Psionics
OverzichtMind Over Matter
Spies and police who can read your thoughts. New Age mysticism merged with ultra-technology. Psychic vampires. Mass minds of terrible power. Telepathic computers. Gifted children killed or kidnapped by a power-mad government. This is the world of GURPS Psionics.
Psionics is the ultimate sourcebook for psi powers. It includes a complete world background - and the GM can use it as a resource for campaigns in any background.
In Psionics you'll find:
Unified Rules - the psi systems from GURPS Basic Set Third Edition and GURPS Supers combined into a complete, official whole.
New Abilities - including Mindswitch, Combat Teleport, psychic vampirism and cyberpsi.
New Rules - featuring gestalts, group minds, latent psis, ghosts, psionic combat and poltergeists.
Psionic Technology - two chapters of psionic equipment, including psychotronic weaponry, dreamscanners and psionic computers - even psionic starship drives!
Campaign Advice - on smoothly integrating psi into other GURPS worldbooks, or designing your own psi campaign.
Complete Campaign Background - in which powerful psis struggle with secret with secret government agencies and globe-spanning conspiracies in a world eerily like our own . . .
Already converted to Fourth Edition? GURPS Powers covers all of the mechanics from this book, though it doesn't include the setting information.
Series: GURPS: Generic Universal Role Playing System
Paperback: 128 pages
Publisher: Steve Jackson Games (December 1, 1995)
Language: English