From the subtle card-guessing and dice-nudging of real-world psychics, through the full-fledged telepathy found in classic sci-fi, to the over-the-top mental blasts seen in the comics, mysterious powers of the mind have long played a role in speculative fiction . . . and in RPGs. These psionics bridge the gap between the supernatural realm of mediums and mystics, and the clinical, calculating world of parapsychologists and secret labs. Whether you enjoy futuristic space fiction, modern-day horror, or kitchen-sink fantasy, sooner or later, you're going to run into psi! But because psionics – like GURPS – span many genres and realism levels, there's a lot of ground to cover. What powers exist? What are the individual users like? How does the world view these people and their gifts? And can such phenomena be understood systematically, allowing meaningful study, science, and even technology? Fortunately, we have a lot of answers for you. Where GURPS Third Edition offered 128 pages of thoughts in the form of GURPS Psionics, GURPS Fourth Edition brings you four supplements that contain over 200 pages on ESP, psychokinesis, telepathy, and many other amazing gifts!
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