For a campaign focusing on this sort of action I would suggest GURPS Psionic Powers, GURPS Psionic Campaigns, GURPS Psi-Tech, and. Harnessing the unfathomable power of the mind isn’t as easy as it sounds! Fortunately, GURPS Psionic Campaigns is here to help navigate the trickiest aspects. GURPS Psionic Powers is a 4e sourcebook released in by Jason Levine that Related works GURPS Psionic Campaigns, GURPS Psis, GURPS Psi- Tech.

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For example, in a campaign with universal latency belowpsis may be common, but because so few people are aware of psi, only a small number have trained actual abilities. On a critiincoming attack, a built-in alarm cal success, he gets another immediate resistance roll! In addition to the advice above, note that the telepath using this approach must know which questions to ask! Complete takeovers, potential problems with, A thorough study of the various options for building a world with psionics.

Either every psi must pick a different power to give everyone their own nicheor everyone has to build from the same power e. Total the traits; if they end up positive, or no worse than -5 points, the Secret is a quirk. Martial-arts skills as psi, Electronic mind shields Ultra-Tech, p. This can vary; tech stores may sell a Psionic Shield 4 headband off the shelf, while only a written order from the president can get you a one with power However, if the vision includes new information that only ESP could provide — perhaps the murder weapon was a very rare autographed Ty Cobb baseball bat and the victim smiled warmly when he first saw the murderer — the clues make the use of Retrocognition worth the time and trouble, without spoiling the mystery completely.


Also see his The Stars My Destination for a setting with ubiquitous teleportation. The objective of the project was to create Super Soldiers. If the potential in a family can all be traced back to one ancestor, an investigative adventure or full campaign arc may reveal hitherto unknown facts about the bloodline in question or even about psionics in general.

Involves getting info from the past or future, from a distance, through barriers, etc.

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If psis are not allowed to learn new abilities or powers as the campaign goes on, there is no reason to take latent powers. Discovery campaign frame Note that this requirement adds to the cost of these abilities, and thus should be balanced by giving the power a beneficial option of some sort — see Options and the Power Modifier above for more ideas.

Power level, starting, An organization is almost a living thing; it has a goal, needs, etc. However, when using them, the psi must still roll against the controlling attribute or skill to determine his margin of success for the Quick Contest.

One Power Less restrictive than One Ability, this allows the psi some versatility while still establishing boundaries.

GURPS Psionic Campaigns

For cinematic games, caampaigns may be a plus! A slight chance exists of a believer coming across their work, though. The GM must figure out how such visions work in the game. This is similar to the but a true master of the mind has learned to above situation, but lacking any useful information except the date; the control and develop those abilities.


Clarity It is also important to determine how accurate and informative the visions are. How should skills relate to powers? Drugs, psi, 33; examples, 9, 10, 16, Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. Create an account or sign in to comment You need to be a member in order to leave a comment Create an account Sign up for a new account in our community.

It is completely realistic for an NPC to possess and wholeheartedly believe false information.

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Blatant abilities have to be saved for witnessfree situations. This may be a humanminimum possible level. For example, a telepath might not have to learn any skills to use Mind Control, but he may learn high levels of Brainwashing and Hypnotism anyway to use it better. Television, inspirational shows, In a out from overexertion. So far, the group has gotten new information out of everyone, but is only halfway to getting all of what they need.

Latency, 4, 14; determining, 7; powers, 14; suppressing, 33; triggering abilities, 9, 10; universal, 8, If the campaign is modern, the result looks much like the real world Modern Day, p.

The game usually climaxes with the defeat of the adversary, after which the campaign either shifts to a new focus or simply ends.