"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Saturday, May 27, 2023

GURPS Psionics (1991)

From the web:

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...


 

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