Psionics

Psionic abilities are in-born like advantages and often the only way to gain more is through dangerous and strange situations. They are also mechanically based off the Advantage system.
Powers stand for the sets of different Psionic Abilities and provide boundaries for them.
Abilities are the advantages flavored as Psionic.
Talents are your skill with all Psionic Abilities of a certain Power.

The six basic psionic powers are:

Other psi powers exist in some settings.

Three things define each power:
• A set of advantages that represent different ways the power can manifest.
• A special limitation, called a Power Modifier, which, when applied to any of these advantages, turns it into a psi ability within the power.
• A Talent that makes it easier to use all the psi abilities within the power.

Acquiring Psionics
If you have an ability or Talent in one of those Psionic powers, you have access to buy any ability in that power, as well as a Talent for it, as well as enhancements for those abilities.
Talents are like Magery (+1 to Psionic Power) but for specific powers, with a limit of 4 levels instead of 3 and usually cost 5 points per level.
Having a Talent and no powers makes you a "latent" - has potential but no powers.
Lastly you can take Psi abilities as Potential Advantages (B33) (only function as if they have the Limitations:Unconscious Only, and Uncontrollable until fully paid for.)

Power Modifier
Each Power (Psionic, Cleric, Bardic, etc.) has its own modifier, generally worth -10% (like a Limitation). This affects all abilities within that power.
What this does is make it so a collection of abilities can be negated/combated as against 1 broad umbrella of abilities instead of needing specific countermeasures for each ability individually.

Pside Effects
Limitations help make Psionic powers realistic, like fiction, or just cheaper and can be bought off later. You can also combine different levels of abilities with different amounts of limitations (eg. Telekinesis 5 with no limitations + 20 more levels that are Unconscious and Uncontrollable!)

Psionic Powers
Antipsi
No Antipsi Talent as mostly these abilities are passive.
Antipsi Abilities:
Neutralize, Obscure, Psi Static, Resistant to Psionics.

ESP
The GM makes these rolls in secret.
ESP Talent: 5 Points per Level, +1 to ESP abilities, can acquire new ESP abilities.
ESP Abilities:
Channeling, Clairsentience, Danger Sense, Detect, Medium, Oracle, Para-Radar, Penetrating Vision, Precognition, Psychometry, Racial Memory, See Invisible.

Psychic Healing
"Positive Energy"
Psychic Healing Talent: 5 Points per Level, +1 to Psychic Healing abilities, can acquire new Psychic Healing abilities.
Psychic Healing Abilities:
Detect, Healing, Metabolism Control, Regeneration, Regrowth, Resistant.

Psychokinesis
Mind over matter, Telekinesis, and Fires. Uncontrollable is a common Limitation.
Psychokinesis Talent: 5 Points per Level, +1 to Psychokinesis abilities, can acquire new Psychokinesis abilities.
Psychokinesis Abilities:
Binding, Damage Resistance, Enhanced Move, Flight, Innate Attack, Super Jump, Telekinesis, Temperature Control, Vibration Sense, Walk on Air, Walk on Liquid.

Telepathy
Mental Communication & Control, works on living sentient beings.
Telepathy Talent: 5 Points per Level, +1 to Telepathy abilities, can acquire new Telepathy abilities.
Telepathy Abilities:
Animal Empathy, Empathy, Invisibility, Mind Control, Mind Probe, Mind Reading, Mind Shield, Mindlink, Possession, Speak with Animals, Special Rapport, Telesend, Terror.

Teleportation
Moving yourself, or other things, across space, time, or dimensions.
Teleportation Talent: 5 Points per Level, +1 to Teleportation abilities, can acquire new Teleportation abilities.
Teleportation Abilities:
Jumper, Snatcher, Warp.

Dungeon Fantasy Style Psionics
Cheesy psi powers are a hack-and-slash tradition! The powers in the Basic Set aren’t especially suitable for delvers, though. Psionic adventurers should use this new power instead. They must buy Unusual Background (Psionic) [10] first – mostly to balance the fact that psi bypasses magic and frequently has unintended consequences.

Power Modifier: Psionics -10%

Psi abilities require 1 FP to activate for a minute and 1 FP/minute to maintain – or 1 FP per attack, for Mind Blast. Using such gifts attracts psionic monsters. The GM will roll 3d every time you activate psi abilities and after each battle in which you use Mind Blast. On 6 or less, Astral Things (treat as insubstantial spirits for the purpose of what affects them), mindwarpers, or something similar will strike. The odds rise to 9 or less if such monsters are already present in the dungeon!

Psionics Abilities
Clairsentience (PM, -10%) [45]; Damage Resistance 1 to 6 (Limited, Psi*, -20%; PM, -10%) [4 to 21]; Detect (Psionics; PM, -10%) [9]; Mind Blast† [29]; Mind Control (PM, -10%) [45]; Mind Reading (PM, -10%) [27]; Mind Shield 1 to 6 (Limited, Psi*, -50%; PM, -10%) [2 to 10]; Psychometry (PM, -10%) [18]; Scanning Sense (Para-Radar; PM, -10%) [36]; Telecommunication (Telesend; PM, -10%) [27]; and Telekinesis 1 to 10 (PM, -10%) [5 to 45].

† Mind Blast: Take an Attack maneuver and roll a Quick Contest of Will, at -1/yard, against your foe’s Will. Victory stuns him for 3 seconds; he may try a Will roll every 3 seconds to recover. Victory by 5+ knocks him out for minutes equal to triple the margin. This is Affliction 1 (Based on Will, +20%; Extended Duration, 3x, +20%; Malediction 1, +100%; No Signature, +20%; PM, -10%; Secondary Unconsciousness, +40%) [29].

Psi Talent 5 points/level
This Talent gives +1 per level to all Psionics rolls.

Psi Skills
Those with any points in Psionics can learn Hypnotism (p. B201), Mental Strength (p. B209), and Mind Block (p. B210).

Low Level Psi builds

30-POINT PYROKINETIC PACKAGE

30-POINT "TOO MUCH POWER" TELEKINETIC PACKAGE

30-POINT "CONTROLLED" TELEKINETIC PACKAGE

50-POINT "ALTERNATIVE ABILITIES" TELEKINETIC PACKAGE

30-POINT "COMMUNICATION" TELEPATHIC PACKAGE

30-POINT "EAVESDROPPER" TELEPATHIC PACKAGE

50-POINT "TELESEND PLUS ALTERNATIVE ABILITIES" TELEPATHIC PACKAGE

I want to be able to throw small rocks (or whatever) at bullet velocities with my TK. You can do this with Telekinesis, but you need very high levels, it is much more cost effective to take this as an Innate Attack. This has the added benifit of matching most fictional psis who can can kill a Yak at 200 yds with mind bullets but are unable to toss battleships around.

_Mind Bullets:_Piercing Attack 2d(Enviromental: Requires small projectiles within 1 yd -30%, Accurate +2 +10%, Extra Recoil +1 -10%, Increased Range *10 +30%, Rapid Fire ROF 3 +50%, Costs 1 FP -5%, PK-10%) [14]

I also decide to take:

Because I have all these PK powers, I take PK Talent +3 [15]. I now add three to my:

Note that I can further reduce the cost by taking some of these things as alternate abilities.