GURPS Psionics. From the subtle card-guessing and dice-nudging of real-world psychics, through the full-fledged telepathy found in classic sci-fi, to the. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Psionic Powers, e23, and the. GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Supers, Pyramid and Illuminati Online and the names of all.
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Written by David L. Pulver Edited by Chris W. Spies and police who can read your thoughts.
GURPS Psionic Powers
New Age mysticism merged with ultra-technology. Mass minds of terrible power.
Gifted children killed or kidnapped by a power-mad government. 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.
Already converted to Fourth Edition?
In Psionics you’ll find: 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 — guros psionic starship drives!
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. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines.
Surf our site for the files you want. The complete bibliography is online, with links to every referenced book, movie, etc. Yes, if you buy from ;sionics of these links, Amazon pays a percentage to SJ Games!