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GURPS Psionic Powers

( 92 )
$11.99


Behold the power of the mind! GURPS Psionic Powers takes the freeform options of GURPS Powers and turns them into ready-to-use packages of psychic strangeness. 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.

Whether you take it for individual parts or use it as a cohesive whole, this supplement is your one-stop shop for mental mastery. With GURPS Psionic Powers, the mind is an open book!

After reviewing the pure crunchy goodness of GURPS Psionic Powers, I've been forced to conclude that I have a rival for the title of GURPS rules guru.
-- Sean "Dr. Kromm" Punch, GURPS Line Editor

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  • GURPS Power-Ups - Each supplement in this series adds a small set of new abilities for your characters to buy.
  • GURPS Supers - A comprehensive playbook to the supers genre and to capturing it in your campaign.


Written by Jason Levine