisco by Night is the first crossover city sourcebook for Kindred of the East "TM" and Vampire: The Masquerade "RM." Covered in full detail are San Francisco''s history and geography, along with the city''s major undead players and their nocturnal agendas. More importantly, the book bridges the two game lines, giving Storytellers and players enough information and story ideas to run any style of chronicle.

Mummy

release date: Mar 01, 2001
Mummy
Though vampires have their intrigues, werewolves have their wars, mages have their realities, wraiths have their passions and changelings seek to return to their homeland, there are supernatural powers at work in the world that concern all of these beings. Indeed, there are people and forces in the world of Darkness that endanger all those who exist. Learn the secrets, alliances, enemies and plans of these shadowy beings in a series of world of Darkness books that can be integrated into all of the storyteller games. Amenti is destroyed, Osiris awakes and the undying are reborn. But if they are not the ancients themselves, who are these new mummies? Mummy: The Resurrection brushes aside the veil of mystery and delves into the Middle Eastern World of Darkness to bring you completely revised and updated rules for playing a new kind of mummy character. Contained within are new spells, new horrors and new insights into the mysteries of Arabia, Egypt and the lands of the dead.

Thousand Whispers

release date: Jan 01, 2001
Thousand Whispers
For centuries, the exotic realm of Asia has defied Kindred incursions. Those few children of caine dwelling in Asia whisper of monstrous cathayans -- shadowy vampires native to the East. For too long, the cathayans have lain like sleeping dragons, allowing the Kindred a facade of omnipotence. Now the new Age is at hand. Yin daggers tremble in the talons of Resplendent cranes, and the Devil-Tigers howl for souls in the dark. Dharma Books contain vital character information for players and Storytellers.

Aberrant Players Guide

release date: Dec 01, 2000
Aberrant Players Guide
Gods once wielded this kind of power. Now it''s ours. The forces of the universe respond to our will and we shape a world in our image. We are the celebrities, the heroes, the villains, the legends, the shining icons of our times. We are novas, and we will bring about a new golden Age... and you will like it. The Aberrant Players Guide has everything you need to expand and empower your character even further, from ingenious new ways of using Eufiber to powers that can only be described as "cosmic." This massive book contains new insights into what the life of a nova is really like, rules for creating and using gadgets, new and devastating capabilities, expanded Backgrounds, the full skinny on the N! network, a catalog of nova-only organizations and much more.
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