GURPS Psionic Powers does all the work for you, crafting advantages and modifiers into ready-to-go abilities for espers, telepaths, and other psis. This one-stop shop for mental mastery includes:. Augment your superhero campaign with realism by deciding which powers are Above the Law. Prolific Pyramid.
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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.
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Verified Purchase. This book brings to gurps fourth edition of all kinds of PSI powers.. What greatly facilitates the players and the GM, it facilitates visualize how these powers work. The great advantage of the Gurps system are your extra books, which complete the game. The rules for the basic psionic powers are great and this supplement makes it more dynamic.
Usable in any scenario to unbalance it. Let me be completely up-front, here. I'm the author. So this is less of a review, and more me explaining my motivations and goals behind writing this book. I mean, a lot -- the possibilities went from "a simple list of psychic abilities" to "anything you and your GM can agree on -- no, seriously, anything! GURPS Psionic Powers exists to harness that flexibility, and bring it back down to Earth in the form of a simple power system and a selection of 10 different psychic powers e.
In many ways, it's the power and balance of Fourth Edition psi wrangled into the simple, easy-to-understand and use! You can pick up this book and build a character without knowing a thing about power-building or detailed game mechanics -- it's as simple as, "I'll take Telesend at level 3, Suggestion at level 2, and Mental Stab at level 4," then buying the associated skills. I think it's the best of both worlds, and many readers have agreed.
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GURPS Psionic Powers
Behold the power of the mind! 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?