Sjg30-6040_1000

GURPS Classic: Psionics

( 6 )
$9.00

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.
  • Psionic Abilities -- including Mindswitch, Combat Teleport, psychic vampirism, and cyberpsi.
  • More 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 government agencies and globe-spanning conspiracies in a world eerily like our own . . .

(This is a digital reprint of a GURPS Third Edition product.)

Already converted to Fourth Edition? GURPS Powers covers all the mechanics from this book, though it doesn't include the setting information.

Prefer Print? This item is also available as a physical book at Warehouse 23!

Written by David L. Pulver