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GURPS Powers: The Weird

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Weird And Wonderful

Fiction and folklore are full of strange powers. Most of these are so familiar to us from comics, movies, games, and novels that they're "strange" only in the sense that we don't deal with them in our daily lives. Although this lack of evidence leads to disagreements over the details, every gamer has a clear personal picture of magic, psionics, super-powers, and similar phenomena.

But then there's the really strange stuff -- the powers that push the limits of imagination itself.

GURPS Powers: The Weird is your guide to the mad science, uncanny realms, and bizarre superhuman abilities found in corners of fantasy, horror, and science fiction that attract labels like "bizarro," "psychedelic," and "surreal." It goes beyond safe stereotypes to explore powers that warp the human form, sanity, and reality itself. Take a look, if you dare, and unearth:

  • Weird Science. Eleven structured styles of mad and fringe science -- ranging from early psychical research and Frankensteinian experimentation to sci-fi nanotech and para-energetics -- let you invent unlikely technologies, explore impossible realms, and tinker with the nature of life itself. What could go wrong?
  • Weird Realms and Phenomena. Learn of novel ways to use familiar story elements such as outer space and time travel to put a bizarre twist on your campaign . . . and discover completely new strangeness like singularities and metaphysical realms.
  • Weird Powers. The powers of Dimensional Control, Logos, Metamateriality, Mutation, Noumena, Para-Energy, Parasitism, and Void take GURPS Powers to the outer limits, with 65 fully worked sample abilities that push the boundaries of body, mind, and natural laws.

All of this comes with ample notes on the new and variant traits needed to think and act outside the box, plus plenty of advice to GMs who don't want to tether their campaigns to mere reality. Only one question is left unanswered: Can you handle the truth?

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Product Information
Copper seller
Rule System(s)
Pages
42
Publisher Stock #
SJG37-0152
File Size:
1.8 MB
Format
Original electronic Click for more information
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
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Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
File Last Updated:
November 19, 2017
This title was added to our catalog on December 14, 2017.
Publisher
Steve Jackson Games
Publisher Average Rating