Psionics
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.
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. 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... (This is a digital reprint of a GURPS Third Edition product.)