Well, today, they're a bit cheaper! As extra incentive, I've compiled a list below of particularly useful books that come up often in Psi-Wars, all of which are on sale!
- GURPS Basic: Obviously, if you don't already have this, this is where to start
- GURPS Ultra-Tech: This book is your golden standard for any sci-fi game, and Psi-Wars definitely makes extensive use of it.
- GURPS Space: This book doesn't see that much use in Psi-Wars, and you can live without it, but if you want to build your own campaign material, it's a great place to start!
- GURPS Spaceships: This is your system for space combat and for designing new ships
- GURPS Spaceships 2: Traders, Liners, and Transports contains details on tramp freighters like the Dark Horse and yachts like the Taj Mahal.
- GURPS Spaceships 3: Warships and Space Pirates contains all the warships you'll need for Psi-Wars
- GURPS Spaceships 4: Fighters, Carriers, and Mecha contains all the fighters and carriers you'll need, from the Starhawk to the Typhoon!
- GURPS Psionic Powers: If you want to use psionics in psi-wars, you'll need this book!
- GURPS Psi-Tech: Not strictly necessary, but some of the psionic technology I refer to can be found here
- GURPS Psis: Also not strictly necessary, but interesting for grab-and-play psionic packages.
- Psionic Powers is a subset of Powers, but Powers is still useful if you want to understand some of the optional rules I've implemented.
- Need more communion? Check out Divine Favor
- GURPS Action 2: Exploits Psi-Wars is built atop the Action Framework, thus you'll need this book to make sense of a lot of my rules
- GURPS Action 4: Specialists Not strictly necessary, but I use this to build my Psi-Wars templates.
- GURPS Dungeon Fantasy 16: Wilderness Adventures Not an Action book, but I'll use this later to work out some rules for handling adventures on worlds. An excellent book.
- GURPS Bio-Tech: Strictly optional, but some of my medical rules derive from this, and its chock full of alien ideas.
- GURPS Aliens A 3e book, but if you're hunting for Alien ideas, this is a good place to start
- GURPS Aliens: Sparriels Looking for excellent 4e translations of the above? Look no further than this series (only one book thus far)
- GURPS Martial Arts You want Forceswordsmanship? You'll need this book. Chock full of the details on all my optional rules and a variety of my perks
- The Power Ups series is full of good books, but two I often use for Psi-Wars are:
GURPS isn't the only thing on sale. While Pyramid subscriptions aren't on sale, issues are! I use lots of Pyramid articles, but here's some highlights
- Every Tech & Toys issue is useful
- For Psionics, check out
- Psionics I
- Psionics II (Which contains the article, Mind and Body)
- The following issues of Pyramid are just generally useful:
- Space Opera
- Monsters in Space (Something I'll get into more in Iteration 5)
- Alternate GURPS (For building your own vehicles with GURPS Spaceships)
- Dungeon Fantasy (which contains even more divine favor rules!)
This is by no means exhaustive, but if you need a Psi-Wars shopping list, this is a good place to start.
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