GURPS Psionics is a supplement by David Pulver, published by Steve Jackson Games in 1991 for GURPS (Generic Universal Role-Playing System).
This book explains how psionics rules can be added to any GURPS campaign. Psionics in the GURPS system is treated as a new set of skills grouped into nine categories, purchased when the character is generated, modified by power levels, skill levels, enhancements and limitations. For that reason, the success or failure of psionics is mediated by dice rolls like any GURPS skill. The book also has chapters describing
GURPS Psionics is a 128-page softcover book designed by David L. Pulver, with interior art by Rick Harris, Charlie Wiedman, Doug Shuler, Evan Dorkin, Angela Bostick, Rick Lowry, and Mike Scott, and cover art by David Patrick Menehan. [1]
In the 2014 book Designers & Dragons: The '80s, game historian Shannon Appelcline noted that Steve Jackson Games decided in the early 1990s to cease publishing role-playing adventures for their GURPS system, and therefore released more standalone books: "Additional universal books also started to appear, including David L. Pulver's GURPS Psionics (1991) and GURPS Vehicles (1993). These books tended to have complex and intricate mechanics — particularly the very mathematical vehicle construction system in the latter book. They would come to define GURPS over the coming years as a serious, technical game." [2] : 45
In the April 1992 edition of Dragon (Issue #180), Rick Swan called this book "an impressive and wide-ranging smorgasboard of ideas adaptable to horror, science-fiction, and virtually any other role-playing genre." Swan did note that although there were advantages to this generic approach, "those comfortable with rigid class definitions may find the generic approach of the GURPS game to be more frustrating than fun." Swan found the skills-based approach "a bit too much number-juggling for my taste." Swan concluded by giving the book an average rating of 3.5 out of 6, saying, "it works best in a cyberpunk, science-fiction, or modern horror setting... The powers themselves aren't anything out of the ordinary, but their application in terms of role-playing and advanced mechanics makes this the most sophisticated psionics system to date. The sheer volume of material here may give novices a headache, but for experienced players, this may be the system of their dreams." [1]
GURPS Technomancer is a techno-magic campaign setting by David Pulver, published in 1998 by Steve Jackson Games as for the GURPS role-playing game system.
GURPS Bio-Tech is a GURPS, the Generic Universal Role Playing Game, sourcebook that covers the implementation of biotechnology in the game. The first edition of the book was written for GURPS Third Edition, while the second edition of GURPS Bio-Tech was written for GURPS Fourth Edition. Both editions of the game are primarily focused on providing supplemental rules, campaign material, and examples of the uses of biotechnology for the players and game-master alike. The second edition contains two outlines for campaign settings but is primarily focused on providing rules and examples of devices that Game Masters could adapt for use in their own campaigns.
David L. Pulver is a Canadian freelance writer and game designer, author of more than fifty role-playing game rulebooks and supplements, including the award-winning Transhuman Space.
GURPS Time Travel is a sourcebook for GURPS. It was written by Steve Jackson and John M. Ford and published in 1991.
GURPS Vehicles is a sourcebook for GURPS by David Pulver. The first edition was published in 1993.
GURPS Ultra-Tech is a sourcebook published by Steve Jackson Games (SJG) in 1989 for science fiction role-playing games using third edition GURPS rules.
GURPS Horror is a sourcebook for GURPS. The first edition was published in 1987.
GURPS Vampire: The Masquerade is a licensed adaptation of White Wolf Publishing's horror role-playing game Vampire: The Masquerade. It was written by Jeff Koke, and published by Steve Jackson Games in 1993 for the third edition of their GURPS rules.
GURPS Camelot is an Arthurian supplement published by Steve Jackson Games in 1991 for GURPS.
GURPS Dinosaurs is a supplement by Stephen Dedman, published by Steve Jackson Games in 1996 for GURPS.
GURPS Greece is a supplement published by Steve Jackson Games (SJG) in 1995 for GURPS.
GURPS Mecha is a supplement by David Pulver, published by Steve Jackson Games (SJG) in 1997 for GURPS.
GURPS Old West is a supplement published by Steve Jackson Games in 1991 for GURPS.
GURPS Planet Krishna is a role-playing game supplement published by Steve Jackson Games (SJG) in 1997 that helps a gamemaster design a GURPS campaign using the Viagens Interplanetarias science fiction setting of L. Sprague de Camp.
GURPS Robots is a supplement for GURPS. Written by David Pulver, it was published by Steve Jackson Games in 1995.
GURPS Russia is a role-playing game supplement by S. John Ross, published by Steve Jackson Games in 1998 for the GURPS rule set.
GURPS Space Atlas 4 is a science fiction supplement written by David Pulver and Stephen Dedman published by Steve Jackson Games in 1991 for GURPS Space.
GURPS Vikings is a supplement published by Steve Jackson Games in 1991 for GURPS.
GURPS Voodoo: The Shadow War is a role-playing game supplement by C. J. Carella, published by Steve Jackson Games in 1995, about using voodoo magic in a GURPS campaign.
GURPS Werewolf: The Apocalypse is a supplement published by Steve Jackson Games (SJG) in 1993 that translates the role-playing game Werewolf: The Apocalypse to the GURPS rules set.