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GURPS: Psionics: Steve Jackson Games
$ 5.27
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Description
Mind over MatterSpies 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 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 government agencies and globe-spanning conspiracies in a world eerily like our own...
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