Psionics do exist in the Colonies and with some alien races. Those alien species able to use psionics to any degree will be listed in the relevant alien race section. If psionics are not listed for a race, then assume that they cannot use them.
In the Colonies, psionics are rare. While it is true that everyone has the potential to use psionics, the human race is not yet advanced or mature enough for an individual to simply start using their latent powers. As a result, to be able to use psionics, a person has to be trained. The military occasionally runs secret training and experiments with volunteers, and sometimes civilian groups will try and develop psionic powers for scientific purposes. There are no dedicated psionic institutes or organisations though, and the actual number of people who have had their powers discovered is only a tiny fraction of the population. Military organisations and personnel who have psionic training tend to keep that fact secret.
To be able to apply for psionics, a character must purchase the Unusual Background advantage (at 10 points) and give a reason as to how and why they were selected for psionic training.
Once bought, a character is then able to purchase the full range of psionic abilities from the basic GURPS Prime Directive rulebook. Telecommunication and Telekinesis are the most common of the psionic abilities known to man, but others are certainly possible. When selecting from the advantage list, use the Mental/Exotic advantages of: Detect, Mind Control, Mind Probe, Mind Reading, Mind Shield, Mind Link, Telecommunication and Telekinesis.
Gamesmasters are advised to avoid psionic powers that interact with computers and robots though.
Limitations can be bought for psionic skills as normal, however the Uncontrollable limitation should be avoided. Colonial psionic powers do not come with Pside Effects though.
This section will be updated with the future release of GURPS Federation.