GURPS PSIONICS STEVE JACKSON GAMES 1995 David L. Pulver
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'l find:
Unified Rules – the psi systems from GURPS Basic Set Third Edition and GURPS Supers combined into a complete, official whole.
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!
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 government agencies and globe-spanning conspiracies in a world eerily like our own.