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.
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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 Powers
Using This Supplement. Pyramid, Psionic Powers, e23, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. All rights reserved. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Given free rein, players can customize appropriate advantages into an unlimited number of potential abilities. First, it is a worked example, both as a showcase for what one can accomplish with GURPS Powers and as a time-saver for beleaguered GMs and overwhelmed players.
GURPS PSIONIC PDF
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.
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