GURPS Psionics

GURPS Psionics is a supplement by David Pulver, published by Steve Jackson Games in 1991 for "GURPS" ("Generic Universal Role-Playing System").
Contents.
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
Publication history.
"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. 
In the 2014 book "Designers & Dragons: The '80s", game historian Shannon Appelcline noted that Steve Jackson Games decided in the early 1990s to stop publishing role-playing adventures for their "GURPS" system, and as a result 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."
Reception.
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."