Psionics

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Mind 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

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