GURPS PSIONICS PDF
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. 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. Gyrps converted to Fourth Edition?
Preview of the PDF. Sean Punch pages.
GURPS Psionics | GURPS Wiki | FANDOM powered by Wikia
Mind Over Matter Spies and police who can read your thoughts. 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 — even 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.
Psionics in 4th Ed: I’m not getting it – Page 2 – Steve Jackson Games Forums
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