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Always Available — Click here to buy! 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. 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. 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. Already converted to Fourth Edition? 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 one of these links, Amazon pays a percentage to SJ Games!
GURPS PSIONIC PDF
Basically Psionic Powers creates a list of psionic abilities and groups them together. Kelly marked it as to-read Oct 19, Sign up pssionic Email and Password. Plus you can always take those and tweak them as you feel necessary. Submit a new link. Sign up or log in Sign up using Google. To use it, you need to roll under your IQ on 3d6.
GURPS Psionic Powers
You can use the abilities as presented, confident that they are built from — and entirely compatible with — the rest of the GURPS Fourth Edition character-creation system including GURPS Powers, which is not required to use these packages, but is recommended. Even better, you can use the entire system in a campaign: GURPS Psionic Powers distills the complexity of hundreds of possibilities into individual powers and power groups. Why bother trying to figure out what advantages, enhancements, and limitations you need to describe psychic netrunning part of the Ergokinesis group or dream-stealing just one aspect of Psychic Vampirism? This book does all the hard work for you, and each power is described in levels, making it easy to represent stronger psychic gifts. In addition, the new rules and suggestions allow the entire system to work together to simulate many types of psychic ability.